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Now in the strange realm of Allyra, the Seven young lords confront a traitor in their midst, a creature-infested forest, teenage fears and doubts, inexplicable mysteries . . . and the Spider King himself. In a rigorous training program that makes boot camp look like Disneyland, the Seven must quickly learn to harness their own powers, work as one, and elude the Spider King's spies. But as the ancient Berinfell Prophecies are revealed, the Seven soon discover their training might not be enough. To stop the Spider King they must also unravel the secrets of the Rainsong, travel to a creepy, trap-infested fortress to find the legendary keystone, and lead the Berinfell Elves in an attack on the Spider King's own turf. An epic adventure with powerful messages about true strength, forgiveness, and working together as one body that will grab the attention of intermediate readers. Learn more about "The Berinfell Prophecies "at www.heedtheprophecies.com.
Fantasy. Mystery. Action. Humor. Parents, teachers, and librarians will no longer have to push kids to read--"The Berinfell Prophesies" will engage intermediate readers and leave them clamoring for more. The Seven succeeding Elven Lords of Allyra were dead, lost in the Siege of Berinfell as babes. At least that's what everyone thought until tremors from a distant world known as Earth, revealed strange signs that Elven blood lived among its peoples. With a glimmer of hope in their hearts, sentinels are sent to see if the signs are true. But theirs is not a lone errand. The ruling warlord of Allyra, the Spider King, has sent his own scouts to hunt down the Seven and finish the job they failed to complete many ages ago. Now 13-year-olds on the brink of the Age of Reckoning when their Elven gifts will be manifest, discover the unthinkable truth that their adoptive families are not their only kin. With mysterious Sentinels revealing breathtaking secrets of the past, and dark strangers haunting their every move, will the young Elf Lords find the way back to the home of their birth? Worlds and races collide as the forces of good and evil battle. Will anyone escape "the Curse of the Spider King"? Learn more about "The Berinfell Prophecies" at
www.heedtheprophecies.wordpress.com. Create your own tribe. Connect
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Don't you love those moments in your course when students are fully engaged? When the "Aha!" revelations are bursting like fireworks? The authors have developed a unique set of materials based directly on their collective years in the classroom. They've brought together best practices by (1) building an Organized Learning Framework for Financial Accounting, (2) reinforcing the Framework in each chapter's text and end-of-chapter assignments, and (3) enriching that Framework using real-world companies, Excel assignments, General Ledger problems, data analytics tools, and a variety of auto-graded cases. The material is communicated in a student-friendly, concise and conversational writing style. After the proven success of the first five editions of Financial Accounting, we are confident that the sixth edition will not only motivate, engage, and challenge students-it will illuminate the financial accounting course like never before.
Book #1 in a trilogy from fantasy author Wayne Thomas Batson explores the concept of dreams and their effects on us. People are fascinated by dreams, and the Bible has a great deal to say about them. From Jacob's dream of the heavenly stairway in Genesis 28 to angels visiting Joseph during dreams in Matthew 1 to the Apostle John's "waking dream" from which he obtained the book of Revelation--dreams have been powerful ingredients of God's plan as revealed through Scripture. Fourteen-year-old Archer Keaton discovers he has the ability to enter and explore his dreams. He is a "dreamtreader," one of three selected from each generation. Their mission: to protect the waking world from the Nightmare Lord, who wreaks chaos in the Dream World. But as Archer's dreams become more dangerous and threatening, so too does his waking life. Rigby Thames, the new kid from England, builds a suspicious rock star-like following at Dresden High School a little too quickly. Even Archer's best friend and confidant, Kara Windchil, seems taken in by the cool guy with the wild blond hair, which definitely rubs Archer the wrong way. Archer must face two foes in two worlds, but he cannot succeed alone. Archer sets off to find other dreamtreaders in a desperate attempt to defeat the enemy terrorizing his friends and family. Features & Benefits: New fantasy trilogy from bestselling author Wayne Thomas BatsonBatson's previous epic fantasy trilogy, "The Door Within," has sold more than 250,000 copiesBrings epic fantasy with a biblical base to middle grade readersEpic fantasy is popular in movies and TV shows, and this is a spiritual epic fantasy
The final installment of the thrilling The Door Within trilogy Pure evil collides as Paragor, the betrayer of the one true King Eliam, unites with the Wyrm Lord and the mythical Seven Sleepers to launch a full-scale assault on the Kingdom of Alleble. And while their enemies plot their next attack, Alleble's remaining allies flee from the four corners of The Realm to safety within the Alleble's walls. Once there, the allies find the Kingdom crestfallen, grieving a fallen hero. While Alleble and its allies prepare to face the coming onslaught, they cling to an ancient legend about three witnesses who have the power to bring victory. But is the legend true? And if it is, where are the witnesses? Time is running out as darkness spreads over the Realm, and Paragor unleashes the final storm. But will anyone survive to see the dawn? With over 250,000 copies sold in "The Door Within "trilogy, this is a perfect time to introduce this bestselling series to a new batch of readers. The fantasy genre is wildly popular among young readers, and "The Final Storm" is thrilling end to this epic trilogy Meets national education standards.
