The Story of Pawn Four Book Set

9781935890119: The Story of Pawn Four Book Set

The Story of Pawn books are an epic child chess fantasy adventure. Through this four book fantasy adventure, children learn a variety of life skills: critical thinking, planning, focus, team building, and more. Melodic, rhyming language and over 300 hand drawn artwork improve children's appreciation of language an visual arts. Most importantly, a dialogue is created between adult and child to discuss the life skills embodied in the books' story. The Story of Pawn begins with the birth of Pawn into a family of seven other Pawn children. Knowing that chess pieces from the Kingdom of Zhaand will raid their village, hero Pawn begins an epic journey to save his people from the Warriors of Zhaand. As the adventures in the four books unfold, Pawn gathers a team of Rooks, Knights, Bishops, King, and Queen. A Magician and a Zhaandy character join the team as they strive to save their world from the wrong doers. Can the smallest among them, the Pawn, begin a revolution that defeats a powerful Kingdom? Children identify with the hero Pawn as he challenges a powerful enemy force. Using fluid, rhythmic language, and artistic illustrations, the underlying message is the importance of the skill of thinking critically and of thinking before acting. The message of The Story of Pawn is to Think Mighty. AGES: 3 to 9 but adults love the books too! Hardback, 8.5 x 11", each book is 64 or 80 pages. The set includes The Pieces, The Board, The Zhaands, and The Battle.

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About the Author:

Sienna LaRene is an attorney and author whose professional accomplishments have spanned decades. She has been a guest on national TV and radio programs such a Good Morning America, Larry King Live, and America Today. Recently retired from a multistate private law practice, Ms. LaRene now dedicates her time to writing books for children that give children . . . a moral compass in life, the power to focus, plan ahead and think logically, a method toward building greater social skills in a world dominated by electronic devices.

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