Bestselling author Frank McKinney boldly enters young reader fiction in this deeply imaginative fantasy sure to race and gladden the hearts of all readers. The story was inspired by the more than one thousand walks to school the author has shared with his daughter and her friends in real life. Come along with them into the imaginative world of Dead Fred, Flying Lunchboxes, and the Good Luck Circle! Thirteen-year-old Ppeekk (pronounced 'Peekie') finds a very small, very flat, very dead fish. When he comes to life in her hand, he has an amazing story to tell. In the brilliant underwater world called High Voltage, manatees talk, starfish sing, and practical-joking clownfish encourage children to launch their lunchboxes off the bridge. Now the fiendish Megalodon, a fifty-foot prehistoric shark, has laid siege to High Voltage and dethroned King Frederick the Ninth (whom Ppeekk calls "Dead Fred"). The monster reigns amphibiously under the old drawbridge with his army of crabs and blood-red remora fish, whose suckers drain victims' joy and imagination. Ppeekk hides Dead Fred in the only safe place she can think of: the usher's coat room at church. As she grows to know Fred, she learns to trust and love him. Unlike her parents, he listens to her and counsels her. Dead Fred trusts Ppeekk, too. In fact, he has a big favor to ask. Can she help him save High Voltage from the evil Megalodon? Ppeekk and her friends use everything they've got to lure the evil beast to his demise—exploding coconut bombs, strangler fig lassos, even themselves as human bait—to vanquish Megalodon and his rogue army. In the climactic scene, they fight the battle of their lives in a Category-5 hurricane . . . Will they be able to save Dead Fred and High Voltage? Read Dead Fred, Flying Lunchboxes, and the Good Luck Circle to find out!
Fred is spending Halloween with his friend William so they can take part in the town¿s Pumpkin Festival. Fred can¿t wait for the parade to start¿until he learns that he will be riding inside the monster pumpkin William and his dad grew! Includes grey scale illustrations, author and illustrator profiles and book descriptions.
An unforgettable graphic novel of time travel and adventure on the high seas from the #1 international bestselling author of the His Dark Materials series. Trapped in the mists of time by a terrible research experiment gone wrong, John Blake and his mysterious ship are doomed to sail between the centuries, searching for a way home. In the ocean of the modern day, John rescues a shipwrecked young girl his own age, Serena, and promises to help. But returning Serena to her own time means traveling to the one place where the ship is in most danger of destruction. The all-powerful Dahlberg Corporation has an ambitious leader with plans far greater and more terrible than anyone has realized, and he is hot on their trail. For only John, Serena, and the crew know Dahlberg’s true intentions, and only they have the power to stop him from bending the world to his will . . . Praise for The Adventures of John Blake “With obvious affection for Tintin, Pullman threads this complicated skein of plot with customary measures of awe and menace . . . he proves an expert visual storyteller. Fordham animates with characters who have the detail and agility of a Studio Ghibli cast . . . Anything new from Pullman is big news, and his first original graphic novel won’t disappoint.” —Booklist, starred review “The various plot threads coalesce into a powerful tale, with the artwork creating a soaring, cinematic feel. A modern seafaring epic, highly recommended for all Pullman and fantasy fans and more than worthy of its author’s oeuvre.” —School Library Journal, starred review “Purloined technology, time travelers, ghost ships, and deception converge in this graphic page-turner . . . A richly imagined high-octane thriller.” —Kirkus Reviews “The graphic novel format lets Pullman’s . . . dialogue shine, and Fordham’s lucid panels are strong, legible, and charged with energy.” —Publishers Weekly
Fred is spending Halloween with his friend William so they can take part in the town's Pumpkin Festival. William and his dad have secretly grown a huge pumpkin for the fair, so big that it takes two horses to pull it. Fred can't wait for the parade to start--until he learns he'll be riding inside the monster vegetable. When the horses start trotting down hill, Fred and the pumpkin are in for a big surprise.
Some people are born boring. Some live boring. Some even die boring. Fred managed to do all three, and when he woke up as a vampire, he did so as a boring one. Timid, socially awkward, and plagued by self-esteem issues, Fred has never been the adventurous sort. One fateful night - different from the night he died, which was more inconvenient than fateful - Fred reconnects with an old friend at his high school reunion. This rekindled relationship sets off a chain of events thrusting him right into the chaos that is the parahuman world, a world with chipper zombies, truck driver wereponies, maniacal necromancers, ancient dragons, and now one undead accountant trying his best to "survive." Because even after it's over, life can still be a downright bloody mess.
A former Senior Partner and Global Managing Director at the legendary design firm IDEO shows how to design conversations and meetings that are creative and impactful. Conversations are one of the most fundamental means of communicating we have as humans. At their best, conversations are unconstrained, authentic and open—two or more people sharing thoughts and ideas in a way that bridges our individual experiences, achieves a common goal. At their worst, they foster misunderstanding, frustration and obscure our real intentions. How often do you walk away from a conversation feeling really heard? That it moved the people in it forward in some important way? You’re not alone. In his practice as a designer, Fred Dust began to approach conversations differently. After years of trying to broker communication between colleagues and clients, he came to believe there had to a way to design the art of conversation itself with intention and purpose, but still artful and playful. Making Conversation codifies what he learned and outlines the seven elements essential to successful exchanges: Commitment, Creative Listening, Clarity, Context, Constraints, Change, and Create. Taken together, these seven elements form a set of resources anyone can use to be more deliberate and purposeful in making conversations work.
Anglicanism arguably originated in 1534 when Parliament passed the Act of Supremacy, which transferred papal power over the Church of England to the king. Today, approximately 550 dioceses are located around the world, not only in England, but also everywhere that the British Empire's area of influence extended. With an estimated total membership of about 75 million, Anglicanism is one of the largest and most varied Christian denominations. With such a long history and widespread flock, it is not easy to keep track of the variations of a religious community that has not ceased adapting since its inception. Hundreds of entries on significant persons and events, concepts and institutions, rituals and liturgy, and national communities, make this an invaluable reference for religious historians, theologians, and researchers. Also included are an introduction, a chronology that traces the church's evolution over time, and a bibliography.
Two opposites lost at sea discover the power of bravery, creativity, and friendship in this action-packed middle-grade adventure for fans of Stuart Little and Poppy Mr. Popli, the mouse Mayor of Garbage Island, is always at odds with Archibald Shrew, a brilliant but reckless inventor. When Garbage Island splits apart, they’re trapped together in Mr. Popli’s houseboat, desperate to find their way home. At first, they only argue, but when they face a perilous thunderstorm and a series of predators, they begin to work together and recognize—in themselves and in each other—strengths they didn't know they had.