Few risks, few fun - a Mephisto review
The ISRA sends Jay and her team to Far Nyumba to help a research settlement with its irrigation system. The disappearance of the Upeo wa Macho isolated the colony for a long time, and it had to fend for itself until new Leviathan jump-ships provided a way to reach it. As an added motivation for the team, the brother of one of Jay's team members lives on the moon, so a long-awaited reunion is imminent. However, shortly before the psions' arrival, an extraterrestrial artifact crashes near the landing zone - and soon aliens show up, claiming the artifact for themselves, ready to take possession of it - even by force. So Jay's team has their hands full, trying to solve the situation and protect the settlement.
At just under 80 pages, Dawn is a novella in the Trinity Continuum: Æon universe. The initial situation is promising - the journey to the distant colony that has long been isolated, some sort of key leaked to the team's clairsentient leader, and a threat from an alien force. However, the story remains shallow, and the characters pale. The powers of the psions play a rather subordinate role, and the background remains vague. Also, the way in which the predominantly female team solves the mission non-violently and always with harmony in mind by stumbling onto the solution seems too contrived. Unfortunately, my hopes for an exciting insight into the world of Trinity Continuum: Æon were not fulfilled here.