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Let's face it: pirates of the Golden Age are just cool. No one would actually want to encounter them, but they have been the stuff of escapist dreams since childhood. Adventure, fellowship, treasure–the “romantic” aspects of piracy are what make these otherwise nasty individuals anti-heroes par excellence. As an adult and academic and as an occasional crewman on square riggers, I adopted pirates as a favorite sub-set of maritime history. As with other aspects of the past, I view the history of pirates and piracy as really two narratives: what the records tell us happened and why and what our persistent fascination with them reveals about us.
In my humble opinion, this is the greatest adventure tale in the English language!
Robert Louis Stevenson practically invented pirates for the modern world, particularly his chief antagonist, the crippled but formidable Long John Silver. Highly intelligent, cunning, crafty, ruthless, yet somehow appealing, Silver set the standard for all pirate heroes to come.
Whenever I get bogged down studying pirates, I turn to Treasure Island to remember what it is to enjoy my subject!
Penguin presents the audio CD edition of Treasure Island by Robert Louis Stevenson.
Following the demise of bloodthirsty buccaneer Captain Flint, young Jim Hawkins finds himself with the key to a fortune. For he has discovered a map that will lead him to the fabled Treasure Island. But a host of villains, wild beasts and deadly savages stand between him and the stash of gold. Not to mention the most infamous pirate ever to sail the high seas . . .
I grew up in a small Welsh town and I read to escape into other worlds. My love of myth and legend began when I came across a book of Greek myth in the library. I fell in love with the great voyages, the larger-than-life characters, the snake-haired monsters, and flying horses. I’ve been collecting legends ever since. I studied comparative literature at university, which included epic tales from all over the world and I was struck by how the same motifs come up again and again – quests, battles, magic. I love any story that takes you out of your everyday surroundings and into adventure.
This book takes you on an incredible adventure through a series of strange magical lands. It’s full of humour, imagination, and great characters – Lady Crepuscular is a particularly terrifying and memorable villain. I love the twists and turns in the plot and the friendships that develop between the crew of the Impossible Postal Express. If you like to laugh out loud while you’re reading, this book is for you.
All aboard for the first journey in the bestselling Train to Impossible Places Adventures, with magic at every stop.
Shortlisted for the Waterstones Children's Book Prize, the Branford Boase Award and the IBW Book Awards, with dazzling illustrations from Flavia Sorrentino, join Suzy on this magical adventure, where the journey will never, ever take you where you expect it to.
When Suzy hears a strange noise in the middle of the night, she creeps downstairs to find a train roaring through her house. But this is no ordinary train. This is the magical delivery express for The Union of Impossible…
I grew up in a small Welsh town and I read to escape into other worlds. My love of myth and legend began when I came across a book of Greek myth in the library. I fell in love with the great voyages, the larger-than-life characters, the snake-haired monsters, and flying horses. I’ve been collecting legends ever since. I studied comparative literature at university, which included epic tales from all over the world and I was struck by how the same motifs come up again and again – quests, battles, magic. I love any story that takes you out of your everyday surroundings and into adventure.
I was given this book as part of Christmas book exchange. My friend thought I’d love it, and she was right. It’s a pirate story at heart, but the action takes place on a frozen landscape and instead of a ship, the Frostheart is a sleigh. The characters are great, especially Ash and his Yeti friend. The pages are packed with danger, magic, and laughs. All my favourite things.
The whimsy of Nevermoor meets the mythical world-building of Neil Gaiman in this unlikely hero's quest to find his parents--and find the home he's always longed for.
In a snow-covered land where monsters rule the icy tundra, only song weavers hold the power to control these vicious giants. But for centuries song weavers have been the subject of suspicion--how can those who hold so much power be trusted?
Ever since his parents were lost on a pathfinding expedition, Ash has spent his life as an outcast. As a budding song weaver, his village marked him as a potential threat, even…
I grew up in a small Welsh town and I read to escape into other worlds. My love of myth and legend began when I came across a book of Greek myth in the library. I fell in love with the great voyages, the larger-than-life characters, the snake-haired monsters, and flying horses. I’ve been collecting legends ever since. I studied comparative literature at university, which included epic tales from all over the world and I was struck by how the same motifs come up again and again – quests, battles, magic. I love any story that takes you out of your everyday surroundings and into adventure.
This book took my breath away when I first read it. An adventure travelling across galaxies, weaving ancient mythology with aliens and spaceships and stars that may literally be singing. I have the hardback edition and the illustrations are stunning. Parts of the book have a graphic novel feel, with the illustrations picking up the storyline and taking it forward. It’s an unforgettable journey.
