In a reinvented Victorian England, Ray’s father and grandfather, both inventors, are fighting for control over the steam ball, a powerful force that could be used to revolutionize the world, or destroy it, and Ray is caught in the middle.
The Elric brothers – Edward and Alphonse – try to fulfill their deepest desire with the help of alchemy, but something goes wrong… The former loses an arm and a leg, while the latter becomes a soul trapped in a suit of steel armor. Now Edward is a state alchemist and uses his talent to serve the government, even if it means killing. But his powers are not unique. The abuse of alchemy has brought the world to ruin. Their enemies are seeking the legendary Philosopher's Stone and are willing to do anything to possess it.
His mother was one of the most powerful wizards in the Nurian Empire until she abandoned her people to become a notorious pirate. That choice doomed the family she left behind to a life of disgrace.
Yanko White Fox doesn’t remember his mother, but as the only gifted child in the family, he is expected to erase the mark she left on them all. With an affinity for earth magic and communicating with animals, he’s not the most natural candidate to become a warrior mage, but it’s the only sure route back into the Great Chief’s good graces. He has resigned himself to training for that destiny, whether it matches his passions or not.
Long before he’s ready for his first battle, insurrection comes to his distant corner of the empire. Rebels take over the salt mine his family manages and slay the only relative who ever supported Yanko. On the heels of the tragedy, a courier brings a message from the Great Chief’s son. Whether he is prepared or not, Yanko must undertake a quest, one that could save millions of lives… or fail utterly, leaving him dead, his family forgotten, and his people the victims of starvation and endless war.
In the magical underworld of Victorian London, Tessa Gray has at last found safety with the Shadowhunters. But that safety proves fleeting when rogue forces in the Clave plot to see her protector, Charlotte, replaced as head of the Institute. If Charlotte loses her position, Tessa will be out on the street—and easy prey for the mysterious Magister, who wants to use Tessa’s powers for his own dark ends.
With the help of the handsome, self-destructive Will and the fiercely devoted Jem, Tessa discovers that the Magister’s war on the Shadowhunters is deeply personal. He blames them for a long-ago tragedy that shattered his life. To unravel the secrets of the past, the trio journeys from mist-shrouded Yorkshire to a manor house that holds untold horrors, from the slums of London to an enchanted ballroom where Tessa discovers that the truth of her parentage is more sinister than she had imagined. When they encounter a clockwork demon bearing a warning for Will, they realize that the Magister himself knows their every move—and that one of their own has betrayed them.
Tessa finds her heart drawn more and more to Jem, but her longing for Will, despite his dark moods, continues to unsettle her. But something is changing in Will—the wall he has built around himself is crumbling. Could finding the Magister free Will from his secrets and give Tessa the answers about who she is and what she was born to do?
As their dangerous search for the Magister and the truth leads the friends into peril, Tessa learns that when love and lies are mixed, they can corrupt even the purest heart.
Alek and Deryn are abroad the Leviathan when the ship is ordered to pick up an unusual passenger. This brilliant/maniacal inventor claims to have a weapon called Goliath that can end the war. But whose side is he really on?
While on their top-secret mission, Alek finally discovers Deryn's deeply kept secret. Two, actually. Not only is Deryn a girl disguised as a guy...she has feelings for Alek.
The crown, true love with a commoner, and the destruction of a great city all hang on Alek's next--and final--move.
The thunderous conclusion to Scott Westerfeld's Leviathan series, which was called "sure to become a classic" (SLJ).
Trapped within the dead city of Marandur, Master Mechanic Mari and Mage Alain must escape both merciless barbarians and the pitiless Imperial Legion. Beyond those dangers lie the mightiest and most unforgiving powers in the world of Dematr: the Great Guilds that rule the world with iron fists.
Mari's Mechanics Guild and Alain's Mage Guild have always been enemies, but they are united in wanting to kill their rogue members before Mari can fulfill the ancient prophecy of being the one who will finally overthrow their power. Mari and Alain must risk those dangers because halfway across their world lies a place where truth has long been hidden. A place that could explain why their world's history begins abruptly, with no hints of what came before. A place where they might learn how the Mechanics Guild came to control all technology and how the Mages manage to alter reality temporarily. A place that might tell them how to achieve a task that appears to be impossible.
Never before have a Mage and a Mechanic worked together, and their combined talents offer their only hope. But she and Alain must first survive the deadly and implacable Assassins of Altis.
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.
A Storm that will wreck a world threatens Dematr. Only Mari, one of the Mechanics who control all technology through their Guild, has a chance to stop it. She and Mage Alain have survived numerous attempts to kill them and have gained many more followers, but the Storm of chaos, born of centuries of enslavement, grows ever closer.
Mari leads an army now. She and Alain must fight together to bind back the Broken Kingdom and build a force strong enough to defeat the might of the Great Guilds. But the Storm has many Servants who seek to preserve or gain personal power or wealth, or fear the New Day that Mari seeks to bring to the world.
And Mari knows that victory will mean nothing if the precious knowledge brought long ago to their world is destroyed. In order to save it, Alain and Mari will have to pierce through the heart of their enemies' power and confront once more a place of ancient nightmare.
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