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InterWorld

InterWorld is a and fantasy novel series co-authored primarily by and , with the later installments co-written by Mallory Reaves. The trilogy centers on protagonist Joey Harker, an ordinary teenager who discovers he possesses the rare ability to "walk" between countless versions of in the , known as the Altiverse, and becomes involved in an conflict between forces of and . First published in 2007 by imprint , the series blends elements of adventure, alternate realities, and moral dilemmas in a fast-paced aimed at readers aged 10 and older. The inaugural novel, InterWorld, introduces Joey as a high school who accidentally shifts into a parallel world during a school , only to be pursued by agents from the magical organization and the technological faction. He is rescued and recruited by InterWorld, a neutral academy training others with similar walking abilities to safeguard the balance of the . Subsequent books, (2013) and (2015), expand on these themes, exploring Joey's growth, alliances, and battles against escalating threats across dimensions. The collaboration originated from Reaves' concept for an animated television series, which Gaiman helped develop into prose. Critically, the series has been praised for its imaginative world-building and accessible storytelling, though some reviews note it prioritizes action over the deeper philosophical layers typical of Gaiman's solo works. With over 22,000 ratings on Goodreads averaging 3.6 stars, InterWorld has established itself as a notable entry in young adult speculative fiction, appealing to fans of multiverse tales like those in The Matrix or Ender's Game.

Background and Development

Authors

is a British author celebrated for his contributions to , particularly the acclaimed series The Sandman (1989–1996), which earned multiple Eisner and , and the novel (2001), winner of the and Awards. Raised in England with a deep affinity for storytelling influenced by authors like and , Gaiman has cultivated a distinctive style blending mythology, horror, and the surreal. His venture into young adult fiction, including award-winning works such as (2002), which secured the , , and Awards, and (2008), recipient of the and Carnegie Medal, demonstrates his versatility in crafting narratives accessible to younger readers while retaining profound thematic depth. Michael Reaves was an American screenwriter and novelist whose career spanned , with notable credits including story editing and writing for (1992–1995), earning him an Emmy Award, and extensive work in the Star Wars expanded universe, such as the New York Times bestselling novel : Shadow Hunter (2001) and co-authoring the MedStar duology (Battle Surgeons and Jedi Healer, 2004–2005) with . Reaves, who was based in , contributed to animated television at studios like , producing teleplays that highlighted his skill in dynamic, character-driven plots within and fantasy genres. His novels and scripts often explored supernatural thrillers and interstellar adventures, establishing him as a key figure in blending action with imaginative world-building. Reaves died on March 20, 2023, in , California, at the age of 72, from complications of . Mallory Reaves, the daughter of , is an American writer and adapter specializing in manga translations and adaptations, including works like After School Nightmare, which received a 2007 Will Eisner Award nomination. She joined the InterWorld project as co-author on the sequels (2013) and (2015), collaborating with her father and Gaiman to expand the series' narrative. The partnership between Gaiman and on InterWorld began in 1996, when Reaves, while developing an animated television series for , sought Gaiman's input on the core story concept, leading to its evolution into a novel over the next decade. Gaiman's strengths in conceptual and thematic development, drawn from his mythological and fantastical expertise, complemented Reaves' proficiency in structuring plots and crafting action sequences, honed through his background. This synergy allowed the duo to create a cohesive blend of speculative elements tailored for adolescent audiences.

Conception and Writing Process

The concept for InterWorld originated in 1996 when and , who was then working at , began developing ideas for an animated television series. Their collaboration focused on a story about a boy who discovers he can travel between parallel worlds and becomes embroiled in a cosmic conflict between forces of magic and science, ultimately joining a team of alternate versions of himself to preserve balance across realities. The title "InterWorld" began as a temporary placeholder but ultimately endured. Gaiman and Reaves pitched the concept to studio executives, starting with those at and continuing to other outlets, but encountered widespread confusion and disinterest from the recipients. Undeterred, the pair adapted the idea into a format during the winter of 1998 or 1999, working together at Gaiman's home to emulate the style of Robert A. Heinlein's juvenile novels, which targeted readers with accessible yet adventurous storytelling. Initial reader feedback on the manuscript proved similarly perplexing, leading them to set the project aside for several years. The novel was revived in when Reaves prompted Gaiman to revisit it; they revised the manuscript and submitted it to publishers, resulting in its acceptance by Children's Books. This shift from a visual medium to allowed greater flexibility in exploring the premise, though the core idea retained its roots in the original pitch's blend of high-concept adventure and .

