With both Fleet and Flock in turmoil and conditions at the Ministry of Manifestation coming undone, Eila, Cora, and their small band of allies find themselves on the run, seeking a mysterious object that has the power to unravel all of Alterra. Cracks in Parliament's carefully constructed lie are beginning to show at the seams, meanwhile, as Decorum attempts to fight the slow bleed of chaos: citizens losing their minds as Crumble's pacification fails, doorways opening to other worlds, leagues of spies trying to hide the truth.
After failing to recover Eve's prize at the Convenience and finding Pavilion all but inaccessible, the troupe's options become limited. Bigger players have entered the game, and even those who knew Alterra's true path have found themselves empty-handed — tricked by higher powers.
Eila's only hope is to regain control of the missing engine core, but she must use another talisman to find it. And as Eila soon finds, there are plans within plans, and only one set of hands (hands closer to Eila than she's ever realized) able to pull all of the levers.
This third book in the young adult dark fantasy Dream Engine series by masters of story Platt & Truant (authors of the bestselling Invasion series) ratchets the tension up to eleven, turning the careful world of Alterra and its foes beyond inside out.