
Kidnapped.
Injected with a shrinking formula.
Held prisoner in a bizarre dollhouse.
Kyle Wilson, once a regular kid, is now the size of a doll, but still alive. He is the fourth Lambkin in crazy Mrs. Shepherd's collection. She'll keep them safe, she says. She loves them like her own children, she says. She would never harm them ... as long as they don't make her angry.
John made her angry.
Look what happened to him.
One thing is certain. Kyle and the others must figure out how to escape, and fast. Otherwise they'll end up as Lambkins forever ... or worse.

The narrative is split between our world and the people in Roumania working to protect or to capture Miranda: her Aunt Aegypta Schenck versus the mad Baroness Ceaucescu in Bucharest, and the sinister alchemist, the Elector of Ratisbon, who holds her true mother prisoner in Germany. This is the story of how Miranda -- with her two best friends, Peter and Andromeda -- is brought back to her home reality. Each of them is changed in the process and all will have much to learn about their true identities and the strange world they find themselves in.
This story is a triumph of contemporary fantasy.

Ghostly lights out on the marsh have been the subject of tales and rumors for as long as anyone can remember. Thirteen-year-old Aynsley suspects that the "lightstorms" are connected to a problem at the nearby power company. The company is trying to keep it a secret, but someone in authority needs to be told--and Aynsley is the one to do it. With the help of a network of friends across the world, Aynsley knows he just might be able to use The Web to get past the company security to find out exactly what's going on. But the Web works both ways. If Aynsley can get to the company, then the company can get to him. And the company has a way of dealing with intruders....

All that changes when his pa, tired of Eben's moping, challenges him to find Seven Wonders in Sassafras Springs that can stang up to the real Seven Wonders of the World. And if he does? Then Eben will get the adventure he's been craving for -- a trip out West. Eben doesn't reckon he'll have any luck -- he can't think of even one thing that would be called "interesting," let along wonderous, in Sassafras, but he figures he'll give it a try; there's nothing else to do in Sassafras anyway.
While his mission puzzles and annoys some of his friends and neighbors, Eben perseveres, little knowing that he is in for a big surprise. For what with a singing saw, a floating table, and a truth-telling loom (just to name a few), the Wonders Eben will discover among his neighbors, friends, and family will give him the adventure of a lifetime...without his ever leaving home.
Told in a down-home narrative with glimmers of magical realism woven throughout, and illustrated with sumptuous drawings by Matt Phelan, Betty G. Birney's tale about a boy's journey of discovery reminds us all that extraordinary things can happen in the most ordinary of places...even in Sassafras Springs.

Meet Patch Ridlin. He's a tailor's simple apprentice in the remote village of Crossfield. He's a hard worker who's never wanted for much, except maybe a little adventure. But when he rescues his friend Osbert from an aging and decrepit troll, Patch finds himself something of a town hero. Word of his bravery quickly spreads throughout the countryside, and Patch is summoned to the king's castle. King Milo needs his help to wage war on a gang of trolls threatening to destroy the kingdom.
Soon Patch finds himself engaged in an all-out battle against the trolls. With only the help of a fool named Simon and a maddening riddle, can Patch figure out the troll's fatal flaw? Or is the kingdom destined to perish?

The world as they know it and all that is good are now threatened by the same shadows that have oppressed the continent beyond the sea.
The only hope for enlightenment and salvation lies in a lowly librarian adventurer named Juhg who unknowingly brought about the cataclysm. He now must save the day by seeking out his master and another store of knowledge that has been held in secret. In doing so, Juhg will unlock the mysteries of the past so as to allow the emergence of a new guardian....
The Lord of the Libraries.


A final stand for Avalon...
Sara, Greg, and Eric Lowry are exploring the woods near their uncle's Hudson Valley estate when they are magically transported to the land of Avalon. There they meet Huon, Warden of the West. When he tells them that the forces of darkness have stolen the three talismans that protect Avalon-King Arthur's sword, Excalibur; Merlin's ring; and Huon's horn-the children set off on a quest to find the three tokens of power. For Avalon stands as a wall between the Dark and the mortal world. And if Avalon falls, so does Earth....


