{{lfctrl.headTitleStep1}}

{{lfctrl.headCopyStep1}}

An Email Is Headed
Your Way

We've sent a message
so you can pick a new password.

Reset Your Password

Think of a password that is at least 6 characters long.

Success! You now have a new password.

Please be sure to memorize it or write it in a safe place.



Wait!

Are you sure you want to exit?
Your password will not be reset!

{{lfctrl.notice}}


Wait!

Are you sure you don't want to finish?
You're almost done!

We are missing your email address.

Please enter your or your parent's email address. We will only use your email address to reset your password should you forget it.

Sign Up for Free E-Newsletters

(Optional)

You're Signed up for {{nlctrl.form.newsletters.join(',')}}

The next newsletter will arrive in your inbox within a few weeks.

hey, {{userData.username}}!

Edit Your Profile

SORRY!

You can only put stickers
where you see the dotted
circles.

ADD MY STICKER

WAIT!

You have to sign in,
first!

ALL SERIES
HIDE
g Go Back

World of Warcraft: Traveler

Author: Greg Weisman; Illustrator: Samwise Didier

  • AGES 8 - 12 
  • Genre Fiction
An epic action-adventure series set in Blizzard's popular World of Warcraft game franchise. Features a young cast of characters discovering the mysteries and majesty of the world around them.
It's been years since 12-year-old Aramar Thorne, a clever boy who is never without his precious sketch book, has seen his father. So when Captain Greydon Thorne comes ashore and asks his son to join him at sea, it feels as if someone has redrawn Aram's entire world.
At sea, Aram struggles to get along with the Wavestrider's crew, especially second mate Makasa, a tough teenage girl who has been reluctantly placed in charge of him. But just as Aram starts to get his head above water, a band of vicious pirates attack the Wavestrider, turning his world upside down once again.
As Aram and Makasa try to find their way home, they encounter creatures both terrible and wondrous, and Aram will seek to understand Azeroth's denizens as he draws them in his sketchbook, forming unlikely friendships along the way. But the journey is hindered by Greydon's compass, which never points north. If the compass isn't guiding Aram and Makasa home to safety, to what strange destiny is it leading them?
close