A new graphic novel from the Eisner Award-nominated creator of MERMIN that deftly navigates loss, vengeance, and acceptance! Truff is the ghost of a young boar, fueled by fury towards the hunter who shot her down. She has a lot to learn about her new afterlife, and thankfully the forest spirits Claude and Stanley are there to guide her! However, they soon find that her parents, along with their fellow animal villagers, have been kidnapped by the malicious mountain demon Mava! Truff wants to help, but... the hunter is finally within her grasp, and if she lets him go, she may never get her revenge! Is vengeance all that being a ghost is good for? Or is there something stronger keeping this little pig tethered to the living world?
The book, Words Once Unspoken- Poetry Inspired by Friendship epitomizes how Poetry - words that calm the heart and soothe the soul. My wish for readers of this book is to experience how poetry calms the heart and soothes the soul. The poems are arranged by themes. These themes include mother, friendship, love, the multifaceted nature of life, reflections, resilience, forgiveness and healing, and appreciation for our creator, Jehovah. Words Once Unspoken is a book inspired by true friendship. I hope as the poems are read that they help to develop in each reader an appreciation for true friendship. This book should be used in gatherings of poetry lovers to reflect on love, friendship, mothers and the multifaceted nature of life.
No one knows much about Mer, the underwater kingdom where Mermin the merman was born, but due to a rising conflict with the people of Atlantis, Mermin is needed back home immediately. Which means that his human friends get to accompany him and see all the aquatic wonders of Mer. But once again, Mermin is tight-lipped about his past – even when it’s swimming right in front of him. And there are enemies lurking in the seedier depths of Mer, who’ve got their sights set not only on Mermin, but on Pete and his friends!
It's all-out war between Mer and Atlantis! At least that's what Mermin's father, King Merus, declares after Pete is taken by Atlanteans. And that's not all—Mermin will be fighting side-by-side with his father, so it's time for some intense training! Meanwhile, deep in the Kingdom of Atlantis, Pete meets other children without homes who, of course, cannot fathom that he is from the surface. His stories of Mer attract the attention of another child, who offers to introduce Pete to her "friends"—who he never expected to see in Atlantis!
Following the events of Ghost Hog, Truff, Claude, and Stanley are joined by a new friend, Vern, as he gears up for the big race back home in Dragon Racer! He’s never won the race before...but this could be his year! Vern’s been practicing and practicing, both on and off the road. The other racers tease the fast-driving dragon about his abilities on the track, so he'll have to put the pedal to the metal and prove he's got the speed and finesse to compete in this year's race. But when a young racing fan falls ill and urgently needs a doctor, will Vern be able to face his greatest challenge yet and prove that he's got what it takes behind the wheel to save the day?" Zoom into this fast-paced graphic novel full of friendship, teamwork, and believing in yourself.
A new graphic novel from the Eisner Award-nominated creator of MERMIN that deftly navigates loss, vengeance, and acceptance! Truff is the ghost of a young boar, fueled by fury towards the hunter who shot her down. She has a lot to learn about her new afterlife, and thankfully the forest spirits Claude and Stanley are there to guide her! However, they soon find that her parents, along with their fellow animal villagers, have been kidnapped by the malicious mountain demon Mava! Truff wants to help, but... the hunter is finally within her grasp, and if she lets him go, she may never get her revenge! Is vengeance all that being a ghost is good for? Or is there something stronger keeping this little pig tethered to the living world?
“MERMIN the MERMAN from MER!?” That’s the question Pete and his friends ask after finding the fish-boy washed up on the beach! Mermin just escaped the undersea kingdom of Mer, and is ready to have some fun on dry land! But why would this aquatic kid be afraid to swim? Perhaps it has something to do with the fishy pursuers who have followed him from the depths below!
The battle between Mer and Atlantis begins! And while Mermin is at his father's side, the rest of his friends and family are scattered around the battlefield, trying to help in any way they can. Except for Pete, who's about to stage a jailbreak out of Atlantis with a team of Mer-prisoners! Will they make it to Mer in time to stop the war?
Despite Pete and the gang’s efforts to keep the fish-boy Mermin from making waves in their small town, he can’t help but stick out! An amateur team of paranormal investigators has their sights on Mermin, and they think he’s their chance to make it big! Meanwhile, Benni, Mermin’s round aquatic companion, is ready to spill the beans about their lives in the underwater kingdom of Mer, but perhaps things aren’t as simple as he says…
The first book in Joey Weiser's Eisner Award-nominated series is now in paperback! Mermin is just your average Merman from the underwater kingdom of Mer, and all he wants is to have fun adventures on land with his new human friends. But with the whole ocean out looking for him, it's going to be harder than he thought!
