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Showing 1 - 25 of 43 matches in All Departments
The fire and hemlock photograph above Polly’s bed sparks memories in her that don’t seem to exist any more. Halloween; nine years ago; she gatecrashed a funeral party at the big house and met Thomas Lynn for the first time. Despite the fact that he’s an adult, they struck up an immediate friendship, and began making up stories together – stories in which Tom is a great hero, and Polly is his assistant. The trouble is, these scary adventures have a nasty habit of coming true…
But what has happened in the years between?
Young merchant Abdullah leads a humble life. Or he did until a stranger sold him a threadbare--and disagreeable--magic carpet. Now Abdullah is caught in the middle of his grand daydreams. Waking one night in a luxurious garden, he meets and falls instantly in love with the beautiful and clever Flower-in-the-Night. But a wicked djinn sweeps the princess away right before Abdullah's eyes, leaving the young man no choice but to follow. This is no ordinary quest, however, for Flower-in-the-Night isn't all the djinn has stolen. Abdullah will have the so-called help of the cantankerous carpet, a cranky genie in a bottle, a dishonest soldier, and a very opinionated black cat. Will this motley crew be able to find the djinn's mysterious dwelling and rescue a castle full of princesses?
Now an animated movie from Studio Ghibli and Hayao Miyazaki, the oscar-winning director of Spirited Away In this beloved modern classic, young Sophie Hatter from the land of Ingary catches the unwelcome attention of the Witch of the Waste and is put under a spell… Deciding she has nothing more to lose, Sophie makes her way to the moving castle that hovers on the hills above her town, Market Chipping. But the castle belongs to the dreaded Wizard Howl, whose appetite, they say, is satisfied only by the souls of young girls… There Sophie meets Michael, Howl’s apprentice, and Calcifer the fire demon, with whom she agrees a pact. Her entanglements with Calcifer, Howl and Michael and her quest to break her curse come alive with Diana Wynne Jones’s unique combination of magic, humour and imagination.
Sophie has the great misfortune of being the eldest of three daughters, destined to fail miserably should she ever leave home to seek her fate. But when she unwittingly attracts the ire of the Witch of the Waste, Sophie finds herself under a horrid spell that transforms her into an old lady. Her only chance at breaking it lies in the ever-moving castle in the hills: the Wizard Howl's castle. To untangle the enchantment, Sophie must handle the heartless Howl, strike a bargain with a fire demon, and meet the Witch of the Waste head-on. Along the way, she discovers that there's far more to Howl--and herself--than first meets the eye.
The sequel to "Howl's Moving Castle" When Charmain Baker agreed to look after her great-uncle's house, she thought she was getting blissful, parent-free time to read. She didn't realize that the house bent space and time, and she did not expect to become responsible for an extremely magical stray dog and a muddled young apprentice wizard. Now, somehow, she's been targeted by a terrifying creature called a lubbock, too, and become central to the king's urgent search for the fabled Elfgift that will save the country. The king is so desperate to find the Elfgift, he's called in an intimidating sorceress named Sophie to help. And where Sophie is, the great Wizard Howl and fire demon Calcifer won't be far behind. How did respectable Charmain end up in such a mess, and how will she get herself out of it?
A hilarious adventure about a fantasy world in danger of destruction from that most vile of threats... tourism .Winner of the Mythopoeic Fantasy Award for Children's Literature in 1999. A humorous fantasy from Diana Wynne Jones. In a world next door to ours, the tourist industry is devastating the population by its desire to experience all the fantasy cliches - Dark Lords, impoverished villages, dragons etc. The Head of the University resolves to shut the tours down; the only problem being the ruthless tour-master - and his all-powerful demons. To save them all, the incompetent wizard Derk is appointed as Dark Lord in the hope that he will ruin the tours, and sure enough proceeds to fail at everything due to his general uselessness. But can failing at everything lead to a win this time?
The sequel to Howl's Moving Castle When Charmain Baker agreed to look after her great-uncle's house, she thought she was getting blissful, parent-free time to read. She didn't realize that the house bent space and time, and she did not expect to become responsible for an extremely magical stray dog and a muddled young apprentice wizard. Now, somehow, she's been targeted by a terrifying creature called a lubbock, too, and become central to the king's urgent search for the fabled Elfgift that will save the country. The king is so desperate to find the Elfgift, he's called in an intimidating sorceress named Sophie to help. And where Sophie is, the great Wizard Howl and fire demon Calcifer won't be far behind. How did respectable Charmain end up in such a mess, and how will she get herself out of it?
