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Books > Children's & Educational > Fiction > Science fiction
In the small town of Pottsville, boredom comes easily to mischievous twins Jasmin and Jesse Thomas. One dull Friday night the twins decide to camp out in their backyard, and sneak out to the bogs over by Potts Field to find out whether they can hear any bog monsters. While searching for bog monsters, the twins become hopelessly lost. Suddenly they hear a loud bang, followed by a bright ball of light flying just above the treetops and making a loud whistling sound. Jasmin and Jesse watch as a strange aircraft crashes into the woods. While searching for survivors of the crash, the twins encounter an alien visitor, who incessantly repeats everything they say. Once the twins recover from their shock at encountering Orfin Kojumbobababul, or Orfin Bob, as they call him, the adventures begin. From a near-deadly fall in a cave, to blasting through asteroid fields in a spaceship, and fending off an attack by the evil Haywardians, the action doesn't stop for a moment. "Orfin Bob and the Thomas Twins" is a thrill ride right up to the very last page.
In Stormchaser and Lincoln's ruined world, the only way to survive is to risk everything. To face a contest more dangerous than anyone can imagine. And they will do ANYTHING to win. But in a land full of monsters - both human and reptilian - they can't afford to trust anyone. Perhaps not even each other...
A heart-rending, thought-provoking tale of doomed romance. A world where justice and the fate of those accused of murder is decided by the public, but has moved on from the Roman Gladiator ‘thumbs up or thumbs down’ public vote, to a public vote by telephone. If you are voted innocent you are set free, if you are voted guilty you are committed to death by electric chair. Those awaiting their sentence reside in ever decreasing cells, getting smaller each day, until Day 7 and Cell 7, where they hear their fate. Sixteen year old Martha has confessed to killing a famous celebrity. But has she done it? And if not, why has she claimed the murder? Perhaps she wants to show up the flawed and brutal system by sacrificing herself in the hope of a better world.… Or perhaps she is protecting somebody else.…
A Very Old New Story Kiri knows how to ride a horse, play soccer, and dream big dreams-but she is surprised that she can fly without wings. She lands in a mysterious valley surrounded by mountains, where the stars shine all day, a foreboding river bites its tail, and children play around the clock. The hermit in the hills calls this place Internity. As Kiri explores its mountains, she also gets to know her inner voice, IVy, who isn't always helpful when they face the giant fig tree and fight the old hag. Kiri rides an alchemical comet back to the valley and meets a loving teacher, who prepares her and two new friends, Samson and Yutta, for their journey back to Earth. In a library without books, the three friends face mirrors and shadows, and an ancient treasure helps them choose their next life. By the time they cross the big river they know their destiny and who they truly are. Magical and vividly imagined, "Kiri Chooses A Life" is inspired by a classic tale that dips into images and myths from ancient and current traditions.
The Red Eyes have taken over the Earth. Can Casey use her new powers to lead the resistance? The third in an exciting and original sci-fi adventure trilogy for the gaming generation. Catapulted forward four years, Casey and her teammates have landed on a very different Earth from the one they left only a few days before. The Red Eye aliens have taken over, leaving carnage in their wake as they ruthlessly search for the key to intergalactic domination. And they seem to have all the adults – and Casey’s younger brother Pete – in their thrall. Determined to free their families and stop the Red Eyes from discovering the final piece in the puzzle, the gamers team up with a rag-tag bunch of teenagers who call themselves the Resistance. Casey still has the powers conferred on her by the wise and ancient Squids. But will it be enough?
