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Twelve year old Piper Bailey wouldn’t trade her friends for any amount of money―unfortunately, when her dad inherits a fortune, she doesn’t have a choice. She’s happy with her little house in Syracuse and hand-me-down clothes twenty years out of style. The unexpected windfall is a blessing for her family, but it comes with a giant house hours away in the woods. Heartbroken at being so far from her tiny social circle, she tries to talk her parents into staying home, but they drag her off to the forest anyway. Piper finds an unexpected friend in a boy who lives in the next house, and the two decide to explore grandpa’s giant mansion. It doesn’t take long for creepy things to start happening. Convinced there’s a malevolent ghost trying to hurt them, she asks her parents for help, but Mom goes from believing Piper is acting out over the unwanted move to being legit crazy. A near-fatal attack from the spirit strands the kids in a hidden underground complex packed with supposedly mythical beasts. Thinking the strange zoo cruel, Piper is determined to free the creatures, but not all the captives are friendly. Some are downright evil.
Monarchs often face the consequences of a predecessor’s actions—but death is asking too much. Kitlyn and Oona never wanted power, only to love each other… a potentially deadly desire in a kingdom obsessed with a twisted notion of purity. After years hiding the truth, even from themselves, they sit on the throne together as queens. It only took bringing an end to a horrible war—and the direct intervention of a goddess—for the citizens to accept a marriage between two young women. Earning the respect of two kingdoms affords them the opportunity of learning how to lead, but goodwill won’t last forever in the face of complacency. Their resolve is tested as beasts long thought mythical are spotted around the kingdom, threatening the citizens. The sightings take an ominous turn when a stranger wielding unknown powers strolls into the throne room. Worse , the ancient curse still stalks Kitlyn. A cryptic message from a ghost offers her only chance to survive… if she dares risk the safety of the kingdom to spare her own life.
Nine-year-old Maya dreads living in the Habitation District with her new family. It’s not the lack of video games or her shabby clothes, or even wondering if she’ll eat from day to day—it’s the giant target on her back. Her ex-mother’s offer of a truce scares her more than any threat the woman could have made. Both her new parents are former Special Operations soldiers, but even that provides little sense of safety. Barely a week goes by without an abduction attempt over her connection to Ascendant Pharmaceuticals. After one such random attack, Maya discovers information that leads the Brigade to come up with a risky plan: use her unique combination of small size and large brain in an operation that could end the Ascendant threat for good. Hoping to peel the target off her back, Maya accepts the mission. Her Brigade friends assure her it’s completely safe. Freakishly intelligent kids can do many things well, but commando raids aren’t on the list. Her idealism leads to real bullets flying, crushing her hopes to live like a normal child. She’ll be happy to live at all.
Emma tries to balance her newfound abilities as a druid with only being ten years old. Chores and having to go inside before dark leaves only a few hours a day to save the forest―or at least her home town. Strange magic plagues the people of Widowswood Village. None of the adults take it seriously, as the effects are short-lived and whimsical. Emma suspects something darker is going on, having listened to Nan’s tales of night pixies who aren’t as nice as the Silverbells. Convinced someone or something wishes ill upon her home, she decides to do what the adults won’t. Amid the chaos, the daughter of a wealthy gem merchant goes missing. Emma’s father and the entire Widowswood Watch spend all their time searching for the abducted girl. Worse, a bully blames Emma for the girl’s disappearance, but after dealing with a banderwigh and the silk thieves, he doesn’t scare her at all—until he turns violent. Emma knows everything is connected, and isn’t about to let a mean-spirited older boy stop her from protecting her home.
Ten-year-old Emma has battled dark creatures and protected her home from errant magic, but an unexpected letter brings her scariest trial yet―attending a wedding in Calebrin. Da’s younger sister has invited them for her ceremony, but Emma dreads the huge city, its strange people, uncomfortable fancy clothes, and worst of all: shoes. Her anxiety builds when Nan refuses to go, filling her head with worries about what could be wrong with her father’s side of the family. On Emma’s first night in Calebrin, spectral crying wakes her. She creeps out of bed to discover a forlorn spirit wandering the halls, who seems to be trying to warn Emma of danger. Alas, Da’s prim and proper mother has a low opinion of druids, and an even lower opinion of Mama. His younger brother takes particular delight in tormenting Emma, and her efforts to assist the spirit only annoy him more. She suspects something far darker than an arrogant uncle lurks in the giant manor house where her father grew up. No longer afraid, Emma tries to help the ghost—before she becomes one herself.
