Finders, keepers, he thought.
But he found the wrong thing.
When Daran stumbles upon an abandoned machine, he decides to fix it. He soon discovers that it’s a gizmo: a machine capable of basic thoughts. These are only owned by the Thought Academy, and they want it back—except they’re not the only ones that are interested.
Daran quickly becomes a pawn in a game he knows nothing about. But when his family is involved, he has no option but to play along. With time running out, he needs to decide whom he sides with and whom he trusts.