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Books > Children's & Educational > Fiction > Historical fiction
Twelve-year-old Sumiko feels her life has been made up of two parts: before Pearl Harbor and after it. The good part and the bad part. Raised on a flower farm in California, Sumiko is used to being the only Japanese girl in her class. Even when the other kids tease her, she always has had her flowers and family to go home to. That all changes after the horrific events of Pearl Harbor. Other Americans start to suspect that all Japanese people are spies for the emperor, even if, like Sumiko, they were born in the United States! As suspicions grow, Sumiko and her family find themselves being shipped to an internment camp in one of the hottest deserts in the United States. The vivid color of her previous life is gone forever, and now dust storms regularly choke the sky and seep into every crack of the military barrack that is her new "home." Sumiko soon discovers that the camp is on an Indian reservation and that the Japanese are as unwanted there as they'd been at home. But then she meets a young Mohave boy who might just become her first real friend...if he can ever stop being angry about the fact that the internment camp is on his tribe's land. With searing insight and clarity, Newbery Medal-winning author Cynthia Kadohata explores an important and painful topic through the eyes of a young girl who yearns to belong. Weedflower is the story of the rewards and challenges of a friendship across the racial divide, as well as the based-on-real-life story of how the meeting of Japanese Americans and Native Americans changed the future of both.
Europeans came to the American colonies in the 1600s and 1700s in search of a better life. They worked hard and built farms, homes, and towns. But they were still under Great Britain s rule. Many wanted to make their own laws, but that meant going to war against a rich and powerful country. Will you: Travel to Virginia as an indentured servant? Choose between careers as a sailor or a soldier in Massachusetts? Decide which side you ll take as the country marches closer to revolution?"
A New York Times bestseller!Alan Gratz, bestselling author of Refugee, weaves a stunning array of voices and stories into an epic tale of teamwork in the face of tyranny -- and how just one day can change the world. June 6, 1944: The Nazis are terrorizing Europe, on their evil quest to conquer the world. The only way to stop them? The biggest, most top-secret operation ever, with the Allied nations coming together to storm German-occupied France.Welcome to D-Day.Dee, a young U.S. soldier, is on a boat racing toward the French coast. And Dee -- along with his brothers-in-arms -- is terrified. He feels the weight of World War II on his shoulders.But Dee is not alone. Behind enemy lines in France, a girl named Samira works as a spy, trying to sabotage the German army. Meanwhile, paratrooper James leaps from his plane to join a daring midnight raid. And in the thick of battle, Henry, a medic, searches for lives to save.In a breathtaking race against time, they all must fight to complete their high-stakes missions. But with betrayals and deadly risks at every turn, can the Allies do what it takes to win?
A beautifully rendered graphic novel adaptation of Lauren Tarshis's bestselling I Survived the Nazi Invasion, 1944, with text adapted by Georgia Ball and art by Alvaro Sarraseca. It's been years since the Nazis invaded Max Rosen's home country of Poland. All the Jewish people, including Max's fam ily, have been forced to live in a ghetto. At least Max and his sister, Zena, had Papa with them ... until two months ago, when the Nazis took him away. Now Max and Zena are on their own. One day, with barely enough food to survive, the siblings make a dar ing escape from Nazi soldiers into the nearby forest. They are found by Jewish resistance fighters, who take them to a safe camp. But soon, grenades are falling all around them. Can Max and Zena survive the fallout of the Nazi invasion? With art by Alvaro Sarraseca and text adapted by Georgia Ball, Lauren Tarshis's New York Times bestselling I Survived series takes on vivid new life in this explosive graphic novel edition. Includes non-fiction back matter with historical photos and facts about World War II and the Holocaust. Perfect for: readers who prefer the graphic novel format existing fans of the I Survived chapter book series I Survived graphic novels combine historical facts with high-action storytelling that's sure to keep any reader turning the pages.
Adventure thriller set in Renaissance Italy starring Leonardo da Vinci as a young apprentice who witnesses a murder and becomes involved in a plot to take over the city. LEONARDO AND THE DEATH MACHINE is first and foremost a thriller, set against the background of Renaissance Italy. However, the Leonardo of the title is in fact Leonardo da Vinci. This is a totally fictional adventure, but it COULD have happened. When we first meet Leonardo we find him apprenticed to a successful artist in Florence. But although he yearns to be a great artist himself, he's rather disillusioned with his apprenticeship, which has made him more of an errand boy than an art student. Then, when an impromptu street football match ends in an arm injury for his friend Sandro (whom history will know as Botticelli), Leonardo leaps at the opportunity to help out the unfortunate painter who has been commissioned to paint a portrait for the rich Medici family. Little does our young hero know that soon he will be dragged into murder and intrigue, and will be fleeing for his life!