The second exciting adventure in The Door Within trilogy awaits "The Rise of the Wyrm Lord "revisits favorite characters from "The Door Within "and opens with Aidan Thomas in trouble. Separated from his best friend by a thousand miles and unable to return to The Realm of Glimpses himself, Aidan needs a way to reach Robby with a message from King Eliam, the one true King. Enter Antoinette Reed, a bright but headstrong young woman who seems like the perfect person to reach King Eliam. When Aidan discovers that Antoinette has been called to enter The Realm, he solicits her help to find Robby's Glimpse before it is too late. But when she arrives in the Kingdom of Alleble, Antoinette finds the kingdom is in turmoil. Alleble's allies are inexplicably beginning to turn away, renouncing former ties with King Eliam. And there are rumors that the dark Prince of Paragory, sworn enemy of the Kingdom, is seeking an ancient evil power--the Wyrm Lord--to crush the Alleble once and for all. With over 250,000 copies sold in "The Door Within "trilogy, this is a perfect time to introduce the series to a new tween audience The fantasy genre is wildly popular among young readers, and "The Rise of the Wyrm Lord" is a heart-pounding second installment that will leave tweens and teens on the edge of their seats. Meets national education standards.
Brace yourself for a thrilling high-seas adventure and dare to set sail for the Isle of Fire."A great explosion rocked the crowded harbor. The ferocious blaze engulfed ship after ship expanding the circle of destruction in mere heartbeats. The fire rain had been unleashed."As Cat's memory returns, he realizes that he has lived two very different lives. Now he must choose whether to return to the ways of his notorious father and join the evil Merchant, or defy the Merchant and risk his life to save his friends.The best-selling Isle of Swords adventure continues in Isle of Fire as ancient mariners rise from legend and cut an all-too-real swath of destruction across the Atlantic. The newly formed Wolf Fleet scours the Caribbean, hunting the pirates they once called comrades. And in the pitiless winds of a monstrous hurricane, whole fleets will be blasted apart and devoured.
There is an unseen world of good and evil where nightmares are fought and hope is reborn. Enter "The Door Within." Aidan Thomas is miserable. Within two weeks, Aidan's life is completely uprooted as his parents move the family across the country to care for his ailing grandfather. The quiet but imaginative Aidan is struggling with attending a new school and fitting in with a new group of friends. But when he begins having nightmares and eerie events occur around his neighborhood, Aidan finds himself drawn to his grandfather's basement--where he discovers three ancient scrolls and a mysterious invitation to another world. No longer confined to the realm of his own imagination, Aidan embarks on an adventure where he discovers a long-fought war between good and evil. With the fate of two worlds hanging in the balance, Aidan faces Paragory, the eternal enemy with unfathomable power. Will Aidan be willing to risk everything and trust the unseen hand of the one true King? With over 250,000 copies sold in "The Door Within "trilogy, this is a perfect time to introduce the series to a new tween audience The fantasy genre is wildly popular among young readers, and this series will leave tweens and teens on the edge of their seats. Meets national education standards.
In this provocative and historically detailed reading of the
relations between Victorian liberalism and aestheticism, David
Wayne Thomas challenges current critical assumptions concerning
modern liberal agency and aesthetic experience more generally.
Through meticulous examinations of literature, visual arts, popular
culture, and politics, "Cultivating Victorians" shows how a
mid-Victorian liberal discourse of individual
"many-sidedness"--understood as a cultivated disposition toward
self-criticism and open-mindedness--was taken up by artists and
writers as they claimed for art a self-reflecting agency at the
core of the liberal ideal. Thomas makes plain, as well, the ongoing
but often repressed stake of latter-day critics in the aesthetics
of many-sidedness.