1
author picked
Phoenix
as one of their favorite books, and they share
why you should read it.
This book is for kids age
4,
5,
6, and
7.
What is this book about?
A BOY WITH THE POWER OF A STAR . . .
Lucky thinks he's an ordinary Human boy. But one night, he dreams that the stars are singing to him, and wakes to find an uncontrollable power rising inside him.
Now he's on the run, racing through space, searching for answers. In a galaxy at war, where Humans and Aliens are deadly enemies, the only people who can help him are an Alien starship crew - and an Alien warrior girl, with neon needles in her hair . . .
I first realized the power of games when I won the Geography Bee in my elementary school. I had been playing Carmen Sandiego, which encouraged me to study maps and read almanacs. I started to see how games could motivate interest in all different topics. But I didn’t realize I could makegames until I was a graduate student at MIT, and I made an augmented reality game to teach history. Since then I have been designing games to inspire connection, care, and curiosity. I am Associate Professor and Director of Games at Marist College, and I have designed media for organizations like the World Health Organization, Scholastic, and Nickelodeon.
So games just may help solve the world’s problems. Let’s share the news with everyone, including kids! Video Games Save the Worlddoes just that. It uses kid-friendly language, examples, and illustrations of how gaming is helping us make positive change. For instance, it talks about the fantastic organization Games for Change, and all different types of games including indie games and VR games.
To save the world, one must play video games. Sounds ridiculous, right? But in reality many people are looking to video games to tackle many of the world's problems. Take a closer look at the ways in which video games can help save the world.
Ever since I was young, I’ve loved fantasy novels, movies, and video games. When I got to high school, I finally met people who played Dungeons and Dragons, and it was all downhill from there! I started Dungeon Mastering at a young age, but everyone said I had a real talent for it. The stories I created always caught the imagination of the players, and more than once, people told me I should write books. Well, here I am. I love escapist fantasy, epic adventures, wonderful characters, and terrible villains. I can’t get enough of them, and every day I immerse myself in the fantastical, whether it be reading another book, writing another story, or booting up another Final Fantasy game.
The Land by Aleron Kong is the third litRPG on this list, and probably the most famous. Every litRPG uses a few ways to denote progression, but this book has an almost unending series of charts, numbers, rules, and powers for everything. And I do mean everything.
Character growth. Weapon quality. Town building. To career building. Even dungeon building.
Everything progresses. Everything has level-ups. The world is huge, and the events feel extremely epic. This is also the longest series on the list, with books so massive, you could knock a fool out with one.
Definitely worth the time, though. Don’t miss out.
Discover Dr. Aleron Kong, the Father of American LitRPG! #1 in Cyberpunk and Video Game Science Fiction! Over SEVENTEEN HUNDRED positive reviews on Goodreads!!! The second captivating installment of Aleron Kong's, Chaos Seeds series. "We are life takers and heart breakers," Richter shouted. "Let's go!" Richter and Sion are at it again! Even more of what you loved in the first book! Leveling, world building, awesome items, and what's that you say? Sure! Why not? What's a little necrophilia between friends!?! Join your favorite Chaos Seed as he answers the call of adventure and deals with the invaders, greedy dwarves,…
As a geek and tech professional, I've worked on software and gadgets in multiple countries and just as many industries. I'm fascinated by work that leads us to a better future built on technology while being fully aware of the dangers involved if we're not vigilant. I've built websites, fitness devices, and even spent some time working on Wikipedia's data structure. But my first tech love was that strange and beautiful blend of art and science we call video games. I’ve played more games than I can count and created a few of my own, but as a novelist and reader I found myself drawn to books about games just as much as the games themselves.
I first read this book back in 2004 when I was spending way too much time with MMO games. This YA novel is certainly a product of a time where the tech of today was within sight but social media and smartphones didn't exist as we know them now. But the story more than makes up for this unfortunate timing with its witty characters, a structure reminiscent of the old Choose Your Own Adventure books and a fantasy game setting that leads this book to cross genres. I’m a big fan of sci-fi stories that follow the “Groundhog Day” structure like Returnal and Edge of Tomorrow. Do-overs are a crucial part of gaming and this novel builds that idea into its core premise while adding a unique twist.
In Heir Apparent there are as many ways to win as there are to get killed. "A stylish tale [that] addresses both fantasy gaming and censorship." (New York Times Book Review)
From Edgar Award–winning author Vivian Vande Velde comes a rollicking story that puts a high-tech twist on the classic medieval fantasy-adventure.