Winner of the John Newbery Medal Winner of the Coretta Scott King Author Award An Indiebound Bestseller A New York Times Bestseller Under the cover of night, twelve-year-old Homer flees Southerland Plantation with his little sister Ada, unwillingly leaving their beloved mother behind. Much as he adores her and fears for her life, Homer knows there's no turning back, not with the overseer on their trail. Through tangled vines, secret doorways, and over a sky bridge, the two find a secret community called Freewater, deep in the swamp. In this society created by formerly enslaved people and some freeborn children, Homer finds new friends, almost forgetting where he came from. But when he learns of a threat that could destroy Freewater, he crafts a plan to find his mother and help his new home. Deeply inspiring and loosely based on the history of maroon communities in the South, this is a striking tale of survival, adventure, friendship, and courage.
You've just been sent many thousands of years back in time. The climate is cold and the landscape is strange. The people you encounter look quite different than modern-day humans. But what worries you most are the fierce sabre-toothed cats and the giant woolly mammoths that roam the land. Do you think you have what it takes to survive the last ice age? Turn the pages to find out - only you can choose your fate in this interactive story!
Viking warriors sailed their famous wooden ships throughout the world, leaving fear and destruction in their wake. Will you: Take part in the raid on Lindisfarne monastery? Invade England with the great Viking leader Halfdan Ragnarsson? Fight at the side of King Harald Hardrada at the Battle of Stamford Bridge?
Who can catch a memory thief? ' An unforgettable adventure ' THE TIMES BOOK OF THE WEEK. "Starting on All Fools Day, twelve years ago, I remember everything. EVERYTHING. That was a wet Saturday, and that was the day I was born." 12-year-old Piaf has the ability to (and burden of) remembering everything that has happened since the day she was born. When she discovers everyone in Paris has forgotten the entire last year, 1887, including the disappearance of several gifted children, Piaf and her twin brother Luc embark on a dangerous journey that brings them to the depths of Paris's underground twin, the Catacombs, to capture the memory thief and find the lost children.
When the Histronauts travel back in time to the ancient Greek era they'll need your help to uncover the secrets of the past. Visit the Acropolis, watch the activities that inspired the Olympic Games and paint masks for a thrilling Greek tragedy at the amphitheatre. An exciting mix of story, facts and activity!
A swashbuckling thriller, part three of THE HIGH SEAS ADVENTURES, set on the oceans at the turn of the nineteenth century - drama, horror, adventure... "There's pirates in the West Indies. Cannibals. They cook you alive. They shrink your head to the size of a walnut," says Mr Spencer to his son. These words will haunt sixteen-year-old John Spencer as he embarks on his first voyage to foreign lands. Carrying cargo destined for Jamaica, John and his Dragon crew set off from London for waters few of them have sailed before. When they come upon a lifeboat adrift at sea, some are wary of the sailor aboard. His name is Horn, and something about this imposing and mysterious sailor isn't right. He carries a chest full of clinking glass, and his story doesn't quite make sense. Still, John respects the stranger's awe-inspiring seamanship. With Horn on deck, both John and the ship's captain believe the Dragon is in the best of hands. But is Horn to be trusted? The answers become more and more complicated as the Dragon encounters a very real - and very dangerous - pirate ship. Now John starts to believe his father's warnings, especially after he becomes separated from his shipmates and is stranded on an island reputed to conceal buried treasure. A place teeming with buccaneers... Brimming with furious high-seas adventure, this companion to The Wreckers and The Smugglers concludes with a bloodcurdling tale of pirates - and a surprise ending...
The end of the Oregon Trail is near, young pioneer--the fourth and final leg of your journey starts here. But, do you have the grit to make it to Oregon City? The wild frontier is full of risks and unpredictable surprises! This is the final installment of four books that will take you all the way to Oregon Territory--if you make the right choices. In the fourth and final book of this exciting choose-your-own-adventure series, it's 1850 and you've traveled for more than three months on foot for fifteen miles a day with your family, covered wagon, and oxen. There are holes in the bottoms of your shoes. You've faced grizzly bears, traded with merchants, and wild bandits. Oregon City is so close--you can taste it. But you still have a ways to go on the Trail. There are still weeks of adventure ahead of you--if you can survive the dangerous frontier. Trust yourself. Which path will you choose? With twenty-two possible endings, every decision counts. Choose wisely and make it all the way to Oregon City!
