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Books > Children's Fiction & Fun > Science Fiction
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. This omnibus edition
contains the first three books: The Wonderful Wizard of Oz, The
Marvelous Land of Oz, and Ozma of Oz! Now you can thrill with
Dorothy and Toto as they discover Oz, race through the countryside
with Tip and Jack Pumpkinhead as they flee the wicked witch Mobi,
and adventure with Ozma of Oz as she rescues Dorothy and the royal
family from the evil Gnome King.
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Starstuff
(Hardcover)
Wade Roush, William Alexander
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R459
Discovery Miles 4 590
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Ships in 18 - 22 working days
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At once a collection of hard science fiction for curious middle-graders
and an antidote to despair in the face of dystopian uncertainty, these
ten horizon-bending stories may seem unreal, but all follow the rules
of physics and biology as we understand them today. These tales of
space junk, multiverse navigation, an asteroid named Doomsday, and bees
and marmots in space pulse with honesty and optimism. Whether home is a
planet, a moon, a space station, or a fleet starship, relatable
protagonists of different genders, classes, nationalities, ethnicities,
and orientations face challenges—some harrowing, some hilarious—true to
their moment in time and space. Brisk plots, resonant themes, and
scientific rigor define these forward-facing stories by leading
middle-grade authors. Taken together, the tales champion youth agency
through characters who approach science in adventurous ways,
underscoring that we are all, indeed, made of the same luminous stuff.
Save the universe in the awesome and hilarious new space-themed
adventure series from bestselling authors Katie and Kevin Tsang!
Suzie Wen LOVES gadgets and inventing things - but her inventions
don't always turn out how she expects . . . And when Suzie invent
the Super 3DTV Gizmo she ends up getting transported into her
favourite TV show - Space Blasters! On board the space ship with
Captain Jane, Spaceman Jack and alien with attitude Five-Eyed
Frank, Suzie is soon exploring new planets - like the smelly Planet
Cheddar - and meeting plenty of aliens. But when moons start
disappearing, it's up to Suzie to save the universe. Can she put
her inventing skills to use? And will she ever get home? Funny,
accessible and highly illustrated stories, perfect for readers aged
6 and up and fans of Bunny vs Monkey, Grimwood, Kitty Quest - and
space! STEM themes woven throughout, including real mindbending
space facts and pages from Suzie's inventors' notebook
The thrilling intergalactic adventures of the Unstoppable series
continue in the sequel to the Locus Award-winning Victories Greater
Than Death, from the international-bestselling author of All the
Birds in the Sky. They'll do anything to be the people they were
meant to be - even journey into the heart of evil. Rachael Townsend
is the first artist ever to leave Earth and journey out into the
galaxy - but after an encounter with an alien artifact, she can't
make art at all. Elza Monteiro is determined to be the first human
to venture inside the Palace of Scented Tears and become a princess
- except that inside the palace, she finds the last person she ever
wanted to see again. Tina Mains is studying at the Royal Space
Academy with her friends, preparing to save the universe - and
she's not the badass space hero everyone was expecting. These three
young women are thrust into the hands of destiny, journeying into
dark voids, navigating deadly spy missions, and facing impossible
choices that could change all their lives forever. With the fate of
the galaxy hanging in the balance, they must discover their
strength, whatever form it takes.
The official prequel novel to the hit Umbrella Academy series on
Netflix, starring a teenaged Umbrella Academy in an original, darkly
comic adventure written by New York Times bestselling author Alyssa
Sheinmel.
The Umbrella Academy has always been extraordinary―ready to leap to
superpowered action at a moment’s notice. But now that Five has
disappeared and their fame has crested, sometimes the only thing
Luther, Diego, Allison, Klaus, Ben, and Viktor want is to be normal. .
. which is much easier said than done, when you’re raised by someone
like Hargreeves.
For their exacting and tyrannical father figure, nothing is ever
enough; which is why, during a dinnertime debriefing on their latest
mission, Ben snaps, prompting Klaus to suggest that they all need a
change of scenery―just one night of partying like a bunch of average
teens. In fact, Klaus knows just the place; there’s a frat house in a
neighboring college town that throws weekend blowouts. What could go
wrong?
They soon realize sneaking out of Hargreeves’s house―er, fortress―is
the least of their concerns. When the six teens pledge not to use their
powers under any circumstances, they fail to factor in the sheer force
of teen drama. Faced with weird earthquakes, weirder partygoers, and a
possible new foe, the Umbrella Academy must choose between the night
they always dreamed of and an unexpected mission that may save the
world and―finally―secure Hargreeves’s approval.
An epic retelling of Return of the Jedi for Star Wars fans of all
ages, with classic art from comics icon Al WilliamsonExperience the
original movie like never before! Follow the adventures of favorite
characters during some of the most memorable moments in Star Wars
history: from Luke Skywalker, Princess Leia, and Han Solo's escape
from Jabba the Hutt; to Luke's showdown with Darth Vader; to the
climactic Battle of Endor, where the fate of the galaxy hangs in
the balance. With art from comics legend Al Williamson, gatefolds,
and a cinematic feel, this collector's board book is the perfect
gift no matter your generation, for both lifelong Star Wars fans
and the littlest Padawans.
After living off the grid for more than a decade, a teenage girl must play a dangerous game -- and face the shadows of her past -- to save the world from a dangerous dark force.
After ten years of living on an isolated, tech-free ranch with her mother, sixteen-year-old Hedda is going back to the world of the Glare -- her word for cell phones, computers, and tablets. Hedda was taught to be afraid of technology, afraid that it would get inside her mind and hurt her. But now she's going to stay with her dad in California, where she was born, and she's finally ready to be normal. She's not going to go "off-kilter," like her mom says she did when she was just a little kid.
Once she arrives, Hedda finally feels like she's in control. She reunites with old friends and connects with her stepmom and half-brother. Never mind the terrifying nightmares and visions that start trickling back -- they're not real.
Then Hedda rediscovers the Glare: the real Glare, a first-person shooter game from the dark web that scared her when she was younger. They say if you die thirteen times on level thirteen, you die in real life. But as Hedda starts playing the so-called "death game" -- and the game begins spreading among her friends -- she realizes the truth behind her nightmares is even more twisted than she could have imagined. And in order to stop the Glare, she'll have to first confront the darkness within herself.
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