With the Great War hanging in the balance, the love of a doomed inventor tempts a time traveler’s daughter to forsake everything she believes in.
After Sybil Hardenbergh’s time-traveling parents save Fritz von Lassberg from drowning, Sybil fears that Fritz may be helping Germany prepare to defeat England in the Great War, and, what is worse, that she is falling in love with him.
This superb volume of classic science fiction and adventure represents the best of Jules Verne, the master of imaginative literature who has been called "The Father of Science Fiction."
The stories in this volume are complete and unabridged-- the original novels as they were first published -- illustrated by hundreds of rare, exciting and atmospheric 19th century French engravings.
The books of Jules Verne created characters and formulated ideas which have stimulated and entertained countless readers since they first appeared. They have been the subject of films, radio dramatizations and have even been presented on ice Read the originals now and one of the world's greatest ever story tellers will give you hours of pleasure and enjoyment.
Stories included are: "Around the World in 80 Days, The Clipper of the Clouds, Journey to the Centre of the Earth, From the Earth to the Moon" and "Twenty Thousand Leagues Under the Sea."
In Clockwork Angels, Anderson and Rush band musician Pearl create a world of airships and alchemy, clockwork carnivals, pirates, and lost cities. A rigid Watchmaker controls every aspect of life; his nemesis, the ruthless and violent Anarchist wants to destroy it all.
Anderson and Peart have returned to their colourful creation to explore the places and the characters that still have a hold on their imagination. Marinda Peake is a woman with a quiet, perfect life in a small village; she long ago gave up on her dreams and ambitions to take care of her ailing father, an alchemist and an inventor. When he dies, he gives Marinda a mysterious inheritance: a blank book that she must fill with other people’s stories — and ultimately her own.
Clockwork Lives is a steampunk Canterbury Tales, and much more, as Marinda strives to change her life from a mere “sentence or two” to a true epic.
This four-book set contains the “Claire Quartet”—Lady of Devices, Her Own Devices, Magnificent Devices, and Brilliant Devices, an edition of over 250,000 words.
London, 1889. Victoria is Queen. Charles Darwin’s son is Prime Minister. And steam is the power that runs the world.
At 17, Claire Trevelyan, daughter of Viscount St. Ives, was expected to do nothing more than pour an elegant cup of tea, sew a fine seam, and catch a rich husband. Unfortunately, Claire’s talents lie not in the ballroom, but in the chemistry lab, where things have a regrettable habit of blowing up. When her father gambles the estate on the combustion engine and loses, Claire finds herself down and out on the mean streets of London. But being a young woman of resources and intellect, she turns fortune on its head …
A South Bank gang—Snouts, Tigg, Jake, 10-year-old twin girls called the Mopsies, Weepin’ Willie, and Rosie the chicken—soon becomes Claire’s flock. But concealing her secret life becomes increasingly difficult, particularly when a powerful lord proposes and she and her friends are forced to flee on an airship to the Americas. Will she achieve her goal of a university degree? Will her loyalty to her friends be her undoing when it jeopardizes the plans of powerful men who desire money more than honor? And just how many funerals will her unfortunate mother be forced to arrange?
The islands of Caldera are a shining jewel in a rather bleak world. A terrible calamity in the past had blanketed much of the world with a toxic "fug." Those who survived were forced to take to the mountains and the skies in wondrous airships. Life has since been a struggle, with only the most ruthless and crafty able to survive. To spare themselves the same fate, the Calderans erected a battery of guns to fend off the airships of the mainland. They isolated themselves from the madness of the world, choosing instead to focus on the pursuits of art and creativity. Few believe the technologically advanced but socially barbarous outsiders have anything to offer. Amanita Graus, though, is hoping that they do.
Nita's mother has lost her livelihood and perhaps soon her life to a terrible disease. Already the black sheep of the family for embracing engineering rather than art, Nita resolves to leave the safety of her home and do whatever it takes to find a cure. For a price, the bizarre crew of an airship called The Wind Breaker are willing to grant her a meeting with their mysterious benefactors, and thus a chance to procure the one thing with a chance to save her mother. Free-Wrench follows Nita’s adventures in a steampunk world of airships and lunatics. Helping her in her journey are an eccentric crew of smugglers; the gruff Cap’n Mack, the simple but enthusiastic Lil and Coop, the arrogant marksman Gunner, the surly surgeon Butch, and the irritable mascot Wink. To survive and find what she seeks she’ll need to earn their trust, follow their rules, and meet face to face with the people who pull the strings of their society.
