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Books > Children's & Educational > Fiction > Science fiction
A Very Old New Story Kiri knows how to ride a horse, play soccer, and dream big dreams-but she is surprised that she can fly without wings. She lands in a mysterious valley surrounded by mountains, where the stars shine all day, a foreboding river bites its tail, and children play around the clock. The hermit in the hills calls this place Internity. As Kiri explores its mountains, she also gets to know her inner voice, IVy, who isn't always helpful when they face the giant fig tree and fight the old hag. Kiri rides an alchemical comet back to the valley and meets a loving teacher, who prepares her and two new friends, Samson and Yutta, for their journey back to Earth. In a library without books, the three friends face mirrors and shadows, and an ancient treasure helps them choose their next life. By the time they cross the big river they know their destiny and who they truly are. Magical and vividly imagined, "Kiri Chooses A Life" is inspired by a classic tale that dips into images and myths from ancient and current traditions.
A graphic novel, story-based approach to learning all about our solar system through the fun adventures of the Space Station Academy students and their teacher, Dr Bott. Join the Space Station Academy students on their expedition to Jupiter where they'll cruise moon craters on skateboards and discover why Jupiter is stripy and covered in spots. The Space Station Academy series presents each planet and celestial object in our solar system through fun adventure stories. Gain key science learning about each planet and our solar system alongside bright illustrations, a humorous narrative and interactive activities at the back of the book. This is guaranteed to keep young minds entertained and engaged while they explore outer space.
A heart-rending, thought-provoking tale of doomed romance. A world where justice and the fate of those accused of murder is decided by the public, but has moved on from the Roman Gladiator ‘thumbs up or thumbs down’ public vote, to a public vote by telephone. If you are voted innocent you are set free, if you are voted guilty you are committed to death by electric chair. Those awaiting their sentence reside in ever decreasing cells, getting smaller each day, until Day 7 and Cell 7, where they hear their fate. Sixteen year old Martha has confessed to killing a famous celebrity. But has she done it? And if not, why has she claimed the murder? Perhaps she wants to show up the flawed and brutal system by sacrificing herself in the hope of a better world.… Or perhaps she is protecting somebody else.…
For generations L. Frank Baum's Land of Oz books have captured and enthralled millions of readers. These stories are as delightful today as they were the day they were written. Now you can thrill will Dorothy and Toto as they discover Oz in the Wonderful Wizard of Oz. Race through the countryside with Tip and Jack Pumpkinhead as they flee the wicked witch Mobi in The Marvelous Land of Oz. Adventure with Ozma as she rescues Dorothy and the royal family from the evil Nome King in Ozma of Oz. Join Dorothy as an earthquake sends her to the land of Mangaboos and the vegetable people in Dorothy and the Wizard in Oz. Journey with Dorothy and Toto as they meet the Shaggy Man, Button-Bright, and Polychrome in The Road to Oz. In The Emerald City of Oz, Dorothy brings Aunt Em and Uncle Henry along for the adventure In The Patchwork Girl of Oz you will accompany Ojo the Unlucky on his quest to gather the five ingredients needed to make the antidote for the Liquid of Petrifaction to save his aunt and uncle. In Little Wizard Stories of Oz you will thrill to six short stories with many of your favorite friends from Oz. And in Tik-Tok of Oz you can travel with the Shaggy Man as he struggles to rescue his brother from the Nome King. In The Scarecrow of Oz, you'll accompany Scarecrow as he journeys to Jinxland to rescue Cap'n Bill and Trot. In Rinkitink in Oz you can join Dorothy and the Wizard of Oz as they set off on a rescue mission. And in The Lost Princess of Oz, Ozma and the Great Book of Records disappear and it's up tp Dorothy to find them. In The Tin Woodman of Oz, join the Tin Woodman, the Scarecrow, Woot, and Polychrom as they journey to Munchkin Country to find Nimmie Amee. In The Magic ofOz, Dorothy and her friends stop an illegal wizard from transforming people into animals. And in Glinda of Oz, Dorothy and Ozma travel to stop a war between the Flatheads and Skeezers
The twelve cousins are transported to a distant world called Al Kiam. Their abilities can bring war or peace to the land, but first they have to get along. The twelve cousins fight about the old stone teapot Grandpapa brought back from the war in Iraq. Grandpapa says it may be magic; some of the cousins disagree while others believe his claim with all their hearts. While they go through the old ritual explained by Grandpapa, a swirl of light fills the room, followed by a wave of blackness. As the darkness changed to light, the twelve cousins realize they are in a different world: the world of Al Kiam. What's more, each cousin has acquired a strange, unique power, the purpose of which is unknown to them. They soon learn they are surrounded by an ancient battle that threatens to tear the world of Al Kiam apart-unless they do something about it. No matter how much these cousins may love each other, they don't always agree. Deciding what they must do-fight the good fight or quickly find a way home-could tear them apart. With the fate of a world in their hands, however, the twelve cousins must learn to use their powers as one and solve the riddles of Al Kiam. By harnessing their newfound powers, they may become heroes.
