Martha Pennydrop is ten, and desperate to grow up. But growing up is a tricky business. It means turning your back on imagination, fun and magic, because those were the things that led to the Terrible Day when something awful nearly happened to Martha’s younger brother, Scruff, which would have been All Her Fault.
But when Martha and Scruff discover a drawer full of mysterious gold dust in the bedroom of their new house – along with a window that’s seemingly impossible to close – it’s the start of an incredible adventure to a magical world: Neverland! The Pennydrop’s new house used to belong to another family – the Darlings – who once visited this world themselves. Now Peter Pan is back, and in need of their help. Neverland is in the icy grip of a terrible curse – cast long ago by Captain Hook. And only Martha and Scruff can save it . . .
Number 14 Darlington Road, looks like a perfectly ordinary townhouse - at first glance, anyway. But magic is good at hiding when it's waiting for the right person to discover it . . .
This is the story of the deepest frost of the year. The one that, if scattered in just the right way, sparks magic…
In Bertie Crash-Wallop’s noisy family, it can sometimes feel like there’s no place for a quiet boy like him. Then Bertie discovers a family of goblins on the night of the deepest frost. Can he help them scatter their frost magic before it’s too late? And can the goblins show Bertie what it means to belong?
The real story of frost has nothing to do with Jack Frost and everything to do with goblins…
In the snowy kingdom of Erkenwald, whales glide between icebergs, wolves hunt on the tundra and polar bears roam the glaciers. But the people of this land aren’t so easy to find – because Erkenwald is ruled by an evil Ice Queen and the tribes must stay hidden or risk becoming her prisoners at Winterfang Palace.
Join Eska, a girl who breaks free from a cursed music box, and Flint, a boy whose inventions could change the fate of Erkenwald forever, as they journey to the Never Cliffs and beyond in search of an ancient, almost forgotten, song with the power to force the Ice Queen back.
Once an adventure digs its claws in, there is not an awful lot you can do about it. Especially when magic is involved...
The Unmapped Chronicles 1
Eleven-year-old Casper Tock hates risks, is allergic to adventures and shudders at the thought of unpredictable events. So, it comes as a nasty shock to him when he accidentally stumbles into Rumblestar, an Unmapped Kingdom full of magical beasts.
All Casper wants is to find a way home, but Rumblestar is in trouble. An evil harpy called Morg is sending her followers, the Midnights, into the kingdom to wreak havoc and pave the way for her to steal the Unmapped magic for herself. But Casper cannot turn a blind eye because the future of his own world, he discovers, is bound up with that of the Unmapped Kingdoms.
Adventures happen to those who need them. Whether they want them or not is entirely beside the point...
The Unmapped Chronicles 2
Twins, Fox and Fibber Petty-Squabble, have been rivals for as long as they can remember. Only one of them will inherit the family fortune… But when they are whisked off to Jungledrop, an Unmapped Kingdom in charge of our world’s weather, they must join forces in a race against time to track down the long-lost Forever Fern. Because an evil harpy called Morg wants the plant, too. And if she finds it first, Jungledrop and our world will crumble.
Suddenly, Fox and Fibber find themselves on an incredible adventure in a glow-in-the-dark rainforest full of magic. But, with the fate of two worlds in their hands, will the twins be able to work together for once to defeat Morg and her Midnights?
Nothing, and I mean nothing, is more powerful than a child in possession of a plan.
The Unmapped Chronicles 3
Zebedee Bolt is on the run. Only this time it’s not the police who find him – it’s an evil harpy called Morg. And when she hauls him into Crackledawn, a magical kingdom on the brink of ruin, Zeb realises that running away only gets you so far.
Thrown into a voyage filled with silver whales, fire krakens and underwater palaces, Zeb soon discovers the fate of the Unmapped Kingdoms and his world rests on him, a girl called Oonie, and a talking chameleon.
When magic’s involved, you’ve got to pick a side. Can Zeb muster up enough trust in others – and in magic – to summon a dragon, find the Ember Scroll and defeat Morg once and for all?
Harpies are strong but stories are stronger.
The Unmapped Chronicles (prequel)
It is midnight in Crackledawn. Everyone is waiting for the phoenix to rise up from the forests of Everdark and renew the magic of the Unmapped Kingdoms.
But there is no sign of the phoenix tonight. Something else emerges from Everdark instead: a harpy bent on stealing the Unmapped magic for itself.
And so it is up to an eleven-year-old girl called Smudge and an eccentric monkey called Bartholomew to set sail beyond the legendary Northswirl and stop the harpy before it’s too late.
So, grab your compass and roll down your sail – the first adventure in THE UNMAPPED CHRONICLES is about to begin…
The truly extraordinary people - the ones who defeat monsters and save kingdoms - are, very often, the ones that nobody notices at first...
The Dreamsnatcher Series 1
Moll Pecksniff wakes one night in the middle of the forest, lured there by a recurring nightmare – the one with the drums and the rattles and the masks. The Dreamsnatcher is waiting…
Because Moll is more important than she knows. The Oracle Bones foretold that she and Gryff, a wildcat who’s always been by her side, are the only ones who can fight back against the Dreamsnatcher’s dark sorcery. Suddenly everything is at stake, and Moll finds herself drawn into a world of secrets, magic and adventure.
There is a magic, old and true, that shadowed minds seek to undo...
The Dreamsnatcher Series 2
Moll Pecksniff and her friends are living as outlaws in a secret cave by the sea, desperate to stay hidden from the Shadowmasks. But further along the coast lies the Amulet of Truth, the only thing powerful enough to force the Shadowmasks back and contain their dark magic.
So, together with Gryff, the wildcat that’s always by her side, and her best friends Alfie and Sid, Moll must sneak past smugglers, outwit mer creatures and crack secret codes to save the Old Magic. With more at stake than ever before, can Moll and her friends stop the Shadowmasks before it’s too late?
The sea breathes quietly tonight, a sprawled darkness rolling in and out...
The Dreamsnatcher Series 3
Deep within Tanglefern Forest, Moll and her wildcat, Gryff, are waiting for a sign from the Old Magic before they continue their quest to find the last Amulet of Truth and free the world from the Shadowmasks’ terrible magic.
Still missing fellow Tribe member, Alfie, and armed only with a mysterious set of clues, Moll sets out on an adventure across the northern wilderness with Gryff and her friend Siddy at her side. They must brave the Lost Isles, scale the Barbed Peaks and face witches, goblins and giants who lurk at every turn… while the Shadowmasks draw ever closer.
Can Moll, Siddy and Gryff find the friend they think they have lost? And do the Tribe have what it takes to defeat the dark magic once and for all?
Deep within Tanglefern Forest, there is a clearing framed by ancient oaks...
In Griselda Bone’s gloomy orphanage, daydreaming is banned, skipping is forbidden and Christmas is well and truly cancelled. But for Phoebe and her sausage dog, Herbert, is it possible that magic awaits in the swirling, snow-filled air?
You can be late for many things in life, but you should never keep an adventure waiting...