T E Shepherd
Ódinn, who has committed crimes in his own world and has been cast out to walk the world of men for all eternity, desires to return home. He enlists the help of Charles Ancell, a young, ambitious, aluminum developer to build a revolutionary new factory in the Icelandic Highlands to provide cheap metal. The techniques used will break apart the fragile bridge between the worlds. As a consequence of this our world and its climate is set to change irrecoverably.
Two children, on holiday in Crete, are exploring the site of the palace of Knossos, home of the legendary Minotaur. The area has recently been hit by small earth tremors, but their visit takes place on a typically hot and sunny day. There is nothing to disturb the calm.
Joe and Hannah find a box of buttons in their barn. Mrs Underhill, the old lady who collected them over many years, tells the children that every button tells a story. The Dorset button is a tale of smuggling on the south coast and the Navajo button tells of an encounter with a mountain lion in Arizona. The Icelandic button involves some children in a desperate race against time to warn their neighbours who are in danger of being buried under icy slurry from a volcanic eruption. There is a scrimshaw button from whaling days in New England and a Tudor button involved in an encounter with a poacher. In the end the children have their own adventure attempting to rescue a young deer trapped in a storm. Their own button collection begins.