Building Her Majesty’s new airship for the Engineers World Gathering is no small matter. Especially when a groundbreaking discovery is at stake, and dark secrets are lurking in the shadows.
In a Neo-Victorian London of mechanical horses and aerial gondotrams, airship engineer Jasper Kendall Asher has a bright future ahead as the youngest member of the Engineers Order and a secret agent in Her Majesty’s service. But a terrible accident brutally changes the course of his career, sending him instead to a dull life as a mechanic among the poor of St. Giles.
Three years later, unusual circumstances give him the opportunity to return into service as the main engineer for the Queen’s new airship—and a chance to uncover the truth behind the unfortunate event that changed his life.
Along with an outlandish woman navigator, a reckless female agent, and his taciturn brother, Jasper resumes his work. From his workbench, to London’s airharbour, to remote Scottish villages, he follows the trail of a scientific discovery that promises to reveal much darker plots than he initially imagined in his search for answers.
The frozen wasteland of Snow World―known as Southern California before an alien invasion decimated civilization―is home to warring steampunk clans. Crankshafts, Imperials, Tinskins, Brineboilers, and many more all battle one another for precious supplies, against ravenous mutant beasts for basic survival, and with the mysterious Founders for their very freedom. Through this ruined world soars the Pneumatic Zeppelin , captained by the daring Romulus Buckle. In the wake of a nearly suicidal assault on the Founders’ prison city to rescue key military leaders, both the steam-powered airship and its crew are bruised and battered. Yet there’s little time for rest or Founders raids threaten to shatter the fragile alliance Buckle has risked everything to forge among the clans. Even as he musters what seems a futile defense in the face of inevitable war, Buckle learns that the most mysterious clan of all is holding his long-lost sister in a secret base―and that she holds the ultimate key to victory over the Founders. But rescuing her means abandoning his allies and praying they survive long enough for there to be an alliance to return to.
The worlds of noble and guild are about to collide, with seventeen-year-old Allie Donovan as the catalyst…
Allie lives in a shadow world until she is thrust into the light of the aristocratic St Matthew’s Academy. More at ease with a blade than a needle, she is stalked along the ancient corridors by a Scottish lord intent on determining why she is among them.
She stumbles onto the reason when soldiers arrive to see her friend, Zeb, a mechanical genius. On the hunt for answers, she breaks into his underground laboratory. There, Allie discovers Zeb is not just constructing sentient mechanical creatures, he is building a devastating new weapon for the military. To protect her friend, Allie will have to stop the guilds from snatching the weapon and its creator. But if she betrays her world, she forfeits her own life. Unless she can rely on bonds of friendship to save both their lives…
Twist has never left London, until today. Now he's traveling on an airship--with a crew that insists they're not pirates--on his way to find the clockwork princess because he's the only one who can fix her.
In true Neo-Victorian style, Clockwork Twist is set in a lush and vibrant world where things are as you might expect in 1878. That is, of course, if fantastic creatures like djinn, faeries, kitsunes and vampires were commonplace. An increasing number of people are being born with supernatural senses, called Sights. While airship tourism is sweeping the globe, air-piracy is also on the rise.
Twist is among the Sighted, but his Sight is unusual. While others might be able to see and hear over great distances, find anything they can imagine anywhere in the world, or even recognize every type of flower by scent alone, Twist's Sight shows him only damage. Whenever he touches a broken clock or machine, he can instantly understand the damage and can fix it easily. If he touches a person, even for a moment, his mind fills with a terrible vision of whatever trauma or pain once broke them. Naturally, he's chosen a solitary existence and shuns all human contact.
Unfortunately, thanks to his seclusion, Twist is also unfamiliar with everything beyond his own clock shop, hidden away on a quiet and ever-drizzly London street. When a treasure hunter arrives at his door with proof that they have found the fabled clockwork princess--Twist's favorite old fairy tale--it's up to Twist alone to bring her back to life.
The continuing series of Clockwork Twist begins with book one: Waking. Join Twist as he embarks on his first adventure, and find out first hand if he can actually survive it.
Welcome Back!
Track your reading progress and sync your library.