When sixteen-year-old Lily Pagett goes to her father's home town of Charleston, South Carolina for the summer, she finds time-traveling pirates, Old South aristocracy, and a way to find closure after her father's death--for a price.
(your hook starts here)
Ever since the accident, Lily has been numb. Her family hopes she'll come to terms with her loss while in Charleston, but what she actually discovers is that she can travel in time. Despite her fledgling traveling skills, the previous Great Heron (he isn't the previous one if he's currently holding the job ie the one picking a successor)--the leader of Charleston's time
travelers--has named her as his successor, and now she must oversee the proper flow of time. Someone is stealing moments of time, and the other travelers want Lily, as Great Heron, to investigate.
Lily feels inadequate--time travel is controlled by singing, and she has the voice of a goat--but searching for a time thief provides a welcome distraction to her father's death. Plus, there's the added appeal of seventeen-year-old Simon Rivers, scion of the time-traveling Heron clan. Against his parents' wishes, Simon agrees to teach Lily what he knows about traveling, and soon Lily is searching for clues amid hurricane Hugo, antebellum planters' balls, and colonial-era pirate hangings. But just when she's busy enough to block out thoughts of the accident, Lily discovers that her father was also a time traveler. And suddenly, time travel isn't a game anymore.
You can build all the worlds you want and I'll give you time travel based on singing, no problemo BUT that world has to obey an inner logic: picking a stranger with the voice of a goat (sorry Bill E.) who doesn't know treble about time travel is contrivance in the key of C.
Then, there's that kitchen sink factor too.