Join Monkey D. Luffy and his swashbuckling crew in their search for the ultimate treasure, One Piece! As a child, Monkey D. Luffy dreamed of becoming King of the Pirates. But his life changed when he accidentally gained the power to stretch like rubber…at the cost of never being able to swim again! Years later, Luffy sets off in search of the One Piece, said to be the greatest treasure in the world...
As a child, Monkey D. Luffy was inspired to become a pirate by listening to the tales of the buccaneer "Red-Haired" Shanks. But his life changed when Luffy accidentally ate the Gum-Gum Devil Fruit and gained the power to stretch like rubber...at the cost of never being able to swim again! Years later, still vowing to become the king of the pirates, Luffy sets out on his adventure...one guy alone in a rowboat, in search of the legendary One Piece, said to be the greatest treasure in the world.
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
The Hokuto Cup games are about to begin, and Hikaru gets caught up in some misunderstandings that make it difficult for him to concentrate on go. In the first match between Japan and China he starts out poorly and seems well on the way to a resounding defeat. Only by getting a grip on himself can he possibly make a showing, but that's far easier said than done!
Wise, funny, and heartbreaking, Persepolis is Marjane Satrapi's memoir of growing up in Iran during the Islamic Revolution. In powerful black-and-white comic strip images, Satrapi tells the story of her life in Tehran from ages six to fourteen, years that saw the overthrow of the Shah's regime, the triumph of the Islamic Revolution, and the devastating effects of war with Iraq. The intelligent and outspoken only child of committed Marxists and the great-granddaughter of one of Iran's last emperors, Marjane bears witness to a childhood uniquely entwined with the history of her country.
Persepolis paints an unforgettable portrait of daily life in Iran and of the bewildering contradictions between home life and public life. Marjane's child's-eye view of dethroned emperors, state-sanctioned whippings, and heroes of the revolution allows us to learn as she does the history of this fascinating country and of her own extraordinary family. Intensely personal, profoundly political, and wholly original, Persepolis is at once a story of growing up and a reminder of the human cost of war and political repression. It shows how we carry on, with laughter and tears, in the face of absurdity. And, finally, it introduces us to an irresistible little girl with whom we cannot help but fall in love.
Junichi Naruse is a 22-year-old ordinary engineer who, while searching for an apartment with his girlfriend Kei, accidentally becomes a victim of a robbery at a real estate agency. In an attempt to save a child from the robber, Junichi is shot in the head. Miraculously, he survives thanks to a cutting-edge medical procedure that involves a brain transplant.
However, Junichi soon realizes that he's not alone in his own head—there's another presence. As he recovers his memory, he discovers two brains encased in glass labeled 'Host JN' and 'Donor No. 2.' The second brain is the remainder of the donor's brain used to replace the parts destroyed by the gunshot.
Junichi's life seems to return to normal, with happy days with Kei, but small changes begin to occur within him, leading to growing discomfort and the mystery of the donor's identity.
This manga adaptation of Keigo Higashino's novel 'Metamorphosis' is a gripping mystery that explores the implications of a brain transplant and the quest for one's true self.
Y: The Last Man, Vol. 1: Unmanned is the gripping saga of Yorick Brown, the sole human survivor of a planet-wide plague that instantaneously kills every mammal with a Y chromosome. With his pet monkey Ampersand, Yorick embarks on a journey to find his lost love and discover why he has become the last man on Earth. This volume collects issues #1-5 and features the collaborative work of writer Brian K. Vaughan and artists Pia Guerra and Jose Marzan.
The narrative weaves a tale that is at once humorous, socially relevant, and full of surprises. As Yorick confronts a new world order dominated by women, including female Republicans now in charge of the government and Amazonian groups, he faces numerous threats and mysteries. His sister, seemingly brainwashed, is among the many challenges he must overcome in this post-apocalyptic world.
Award-winning and critically acclaimed, Y: The Last Man is a seminal work in the graphic novel genre, delivering a story that is as entertaining as it is thought-provoking.
Persepolis 2: The Story of a Return is the fascinating continuation of Marjane Satrapi's best-selling memoir, Persepolis. In this heartrending graphic memoir, Satrapi shares her experiences of growing up in Iran during the tumultuous times of the Islamic Revolution.
In 1984, Marjane flees the fundamentalism and the war with Iraq to begin a new life in Vienna. There, she faces the trials of adolescence, far from her friends and family. Although she soon finds a place among fellow outsiders, she struggles for a sense of belonging.
After graduation, Marjane returns to Iran, confronting the changes both she and her country have undergone during her absence. She feels the weight of her past and what she perceives as her failures in Austria. However, with time, she finds like-minded friends, falls in love, and begins studying art at a university.
