Rachel died at two a.m . . . Three hours after Skyler kissed me for the first time. Forty-five minutes after she sent me her last text.
Jaycee and Rachel were best friends. But that was before. . .before that terrible night at the old house. Before Rachel shut Jaycee out. Before Jaycee chose Skyler over Rachel. Then Rachel is found dead. The police blame a growing gang problem in their small town, but Jaycee is sure it has to do with that night at the old house. Rachel’s text is the first clue—starting Jaycee on a search that leads to a shocking secret. Rachel’s death was no random crime, and Jaycee must figure out who to trust before she can expose the truth.
Anthem Fleet, talented ballerina and heir to the Fleet fortune, is closely guarded by her parents in their penthouse apartment. But when she goes to a dangerous party in the wrong part of town, she meets the handsome Gavin and is immediately drawn into his forbidden world. Then, in a tragic accident, Anthem falls to her death. She awakes in an underground lab, with a bionic heart ticking in her chest. As she negotiates her dangerous new life, she uncovers the sinister truth behind those she trusted the most.
Evaline Stoker and Mina Holmes never meant to get into the family business. But when you’re the sister of Bram and the niece of Sherlock, vampire hunting and mystery solving are in your blood. And when two society girls go missing, there’s no one more qualified to investigate.
Now fierce Evaline and logical Mina must resolve their rivalry, navigate the advances of not just one but three mysterious gentlemen, and solve murder with only one clue: a strange Egyptian scarab. The stakes are high. If Stoker and Holmes don’t unravel why the belles of London society are in such danger, they’ll become the next victims.
Michael is a gamer. And like most gamers, he almost spends more time on the VirtNet than in the actual world. The VirtNet offers total mind and body immersion, and it’s addictive. Thanks to technology, anyone with enough money can experience fantasy worlds, risk their life without the chance of death, or just hang around with Virt-friends. And the more hacking skills you have, the more fun. Why bother following the rules when most of them are dumb, anyway?
But some rules were made for a reason. Some technology is too dangerous to fool with. And recent reports claim that one gamer is going beyond what any gamer has done before: he’s holding players hostage inside the VirtNet. The effects are horrific—the hostages have all been declared brain-dead. Yet the gamer’s motives are a mystery. The government knows that to catch a hacker, you need a hacker. And they’ve been watching Michael. They want him on their team. But the risk is enormous. If he accepts their challenge, Michael will need to go off the VirtNet grid. There are back alleys and corners in the system human eyes have never seen and predators he can’t even fathom—and there’s the possibility that the line between game and reality will be blurred forever.
When the dead come back to haunt the living, Lockwood & Co. step in . . .
For more than fifty years, the country has been affected by a horrifying epidemic of ghosts. A number of Psychic Investigations Agencies have sprung up to destroy the dangerous apparitions.
Lucy Carlyle, a talented young agent, arrives in London hoping for a notable career. Instead she finds herself joining the smallest, most ramshackle agency in the city, run by the charismatic Anthony Lockwood. When one of their cases goes horribly wrong, Lockwood & Co. have one last chance of redemption. Unfortunately this involves spending the night in one of the most haunted houses in England, and trying to escape alive.
Amy is watching TV when the world is attacked by Them. Most of the population is overtaken, but Amy manages to survive—and even rescue “Baby,” a toddler she finds in an abandoned supermarket.
Then, after years of hiding, they are miraculously rescued and taken to New Hope, a colony of survivors living in a former government research compound. While at first the colony seems like a dream, with plenty of food, safety, and shelter, New Hope slowly reveals that it is far from ideal. And Amy soon realizes that unless things change, she’ll lose Baby—and much more.
Eve has a new home, a new face, and a new name—but no memories of her past. She’s been told that she’s in a witness protection program. That she escaped a dangerous magic-wielding serial killer who still hunts her. The only thing she knows for sure is that there is something horrifying in her memories the people hiding her want to access—and there is nothing they won’t say—or do—to her to get her to remember.
At night she dreams of a tattered carnival tent and buttons being sewn into her skin. But during the day, she shelves books at the local library, trying to not let anyone know that she can do things—things like change the color of her eyes or walk through walls. When she does use her strange powers, she blacks out and is drawn into terrifying visions, returning to find that days or weeks have passed—and she’s lost all short-term memories. Eve must find out who and what she really is before the killer finds her—but the truth may be more dangerous than anyone could have ever imagined.
Imagine if one day, without warning, the entire human race turns against you, if every person you know, every person you meet becomes a bloodthirsty, mindless savage . . . That’s the horrifying reality for Cal, Brick, and Daisy. Friends, family, even moms and dads, are out to get them. Their world has the Fury. It will not rest until they are dead.
Welcome to New Vegas, a city once covered in bling, now blanketed in ice. Like much of the destroyed planet, the place knows only one temperature—freezing. But some things never change. The diamond in the ice desert is still a 24-hour hedonistic playground and nothing keeps the crowds away from the casino floors, never mind the rumors about sinister sorcery in its shadows.
At the heart of this city is Natasha Kestal, a young blackjack dealer looking for a way out. Like many, she’s heard of a mythical land simply called “the Blue.” They say it’s a paradise, where the sun still shines and the waters are turquoise. More importantly, it’s a place where Nat won’t be persecuted, even if her darkest secret comes to light.
But passage to the Blue is treacherous, if not impossible, and her only shot is to bet on a ragtag crew of mercenaries led by a cocky runner named Ryan Wesson there. Danger and deceit await on every corner, even as Nat and Wes find themselves inexorably drawn to each other. But can true love survive the lies? Fiery hearts collide in this fantastic tale of the evil men do and the awesome power within us all.
It all began with a ruined elixir and a bolt of lightning.
Iolanthe Seabourne is the greatest elemental mage of her generation—or so she’s been told. The one prophesied for years to be the savior of The Realm. It is her duty and destiny to face and defeat the Bane, the most powerful tyrant and mage the world has ever known. This would be a suicide task for anyone, let alone a reluctant sixteen-year-old girl with no training.
Guided by his mother’s visions, committed to avenging his family, Prince Titus has sworn to protect Iolanthe even as he prepares her for their battle with the Bane. But he makes the terrifying mistake of falling in love with the girl who should have been only a means to an end. Now, with the servants of the tyrant closing in, Titus must choose between his mission—and her life.