All her life, Spensa has dreamed of becoming a pilot. Of proving she's a hero like her father. She made it to the sky, but the truths she learned about her father were crushing. The rumours of his cowardice are true - he deserted his flight during battle against the Krell. Worse, though, he turned against his team and attacked them. Spensa is sure there's more to the story. And she's sure that whatever happened to her father in his starship could happen to her. When she made it outside the protective shell of her planet, she heard the stars - and it was terrifying. What she learned turned her world upside down. Everything Spensa's been taught is a lie. But Spensa also learned a few things about herself - and she'll travel to the end of the galaxy to save humankind if she needs to. Praise for Brandon Sanderson's #1 New York Times Bestselling Reckoners series: 'Another win for Sanderson . . . he's simply a brilliant writer' Patrick Rothfuss 'Action-packed' Entertainment Weekly 'Compelling . . . Sanderson uses plot twists that he teases enough for readers to pick up on to distract from the more dramatic reveals he has in store' AV Club
Would you risk the future to change the past? Greenwich, London, 1894. Luna, Konstantin and Aidan are time-travelling thieves, stealing artefacts from the future to bring progress forward. And they are about to venture on their most treacherous mission. For The Butterfly Club have their eyes on a shiny new prize. In Egypt's Valley of the Kings a man named Howard Carter will stumble upon an unimaginable treasure - Tutankhamun's mummy: the greatest archaeological discovery of all time. The three children are given an impossible task: travel to 1922 and uncover the mummy first. But when the time-thieves disturb Tutankhamun's long sleep they wake something else too - a deadly and ancient curse. And now they must face the terrifying consequences of their actions...
A rich and exciting new Latine middle grade fantasy about sisterhood, magic, and the power of kids to face what grown-ups refuse to see—by J. C. Cervantes, New York Times bestselling author of the Storm Runner series Esmerelda Santos is a rare bruja, born with Chaos magic in her veins. She and her family are direct descendants of one of the four original witches—a mysterious legend about the night magic was born in San Bosco. But since the death of her mother, Esme is more concerned about healing their father’s spiraling grief. When Esme finds a heart spell in a forbidden grimorio, she thinks it could be the answer to making her dad whole again. But before she can try, she and her best friend, Tiago, discover that their families and all the town’s witches have vanished—along with their magic, which keeps San Bosco alive. The only way to save them and the town is to find an original witch—impossible, since no one has actually ever seen one. With a witch hunter on their tail, Esme and Tiago journey to a banished realm where forbidden magic runs wild. Here the two must embrace their powers and confront the legend’s terrible truths . . . or risk losing their families and their magic forever. Perfect for fans of Witchlings and Amari and the Night Brothers!
The royal children's guardian, Hannah the White, goes missing, Resident Wizard Fuzbud vanishes, and Wizard Gloxnix disappears. The king and queen are worried and have nowhere to turn. Without Hannah and Fuzbud or Gloxnix, who is going to find out what is going on? Is the castle under siege? Is magic involved? Who is responsible?The children are restless and dragon watching becomes their current excitement. They are overjoyed when Saraly War-Daughter returns home with her dragon, Zibannli. Saraly has no idea what she is about to discover. Then a new and unsuspected talent surfaces, uniting princess and dragon. But how could a small girl have any effect on such events?While Fuzbud is gone, a strange wizard turns up asking for a job. Might he be the help that is needed during this crisis? Is he really what he seems?"Moon-Daughters, War-Daughters, and Wizards" is the sixth book in the adventures of all these friends. Working together, they struggle with one of the strangest events in Milara's history. Things are never going to be the same.
