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391 pages ; 22 cm
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"Strange is the Light follows a passionately entangled group of childhood friends, fractured by the betrayals and secrets kept as they grew into adulthood. Now, after twenty years, Daphne, Ronan, Leonie and Finn will finally have to face the consequences of cutting their last adventure short--having accidentally opened a rift into a dangerous alternate dimension while playing a mysterious RPG version of their childhood game. Daphne never took her final turn... And there is a debt that must be paid"-- Provided by publisher
Daphne McSharry was forever waiting for the summer as a child-an escape from a dreary Dublin council estate to the wild freedom of the coastal village Valentia, where she and her inseparable friends ran gloriously feral... As an adult, Daphne hasn't returned to Valentia for nearly 20 years, nor seen the faces she once knew better than her own. Back then, an off-season visit that began with an invitation to test a tabletop RPG--one set in the secretive, cherished imaginary world they'd created as children. Unbeknownst to them, they'd been playing not just with each other, but with something much stranger at the table, too...and each roll further tore apart the fabric of time and space, warping their perception and bleeding into the real world. When Daphne's final turn was played, she made a choice she could not reverse--and her defiance had a terrible cost. Now, the four remaining players must return to Valentia to face the secrets and betrayals of the past to decide who, if any of them, will be allowed to have a future