After horse trainer Gail Ruffu decides to take a racehorse from the hands of its abusive co-owners, she faces legal battles in this graphic novel inspired by real events.
A street-smart tale about a displaced teen who learns to defend what's right-the Cowboy Way. When Cole’s mom dumps him in the mean streets of Philadelphia to live with the dad he’s never met, the last thing Cole expects to see is a horse, let alone a stable full of them. He may not know much about cowboys, but what he knows for sure is that cowboys aren’t black, and they don’t live in the inner city. But in his dad’s ’hood, horses are a way of life, and soon Cole’s days of skipping school and getting in trouble in Detroit have been replaced by shoveling muck and trying not to get stomped on. At first, all Cole can think about is how to ditch these ghetto cowboys and get home. But when the City threatens to shut down the stables-- and take away the horse Cole has come to think of as his own-- he knows that it’s time to step up and fight back. Inspired by the little-known urban riders of Philly and Brooklyn, this compelling tale of latter -day cowboy justice champions a world where your friends always have your back, especially when the chips are down.
A graphic novel based on the true story of Robert Yummy Sandifer, an 11-year old African American gang member from Chicago who shot a young girl and was then shot by his own gang members.
A monster is loose in London And it's kind of Jin's fault that Zilombo got loose. He tracked the monster to slimy Oozeburn Creek, but how does he get Zilombo to go back into her mudball, where she can't hurt anyone? That's when Jin meets Chief Inspector of Ancient Artifacts A. J. Zauyamakanda--Mizz Z, for short--who has arrived to inspect the mudball and insists that Jin help her find the monster that hatched from it. But Zilombo gains new, frightening powers every time she reawakens. She's cleverer than ever before . . . . and she likes to eat babies. When Jin's older sister gets distracted along the Oozeburn and forgets to watch their baby brother, Smiler is easy pickings for Zilombo Will Jin's baby brother be the next baby on Zilombo's menu? As Zilombo's powers grow, Jin and Mizz Z team up to outsmart Zilombo
Covering more than 500 titles, both classics and newer publications, this book describes what titles are about and why teens would want to read them. Nonfiction has been the workhorse of many young adult library collections—filling information and curricular needs—and it is also the preferred genre for many teen readers. But not all nonfiction is created equal. This guide identifies some of the best, most engaging, and authoritative nonfiction reads for teens and organizes them according to popular reading interests. With genres ranging from adventure and sports to memoirs, how-to guides and social justice, there is something for every reader here. Similar fiction titles are noted to help you make connections for readers, and "best bets" for each chapter are noted. Notations in annotations indicate award-winning titles, graphic nonfiction, and reading level. Keywords that appear in the annotations and in detailed indexes enhance access. Librarians who work with and purchase materials for teens, including YA librarians at public libraries, acquisitions and book/materials selectors at public libraries, and middle and high school librarians will find this book invaluable.
The explosive truth about America’s Revolution–a bloody civil war that was won largely in the South–that modern liberals have kept buried until now. In 1780, the darkest hour of the American Revolution, the British went down to the South and overplayed their hand. By burning the bibles of backwoodsmen and threatening their honor, the British ignited a firestorm. Ordinary folk from throughout the Southern colonies spontaneously banded together and rode for hundreds of miles to King’s Mountain in South Carolina to attack and destroy the British forces in the most spectacular, unusual and decisive battle of the war. Never heard of the massacre that saved the American Revolution? No idea that liberty was actually won in the South? Red state values of God, guns and guts are being dismantled by leftists airbrushing our past in order to “transform” our future. Grand Theft History features
Captain Sannie van Rensburg and safari guide Mia Greenaway are caught in the crossfires of a decades-old feud between five veterans of South Africa's apartheid-era Border War. Haunted by the deadly mission that shaped their lives forever, the ex-paratroopers must finally confront their demons, and each other, at the funeral of a comrade in the red dunes of the Kalahari Desert. But their scars run deep, and as the truth emerges, each man must ask himself: When serving your country, what makes you a hero and what secrets are worth killing for? "Vendetta has Park's trademark setting, and breakneck pace, along with some unforeseen twists that will keep you guessing until the final pages." Weekend Australian "Highly recommended," Army News, Australia "Filled with suspense, betray and revenge, this novel will have you guessing right until the very end – in true Tony Park style." Australian Arts Review.
In Sir Tony Robinson's Weird World of Wonders British, Sir Tony Robinson takes you on a headlong gallop through time, pointing out all the most important, funny, strange, amazing, entertaining, smelly and disgusting bits about the British! It's history, but not as we know it! Find out everything you ever needed to know in this brilliant, action-packed, fact-filled book, including: - How to avoid scurvy - Why bright red isn't the best colour for a soldier's uniform - Why not being able to swim was considered an advantage, and - How to cure the most gruesome tropical diseases For more funny history facts discover Greeks and Romans.
“Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content.