Saving the world isn’t easy. It’s even harder when you’re only nine. Kelly Donovan used to be a nobody. Well, a smart nobody. Skipping ahead a year in school made her the smallest kid in fifth grade and a target for bullies in search of an easy mark. She tried to follow her father’s advice and ignore them, but it didn’t do any good. Escaping into her favorite comic books at least helped her through the day. Who needs friends anyway? Sometimes, dreams find a way to come true, even if nobody asked them to. Aliens bombard the Earth with gigantic glowing red crystals to restore its failing magnetic field. Soon after the seemingly benevolent invasion, Kelly discovers her wildest, happiest fantasy come to life: she has superpowers, along with roughly two percent of the population. Her strong good nature leads her to adopt the heroic persona of Übergirl. However, she has one major problem… Her dad’s turning into a mad scientist. It’s difficult to be a hero, especially when your father’s a bad guy.
Fantasy roleplayers often get deep into their games, but thirteen-year-old Keith Croft is about to take it to a new level. He’s been invisible for seven years, smart but not working hard, athletic enough, but too lazy to excel. His parents are sorta cool, but only two weeks into his eighth-grade year, his friends are all busy with sports or projects and can’t hang out. On the way home one day, he stops at a neighbor’s yard sale and discovers a book for Crypts & Creepers that the lonely old woman says belonged to her granddaughter who disappeared without a trace. Days after he convinces his friends to try this bizarre game that doesn’t require electronics, strange noises in his closet wake him. His increasing inability to focus on anything other than a girl who vanished before he was born―and his obsession with her NPC ranger―drives him to dig deeper into the past, searching for what really happened to her. By the time Keith realizes the Gamemaster’s Codex holds something darker than rules within its pages, the curse that claimed the soul of a girl in 1987 has its claws in his group as well. Keith vows his friends will escape―even if he can’t.
Once again safe at home, Emma clings to the comfort of family and tries to put the fright of the Banderwigh behind her—but deeds, even good ones, often have consequences. With a new reality of spirits and magic open to her, Emma feels a strong connection to Widowswood. She means to make good on her promise to the Spider Queen, bringing a monthly supply of silk in trade so humans cease their trespass upon the forest. A guild of thieves infiltrates the quiet town, lured by the incredible value of enchanted spidersilk flowing so freely from the forest. At first, they don’t realize the source is a ten-year-old girl, but once they learn, they’ll do anything to control her. Stuck between protecting her family and protecting her forest, Emma draws courage from her grandmother’s stories and makes a choice—that could cost her life.
Humans have killed for land since the dawn of civilization, and in 2418, the fight has moved to Mars. Colonies formed by the two greatest governments of Earth compete for space on the red planet, where borders shift with every drop of blood. Amid this war rises the Pueri Verum Martis; a secretive resistance movement that rejects both governments and seeks to define Mars as a sovereign world. Risa Black is a true daughter of Mars―a cybernetically augmented spy, assassin, and patriot wanted as well as feared by both sides. Many soldiers facing insurmountable odds ask help from higher powers. In her case, however, the angel speaks back. --- This e-book box set contains the complete three-novel Daughter of Mars series.
A druid’s work is never done… even if she’s ten years old. With the Silk Thieves no longer a threat to Widowswood, Emma enjoys the solace of home and the peaceful routine of her chores. She is happy to be with her family, but still hasn’t quite forgiven herself for making them worry about her. One afternoon, Neema, the Faerie she freed from the wizard’s lantern, returns seeking her help. Her people are dying, and she’s convinced Emma can save them, and do it in only a few minutes. The plea proves hard to resist, and Emma soon discovers cursed animals are attacking the faeries. Even though some Silverbells have perished, they are hesitant to kill the creatures. Their queen hopes Emma can find a way to save both animals and faeries alike. Far from her family in a strange magical forest, Emma feels too small for the task set before her, but cannot abandon the faeries to their fate—even if it means she may never find her way home.