An inept wizard-in-training is the only one who can save his classmates from the terrible sorcery that threatens to devour their magical school Acclaimed master fantasist Jane Yolen imagines an academic world of wonders where paintings speak, walls move, monsters are made real, and absolutely anything can happen—as she introduces readers to a hero as hapless as the legendary Merlin is powerful. It was Henry’s dear ma who decided to send him off to Wizard’s Hall to study sorcery, despite the boy’s apparent lack of magical talent. He has barely stepped through the gates of the magnificent school when he is dubbed Thornmallow (“prickly on the outside, squishy within”). Still, regardless of his penchant for turning even the simplest spell into a disaster, Thornmallow’s teachers remain kind and patient, and he soon has a cadre of loyal, loving friends. But there is something that no one is telling the boy: As the 113th student to enroll in the wondrous academy, Thornmallow has an awesome and frightening duty to fulfill—and failure will mean the destruction of Wizard’s Hall and everyone within its walls.
Five bedraggled refugees and a sinister wizard awaken a dragon—and defy the gods After their homeland is struck with a deadly plague, five refugees cross the continent searching for answers. Instead, they find Psander—a wizard whose fortress is invisible to the gods and who is willing to sacrifice anything and anyone to keep the knowledge of the wizards safe. With Psander as their patron, the refugees cross the mountains and brave the territory of their sworn enemies. They confront a hostile ocean and even traverse the world of the fairies in search of magic powerful enough to save themselves—and Psander’s library—from the wrath of the gods. All they need to do now is rescue an imprisoned dragon and unleash a primordial monster upon the world . . . And how hard could that be? File Under: Fantasy [ Ravens of Revenge / The Great Flood / Dragon Boy / You’re the Prophecy ]
Sophie Mercer thought she was a witch. That was the whole reason she was sent to Hex Hall, a reform school for delinquent Prodigium (aka witches, shapeshifters, and fairies). But that was before she discovered the family secret, and that her hot crush, Archer Cross, is an agent for The Eye, a group bent on wiping Prodigium off the face of the earth. Turns out, Sophie's a demon, one of only two in the world-the other being her father. What's worse, she has powers that threaten the lives of everyone she loves. Which is precisely why Sophie decides she must go to London for the Removal, a risky procedure that will either destroy her powers forever - or kill her. But once Sophie arrives she makes a shocking discovery. Her new housemates? They're demons too. Meaning someone is raising them in secret with creepy plans to use their powers, and probably not for good. Meanwhile, The Eye is set on hunting Sophie down, and they're using Acher to do it. But it's not like she has feelings for him anymore. Does she?
If you could bring more than 40 of the world's best volleyball coaches together, do you think they might have some interesting things to say? That's what we've done with Volleyball Coaching Wizards. This book shares some of those insights. Discover what coaches with tens of thousands of wins and hundreds of championships at all different levels think about things like: - Developing a team culture and good team chemistry - Making non-starters feel like they are important - Getting the most out of your best players - Planning highly effective practice sessions - Ways to get the most from training games - Maintaining a confident team - Managing the team in matches - Being the best coach you can be, now and as you progress Who are these great coaches? We can't list them all, but here are some of those whose wisdom and insight contributed to this book. Jan De Brandt: Professional coach in several countries and internationally for Belgium and Hungary. Winner of the European League, CEV club competition medals, and domestic league and cup titles. Sue Gozansky: Winner of 3 National Championships and nearly 700 NCAA collegiate matches. AVCA Hall of Fame. FIVB coaching instructor. Multiple book author. Giovanni Guidetti: Winner of multiple CEV Champions League gold medals and FIVB Club World Championships. Led the Dutch Women's National team to the medal round of the 2016 Olympics. Mick Haley: NCAA Division I national championships with two different universities. Multiple 2-year college national titles. More than 1000 total victories. US Women's National Team Olympic coach. AVCA Hall of Fame. Vital Heynen: 2018 World Championships gold medal as Polish national team coach, and 2014 bronze medal as German coach. Four league titles, 5 Cups, and 4 Super Cups in Belgium. Two CEV Cup medals. Additional national team experience with Belgium. Coach of professional teams in Turkey, Poland, France, and Germany. Anders Kristiansson: Winner of 26 men's and women's championships in Sweden, 15 in Belgium, 3 in Greece. CEV Champions League Final Four on four occasions - 2 finals. Coached Sweden to silver at the 1989 European Championships. Carl McGown: Over 40 years experience in the USA National Team program; 13 seasons as head coach at BYU, winning 2 national championships; Swiss league and cup titles; AVCA Hall of Fame. Tom Turco: Winner of nearly 20 state high school championships. AVCA National Coach of the Year in 2008 and NHSCA National Volleyball Coach of the Year in 2012. Teams won a record 110 matches in a row from 2003 to 2007. Take your volleyball coaching to the next level with insights from those who are already at where you want to be! What is Volleyball Coaching Wizards? The Volleyball Coaching Wizards project is about identifying great coaches from all categories of volleyball and making their experience, insights, and expertise available to people all over the world. We interview coaches from across the globe, all age groups, both genders, all competitive levels, indoor and beach. They share with us their philosophies, their thought processes, and their methodologies. We then share that with you.
