The trouble started when Howard Sykes came home from school and found the "goon" sitting in the kitchen. He said he'd been sent by Archer. But who was Archer? It had to do with the 2,000 words that Howard's author father had failed to deliver. It soon became clear not only that Archer wanted those words, but that his wizard siblings, Hathaway, Dillian, Shine, Torquil, Erskine, and Venturus, would also go to any lengths to get them. Although each wizard ruled a section of the town, he or she was a prisoner in it. Each suspected that one of them held the secret behind the words, and that secret was the key to their freedom. Which one of them was it? The Sykes family become pawns in the wizards' fight to win their freedom, wrest control from one another, and fan out to rule the world. Diana Wynne Jones skillfully guides the reader through a riveting, twisty plot, with satisfying surprises at every amazing turn. An exciting science fiction adventure where, happily, nothing is what it first seems to be.
In Cranbury-on-Sea Aunt Maria rules with a rod of sweetness far tougher than iron and deadlier than poison. Strange and awful things keep happening in Cranbury. Why are all the men apparently gray-suited zombies? Why do all the children--if you ever see them--behave like clones? And what has happened to Mig's brother, Chris? Could gentle, civilized Aunt Maria, with her talk and daily tea parties, possibly have anything to do with it? Diana Wynne Jones once again has created a fantastic, magical world. Her brilliant storytelling and wonderful sense of humor totally involve the reader in the lives of a lovable young heroine and a villainess readers will love to hate.
Seven short stories written by well-known British fantasy author. in one a girl plays with drawing materials and they come alive, in another a person explores alternate worlds, in another a cat cursed by his master tells his story to a friend. Excellent read for any fantasy buff. Contents: The sage of Theare--The master--Enna Hittims-- The girl who loved the sun---- What the cat told me--had and Clan adn Quaffy.
Cart and Cwidder is the first in the best-selling Dalemark Quartet of books and tells the story of Moril and his brother and sister who are travelling musicians journeying through Dalemark, until one day they pick up a mysterious passenger. Somehow Moril's family and the stranger are becoming bound together in terror, flight, and music.
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?
Book 1 in the Chrestomanci Quartet series.
Charmed Life, Witch Week, The Magicians of Caprona, The Lives of Christopher Chant
"Unless you put right what you did wrong in your previous life -- and put it right now -- you are going to be horribly and painfully dead before the year's out. " Someone at the mysterious Stallery Mansion is pulling the possibilities. At first only small details change -- the color of the mailboxes, the titles of books -- but the changes keep getting bigger and bigger. It's up to Conrad Tesdinic, a twelve-year-old with truly terrible karma, to find the person behind it all. Armed with his camera and a sticky cork that can summon an eerie being called a Walker, Conrad infiltrates the staff at Stallery. And he's not the only one snooping around the mansion. His fellow servant-in-training -- charming, confident Christopher Chant -- is searching for his friend Millie, who's lost in one of the possibilities. Christopher always seems to have a trick up his sleeve. To find the person behind all the mischief and to rescue Millie, the two boys have to work together. Can they keep Conrad's fate from catching up to them?
When this final book of Diana Wynne Jones's quartet of novels about the mythical kingdom of Dalemark was published in 1995, it earned the Mythopoeic Fantasy Award for Children's Literature. The Crown of Dalemark continues the adventures of Mitt after his flight from Holand as a fugitive accused of attempted murder. Since his arrival in the North of Dalemark, Mitt has become disillusioned. The North seems no more free than the South from which he came. And now he has been given an order to kill someone he doesn't even know, or else risk the lives of his friends. Forced once more to flee, Mitt is joined by Moril, the quietly powerful musician, and Maewen, out of her time but mysteriously fated to play a part in their quest. For the evil powers of the mage Kankredin are re-assembling, and only the Adon's gifts-the ring, sword, and cup-can reunite Dalemark. The Countess and Lord Keril send Mitt to kill a young woman Noreth Onesdaughter, who claims to know where the lost crown is hidden.
