Four linked stories of discovery and survival begin with a Paleolithic-era girl who makes the first written signs, continue with Anna, who people call a witch, then a mad twentieth-century poet who watches the ocean knowing the horrors it hides, and concluding with an astronaut on the first spaceship from Earth sent to colonize another world.
The Game of Triumphs lies in ruins, but Cat and her friends must enter the Arcanum once again to oust the Master of Misrule, a corrupt leader who threatens to unleash the power of the game into London and the world at large.
When desperately unhappy Laura, who secretly performs self-mutilation, finds her talisman and transports to Fortezza, a parallel world that resembles the Italian Renaissance city-state of Lucca, she faces battles on the field and of the heart.
During what seems like an ordinary museum visit, a tour guide lures Sunni and Blaise through a painted doorway-and they discover they’ve stepped into eighteenth-century London. When they realize their “tour guide” will do anything to get more information about what Sunni and Blaise know about magical paintings, they attempt to flee and encounter body snatchers, art thieves and forgers.
Liam O’Connor, Maddy Carter, and Sal Vikram all should have died. But instead, they have been given a second chance—to work for an agency that no one knows exists. The TimeRiders’ mission: to prevent time travel from destroying history—and the future. . . . When Maddy mistakenly opens atime window where and when she shouldn’t, Liam is marooned sixty-five million years in the past, in the hunting ground of a deadly, and until now undiscovered, species of prehistoric predator. Can Liam make contact with Maddy and Sal before he’s hunted down by dinosaurs, and without changinghistory so much that the world is overtaken by a terrifying new reality?
For Cass and Wilbur, life as scavengers is all they’ve ever known — rummaging the ruins of London in search of a precious, powerful relic no one, not even their new Russian masters, has ever seen.But when Erin and Peyto, two strangers from a faraway place, show up and claim they hold the key to locating the mysterious missing artifact, the treasure hunt takes on a lethal urgency. If the kids don’t find the crucial object in SIX DAYS, their world will come crashing to an end.
Deep in the woods, a child with green-tinged skin and long matted hair awakens. She is Isabella Leland, daughter of a healer who was executed as a heretic some 300 years earlier. On her mother’s death, Isabella was taken in by the crow people—faierie folk—who can manipulate space and time. The first time she returned to the real world, Catholics ruled England. Now, those who follow the pope are regarded with suspicion and shunned. When Isabella emerges from her hiding place, she’s discovered by another outcast, Elizabeth Dyer, whose family follows the old ways. Elizabeth wants to befriend Isabella, but she has her own troubles. Her brother has brought home a priest in need of shelter. Hiding him is an act of treason, and his pursuers are closing in. Sarah Singleton has a gift for blending the seen and the unseen, the matter-of-fact and the magical, into a convincing whole. Here she offers a fast-paced plot—a cat-and-mouse game between hunter and hunted—while exploring questions about religious faith and fanaticism that will resonate with YA readers.
The successful play is now a gripping novel. Knocked unconscious after explosions ring out during a field trip to an Anne Frank exhibit, boy-crazy Nicole Burns wakes to find herself living a parallel life as a Jew in 1942 Paris. This Nicole is dating the boy of her present-day dreams, but living under the Nazis gradually becomes a nightmare. Her family survives the Nazi occupation with the help of friends, but when her father is exposed as a resistant, their fate takes a dire turn. The shifts in Nicole’s lives — from a carefree, sophisticated Parisian girl to a wretch riding in a cattle car with Anne Frank; from a modern girl focused only on the drama of her high school life to a thoughtful observer of the potential of everyday injustices — will engage teens and change their views of history found in books and the history we’re making today.
Having been hired by a mysterious corporation called Gippart, twelve-year-old Josh–along with two friends and the ghost of his dead twin sister–finds himself trapped in “umaya,” a place between dreams, time, and reality.
Three confused children are brought together then, with little training, sent off to save three worlds that were held in perfect balance until a cataclysmic disruption in the space-time continuum threatened their existence, which is just what their enemy desires.