Avery Grambs has a plan for a better future: survive high school, win a scholarship, and get out. But her fortunes change in an instant when billionaire Tobias Hawthorne dies and leaves Avery virtually his entire fortune. The catch? Avery has no idea why—or even who Tobias Hawthorne is.
To receive her inheritance, Avery must move into sprawling, secret passage-filled Hawthorne House, where every room bears the old man's touch—and his love of puzzles, riddles, and codes. Unfortunately for Avery, Hawthorne House is also occupied by the family that Tobias Hawthorne just dispossessed. This includes the four Hawthorne grandsons: dangerous, magnetic, brilliant boys who grew up with every expectation that one day, they would inherit billions. Heir apparent Grayson Hawthorne is convinced that Avery must be a conwoman, and he's determined to take her down. His brother, Jameson, views her as their grandfather's last hurrah: a twisted riddle, a puzzle to be solved. Caught in a world of wealth and privilege with danger around every turn, Avery will have to play the game herself just to survive.
Faltan dos semanas para que las clases terminen, ¡pero en nuestro colegio las sorpresas son infinitas!
En clase de Historia haremos un trabajo sobre los orígenes de Unicornia y ¡parece lo más antimaravilloso del mundo!
Pero cuando descubrimos que en la Biblioteca Mágica existe un libro perdido sobre la historia de Unicornia… ¡nuestro trabajo se convierte en una superaventura! ¡Debemos encontrar ese libro tan antiguo!
¿Conseguiremos descubrir los secretos ocultos de Unicornia?
One evening Harold decided to go for a walk in the moonlight. But there wasn't any moon, and Harold needed a moon for a walk in the moonlight. Fortunately, he had brought his purple crayon. So he drew a moon. He also needed something to walk on. So he drew a path...
Sophie has the great misfortune of being the eldest of three daughters, destined to fail miserably should she ever leave home to seek her fate. But when she unwittingly attracts the ire of the Witch of the Waste, Sophie finds herself under a horrid spell that transforms her into an old lady. Her only chance at breaking it lies in the ever-moving castle in the hills: the Wizard Howl's castle.
To untangle the enchantment, Sophie must handle the heartless Howl, strike a bargain with a fire demon, and meet the Witch of the Waste head-on. Along the way, she discovers that there's far more to Howl—and herself—than first meets the eye. What will happen to Sophie Hatter when she enters Howl's castle?
In this giant jigsaw puzzle of a fantasy, people and things are never quite what they seem. Destinies are intertwined, identities exchanged, lovers confused.