Heather and Picket are extraordinary rabbits with ordinary lives until calamitous events overtake them, spilling them into a cauldron of misadventures. They discover that their own story is bound up in the tumult threatening to overwhelm the wider world. Kings fall and kingdoms totter. Tyrants ascend and terrors threaten. Betrayal beckons, and loyalty is a broken road with peril around every bend. Where will Heather and Picket land? How will they make their stand?
Twelve-year-old twins, Kit (a keen scientist) and Bash (a girl with a miraculous ‘green thumb’ and a flair for elaborate words) are excited to be moving from a noisy city to Bede Hall, their eccentric grandmother’s crumbling stately home, set in the sleepy English countryside.
With all that’s gone horribly wrong for a year, it’s about time life got back on a positive track. Moving to a grand old mansion seems the answer that promises an adventure of endless exploration and freedom. Bash can create the garden of her dreams and Kit has an abandoned space to set up his own laboratory.
Instead, they begin to uncover the supernatural secrets of a mysterious village, meet the ghost of Bede Hall and some unexpected life-forms, some of whom, are just as haunted as the presence of the hapless young girl trapped in the attic.
It’s all ‘about time’ when the twins discover a portal to the future. Can they also travel to the past and unravel the truths of natural history in order to save the planet from a natural disaster? The answers lie in Ancient Egypt, but only time will surrender its hidden knowledge.
The responsibility of holding the future of the world in the twin’s hands is as bizarre as their grandmother’s magic snow globe.
A tale of loyalty, betrayal… and the painful cost of doing the right thing. Sixteen year old Isabella lives in 19th century India where her father is missing in action. With her street-urchin friend Midge, she sets out on a mission to find him, while delivering an vital malaria cure on the way. But when the two get caught up in the malevolent plans of a diamond mogul, everyone’s fate depends upon Isabella. She can only save her friend and the countless sick who are in jeopardy if she can find the courage to put others before herself… Fever Quest is an exciting action-packed historical drama aimed at the 11+ marketplace.
Young Zac wants to be like his awesome dad, a military man. A man who makes a difference in the world, is fierce, yet compassionate, loyal, strong and the poster boy of America’s brave. Well, Zac is eleven, small for his age, and his father never came home from war. So yeah, life is tough.
Living in a new small town, Zac finds solace in baseball and his bat, which seems to hold his father’s essence. Zac soon discovers the town has a dark secret; every other year or so, a kid his age disappears from the woods, and the local police do little to investigate.
Zac, with the help from his hometown mystery club friends jump on the case to discover the truth. As they zero in on the culprits, fluid from a mystical creature enchants his bat, sending him to another land filled with candy lakes, giant sneezing stone golems, bubbling lava pits, and a train to nowhere.
The land is inhabited by never aging children, living divided and on the brink of war. One faction touting equality, the other individualism. Sound Familiar. Zac and his magical bat must unite the land before the war spreads to the world above.