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Showing 1 - 25 of
31 matches in All Departments
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Carnival Quest
Brandon Mull
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R282
R252
Discovery Miles 2 520
Save R30 (11%)
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Ships in 10 - 15 working days
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Nate and his friends must face a sinister carnival without their
magical candy in the third and final book in the Candy Shop War
series, from the #1 New York Times bestselling author of the
Beyonders and Fablehaven series. Nate, Summer, Trevor, and Pigeon
know the third and most diabolical White sibling, Camila, is still
at large. When she finally makes her move, it comes in the form of
the Dreams and Screams International Carnival arriving at their
small California town. Rumors quickly spread about those visiting
the carnival feeling compelled to return, visitors to the
labyrinthine Funhouse disappearing for days, and the Big Top being
truly bewitching. When nightmares and weird dreams start to plague
everyone who has visited the carnival, the worlds of magic and
reality are both endangered. The friends are ready to fight, but
the carnival forbids outside magic. Without their favorite
enchanted treats, how can they salvage their sixth-grade year,
rescue their families, and save their town?
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Fablehaven (Paperback)
Brandon Mull; Illustrated by Brandon Dorman
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R269
R214
Discovery Miles 2 140
Save R55 (20%)
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Ships in 10 - 15 working days
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For centuries, mystical creatures of all description were gathered to a hidden refuge called Fablehaven to prevent their extinction. The sanctuary survives today as one of the last strongholds of true magic in a cynical world. Enchanting? Absolutely! Exciting? You bet. Safe? Well, actually, quite the opposite . . . Kendra and her brother Seth have no idea that their grandfather is the current caretaker of Fablehaven. Inside the gated woods, ancient laws give relative order among greedy trolls, mischievous satyrs, plotting witches, spiteful imps, and jealous fairies. However, when the rules get broken, an arcane evil is unleashed, forcing Kendra and Seth to face the greatest challenge of their lives. To save her family, Fablehaven, and perhaps the world, Kendra must find the courage to do what she fears most.
Trapped in a world where magic is powerful and dreams are real,
Cole's epic adventure comes to a close in book five of the New York
Times bestselling "fanciful, action-packed adventure" series
(Publishers Weekly, starred review), from the
Brace yourself for a shocking secret. Two hidden artifacts have been found. Three more remain unrecovered. More preserves face destruction as the Society of the Evening Star relentlessly pursues new talismans. Reading in Patton's Journal of Secrets, Kendra learns the location of the key to a vault housing one of the artifacts. In order to retrieve it, the Knights of the Dawn must enter a death trap a dragon sanctuary called Wyrmroost. The mission cannot proceed without stealing a sacred object zealously guarded by the centaurs. Anybody seen Seth? The race is on to acquire all five of the artifact keys to the great demon prison. Will the Knights of the Dawn conquer Wyrmroost? Who can stop the Sphinx? Can Vanessa be trusted to help? What artifact will be found next?
Don't miss any of Jason's thrilling adventures--get the complete
paperback boxed set of the #1 "New York Times "bestselling
Beyonders trilogy.
After falling into a new world called Lyrian, Jason must figure out
the clues that piece together an ancient word that could bring down
Maldor, the terrifying leader. He is helped with his newfound
friend and sidekick, Rachel, who has also stumbled into this
strange world. Together, they go on an extraordinary quest to
figure out how to become the heroes that Lyrian needs, no matter
what the cost.
This epic fantasy trilogy includes all three action-packed titles:
"A World Without Heroes," "Seeds of Rebellion," and "Chasing the
Prophecy."
Since ancient times, the great demon prison Zzyzx has protected the
world from the most dangerous servants of darkness, including
Gorgrog, the Demon King. After centuries of plotting, the Sphinx is
on the verge of recovering the five artifacts necessary to open the
legendary prison. Facing the potential of a world-ending calamity,
all friends of light must unite in a final effort to thwart the
Sphinx s designs and find a safe home for the five artifacts. To
this end, Kendra, Seth, and the Knights of the Dawn will venture
far beyond the walls of Fablehaven to strange and exotic magical
preserves across the globe, where the end of every quest becomes
the beginning of another. In this explosive series finale,
allegiances will be confirmed and secrets revealed as the forces of
light and darkness collide in a desperate struggle to control the
keys to the demon prison.
