Good is a seven-year-old girl who was adopted by absolutely ghastly parents. One night, after wishing on hundreds of shooting stars to become a queen, an elderly ghost appears to grant her wish in the most unexpected way, making her queen of the goblin kingdom. Yet what seems like a curse becomes a blessing when she meets seven goblins on their way home. They lead Queen Good to the goblin kingdom until stopped upon discovering that a mysterious enemy has destroyed their homeland completely.
"A cute story"
Key the Steampunk Vampire Girl has escaped from the Dungeon of Despair, but now she must race through the Necropolis to the Tower Tomb of Time before Old Queen Crinkle can rewrite history. With the aid of Mr. Fuddlebee the ghost and Miss Broomble the Witch, Key and her immortal puppy, Tudwal, must drive a MotorHog, ride a Hobbeetle, and cling to an Umbracopter without getting lost in time, where she will have to confront an old enemy and a long forgotten past.
"Is there more?"
Key had a very happy life on a farm - until her ninth birthday, when she lost her mom and dad, was changed into a vampire, and was ushered to the City of the Dead where she was thrown into the Dungeon of Despair. Key is now imprisoned for the rest of her immortal life in darkness, loneliness, and emptiness. But hope is not lost when Key is befriended by a ghost, a witch, and an immortal puppy.
Everyone in New Orleans thinks the Button family lives in a spooky old haunted house - except the three Button children. The bumps in the night are perfectly normal to them until one day when an elderly ghost appears to investigate this mystery with his mechanically enchanted umbrella. Soon he discovers a world behind their walls, a world that takes him and the three Button children down to a village far below their home, a village of jack-o-lantern houses, a village of scary creatures, a village called Halloween Hollow.
Mary Paige is a 17-year-old genius. Her photographic memory has made her smarter than anyone else, and more alone and lonely too. Her parents do not understand her. Her peers reject her. But her life changes during her senior year of high school. Mary Paige changes schools and it changes her life. Now she attends a special academy of the arts in a quiet mountain village, Idyllville. Little does anyone know, Idyllville is also the home of The Blood Vivicanti.
Key the Steampunk Vampire Girl has been thrown into the Dungeon of Despair and lost in the past through the Tower Tomb of Time, and now she lives in a magical mansion that floats beneath a hot air balloon. On the outside it looks ordinary while the inside has numerous bewitched hallways like a maze and countless enchanted doors that can lead anywhere in the world! But when two villains take over the Floating Mansion, Key works desperately to get it back with the aid of old friends.
Mary Paige fell from a cliff and Wyn saved her by making her a Blood Vivicanti. Now Mary Paige is falling again - only this time for Theo, a handsome Blood Vivicanti who possesses wisdom, grace, and raw animal power. Theo teaches Mary Paige how to pierce her victim’s neck with her tongue, how much blood to drink, and how to eat the right kind of Blood Memories. But the more blood she drinks, and the more Blood Memories she eats, Mary Paige discovers that her photographic memory has made her the most powerful Blood Vivicanti.
The Magic Library is finally reopening its long-locked doors. But it needs four librarians. To become one, four magic books need to be found. Surprisingly, four homeless people find them. One is called Peter Butterpig, a bright-pink pig with great big butterfly wings. Two others are old robots called Sir Copperpot and Uncle Glitch, who are falling apart with failing memory banks, yet they never forgot to take care of the fourth.
"Heartwarming, Imaginative, and Magictastical"
Mary Paige is a seventeen-year-old genius. Her photographic memory has made her smarter than anyone else, and more alone and lonely too. Her parents do not understand her. Her peers reject her. But her life changes during her senior year of high school. Mary Paige changes schools and it changes her life. Now she attends a special Academy of the Arts in a quiet mountain village, Idyllville. Little does anyone know: Idyllville is also the home of The Blood Vivicanti.
At 17 years old, Mary Paige has become one of the most powerful creatures on the planet - a Blood Vivicanti. Scientifically recreated in an underground layer by Wyn (the first Blood Vivicanti and brilliant, billionaire engineer), Mary Paige discovers that her speed and strength have increased, but so has her appetite for blood. Drinking blood comes with a surprising side effect: Blood Memories.
Lowen the Dark Man - a ghost from the planet Khariton who possesses human hosts - has captured Theo, imprisoned the Red Man, and has turned almost an entire city into his army of Sleeper Devils. Wyn and Ms. Crystobal have planned a daring rescue attempt for Theo and the Red Man, but they cannot pull it off without the help of Mary Paige, the young Blood Vivicanti with the photographic memory.
Mary Paige’s photographic memory has made her a powerful Blood Vivicanti. Unlike the others, Wyn and Theo, she is the only one who can retain her Blood Memories and the talents of her victims. But her power took her too far and she nearly murdered a whole family in their sleep. Drunk on power and blood, Mary Paige then drank the black blood of a Sleeper Devil and was left for dead at the edge of a cliff.
Mary Paige and the Red Man make a home in the Locomotive Deadyards, where they wait in hopeful expectation for Wyn and Ms. Crystobal’s return. Yet when the two go missing, Mary Paige and the Red Man suspect that Lowen the Dark Man has captured them. She and the Blood Thirster from Khariton must rescue their friends from the Black Building where Lowen has been building an army of Sleeper Devils along with his new monstrous creation, the Devicanti.