TITLE: Magick 7.0
GENRE: YA Science Fantasy
After an orphan triggers the stupidest quest ever, she has three days to slay a silver dragon that doesn’t exist or she’ll be exiled from home. But when she uncovers the true purpose of the quest—to fix the computer that created the world—she must stop the ten-thousand-year-old scientist who programmed the computer or he’ll use it to erase her world and recreate his own.
At Saint Lupin’s Institute for Perpetually Wicked and Hideously Unattractive Children they didn’t play favorites. Each orphan was treated with the same amount of disdain and neglect. They were provided with one threadbare tunic, one pair of ill-fitting shoes, and one dusty and moth-eaten overcoat. They were given a daily ration of gruel, and they were bathed exactly once per month, just before going on duty in the coal mine. This, incidentally, was consistent with the advice given in the popular self-help guide, How to Raise Orphans and Make Money.
There were three ways to leave Saint Lupin’s. The first was to get adopted. Perhaps by a nice family who would whisk you away to your long dreamed-of castle on a hill—one surrounded by forests and glens, filled with interesting and friendly people, rich with history and bright with promise and hope. The board of governors was extremely pleased with its track record in this regard as it had managed to prevent all adoptions since the Institute’s foundation.
The second way was to reach the age of sixteen and be unceremoniously kicked out on your bottom.
The third way was to embark upon a quest. Although quests were heavily regulated (so they could then be heavily taxed), there were no restrictions regarding age or background and thus anyone could apply. The secret to a successful application was first to fulfill a prophecy (prophecies were also heavily taxed). At Saint Lupin’s, both of these topics, that is, quests and prophecies, were considered particularly taboo subjects of inquiry.