Über The League of Imagination
With the fate of imagination on the line, a group of friends get creative to stop a criminal mastermind
Technology has its rewards, but the rewards come with a price. And for one group of scientists and inventors working in a government lab in Los Angeles, the cost may end up being imagination. On a mission to harness the power of imagination, the United States Secretary of Imagination and his team construct the IRIS, an impressive new piece of technology. But the IRIS' capabilities far exceed expectations, leading them to question whether its existence will help or harm humanity. When criminal mastermind Dr. Adversary gets wind of the IRIS' potential, he'll stop at nothing to get his hands on it. And for one brilliant intern named Coda, the quest to save imagination offers her the chance of a lifetime. Can she embrace her identity as a scientist and inventor to achieve greatness? And can she and her friends Lydia, Sherman, Michaela, and Ron work together to outwit Dr. Adversary before the power of imagination is destroyed forever?
Readers ages six and up will relate to the struggles of Coda and her friends as they seek to accomplish their goals and accept their individuality and unique creativity and contributions. Science and political science enthusiasts will welcome the theme of technology as well as the examination of the hierarchy of power within the United States government.
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