Publication History

Initial Publication

InterWorld was first published on June 26, 2007, by EOS Books, an imprint of Publishers. The novel was marketed as a crossover blending fantasy and elements, specifically targeted at readers aged 10 to 14. The original cover artwork, created by illustrator , depicted a surreal scene of dimensional portals to evoke the story's theme. Early reviews in prominent outlets like , which praised its imaginative parallel-world adventure suitable for middle-grade audiences.

Editions and Translations

Following its initial hardcover release, issued a reprint in 2008 and an unabridged audiobook edition in 2007, narrated by and published under the HarperAudio imprint. InterWorld has been translated into multiple languages worldwide, including (titled Interworld, published by Arena Verlag in 2009), (as Entremonde, 2010), (2012 by Roca Editorial), (as Il ragazzo dei mondi infiniti, 2011 by Mondadori), Turkish (2012 by İthaki Yayınları), and Portuguese (2014 by Rocco Jovens Leitores), with several titles adapted for cultural resonance, such as the Italian version emphasizing the protagonist's role across infinite worlds. An eBook edition launched in 2009, initially for Kindle, with subsequent availability across major digital platforms.

Setting and World-Building

The Altiverse

The Altiverse serves as the foundational cosmology of the InterWorld series, encompassing a trillion parallel versions of Earth that constitute a distinct slice of the broader multiverse. These alternate Earths diverge in profound ways, ranging from lush, verdant realms to barren, desolate ones, with some governed by principles of magic and others dominated by advanced technology. All share a common thread as potential iterations of a single underlying reality, highlighting the infinite variability within the multiverse structure. Connecting these myriad Earths is the In-Between, a neutral, intermediary dimension that functions as a conduit for interdimensional travel. Described as a psychedelic chaos where sights, sounds, smells, and sensations swirl indistinguishably, the In-Between defies conventional notions of time and space, creating a disorienting, timeless expanse. This realm harbors inherent dangers, including predatory creatures that prey on travelers, making navigation a perilous endeavor. Travel across the Altiverse is facilitated by individuals known as Walkers, who possess a rare innate talent to "walk" between worlds through focused mental effort. This ability allows them to traverse the In-Between, emerging in target realities, but it demands precise control to avoid becoming lost amid the dimension's swirling anarchy or falling victim to its denizens. The Altiverse's framework echoes real-world scientific concepts, such as the many-worlds interpretation of quantum mechanics, wherein branching possibilities generate parallel realities from quantum events.

InterWorld and Opposing Forces

InterWorld serves as a neutral organization dedicated to maintaining equilibrium between magical and scientific forces across the Altiverse, operating from its headquarters in the In-Between, a neutral liminal space between dimensions. Composed primarily of teenage walkers—parallel versions of recruited for their ability to traverse worlds—the group functions as a paramilitary unit trained to intervene in interdimensional conflicts. It is led by the , an elderly variant of who enforces strict discipline and strategic oversight. Opposing InterWorld are two primary antagonistic factions locked in a ideological war over the multiverse's future. HEX, a longstanding coalition rooted in magic-dominant realms, seeks to eradicate science and impose arcane supremacy, viewing technological advancement as an abomination that disrupts natural order. Governed by the enigmatic Council of Thirteen and prominently led by Lord Dogknife—a formidable figure with a man's body and a wolf's head—HEX employs sorcerers, enchanted artifacts, and dark rituals to harvest walker essences for powering their transdimensional vessels. In contrast, Binary represents the pinnacle of scientific extremism, originating from hyper-technological Earths where cybernetics and AI dominate society. This faction aims to suppress magic entirely, promoting a universe governed by cold logic, machine efficiency, and the elimination of emotion as a perceived weakness. Ruled by the artificial intelligence 01101, also known as the Professor, Binary integrates organic beings through cybernetic augmentation and deploys advanced machines to conquer other realities. Allied with InterWorld is Timewatch, a specialized agency focused on detecting and resolving temporal anomalies that could unravel the fabric of time across dimensions. Structured as an enforcement body with operatives trained in chronal navigation, Timewatch intervenes in timeline disruptions caused by the larger conflict, often providing covert support to walkers in crisis. Agents such as exemplify its ranks, utilizing time-shifting devices to execute rescues and prevent catastrophic divergences.

