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The aim of this volume is to fill a long-recognised gap in communication, discourse and culture studies by providing descriptions and analyses of Chinese institutional interactions in various settings. This book contributes on the one hand to the latest developments of discourse studies with insights into the analysis of Chinese institutional interactions. On the other hand, this volume serves as a valuable resource for readers who intend to become acquainted with Chinese culture and institutional discourse. This volume contains contributions by some of the leading scholars in the field of Chinese discourse analysis. The contributions examine Chinese institutional interactions in various settings, including business negotiations, courtroom interactions, medical consultations, survey interviews, and business telephone calls.
Sherlock Holmes and Irene Doyle are as riveted as the rest of the audience. They are celebrating Irene's sixteenth birthday at the Egyptian Hall as Alistair Hemsworth produces a real and very deadly dragon before their eyes. This single, fantastic illusion elevates the previously unheralded magician to star status, making him the talk of London. He even outshines the Wizard of Nottingham, his rival on and off the stage. Sherlock and Irene rush backstage after the show to meet the great man, only to witness Inspector Lestrade and his son arrest the performer. It seems one-upmanship has not been as satisfying to Hemsworth as the notion of murder. The Wizard is missing; his spectacles and chunks of flesh have been discovered in pools of blood in Hemsworth's secret workshop. That, plus the fact that Nottingham has stolen Hemsworth's wife away, speak of foul play and motive. There is no body, but there has certainly been a grisly death. The Lestrades are certain they have their man, but ever-observant Sherlock is not so sure. Night visits to the workshop turn up clues that don't add up to a closed case. The deeper Holmes digs, the more this mystery becomes an illusion; a deadly game of smoke and mirrors. Before it plays out, the boy will have to consider far more than Hemsworth's guilt or innocence. He may even come to believe in magic and the existence of dragons.
Becoming a dragon is a dangerously subtle process. You make a long chain of bad choices. The chain gradually wraps around you. Layer by layer, it begins to take on the aspect of scales. One day you glance at yourself in the mirror and a monster is staring back at you. You aren't who you used to be. You aren't who you want to be. You're not who you were created and designed to be. Instead, you're a dragon. When Jim Burgen was nineteen years old, he realized how easy it had been to become a dragon. He knew he didn't want to be one anymore . . . but how? No More Dragons is the story of our common, hopeful journey from dragonhood back to personhood. As Pastor Burgen narrates the remarkable process of reclaiming himself from himself, he implores modern church goers to shake off the trivialities of churchiness in favor of the substantive questions that make a spiritual transformation: “Is Jesus the only one who can undragon people?” “Why don't I like most churches?” “Where is God in difficult times?” “How do you shed decades of gnarly scales?” Some choices will lead you to a better life. Some will kill you. Some choices will add a new layer of scales to your dragon, and some will slough them off. No More Dragons is about asking Christ to deliver you and learning how to obey him.
It's Dragon's first day of school, and she's so nervous, she hides under the bed and then under the table. Can you help her?
The guard at the city gates does not attempt to stop the stranger entering Nuthollia, for his job is to keep people inside the city and no person would enter the city voluntarily unless he were an agent of Grimlindus. Nuthollia, the capital of Neuthonia, is no longer a trading metropolis. Its remaining inhabitants are usually hiding indoors, trying to escape Grimlindus's violent soldiers the tall blond northerners, bandit warriors and Knights of Destruction, as well as goblins, hobgoblins, kobolds and ogres from further east on the steppes. While contact with these soldiers is dangerous and unpredictable, the soldiers do keep the city's economy moving, the trade continuing. So Nuthollia's inhabitants, the original Neuthonics as well as countless released prisoners-of-war, attempt to earn a meagre living in fear and dread. The stranger is Ærnwulf, the tall barbarian who had been learning sword-skills in the cold hills of the Borderlands. He is dressed in heavy furs. His long, straight, black hair is tied back by a broad cloth that completely conceals his forehead and from which hangs three beaded feathers. His heavy broadsword is strapped to his back, partially buried within his fur coat, while a number of knives are strapped to his chest and belt. A two-headed tomahawk hangs from his belt. He is accompanied by Caleb, the huge wolf that is as large as a small pony and which has a thick mane of grey fur. Man and wolf survey the cold, snow-covered streets, looking beyond the unhappy houses to the dark palace standing on a hill near the centre of the city. They turn away from it and head into one of the darker and less inviting neighbourhoods, where even Grimlindus's soldiers would think twice before entering. The houses are closer together than elsewhere; the streets disappear into narrow alleyways and blind corners. Open doorways and boarded windows show that many of the residences are empty of normal occupation. However, a quick survey inside would reveal hiding squatters, ruffians, thieves and muggers. The man and wolf stop in front of a building that is deep within this neighbourhood. This building is similar to all the others, dismal and grey. It has a heavy steel door with a small window at face height, covered