When Kara Westfall was six years old, her mother was convicted of the worst of all crimes: Witchcraft. Years later, Kara and her little brother, Taff, are still shunned by the people of their village, who believe that nothing is more evil than magic…except, perhaps, the mysterious forest that covers nearly the entire island. It has many names, this place. Sometimes it is called the Dark Wood, or Sordyr's Realm. But mostly it's called the Thickety.
Kara and Taff know that only Grace Stone has the power to reverse her Last Spell on their father and that in order to save him, they have to rescue their foe from the Well of Witches first. Forgiving Grace should be the hardest part of their journey...but soon the children are confronted by creatures called the Faceless, mysteries as old as magic, and an ancient secret that threatens their very lives. Back in the World, a war against magic is brewing that endangers everyone they care about.
"a twisted wonderful read"
The branches closed behind Kara and Taff when they rode Shadowdancer into the dark forest. But there is no returning to the village, and Sordyr chases close behind. The forest demon has a terrible plan - one that requires Kara's magic to succeed. The dangers of the Thickety are many. Its plants are often deadly, strange animals whisper among the trees, and unknown magic lurks behind every twist and shadow of the path. But more dangerous still are the other inhabitants of the Thickety.
"Fun and Engaging"
Marijuana, once considered worthy of condemnation, has in recent years become a "medicine", legalized fully in four states, with others expected to follow. But the dangers are clear. According to Bennett's research, more Americans are admitted to treatment facilities for marijuana use than for any other illegal drug. Studies have shown a link between marijuana use and abnormal brain structure and development.
While the world's still choked with monsters - their work is never done. Tireless and dedicated, the Aces scour the globe in pursuit of the creatures that seek to terrorize humanity. For this ongoing mission, they leave no stone unturned - and no monsters alive. Whether it be in far-off wilderness, small-town America, or among the concrete canyons of the big city, Cap'n, Gats, Joker, Digger, and Trill continue to risk their lives at the cost of their own identities to keep us safe from the things that go bump in the night.
Sean Virgil is a complete loser. He's unemployed, overweight and practically penniless. The only escape from his morose life is the solace he finds while playing video games. When he moves out of the real world and in to the virtual world, he can be handsome and powerful, a hero or a villain; anyone else other than the loser that he really is. When real life sucks and the virtual world is the only escape, the lines can become blurred on what reality is. Can a video game change the concepts of reality and fiction?