Characters

Joey Harker

Joey Harker is the protagonist of the InterWorld series, depicted as a 15-year-old high school student from the ordinary American town of Greenville, leading an unremarkable life marked by average grades and everyday concerns before his latent abilities manifest. He lives with his family, including strict but caring parents and siblings—a little brother among them—with whom he shares typical sibling dynamics, though he often feels like an outsider even in his own home due to his poor sense of direction. This background establishes Harker as an everyman figure in Neil Gaiman's narrative style, thrust from mundane suburbia into extraordinary circumstances. Harker's primary ability is his innate talent as a "Walker," allowing him to traverse the In-Between, a liminal space connecting countless parallel Earths within the Altiverse, a skill that sets him apart as a natural dimension-hopper rare even among infinite variations of humanity. This power, initially uncontrolled and triggered by disorientation, is honed through rigorous training that enhances his navigational precision and resilience across realities, enabling him to summon echoes of his alternate selves—diverse versions shaped by their unique worlds, from technological to magical paradigms. These variants, while distinct, underscore Harker's core potential as a bridge between worlds, though his own version remains the baseline "ordinary" iteration. Personality-wise, Harker begins as a reluctant hero, characterized by confusion, self-doubt, and a sarcastic wit that masks his fear of the vast responsibilities his abilities impose, often getting lost not just physically but in the moral complexities of multiversal balance. Over the course of the series, he undergoes significant personal growth, evolving from a bewildered adolescent overwhelmed by isolation and guilt into a decisive leader who embraces his role in safeguarding equilibrium, drawing on innate decency to navigate alliances and ethical dilemmas. As the central figure, Harker's choices propel the narrative, embodying Gaiman's archetype of the unlikely protagonist who discovers purpose amid chaos.

Other Walkers and Key Figures

The InterWorld organization recruits Walkers who are alternate versions of from parallel , each possessing distinct physical and skill-based traits influenced by their originating worlds. , a female variant, features angelic white wings and a strong affinity for magic, contributing to the team's aerial and mystical capabilities. represents a cyborg adaptation from a highly technological , equipped with mechanical enhancements that bolster the group's defensive strategies. , originating from a high-gravity environment, is a physically imposing yet gentle figure who acts as a wise mentor, offering guidance drawn from his experiences. , with psychokinetic abilities, provides calm, strategic insight and serves as a moral anchor for the ensemble. , a wolfish variant skilled in combat, adds fierce loyalty and instinctive prowess to operations. Key allies extend beyond the Walker team, including Jay, an older, battle-hardened version of Joey who serves as an initial mentor and is killed early in the series while protecting Joey.) The Old Man, the oldest Walker and leader of InterWorld, runs the organization with strict precision despite his artificial Binary eye.) Hue, a multidimensional life form resembling a that communicates through color changes, forms a nonverbal but loyal bond with the group. Opposing the Walkers are prominent antagonists from the rival factions. Lord Dogknife, the lupine leader of the HEX organization, embodies ruthless ambition with his wolf-like hybrid form and command over dark magical forces. Lady Indigo, a seductive sorceress aligned with HEX, employs manipulative enchantments and a chilling entitlement to undermine InterWorld's efforts. From the Binary side, 01101 functions as an artificial intelligence entity overseeing scientific dominance, representing the cold logic of machine rule.) Minor figures grounding the narrative in Joey's home world include his parents, Mr. and Mrs. Harker, who depict a typical suburban family dynamic marked by distraction and concern for their son.

