When some kids from school dare Aru to light the supposedly cursed lamp in the Museum of Ancient Indian Art and Culture, Aru can't refuse. But lighting the lamp has dire consequences. She unwittingly frees the Sleeper, an ancient demon whose duty it is to awaken the God of Destruction. Her classmates and beloved mother are frozen in time, and it's up to Aru to save them.
Based on London's experiences as a gold prospector in the Canadian wilderness and his ideas about nature and the struggle for existence, The Call of the Wild is a tale about unbreakable spirit and the fight for survival in the frozen Alaskan Klondike.
On the morning of her twelfth birthday, Kiranmala is just a regular sixth grader living in Parsippany, New Jersey... until her parents mysteriously vanish and a drooling rakkhosh demon slams through her kitchen, determined to eat her alive. Suddenly, Kiran is swept into another dimension full of magic, winged horses, moving maps, and annoying, talking birds. There she must solve riddles and battle demons all while avoiding the Serpent King of the underworld and the Rakkhoshi Queen in order to find her parents and basically save New Jersey, her entire world, and everything beyond it.
Twelve-year-old Sophie Foster has a secret. She’s a Telepath—someone who hears the thoughts of everyone around her. It’s a talent she’s never known how to explain.
Everything changes the day she meets Fitz, a mysterious boy who appears out of nowhere and also reads minds. She discovers there’s a place she does belong, and that staying with her family will place her in grave danger. In the blink of an eye, Sophie is forced to leave behind everything and start a new life in a place that is vastly different from anything she has ever known.
Sophie has new rules to learn and new skills to master, and not everyone is thrilled that she has come “home.”
There are secrets buried deep in Sophie’s memory—secrets about who she really is and why she was hidden among humans—that other people desperately want. Would even kill for.
Set in the eighteenth century, Treasure Island spins the tale of Jim Hawkins aboard the Hispaniola as he journeys across the Spanish Main in search for buried treasure on an exotic isle. Treasure Island is an adventure novel by Robert Louis Stevenson, narrating a tale of “buccaneers and buried treasure”. It sets the beginning of popular pirate perceptions such as treasure maps marked with an “X”, the Black Spot, tropical islands, and one-legged sailors bearing parrots on their shoulders.
Ketterdam: a bustling hub of international trade where anything can be had for the right price—and no one knows that better than criminal prodigy Kaz Brekker. Kaz is offered a chance at a deadly heist that could make him rich beyond his wildest dreams. But he can't pull it off alone. . . .
A convict with a thirst for revenge.
A sharpshooter who can't walk away from a wager.
A runaway with a privileged past.
A spy known as the Wraith.
A Heartrender using her magic to survive the slums.
A thief with a gift for unlikely escapes.
Six dangerous outcasts. One impossible heist. Kaz's crew is the only thing that might stand between the world and destruction—if they don't kill each other first.
Every year, the people of the Protectorate leave a baby as an offering to the witch who lives in the forest. They hope this sacrifice will keep her from terrorizing their town. But the witch in the Forest, Xan, is kind. She shares her home with a wise Swamp Monster and a Perfectly Tiny Dragon. Xan rescues the children and delivers them to welcoming families on the other side of the forest, nourishing the babies with starlight on the journey.
One year, Xan accidentally feeds a baby moonlight instead of starlight, filling the ordinary child with extraordinary magic. Xan decides she must raise this girl, whom she calls Luna, as her own. As Luna’s thirteenth birthday approaches, her magic begins to emerge—with dangerous consequences. Meanwhile, a young man from the Protectorate is determined to free his people by killing the witch. Deadly birds with uncertain intentions flock nearby. A volcano, quiet for centuries, rumbles just beneath the earth’s surface. And the woman with the Tiger’s heart is on the prowl . . .
As the day dawns on the fiftieth annual Hunger Games, fear grips the districts of Panem. This year, in honor of the Quarter Quell, twice as many tributes will be taken from their homes.
Back in District 12, Haymitch Abernathy is trying not to think too hard about his chances. All he cares about is making it through the day and being with the girl he loves.
When Haymitch's name is called, he can feel all his dreams break. He's torn from his family and his love, shuttled to the Capitol with the three other District 12 tributes: a young friend who's nearly a sister to him, a compulsive oddsmaker, and the most stuck-up girl in town. As the Games begin, Haymitch understands he's been set up to fail. But there's something in him that wants to fight . . . and have that fight reverberate far beyond the deadly arena.
Since Ragnarok—the great war between the gods and the forces of chaos—the human realm of the Midlands has become a desperate and dangerous place, bereft of magic.
Sixteen-year-old Eiric Halvorsen is among the luckier ones—his family has remained prosperous. But he stands to lose everything when he’s wrongly convicted by a rigged jury of murdering his modir and stepfadir. Also at risk is Eiric’s half-systir, Liv, who’s under suspicion for her interest in seidr, or magic. Then a powerful jarl steps in: He will pay the blood price if Eiric will lead a mission to the fabled Temple at the Grove—the rich stronghold of the wyrdspinners, the last practitioners of sorcery. Spellsinger, musician, and runecaster Reginn Eiklund has spent her life performing at alehouses for the benefit of her master, Asger, a fire demon she is desperate to escape. After one performance that amazes even herself, two wyrdspinners in the audience make Reginn an irresistible offer: return with them to the Temple to be trained in seidr, forever free of Asger.
Eiric’s, Liv’s, and Reginn’s journeys converge in New Jotunheim, a paradise fueled by magic and the site of the Temple. They soon realize that a great evil lurks beneath the dazzling surface and that old betrayals and long-held grudges may fuel another cataclysmic war. It will require every gift and weapon at their command to prevent it.
The day that Christopher saved a drowning baby griffin from a hidden lake would change his life forever.
It’s the day he learned about the Archipelago—a cluster of unmapped islands where magical creatures of every kind have thrived for thousands of years, until now. And it’s the day he met Mal—a girl on the run, in desperate need of his help.
Mal and Christopher embark on a wild adventure, racing from island to island, searching for someone who can explain why the magic is fading and why magical creatures are suddenly dying. They consult sphinxes, battle kraken, and negotiate with dragons. But the closer they get to the dark truth of what’s happening, the clearer it becomes: no one else can fix this. If the Archipelago is to be saved, Mal and Christopher will have to do it themselves.