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13 1/2 Lives of Captain Blue Bear

by Walter Moers

Captain Bluebear is a bear with blue fur, a creature as unique as the fantastic adventures he undergoes. Unlike cats, which have only nine lives, bluebears have twenty-seven. This is fortunate, because our hero is forever avoiding disaster by a paw's breadth. In this remarkable book, Captain Bluebear tells the story of his first thirteen-and-a-half lives spent on the mysterious continent of Zamonia, where intelligence is an infectious disease and water flows uphill, where headless giants roam deserts made of sugar, and where only Captain Bluebear's courage and ingenuity enable him to escape the dangers that lie in wait for him around every corner. In company with our indomitable hero, we enter a realm of the imagination that combines the fantasy of The Lord of the Rings and The Neverending Story with the humour of Baron Munchausen, and where anything can exist except boredom. Its a land of imaginative lunacy and supreme adventure, wicked satire and epic fantasy, all mixed together and turned on its head. Playful enough for young adult readers, yet as intricate and engaging as any work of literary fiction, The 13 1/2 Lives of Captain Bluebear has the plot of a novel and the spontaneity and humor of a vintage comic book, making it an instant international cult classic.

The 13 1/2 Lives of Captain Bluebear

by Walter Moers

Captain Bluebear tells the story of his first 13-1/2 lives spent on the mysterious continent of Zamonia, where intelligence is an infectious disease, water flows uphill, and dangers lie in wait for him around every corner.

The 13 1/2 Lives of Captain Bluebear

by Walter Moers

Captain Bluebear is a bear with blue fur, a creature as unique as the fantastic adventures he undergoes. Unlike cats, which have only nine lives, bluebears have twenty-seven. This is fortunate, because our hero is forever avoiding disaster by a paw's breadth. In this remarkable book, Captain Bluebear tells the story of his first thirteen-and-a-half lives spent on the mysterious continent of Zamonia, where intelligence is an infectious disease and water flows uphill, where headless giants roam deserts made of sugar, and where only Captain Bluebear's courage and ingenuity enable him to escape the dangers that lie in wait for him around every corner. In company with our indomitable hero, we enter a realm of the imagination that combines the fantasy of The Lord of the Rings and The Neverending Story with the humour of Baron Munchausen, and where anything can exist except boredom. Its a land of imaginative lunacy and supreme adventure, wicked satire and epic fantasy, all mixed together and turned on its head. Playful enough for young adult readers, yet as intricate and engaging as any work of literary fiction, The 13 1/2 Lives of Captain Bluebear has the plot of a novel and the spontaneity and humor of a vintage comic book, making it an instant international cult classic.

The Alchemaster's Apprentice

by Walter Moers

Malaisea, the unhealthiest town in the whole of Zamonia, is home to Echo the Crat, a multi-talented creature resembling a cat in appearance but capable of speaking any language under the sun, human or animal. When his mistress dies, Echo finds himself out on the street. Dying of starvation, he is compelled to sign a contract with Ghoolion the Alchemaster, Malaisea's evil alchemist-in-chief. This fateful document gives Ghoolion the right to kill Echo at the next full moon and render him down for his fat, with which he hopes to brew an alchemical concoction that will make him immortal. In return, he promises to regale the little Crat with the most exquisite gastronomic delicacies until his time is up. But Ghoolion has reckoned without Echo's talent for survival and his ability to make new friends. These include the Leathermice, the Cogitating Eggs, the Golden Squirrel, the Cooked Ghost, Theodore T. Theodore the one-eyed Tuwituwu, and, above all, Izanuela Anazazi, the last Uggly in Malaisea. Walter Moers's magnificent translation of Optimus Yarnspinner's novel introduces us to yet another of Zamonia's hotbeds of adventure: Malaisea, a place where sick is healthy, up is down, right is wrong, and Ghoolion the Alchemaster reigns supreme - until Echo crosses his path.

The Alchemaster's Apprentice: A Novel

by Walter Moers

The first three books set in Zamonia. The mythical land created by Walter Moers, whose work has been compared to J.K. Rowling, Douglas Adams, and Shel Silverstein have achieved raucous critical acclaim and created hundreds of thousands of die-hard fans here and all over the world. Now Moers returns with a fourth "relentlessly whimsical" fantasy (Library Journal).

The City of Dreaming Books

by Walter Moers

Optimus Yarnspinner, a young writer, inherits from his beloved godfather an unpublished short story by an unknown author. His search for the author's identity takes him to Bookholm--the so-called City of Dreaming Books. On entering its streets, our hero feels as if he has opened the door of a gigantic second-hand bookshop. His nostrils are assailed by clouds of book dust, the stimulating scent of ancient leather, and the tang of printer's ink.<P> Soon, though, Yarnspinner falls into the clutches of the city's evil genius, Pfistomel Smyke, who treacherously maroons him in the labyrinthine catacombs underneath the city, where reading books can be genuinely dangerous.<P> In The City of Dreaming Books, Walter Moers transports us to a magical world where reading is a remarkable adventure. Only those intrepid souls who are prepared to join Yarnspinner on his perilous journey should read this book. We wish the rest of you a long, safe, unutterably dull and boring life!