Plot Summary

Joey's Awakening

Joey Harker, a typical high school student from Greenville known for his poor sense of direction, experiences his first interdimensional shift during a class assignment that takes him wandering downtown. While attempting to navigate back, he inadvertently "Walks" into a parallel world, emerging in a reality where familiar landmarks like McDonald's arches appear in green plaid and his own mother fails to recognize him. This altered Earth turns out to be one where Joey had drowned a year earlier, marking his initial accidental entry into the multiverse known as the Altiverse, a vast array of coexisting parallel Earths. In this disorienting new world, Joey is quickly attacked by agents from , a technologically advanced force seeking to exploit Walkers like him for their ability to traverse dimensions. He is rescued by Jay, a mysterious figure who strikingly resembles an older version of Joey himself and reveals that Joey possesses innate "Walking" powers, allowing travel between the countless variants of . However, their escape is interrupted when agents—representatives of a magic-wielding opposing faction—kidnap Joey, introducing him to the ongoing war between these forces over control of the . Escaping HEX captivity with Jay's help, Joey witnesses Jay's death during a confrontation with a monstrous creature while they rescue another Walker named Hue. Devastated but determined, Joey returns to the In-Between, a liminal space between worlds, and arrives at the InterWorld headquarters, a fortified base where he encounters numerous variants of himself, all sharing the initials J.H. and hailing from different Earths. There, he undergoes basic training in Walking techniques and learns the full scope of the conflict: InterWorld's mission to maintain balance in the Altiverse against the encroaching threats of Binary and HEX, who aim to dominate all realities. Joey's early challenges intensify in his first skirmish against HEX agents, who pursue him relentlessly to conscript his powers, underscoring the personal stakes as he grapples with his newfound identity as a Walker and the danger posed to his original world. Motivated by Jay's sacrifice and a ominous warning about an impending catastrophe called FrostNight, Joey commits to InterWorld, beginning his transformation from an ordinary teenager into a key defender of the

Battles and Resolution

As Joey Harker integrates into InterWorld, the organization dedicated to preserving balance across the multiverse, escalating threats from the opposing forces of and intensify, leading to invasions and captures that test the team's resolve. , a magic-wielding faction led by the malevolent and his second-in-command , launches aggressive incursions into neutral dimensions, aiming to dominate the Altiverse by harvesting the essences of Walkers like Joey to fuel their conquests. Similarly, , the science-dominated counterpart governed by artificial intelligence, deploys mechanical agents to capture Walkers for technological experimentation. These conflicts culminate in a critical mission where Joey's team is ambushed and imprisoned, forcing him to navigate treacherous dimensions alone to evade pursuers. To counter these dangers, Joey forges key alliances that bolster InterWorld's defenses, including assemblies of variant Joeys from divergent Earths who share his innate Walker abilities. These variant allies, each embodying unique traits shaped by their home worlds—such as a scholarly Joey from a magic-leaning or a tech-savvy one from a Binary-influenced reality—form a cohesive unit under InterWorld's training, enabling coordinated counterattacks against enemy outposts. These partnerships allow the team to execute daring rescues, such as Joey's retrieval of captured comrades using a shape-shifting ally named Hue. The story reaches its climax in a high-stakes final assault on the stronghold of HEX, where Joey leads a unified force of Walkers in a desperate bid to dismantle the leaders' plans for multiversal domination. Confronting Lord Dogknife in his lair, Joey faces a pivotal moral decision: harness the raw power of the In-Between—a liminal space between worlds—to either eradicate the threats outright or restore equilibrium by limiting his own abilities, thereby preventing any single force from tipping the balance. This choice underscores the narrative's emphasis on restraint amid chaos, as Joey opts for harmony, thwarting the invasion but at great personal cost, including temporary separation from his team. In the resolution, Joey undergoes a memory wipe imposed by InterWorld's enigmatic leader, the Old Man, and returns to his original Earth, reintegrating into everyday life with a subtly altered perspective on identity and responsibility. Yet, faint recollections of his experiences linger, hinting at persistent threats from HEX and Binary, and foreshadowing Joey's inevitable return to the fray as part of the ongoing mission to safeguard the Altiverse. This ending leaves the multiverse in fragile peace, emphasizing the endless vigilance required to maintain cosmic balance.