In the first novel, The Golden Queen, the insectoid Dronons have slain the human queen Semarritte, thowing into chaos the ten thousand worlds over which she reigned. Desperate to save mankind, Lord Veriasse, her near-immortal consort, has created a new queen: Everynne, cloned from the dead original. Hotly pursued, Everynne falls in with cocky bodyguard Gallen O'Day; the pious Orick, an intelligent black bear; and the beautiful orphan Maggie Flynn.
With Gallen and the others newly sworn to her service, the young queen begins the great struggle against the aliens. Leaping from world to world via an ancient system of instantaneous transport gates, the heroes face terrible dangers and great wonders as they seek the heart of the dronon worlds, carrying the battle straight to the enemy.
In the second novel, Beyond the Gate, Maggie Flynn has become, by test of combat, the new Golden Queen. Gallen, Maggie, and Orick face an attack by Dronons on a planet where humans have achieved the pinnacle of genetic engineering. They must stop them while guarding the secret of Maggie's whereabouts, for she is only the Golden Queen until her champion, Gallen, is defeated by a Dronon challenger. In the midst of a slam-bang story, Farland raises and examines deep questions of humanity's definition and identity.

New to Sleepy Hollow, teens Aimee and Shane Lancaster find that upon theirarrival an ancient curse has been unleashed upon the town, tracing back to the town's famous legend, which just might be more truth than myth. Now an array of evil demons is after them, with the infamous Headless Horseman leading the pack.


The wild cats of the forest have lived in peace and harmony for many moons -- but a doom that will change everything is coming. Strange messages from their warrior ancestors speak of terrifying new prophecies, danger, and a mysterious destiny.
All the signs point to young warrior Brambleclaw as the cat with the fate of the forest in his paws. But why would the son of wicked cat Tigerstar be chosen to be a hero? And who are the other cats mentioned in the prophecy? All Brambleclaw knows for sure is that the strength and courage of the greatest warriors will be needed now, as the quest to save the Clans begins.
...and shake the forest to its roots.
Ten-year-old Arthur and his grandmother are doing just fine on their own -- except for that Grandpa has been missing in Africa for four years and a developer villain is evicting them from their own house. Things sour further when antique dealers haul away all of Grandpa's priceless African artifacts and books. Arthur is certain that his grandfather must have left some hidden message somewhere that will reverse their current downward spiral. He hopes to discover some way to enter the world of the beautiful, red-haired, blue-eyed African Princess Selenia that he saw in his grandfather's sketches; member of a tiny (less-than-an-inch-tall) tribe called the Minimoys that he suspects might live in Grandma's garden. But how, when Grandpa's attic has been stripped of clues?
Besson's story contains many of the elements of a good, suspenseful children's adventure, but it is often over told, employs an abundance of facile plot solutions, and loses threads and themes in a long, dizzying action-adventure sequence that abruptly ends as "to be continued." Still, it's hard to resist a likeable hero-protagonist, treasure maps, the promise of rubies, and a land of warring tiny people. Let the hype begin! The sequel Arthur and the Forbidden City is due in fall 2005, and Arthur, a computer-animated movie based on the books, is due out in 2006, with Madonna voicing the part of Princess Selenia. (Ages 8 to 12) --Karin Snelson

Alexander Cold knows all too well his grandmother Kate is never far from an adventure. When International Geographic commissions her to write an article about the first elephant-led safaris in Africa, they head -- with Nadia Santos and the magazine's photography crew -- to the blazing, red plains of Kenya. Days into the tour, a Catholic missionary approaches their camp in search of his companions who have mysteriously disappeared. Kate, Alexander, Nadia, and their team, agreeing to aid the rescue, enlist the help of a local pilot to lead them to the swampy forests of Ngoubé. There they discover a clan of Pygmies who unveil a harsh and surprising world of corruption, slavery, and poaching.
Alexander and Nadia, entrusting the magical strengths of Jaguar and Eagle, their totemic animal spirits, launch a spectacular and precarious struggle to restore freedom and return leadership to its rightful hands.
The final installment of Isabel Allende's celebrated trilogy of the journeys of Jaguar and Eagle soars with radiant settings, spirits, beings -- and the transformation of an extraordinary friendship.
