Virtual World

When computer junkie Jack North downloads a pirated copy of Silicon Sphere from the internet, he can’t wait to try it out. After all, Sphere is said to be the ultimate in virtual reality, with graphics, sounds, even smells so realistic, you’d swear you were inside the game–or the game had somehow leaked out into the real world. But when other Sphere players start to disappear, Jack suspects there may be something more to it than meets the eye–something altogether sinister. What he discovers as he treads the line between reality and illusion, between sanity and madness, is a virtual world so nightmarish the only way out may be to give in.

Necropolis

As the fourth novel in the spellbinding Gatekeepers series begins, the world is under the greatest threat it’s ever known. The evil corporation Nightrise has amassed an immense amount of power . . . and the devastating force of the Old Ones is about to be unleashed around the globe. To stop this from happening, Matt and three of the Gatekeepers head to Hong Kong–not just the modern city of skyscrapers and wealth, but the secretive underworld beneath. In Hong Kong they will meet the final Gatekeeper, a girl named Scarlet, whose fate is inextricably joined to their own….

Guardian Of The Darkness (Moribito)

Balsa returns to her native Kanbal to clear the name of Jiguro, her dear mentor, who saved her life when she was six years old. But what should be a visit of truth and reconciliation becomes a fight for her life when she learns that Jiguro had been a member of King Rogsam’s personal bodyguard. After Jiguro fled Kanbal with her, Rogsam sent the other bodyguards after them one by one–Jiguro’s best friends, whom he had to kill to protect Balsa. Now, with the help of two Kanbalese children, Balsa must unwind the conspiracy surrounding Jiguro and the mystery of the Guardians of the Dark.

Promises To Keep

Jilly Coppercorn used to be a victim of abuse and drug addiction, but not is well on her way to being normal as an art school student when she runs into Donna Birch, her only friend from her past. This urban fantasy sets in Newford in 1972. Donna takes Jilly into a beautiful, mysterious city full of wonderful opportunities. It’s almost a paradise until Jilly realizes that the inhabitants are actually dead, souls whose lives were unfulfilled.

Little (Grrl) Lost

When fourteen-year-old TJ and her family are forced to move from their farm to the suburbs, she has to give up her beloved horse, Red—but she makes a surprising new friend. Elizabeth is a “Little,” a six-inch-high punked-out teen with an attitude, who has run away from home to make her way in the world. TJ and Elizabeth—the Big and the Little—soon become friends, but each quickly finds herself in a truly life-threatening situation, and they are unable to help each other. Little (Grrl) Lost is a delightful combination of realism, magic, humor, and hope, and is sure to win Charles de Lint many new teen and adult fans.

The Reformed Vampire Support Group

Think vampires are romantic, sexy, and powerful? Think again. Vampires are dead. And unless they want to end up staked, they have to give up fanging people, admit their addiction, join a support group, and reform themselves. Nina Harrison, fanged at fifteen and still living with her mother, hates the Reformed Vampire Support Group meetings every Tuesday night. Even if she does appreciate Dave, who was in a punk band when he was alive, nothing exciting ever happens. That is, until one of group members is mysteriously destroyed by a silver bullet. With Nina (determined to prove that vamps aren’t useless or weak) and Dave (secretly in love with Nina) at the helm, the misfit vampires soon band together to track down the hunter, save a werewolf, and keep the world safe from the likes of themselves. The perfect anecdote to slick vampire novels, this murder-mystery comedy of errors will thrill fans of Evil Genius.

The War Of The Witches

Outsider Anaíd leads a solitary life in a small village in the Pyrenees with her mother Selene. She does not suspect there is anything particularly strange about her family, aside from her mother’s personal eccentricities . . . until one day Selene disappears without a trace and Anaíd is confronted with a shocking truth: her mother is a witch, prophesied to be the chosen one to end an ancient war between two feuding clans.

The Travel Game

Tad and his aunt Hattie take an imaginary trip to Hong Kong. Armed with a globe, an illustrated almanac, and their imaginations, Tad and Aunt Hattie play the travel game. They ride elephants in India, escape deadly piranhas in the Amazon River, and hail a water taxi to visit the beautiful boat city of Hong Kong—all without leaving the apartment above the family tailor shop in Buffalo, New York. This funny, affectionate story is based on author John Grandits’s own childhood experiences. The charming and highly detailed illustrations will encourage children to play their own version of the travel game.