Realistic black-and-white illustrations trace key events in this unique survival story, and extensive backmatter fills in further factual information about wolves and their habitat.Ī sympathetic, compelling introduction to wolves from the perspective of one wolf and his memorable journey.That's why I always make use of Int: X checks when characters first face something. Rife with details of the myriad scents, sounds, tastes, touches, and sights in Swift/Wander’s primal existence, the immediacy of his intimate, first-person, present-tense narration proves deeply moving, especially his longing for companionship. ![]() Never imagining the “world could be so big or that I could be so alone in it,” Swift renames himself Wander as he reaches new mountains and finds a new home. Following a routine of “walk-trot-eat-rest,” Swift traverses prairies, canyons, and deserts, encountering men with rifles, hunger, thirst, highways, wild horses, a cougar, and a forest fire. Crossing into unfamiliar territory, he’s injured and nearly dies, but the need to run, hunt, and live drives him on. Alone and grieving, Swift reluctantly leaves his mountain home. Swift’s mother impresses on him early that his “pack belongs to the mountains and the mountains belong to the pack.” His father teaches him to hunt elk, avoid skunks and porcupines, revere the life that gives them life, and “carry on” when their pack is devastated in an attack by enemy wolves. Separated from his pack, Swift, a young wolf, embarks on a perilous search for a new home. Is this the end? Well, no…the series will stagger on through at least one more scheduled sequel. Pilkey tucks both topical jokes and bathroom humor into the cartoon art, and ups the narrative’s lexical ante with terms like “pharmaceuticals” and “theatrical flair.” Unfortunately, the bullies’ sad fates force Krupp to resign, so he’s not around to save the Earth from being destroyed later on by Talking Toilets and other invaders… George and Harold link up in kindergarten to reduce a quartet of vicious bullies to giggling insanity with a relentless series of pranks involving shaving cream, spiders, effeminate spoof text messages and friendship bracelets. Cut to five years previous, in a prequel to the whole series. The villain sets off after George and Harold, who are in juvie (“not much different from our old school…except that they have library books here.”). There, he witnesses fellow inmate Tippy Tinkletrousers (aka Professor Poopypants) escape in a giant Robo-Suit (later reduced to time-traveling trousers). To start, in an alternate ending to the previous episode, Principal Krupp ends up in prison (“…a lot like being a student at Jerome Horwitz Elementary School, except that the prison had better funding”). Not that there aren’t pranks and envelope-pushing quips aplenty. Sure signs that the creative wells are running dry at last, the Captain’s ninth, overstuffed outing both recycles a villain (see Book 4) and offers trendy anti-bullying wish fulfillment. Riazi’s lush descriptions reject exoticization, Farah's cultural familiarity positioning readers within her perspective: a “sweet sunset pink mosque, beautifully domed and proudly placed,” reminds her of buildings she’s seen in Bangladesh and India, “sharing a linked history of wide arches and rounded roofs.” Riazi combines such tropes as a magic map with the winningly original lizard Resistance corps, offering just the right mix of familiarity and newness.Ī solid middle-grade fantasy and an auspicious debut. The superb worldbuilding offers an ever shifting topography, rather like an Escher vision of the East. ![]() ![]() Secondary characterization is not so strong Essie and Alex seem more types than people. In her debut, Riazi gives readers a Muslim protagonist who resists genre clichés: she’s resolute rather than feisty, smart but aware of her weaknesses. ![]() Farah’s desperation to find Ahmad heightens these deadly stakes. Once in the game, they are given three challenges-and failure to win all three will trap them there. But when her trying-but-adorable little brother-he has ADHD-vanishes into a mysterious board game called The Gauntlet of Blood and Sand, white Essie and brown-skinned Alex don't hesitate to join Farah in jumping in to rescue him. Upper East Side Bangladeshi-American Farah’s having a hard time clicking with her old friends from Queens when they come to her 12th birthday party. A young hijabi finds herself, her brother, and her friends trapped in a very dangerous game.
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