When twins Abby and Derick start junior high at the prestigious academy their grandfather founded, Cragbridge Hall, they discover firsthand the dangers of time travel and must find a way to save their parents, who have been sent to the Titanic the night it sank.
I'm one scrappy wizard.As someone with barely a flicker of magic, I've spent my life being mocked and surviving fights with bullies. But when my parents die in an accident, and I find myself responsible for our whole wizard house and family, I know my usual tactics aren't going to cut it.The situation veers from bad to catastrophic when my backstabbing cousin stages a coup and takes my family hostage.I barely manage to flee, but the only supernatural willing to help me is Killian Drake--the most feared vampire in the region, and a far more deadly villain than the jerk threatening my family.Is Killian sexy and charismatic? Heck yeah.He's also so powerful that my flight or fight instincts kick in every time our eyes meet. And he's definitely using me as his personal magic detector in his feud against the local fae.But Killian is also the first person to believe I might have more than just a scrap of magic. And if I can convince him to train me, I might get strong enough to free my family and get my house back.I'm not sure what happens when a scrappy wizard is taught how to fight by a hall of deadly vampires, but I'm about to find out.
“You can’t help falling in love with this hilarious upside-down take on Dungeons & Dragons. I read; I cheered; I laughed out loud.”—Gordon Korman In the mystical realm of Bríandalör, every day the brave and the bold delve into hidden temples or forgotten dungeons, battling vile monsters and evil wizards to loot their treasure hoards for sweet, sweet magic items. But in their free time, our heroes—Thromdurr the mighty barbarian, Devis the shifty thief, Vela the noble paladin, Sorrowshade the Gloom Elf assassin, and Albiorix the (good!) wizard—need to relax and unwind. That’s why they meet up once a week to play Homerooms & Hall Passes: a role-playing game where they assume the characters of average American eighth graders. But when the five young adventurers are magically transported into their H&H game by an ancient curse, they must band together to survive their toughest challenge yet: middle school. Who knew that battling ogres would be easier than passing algebra or navigating the cafeteria social scene? They must use what they’ve learned from playing Homerooms & Hall Passes to figure out how to save their game world (which might actually be real...). Dungeons & Dragons meets Jumanji in this new, laugh-out-loud adventure series from the author of the beloved Hamstersaurus Rex series.
The 18th century was a wealth of knowledge, exploration and rapidly growing technology and expanding record-keeping made possible by advances in the printing press. In its determination to preserve the century of revolution, Gale initiated a revolution of its own: digitization of epic proportions to preserve these invaluable works in the largest archive of its kind. Now for the first time these high-quality digital copies of original 18th century manuscripts are available in print, making them highly accessible to libraries, undergraduate students, and independent scholars. Rich in titles on English life and social history, this collection spans the world as it was known to eighteenth-century historians and explorers. Titles include a wealth of travel accounts and diaries, histories of nations from throughout the world, and maps and charts of a world that was still being discovered. Students of the War of American Independence will find fascinating accounts from the British side of conflict. ++++ The below data was compiled from various identification fields in the bibliographic record of this title. This data is provided as an additional tool in helping to insure edition identification: ++++ British Library T092781 London: printed for C. Hitch and L. Haws; and R. Ware; H. Woodgate and S. Brook; S. Crowder, [1760?] [12],144p.: ill.; 12°
A mysterious library book opens the door to a world of magic and danger in the first book in the beloved Young Wizards series. Bullied by her classmates, Nita Callahan is miserable at school. So when she finds a mysterious book in the library that promises her the chance to become a wizard, she jumps at the opportunity to escape her unhappy reality. But taking the Wizard's Oath is no easy thing, and Nita soon finds herself paired with fellow wizard-in-training Kit Rodriguez on a dangerous mission. The only way to become a full wizard is to face the Lone Power, the being that created death and is the mortal enemy of all wizards. As Nita and Kit battle their way through a deadly alternate version of New York controlled by the Lone Power, they must rely on each other and their newfound wizarding skills to survive--and save the world from the Lone One's grasp.
The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.