"I would like to declare Diana Wynne Jones an international treasure," proclaimed Neil Gaiman, Newbery Medalist and best-selling author. In this enchanting introduction to Diana Wynne Jones's magical and funny work, Earwig is a fearless young orphan. When she finds herself in a house of dark magic, she does whatever she can to adapt--especially if it means that she'll learn a little magic herself A young middle grade novel by World Fantasy Award for Lifetime Achievement‒winner Diana Wynne Jones, beautifully illustrated in black and white by Caldecott Medalist Paul O. Zelinsky. Not every orphan would love living at St. Morwald's Home for Children, but Earwig does. She gets whatever she wants, whenever she wants it, and it's been that way since she was dropped on the orphanage doorstep as a baby. But all that changes the day Bella Yaga and the Mandrake come to St. Morwald's, disguised as foster parents. Earwig is whisked off to their mysterious house full of invisible rooms, potions, and spell books, with magic around every corner. Most children would run in terror from a house like that . . . but not Earwig. Using her own cleverness--with a lot of help from a talking cat--she decides to show the witch who's boss.
Something is rotten in the village of Melstone Aidan Cain has had the worst week of his life. Creepy, sinister beings want him dead. What's a boy to do? With danger nipping at his heels, Aidan flees to Melstone, a village teeming with magic of its own. There he is taken in by Andrew Hope, the new master of Melstone House, who has some supernatural troubles too. Someone is stealing power from the area--mingling magics--and chaos is swiftly rising. Are Aidan's and Andrew's magical dilemmas connected somehow? And will they be able to unite their powers and unlock the secrets of Melstone before the countryside comes apart at the seams?
''I never said my wishes were supposed to do anyone any good' said the genie. 'In fact I swore that they would always do as much harm as possible.'' Far to the south in the Land of Ingary, lives Abdullah. By day he is a humble carpet merchant, but in his dreams he is a prince. Abdullah's dreams suddenly start to come true when he meets the lovely Flower-in-the-Night. When a hideous djinn carries her off into the sky, Abdullah is determined to rescue her, if he can find her, and if he can avoid all the ferocious villains who seem to be after him. But how can he possibly succeed, with only a bad-tempered genie and an unreliable magic carpet to help him? This is the sequel to 'Howl's Moving castle'
Abdullah was a young and not very prosperous carpet dealer. His father, who had been disappointed in him, had left him only enough money to open a modest booth in the Bazaar. When he was not selling carpets, Abdullah spent his time daydreaming. In his dreams he was not the son of his father, but the long-lost son of a prince. There was also a princess who had been betrothed to him at birth. He was content with his life and his daydreams until, one day, a stranger sold him a magic carpet. In this stunning sequel to Howl's Moving Castle, Diana Wynne Jones has again created a large-scale, fast-paced fantasy in which people and things are never quite what they seem. There are good and bad djinns, a genie in a bottle, wizards, witches, cats and dogs (but are they cats and dogs?), and a mysterious floating castle filled with kidnapped princesses, as well as two puzzling prophecies. The story speeds along with tantalizing twists and turns until the prophecies are fulfilled, true identities are revealed, and all is resolved in a totally satisfying, breathtaking, surprise-filled ending.
Master storyteller Diana Wynne Jones presents ariveting collection of unpredictable tales, including: A cat tells how the kindhearted wizard she owns is suddenly called upon to defeat a horrific Beast.When Anne has mumps, her drawings come to life, and she must protect her home from them.Four children become involved in the intrigue surrounding an innocent prince, an evil count, and a brave outlaw. These fifteen stories and one novella will enchant, startle, and surprise
"All I did was ask you for a role-playing game. You never warned me I'd be pitched into it for real! And I asked you for hobbits on a Grail quest, and not one hobbit have I seen!" Hexwood Farm is a bit like human memory; it doesn't reveal its secrets in chronological order. Consequently, whenever Ann enters Hexwood, she cannot guarantee on always ending up in the same place or even the same time. Hexwood Farm is full of machines that should not be tampered with - and when one is, the aftershock is felt throughout the universe. Only Hume, Ann and Mordion can prevent an apocalypse in their struggle with the deadly Reigners - or are they too being altered by the whims of Hexwood? A complex blend of science fiction and all sorts of fantasy - including fantasy football!!
Imagine that all fantasy novels--the ones featuring dragons, knights, wizards, and magic--are set in the same place. That place is called Fantasyland. "The Tough Guide to Fantasyland" is your travel guide, a handbook to everything you might find: Evil, the Dark Lord, Stew, Boots (but not Socks), and what passes for Economics and Ecology. Both a hilarious send-up of the cliches of the genre and an indispensable guide for writers, "The Tough Guide to Fantasyland" has been nearly impossible to find for years. Now this cult classic is back, and readers can experience Diana Wynne Jones at her very best: incisive, funny, and wildly imaginative. This is the definitive edition of The Tough Guide, featuring a new map, an entirely new design, and additional material written for it by Diana Wynne Jones. World Fantasy Award Finalist A Hugo Award Finalist (Nonfiction)
In which a witch bewitched the hatter's daughter -- and then some. . . . Sophie lived in the town of Market Chipping, which was in Ingary, a land in which anything could happen, and often did -- especially when the Witch of the Waste got her dander up. Which was often. As her younger sisters set out to seek their fortunes, Sophie stayed in her father's hat shop. Which proved most unadventurous, until the Witch of the Waste came in to buy a bonnet, but was not pleased. Which is why she turned Sophie into an old lady. Which was spiteful witchery. Now Sophie must seek her own fortune. Which means striking a bargain with the lecherous Wizard Howl. Which means entering his ever-moving castle, taming a blue fire-demon, and meeting the Witch of the Waste head-on. Which was more than Sophie bargained for. . . .
