Short, if the ancient maps were correct, I’d face my sworn enemy. Soon, I’d discover whether the sword of Calandra was a magical weapon capable of defeating an army, or a worthless piece of iron I’d been tricked into buying. Not much longer, I told myself, trying to control the excitement that buzzed through my nerves. Soon, revenge would be mine. Soon, the head of Maraku would dangle from my belt, and his heart would nourish the wolves who followed my trail.
But first, I had to make it through the rest of my third-period geography class.
"synopsis" may belong to another edition of this title.
Grade 5-8-Mercer Dickensen's passion is a fantasy role-playing game called Wizards of the Warrior World. He and his friends play during free periods, after school, and on weekends. When he is asked to help organize the annual school fund-raiser to benefit a local homeless shelter, he suggests a gaming convention in the gym, with observation posts and all kinds of associated sale and swap tables featuring books and other paraphernalia. His idea is enthusiastically adopted by most of his classmates and teachers, as well as by Pastor Chuck, who runs the shelter. However, a dissenting article in the school paper by a student who links the game with Satanism and devil worship brings out a group of Bible-toting fundamentalists who halt the convention and game playing at school. After Pastor Chuck introduces Mercer to some of the residents of the shelter, these strange people start calling him Magus and beg that he help them return to their own world. It takes some time for Mercer to realize that they are real wizards, but eventually real magic and its related danger overshadow the game controversy. Short, often funny, and easy to read, the story combines wizardry and the real world of eighth grade in a way that is entirely believable and thought-provoking. Both sides of the issues are presented briefly but fairly, from different interpretations of the Bible to the pros and cons of wizardry, both fantasy and real. Help comes from an unexpected source, providing a surprise ending and more food for thought.
Susan L. Rogers, Chestnut Hill Academy, PA
Copyright 2003 Reed Business Information, Inc.
Gr. 6-8. Eighth-grader Mercer Dickensen loves the role-playing game Wizards of the Warrior World. After he convinces his school to sponsor a role-playing weekend tournament in order to raise money for a homeless shelter, he incurs the wrath of a local minister, who manages to get the tournament stopped by convincing the school board that the game is dangerous and evil. The story jarringly proceeds, with Mercer and his friends accidentally opening a portal to another world and finding themselves battling scary supernatural monsters that are released. This unexpected event seems to add credence to the minister's argument. After all, should kids be playing such a game if such supernatural beings can actually be invoked? Despite some awkwardness and confused plotting, the first-person narrative is breezy and funny, and the book will find an audience, especially among children who like role-playing games themselves. Todd Morning
Copyright © American Library Association. All rights reserved
"About this title" may belong to another edition of this title.
Book Description Puffin Books 2004-10-07, 2004. Paperback. Book Condition: New. 014240215X. Bookseller Inventory # Z014240215XZN
Book Description Puffin Books. PAPERBACK. Book Condition: New. 014240215X. Bookseller Inventory # Z014240215XZN
Book Description 2004. PAP. Book Condition: New. New Book. Shipped from US within 10 to 14 business days. Established seller since 2000. Bookseller Inventory # VP-9780142402153
Book Description Puffin Books. PAPERBACK. Book Condition: New. 014240215X Never Read-may have light shelf wear and a price sticker on the cover- publishers mark- I ship FAST!. Bookseller Inventory # SKU000006160
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Book Description Penguin Young Readers Group, United States, 2004. Paperback. Book Condition: New. Reprint. Language: English . This book usually ship within 10-15 business days and we will endeavor to dispatch orders quicker than this where possible. Brand New Book. Mercer may seem like your average eighth-grader, but every day during study hall, he rolls the dice and conquers the world in Wizards of the Warrior World, a fantasy role- playing game. In the game, Mercer is Shath?dra, sixth-level Warrior-Mage, fighting to survive and gain wealth and power. Mercer lives for the excitement of the game, until one day when reality becomes even stranger than fantasy. When a group of religious fanatics protest the game for its simulated use of magic, the press picks up on the story, and Mercer finds himself being stalked by four real-life wizards who are desperate for his help. With his life suddenly in danger, role-playing takes on a whole new meaning for Mercer Dickensen. Bookseller Inventory # BTE9780142402153
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Book Description Puffin, 2004. Paperback. Book Condition: New. Bookseller Inventory # DADAX014240215X
Book Description Puffin/Penguin Group, New York, NY. USA, 2004. Soft cover. Book Condition: New. Dust Jacket Condition: No Jacket, as Issued. First Paperback Edition. 1st paperback edition/1st printing. Signed by David Lubar on the title page. Signed by Author(s). Bookseller Inventory # 010246
Book Description Puffin Books. Book Condition: Brand New. Ships from USA. FREE domestic shipping. Bookseller Inventory # 014240215X