Mr. Chesney operates Pilgrim Parties, a tour group that takes paying participants into an outer realm where the inhabitants play frightening and foreboding roles. The time has come to end the staged madness . . . but can it really be stopped? Master storyteller Diana Wynne Jones serves up twists and turns, introduces Querida, Derk, Blade, and Shona and a remarkable cast of wizards, soldiers, kings, dragons, and griffins, and mixes in a lively dash of humor. With all the ingredients of high fantasy, this unforgettable novel will delight fans old and new.
All over the Multiverse (the universe that is in the shape of Infinity, like a figure eight laid on its side), the Magids, powerful magicians, are at work to maintain the balance between positive and negative magic for the good of all. They use their magical talents to push people into doing the right thing at the right time. Rupert Venables is the junior Magid assigned to Earth and to the troublesome planets of the Koyrfonic Empire as well. The Empire is situated right at the twist at the center of the Multiverse. There is a problem of succession when the Emperor dies without a known heir, paralleled by a more personal problem on Earth when Rupert's senior dies and appoints him senior. Now Rupert must search the Earth for an appropriate new Magid, while helping part-time to prevent the descent of the Empire into chaos. And then the problems become intertwined when Rupert finds that he can meet all five of the potential Magids on Earth by attending one SF convention in England. And that other forces, some of them completely out of control, will be there too.
The people of Holand in South Dalemark are bitterly oppressed by the tyrannical earl Hadd. Informers, secret police, and cruel rent-collectors terrorize the countryside, and Mitt has grown up with more than enough reasons for joining the freedom fighters. When his protest against the tyrannical government fails, a young boy escapes, with two other children, to the mysterious Holy Islands where they learn the identity and the power of two folk figures celebrated by their countrymen.
Got the other twelve witches all chasing me. I'll be back for her when I've shook them off. It may take years. Her name is Earwig. Earwig has been at the orphanage ever since she was a baby. That's just how she likes it. She has her best friend, Custard, and everyone always does exactly what Earwig wants. She never wants to leave, so she makes sure no one ever picks her. Then a very strange couple comes to the orphanage. They try to make themselves look ordinary. But Earwig knows they are not, not in the least. And they choose her, out of all the other children. Earwig could be in for quite an unpleasant surprise. But so could the very strange couple.
A teenage boy learns that his new friend possesses supernatural powers, and as they encounter a series of mysterious people, he discovers his friend's true origins.
Aidan Cain has had the worst week of his life. His gran died, he was sent to a foster home, and now malicious beings are stalking him. There is one person Gran told Aidan to go to if he ever got into trouble-a powerful sorcerer who lives at Melstone House. But when Aidan arrives on the doorstep, he finds that the sorcerer's grandson, Andrew, has inherited the house. The good news is that Aidan can tell immediately that Andrew's brimming with magic, too-and so is everyone else at Melstone. The bad news is that Andrew doesn't remember anything his grandfather taught him. Chaos is swiftly rising, and he has no idea how to control it. A sinister neighbor is stealing power from the land, magic is leaking between realms . . . and it's only a matter of time before the Stalkers find Aidan. If Aidan and Andrew can harness their own magics, they may be able to help each other. But can they do it before the entire countryside comes apart at the seams?
A collection of short stories and excerpts from longer works dealing with witches, fairies, magic, and fantasy worlds, compiled by Jones.
Fantasy based on the traditional ballad of Tam Lin, about a young girl named Janet, who must rescue the musician she loves from the Queen of Fairy.
From the Book jacket: "I SWEAR NOT TO SAY A WORD ABOUT WHAT WE DO IN THIS GAME TO ANYONE OUTSIDE..." Hayley's parents disappeared when she was a baby. Since then, she has been raised and homeschooled by her grandparents. Grandad is overworked and travels a lot; Grandma is much too strict, and never lets her meet any children her own age. When Hayley does something wrong - she is not quite sure what - her grandmother packs her off to her aunts in Ireland. To Hayley's shock, her family is much bigger than she thought; to her delight, the children all play what they call "the game," where they visit; a place called "the mythosphere." And while she plays the game, Hayley learns more about her own place in the world than she could have expected.
