Errol Greyson hadn’t intended to commit suicide. Or so he told himself. But waking up after his “cry for help” trapped in the body of a wood-and-metal construct magically animated by Aster—the strange girl from school—was not a result he could have imagined.
Aster’s wild explanations about needing help on a quest to find the water of health that would cure her father seemed as unreal as her description of Errol’s own half-dead existence, his consciousness stuck in an enchanted automaton while his real body was in a coma from which it might never wake. And of course, they would need to recruit a girl who had been dead for thirty years—a virgin, no less—to lead them through something called the Pale, beyond which a bunch of magical kingdoms existed. Plus, the threat that Aster could turn him off like a light switch, sending him into a hellish oblivion, was a convincing incentive to cooperate.
It all seemed quite mad: Either Aster was nuts, or Errol was hallucinating. But if it meant a new chance at life, he reckoned it was worth playing along.