At the end of the school year, Kendra and her brother Seth find
themselves racing back to Fablehaven, a refuge for mythical and
magical creatures. Grandpa Sorenson, the caretaker, invites three
specialists -- a potion master, a magical relics collector, and a
mystical creature trapper -- to help protect the property from the
Society of the Evening Star, an ancient organization determined to
infiltrate the preserve and steal a hidden artifact of great power.
Time is running out. The Evening Star is storming the gates. If the
artifact falls into the wrong hands, it could mean the downfall of
other preserves and possibly the world. Will Kendra learn to use
her fairy gifts in time? Will Seth stay out of trouble?
The #1 New York Times bestselling start to Brandon Mull's new
fantasy series is now available in paperback
Jason Walker has often wished his life could be a bit less
predictable--until a routine day at the zoo ends with Jason
suddenly transporting from the hippo tank to a place unlike
anything he's ever seen. In the past, the people of Lyrian welcomed
visitors from the Beyond, but attitudes have changed since the
wizard emperor Maldor rose to power. The brave resistors who
opposed the emperor have been bought off or broken, leaving a realm
where fear and suspicion prevail.
In his search for a way home, Jason meets Rachel, who was also
mysteriously drawn to Lyrian from our world. With the help of a few
scattered rebels, Jason and Rachel become entangled in a quest to
piece together the word of power that can destroy the emperor and
learn that their best hope to find a way home will be to save this
world without heroes.
Very strange things are afoot at Fablehaven. Someone or something
has released a plague that transforms beings of light into
creatures of darkness. Seth discovers the problem early, but as the
infectious disease spreads, it becomes clear that the preserve
cannot hold out for long. In dire need of help, the Sorensons
question where to turn. The Sphinx has always given sound advice --
but is he a traitor? Inside the Quiet Box, Vanessa might have
information that could lead to a cure -- but can she be trusted?
Meanwhile, Kendra and members of the Knights of the Dawn must
journey to a distant preserve and retrieve another hidden artifact.
Will the Society of the Evening Star recover it first? Will the
plague eclipse all light at Fablehaven?
All five books in the "New York Times"-bestsellling Fablehaven
series are collected in a complete boxed set. Includes "Fablehaven,
Rise of the Evening Star, Grip of the Shadow Plague, Secrets of the
Dragon Sanctuary," and "Keys to the Demon Prison." Illustrations.
Magical candy that gives kids superpowers? Sweet The possibility of
evil overtaking the world? Not so tasty. And so begins The Candy
Shop War, a trilogy from the #1 "New York Times "bestselling author
of the Beyonders and Fablehaven series.
Welcome to the Sweet Tooth Ice Cream & Candy Shoppe, where the
confections are a bit on the...unusual side. In this start to the
series, four young friends--Nate, Summer, Trevor, and Pigeon--meet
the grandmotherly Mrs. White, owner of the Sweet Tooth, and soon
learn about the magical side effects of her candies: Rock candy
that makes you weightless. Jawbreakers that make you unbreakable.
Chocolate balls that make you a master of disguise.
In addition, the ice cream truck driver, Mr. Stott, has arrived
with a few enchanted sweets of his own. But what about the
mysterious man in the dark overcoat and fedora hat? And why are all
these "magicians" trying to recruit Nate and his friends? Who can
they trust?
The mystery deepens and the danger unfolds as the four of them
discover that the magical strangers have all come to town in search
of a legendary, hidden treasure--one that could be used for great
evil if it fell into the wrong hands. The kids, now in over their
heads, must try to retrieve the treasure first. And so, the war
begins...
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