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This epic tale leads readers on an extraordinary journey into a world of magic and monsters -- a journey fraught with peril at every turn. Can one boy and girl stand in the way of a colossal evil with its roots sunk deep in ages of wickedness?
What happens when you return to the real world after being in a fantastical one like Narnia? This YA debut by Laura E. Weymouth is perfect for fans of Melissa Albert’s The Hazel Wood and Lev Grossman’s The Magicians. Six years ago, sisters Evelyn and Philippa Hapwell were swept away to a strange and beautiful kingdom called the Woodlands, where they lived for years. But ever since they returned to their lives in post-WWII England, they have struggled to adjust. Ev desperately wants to return to the Woodlands, and Philippa just wants to move on. When Ev goes missing, Philippa must confront the depth of her sister’s despair and the painful truths they’ve been running from. As the weeks unfold, Philippa wonders if Ev truly did find a way home, or if the weight of their worlds pulled her under. Walking the line between where fantasy and reality meet, this lyrical and magical novel is, above all else, an exploration of loss and healing, and what it means to find where you belong.
Two novels from New York Times bestselling author Lev Grossman: The Magicians and its riveting sequel, The Magician King. THE MAGICIANS: Quentin Coldwater is brilliant but miserable. A high school math genius, he’s secretly fascinated with a series of children’s fantasy novels set in a magical land called Fillory, and real life is disappointing by comparison. When Quentin is unexpectedly admitted to an elite, secret college of magic, it looks like his wildest dreams may have come true. But his newfound powers lead him down a rabbit hole of hedonism and disillusionment, and ultimately to the dark secret behind the story of Fillory. The land of his childhood fantasies turns out to be much darker and more dangerous than he ever could have imagined… The Magicians is one of the most daring and inventive works of literary fantasy in years. No one who has escaped into the worlds of Narnia and Harry Potter should miss this breathtaking return to the landscape of the imagination. THE MAGICIAN KING: Quentin Coldwater should be happy. He escaped a miserable Brooklyn childhood, matriculated at a secret college for magic, and graduated to discover that Fillory—a fictional utopia—was actually real. But even as a Fillorian king, Quentin finds little peace. His old restlessness returns, and he longs for the thrills a heroic quest can bring. Accompanied by his oldest friend, Julia, Quentin sets off—only to somehow wind up back in the real-world and not in Fillory, as they’d hoped. As the pair struggle to find their way back to their lost kingdom, Quentin is forced to rely on Julia’s illicitly learned sorcery as they face a sinister threat in a world very far from the beloved fantasy novels of their youth.
Excerpt from The Lion, the witch and the wardrobe. A girl finds her way through the back of a wardrobe into the magic land of Narnia and meets Mr. Tumnus, a faun, who invites her to tea.
Immersive augmented reality brings this action-packed fantasy to life. The town of Eden Grove has a legend: In the center of a pine forest there is an aspen grove, and in the center of the aspen grove is an ancient, magnificent tree. A tree that grants wishes. Mayberry and Marshall have heard the stories about the Wishing Tree, but they know nothing like that could really exist near their dreary town. Misunderstood and restless, the teenagers wish for a lot of things, including being on another planet altogether. Somewhere with magic and adventure—someplace where they can be heroes. And then the unlikeliest thing happens: On a hike through the forest, they find the Wishing Tree. The pair make their wish, fall asleep . . . and wake up on Nith, a world that is exactly what they asked for. The alien landscape is beautiful, but it’s also full of dangerous and fantastic creatures, and almost without exception, the creatures are hungry. Soon Mayberry and Marshall learn two very important facts about their wish: First, that magic comes at a very steep cost; second, that they can only be heroes if they can survive. The journey that follows will test the limits of their courage and strength . . . and change them in ways they haven’t begun to imagine. This epic work brings fantasy to life, first by inviting readers into another world, then by using cutting-edge augmented reality technology to bring the world alive in interactive 3D. Experience BETWEEN WORLDS in Augmented Reality now: http://www.experienceanomaly.com/between-worlds/demo
