Siblings Brendan, Eleanor, and Cordelia Walker once had everything they could ever want. But everything changed when Dr. Walker lost his job. Now the family must relocate to an old Victorian house, formerly the home of occult novelist Denver Kristoff—a house that simultaneously feels creepy and too good to be true. By the time the Walkers realize that one of their neighbors has sinister plans for them, they’re banished to a primeval forest way off the grid.
Bloodthirsty medieval warriors patrol the woods around them, supernatural pirates roam the neighboring seas, and a power-hungry queen rules the land. To survive, the siblings will have to be braver than they ever thought possible—and to fight against their darkest impulses. The key may lie in their own connection to the secret Kristoff legacy. But as they unravel that legacy, they’ll discover that it’s not just their family that’s in danger . . . it’s the entire world.
After battling their way across Werlavia, Megan and her friends have found safety in the mountain city of Hil. But the army of the True are waiting.
Megan knows they can't ignore the witch menace for long. Empowered by their guns and their allies, they are coming for her, for her daughter, for their world.
Megan is no longer an ordinary mill girl. Mother, Apostate, Countess: it is up to Megan to protect the people of the Realm. But she will have to risk everything she loves to do so.
With their last adventure just barely over, the Walker kids thought life would finally go back to normal. But things don’t remain calm for long . . . especially when the colossus Fat Jagger turns up in San Francisco Bay—and he’s in danger!
With the police closing in, the Walkers must figure out how to save their giant friend. When a frost beast is spotted in Santa Rosa—and more mystical creatures start appearing all over America—it’s soon clear that the characters from Denver Kristoff’s works are invading the real world. It’s up to Brendan, Eleanor, and Cordelia to reenter the book world one last time to keep the worlds from colliding, causing mass destruction.
They will have to track down three Worldkeepers hidden in Kristoff’s books—magical items that when used together will seal the worlds off for good. But the Walkers’ first move leads them straight into the Wild West, with lethal outlaws and lawless deputies—and that’s just the beginning. They’ll encounter dinosaurs, aliens, killer robots, and the Wind Witch herself—with new friends and old—and be faced with some of the deadliest choices they’ll ever have to make. The scariest thing of all could be deciding who to trust, since everyone is hiding something. . . .