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Publisher's Summary

Charlotte and Emily must enter a fantasy world that they invented in order to rescue their siblings in this adventurous and fiercely intelligent novel from the New York Times best-selling author of The Girl Who Circumnavigated Fairyland in a Ship of Her Own Making.

Inside a small Yorkshire parsonage, Charlotte, Branwell, Emily, and Anne Brontë have invented a game called Glass Town, where their toy soldiers fight Napoleon and no one dies. This make-believe land helps the four escape from a harsh reality: Charlotte and Emily are being sent away to a dangerous boarding school, a school they might not return from. But on this Beastliest Day, the day Anne and Branwell walk their sisters to the train station, something incredible happens: The train whisks them all away to a real Glass Town, and the children trade the moors for a wonderland all their own.

This is their Glass Town, exactly like they envisioned it...almost. They certainly never gave Napoleon a fire-breathing porcelain rooster instead of a horse. And their soldiers can die; wars are fought over the potion that raises the dead, a potion Anne would very much like to bring back to England. But when Anne and Branwell are kidnapped, Charlotte and Emily must find a way to save their siblings. Can two English girls stand against Napoleon's armies, especially now that he has a new weapon from the real world? And if he escapes Glass Town, will England ever be safe again?

Together, the Brontë siblings must battle with a world of their own creation if they are to make it back to England alive in this magical celebration of authorship, creativity, and classic literature from award-winning author Catherynne M. Valente.

©2017 Catherynne M. Valente (P)2017 Simon & Schuster Audio

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