
Acclaimed author Barry Denenberg brings to life the intrigue of Roman politics and the bloody violence of the gladiator games in this story about ancient Rome.
Atticus, a young boy who has been torn from his family and home and sold as a slave to a Roman aristocrat, quickly learns that not all is as it seems in the republic of Rome. Politicians and greedy merchants plot against each other, and Atticus must do his best to protect his kindly master...and, in turn, the Emperor of Rome. Murder and lies fill his new life as a spy for Lucius Opimius.

Ancient Greece is brought brilliantly to life by renowned author Barry Denenberg.
Pandora is trapped in the roles laid out for Greek women by her narrow-minded father. Much to her despair,she is engaged to marry a man more than twice her age, so that Pandora waits with dread for her fourteenth birthday, when she'll be old enough to marry. But one day, when Pandora goes to fetch water, she meets the Wise One, who is also called Socrates, and what he tells her changes her life. During his famed trial, Pandora finds herself caught up in the intrigue and turbulent politics of ancient Athens.




Kazunomiya, along with her royal family, is thought to be a divinity, descended from the goddess of the sun, and she lives an extremely sheltered life. However, when a Japanese general signs a treaty with the white-faced men from America, uncertainty and turmoil erupt in the kingdom. But the external threats do not compare to the tangled intrigue, romance, and politics that dominate the imperial palace, as wives and queens plot to destroy Kazunomiya and her mother.

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.


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.

Grace has premonitions. They've haunted her since her parents' death. She doesn't know how to deal with them, and doesn't want to. She never knows whether she's seeing the past, the present, or the future. It just comes to her.
Then Grace's best friend disappears. And suddenly the premonitions that have been the bane of her existence become the only way to solve the mystery of where the friend has gone -- and how she can be saved in time.

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.