by a shutter. The man thumps on the door and the shutter is pulled back, revealing two dark, slanted eyes. "What do you want?" says the bouncer. "Where are your mistresses?" asks Ærnwulf, with a heavy, northern accent. "They are busy. Who wants to know?" "I was sent by Cleosius the warlord, to purchase something which was stolen from him. They are expecting me." The shutter is slid shut and Ærnwulf hears muted discussions behind it. The shutter slides open again. "You are early!" snaps the voice and the shutter slams closed. Ærnwulf thumps on the door again, his blows echoing inside. The shutter is pulled back again. "Can I wait inside?" he asks. The door opens, revealing a seven-and-a-half foot monstrosity, which bends over inside the small front room; its hairy frame fills up the doorway. Bugbear! thinks Ærnwulf, staring at the hairy giant-goblin, which would tower over one of its smaller goblin or hobgoblin cousins. "Come inside," it snarls, "but the wolf stays out there." After re-locking the door, the bugbear leads Ærnwulf along a dimly lit corridor, before arriving at a small room, furnished only with a hard-backed chair. "The mistresses are busy," the bugbear growls, "but I will send someone to fetch them when they are, um, finished. Would you like a drink while you are waiting?" Ærnwulf waves the bugbear away and sits on the chair. In a moment, he becomes completely motionless, his keen eyes surveying every inch of the room. He waits, becoming tenser as he looks at the low ceiling and the walls. After a short time he stands up, goes to the door and tries the handle, finding it locked. H
Billy Mern is a special boy from Manchester, England, who can speak to animals, and on his eighteenth birthday, he is greeted by a rabbit named Ware, who gives Billy the news that he is a Fable King, and a Fable King can have a wonderful relationship with all walks of life. After a frightening assassination attempt, Billy Mern ends up going with Ware to a mythical island called Memoril, and on this island, that is home to all creatures, common, legendary, great and small, he must go on a journey, all around Memoril; he must find and gather his seven chosen newborn fable companions: a baby phoenix, a baby snake, a baby dragon, a baby kraken, a baby wolf, a baby dinosaur, and a baby giant spider. And if Billy can do that, if he can travel all around this fantastic island and traverse the many dangers it has in store, then together, with his seven fable companions, he must go deep into the pit of the island's heart, deep, deep down into the Dark Ruin, and there he must defeat the evil Fable God - Deathendus - a magic-breathing half-dragon, half-serpent beast!
Over a billion Chinese are inventing a bridge between communism and capitalism, between their 1949 revolution and the digital age. Wearing business attire and talking on cell phones, they ride bicycles from small apartments to mammoth, new office buildings. They might blow their noses into the ashtray in the hotel lobby, but they would never wear their shoes into your home. Theirs has been the fastest growing economy in the world, and their military might will grow with their financial clout; yet, nonasian Americans know very little about the Chinese. Find out what they Chinese think about raising children or the struggle over Taiwan, how they survive their crowded conditions, what can be learned about racism or relationships from spending ninety days with one's spouse in China.
K'lrsa avenged her father, but now she has to save the tribes before the Daliph's troops destroy them. Problem is, not everyone wants to listen. Still grieving for her father, wishing she could just be a normal girl and someone else could do all the killing and fighting and losing the ones they love, K'lrsa journeys to the Hidden City along with her Amalanee horse, Fallion, and her erstwhile allies. Their goal: To find a weapon that can destroy the Daliph's troops and save the tribes. But when K'lrsa finds out the cost of victory, will she still be willing to pay it? Praise for Rider's Revenge, first book in the Rider's Revenge Trilogy: "...impressively - Rider's Revenge does the hard stuff well. It has a compelling central character, strong, well-developed themes, and a palpably tense atmosphere." - Pornokitsch.com Keywords: coming of age fantasy, alternate world fantasy, central female character, grief, revenge, gods and deities, magic, horses, pegasus, marion zimmer bradley, anne mccaffrey, trudi canavan, karen miller, deborah paxson, kristen britain, fiction, carol berg, jeffe kennedy, juliet marillier, kate elliott
Raine is contacted and sent on a quest to obtain a magical amethyst. Raine is joined by a group of companions and sets out on the journey to find the amethyst. The companions travel meeting friend and foe as their journey continues out into the lands that are controlled by bands of orcs and goblins who take what they want. Raine and her companions work together to defeat their enemies and heal friends. They know that they will have to out wit the dragon who holds the amethyst and prepare for that meeting. The dragon finds the amethyst missing and goes on the hunt to locate it. She finds the companions and to her surprise they stand and fight. See who wins the battle in The Amethyst Quest.
Bring myths and legends alive in your classroom. *20 myths and legends from across the UK are presented here as model texts for teaching writing in Key Stages 1 and 2; *Teaching ideas and activities are included in all chapters alongside writing tasks for your class, based on parts of the stories; *The activities support children to bring their own voices alive through their writing; *They are encouraged to imagine characters, create settings, develop storylines and weave themes and challenges into their narratives. A ′how to′ guide for teaching children in primary schools to write their own myths and legends.