I'm Makenna Fraser, seer for SPI, and it's just my luck that my birthday party is literally crashed by a building from another planet. And it's not just any building—it's my goblin boyfriend's house from his home world. SPI's mission, to keep the public clueless about the supernatural, has us scrambling to find who did this and why, not to mention how.
The deeper we dig, the more we realize this incident is the opening gambit to a much larger event. Old enemies have combined forces with an even older nemesis to develop the means to kidnap an entire building and everyone in it. But who, or what, is their ultimate target? Finding out and getting to the mark before they do will require all hands on deck, including some extraterrestrial help from the goblin home world. We're running out of time, and if we can't get our act together, we'll have front-row seats for the end of the world as we know it.
This time, we’re the ones who need protection.
New York is one of the most popular convention destinations in the world—for humans and supernaturals. Every hundred years, rulers of the world’s supernatural races come together to negotiate and renew a peace treaty. Meeting in the same hotel are the governors of our world’s goblin and elf colonies. SPI is saddled with the security nightmare of keeping the living delegates alive and the undead delegates from becoming permanently deceased. We’ve got our work cut out for us.
I’m Makenna Fraser, seer for SPI. Our security nightmare becomes real when monsters from the delegates’ mythologies begin mysteriously appearing in the flesh to hunt delegates from every side of the debate. And when the hotel gets sucked into another dimension, there’s no escape.
We discover that we’re all pieces in an elaborate and deadly game. A game about to spill out into the real world. Failing to escape is game over and not an option. We have to save the world—but first, we have to save ourselves.
Published in 1997, Neil Gaiman's darkly hypnotic first novel, Neverwhere, heralded the arrival of a major talent and became a touchstone of urban fantasy. Over the years, a number of versions were produced both in the U.S. and the U.K. Now Gaiman's preferred edition of his classic novel reconciles these works and reinstates a number of scenes cut from the original published books.
Neverwhere is the story of Richard Mayhew, a young London businessman with a good heart and an ordinary life, which is changed forever when he discovers a girl bleeding on the sidewalk. He stops to help her—an act of kindness that plunges him into a world he never dreamed existed.
Slipping through the cracks of reality, Richard lands in the Neverwhere—a London of shadows and darkness, monsters and saints, murderers and angels that exists entirely in a subterranean labyrinth. The Neverwhere is home to Door, the mysterious girl Richard helped in the London Above. Door, a noblewoman whose family has been murdered, is on a quest to find the agent that slaughtered her family and thwart the destruction of this underworld kingdom. If Richard is ever to return to his former life, he must join the journey to save Door's world—and find a way to survive.
A hallucinatory fantasia of mystery, mythology, and terror that "draws equally from George Lucas, Monty Python, Doctor Who, and John Milton" (USA Today), Neverwhere is an "Alice in Wonderland with a punk edge" (Poppy Z. Brite), "that is both the stuff of dreams and nightmares" (San Diego Union-Tribune).