In Heir Apparent there are as many ways to win as there are to get killed. “A stylish tale [that] addresses both fantasy gaming and censorship.” ( New York Times Book Review) From Edgar Award–winning author Vivian Vande Velde comes a rollicking story that puts a high-tech twist on the classic medieval fantasy-adventure. In the virtual reality game Heir Apparent, there are way too many ways to get killed—and Giannine seems to be finding them all. Which is a shame, because unless she can get the magic ring, locate the stolen treasure, answer the dwarf’s dumb riddles, impress the head-chopping statue, charm the army of ghosts, fend off the barbarians, and defeat the man-eating dragon, she’ll never win. And she has to, because losing means she’ll die —for real this time. Junior Library Guild Selection * New York Public Library Book for the Teen Age
Having received a dire plea from the only two inhabitants of the planet Georgium Sidus, Art, Myrtle and their family decide that they must travel to the neighboring planet to help Reverend Cruet and his daughter and end up in the midst of a dangerous quest with the fate of the entire Empire at risk. Reprint.
Thirteen-year-old criminal mastermind Artemis Fowl has constructed a supercomputer from stolen fairy technology. In the wrong hands it could be fatal for humans and fairies alike. But no need to worry, Artemis has a brilliant plan. He's not going to use the computer; he's just going to show it to a ruthless American businessman with Mafia connections. His bodyguard, Butler, will be with him. What could possibly go wrong...?
Art, Myrtle, and their mother accept the kind invitation of a holiday to an up-and-coming asteroid resort. But they set out with visions of rest and relaxation only to be sucked into a dastardly plot involving spies, time travel, and mind-altering clothing! Before their adventures are over, they'll sail an aether-ship amid asteroid-strewn seas, dodge demonic puppets, and learn wisdom from an unlikely ally: the Moobs! With faster-than-light plot twists and enough tongue-in-cheek vim and vigor to keep a galaxy in laughter, this dynamic sequel to Larklight is a tour de force of the most intergalactic kind.
In print since the 1950s, the Mushroom Planet series is back with a new design by illustrator Kevin Hawkes. Don t miss the adventures of Chuck and David, two boys who travel to the alien planet Basidium in their homemade spaceship. This timeless series is a classic that is sure to be read over and over again.
Matt Cruse is a cabin boy on the Aurora, a huge airship that sails hundreds of feet above the ocean, ferrying wealthy passengers from city to city. It is the life Matt's always wanted; convinced he's lighter than air, he imagines himself as buoyant as the hydrium gas that powers his ship. One night he meets a dying balloonist who speaks of beautiful creatures drifting through the skies. It is only after Matt meets the balloonist's granddaughter that he realizes that the man's ravings may, in fact, have been true, and that the creatures are completely real and utterly mysterious.
In a swashbuckling adventure reminiscent of Jules Verne and Robert Louis Stevenson, Kenneth Oppel, author of the best-selling Silverwing trilogy, creates an imagined world in which the air is populated by transcontinental voyagers, pirates, and beings never before dreamed of by the humans who sail the skies.
Jon has lost his memory. He can't remember who he is or where he came from. He only knows he fell through the forgotten door to the strange planet, Earth, and he is in great danger. Injured from his fall, he has to find someone who will help him.
Through his extraordinary power to read people's minds, Jon makes friends with a local family. But then rumors of his existence get back to the army and Jon realizes that the family is in danger, too. Time is running out. He must find the secret passage quickly or he may never get home again.
For fans of Wrinkle in Time and The School of Good and Evil, the New York Times bestseller The Mark of the Dragonfly is a fast-paced adventure story about a mysterious girl and a fearless boy, set in a magical world that is both exciting and dangerous. Piper has never seen the Mark of the Dragonfly until she finds the girl amid the wreckage of a caravan in the Meteor Fields. The girl doesn’t remember a thing about her life, but the intricate tattoo on her arm is proof that she’s from the Dragonfly Territories and that she’s protected by the king. Which means a reward for Piper if she can get the girl home. The one sure way to the Territories is the 401, a great old beauty of a train. But a ticket costs more coin than Piper could make in a year. And stowing away is a difficult prospect—everyone knows that getting past the peculiar green-eyed boy who stands guard is nearly impossible. Life for Piper just turned dangerous. A little bit magical. And very exciting, if she can manage to survive the journey.
Praise for The Mark of the Dragonfly :
★ “This magnetic middle-grade debut …[is] a page-turner that defies easy categorization and ought to have broad appeal.”— Publishers Weekly , Starred
★ “ Heart, brains, and courage find a home in a steampunk fantasy worthy of a nod from Baum.”-- Kirkus Reviews , Starred
★ “ A fantastic and original tale of adventure and magic ...Piper is a heroine to fall in love smart, brave, kind, and mechanically inclined to boot.”— School Library Journal , Starred
“ A complex and impeccably developed plot —there is plenty to recommend in this novel.”— The Bulletin
“Appealing characters and lots of action make it a good choice for young adventure readers. ”— Booklist
The launch of a middle grade fantasy trilogy set in an alternate 1870s America, where electricity is a dangerous and forbidden science, Native Americans and Yankees live side-by-side as a United Nations, and eldritch evil lurks in the shadows beyond the gaslights...
Young Archie Dent knows there really are monster in the world. His parents are members of the Septemberist Society, whose job it is to protect humanity from hideous giants called the Mangleborn. Trapped in underground prisons for a thousand years, the giant monsters have been all but forgotten -- but now they are rising again as the steam-driven America of 1875 rediscovers electricity, the lifeblood of the Mangleborn.
When his parents and the rest of The Septemberists are brainwashed by one of the evil creatures, Archie must assemble a team of seven young heroes to save the world.
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