What if man journeyed into space in 1869, not 1969? In The Knights of Mars, the third volume in this breath-taking fantasy graphic novel series, Alex Alice draws on Jules Verne and nineteenth-century romanticism to create a watercolor world of adventure and wonder to enchant adults and younger readers alike. When Seraphin, Hans, and Sophie returned from their voyage to the moon, they didn’t come home empty-handed―they brought with them aetherite, a miraculous substance that defies gravity! To keep their secret safe from the Prussians, the trio lives in hiding on a remote island in Brittany. Meanwhile, Seraphin’s father has founded the International Society of Aether, a group of scientists dedicated to the peaceful pursuit of space exploration. But on the eve of their inaugural meeting, he vanishes without a trace! The Knights of Aether’s last hope lies in a daring rescue of King Ludwig and Professor Dulac. They will find them on the farthest outskirts of the Prussian empire―the planet Mars!
An older lady discovers that her house is infested with dragons! Shocked, she’ll try everything to scare them away: cold water, or poison. But nothing worked. Until one day her grandson payed her a visit: for the child, those beings will be fun and draw you home, freeing your grandmother.
Twins Chirri and Chirra venture underground to explore a hole that has appeared in their basement wall and there encounter all manner of creatures and delights.
George didn’t want to waste the night moon bathing. He wanted to build a sand castle that would turn any monster green with envy! But when George meets the strangest creature he has ever seen, the night takes an unexpected turn.
Although Michael Malone has completed two missions for the secretive UNICORNE agency, he is still far from finding his missing father. But when he is asked to investigate a scale of a dragon the very same artifact his father researched before he disappeared Michael realizes he’s closer than ever to unlocking the truth.
When a massive storm at sea blows the Brotherband crew off course to a land so far west Hal cannot recognize it from his maps, they face an unknown enemy.
Sixth graders Dominic, Loop, and Z stumble upon a new magic shop in town and can’t wait to spend their summer mastering cool tricks to gain access to the Vault, a key holders-only back room bound to hold all kinds of secrets.
Strange things are happening around Niklas Summerhill’s home. A green-eyed beast is killing animals in the woods, and the nightmares that have haunted Niklas since his mother died grow more terrifying with every night. When the beast turns out to be a troll brought to life from his own games, Niklas knows he has to stop it.
The Danék is a wild, treacherous river, and the Fobisher family has tended it for generations clearing it of ice and weed, making sure boats can get through, and fishing corpses from its bleak depths. Wulliam’s father, the current Riverkeep, is proud of this work. Wull dreads it. And in one week, when he comes of age, he will have to take over.
Every time it is invaded the City gets a new name, but to the natives in is the Nameless City, and they survive by not letting themselves get involved–but now the fate of the City rests in the hands of Rat, a native, and Kaidu, one of the Dao, the latest occupiers, and the two must somehow work together if the City is to survive.