Fire alone can save our Clan...
For generations, four Clans of wild cats have shared the forest according to the laws laid down by the powerful ancestors. But the warrior code is threatened, and the ThunderClan cats are in grave danger. The sinister ShadowClan grows stronger every day. Noble warriors are dying - and some deaths are more mysterious than others.
In the midst of this turmoil appears an ordinary housecat named Rusty... Who may yet turn out to be the bravest warrior of them all.
It begins in the most boring place in the world: Chickentown, U.S.A. There lives Candy Quackenbush, her heart bursting for some clue as to what her future might hold. When the answer comes, it's not one she expects. Out of nowhere comes a wave, and Candy, led by a man called John Mischief (whose brothers live on the horns on his head), leaps into the surging waters and is carried away.
Where? To the ABARAT: a vast archipelago where every island is a different hour of the day, from The Great Head that sits in the mysterious twilight waters of Eight in the Evening, to the sunlit wonders of Three in the Afternoon, where dragons roam, to the dark terrors of Gorgossium, the island of Midnight, ruled over by the Prince of Midnight himself, Christopher Carrion.
Candy has a place in this extraordinary world: she is here to help save the Abarat from the dark forces that are stirring at its heart. Forces older than Time itself, and more evil than anything Candy has ever encountered.
In the land of Ingary, such things as spells, invisible cloaks, and seven-league boots were everyday things. The Witch of the Waste was another matter.
After fifty years of quiet, it was rumored that the Witch was about to terrorize the country again. So when a moving black castle, blowing dark smoke from its four thin turrets, appeared on the horizon, everyone thought it was the Witch. The castle, however, belonged to Wizard Howl, who, it was said, liked to suck the souls of young girls.
The Hatter sisters–Sophie, Lettie, and Martha–and all the other girls were warned not to venture into the streets alone. But that was only the beginning.
In this giant jigsaw puzzle of a fantasy, people and things are never quite what they seem. Destinies are intertwined, identities exchanged, lovers confused. The Witch has placed a spell on Howl. Does the clue to breaking it lie in a famous poem? And what will happen to Sophie Hatter when she enters Howl's castle?
Diana Wynne Jones's entrancing fantasy is filled with surprises at every turn, but when the final stormy duel between the Witch and the Wizard is finished, all the pieces fall magically into place.
Tired of the boring and stereotypical life, Princess Cimorene escapes from a marriage with an empty-headed prince and goes to live with the dragons in the Mountains of Morning. Upon arrival, the spunky princess makes friends with her dragon, Kazul, as well as other people such as the Princess Alianora and the Witch Morwen. She settles into an enjoyable new life and executes her duties as a dragon's princess perfectly. The smart Cimorene soon notices that the sly wizards have been up to no good, and sure enough – the King of the Dragons is poisoned, and a dragon is cooperating with the wizards! It's now up to Cimorene and her new friends to prevent the new trials for a King from being rigged and catch the cheating culprit!!
Mendanbar, the King of the Enchanted Forest, plays hooky one day and goes for a stroll to the Green Glass pool. He finds a section of the forest destroyed – apparently by dragons. Perturbed, Mendanbar visits Morwen for advice. Morwen counsels him to pay a visit to Kazul, the King of the Dragons. So Mendanbar retrieves his magical sword from the castle armory, and sets out for the Mountains of Morning – but not before he is paid a suspicious visit by Zemenar, the Head Wizard of the Society of Wizards.
Mendanbar journeys to the cave of the King of the Dragons, only to find her away on a diplomatic trip. But he does meet Princess Cimorene (Dealing with Dragons), now Kazul's Chief Cook and Librarian. Cimorene admits that Kazul has been missing for days, and that she plans to go out in search of her. Mendanbar insists on accompanying the princess, with whom he finds himself very much taken.
The two set out in search of the missing Kazul. On the way, they visit two wacky giants, contend with a defective magic carpet, and help out a well-meaning but financially-broke dwarf with a brood of royal children. But there is danger on their trail – for, once out of the Enchanted Forest, Mendanbar's magical sword starts leaking magic, attracting the attention of a horde of greedy wizards as well as an overly-inquisitive magician. And, as Mendanbar and Cimorene continue on their rescue mission, it becomes clear that Kazul's disappearance is linked with the Enchanted Forest. The Society of Wizards has invented a powerful new spell – and Mendanbar's sword may be the key.
