A Dragon’s Guide to the Care and
Feeding of Humans. By Laurence Yep & Joanne Ryder. Illustrations by
Mary GrandPré. Crown. $15.99.
The Nerdy Dozen #2: Close
Encounters of the Nerd Kind. By Jeff Miller. Harper. $16.99.
One of the ways to make
fantasy adventures attractive to the 8-12 age group at which so many of them
are aimed is to turn things upside-down in one way or another. That is the
central conceit of A Dragon’s Guide to
the Care and Feeding of Humans, the first book of a planned trilogy by
Laurence Yep and Joanne Ryder. The basic concept here is to explore the
relationship between a 3,000-year-old dragon who frequently transforms into the
human shape of Joan of Arc and goes by the name of Miss Drake – and a feisty
10-year-old girl named Winnie (protagonists are always feisty in fantasy
adventures for preteens). Instead of having Winnie keep the dragon as a pet –
something that has been done innumerable times before – this book has the dragon keep Winnie as a pet, one in a long line of human pets Miss Drake has
had from Winnie’s family. Predictably, the two central characters clash from
the start, but readers will realize very soon that they are much alike under
the skin, or scales, as the case may be. Miss Drake, who narrates the book, is
neither as crusty nor as unemotional as she wants Winnie to believe her to be;
and Winnie, who takes care both of herself and of her injured and slowly
healing mother, is not as independent and adult-before-her-time as she thinks
she is. Obviously, both characters are misfits in the world – that is a trope
of books like this, and one that Yep and Ryder make no attempt to turn
upside-down – and both find, as the story progresses, that they have much to
offer each other. Miss Drake slowly introduces Winnie to the magical world that
dragons and other fantastic creatures inhabit, which coexists with San
Francisco but which humans are prevented, by spells, from perceiving. However,
it turns out that Winnie has some magic-making ability of her own – of a
problematical kind. She is a talented young artist, constantly drawing in a
sketchbook – which proves to be enchanted in a way that results in her drawings
coming to life. Yep and Ryder throw in occasional real-world references to keep
this rather frothy concoction of a novel interesting, but young readers may not
get them. The Joan of Arc explanation, for example, never actually mentions
Joan of Arc. Elsewhere, Miss Drake discusses a magical shopkeeper – an air
sprite named Clipper – and says, “Over four hundred years ago, when I had been
in London with my pet Renwick, I’d introduced her to a neighbor, an actor named
William. Her large eyes and delicate features had inspired him to write a funny
little piece about the midsummer that still seems to please audiences today.”
Whether preteens will know that the authors are referring to Shakespeare’s A Midsummer Night’s Dream is an open
question. In any case, these passing references are not the core of the story;
nor are Miss Drake’s often-amusing personality traits, such as her using a bank
debit card and having “digital subscriptions to all the fashion magazines” so
she can transform into a human wearing trendy clothing. The book’s climax
involves a magic-eating monster that Miss Drake and Winnie conquer together at
the Enchanters’ Fair, specifically at the Spelling Bee – which is a contest
involving spellcasting. The book ends with the promise of further adventures,
of course. And if the “turnaround” aspect of the who-is-the-pet issue wears
thin long before the conclusion, the humor – abetted by some of Mary GrandPré’s usual high-quality illustrations
– bids fair to continue as the sequence does.
The turnaround in the second
book of The Nerdy Dozen series is the
same as in Jeff Miller’s first series entry: video-game-playing, bullied and
misunderstood nerds are crucial for huge tasks such as, say, saving the world.
Thirteen-year-old Neil Andertol (“Neanderthal,” and yes, he is really called
that) gets contacted a second time by the government in Close Encounters of the Nerd Kind, which takes place four months
after the first book (which was simply called The Nerdy Dozen – a play on The
Dirty Dozen, although as with the Yep/Ryder book, this sort of thing may go
right past the readers Miller is trying to reach). The dozen supernerds were
the 12 highest scorers in a game called Chameleon, which turned out to be the
training simulator for a real fighter jet. But even that game has lost its
thrill for Neil and his friends in the wake of their successful first mission –
so when there is a chance to up the ante by helping NASA recover a stolen,
super-secret spacecraft, Neil of course jumps at the chance. So do all the
others; and there you have the plot of Close
Encounters of the Nerd Kind. As with the Yep/Ryder book, the basic
turnaround element is really just a launching pad (so to speak) for this space
adventure, which otherwise proceeds along entirely predictable lines. So do the
dialogue and descriptive passages, as when Neil experiences weightlessness for
the first time: “‘Whoa! This is unreal!’ said Neil. It felt like he was rising
out of his seat after hitting a huge hill on a roller coaster, only gravity
wasn’t pulling him back down.” Of course, Neil again has to contend with the
biggest thorn in his side among the dozen nerds, Trevor: “Neil was impressed by
Trevor’s consistency. Friend or enemy, he was a jerk to all.” It turns out that
the secret ship the young teens are trying to recover was hijacked by two other teens – who are simply trying to
find their parents on Mars, where they are sure the adults have survived even
though they are believed long dead. And, let’s see, there are the usual video
game requirements, or real-world requirements, or some blend of them: “Neil
increased his speed. This was Earth’s only chance of survival. He drifted to
the right, speeding ahead of the asteroid’s orbital path. …Having earned back
his friends’ trust, Neil was never going to lose it again.” The elements of
trust and friendship are paramount here, as in so many other books for this age
group. At the end, everything works out just fine – Earth is still here, as you
may have noticed – and the stage is set at the end of the book for the next,
which is sure to be just as formulaic in its adventure and interpersonal
elements as this one, even with the underlying twist that makes the entire
series possible.
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