Following the events of Ghost Hog, Truff, Claude, and Stanley are joined by a new friend, Vern, as he gears up for the big race back home in Dragon Racer! He’s never won the race before...but this could be his year! Vern’s been practicing and practicing, both on and off the road. The other racers tease the fast-driving dragon about his abilities on the track, so he'll have to put the pedal to the metal and prove he's got the speed and finesse to compete in this year's race. But when a young racing fan falls ill and urgently needs a doctor, will Vern be able to face his greatest challenge yet and prove that he's got what it takes behind the wheel to save the day?" Zoom into this fast-paced graphic novel full of friendship, teamwork, and believing in yourself.
Three monster brothers get into trouble in a wacky adventure to save their failing pizza parlor! Monster brothers Wolfie, Jackson, and Roy are in for some serious competition when the gigantic corporation, Happy Leaf, moves into their hometown of Oak Hollow and wants to buy their pizza parlor. But not all is on the up-and-up when they discover the villainous CEO, Lord Mudpant, wants to turn the townspeople into zombies. Can the boys set aside their squabbles long enough to thwart Mudpant's nefarious plans?!
This book captures stories from leaders from various business sectors. In a lighthearted way, through exploring five bad leadership characters, and at times in some heavyhearted ways, this book effectually draws upon history, Scripture, and personal experiences to provide insights into what to avoid or not do if you want to be a great leader. Most leaders have ample opportunities for training to learn and, with the addition of experience, to tell and guide them on what it means to be a good leader. Plenty of excellent books, articles, studies, and videos have been published on how to be a good, effective leader. But what about learning from our experiences of what NOT to do to be an effective, good leader? What if leaders were to consider and value the stories of what to avoid, what not to do, how not to be hated, and how not to destroy a team or organization? Readers of this book will realize they have likely experienced what is captured in its pages, either in part or whole. Take heart. You are not alone in what you have experienced, and rather than engage in a comparison game of whether you have experienced worse situations, this book focuses on learning opportunities from leadership principles and stories. Experience can be a great teacher, even when it is a negative experience. If nothing else, we understand what not to do. Or, when we observe or experience someone in leadership do something destructive, we say and commit to practice that “I will never do that when I lead.”
From the guru of brand-new uses for brand-name products come ideas and tips for culinary fun, cleaning shortcuts, and kitchen cabinet remedies Joey Green has fascinated readers for more than a decade with his quirky and innovative tips to make domestic engineering a lot more fun. Now fans will be completely intrigued and entertained by Joey's kitchen--and pantry-focused ideas, like using Canada Dry Club Soda to buff stainless steel appliances and flexible fabric Band-Aids as labels for frozen foods. Filled with time- and money-saving ideas, Joey Green's Kitchen Magic offers clever ways to make household items do double duty, like using ReaLemon for revitalizing wilted asparagus, L'eggs Panty Hose (clean, of course) for removing corn silk, and Oral-B Dental Floss for slicing layer cake. He shares unusual ideas for kitchen troubles, like stirring in Jif Peanut Butter to save burnt gravy and using Efferdent to clean the coffeepot. Joey even tosses in home remedies from the kitchen (soothe a blister with Carnation Nonfat Dry Milk) and simple recipes (try Slow-Cooker Brisket with a Coca-Cola marinade). Whether it's a quick fix (Eggo Waffles for hot dog buns, anyone?) or an emergency substitution (Bounty Paper Towel for a coffee filter), there are loads of useful and entertaining tips for making the most of brand-name purchases.
Follow the adventures of Nodo The Van-Gnome as he tries to find his lost home on wheels. During his quest he'll meet sewer dragons, junkyard trolls and a cow or two. The Ride Home revolves around the theme of "home" and what home is. Is it a place? Is it an occupation? Is it people? Is it a way of life? Each destination and group of characters that Nodo comes across is a different example from those questions and others.
The third book in Joey Weiser's Eisner Award-nominated series is now in paperback! No one knows much about Mer, the underwater kingdom where Mermin the merman was born, but due to a rising conflict with the people of Atlantis, Mermin needs to get back home immediately. Which means his human friends get to accompany him and see all the aquatic wonders of Mer. But once again, Mermin is tight-lipped about his past―even when it's swimming right in front of him. And there are enemies lurking in the seedier depths of Mer, who've got their sights set not only on Mermin, but on Pete and his friends!
Follow the adventures of Nodo The Van-Gnome as he tries to find his lost home on wheels. During his quest he'll meet sewer dragons, junkyard trolls and a cow or two. The Ride Home revolves around the theme of "home" and what home is. Is it a place? Is it an occupation? Is it people? Is it a way of life? Each destination and group of characters that Nodo comes across is a different example from those questions and others.
“MERMIN the MERMAN from MER!?” That’s the question Pete and his friends ask after finding the fish-boy washed up on the beach! Mermin just escaped the undersea kingdom of Mer, and is ready to have some fun on dry land! But why would this aquatic kid be afraid to swim? Perhaps it has something to do with the fishy pursuers who have followed him from the depths below!
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