John Drawbridge has moved to Widemoat Castle to learn to become a knight. And there is a LOT to learn. . . How to charge with a lance on horseback without falling off. Why the spiral staircases always go up in a clockwise direction. How to defend the castle against invading parties. Why the plates served at banquets are made of stale bread (and why you shouldn't eat them...). And much, MUCH more. So it's no wonder that John decides to keep a diary (even if it is only an imaginary one...) of his time at the castle. Things REALLY liven up when the castle is attacked by an invading Welsh party - but can John foil their plot before it's too late...?
Istanbul, 1593- returning from their previous mission with the death of their Commander weighing heavily upon them, there is no respite for the Ruzgar unit, as they are declared traitors to the Ottoman Empire and banished from the legendary Janissary order. Even the recovery of the fabled Armour of David, so prized by the Sultan is not enough to prevent this. Now, desperate and on the run, Will must turn to the sinister Earl of Rothminster as an unlikely protector. Meanwhile Awa and the remaining Ruzgar, outcasts as far as the authorities are concerned, are nevertheless called upon by their small band of supporters to protect the very people who have declared them enemies of the empire, as a mysterious force threatens to engulf the capital. All roads lead to Istanbul and all who traverse it, will be plagued by a demon's touch...
Fliss's mum needs peace and quiet to recuperate from a long illness, so they both move to the countryside to live with Margot, Fliss's stern and bullying grandmother. Life on the farm is tough and life at school is even tougher, so when Fliss unearths Margot's wartime diary, she sees an opportunity to get her own back. But Fliss soon discovers Margot's life during the evacuation was full of adventure, mystery . . . and even passion. What's more, she learns a terrible secret that could tear her whole family apart . . .
A music loving teen with OCD does everything she can to find her way back to her mother during the historic race riots in 1969 Kuala Lumpur, Malaysia, in this heart-pounding literary debut. Melati Ahmad looks like your typical movie-going, Beatles-obsessed sixteen-year-old. Unlike most other sixteen-year-olds though, Mel also believes that she harbors a djinn inside her, one who threatens her with horrific images of her mother's death unless she adheres to an elaborate ritual of counting and tapping to keep him satisfied. A trip to the movies after school turns into a nightmare when the city erupts into violent race riots between the Chinese and the Malay. When gangsters come into the theater and hold movie-goers hostage, Mel, a Malay, is saved by a Chinese woman, but has to leave her best friend behind to die. On their journey through town, Mel sees for herself the devastation caused by the riots. In her village, a neighbor tells her that her mother, a nurse, was called in to help with the many bodies piling up at the hospital. Mel must survive on her own, with the help of a few kind strangers, until she finds her mother. But the djinn in her mind threatens her ability to cope.
Sequel to Raider's Tide. The continuation of Beatrice and Robert's story, historical drama set in 16th Century border country. In Raider's Tide, Beatrice, a sixteen-year-old English girl, saves Robert - a - Scot from death. She has risked her own life, by helping the enemy but in turn is rescued by John, the local pastor. After nearly drowning, and with Robert gone, Beatrice finds it difficult to settle back into everyday life. She starts to learn healing with the Cockleshell Man but is too distraught to concentrate well. A quarrel with her father results in her leaving home to stay at the Parsonage out father's way. There, her relationship with John deepens and they become betrothed. Meanwhile several captured Scots are imprisoned in the infamous dungeons of Lancaster Castle. Robert is among them - he did not make it across the border. The prisoners are almost certain to be hanged after their trials at the Lent Assizes. Beatrice makes repeated attempts to free him, but nothing works and Robert is condemned to die. In desperation Beatrice plots with some travelling players to rescue Robert and in doing so, she jeopardises her relationship with John and narrowly escapes being thrown into jail herself. In saving Robert, Beatrice has become a fugitive from the law herself... and Scotland is the only place she can go.
THOMAS SNOOP is in training to become a SPY. Entrusted with a TOP SECRET mission by the mysterious Lord Severn, right-hand man to the Tudor king, Thomas must travel to the magnificent Goldenhilt Hall - in the guise of a servant - in order to uncover traitors plotting against the crown. It will take all Thomas's wits and cunning to uncover the traitors lurking at Goldenhilt Hall - and he must do so without being discovered himself... Filled with amazing facts and historical trivia, you won't be able to put this SECRET DIARY down! |
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