He’ll get there.
Ry is traveling by Amtrak train to a summer ArcheoTrails camp. If only he had opened his mail before he left the house. If he had, then he would have read, “Do not come to camp. There is no camp. Camp is a concept that no longer exists in a real place or time.” Of course, Ry finally realizes the camp has been canceled after he’s left home and traveled halfway across the country by train. He tries to call home. No cell reception. He jumps off the train at the next stop. He runs up a hill for better cell reception. No luck. He turns around just in time to see the train pulling away from the station with his stuff still on board. Can Ry make it home? What else could possibly go wrong?
“Relentlessly entertaining…an absolute delight.” Booklist (starred review)
Twelve-year-old Percy Jackson is about to be kicked out of boarding school . . . again. No matter how hard he tries, he can’t seem to stay out of trouble. But can he really be expected to stand by and watch while a bully picks on his scrawny best friend? Or not defend himself against his pre-algebra teacher when she turns into a monster and tries to kill him? Of course, no one believes Percy about the monster incident; he’s not even sure he believes himself.
Until the Minotaur chases him to summer camp.
Suddenly, mythical creatures seem to be walking straight out of the pages of Percy’s Greek mythology textbook and into his life. The gods of Mount Olympus, he’s coming to realize, are very much alive in the twenty-first century. And worse, he’s angered a few of them: Zeus’s master lightning bolt has been stolen, and Percy is the prime suspect.
Now Percy has just ten days to find and return Zeus’s stolen property, and bring peace to a warring Mount Olympus. On a daring road trip from their summer camp in New York to the gates of the Underworld in Los Angeles, Percy and his friends–one a satyr and the other the demigod daughter of Athena–will face a host of enemies determined to stop them. To succeed on his quest, Percy will have to do more than catch the true thief: he must come to terms with the father who abandoned him; solve the riddle of the Oracle, which warns him of failure and betrayal by a friend; and unravel a treachery more powerful than the gods themselves.
The year is 1902—it’s been twenty-three years since Peter and the Lost Boys returned from Rundoon. Since then, nobody on the island has grown a day older, and the Lost Boys continue their friendship with the Mollusk tribe and their rivalry with Captain Hook. Meanwhile, in London, Molly has married George Darling and is raising three children: Wendy, Michael, and John. One night, a visitor appears at her door; it’s James, one of Peter’s original Lost Boys. He is now working for Scotland Yard and suspects that the heir to England’s throne, Prince Albert Edward, is under the influence of shadow creatures. These shadow creatures are determined to find a secret cache of starstuff, which fell to London many centuries ago. The starstuff is hidden in an underground vault, which has only one key: the Sword of Mercy, a legendary weapon kept with the crown jewels. Molly is determined to locate and protect, but when she suddenly goes missing, it is up to her eleven-year-old daughter, Wendy, to keep it out of the Others’ clutches. Wendy has heard her mother’s stories of a flying boy named Peter Pan, and he may be her only hope of saving the world from a shadowy doom. . . .
The seventh son of the seventh son, aptly named Septimus Heap, is stolen the night he is born by a midwife who pronounces him dead. That same night, the baby’s father, Silas Heap, comes across a bundle in the snow containing a new born girl with violet eyes. The Heaps take this helpless newborn into their home, name her Jenna, and raise her as their own. But who is this myster ious baby girl, and what really happened to their beloved son Septimus?
The first book in this enthralling new series by Angie Sage leads readers on a fantastic journey filled with quirky characters and magykal charms, potions, and spells. magyk is an original story of lost and rediscovered identities, rich with humor and heart.
Book #2 Flyte
Book #3 Physik
Book #4 Queste
Book #5 Syren
If you’re under 19 and want a free early look at the book for review on your blog/paper/whatever, send a note with your address to email@example.com with “FTW” for the subject-line. Also include the name of your blog or school paper. For fun, also share a game you enjoyed recently and why.
For the Win
In the virtual future, you must organize to survive
At any hour of the day or night, millions of people around the globe are engrossed in multiplayer online games, questing and battling to win virtual “gold,” jewels, and precious artifacts. Meanwhile, others seek to exploit this vast shadow economy, running electronic sweatshops in the world’s poorest countries, where countless “gold farmers,” bound to their work by abusive contracts and physical threats, harvest virtual treasure for their employers to sell to First World gamers who are willing to spend real money to skip straight to higher-level gameplay.
Mala is a brilliant 15-year-old from rural India whose leadership skills in virtual combat have earned her the title of “General Robotwalla.” In Shenzen, heart of China’s industrial boom, Matthew is defying his former bosses to build his own successful gold-farming team. Leonard, who calls himself Wei-Dong, lives in Southern California, but spends his nights fighting virtual battles alongside his buddies in Asia, a world away. All of these young people, and more, will become entangled with the mysterious young woman called Big Sister Nor, who will use her experience, her knowledge of history, and her connections with real-world organizers to build them into a movement that can challenge the status quo.
The ruthless forces arrayed against them are willing to use any means to protect their power–including blackmail, extortion, infiltration, violence, and even murder. To survive, Big Sister’s people must out-think the system. This will lead them to devise a plan to crash the economy of every virtual world at once–a Ponzi scheme combined with a brilliant hack that ends up being the biggest, funnest game of all.