Summary (Masterplots II: Juvenile and Young Adult Fiction Series)
The Midnight Folk opens with Kay Harker, a small boy under the regime of his governess, Sylvia Daisy Pouncer, and two domestic servants at the family home of Seekings, somewhere in the west of England. His guardian, Sir Theopompus, on a rare visit, challenges Kay to find the treasure that his great-grandfather had lost at sea in 1811. Kay immediately feels the slight on his family honor. That night begins a series of fantastic adventures, which lead to the discovery of the treasure. One of the cats, Nibbins, wakens him, both to introduce him to the Midnight Folk and to show him that the house is used regularly by a coven of witches. Borrowing two of the witches’ broomsticks, they eavesdrop on the coven’s meeting nearby. Under the leadership of Abner Brown, whose grandfather was involved in the loss of the treasure, the witches swear to take up the quest for the treasure in order to regain it for themselves.
The Midnight Folk are the toys and animals with whom Kay has been friendly and who now become his helpers. Yet, those humans—the witches, smugglers, poachers, and highwaymen—who work against Kay are also, in a sense, “midnight folk.” In the beginning, the fantasy adventures take place at night, occurring apparently as dreams and working through many magical ways, such as secret passageways and pictures coming alive. As the pace quickens, however, the quest is continued throughout the day, once Kay’s boring lessons are over.
Even before he sets off for the first...
(The entire section is 618 words.)
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