For generations L. Frank Baum's Land of Oz books have captured and enthralled millions of readers. These stories are as delightful today as they were the day they were written. Now you can thrill will Dorothy and Toto as they discover Oz in the Wonderful Wizard of Oz. Race through the countryside with Tip and Jack Pumpkinhead as they flee the wicked witch Mobi in The Marvelous Land of Oz. Adventure with Ozma as she rescues Dorothy and the royal family from the evil Nome King in Ozma of Oz. Join Dorothy as an earthquake sends her to the land of Mangaboos and the vegetable people in Dorothy and the Wizard in Oz. Journey with Dorothy and Toto as they meet the Shaggy Man, Button-Bright, and Polychrome in The Road to Oz. In The Emerald City of Oz, Dorothy brings Aunt Em and Uncle Henry along for the adventure In The Patchwork Girl of Oz you will accompany Ojo the Unlucky on his quest to gather the five ingredients needed to make the antidote for the Liquid of Petrifaction to save his aunt and uncle. In Little Wizard Stories of Oz you will thrill to six short stories with many of your favorite friends from Oz. And in Tik-Tok of Oz you can travel with the Shaggy Man as he struggles to rescue his brother from the Nome King. In The Scarecrow of Oz, you'll accompany Scarecrow as he journeys to Jinxland to rescue Cap'n Bill and Trot. In Rinkitink in Oz you can join Dorothy and the Wizard of Oz as they set off on a rescue mission. And in The Lost Princess of Oz, Ozma and the Great Book of Records disappear and it's up tp Dorothy to find them. In The Tin Woodman of Oz, join the Tin Woodman, the Scarecrow, Woot, and Polychrom as they journey to Munchkin Country to find Nimmie Amee. In The Magic ofOz, Dorothy and her friends stop an illegal wizard from transforming people into animals. And in Glinda of Oz, Dorothy and Ozma travel to stop a war between the Flatheads and Skeezers
The twelve cousins are transported to a distant world called Al Kiam. Their abilities can bring war or peace to the land, but first they have to get along. The twelve cousins fight about the old stone teapot Grandpapa brought back from the war in Iraq. Grandpapa says it may be magic; some of the cousins disagree while others believe his claim with all their hearts. While they go through the old ritual explained by Grandpapa, a swirl of light fills the room, followed by a wave of blackness. As the darkness changed to light, the twelve cousins realize they are in a different world: the world of Al Kiam. What's more, each cousin has acquired a strange, unique power, the purpose of which is unknown to them. They soon learn they are surrounded by an ancient battle that threatens to tear the world of Al Kiam apart-unless they do something about it. No matter how much these cousins may love each other, they don't always agree. Deciding what they must do-fight the good fight or quickly find a way home-could tear them apart. With the fate of a world in their hands, however, the twelve cousins must learn to use their powers as one and solve the riddles of Al Kiam. By harnessing their newfound powers, they may become heroes.
Perfect for fans of Marissa Meyer's The Lunar Chronicles and Marie Lu's Legend series, Amelia Kahaney's The Brokenhearted is a gorgeous, gritty, and imaginative take on the superhero story. Anthem Fleet, talented ballerina and heir to the Fleet fortune, has always been closely guarded by her parents in their penthouse apartment. Lured by the handsome and dangerous Gavin, Anthem is drawn into the dark and exhilarating world on the wrong side of town. But when the couple runs into trouble, Gavin goes missing and Anthem winds up dead . . . only to awaken in an underground lab with a bionic heart ticking in her chest. Now she can run faster, jump higher, fight better. But the only thing that matters to her is getting Gavin back. And when she uncovers the sinister truth behind those she trusted the most, she is determined to use her newfound powers for the ultimate revenge. Set in the ruined fictional landscape of Bedlam, a Gotham-like city, this tale of heartbreak and revenge is both gripping and cinematic.
Welcome to the Achar, a huge rotating mobius strip encircling a yellow sun. The Achar is home to hundreds of sentient races, bizarre monsters, thousands of countries, and the Imrhys, a race of immortal humans with great magical abilities who believe it is their responsibility to save the world. More than three thousand years have passed since the last great Gnarrhys War, but Lord Zierath and his fellow Imrhys still remember it. More than half of all the sentients on the Achar died in that war. Now, rumors of a darkness forming off in the west set Zierath out on a quest to gather allies, armies, and information before the darkness envelops them all. Of course, the first trick is to get out of the tedious administrative duties of ruling a large confederation of countries. Zierath's solution is simple. Sneak out of the castle, city, and country before the regent can stop him. However, if the regent can see into the future, things can get complicated very quickly.
The royal children's guardian, Hannah the White, goes missing, Resident Wizard Fuzbud vanishes, and Wizard Gloxnix disappears. The king and queen are worried and have nowhere to turn. Without Hannah and Fuzbud or Gloxnix, who is going to find out what is going on? Is the castle under siege? Is magic involved? Who is responsible?The children are restless and dragon watching becomes their current excitement. They are overjoyed when Saraly War-Daughter returns home with her dragon, Zibannli. Saraly has no idea what she is about to discover. Then a new and unsuspected talent surfaces, uniting princess and dragon. But how could a small girl have any effect on such events?While Fuzbud is gone, a strange wizard turns up asking for a job. Might he be the help that is needed during this crisis? Is he really what he seems?"Moon-Daughters, War-Daughters, and Wizards" is the sixth book in the adventures of all these friends. Working together, they struggle with one of the strangest events in Milara's history. Things are never going to be the same.
Book 1 of the Aliens, Inc. Series. Shipwrecked on earth and desperate to make money, an alien family decides to make a living by opening Aliens, Inc., an intergalactic event-planning business master-minded by 9 year old alien boy, Kell Smith. Kell discovers that his neighbor, Bree Hendricks, turns 9-years-old next month and she wants a party with an alien theme. That should be simple as flying from star to star. But things aren't that easy: Earthling's ideas about aliens are totally wrong. Even worse, Principal Lynx is a UFO-Chaser and suspects aliens around every corner. Will the Aliens totally blow the Aliens Party? Will Principal Lynx capture Kell and his family and them over to the government? |
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