When a scrappy alley cat named Aldwyn passes himself off as a magical animal companion to Jack, a young wizard in training, Aldwyn and his fellow "familiars," a know-it-all blue jay and bumbling tree frog, must save the kingdom after the evil queen of Vastia kidnaps Jack and two other wizards.
"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"--
When his older sister disappears, twelve-year-old Buddy Stebbins follows her back in time and finds himself aboard a seventeenth-century pirate ship captained by a distant relative.
The battle between the statues and gargoyles of London rages on--and 12-year-old George Chapman and his friend Edie are caught in the middle. With the Walker intent on forcing his evil designs on the city and the world, George realizes that his destiny is inextricably tied to the Walker's destruction.
Ophelia, a timid eleven-year-old girl grieving her mother, suspends her disbelief in things non-scientific when a boy locked in the museum where her father is working asks her to help him complete an age-old mission.
Raised to be a thief, blind orphan Peter Nimble, age ten, steals from a mysterious stranger three pairs of magical eyes, that lead him to a hidden island where he must decide to become a hero or resume his life of crime.
While Princess Millie and her dragon fiance prepare for their wedding, the entire royal family of Greater Greensward teams up to find Millie's baby brother, who has been kidnapped and turned into a frog.
Having voyaged to the Otherworld in his quest to find himself, the young wizard Merlin must face fire in many different forms and deal with the possibility of losing his own magical power.
Merlin's fragile home on the isle of Fincayra is threatened by the attack of a mysterious warrior with swords for arms and by the escape of Stangmar from his imprisonment, as Merlin continues to move toward his ultimate destiny.
A young boy named Jinx encounters magic and danger as he grows up in the deep, dark forest known as the Urwald and discovers that the world beyond--and within--the Urwald is more complex than he could imagine.
Noah and his friends in the Secret Society join forces with four teens known as the Descenders to try to protect the Secret Zoo hidden below the Clarksville City Zoo from monstrous sasquatches and the evil Shadow Master.
"Through the mysterious powers of a cherished book of stories, twins Alex and Conner leave their world behind and find themselves in a foreign land full of wonder and magic where they come face-to-face with the fairy tale characters they grew up reading about"--
Against the will of their grandmother, twins Alex and Conner must find their own way into the Land of Stories to rescue their mother and save the fairy tale world from the greatest threat it has ever faced--the return of the Enchantress who cursed Sleeping Beauty.
Artemis's mother has contracted a deadly disease--and the only cure lies in the brain fluid of African lemurs. Unfortunately, Artemis himself was responsible for making the lemurs extinct five years ago. Now he must enlist the aid of his fairy friends to travel back in time and save them. Not only that, but he must face his deadliest foe yet--his younger self.
"Dabbling in fairy magic has led Artemis Fowl to develop the Atlantis Complex (aka multiple-personality disorder). And now, with the subterranean city of Atlantis under attack from vicious robots, he is too nice to be of use to anyone. Can Holly get devious Artemis back before they strike?"--
As sixty-year-old John Gregory reflects on the past, he reveals how the world of ghosts, ghasts, witches, and boggarts was exposed to him and he later became the Spook, even though his first intention had been to join the priesthood.