Themes

Multiverse and Identity

In InterWorld, the multiverse, conceptualized as the Altiverse, comprises infinite parallel Earths branching from divergent choices, allowing protagonist Joey Harker to encounter alternate versions of himself that challenge his sense of self. These encounters force Joey to grapple with existential questions like "who am I?" as he observes how slight variations in life paths create vastly different individuals sharing his core essence, blending universality with personal uniqueness. Central to this exploration is the theme of choice, where decisions act as the mechanism for reality's divergence, positioning Joey as an agent who must unify his variants to preserve multiversal equilibrium. Joey's deliberate actions across worlds underscore his growing agency, transforming passive observation of branched realities into active intervention that reinforces his evolving identity. The Walkers' adaptive nature, encountering varied alternate versions of themselves, further illustrates identity fluidity, metaphorically representing the turbulent process of teenage self-discovery amid uncertainty and change. As Joey navigates these dimensions, it symbolizes the malleability of selfhood, enabling him to integrate disparate aspects of his personality into a cohesive whole. This focus on identity through multiversal navigation parallels recurring motifs in Neil Gaiman's oeuvre, where ordinary individuals confront hidden realms that compel redefinition of self amid alienation and liminality. In such narratives, journeys emphasize the protagonist's transition from isolation to empowered belonging within extraordinary frameworks.

Balance of Magic and Science

In the InterWorld series, the forces of HEX and the Binary embody the philosophical extremes of chaotic magic and rigid science, respectively, each posing a threat to the multiverse's diversity by seeking total dominance over all alternate realities. HEX, led by figures like Lord Dogknife, harnesses dark magical energies to impose a whimsical yet destructive order, while the Binary, under leaders such as the Professor, enforces a through advanced and logic, viewing and variability as inefficiencies to be eradicated. This duality underscores the narrative's exploration of how unchecked adherence to either paradigm erodes the rich tapestry of possible worlds, where "fringe" dimensions blending elements of both maintain vitality. InterWorld serves as a neutral counterforce, comprising walkers like Joey Harker and his alternate selves who traverse the dimensions to preserve equilibrium and prevent either faction from tipping the cosmic scales. As a guerrilla organization operating from a hidden ship, InterWorld embodies the principle of harmony amid chaos, intervening to thwart invasions and fusions like the catastrophic FrostNight, which represents a perilous merger of magical and scientific extremes that could erase all existence. Authors Neil Gaiman and Michael Reaves emphasize this neutrality as essential, noting that the story's engine drives toward balancing these rival powers to safeguard creation itself. The conflict allegorizes real-world debates between technological advancement and traditional ways of knowing, portraying balance as crucial for survival in an increasingly polarized landscape. By framing extremism in magic or science as equally hazardous, the series comments on the dangers of ideological monopolies, advocating for a synthesis that honors diversity over uniformity. This thematic depth highlights how integration, rather than opposition, fosters resilience across infinite possibilities.

Reception

Critical Response

InterWorld garnered generally positive but mixed critical reception upon its 2007 release, with reviewers highlighting its inventive multiverse premise and adventurous spirit while critiquing aspects of pacing and depth. Critics praised the novel's imaginative world-building and accessible style for young adult readers. School Library Journal commended the fast-paced action and creative depiction of alternate realities, noting that "Gaiman fans will enjoy the imaginative world-building," though it observed that the characters remain somewhat one-dimensional and the plot predictable. Similarly, the review emphasized the book's appeal as a thrilling entry in for grades 8 and up, blending elements with interdimensional travel. Some criticisms focused on the execution, including underdeveloped elements and stylistic choices. In The New York Times, Dave Itzkoff described the prose as "often only functional" and questioned the verisimilitude of the protagonists' knowledge, suggesting a lack of depth in portraying high school iconoclasts who reference niche concepts like synesthesia but overlook more mainstream cultural figures. He noted that the book places young heroes in real peril against brutal foes, avoiding sugarcoating, but serves a niche audience of teens who reject the "young adult" label. Notable quotes underscore Gaiman's influence in blending whimsy with danger. Itzkoff highlighted how InterWorld captures "the all-too-real childhood fear that if we're away from home too long, our families will forget about us," positioning the narrative as an encouragement to explore unpredictable worlds.

