Journey

By Aaron Becker

A lonely girl draws a door on her wall with a red crayon and steps into a glowing world, and because there isn't a single word, your child reads the whole adventure straight from the pictures.

A girl is lonely. Everyone at home is busy behind a screen or a newspaper, and the whole house is drawn in flat gray. So she picks up a red crayon and draws a door on her bedroom wall, opens it, and walks into a forest strung with golden lanterns. From there she draws her way onward: a little red boat for the river, a hot-air balloon when the water drops away into a waterfall, a flying carpet over a huge domed city. She spots a magnificent purple bird caught by soldiers, tries to help, and gets locked in a cage herself, until the freed bird flies back and returns the favor. She sails home, and on the last page she meets a boy holding a purple crayon of his own. There isn't a single word in any of it.

It's a big, cinematic adventure with a real world and real stakes, the kind of quest a reluctant reader wants, and it asks for zero decoding, because it's all told in glowing painted spreads. A child who stalls on a page of text can sail through this whole journey and feel like they read something grand. It's also a story about a lonely girl who draws her own way out, which some children who've felt overlooked take to heart. And it's the first of three (Quest and Return follow), so a child who loves it has two more waiting.