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A hidden lost world. A powerful crystal crown. This gripping fantasy adventure (inspired by a real kid's idea) doubles as a creative writing guide for young writers! An enchanted arrow pierces the wall of Hillview--the city is under attack! Years ago, a powerful crystal crown was stolen from a group of magic wielders called Lysors. Lacking the crown's protection, the Lysors hid themselves behind the city walls, shut off from the rest of the world. But with danger upon them once more, can Laura, a spunky girl with a knack for adventure, journey outside Hillview . . . and reclaim the crystal crown? "Changing kids' lives, one story at a time" is the motto of the Story Pirates, a group of professional comedians and teachers who bring kids' writing to life in animated short films, on their hit podcast, and in theaters and schools across America. Like the first two books, Stuck in the Stone Age and Digging Up Danger, this imaginative fantasy is based on an idea from a real kid! The story is also a jumping-off point for an introduction to the basics of creative writing. With the help of Story Pirate Captain Vincent Rolo and the Fantasy Creation Zone, readers can use this novel as inspiration to create their OWN great fantasy adventure!
#1 NEW YORK TIMES BESTSELLER • The thrilling sequel to the beloved worldwide bestseller Ready Player One, the near-future adventure that inspired the blockbuster Steven Spielberg film. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY THE WASHINGTON POST • “The game is on again. . . . A great mix of exciting fantasy and threatening fact.”—The Wall Street Journal AN UNEXPECTED QUEST. TWO WORLDS AT STAKE. ARE YOU READY? Days after winning OASIS founder James Halliday’s contest, Wade Watts makes a discovery that changes everything. Hidden within Halliday’s vaults, waiting for his heir to find, lies a technological advancement that will once again change the world and make the OASIS a thousand times more wondrous—and addictive—than even Wade dreamed possible. With it comes a new riddle, and a new quest—a last Easter egg from Halliday, hinting at a mysterious prize. And an unexpected, impossibly powerful, and dangerous new rival awaits, one who’ll kill millions to get what he wants. Wade’s life and the future of the OASIS are again at stake, but this time the fate of humanity also hangs in the balance. Lovingly nostalgic and wildly original as only Ernest Cline could conceive it, Ready Player Two takes us on another imaginative, fun, action-packed adventure through his beloved virtual universe, and jolts us thrillingly into the future once again.
Where is the Fairy Queen's crown? Without it, the fairies can't elect their new ruler. Whoever finds the crown will reign over Faraway Island. Can one of the little fairies succeed? Or will it be a nasty goblin sitting on the throne?
Charles Martel's son, Pepin the Short, (who will become Charlemagne's father) yearns to become King of All Franks, a title the Merovingians have claimed for hundreds of years. Even should he succeed, can Pepin fight his beloved older brother, Carloman, for the crown? No such scruples hold him from warring with his younger half siblings. In the absence of a Merovingian on the throne, Pepin and Carloman surprise everyone by jointly ruling the Franks as Mayors of the Palace. When Carloman insists they need a Merovingian figurehead king, Pepin acquiesces. Carloman, in penance for an unforgivable act, resigns his office to become a monk, leaving Pepin in sole power over the Franks, 'ruled' by a do-nothing king. Pepin gains the crown through the power of the pope in Rome, thus establishing the idea of the divine right of kings. Then to protect his mentor, Pepin must scale the formidable Alps to battle the Lombards who threaten the pope and Rome. In donating the cities he wins to the papal chair, Pepin begins what will become the Vatican-geographic territory belonging to the pope. "Deftly written by Diana M. Johnson, Quest for the Crown is a compelling historical novel... engaging and enthusiastically recommended." James Cox, Editor-in-Chief, The Midwest Book Review. "Ms. Johnson is an expert on this family. She will surprise and entertain you; all the time telling a story based on authentic fact." Alan Caruba, Editor, Bookviews.com. Website: http://mysite.verizon.net/~billndi.
The Last Chance Detectives are searching for a long-lost treasure, but they’re not the only ones. In book seven of the Last Chance Detectives series, readers learn that people aren’t always what they seem—and that some treasures are worth more than gold. Mike and his friends come across an ancient artifact that could unlock riches beyond their wildest dreams. Those dreams are threatened, however, by an unexpected break-in that has the local sheriff puzzled. When a mysterious stranger shows up in town, Mike, Winnie, Ben, and Spence wonder if they are in more danger than they realized. Their hunt for the treasure becomes a race against time as the Last Chance Detectives come face-to-face with perhaps their greatest foe ever! Quest for the King’s Crown is a story of heart-pounding action, age-old mysteries, and several unexpected twists. Does the gang have what it takes to meet this challenge? The Last Chance Detectives won’t stop until the mystery is solved!
What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.
This novel revolves around Mr. Ernest Bliss, a rich young man of twenty-five. His life revolves around parties and making merry. When his digestion becomes irritated by this way of life, he visits a doctor, Sir James Aldroyd because he feels out of sorts. The physician asked him a series of questions. Bliss informs Sir James he does nothing because he is wealthy and inherited from both his father and uncle. The doctor tells him that if wishes to enjoy good health, he must completely change his manner of living. The doctor asks him to get a real job. When the doctor refuses to shake his hand, Bliss screams angrily that he could leave that day in an old suit with five pounds in his pocket and make an honest living for a year. If he fails, he promises to pay for the construction of a new hospital. With that, the spoiled young man embarks on an adventure that will never take him outside of London but will expose him to the struggles of ordinary people to survive.