In the virtual reality game Heir Apparent, there are way too many ways to get killed—and Giannine seems to be finding them all. Which is a shame, because unless she can get the magic ring, locate the stolen treasure, answer the dwarf's dumb riddles, impress the head-chopping statue,…
I have loved science fiction ever since I was a kid and read all my Dad’s ancient issues of Analog Science Fiction and Factfrom the 1940s. The first book I can remember reading was The Green Hills of Earth anthology by Robert Heinlein. Fast forward to the 1990s, when, as a new professor of computer science, I began adding sci-fi short stories and movies as extra credit for my AI and robotics courses. Later as a Faculty Fellow for Innovation in High-Impact Learning Experiences at Texas A&M, I created the Robotics Through Science Fiction book series as a companion to my textbook, Introduction to AI Robotics.
The second in his entertaining detective series in a near future where 2% of the population is paralyzed and has to teleoperate robots in order to interact with the world (interestingly, it was written before the pandemic). The protagonist, Chris (we never are told their gender, making for a delightful guessing game), is an FBI agent investigating a murder and along the way faces the kind of casual discrimination that the disabled undoubtedly face every day. Chris maintains a wry sense of humor through it all, adding an Elmore Leonard or Donald E. Westlake vibe that makes me laugh out loud.
John Scalzi's Head On, is a chilling near-future SF with the thrills of a gritty cop procedural. Head On brings Scalzi's trademark snappy dialogue and technological speculation to the future world of sports.
To some left with nothing, winning becomes everything . . .
In a post-virus world, a daring sport is taking the US by storm. It's frenetic, violent and involves teams attacking one another with swords and hammers. The aim: to obtain your opponent's head and carry it through the goalposts. Impossible? Not if the players have Haden's Syndrome. Unable to move, Haden's sufferers use robot bodies, which…
I am a middle grade teacher who loves to read. Many of my students prefer to play video games. In fact, some of them have a real aversion to reading. Since I know reading ability is a huge factor in a student’s academic success, I’m always looking for great books to get students to put down their controllers and read. When I couldn’t find many, I was inspired to write the CROSS UPS TRILOGY. I’m confident that the books on this list will lure young gamers into their covers with gaming themes, humor, and relatable characters.
It’s not easy to find a book about a female gamer. This one explores many of the same themes as the second book in my gaming series, but in a futuristic setting. It’s always interesting to see how an author envisions the future. What new technologies can we expect? What will gaming be like?
The main character, Reyna, is a Chinese American girl taking part in an elite tournament playing virtual reality games. She hides her identity because, maybe not surprisingly, misogyny and racism are still problems in the gaming world in 2067. A great book to bring these issues to a child’s attention.
Ready Player Onemeets the action of battle royale video games in this middle-grade sci-fi perfect for fans ofFortnite.
In twelve-year-old Reyna Cheng's world, gaming is everything. Professional esports teams are the mainstream celebrities. Kids begin training from a young age, aspiring for the big leagues.
Reyna is the up-and-coming junior amateur Dayhold gamer, competing in a VR battle royale against AI monsters and human players. But despite Reyna's rising popularity and skills, no one knows who she is. Gaming is still a boys' club and to protect herself against trolls and their harassment, she games the mysterious TheRuiNar.
In the 1980s I was bullied for playing Dungeons and Dragons. Kids like to bully each other, but this was different: The bullies felt they had been given a moral license to pick on D&D players because pastors, talk-show hosts, and politicians were all claiming it was a Satanic, anti-Christian game. Those claims were my first inkling that adults did not know what they are talking about. After getting a PhD in the sociology of religion, I was finally able analyze and articulate why religious authorities felt threatened by a simple game of imagination.
This book is an exploration of “geek culture” including Dungeons and Dragons but also other aspects of fandom like live-action-role-playing (LARPing), and Harry Potter fandom.
This is not a theoretically weighty book, but the author did substantial field work trying to explore and understand these subcultures. The throughline of the book concerns the human fascination with imaginary realms and the cultural forms people will invent to connect with these realms and bring them to life. As a religious studies scholar, I see this longing for other worlds as a “religious” impulse.
An amazing journey through the thriving worlds of fantasy and gaming What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty-year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds-from Boston to New Zealand, and Planet Earth to the realm of Aggramar. "For anyone who has ever spent time within imaginary realms, the book will speak volumes. For those who have not, it will educate and enlighten." -Wired.com "Gandalf's got nothing on Ethan Gilsdorf, except for maybe the…
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