Inspired by Hispanic folklore, legends, and myths from the Iberian Peninsula and Central and South America, this bold sequel to Charlie Hernández & the League of Shadows, which Booklist called “a perfect pick for kids who love Rick Riordan” in a starred review, follows Charlie as he continues on his quest to embrace his morphling identity. Charlie Hernandez still likes to think of himself as a normal kid. But what’s normal about being a demon-slaying preteen with an encyclopedic knowledge of Hispanic and Latino mythology who can partially manifest nearly any animal trait found in nature? Well, not much. But, Charlie believes he can get used to this new “normal,” because being able to sprout wings or morph fins is pretty cool. But there is a downside: it means having to constantly watch his back for La Mano Peluda’s sinister schemes. And when the leader of La Liga, the Witch Queen Jo herself, is suddenly kidnapped, Charlie’s sure they’re at it again. Determined to save the queen and keep La Liga’s alliances intact, Charlie and his good friend Violet Rey embark on a perilous journey to track down her captors. As Charlie and Violet are drawn deeper into a world of monstruos and magia they are soon left with more questions than answers—like, why do they keep hearing rumors of dead men walking, and why is Charlie suddenly having visions of an ancient evil: a necromancer priest who’s been dead for more than five centuries? Charlie’s abuela once told him that when dead men walk, the living run in fear. And Charlie’s about to learn the truth of that—the hard way.
On the night of his final vigil before being knighted, Tiuri answers a request to deliver an urgent letter to a distant kingdom across the Great Mountains–a journey that will threaten his life and teach him the true meaning of what it is to be a knight.
Explains why bats only come out of their caves at night.
Three magic Doors are the only way in and out of the walled city of Weld. The golden Door is grand and majestic — a Door for heroes. The silver Door hints at mystery and knowledge — a door for schemers. But the plain wooden Door has always held the most appeal for Rye and his friend Sonia. And now, at last, they have the chance to open it.
The city of Weld is under attack by skimmers, flying beasts that terrorize the night. If Rye and Sonia can’t discover the enemy sending the skimmers in time, Weld has no hope. Twice before, Rye and Sonia left Weld on a quest to save it. Twice before, they failed.
Now there’s just one Door left — one last chance to save the people of Weld. Rye and Sonia know everything depends on them. But nothing can prepare them for the horror that waits behind the wooden Door.
The otters of Green Isle have long been enslaved to the Wildcat Riggu Felis. They work and wait for the day their savior will arrivethe prophesized High Rhulain, who will lead them in battle and a return to glory. Meanwhile, young Tiria Wildlough, an ottermaid at Redwall Abbey, pines for her chance to learn the ways of the warrior, much against the wishes of her father. So when an injured osprey arrives at the Abbey, seeking help for its wounds and carrying tales of an embattled clan of otters, young Tiria knows what she must do.
In the 16th Redwall adventure, a “New York Times” bestseller, young hare-maid Martha Braebuck, wheelchair-bound since birth, wonders about a mysterious old poem relating to the ancient abbey of Loamhedge–and whether it may hold the key to her cure.
With the help of their forest friends and the advice of wise Mr. Owl, Red Knit Cap Girl and White Bunny, who are on a quest to find a way to talk to the Moon, learn that they need only to wait and listen quietly to make their wish come true.
In a time and a land not so different from ours, lives a one called Juna, a dream helper who has spent much of his life dreaming for others. He has never dreamed for himself, until one evening when he has a dream of his own, which contains a mysterious message just for him. To learn the secret of it, it is clear he must go on a journey. But a journey to where? And for what? In search of the answers, Juna starts on his way, meeting some surprising helpers who join him on his quest. Traveling as a team they move toward a destination fraught with suspense, enchantment, mystery and promise of a new future for the people of earth.
After his escape from the sentient prison, Incarceron, Finn finds that the Realm is not at all what he expected, and he does not know whether he is to be its king, how to free his imprisoned friends, or how to stop Incarceron’s quest to be free of its own.