A fantasy adventure about saving the universe one world at a time from Diana Wynne Jones. The companion novel to the bestselling The Merlin Conspiracy. Magids look after all worlds, steer them towards magic, and keep history happening. But Rupert Venables’ mentor has just died, and as the junior magid on earth he has to find a replacement while also trying to find the lost heir of a collapsing empire, worlds away. Rupert interweaves the fate lines to get all the candidates together at a sci-fi fantasy convention, and havoc ensues as they all converge on a very strange hotel, where everything is always linked, the walls keep moving, people are trying to kill him, and nothing is as it seems…a magical, epic story from the Godmother of fantasy.
The brand new and final novel from the magical pen of 'the Godmother of Fantasy', Diana Wynne Jones; co-authored with her sister Ursula Jones. Now in paperback. How are you supposed to turn into a Wise Woman if your powers just won't show up? Aileen is convinced she'll never become as magical as her Aunt Beck. Then one day her aunt is set a seemingly impossible mission. She must go to the island of Logra and rescue the kidnapped High Prince from the enemy, and Aileen must go with her. They set off along with Ivar, Aileen's spoilt cousin, and Ogo his clophopping servant, recruiting on their way a huge and elusive cat, a monk with an uncannily wise parrot, and a boy inventor who keeps a pet lizard up his sleeve. But this is no band of mighty warriors, and the evil Lograns and their wizards have blocked their way with an invisible barrier in the sea. Aileen doubts that even with all the magic in the Islands of Chaldea, including Aunt Beck's, they will be able to penetrate it. But Aileen is about to discover that she could be more important to the mission than she realises. Perhaps it is her, above all, who is being drawn to Logra, and for a very special purpose...
In the land of Ingary, such things as spells, invisible cloaks, and seven-league boots were everyday things. The Witch of the Waste was another matter. After fifty years of quiet, it was rumored that the Witch was about to terrorize the country again. So when a moving black castle, blowing dark smoke from its four thin turrets, appeared on the horizon, everyone thought it was the Witch. The castle, however, belonged to Wizard Howl, who, it was said, liked to suck the souls of young girls. The Hatter sisters--Sophie, Lettie, and Martha--and all the other girls were warned not to venture into the streets alone. But that was only the beginning. In this giant jigsaw puzzle of a fantasy, people and things are never quite what they seem. Destinies are intertwined, identities exchanged, lovers confused. The Witch has placed a spell on Howl. Does the clue to breaking it lie in a famous poem? And what will happen to Sophie Hatter when she enters Howl's castle? Diana Wynne Jones's entrancing fantasy is filled with surprises at every turn, but when the final stormy duel between the Witch and the Wizard is finished, all the pieces fall magically into place.
Now a major motion picture from Studio Ghibli. 'Deliciously entertaining.' - Guardian A magical story for young readers from the author of Howl's Moving Castle and Charmed Life, Diana Wynne Jones. Earwig was left at St Morwald's Home for Children as a baby. Unlike the other orphans, she loves it there - mostly because she has the run of the place and seems to have a surprising ability to persuade people to do as she wants... So the last thing Earwig wants is to be sent to live with the very strange Bella Yaga. Her new 'mother' is actually a wicked witch, and Earwig will need all her ingenuity and talent (and some help from a talking cat) if she is to survive...
Glorious new rejacket of a Diana Wynne Jones classic award-winning favourite, featuring Chrestomanci - now a book with extra bits! Everybody says that Gwendolyn Chant is a gifted witch with astonishing powers, so it suits her enormously when she is taken to live in Chrestomanci Castle. Her brother Eric (better known as Cat) is not so keen, for he has no talent for magic at all. However, life with the great enchanter is not what either of them expects and sparks begin to fly! Winner of the Guardian Award.
Gair spent his time gazing out onto the Moor and brooding. Ayna could answer questions about the future, Ceri could find things which were lost. Gair seems to have no Gift and knew he was a disappointment to his jovial, heroic father – who is Chief. Perhaps his feelings of not fitting in was what made him so curious about these other different sorts of beings who lived on the Moor – the Giants and the Dorig. Certainly it was because he believed he was ordinary that he did his best to become wise, and to learn as much as he could abou the three great Powers of Sun, Moon and Earth. And when the crisis came, Gair found the knowledge he had gained was to help save not only his own life but those of all his people. |
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