What happens when the games you invented as children turn out to be more real than you ever imagined? In Sarah Maria Griffin’s Strange Is the Light, a childhood game becomes the doorway to something ancient, dangerous, and very much alive—and the friends who created it must finally reckon with the consequences of the last time they played.
Strange Is the Light follows Daphne, Ronan, Leonie, and Finn, four childhood friends whose lives have been intertwined by a strange and somewhat magical summer friendship. Three of them live year-round on the island of Valentia, while Daphne visits only during the summers. At the center of their friendship is a game they have created together, one that begins as the kind of elaborate play-acting children do and gradually evolves into something closer to the role-playing games we know today. They create a world, invent stories and characters, and take turns building the narrative together.
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