Daystar has lived all his life with his mother in a cottage on the edge of the Enchanted Forest. But when one day a wizard comes to his house, he is sent by his mother on a journey with some strange sword. Little does he know that this is the magic sword that belonged to the Rulers of the enchanted forest, and he is the rightful heir!
The universe has broken wide, and Lyra's friend lies dead. Desperate for answers and set on revenge, Lyra bursts into a new world in pursuit of his killer. Instead, she finds Will, just twelve years old and already a murderer himself. He's on a quest as fierce as Lyra's, and together they strike out into this sunlit otherworld.
But Cittagazze is a strange and haunted place. Soul-eating Specters stalk its streets while, high above, the wingbeats of distant angels sound against the sky. And in the mysterious Torre degli Angeli lurks Cittagazze's deadly secret—an object of extraordinary and devastating power.
On this journey marked by danger, Will and Lyra forge ahead. But with every step and each new horror, they move closer to the greatest threat of all—and the shattering truth of their own destiny.
In Coraline's family's new flat are twenty-one windows and fourteen doors. Thirteen of the doors open and close. The fourteenth is locked, and on the other side is only a brick wall, until the day Coraline unlocks the door to find a passage to another flat in another house just like her own.
Only it's different...
At first, things seem marvelous in the other flat. The food is better. The toy box is filled with wind-up angels that flutter around the bedroom. But there's another mother, and another father, and they want Coraline to stay with them and be their little girl. They want to change her and never let her go.
Other children are trapped there as well, lost souls behind the mirrors. Coraline is their only hope of rescue. She will have to fight with all her wits if she is to save the lost children, her ordinary life, and herself.
Odd’s luck has been bad so far. He lost his father on a Viking expedition, his foot was crushed beneath a tree, and the winter seems to be going on forever. But when Odd flees to the woods and releases a trapped bear, his luck begins to change. The eagle, bear and fox he encounters reveal they’re actually Nordic gods, trapped in animal form by the evil Frost Giants who have conquered Asgard, the city of the gods. Can a twelve-year-old boy reclaim Thor’s hammer, outwit the Frost Giants and release the gods?
While Briar and his teacher Rosethorn are helping the locals in Chammur, Briar realizes that all is not as it should be in Chammur's streets. As a former 'street rat' himself, he tends to have an interest in the affairs of local gangs. He discovers a gang known as the Vipers roaming through territory not their own. After further investigation, Briar discovers that the Vipers are the pet gang of a local Noblewoman.
While Briar investigates the Vipers, he discovers Evvy, a local girl with stone magic. At first, she runs away from him, but she gradually learns to trust him. When Evvy singularly refuses to study with local stone mage Jebilu Stoneslicer, Briar takes her training in hand himself. The Vipers attempt to kidnap her many times, so Lady Zenadia doa Atteneh can use Evvy's powers as a stone mage to further increase her riches. When they finally kidnap her, Briar comes to her rescue.
Sandry finds a dance-mage boy in Summersea, the twelve-year-old Pasco Acalon, the son and grandson of two police families (known as «harriers» in Summersea). When a rich trading family falls prey to a serial killer, she and Pasco must work together to stop the killer mages who have a deadly weapon — unmagic, which is the absence of magic and life.
Deep in the heart of the forest, four clans of warrior cats coexist in uneasy harmony -- but uncertain times are upon them, and dangers threaten the precarious balance of the forest.
Fireheart is a ThunderClan warrior cat now, but his troubles are far from over. As the chill of winter sets in, the cats of rival RiverClan grow restless, while WindClan is weak and facing threats from all sides.
As tensions build to an explosive climax, Fireheart faces not only imminent battle, but betrayal from within his own Clan.
Another well known series of Bulychev's stories are young adult stories about Alisa Seleznyova, a young girl from the future. A number of them were made into films, with ("Гостья из будущего"), based on Bulychev's novel ("Сто лет тому вперед"), the most widely known about a girl Alice living in the future. Another famous film was the animated feature (1981), for which Bulychev penned the screenplay. is a 2009 animated film based on one of his tales.
or Log on