A farmer finds a mysterious stone in the New Mexico desert. Written on this stone are the Ten Commandments - in ancient Phoenician Hebrew, a Mediterranean language that’s been dead for nearly 2,000 years.
Now, while tracking down missing artifacts, National History Museum director Vivian Guthrie finds herself on a dangerous treasure hunt that could rewrite history.
Joe Sitting Crow, a mysterious benefactor, tells Dr. Guthrie a wild story: after the Temple of Jerusalem was destroyed in 70 AD, its treasures vanished, and archaeologists have spent centuries scouring Europe and the Holy Land to find them. But Sitting Crow claims he has evidence the seagoing Phoenicians smuggled them overseas and hid them among his ancestors in what is now America. And he has an artifact that proves it!
Or at least half of it. The other half, he claims, is among the museum’s missing artifacts. He also warns that a group of extremists are on the hunt for these treasures as well.
On her way to get the artifact authenticated in her lab, these very extremists stage a car accident to steal it. Now, Dr. Guthrie and Joe Sitting Crow must team up to find the extremists and recover the artifact before they manage to put the dangerous pieces together.
Sitting Crow knows Dr. Guthrie only joins him to protect her own dangerous secrets, the secrets that allowed her to rise to the director’s chair. What she doesn’t know is that these very secrets enable him to enact his own dark plan—one that could alter the balance of power and heritage in America.
What happens when a teacher who is also a writer teaches writing for too long?
This book happens.
For the past fifteen years, I've taught creative writing to filmmaking and Talented and Gifted classes at the upper elementary and middle school level... all while writing nonstop myself.
Now, all the wisdom and materials I've created are here in one place and takes you a few steps beyond the typical English class. In order to learn how to structure a good story, you must learn what makes a good story and think beyond "What should I do next?" plot questions.
Filled with theory, exercises, examples, and jokes, How to Write a Play will get your creative juices flowing from your brain to the page.
The desire to tell good stories is built into our brains on a biological and evolutionary level. In How to Write a Play, you will learn what makes stories "tick" with readers and audiences, and why our brains crave good stories. You will be able to build from that knowledge to formulate plot, characters, scenes, dialogue, and jokes from the heaviest of dramas to the lightest of comedies.
This book is for tweens and teens with a true interest in writing and storytelling, who want to go beyond a typical Language Arts class to truly understand: What makes a story a good story?
Order of the Time Watchers: Book 1
Twelve-year-old Jasper Berry never thought he was anything special—until one night, an old man named Fletcher shows up to rescue him. Fletcher tells Jasper that he’s a time traveler, just like Jasper’s long-lost parents. Jasper finds out that he’s meant to defeat a gang of evil time travelers called the Krylios Clan. This gang uses time travel to get rich and powerful, led by the evil Krylios and his powerful helper, Hayalet.
But now, what’s left of Krylios Clan has come back in time to get rid of Jasper before he can grow up to stop them. Fletcher’s plan is to send Jasper back 40 years into the past to meet a younger Fletcher. But, when he arrives, this younger Fletcher doesn’t even know who Jasper is!
As Jasper tries to figure out what’s going on, he gets help from other time travelers who want to protect him from Hayalet. But Jasper thinks he can solve this mystery on his own, and that’s where things get really tricky.
Will Jasper learn to work with his new friends, or will his stubbornness get him into more trouble? Join Jasper before he runs out of time for an exciting adventure through the centuries, full of danger, surprises, and bravery.
Passengers set sail aboard the RMS Lusitania after an ominous warning: submarines might sink her before she arrives in England!
It's the First World War, and Great Britain is at war with Germany. Despite the war, two thousand people dare to ignore the warning and travel anyway.
Seventeen-year-old deckhand Leo Masterson joins the crew of the RMS Lusitania at the last minute. He knows the Lusitania is fast enough to outrun any submarine! But the uncertainty of sailing into a warzone makes all the passengers and crew nervous.
The night before they reach the English coast, Captain Turner asks Leo to help get all the lifeboats ready for lowering. Should Leo be worried?
The crew felt a new wind. The bitter cold added to the bite of a ship that had never, ever gone this fast. Sharp eyes stayed fixed on the dim horizon. There was no time for caution, though they knew dangerous ice lay ahead. The tiny vessel Carpathia raced into the same ice field that had just claimed Titanic.
Young Henry Cromwell dreams of becoming a reporter. Armed with a homemade radio, he spent the first three days of Carpathia’s voyage secretly listening in on the North Atlantic’s radio traffic—eagerly jotting down notes and being a general bother to the crew. But nothing prepared him for what he would hear at 12:30 am.
In the bitter cold air and moonless night, every crew member is awake. While the passengers slept, the Carpathia came alive, ready to take on Titanic’s passengers... if they make it in time.
DASH
Carpathia’s mad race to rescue Titanic.