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We Do Not Welcome Our Ten-Year-Old Overlord

ebook
2 of 2 copies available
2 of 2 copies available

From master storyteller Garth Nix, the chilling story of a strange object that falls into the wrong hands and has the potential to destroy the world. Perfect for fans of STRANGER THINGS and THE LAST KIDS ON EARTH.

It's not fair. Kim's always lived in the shadow of his younger sister, Eila — which is not how it's supposed to be. Eila is a prodigy, and everyone talks about how smart she is... but, in Kim's eyes, she has no common sense.

One day Kim and Eila are walking in the woods, and Eila finds an enigmatic, otherworldly object. Kim thinks it's bad news... but Eila begins to commune with it. Kim has every reason to be worried, because soon Eila is able to control the minds of everyone around her... in ways she says is the best for everyone.

Kim's problem-solving must go into high gear. He has to not only save his sister, but save the world from his sister and the forces she's unleashed.

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    • Publisher's Weekly

      August 5, 2024
      It’s 1975 “in an alternate version of Canberra, Australia,” and 12-year-old Chimera Xanthoparmelia Basalt, aka Kim, lives with his parents and 10-year-old sister Eila on an “experimental” farm. Preferring an “alternative lifestyle,” the elder Basalts frown upon things like television and fictional books, which pleases “super, super smart” Eila and frustrates Kim, who surreptitiously runs a D&D campaign for his friends. Then the siblings discover a strange glowing sphere that tries to communicate with them telepathically. Kim rejects it but Eila accepts it, bringing the globe—which says its name is Aster and disguises itself as a basketball—home. Soon Eila, using the orb’s powers, is studying wildlife, controlling the weather, and altering peoples’ minds. As events take a terrifying turn, it’s up to Kim and his friends to thwart Aster’s nefarious plans and save his sister. Nix (The Sinister Booksellers of Bath) balances spellbinding possibility and childhood adventure with increasing unease and tension as Aster’s influence grows. Atmospheric language, fast-paced action, and the inclusion of early D&D as a background plot device add further layers of whimsy and imagination to this clever thriller. Ages 9–12. Agent: Jill Grinberg, Jill Grinberg Literary.

    • Kirkus

      September 1, 2024
      Six tweens band together to rein in a mysterious object that's influencing people's behavior in an alternate 1975 Canberra, Australia. Chimera "Kim" Basalt and Benjamina "Bennie" Chance are 12-year-old best friends. Each has a 10-year-old sister: Eileithyia "Eila" Indigofera Basalt and Madir Sofitela Chance. Kim's "alternative lifestyle" parents enforce daily chores and discourage him from reading fiction, while Bennie's absentee parents are more permissive. The foursome enjoys exploring the surrounding suburbs and farmland. One day, "super, super smart" Eila finds a mysterious orb in the water. Kim is spooked by the globe's attempt to speak to them, but Eila, feeling an affinity, names her Aster. With Eila's help, Aster, whose origins are uncertain, begins learning about her new surroundings, a process that results in deaths, including of ants, guinea pigs, and a kangaroo. Aster starts asserting more influence, shape-shifting and administering electric shocks to those she perceives as threats. When even Eila, who's been enjoying the power that comes from being in cahoots with Aster, agrees that the orb's control has gone too far, the kids recruit two schoolmates' help and attempt to break Aster's hold. Nix infuses his latest with Dungeons & Dragons gamesmanship, maintaining dramatic tension through nocturnal rambles and chase scenes. Kim's tendency toward anxiety and caution contrasts with Bennie's headlong approach. Astute readers who see the neat end coming will still enjoy the ride. Main characters present white. An entertainingly offbeat science-fiction romp. (author's note, Nix's Dungeons & Dragons campaign notes)(Science fiction. 9-12)

      COPYRIGHT(2024) Kirkus Reviews, ALL RIGHTS RESERVED.

