She doesn't know who she is, and doesn't know why she's invisibly floating through the buildings and grounds of a half-remembered boarding school. Then, to her horror, she encounters the ancient evil that four peculiar sisters have unwittingly woken -- and learns she is their only hope against a deadly danger.
A ghost, uncertain of her identity, watches the four Melford sisters hatch a plan to get their parents' attention and slowly becomes aware of the danger from a supernatural power unleashed by the girls and their friends from the boys boarding school run by the Melfords.
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.
Have they turned into vampires?
How will they keep their horrifying secret from their family and friends?
And can they find a way to become human again ... before it's too late?
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.
"The Outsiders transformed young-adult fiction from a genre mostly about prom queens, football players and high school crushes to one that portrayed a darker, truer world." —The New York Times"Taut with tension, filled with drama." —The Chicago Tribune
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.
It’s been two months since the Fates were freed from a deck of cards, two months since Legend claimed the throne for his own, and two months since Tella discovered the boy she fell in love with doesn’t really exist.
With lives, empires, and hearts hanging in the balance, Tella must decide if she’s going to trust Legend or a former enemy. After uncovering a secret that upends her life, Scarlett will need to do the impossible. And Legend has a choice to make that will forever change and define him.
Caraval is over, but perhaps the greatest game of all has begun. There are no spectators this time: only those who will win, and those who will lose everything.
Welcome, welcome to Finale. All games must come to an end...