Book #2 in a trilogy from fantasy author Wayne Thomas Batson
explores the concept of dreams and their effects on us. Fourteen-year-old Archer Keaton discovers he has the ability to enter and explore his dreams. He is a "dreamtreader," one of three selected from each generation. Their mission: to protect the waking world from the evil lurking in the Dream. The Nightmare Lord has been thrown down, but his throne is no longer empty. Rigby Thames has taken up the evil mantle with Kara Windchil as his queen. Now the only living dreamtreader, Archer Keaton finds himself on the outside of two worlds looking in. Dream Walking Inc. is taking the world by storm, allowing Rigby to build an unstoppable empire. Worse still, Rigby has unleashed the Tendrils, shadow people who can cross over into the waking world. As Archer's family and friends begin to disappear, unexpected help comes in the form of the Wind Maiden, a mysterious angelic being who seems to know how Archer can rescue his loved ones and defeat the new Nightmare King. But the cost may prove too dear for Archer to pay. Steeped in epic fantasy and intrigue, this second book in the Dreamtreaders series teaches kids important Christian values such as being a light in the darkness, resisting temptation, and keeping your faith, even when you feel like you're standing alone. Trim Size: 5.5 x 8.375
A young lad awakens on an island, alone and brutally injured, with no memory of his past. Captain Declan Ross searched for riches that will free him and his headstrong daughter, Anne, from the piracy business forever . . . Bartholomew Thorne, an infamously ruthless pirate, seeks to destroy Ross and any who stand in his way of the legendary treasure hidden by a mysterious order of monks. With these intriguing characters and many more, Wayne Thomas Batson weaves a spell-binding adventure filled with high-seas drama where battles rage, storms brew, a long-dormant volcano awakens, and a sea creature slithers in the deep as pirates race for a cliff-top fortress.
Would you be willing to fight for your dreams? Fifteen-year-old Archer Keaton has the ability to enter and explore his dreams. He is a Dreamtreader, one of three selected from each generation. Their mission: to protect the waking world from the Nightmare Lord who dwells beyond the Slumber Gate. But as Archer's dreams become more dangerous and threatening, so too does his waking life. In this fast-paced conclusion to the exciting fantasy trilogy, the dream world and the waking world bleed into each other when a rift is formed between the two. People in the real world suddenly find their waking lives resemble their wildest dreams. Now it's up to Archer and his fellow Dreamtreaders to race to reverse the rift before too much damage is done and to battle Archer's ex-best friend, Kara, who sits on the throne of the Nightmare Lord. Kara is building an army of her own. Will Archer be strong enough to stand against her?
The author has been a wargamer since the 1970s, member of Wargame Developments and a serious rule writer since the early 1990s. His long standing interest in asymmetric warfare led him to develop a series of wargames to reflect the individual characteristics of such conflicts. All except one of these sets of rules are written to portray the operational/ campaign level situation. Using card based systems, these games are particularly suitable for the solo wargamer. These games are not 'fair'; they each aim to give the wargamer a greater understanding of the particular conflicts they represent. The games include: Boots on the Ground: Company Level Actions in the early 21st. Century An Isolated Outpost: Six Months in the Sahara Eight Years in a Distant Country: Soviet involvement in Afghanistan Ovambo: Counter- insurgency in South West Africa Flying Column: The Irish Troubles 1920-21 Good Morning Vietnam: LBJ's War 1965-68
A solo game for 1 to 6 players about the experience of flying bombing missions over Germany 1942-44. The RAF and the USAAF dropped 1.6 billion tons of bombs on Germany between 1939 and 1945. The impact on the German war machine was huge, but so was the cost. 55,573 Bomber Command crew lost their lives during this campaign. Each morning the weather and moon state were suitable, target(s) were selected by Bomber Command. A complex series of steps were then initiated to ensure the bombers were in the air, over the target at the appointed hour to deliver their bombs. The game allows the player to assemble their crew, select their target and go through the stages of the mission. From take-off, over the enemy coast, through the flak zones and onto the target. The rules are embedded in historical research and includes period material, such as briefings, aide-memories and maps. Playing the game aims to help the player(s) understand the experience of the crews of Bomber Command a little better.
Magic is a immortal, and upon gaining his immortality he devised a sixty five level yogic system, were as all could become as he, and once one came to him, they did not age, and once they reached level Ten all would learn how to levitate. One with the duality he walked among man, and as he came and went, change happened in the world. Untouched by the good and bad of the world he taught all to unwind the past and impressions in ones mind, and free ones self. Though he seemed like he was just a man on one level, he lived beyond the limitations of the human mind. Thus he sought to bring the light in-order to dispel the darkness. Magic knew it was as simple as giving people what they needed the most, as people as a whole had no idea of looking with in their own minds, as so much attention was spent looking outside, in the world for more, and more was never enough. He led his immortal group forward, towards perfection, knowing clearly that his mission was not only to duplicate himself, and bring heaven to the earth, but to kill the wicked and restore righteousness to the world of man. |
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