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2) The sight
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In a troubled time for the Clans, three young cats, grandchildren of the legendary Firestar, begin their training as warriors and, in the course of many adventures, discover their true destiny.
4) Outcast
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Firestar's grandchildren--Lionpaw, Hollypaw, and Jaypaw--progress in their training to become warrior cats and are drawn for different reasons to the mountains and the Tribe of Rushing Water.
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Ever since the gods of Ancient Egypt were unleashed in the modern world, Carter Kane and his sister Sadie have been in trouble. As descendants of the House of Life, the Kanes have some powers at their command, but the devious gods haven't given them much time to master their skills at Brooklyn House, which has become a training ground for young magicians. And now their most threatening enemy yet -- the chaos snake Apophis -- is rising. If they don't...
9) Ender's game
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Description
An expert at simulated war games, Andrew "Ender" Wiggin believes that he is engaged in one more computer war game when, in truth, he is commanding the last Earth fleet against an alien race seeking Earth's complete destruction.
10) The seeing stone
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Thanks to the mysterious field guide left behind by their long-lost great-great-uncle Arthur Spiderwick, life for the Grace kids-Jared, Simon, and Mallory-is beyond weird. When Simon goes missing, Jared is convinced creatures from the faerie world have something to do with it. Mallory is not convinced. That is, until she and Jared have to contend with a band of menacing, marauding goblins. Simon is clearly in danger, and it's up to Mallory and Simon...
11) Long shadows
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Firestar's three grandchildren, Hollypaw, Lionpaw, and Jaypaw, struggle to restore faith in StarClan as Sol works to tear apart the bonds between Clans and turn them away from their warrior ancestors.
12) Lucinda's secret
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As if being attacked by goblins and a bridge troll weren't enough, Jared is now being targeted by Thimbletack. Simon is keeping an injured and very hungry griffin hidden in the carriage house. And Mallory is convinced the only way to get things back to normal is to get rid of the Guide. But that doesn't seem to be an option. With more creatures from Arthur Spiderwick's Field Guide to the Fantastical World Around You popping up, the Guide seems to...
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"With lives, empires, and hearts hanging in the balance, Tella must decide if she's going to trust Legend or a former enemy. After uncovering a secret that upends her life, Scarlett will need to do the impossible. And Legend has a choice to make that will forever change and define him"--
It has been two months since the Fates were set free from a deck of cards, since Legend claimed the throne for his own, and since Tella discovered the boy she fell...
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First a pack vile, smelly goblins snatch Simon. Then a band of elves try to entrap Jared. Why is the entire faerie world so eager to get their hands on Arthur Spiderwick's Guide? And will the Grace kids be left alone, now that the Guide has mysteriously disappeared? Don't count on it. At school, someone is running around pretending to be Jared. To make matters even worse, now Mallory has disappeared and something in the water is killing off the plants...
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While on a mission to prove to Merlin that they can use magic wisely, Jack and Annie travel to seventeenth-century Venice, Italy, to save the city from disaster. Merlin has asked Jack and Annie to help on another Merlin Mission. This time they head back into history to Venice, Italy, in the 1700s. With the help of some new friends, a research book, and a mysterious rhyme from Merlin, the heroes will save the beautiful city from a flood! Yet another...
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A heart to protect. A debt to repay. A game to win. After being swept up in the magical world of Caraval, Donatella Dragna has finally escaped her father and saved her sister Scarlett from a disastrous arranged marriage. The girls should be celebrating, but Tella isn't yet free. She made a desperate bargain with a mysterious criminal, and what Tella owes him no one has ever been able to deliver: Caraval Master Legend's true name. The only chance of...
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