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Showing 1 - 12 of 12 matches in All Departments
At the great summer fair in the capital city of Sommerhjem, the evil Regent is forced to step down due to the calling of the Gylden Sirklene challenge, leaving the future of the country hanging in the balance. One year to the day the challenge is called, all nine pieces of the oppgave ringe must be delivered to the capital. Four are already there, but five more need to be found. Chance, a dreamer and adventure seeker, has been chosen by his family to return to Sommerhjem to retrieve a piece of the oppgave ringe his father hid before the family fled the country to escape certain demise. But what he thought would be a grand adventure turns out to be more than he bargained for; he is thrown into the brig on a smuggler's ship, and that only marks the beginning of his troubles. Meanwhile, Yara secures work in the royal library, where she secretly begins researching the whereabouts of a piece of the oppgave ringe her family was once charged with keeping safe. But what she eventually uncovers soon takes her and her fox companion, Toki, on a dangerous expedition to Sommerhjem's border. In this continuing fantasy, two seekers embark on separate journeys to find treasured objects and return them to their rightful place without any idea of where life is about to take each of them.
At the great summer fair in the capital of Sommerhjem, the evil regent has been forced to step down due to the calling of the Gylden Sirklene challenge. The future of the country now hangs in the balance. By a year from the day the challenge was called, all nine pieces of the oppgave ringe need to be delivered to the capital. Two are already there, but seven more need to be found. The street lad, Greer, is lucky to have found a job at Milkin's Stable in the rough and tumble border town of Hoyhauger, the only place he has ever known. Ignoring the stable owner's orders to leave one evening, he hides behind a haystack. What he witnesses and what comes into his possession leads Greer to flee with his border dog pup, Kasa, and begin a perilous journey across Sommerhjem. What's more, he is chased by numerous folks who want what he took with him. Coming to from a blow to the head, Meryl finds herself looking into the brilliant green eyes of a griff falcon who urges Meryl to follow her. With no memory of who she is, Meryl ends up partnering with a finder named Finn. What she finds in a small hole in the bluffs places her in danger. In this spellbinding fantasy, both Greer and Meryl are hunted by numerous factions who want what each one has found.
It is easy to lose track of time in the woods. After Arial returns to her cottage from a day in the high hills gathering herbs for her nana, she is horrified to discover her home ransacked by a trio of strangers, her grandmother unconscious, and her father missing. Arial's seemingly normal life in the small village of Mumblesey on Rumblesea Cove has just turned upside down. A note from her father instructs Arial that if he has not returned in ten days, she should hide her identity and take to the road for her own protection. After Arial changes her name to Nissa, she leaves in the middle of the night to begin a journey that will take her and her hunting cat, Carz, across the country of Sommerhjem. Nissa travels to summer fairs gathering a group of companions who soon embark with her on a dangerous adventure involving an evil regent who does not want to give up power, a princess coming of age, and folks taking sides. Along the way, Nissa meets a variety of mysterious folk including the Gunnary, the Huntress, and the elusive Neebings. In this intriguing fantasy tale, Nissa's journey calls upon her to draw on resources, courage and strength she did not know she had.
At the great summer fair in the capital city of Sommerhjem, the evil Regent is forced to step down due to the calling of the Gylden Sirklene challenge, leaving the future of the country hanging in the balance. One year to the day the challenge is called, all nine pieces of the oppgave ringe must be delivered to the capital. Four are already there, but five more need to be found. Chance, a dreamer and adventure seeker, has been chosen by his family to return to Sommerhjem to retrieve a piece of the oppgave ringe his father hid before the family fled the country to escape certain demise. But what he thought would be a grand adventure turns out to be more than he bargained for; he is thrown into the brig on a smuggler's ship, and that only marks the beginning of his troubles. Meanwhile, Yara secures work in the royal library, where she secretly begins researching the whereabouts of a piece of the oppgave ringe her family was once charged with keeping safe. But what she eventually uncovers soon takes her and her fox companion, Toki, on a dangerous expedition to Sommerhjem's border. In this continuing fantasy, two seekers embark on separate journeys to find treasured objects and return them to their rightful place without any idea of where life is about to take each of them.
At the great summer fair in the capital of Sommerhjem, the evil regent has been forced to step down due to the calling of the Gylden Sirklene challenge. The future of the country now hangs in the balance. By a year from the day the challenge was called, all nine pieces of the oppgave ringe need to be delivered to the capital. Two are already there, but seven more need to be found. The street lad, Greer, is lucky to have found a job at Milkin's Stable in the rough and tumble border town of Hoyhauger, the only place he has ever known. Ignoring the stable owner's orders to leave one evening, he hides behind a haystack. What he witnesses and what comes into his possession leads Greer to flee with his border dog pup, Kasa, and begin a perilous journey across Sommerhjem. What's more, he is chased by numerous folks who want what he took with him. Coming to from a blow to the head, Meryl finds herself looking into the brilliant green eyes of a griff falcon who urges Meryl to follow her. With no memory of who she is, Meryl ends up partnering with a finder named Finn. What she finds in a small hole in the bluffs places her in danger. In this spellbinding fantasy, both Greer and Meryl are hunted by numerous factions who want what each one has found.
It is easy to lose track of time in the woods. After Arial returns to her cottage from a day in the high hills gathering herbs for her nana, she is horrified to discover her home ransacked by a trio of strangers, her grandmother unconscious, and her father missing. Arial's seemingly normal life in the small village of Mumblesey on Rumblesea Cove has just turned upside down. A note from her father instructs Arial that if he has not returned in ten days, she should hide her identity and take to the road for her own protection. After Arial changes her name to Nissa, she leaves in the middle of the night to begin a journey that will take her and her hunting cat, Carz, across the country of Sommerhjem. Nissa travels to summer fairs gathering a group of companions who soon embark with her on a dangerous adventure involving an evil regent who does not want to give up power, a princess coming of age, and folks taking sides. Along the way, Nissa meets a variety of mysterious folk including the Gunnary, the Huntress, and the elusive Neebings. In this intriguing fantasy tale, Nissa's journey calls upon her to draw on resources, courage and strength she did not know she had.
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