Commercial and Reader Impact

InterWorld achieved notable commercial success upon its 2007 release, selling steadily through its publisher HarperCollins/Eos imprint. The novel's appeal in the young adult market contributed to its sustained sales, bolstered by the subsequent releases in the trilogy that expanded its readership. By the early the series had established a foothold in YA science fiction, with international editions further amplifying its reach. Among readers, InterWorld has garnered a dedicated following in young adult science fiction and fantasy communities, evidenced by its average rating of 3.6 out of 5 on Goodreads from over 22,000 ratings and more than 2,300 reviews as of 2025. The book resonates particularly with teenage audiences exploring themes of identity and adventure across parallel worlds, fostering engagement through online discussions and reader recommendations. Its accessibility for younger readers, combined with Gaiman's established fanbase, has made it a staple in YA reading lists and school curricula focused on speculative fiction. The novel's cultural impact is visible in fan-created content, such as concept art and illustrations inspired by its multiverse setting, which have circulated on platforms like ArtStation. InterWorld has influenced discussions around multiverse tropes in young adult literature, contributing to the genre's exploration of alternate realities and personal agency in speculative narratives. This has encouraged fan analyses of how such stories mirror adolescent experiences of self-discovery. In terms of legacy, InterWorld maintains enduring popularity for its portrayal of adolescence within a speculative framework, appealing to readers who appreciate blends of science fiction and fantasy that address coming-of-age challenges. Its themes continue to draw new generations, reinforcing Gaiman's role in shaping accessible, thought-provoking YA literature.

Adaptations and Sequels

Media Adaptations

The development of InterWorld for television began in the mid-1990s when co-author Michael Reaves pitched an animated series concept to DreamWorks, collaborating with Neil Gaiman to develop the story that would become the novel. In 2007, DreamWorks Animation acquired the film rights to adapt the book, though no production followed. By 2016, Universal Cable Productions announced a live-action TV series adaptation in partnership with Broadway producer Jeffrey Seller, known for Hamilton, aiming to bring the multiverse adventures of Joey Harker to the screen; as of 2025, the project remains in development without further updates or a release date. In 2022, Quill Tree Books revealed plans for a middle-grade graphic novel adaptation of , scripted by Scott Bryan Wilson and illustrated by Madeline Corrette-Bennett, targeting younger readers while preserving the core narrative of interdimensional conflict and identity. The project, positioned as an accessible entry point to Gaiman's multiverse lore, has not yet been released as of 2025. The novel has also been adapted into an audiobook format, first released in 2007 and narrated by Christopher Evan Welch, whose performance captures the youthful energy and fantastical elements of Joey's journey across parallel worlds. Running approximately 5 hours and 37 minutes, the recording has been praised for enhancing the story's accessibility through Welch's versatile voicing of multiple characters.

Sequel Novels

The InterWorld series continued with two sequels published by HarperTeen, an imprint of HarperCollins: The Silver Dream in 2013 and Eternity's Wheel in 2015. Both novels were conceptualized by Neil Gaiman and Michael Reaves, with writing credits shared with Mallory Reaves, maintaining the young adult tone of multiverse adventures blending science fiction and fantasy elements. The Silver Dream picks up directly after the original novel's events, focusing on Joey Harker—now preferring the name Joe—as he grapples with internal conflicts within the InterWorld organization, including jealousy among team members and the challenges of leadership. During a mission that goes awry, Joey encounters Acacia Jones, a mysterious non-Walker ally affiliated with the organization Timewatch, who possesses unique knowledge of travel and inadvertently follows him back to BaseTown. The narrative expands on time as a key mechanic, heightening the stakes as InterWorld confronts ongoing threats from rival magical (HEX) and scientific (Binary) forces across parallel worlds. As the trilogy's conclusion, Eternity's Wheel escalates the multiverse conflicts by revealing a greater threat that unites HEX and Binary in an alliance aimed at unleashing FrostNight, a cataclysmic event endangering all realities. Joey, separated from his team and recovering on his home Earth, must recruit and train new Walkers while confronting these enemies, exploring deeper themes of legacy, reluctant heroism, and the precarious balance between magic and science. Recurring characters like J/O and other alternate versions of Joey return, building on prior developments to deliver a climactic resolution with emotional depth and high-stakes action. The sequels directly extend the original story's setup, with Joey's growth as a Walker central to escalating threats that span the Altiverse, preserving the series' emphasis on and peacekeeping without major deviations in style or scope.

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