Everness Book 1. Jo Fletcher Books, 2013, 373p.
Reviewed for Interzone 246, May-Jun 2013.
Tottenham Hotspur supporter, school team goalkeeper and fine Indian cook, Everett Singh witnesses the kidnap of his physicist father, Tejendra, just before they were due to meet on an access visit. He provides the police with mobile phone photos of the kidnap. When his dad’s boss, McCabe, turns up asking if Tejendra had left Everett anything, Everett knows something more profound is afoot. Moreover, when his pictures are returned they have been altered. And he is being followed to school and back. As we are immersed in Everett’s world his mistrust of the police and the strained relationship with Everett’s mother these encounters engender are portrayed well, though like all young protagonists Everett is perhaps just a touch too knowing.
Soon a mysterious folder marked “Infundibulum” and obviously left by his father appears on Dr Quantum, Everett’s laptop. Everett knows infundibulum means “bigger inside than out” – references to Doctor Who follow – and recognises the contents as a representation of the multiverse. His father named him after the creator of many worlds theory and he has always been able to think in up to seven dimensions. This facility allows Everett to tie the Infundibulum topologically into a map of the many worlds. Another of his father’s colleagues has given him clandestine information about the success of the many worlds project and footage of other universes from beyond the Heisenberg Gates. Ours is E10 in the Plenitude of Worlds but none of the others has a map, only Everett. This scenario may have been too much for most writers to pull off but McDonald’s exposition of the arcane details is lucid and he uses all this only as a jumping off point. The necessity for plot to rumble on, though, for action, marks this out as a YA novel. Indeed there are echoes of The Northern Lights – not the least of which is the increasing presence of a powerful villainess, Charlotte Villiers – which, given the target audience, is no bad comparison. Echoes of this kind are almost inevitable when the necessity of holding a young audience’s attention is taken into account. There is plenty to keep the adult reader going too, though.
Armed with his knowledge Everett contacts McCabe and is transported to where the many worlds project has its base near the Channel Tunnel. Diplomats from the Plenitude are present as Everett demonstrates the ability of his map to target contact with other worlds. One of them threatens him with a strange gun and he jumps through an open gate into E3, a world with no oil-based technology, where rugby is the main spectator sport – and where Everett only has himself to rely on. This is one of the (arguably necessary) perennial features of “children’s” fiction: the adventure can only begin if no parents are around to prevent it. The stories are usually the better for it.
Everett finds a library and researches his new environment, quickly working out that the Plenitude is probably keeping his dad in the Tyrone Tower.
Later, on the underground, Everett meets the wielder of a strange tarot deck, a young girl called Sen Sixsmyth, who tries to filch Dr Quantum, but Everett decides to befriend her. Sen turns out to be an Airish – crew of the airships which ply the skies of E3. Her home is the Everness, whose captain is her adoptive mother and whose crew includes a “Southern” gentleman addicted to quotations and a Scottish accented guy in charge of the engines. “Captain, I canna get full power when there’s no engine…” Due to his culinary skills Everett is accepted as a crew member and the real fun starts.
To communicate with each other the Airish use a version of Polari, in our world an argot of gay subculture. (This reference would surely go over the heads of most YA readers were an explanation and glossary not supplied at the end.) The Airish have their own customs and loyalties and not a few colourfully named individuals. Any discrimination Everett experiences on E3 is not due to his skin colour but that he is now Airish.
The details of this other world feel right even if they are a touch old-fashioned but it is a kind of steampunk scenario after all. Moreover it is one which McDonald clearly has enjoyed creating. Set pieces including Sen penetrating the Tyrone Tower, the inevitable pursuit by Charlotte Villiers and a battle between airships for arcane Airish reasons keep things moving nicely.
Being part 1 of the Everness series nothing is truly resolved by the end of Planesrunner but the dénouement and the setting up of the sequel have a logic of their own, consistent with what has led up to them.
Planesrunner is bona stuff. One might even say fantabulosa.