The Labyrinth of Dreaming Books

by Walter Moers

It has been more than two hundred years since Bookholm was destroyed by a devastating fire, as told in Moers's The City of Dreaming Books. Hildegunst von Mythenmetz, hailed as Zamonia's greatest writer, is on vacation in Lindworm Castle when a disturbing message reaches him, and he must return to Bookholm to investigate a mystery. The magnificently rebuilt city has once again become a metropolis of storytelling and the book trade. Mythenmetz encounters old friends and new denizens of the city--and the shadowy "Invisible Theater." Astonishingly inventive, amusing, and engrossing, this is a captivating story from the wild imagination of Walter Moers.

Labyrinth of Dreaming Books: A Novel

by Walter Moers John Brown

It has been more than two hundred years since Bookholm was destroyed by a devastating fire, as told in Moers's The City of Dreaming Books. Hildegunst von Mythenmetz, hailed as Zamonia's greatest writer, is on vacation in Lindworm Castle when a disturbing message reaches him, and he must return to Bookholm to investigate a mystery. The magnificently rebuilt city has once again become a metropolis of storytelling and the book trade. Mythenmetz encounters old friends and new denizens of the city--and the shadowy "Invisible Theater." Astonishingly inventive, amusing, and engrossing, this is a captivating story from the wild imagination of Walter Moers.

Rumo

by Walter Moers

Rumo is a little Wolperting who will one day become the greatest hero in the history of Zamonia. Armed with Dandelion, his talking sword, he fights his way across Overworld and Netherworld, two very different worlds chock-full of adventures, dangers, and unforgettable characters: Rala, the beautiful girl Wolperting who cultivates a hazardous relationship with death; General Ticktock, the evil commander of the Copper Killers; Urs of the Snows, who thinks more of cooking than of fighting; Gornab the Ninety-Ninth, the demented king of Netherworld; Ushan DeLucca, the finest and most weather-sensitive swordsman in Zamonia; Volzotan Smyke, the corpulent Shark Grub, who knows all about Demonocles' tongues; Rolv of the Forest, a Wolperting who can pass through the White Fire; Professor Ostafan Kolibri, who goes in search of the Non-Existent Teenies; Friftar, the scheming director of the Theatre of Death; Skullop the Scyther, leader of the Dead Yetis; Yggdra Syl, the guardian of Nurn Forest, and his talkative animals; Professor Abdullah Nightingale, inventor of the Chest-of-Drawers Oracle; and, worse luck, the deadly Metal Maiden. Astonishingly inventive, amusing and engrossing, Rumo is a captivating story from the unique imagination of Walter Moers.

Rumo: And His Miraculous Adventures

by Walter Moers

Astonishingly inventive, amusing and engrossing, Rumo is a captivating story from the wildly fanciful imagination of Walter Moers. Rumo is a little Wolperting who will one day become the greatest hero in the history of Zamonia. Armed with Dandelion, his talking sword, he fights his way across Overworld and Netherworld, two very different realms chock-full of adventures, dangers, and unforgettable characters: Rala, the beautiful girl Wolperting who cultivates a hazardous relationship with death; General Ticktock, the evil commander of the Copper Killers; Ushan DeLucca, the finest and most weather-sensitive swordsman in Zamonia; Volzotan Smyke, the corpulent Shark Grub; Rolv of the Forest, a Wolperting who can pass through the White Fire; Yggdra Syl, the guardian of the Nurn Forest and its talkative animals; Professor Abdullah Nightingale, inventor of the Chest-of-Drawers Oracle; and, the worst of luck, the deadly Metal Maiden.

A Wild Ride Through the Night

by Walter Moers

In a world between legend and dream, in a time between childhood and adulthood, Walter Moers describes the exhilarating and comic adventures of Gustave, a boy who aspires one day to be a great artist.

A Wild Ride Through the Night

by Walter Moers John Brown

In the wake of the breakout successes of Walter Moers's The 13 1 Lives of Captain Bluebear, Rumo & His Miraculous Adventures, and The City of Dreaming Books, Moers is back with this fourth book, the tumultuous tale of a little boy and his encounter with D In a world between legend and dream, A Wild Ride through the Night describes the exhilarating and comic adventures of his twelve-year-old protagonist Gustave, a boy who aspires one day to be a great artist. When a disaster at sea puts Gustave in the uncompromising hands of Death, he has the choice to give up the ghost or take on a series of six impossible tasks. Gustave embarks on a strange and perilous journey during which he must save a princess from an angry dragon, pull a tooth from the Most Monstrous of All Monsters, fly over the moon, and even, somehow, meet his own self. Will Gustave's creativity and imagination be able to save him from his fate?

Showing 1 through 12 of 12 results

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