For over half a century, scholars have laboured to show that C. S. Lewis's famed but apparently disorganised Chronicles of Narnia have an underlying symbolic coherence, pointing to such possible unifying themes as the seven sacraments, the seven deadly sins, and the seven books of Spenser's Faerie Queene. None of these explanations has won general acceptance and the structure of Narnia's symbolism has remained a mystery. Michael Ward has finally solved the enigma. In Planet Narnia he demonstrates that medieval cosmology, a subject which fascinated Lewis throughout his life, provides the imaginative key to the seven novels. Drawing on the whole range of Lewis's writings (including previously unpublished drafts of the Chronicles), Ward reveals how the Narnia stories were designed to express the characteristics of the seven medieval planets - - Jupiter, Mars, Sol, Luna, Mercury, Venus, and Saturn - - planets which Lewis described as "spiritual symbols of permanent value" and "especially worthwhile in our own generation". Using these seven symbols, Lewis secretly constructed the Chronicles so that in each book the plot-line, the ornamental details, and, most important, the portrayal of the Christ-figure of Aslan, all serve to communicate the governing planetary personality. The cosmological theme of each Chronicle is what Lewis called 'the kappa element in romance', the atmospheric essence of a story, everywhere present but nowhere explicit. The reader inhabits this atmosphere and thus imaginatively gains connaître knowledge of the spiritual character which the tale was created to embody. Planet Narnia is a ground-breaking study that will provoke a major revaluation not only of the Chronicles, but of Lewis's whole literary and theological outlook. Ward uncovers a much subtler writer and thinker than has previously been recognized, whose central interests were hiddenness, immanence, and knowledge by acquaintance.
From multi-award-winning, literary legend Ursula K. Le Guin comes a speculative fiction classic, The Beginning Place. Fleeing from the monotony of his life, Hugh Rogers finds his way to "the beginning place"—a gateway to Tembreabrezi, an idyllic, unchanging world of eternal twilight. Irena Pannis was thirteen when she first found the beginning place. Now, seven years later, she has grown to know and love the gentle inhabitants of Tembreabrezi, or Mountaintown, and she sees Hugh as a trespasser. But then a monstrous shadow threatens to destroy Mountaintown, and Hugh and Irena join forces to seek it out. Along the way, they begin to fall in love. Are they on their way to a new beginning...or a fateful end? At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Lynn Romano is a tough woman with a big job: as stable manager for Hunter’s Chase, north of New York City, she manages horses that weigh more than a ton, have unpredictable tempers, and are worth more than most people make in a year. Emergencies are what she’s paid for. When an earthquake tremor—almost unheard of in this part of the world—spooks the stable’s most valuable stallion, Lynn decides to ride him home through Gordath Wood rather than try to load him into a van. They never get there. Something has happened in Gordath Wood. The police think they have a murderer on their hands, but the truth is stranger than that. Lynn has stumbled into a hole between worlds, and now finds herself in a world at war, in a medieval society that doesn’t have much use for women. Someone she needs to keep herself alive long enough to figure out who the good guys are—and to find a way home.
A beautiful picture book retelling of the fantastical story of Prince Caspian and his escape from his evil uncle's castle. A must for any Narnia fan.
The Fallacy Detective has been the best selling text for teaching logical fallacies and introduction to logic for over 15 years. "Can learning logic be fun? With The Fallacy Detective it appears that it can be. I thoroughly enjoyed this book and would recommend it to anyone who wants to improve his reasoning skills."--Tim Challies, curriculum reviewer "Cartoon and comic illustrations, humorous examples, and a very reader-friendly writing style make this the sort of course students will enjoy."--Cathy Duffy, homeschool curriculum reviewer "I really like The Fallacy Detective because it has funny cartoons, silly stories, and teaches you a lot!"--11 Year Old What is a fallacy? A fallacy is an error in logic a place where someone has made a mistake in his thinking. This is a handy book for learning to spot common errors in reasoning. - For ages twelve through adult. - Fun to use -- learn skills you can use right away. - Peanuts, Dilbert, and Calvin and Hobbes cartoons. - Includes The Fallacy Detective Game. - Exercises with answer key.