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Enter an incredible world of magical beasts, dare to draw near to
their captivating powers, and discover the spellbinding stories of
16 favourite mythical creatures from around the world. Venture into
this world and you'll discover why griffins collect a gem called
agate, how to put out dragon fire, how mischievous elves can cause
terrible nightmares, and much, much more. A Miscellany of Magical
Beasts is a beautiful, luxurious gift book showcasing a fascinating
menagerie of creatures from the world's timeless mythologies and
legends. Presented in an incredible package with spectacular cover
finishes, it is sure to be treasured by fantasy enthusiasts. Each
beast is beautifully illustrated with rich, enchanting artworks,
accompanied by amazing facts. Five feature spreads take a different
approach to each particular beast - including a gleaming guide to
the world's dragons and an enchanting introduction to elf spells
and tricks. Imaginative flourishes such as cutaways showing
constellations (see where Pegasus's story ends), and a die-cut
linking the lustrous feathers of the phoenix with those of the
terrifying harpies, make this a truly inspiring exploration of some
wonderfully strange creatures. List of beasts included: phoenix,
harpy, griffin, Pegasus, dragons, elves, unicorn, centaur, mermaids
and mermen, werewolf, troll, sphinx, basilisk, Cerberus, giant,
chimera
Merlin has the power to shape the future - if the King doesn't kill
him first. Action packed first instalment of a series plotting
Merlin's journey from his youth to his mastery of magic. Merlin's
always known that he is different - his mother tells him he is
special and he makes the townspeople nervous, they think there is
something odd about him. So, when Merlin is summoned by the King,
he feels that this must be his time to fulfil some great destiny.
But not even Merlin imagined that he would befriend a dragon and be
entrusted to save the kingdom from the Saxons. Thrilling retelling
of a classic myth. With a reading age of 8, it is particularly
suitable for reluctant, struggling and dyslexic readers.
Alone in the house one night, four friends make up a ghost story.
It's all fun and games until the messages start to appear. And as
the shadows get darker and the ghost looms closer, soon come the
accidents... The Ghostly Game is a spine-tingling tale of haunting
messages and the possibility that ghosts may be very, very real.
Bloomsbury High Low books encourage and support reading practice by
providing gripping, age-appropriate stories for struggling and
reluctant readers, those with dyslexia, or those with English as an
additional language. Printed on tinted paper with a dyslexia
friendly font, The Ghostly Game is aimed at readers aged 11+ and
has a manageable length (88 pages) and reading age (9+). Produced
in association with reading experts at Catch Up, a charity which
aims to address underachievement caused by literacy and numeracy
difficulties.
When Troy is caught up in a terrorist attack that takes the lives
of his parents, he discovers an amazing power - bullets can't harm
him. With this secret uncovered he's soon recruited into a
underground organisation where he meets Scarlet, a girl with her
own remarkable talent, and the two put their powers to use...
Exhilarating action meets heart-pounding suspense in this
three-part novel.
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The Spine Tingler (Hardcover)
Michael Dahl; Illustrated by Nelson Evergreen
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R226
R211
Discovery Miles 2 110
Save R15 (7%)
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Ships in 18 - 22 working days
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