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The golden age of adventure stories returns with this splendidly designed, action-packed, globe-trotting tale that combines the bravura storytelling of Kipling with the irresistible style of The Adventures of Tintin. Behind the staid public rooms of an old world gentlemen's club operates a more mysterious organization: The Explorers' Guild, a clandestine group of adventurers who bravely journey to those places in which light gives way to shadow and reason is usurped by myth. The secrets they seek are hidden in mountain ranges and lost in deserts, buried in the ocean floor and lodged deep in polar ice. The aim of The Explorers' Guild: to discover the mysteries that lie beyond the boundaries of the known world. Set against the backdrop of World War I, with Western Civilization on the edge of calamity, the first installment in The Explorers' Guild series, A Passage to Shambhala, concerns the Guild's quest to find the golden city of Buddhist myth. The search will take them from the Polar North to the Mongolian deserts, through the underground canals of Asia to deep inside the Himalayas, before the fabled city finally divulges its secrets and the globe-spanning journey plays out to its startling conclusion. The Explorers' Guild is a rare publishing opportunity, powered by the creative passion of one of the world's true storytelling masters, Kevin Costner.
Three kids have everything they need to solve the decades-old mystery of Idlewood Manor, in this middle grade novel full of real ciphers, puzzles, riddles, and codes that Kirkus Reviews calls "a worthy call to unravel a mystery.” Idlewood Manor has been uninhabited for decades, until now . . . Math whiz Charlie won admission in a puzzle contest—and he’s intrigued by the strange numbers he finds on Idlewood’s walls. His restless sister Anna had to be dragged to the house—but then she discovers its hidden floor. Emily’s parents brought her to the mansion on a secret mission—and she’s determined to prove herself to them. All three kids soon unlock clues to Idlewood’s mysterious past and the famous female explorer who’s connected to it—and the secret treasure she left behind. But the adults around them are also hunting for the treasure. Charlie, Anna, and Emily will have to overcome their differences and work as a team to solve Idlewood’s puzzles before it’s too late, in Allison K. Hymas's The Explorer's Code. An Imprint Book
Discover the origins of European exploration of the Americas. A True Book: American History series allows readers to experience the earliest moments in American history and to discover how these moments helped shape the country that it is today. This series includes an age appropriate (grades 3-5) introduction to curriculum-relevant subjects and a robust resource section that encourages independent study. This book describes the origins of European exploration of the Americas, including the Vikings, the search for a new route to Asia, for gold, and for a Northwest Passage, and discusses the Lewis and Clark Expedition and modern explorers.
In one of the last cities standing after the world fell to monsters, best friends Zed Kagari and Brock Dunderfel have high hopes for the future. Zed desperately wishes to join the ranks of the Mages Guild, where his status as Freestone's only half elf might finally be an asset. Brock, the roguishly handsome son of merchants, is confident he'll be welcomed into the ranks of the Merchants Guild. But just as it seems the boys' dreams have come true, their lives take a startling turn . . . and they find themselves members of the perilous Adventurers Guild. And when the boys uncover a conspiracy that threatens all of Freestone, Zed, Brock, and their new allies-Liza, a fierce noble, and Jett, a brave dwarf-must prove their worth once and for all. "The perfect mix of suspense, Princess Bride humor, and engaging characters...A dazzling adventure sure to become a classic." -- Kirkus, starred review Also available in the series: Twilight of the Elves Night of Dangers
In the dark overlap between music and industry, there dwells a group of people whose lives and dealings are every bit as commonplace and fantastic, as high-flung and ridiculous, as noble and sordid as the stories they inspire. Don, Ross, and Chavez comprise Seventeen; Neil, Mika, Darcy, and Darren make up Limna. One is a hard-working club band committed to a music-first agenda and convinced by wily manager Deedee Vanian that this is indeed the road they're on. The other is an unapologetically commercial construct, pieced together and driven into the market by professional hitmakers and by manager Annika Guttkuhn, herself a "discovery" and protegee of Deedee's. Competing for the same recording contract, the two acts are combined on a single bill and booked for a string of appearances from New England to Florida. But who has orchestrated the ill-fated trip, and why? How far can Annika push her act, armed with nothing but an imaginary following and her trumped-up press releases? And why should Don fro Seventeen be her chief coconspirator? Songs from Nowhere Near the Heart presents an unforgettable and richly textured cast of characters, each trying to outwit and outflank the others, for reasons and with results that won't become entirely clear before a final, hilarious sequence of events in rural Florida.
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HOW DO YOU WANT TO DO THIS? A war brews on a continent that has withstood more than its fair share of conflict. The Dwendalian Empire and the Kryn Dynasty are carving up the lands around them, and only the greatest heroes would dare stand between them. Somewhere in the far corners of this war-torn landscape are secrets that could end this conflict and usher in a new age of peace—or burn the world to a cinder. Create a band of heroes and embark on a journey across the continent of Wildemount, the setting for Campaign 2 of the hit Dungeons & Dragons series Critical Role. Within this book, you’ll find new character options, a heroic chronicle to help you craft your character’s backstory, four different starting adventures, and everything a Dungeon Master needs to breathe life into a Wildemount-based D&D campaign… · Delve through the first Dungeons & Dragons book to let players experience the game as played within the world of Critical Role, the world’s most popular livestreaming D&D show. · Uncover a trove of options usable in any D&D game, featuring subclasses, spells, magic items, monsters, and more, rooted in the adventures of Exandria—such as Vestiges of Divergence and the possibility manipulating magic of Dunamancy. · Start a Dungeons & Dragons campaign in any of Wildemount’s regions using a variety of introductory adventures, dozens of regional plot seeds, and the heroic chronicle system—a way to create character backstories rooted in Wildemount. Explore every corner of Wildemount and discover mysteries revealed for the first time by Critical Role Dungeon Master, Matthew Mercer.
An atlas to the game "Star Wars: the Old Republic" with maps to navigate every planet. Includes concept art.
The golden age of adventure stories returns with this splendidly designed, action-packed, globe-trotting tale that combines the bravura storytelling of Kipling with the irresistible style of "The Adventures of Tintin." Set against the backdrop of World War I, with Western Civilization on the edge of calamity, the first installment in The Explorers Guild series concerns the Guild's quest to find the golden city of Buddhist myth. The search will take them from the Polar North to the Mongolian deserts, through the underground canals of Asia to deep inside the Himalayas, before the fabled city finally divulges its secrets and the globe-spanning journey plays out to its startling conclusion.
A continuation of the Explorers series by award-winning author Sandra Markle, Animals Marco Polo Saw brings to life the amazing, exotic animals Marco Polo encountered during his explorations in Asia, how the animals sometimes affected the outcome of the journey, and even helped the explorer survive!