
Before he knew about the Roses, 16-year-old Jack lived an unremarkable life in the small Ohio town of Trinity. Only the medicine he has to take daily and the thick scar above his heart set him apart...
Before he knew about the Roses, 16-year-old Jack lived an unremarkable life in the small Ohio town of Trinity. Only the medicine he has to take daily and the thick scar above his heart set him apart...
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Levels-
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ATOS™:5.0
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Lexile®:730
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Interest Level:MG+
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Text Difficulty:3 - 4
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Available:1
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Library copies:1
Description-
- Before he knew about the Roses, 16-year-old Jack lived an unremarkable life in the small Ohio town of Trinity. Only the medicine he has to take daily and the thick scar above his heart set him apart from the other high-schoolers. Then one day Jack skips his medicine. Suddenly, he is stronger, fiercer, and more confident than ever before. And it feels great—until he loses control of his own strength and nearly kills another player during soccer team tryouts. Soon, Jack learns the startling truth about himself: He is Weirlind; part of an underground society of magical people who live among us. At the head of this magical society sit the feuding houses of the Red Rose and the White Rose, whose power is determined by playing The Game—a magical tournament in which each house sponsors a warrior to fight to the death. The winning house rules the Weir. As if his bizarre magical heritage isn't enough, Jack finds out that he's not just another member of Weirlind—he's one of the last of the warriors—at a time
About the Author-
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New York Times and USA Today bestselling author Cinda Williams Chima grew up with talking animals and kick-butt Barbies. She began writing poetry and stories in third grade and novels in junior high school. These days she writes fantasy fiction for teens of all ages. Her Heir Chronicles contemporary fantasy series includes The Warrior Heir, The Wizard Heir, The Dragon Heir, The Enchanter Heir, and The Sorcerer Heir.
Her high fantasy Seven Realms series launched with The Demon King, followed by The Exiled Queen, The Gray Wolf Throne, and The Crimson Crown; she is also the author of the Shattered Realms series, including Flamecaster, Shadowcaster, Stormcaster, and Deathcaster, among other works. She lives in Ohio with her family, and invites you to visit her online at cindachima.com.
Reviews-
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spinnypeeps - Honestly, this book had a very sloooow beginning. The only reason i was able to get through it was because my friends recommended the series to me. But when I read on, I saw that the author had woven a rich web of connected stories that linked together, complete with a major climax. Chima created a world of magic I've never seen before.
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April 3, 2006
An eons-old conflict meets teenage drama in newcomer Chima's engaging but somewhat derivative fantasy. Sixteen-year-old Jack, who nearly died as an infant, maintains a strict daily medicine regimen-but one day he accidentally misses his dose, and that afternoon at soccer practice he injures a fellow player without even touching him. Shortly thereafter, Jack's aunt Linda drags him on a hunt for information about his great-great-grandmother, for reasons she won't disclose. Aunt Linda, it turns out, is an enchanter, one player in an underground magical battle between the wizard houses of the Red Rose and White Rose. Jack too is one of the Weirflesh-the magical beings that live among modern-day humans-inheriting a "gift that is passed from generation to generation in a kind of stone or crystal that sits behind the heart." The houses wage an endless Hatfield-and-McCoy-like duel for control of the magical community, but the number of qualified wizards to play the game diminishes with each generation-making Jack a hot commodity (and his great-great-grandmother's grave contains the sword that Jack is to use in battle). Intrigue in the first half of the story gives way to arena action toward the end. The concept of a "wizard war" may be well worn, and character names such as Nicodemus Snowbeard could likely produce a giggle with long-time fantasy readers, but Potter fans looking for a new fantasy/mystery fix may well relish this tale. Ages 10-up. -
July 1, 2006
Gr 5-9 -An apparently ordinary 16-year-old boy turns out to have magical powers that make him a target of a covert society of wizards, enchanters, and warriors called -the Weir. - Jack -s small-town world in Ohio begins to unravel when he starts to unleash unintentional bursts of wizardry. When he recovers a powerful sword from an ancestor -s grave, he begins to realize how different he really is. A battle with a wizard and some magic-laced conflicts at his high school keep the pages turning while the truth about Jack -s destiny slowly emerges. The scene switches to Great Britain, where he learns that he must participate in a duel to the death against a mysterious opponent. Many details about the Weir are initially hidden from readers, as well as from Jack, so the gradual revelations about the society are involving and often surprising. Jack makes a fairly convincing hero. He is disbelieving at first and reluctant throughout, but ultimately finds a way to utilize his new powers without sacrificing his honor or basic decency. An appealing mixture of supporting characters includes relatives with various magical abilities, a couple of nonmagical but loyal friends, and an engaging assortment of villains. Occasional plot developments are unconvincing, as when Jack -s protective aunt, an enchanter, takes him straight into the clutches of a wizard who clearly wants the young warrior in her power. For the most part, though, the teen -s unavoidable involvement in the intricate world of the Weir is suspenseful and entertaining." -Steven Engelfried, Beaverton City Library, OR"Copyright 2006 School Library Journal, LLC Used with permission.
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June 19, 2006
An eons-old conflict meets teenage drama in newcomer Chima's engaging but somewhat derivative fantasy. Sixteen-year-old Jack, who nearly died as an infant, maintains a strict daily medicine regimen-but one day he accidentally misses his dose, and that afternoon at soccer practice he injures a fellow player without even touching him. Shortly thereafter, Jack's aunt Linda drags him on a hunt for information about his great-great-grandmother, for reasons she won't disclose. Aunt Linda, it turns out, is an enchanter, one player in an underground magical battle between the wizard houses of the Red Rose and White Rose. Jack too is one of the Weirflesh-the magical beings that live among modern-day humans-inheriting a "gift that is passed from generation to generation in a kind of stone or crystal that sits behind the heart." The houses wage an endless Hatfield-and-McCoy-like duel for control of the magical community, but the number of qualified wizards to play the game diminishes with each generation-making Jack a hot commodity (and his great-great-grandmother's grave contains the sword that Jack is to use in battle). Intrigue in the first half of the story gives way to arena action toward the end. The concept of a "wizard war" may be well worn, and character names such as Nicodemus Snowbeard could likely produce a giggle with long-time fantasy readers, but Potter fans looking for a new fantasy/mystery fix may well relish this tale. Ages 10-up.Copyright 2006 Library Journal, LLC Used with permission.
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April 1, 2006
Gr. 8-11. Sixteen-year-old Jack forgets to take his medicine one morning, and by afternoon is filled with such strength he sends his rival, Garrett Lobeck, sailing into the net at soccer tryouts--without even touching him. Jack soon discovers he is no ordinary teen and his medicine is not what he thought it was. Since the secret insertion of a warrior stone in his chest at infancy, Jack has been dosed with a suppressant designed to hold his powers as a Warrior Heir in check until his wizard sponsor can retrieve him and prepare him to fight in a death tournament for supremacy. With the aid of an aunt, old and new friends, and a magical sword, Jack fights to retain his identity and choose his own path. The magical elements of the story aren't adequately set up, and some necessary details seem hastily inserted, while others are left hanging. Together with loose, occasionally redundant plotting, this is a book for avid, forgiving fantasy readers--particularly those for whom an intriguing premise is enough to keep them involved.(Reprinted with permission of Booklist, copyright 2006, American Library Association.)
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Little, Brown Books for Young Readers -
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