    • Booklist

      October 15, 2024
      Grades 4-7 It all starts in 1975 Australia: the sun inexplicably vanishes for a split second, and 12-year-old Kim Bassalt's know-it-all little sister, Eila, befriends an alien globe that goes by the name Aster. As weeks progress, Kim notices Eila sneaking out with Aster, causing harm to living entities (red ants and kangaroos). Kim's suspicions of Aster possibly controlling humans are confirmed when his elderly neighbor Mrs. Benison becomes mind--corrupted. Unable to stand by any longer, Kim and his three Dungeons & Dragons friends must create a plan of attack to battle Aster and save Eila before all free will is lost. From the author of the acclaimed Sabriel series, Nix's newest coming-of-age story is filled with his flair for sf and fantasy. In a welcome addition, Nix kindly includes a disclaimer in which he pays respect to the Ngunnawal people who inhabited the land in which the story takes place. Young fans of TTRPGs will enjoy this story, along with images of Nix's own D&D campaigns from his formative years. An epic adventure filled with autonomy awaits.

      COPYRIGHT(2024) Booklist, ALL RIGHTS RESERVED.

    • The Horn Book

      November 1, 2024
      Twelve-year-old Kim and his ten-year-old sister Eila live on an experimental farm where their parents work in an alternative 1975 Australia. One night, on their usual ride to a nearby lake with their friends Bennie and Madir, they find a mysterious glowing orb, which Kim can feel trying to break into his mind but which Eila insists they take home. Eila starts to act strangely, communicating with the orb; ominous clouds appear over the television tower in town; and Kim's life starts to feel a little too much like his and Bennie's new favorite game: Dungeons & Dragons. What follows is a classic but gripping save-the-town-on-bikes adventure with an intriguing antagonist. This novel from speculative fiction master Nix features nuanced sibling and friend relationships and a bit of validation for anyone who is convinced that their younger sibling might be an evil genius -- though, don't worry, the real conclusion is more sympathetic than that. Sure to hook role-playing game enthusiasts looking to dabble in sci-fi. Monica de los Reyes

      (Copyright 2024 by The Horn Book, Incorporated, Boston. All rights reserved.)

    • School Library Journal

      Starred review from December 13, 2024

      Gr 3-6-Middle grade science fiction at its best set in an alternative Canberra, Australia, of 1975. Nix has created a set of characters who must band together to defeat an enemy whose true identity will shock readers at the novel's conclusion. Twelve-year-old Kim and his best friend Bennie meet up every evening to ride down to the lake. Their 10-year-old sisters, Eila and Maddie, usually tag along. When they all think they have discovered a head floating in the lake, Eila takes charge and wades in. Touching the "head" unleashes chaos that nearly destroys their community. A series of mysterious, sometimes disturbing events drives Kim to the conclusion that the glowing ball (Eila calls it Aster) is not a benevolent entity. Animals end up dead, human beings with chronic conditions no longer have those ailments, and Aster becomes more and more intertwined with Eila's life. When the orb grants Eila mind-control powers, Kim is convinced that Aster is not to be trusted. Eventually Kim's D&D friends join in his quest to defeat this malevolent force, leading to a fast-paced finish. VERDICT An excellent science fiction story with just enough creep factor and excellent pacing to keep readers tearing through the pages to the gripping climax. Nix uses his superb writing powers to control and thrill readers throughout this fantastic novel.-John Scott

      Copyright 2025 School Library Journal, LLC Used with permission.

    • The Horn Book

      July 1, 2024
      Twelve-year-old Kim and his ten-year-old sister Eila live on an experimental farm where their parents work in an alternative 1975 Australia. One night, on their usual ride to a nearby lake with their friends Bennie and Madir, they find a mysterious glowing orb, which Kim can feel trying to break into his mind but which Eila insists they take home. Eila starts to act strangely, communicating with the orb; ominous clouds appear over the television tower in town; and Kim's life starts to feel a little too much like his and Bennie's new favorite game: Dungeons & Dragons. What follows is a classic but gripping save-the-town-on-bikes adventure with an intriguing antagonist. This novel from speculative fiction master Nix features nuanced sibling and friend relationships and a bit of validation for anyone who is convinced that their younger sibling might be an evil genius -- though, don't worry, the real conclusion is more sympathetic than that. Sure to hook role-playing game enthusiasts looking to dabble in sci-fi.

      (Copyright 2024 by The Horn Book, Incorporated, Boston. All rights reserved.)

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