Artasium
There is a place where people go when they have lost their imaginations. A place that very few people know exist, simply because they have never lost theirs. Those who have been there, and come out, seldom speak of it again. Who would believe them anyway?
That place is called Artasium.
By the time that Piper Scotch turned ten years old, her own imagination failed to grow. Truth be told, it was never really given a chance. Spoiled as parental compensation, Piper lives a lifestyle so lavish, what was the use of learning to color? What was the point in drumming up games in the backyard?
Poor old Eddie Dunhill, once proud writer Edward P. Dunhill, ironically faced the same imaginative famine. His note pages had been empty for a decade and in the face of poverty, he did the next best thing. Teach. Teach what he could not do himself. His former self frowning at the coffee-stained cliche he had become.
Through two obscure recommendations, Piper and Eddie both find themselves taking Artasium out of the archaic Rumberry Elementary Library. Only, Artasium was merely a bound book of empty pages. Or was it?
Once out of the library doors, Piper and Eddie enter a foreign world comprised solely of potential. Artasium is, above all else, what you make it to be. It is made up of five islands, each island requires a completion token to leave and without all five, one can remain stuck on Artasium for eternity.
However, the islands, by design, test your creativity every step of the way, with objectives given only in cryptic riddles. Like Esrever Island for example, which operates completely in reverse. Piper and Eddie must find the only thing on the island that goes in traditional forward motion. Or Hybrid Hollow, which requires an original crossbreed be submitted by fetching the fur of two never before combined animals. Then there is Baker’s Dozen which is a backwards blind taste test, where the cooking is done blindfolded and the judging done by a tasting panel.
In addition to the perils that the island challenges present, are the inherent dangers such as the Past, the Fountain of Old and Habit Taffy. The Past is a quicksand plot that can take swallow you whole and flood you with memory. Habit Taffy will keep you stuck for eternity.
Together, Piper and Eddie must artfully think their way through the obstacles, dodge the native dangers, and craftily use the meager help that they are given. Along the way, Piper learns the benefit of youth while Eddie finally graciously accepts the loss of his. The only thing stranger than their adventure, is what happens upon their return home.
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That place is called Artasium.
By the time that Piper Scotch turned ten years old, her own imagination failed to grow. Truth be told, it was never really given a chance. Spoiled as parental compensation, Piper lives a lifestyle so lavish, what was the use of learning to color? What was the point in drumming up games in the backyard?
Poor old Eddie Dunhill, once proud writer Edward P. Dunhill, ironically faced the same imaginative famine. His note pages had been empty for a decade and in the face of poverty, he did the next best thing. Teach. Teach what he could not do himself. His former self frowning at the coffee-stained cliche he had become.
Through two obscure recommendations, Piper and Eddie both find themselves taking Artasium out of the archaic Rumberry Elementary Library. Only, Artasium was merely a bound book of empty pages. Or was it?
Once out of the library doors, Piper and Eddie enter a foreign world comprised solely of potential. Artasium is, above all else, what you make it to be. It is made up of five islands, each island requires a completion token to leave and without all five, one can remain stuck on Artasium for eternity.
However, the islands, by design, test your creativity every step of the way, with objectives given only in cryptic riddles. Like Esrever Island for example, which operates completely in reverse. Piper and Eddie must find the only thing on the island that goes in traditional forward motion. Or Hybrid Hollow, which requires an original crossbreed be submitted by fetching the fur of two never before combined animals. Then there is Baker’s Dozen which is a backwards blind taste test, where the cooking is done blindfolded and the judging done by a tasting panel.
In addition to the perils that the island challenges present, are the inherent dangers such as the Past, the Fountain of Old and Habit Taffy. The Past is a quicksand plot that can take swallow you whole and flood you with memory. Habit Taffy will keep you stuck for eternity.
Together, Piper and Eddie must artfully think their way through the obstacles, dodge the native dangers, and craftily use the meager help that they are given. Along the way, Piper learns the benefit of youth while Eddie finally graciously accepts the loss of his. The only thing stranger than their adventure, is what happens upon their return home.
Artasium
There is a place where people go when they have lost their imaginations. A place that very few people know exist, simply because they have never lost theirs. Those who have been there, and come out, seldom speak of it again. Who would believe them anyway?
