
John and Philippa Gaunt, two twelve-year-old not-very-identical twins, live a privileged life on the Upper East of Manhattan with their wealthy parents and two curiously-mannered Rottweilers named Alan and Neil. The twins realize there's something amiss with their world when a string of strange things begin to happen after their wisdom teeth are extracted--they dream the same dreams, become stronger, their zits clear up, and wishes wished in their presence inexplicably come true. And, when their estranged Uncle Nimrod asks them to come to England for the summer during one such shared dream, the discovery of their destiny is set in motion.
John and Phillippa discover that they are descended from a long line of Djinn, have great inherent powers. They must call on these powers a lot sooner than they anticipated, though, because the ancient Egyptian pharaoh Akhenaten is not as dead as history has so far declared and his legion of seventy magical djinn could tip the balance of power in the magical realm and affect the whole world order.
P.B. Kerr, under his given name Philip Kerr, is the author of several bestselling thrillers for adult readers. His debut novel for children is a slick, zeitgeisty fantasy adventure that is sure to win him a new raft of fans. The Blue Djinn of Babylon is next up for those who get hooked. (Age 10 and over) --John McLay

Now, in To Light a Candle, the Demon Queen sends her forces against her human and elven enemies, sowing distraction and death. In the human City, the Queen's agents work to divide the Council and foment rebellion among the City's citizens. In the countryside, they target the most vulnerable and valuable---the young Elf Prince and the Wild Mages who might be the Demons' most dangerous enemies.
To his own surprise, young Kellen, once the disappointing son of the great Mage who leads the City's Mage Council, has become a powerful Knight-Mage. Valued for his bravery and his skills as both wizard and warrior, Kellen joins the Elves' war councils. Yet he cannot convince the City of his birth that it is in terrible danger.
Kellen's sister Idalia, a Wild Mage with great healing ability, has pledged her heart to Jermayan, a proud Elven warrior. Someday Idalia will pay a tragic Price for a world-saving work of Wild Magic, but until then, she will claim any joy life can offer her. Jermayan, who has learned much while fighting at Kellen's side and loving the human Idalia, finds that everything changes when he Bonds with a dragon while rescuing the Elf Prince and becomes the first Elven Mage in a thousand years.
Furious at her enemies' success with the dragon, the Demon Queen attacks in force. Light struggles against Dark, like flickering candleflames buried deep in the shadow of Obsidian f0 Mountain.





The ancient dragons -- of the time of the legendary Saint George and earlier -- have never disappeared entirely. Instead, they've moved undercover -- and into human society. Now one lonely schoolboy is about to learn where the dragons have gone ...
Educated at boarding schools, Simon St. George has never met his parents. When a ragged-looking man shows up claiming to be his father, Simon is skeptical, and when the man kidnaps him, he's indignant to say the least.
Then the man claims to be a descendant of England's Saint George and a career dragon fighter. Why should Simon believe any of this nonsense? But what if the man is telling the truth? What if the dragons know he's out there?
Rich with the dragon lore of legend, the saint of dragons continues and enlarges on the tale of the centuries-old conflict between dragons and humans that rages even today.

Alaric
It's been two years since his mother died in a terrible train crash, and Alaric's life continues to unravel. He and his father are barely on speaking terms, and Withern Rise, their Victorian mansion, is in shambles. Trapped at home during a blizzard, Alaric stumbles into a parallel world; a reality in which his mother is still alive. There's only one problem ... someone else is living his life.
Naia
Naia tries not to dwell on the horrible accident two years ago that nearly took her mother away. Now that life with her parents in Withern Rise has returned to normal, Naia thinks the worst is behind her. But during a freak snowstorm she's confronted by a stranger. Why does this boy look like her? Why does he have the same thoughts? The same memories? Who is he?
Alaric's and Naia's discovery of each other sets off an electrifying chain of events. And as their lives - and lifelines - entwine, the two teenagers uncover a truth with the power to rearrange, or even erase, their very existence.

When Brian and Gregory receive an invitation to stay at a distant relative's strange manse . . . well, they should know better than to go, since this is a middle-grade adventure novel. But they go anyway. Why not? Once there, they stumble upon The Game of Sunken Places, a board game that mirrors a greater game for which they have suddenly became players. Soon the boys are dealing with attitudinal trolls, warring kingdoms, and some very starchy britches. Luckily, they have wit, deadpan observation, and a keen sense of adventure on their side.

Leaving only a cryptic note, Andrew and Evie's mother vanishes on their eleventh birthday. Now, almost a year later, the twins receive a mysterious package from someone named Spy X. They soon learn that the contents of the box will lead them on an incredible journey toward finding their mother - and into a world where no one's identity can be trusted.
In Book #1, Andrew and Evie aren't initially sure what to make of the package that arrives at their door soon after they move to a new town. It's filled with random things--a key, something that looks like a kaleidoscope, (continued)



Stevie, 13, has started at a new school and is desperate for acceptance. Like any teenager, he is self-conscious and embarrassed by his family. But he also hates himself for being cruelly bullied at his old school, and he will do anything to be accepted by bullies here rather than be their victim. Then he finds an odd fossil called a Devil's Toenail, which fills him with an almost evil sense of daring. The Devil's Toenail's tauntings and urgings to take revenge on the world are relentless, but in the end, Stevie discovers that believing in himself is what brings true power and happiness.

A secret kingdom of trolls, and their legendary gold, lies in the mysterious shadows of Troll Fell. It is to this eerie and dangerous place that Peer must go after his father's sudden death, to live with his greedy uncles, Baldur and Grim, at their mill.
When Peer discovers his uncles' plan to sell children to the trolls, he has to bury his fears and set out to stop them somehow. In a world filled with magic and mystery, Peer has only his bravery, his wits, and two new allies -- a daring girl looking for adventure and a mischievous house spirit looking for a good meal. Their story will become part of the legends and lore that fill this extraordinary land by the sea.

Sailing toward dawn, and I was perched atop the crow's nest, being the ship's eyes. We were two nights out of Sydney, and there'd been no weather to speak of so far. I was keeping watch on a dark stack of nimbus clouds off to the northwest, but we were leaving it far behind, and it looked to be smooth going all the way back to Lionsgate City. Like riding a cloud. . . .
Matt Cruse is a cabin boy on the Aurora, a huge airship that sails hundreds of feet above the ocean, ferrying wealthy passengers from city to city. It is the life Matt's always wanted; convinced he's lighter than air, he imagines himself as buoyant as the hydrium gas that powers his ship. One night he meets a dying balloonist who speaks of beautiful creatures drifting through the skies. It is only after Matt meets the balloonist's granddaughter that he realizes that the man's ravings may, in fact, have been true, and that the creatures are completely real and utterly mysterious.
In a swashbuckling adventure reminiscent of Jules Verne and Robert Louis Stevenson, Kenneth Oppel, author of the best-selling Silverwing trilogy, creates an imagined world in which the air is populated by transcontinental voyagers, pirates, and beings never before dreamed of by the humans who sail the skies.