From the Publisher Strange things happen at Hexwood Farm. From her window, Ann Stavely watches person after person disappear through the farm's gate - and never come out again. Later, in the woods nearby, she meets a tormented sorcerer, who seems to have arisen from a centuries-long sleep. But Ann knows she saw him enter the farm just that morning. Meanwhile, time keeps shifting in the woods, where a small boy - or perhaps a teenager - has encountered a robot and a dragon. Long before the end of their adventure, the strangeness of Hexwood has spread from Earth right out to the center of the galaxy.
If he finds the right world, Jamie can get Home again. When Jamie stumbled upon the powerful Them playing Their mysterious games, They threw him out to the Boundaries of the worlds. Since then, he's been yanked from world to world, doomed to wonder in hope of one day finding his way back to his own city. Bit by bit, though, Jamie realizes there are rules They have to play by. He forms an alliance with two other lost Homeward Bounders--bitter, powerful Helen and demon-hunter Joris--and takes a desperate chance, hoping that the three wanders can find a way back to their home worlds at last. Once he becomes a pawn in a game played by a powerful group he calls Them, 12-year-old Jamie is repeatedly catapulted through space and time.
Charmain Baker is in over her head. Looking after Great-Uncle William's tiny cottage while he's ill should have been easy. But Great-Uncle William is better known as the Royal Wizard Norland, and his house bends space and time. Its single door leads to any number of places-the bedrooms, the kitchen, the caves under the mountains, the past, and the Royal Mansion, to name just a few. By opening that door, Charmain has become responsible for not only the house, but for an extremely magical stray dog, a muddled young apprentice wizard, and a box of the king's most treasured documents. She has encountered a terrifying beast called a lubbock, irritated a clan of small blue creatures, and wound up smack in the middle of an urgent search. The king and his daughter are desperate to find the lost, fabled Elfgift-so desperate that they've even called in an intimidating sorceress named Sophie to help. And where Sophie is, can the Wizard Howl and fire demon Calcifer be far behind? Of course, with that magical family involved, there's bound to be chaos-and unexpected revelations. No one will be more surprised than Charmain by what Howl and Sophie discover.
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. . . .
Tonino is the only person in the famous Montana household who wasn't born with an instinct for creating spells, but he has other gifts. His ability to communicate with cats might just help defend the city of Caprona against a mysterious character-but only if Tonino can learn to cooperate with a girl from the hated Petrocchi family of spell-makers. In this spirited tale of adventure, Tonino learns that sometimes a boy, a girl, and a cat can do more than all the magicians of Caprona combined.
The islands of Blest keep the balance of magic in half the multiverse. If something goes wrong with the magic on Blest, it will have a ripple effect on many other worlds. Something is about to go wrong . . . It all begins when the Merlin of Blest dies of a heart attack. Or was he murdered by sorcery? Two friends, Roddy and Grundo, suspect a conspiracy, but no adult will believe them. When a boy from another world, Nick, blunders into the trouble on Blest, Roddy tries to enlist his help. But what can three children who are just discovering their magical talents do against the new Merlin, the Earthmistress, and the dark powers they're calling up? The dangers are great, and if Roddy, Grundo, and Nick fail to stop the conspirators before they disrupt the balance of magic, the results will be far more far-reaching and destructive than they can imagine. Diana Wynne Jones masterfully weaves mystery, intrigue, and, most of all, magic into a complex plot that's full of twists and surprises. In this astonishing novel, the characters' actions have unexpected consequences, and nothing in the multiverse is as it first seems . . .
Four separate incidents test the power of the Chrestomanci, a powerful enchanter with nine lives, to control misuses of magic in various worlds.
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