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Out of the vast expanse of the cosmos, something colossal and older than time itself is approaching. A long-standing friend of Professor Abbacus arrives at the Nocturnal Academy, seeking help to investigate this enigmatic object. Aided by an unusual group handpicked for their unique abilities and experiences, they must all battle to gain entry into this heavily-defended artefact. It won't be easy and unfortunately not everyone sees eye to eye... Warning: this is the first part in a trilogy, and finishes on a cliffhanger.
Seventeen year-old Carrie Garland wakes suddenly in her cabin aboard the famous cruise liner, the Queen of the Ocean. It is four thirty in the morning, and she is alone. As she searches for her family she starts to notice odd things, like new paintings in the gallery, an old-fashioned pub in the Atrium and for some reason all the decks are numbered "thirteen". Why is the clock on her phone stuck? Why has the ship's name suddenly changed to the Moon Princess? Why are so many passengers dressed in old-fashioned clothes? What are that battleship and pirate sloop doing, lurking on the horizon? When will the sun finally rise? And where are her family? Carrie soon finds herself at the centre of a mystery that is literally out of this world.
Worn out after her first three terms at the Nocturnal Academy, Alice Dibble finds she needs help to sleep and concentrate. At a low ebb, she accidentally allows some Immaterial imps to influence her thought patterns, and uses her superior mental powers to push her unhealthy father into exercising. When he collapses from a heart-attack, Alice is immediately overcome with guilt. At the same time, Alice and her vampire friend Milly become involved with a Magick group at the Rainbow Tiger store in Appleton Mall. They are trying to open a portal to the Magick Earth. Although Alice has second thoughts, Milly travels through with them. When Milly's distraught parents arrive at the school, Alice is forced to reveal everything. Professor Abbacus proclaims that he and Alice will easily bring Milly back as he knows his way around the Magick Earth. Toby and Carla volunteer to go as well. However, only Alice, Toby and Carla make it through; the portal at the Rainbow Tiger contains a failsafe that prevents the Professor from following. The three children must track their classmate down on their own. They receive help from a wererat named Skittles, but discover that Milly has been captured and sentenced to die the very next morning! Also available in this series: Nocturnal Academy 1-20Also by Ethan Somerville for younger readers: The Nocturnal Academy SeriesThe Nocturnal University SeriesThe Draconis Academy SeriesThe Deck 13 SeriesThe Monstrocities SeriesThe Mission SeriesLockoutReturn to Atlantis
Alice Dibble, about to start high-school, is accepted into the prestigious Nocturnal Academy, a school for supernatural creatures. Alice is both overjoyed and horrified to discover that she is a vampire.To make things even more interesting, her worst enemy, Toby Thompson, has also been selected. He is a werewolf.But before Alice can even start at the Nocturnal Academy she must come to terms with her new identity, defeat Toby's old bully friends who have discovered the truth about her, and expose a local coven that wants to raise the Demon-Lord Vladrakov.Also available in this series: Nocturnal Academy 2-20 Nocturnal Academy Omnibus - Books 1-3Nocturnal University 1-3 Also by Ethan Somerville for children and young adults: Lockout; a futuristic action-packed adventure about teenagers who discover they have psychic powers.Mission 1-3: an exciting cyberpunk action-adventure series spanning three different time periods.Mirrorworld Tales 1 - Necromantic Voyage: what would a group of gamers really do if they were somehow transported to a real fantasy world of myth and magic?Mirrorworld Tales 2 - Empire of the Undead: the gamers must journey into a truly unholy land to find their way home.By Ethan Somerville and Emma Daniels for young adults: Return to Atlantis; a sci-fi romance for teenagers about a schoolgirl who falls in love with a rock star who is really an exiled Atlantean reb
Imagine a wild west that isn't just full of cowboys and outlaws, saloon girls and gamblers. Imagine a wild west that isn't just cacti, tumbleweeds and rolling desert as far as the eye can see. Imagine a wild west of mechanical horses, mutant killer plants, flying dinosaurs, headless indians and fearsome zombie gunslingers hell-bent on revenge.Imagine the Weird Wild West.Six colourful characters, some not entirely human, embark on a perilous journey south from Sunbleached Plains to Kellyville. A dapper dentist, a southern belle, a wealthy madam, a retired banker turned gambler, an orphaned boy and a travelling body-parts salesman all trade their various stories to pass the time.Driving the carriage is one Zeke "the Freak" Sarandon, a retired soldier with more than one strange, nervous habit. Although he is an experienced traveller, and the only one insane enough to take the most direct route south, even he cannot prevent his passengers from each meeting their grisly demise, one by one.Hot on the trail of the coach, astride an ancient mechanical horse blowing sparks and belching out toxic clouds of smoke, is a zombie gunslinger, the risen corpse of a murdered prospector.For on the carriage is the one who killed him, and he must have his horrible, bloody revenge.
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