That place is called Artasium.
By the time that Piper Scotch turned ten years old, her own imagination failed to grow. Truth be told, it was never really given a chance. Spoiled as parental compensation, Piper lives a lifestyle so lavish, what was the use of learning to color? What was the point in drumming up games in the backyard?
Poor old Eddie Dunhill, once proud writer Edward P. Dunhill, ironically faced the same imaginative famine. His note pages had been empty for a decade and in the face of poverty, he did the next best thing. Teach. Teach what he could not do himself. His former self frowning at the coffee-stained cliche he had become.
Through two obscure recommendations, Piper and Eddie both find themselves taking Artasium out of the archaic Rumberry Elementary Library. Only, Artasium was merely a bound book of empty pages. Or was it?
Once out of the library doors, Piper and Eddie enter a foreign world comprised solely of potential. Artasium is, above all else, what you make it to be. It is made up of five islands, each island requires a completion token to leave and without all five, one can remain stuck on Artasium for eternity.
However, the islands, by design, test your creativity every step of the way, with objectives given only in cryptic riddles. Like Esrever Island for example, which operates completely in reverse. Piper and Eddie must find the only thing on the island that goes in traditional forward motion. Or Hybrid Hollow, which requires an original crossbreed be submitted by fetching the fur of two never before combined animals. Then there is Baker’s Dozen which is a backwards blind taste test, where the cooking is done blindfolded and the judging done by a tasting panel.
In addition to the perils that the island challenges present, are the inherent dangers such as the Past, the Fountain of Old and Habit Taffy. The Past is a quicksand plot that can take swallow you whole and flood you with memory. Habit Taffy will keep you stuck for eternity.
Together, Piper and Eddie must artfully think their way through the obstacles, dodge the native dangers, and craftily use the meager help that they are given. Along the way, Piper learns the benefit of youth while Eddie finally graciously accepts the loss of his. The only thing stranger than their adventure, is what happens upon their return home.
That place is called Artasium.
By the time that Piper Scotch turned ten years old, her own imagination failed to grow. Truth be told, it was never really given a chance. Spoiled as parental compensation, Piper lives a lifestyle so lavish, what was the use of learning to color? What was the point in drumming up games in the backyard?
Poor old Eddie Dunhill, once proud writer Edward P. Dunhill, ironically faced the same imaginative famine. His note pages had been empty for a decade and in the face of poverty, he did the next best thing. Teach. Teach what he could not do himself. His former self frowning at the coffee-stained cliche he had become.
Through two obscure recommendations, Piper and Eddie both find themselves taking Artasium out of the archaic Rumberry Elementary Library. Only, Artasium was merely a bound book of empty pages. Or was it?
Once out of the library doors, Piper and Eddie enter a foreign world comprised solely of potential. Artasium is, above all else, what you make it to be. It is made up of five islands, each island requires a completion token to leave and without all five, one can remain stuck on Artasium for eternity.
However, the islands, by design, test your creativity every step of the way, with objectives given only in cryptic riddles. Like Esrever Island for example, which operates completely in reverse. Piper and Eddie must find the only thing on the island that goes in traditional forward motion. Or Hybrid Hollow, which requires an original crossbreed be submitted by fetching the fur of two never before combined animals. Then there is Baker’s Dozen which is a backwards blind taste test, where the cooking is done blindfolded and the judging done by a tasting panel.
In addition to the perils that the island challenges present, are the inherent dangers such as the Past, the Fountain of Old and Habit Taffy. The Past is a quicksand plot that can take swallow you whole and flood you with memory. Habit Taffy will keep you stuck for eternity.
Together, Piper and Eddie must artfully think their way through the obstacles, dodge the native dangers, and craftily use the meager help that they are given. Along the way, Piper learns the benefit of youth while Eddie finally graciously accepts the loss of his. The only thing stranger than their adventure, is what happens upon their return home.
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Artasium
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Artasium
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Product Details
BN ID: | 2940151516624 |
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Publisher: | A Palasciano |
Publication date: | 02/11/2015 |
Sold by: | Barnes & Noble |
Format: | eBook |
File size: | 151 KB |
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