Wesley, Kurt, Lisa, and Mary aid the forces of good in the mythical kingdom of Anthropos and fight the evil witch, Mirmah. Sequel to "The Tower of Geburah.
Will Jakeman is the inventor of the world-famous Marvellous Mechanimals - brilliant mechanical animals that defend people from all the dangerous creatures that inhabited their home. At the ripe old age of 99 and three quarters, Will decides he must try to discover the whereabouts of Ureker, the lost planet of his birth invaded by Reptoids, a gang of merciless Space Pirates, when he was still a little baby. Will builds a giant telescope that can see far out into the cosmos - but what he doesn't realise is that his fiddling with the fabric of the cosmos causes a massive space-quake, and a ten-year-old boy called Charlie Small is catapulted through the hole and lands near Will's factory of inventions. The two embark on a series of adventures trying to get Charlie home - will they succeed or will they be left dangling in space forever?
In a perfect world, what is there left to fear? A stunning new Collector's Edition of the New York Times bestseller, with a new piece from the author. A Time Best YA Book of All Time (2021) Collector's Edition with a new author's note. Two teens must learn the "art of killing" in this, the chilling first book in the award-winning Arc of a Scythe series. In a world where disease, war and crime have been eliminated, the only way to die is to be randomly killed ("gleaned") by professional scythes. Citra and Rowan have been selected to be scythes' apprentices, and despite wanting nothing to do with the vocation, they must master the art of taking life, knowing that the consequence of failure could mean losing their own. Scythe is the first novel in a thrilling series by Neal Shusterman in which Citra and Rowan learn that a perfect world comes with a heavy price.
Welcome to the Achar, a huge rotating mobius strip encircling a yellow sun. The Achar is home to hundreds of sentient races, bizarre monsters, thousands of countries, and the Imrhys, a race of immortal humans with great magical abilities who believe it is their responsibility to save the world. More than three thousand years have passed since the last great Gnarrhys War, but Lord Zierath and his fellow Imrhys still remember it. More than half of all the sentients on the Achar died in that war. Now, rumors of a darkness forming off in the west set Zierath out on a quest to gather allies, armies, and information before the darkness envelops them all. Of course, the first trick is to get out of the tedious administrative duties of ruling a large confederation of countries. Zierath's solution is simple. Sneak out of the castle, city, and country before the regent can stop him. However, if the regent can see into the future, things can get complicated very quickly.
Dark cloaks. The stench of corpses. The Spies of Mosiania have invaded the lands of elves, dwarves, dragons, witches, centaurs, water nymphs, and werecats. They've surfaced to help evil Lord Verteq return to power. Still recovering from Verteq's last wars, the creatures are determined to overcome the rising trouble. The evil grows when the spies kidnap Rasnir, a recluse with senses like an animal, for his blood, an ingredient Verteq needs to return to power. Naive yet courageous, Rasnir's adopted elf-son, Satreih, sets out to rescue his father. Accompanied by his protectorate, Chikara, a golden dragon, Satreih travels through the Sakki desert, the City of Rasiamoramisa, the Ugulaly Ocean, and the Seven Waterfalls on his quest. Befriended by Kaskin, a skilled and knowledgeable warrior, and Yia, a young witch who can shape-shift at will, the troupe finds the lands and powerful forms of magic more complicated than they realize. They are tested to their limits as their efforts increasingly focus on defeating the evil brewing in the land of Mosiania. Skillfully combining epic and urban fantasy elements, "Satreih: The Making of a Legend" is an exciting and fast-paced story. From the first page, you'll be plunged into a world like no other.
A boy who lives every day twice uses his ability to bring down bullies at his new school in Mike Thayer's humor-filled middle grade novel, The Double Life of Danny Day. My name is Danny Day, and I live every day twice. The first time, it's a "discard day." It's kind of like a practice run. At the end of the day, I go to bed, wake up, and poof everything gets reset, everything except my memory, that is. The second time, everything is normal, just like it is for everyone else. That's when everything counts and my actions stick. As you could probably guess, "Sticky Day" Danny is very different from "Discard Day" Danny. When Danny's family moves across the country, he suddenly has to use his ability for more than just slacking off and playing video games. Now he's making new friends, fending off jerks, exposing a ring of cheaters in the lunchtime video game tournament, and taking down bullies one day at a time ... or is it two days at a time? |
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