William has just received the best present of his life - an old, real-looking stone and wooden model of a castle, with a drawbridge, a moat, and a finger-high knight to guard the gates. It's the mysterious castle his housekeeper has told him about, and even though William is sad she's leaving, now the castle is his! William can't wait to play with the castle - he's certain there's something magical about it. And sure enough, when he picks up the tiny silver knight, it comes alive in his hand!
Rymer the troubadour possesses only one thing of value in all the world: his beloved lute, Ariella. Unfortunately it has been stolen by minions of a terrible ogre. Without fear, Rymer sets off to find Ariella. On the way he learns he must get past the Black Duke in his Castle Starke. Luckily, Rymer has one ally in the person of Swine Girl. If only she didn’t smell so bad…
Part of the series featuring debonair enchanter Chrestomanci, this comic fantasy follows two orphans, one of whom is a witch, when they are summoned to live in a castle full of necromancers. Ages 10-up.
Jump Ahead Maths Year 2CJ loves his job as Royal Fly Catcher of the castle, protecting the royal family from insects and other pesky creatures. But there's one particular rodent that CJ can't get rid of - the evil Duke Ratso. Ratso and his band have taken over the castle and imprisoned the royal family in a magic mirror. Using a book of magic spells given to you by the Princess, help CJ disarm Ratso's traps by playing exciting games that build critical maths skills. The fate of the kingdom rests in your hands.