Yet, the repression and state-sanctioned chauvinism in Iran lead her to question her future in her homeland. As funny and poignant as its predecessor, Persepolis 2 is a raw, honest, and incredibly illuminating depiction of the struggles of growing up, compounded by Marjane’s status as an outsider both abroad and at home.
Step aside from the main journey of Hikaru Shindo to explore intriguing side stories in Hikaru no Go, Vol. 18: Six Characters, Six Stories. This volume diverges from the central narrative to delve into the backgrounds and personal tales of six characters who have impacted Hikaru's journey in the world of Go. Readers will gain a deeper understanding of Akira Toya, Tetsuo Kaga, Asumi Nase, Yuki Mitani, Atsushi Kurata, and the enigmatic spirit Fujiwara-no-Sai.
In these stories, Hikaru Shindo might make an appearance, but the spotlight shines on the individual paths and challenges each character faces. The collection culminates with Hikaru taking a stand against a deceitful antique shop owner, engaging in a strategic battle of Go to reclaim a treasured heirloom vase for its rightful owner.
Since Sai's disappearance, Hikaru has given up go! Meanwhile, undefeated by his failure to pass the pro test, Isumi plays his heart out in China. His foreign training teaches him unique ways to handle the stress of mental challenges and competition. Upon his return, he asks Hikaru for a rematch! But how good will Hikaru's game be after such a long break--and without Sai...?
-- VIZ Media
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
Hikaru ignores Sai's pleas to let him play go, and then one day Sai vanishes! Is he mad at Hikaru? Where has he gone? Will he ever come back? And will Hikaru be able to play without Sai's coaching...?
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
Hikaru and Sai are both scheduled for matches with their greatest rivals--Akira Toya and his father, Toya Meijin. How will Sai play without revealing his secret identity? And will Akira's father stand in the way of Hikaru's long anticipated rematch with his son? The suspense is getting unbearable!
After stumbling across a haunted Go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream of defeating the famed Go prodigy Akira Toya!
In Hikaru no Go, Vol. 12: Sai's Day Out, Hikaru's career as a professional Go player begins. In his first game, he must face veteran player Toya Meijin, Akira's father. The match is not just a competition but also a personal challenge for Sai. As Sai attempts to teach a cheating Go player a lesson he'll never forget, the question arises: will Hikaru's ghostly master do him proud or make him look like an amateur?
Ghost World has become a cultural and generational touchstone, continuing to enthrall and inspire readers over a decade after its original release as a graphic novel. Originally serialized in the pages of the seminal comic book Eightball throughout the mid-1990s, this quasi-autobiographical story follows the adventures of two teenage girls, Enid and Becky, two best friends facing the prospect of growing up, and more importantly, apart.
Daniel Clowes is one of the most respected cartoonists of his generation, and Ghost World is his magnum opus. This graphic novel is a must for any self-respecting comics fan's library.
London, 1898. The Victorian Era draws to a close and the twentieth century approaches. It is a time of great change and an age of stagnation, a period of chaste order and ignoble chaos. It is an era in need of champions.
In this amazingly imaginative tale, literary figures from throughout time and various bodies of work are brought together to face any and all threats to Britain. Allan Quatermain, Mina Murray, Captain Nemo, Dr. Henry Jekyll and Edward Hyde, and Hawley Griffin, the Invisible Man, form a remarkable legion of intellectual aptitude and physical prowess: The League of Extraordinary Gentlemen.
Joe Kavalier, a young Jewish artist with training in the art of Houdini-esque escape, has just managed to smuggle himself out of Nazi-invaded Prague and lands in New York City. He is quickly joined by his Brooklyn cousin Sammy Clay, who is eager to find a partner to craft heroes, stories, and art for the latest American craze - the comic book.
With their combined fears and dreams fueling their creativity, Kavalier and Clay bring to life the Escapist, the Monitor, and Luna Moth, drawing inspiration from the enchanting Rosa Saks, who becomes deeply entwined in the lives of both men. Author Michael Chabon delivers an exhilarating narrative that captures the essence of American romance and the boundless possibilities of the era.
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
Hikaru is horrified to find that he's losing all of his games at the insei school! The Young Lions Tournament is just three months away, and the insei who qualify will play against rookie pros, including Akira. Hikaru sees his chance to impress his rival, but can he turn his losing streak around in time?
In 1993, Scott McCloud tore down the wall between high and low culture with the acclaimed international hit Understanding Comics, a massive comic book that explored the inner workings of the world's most misunderstood art form. Now, McCloud takes comics to the next level, charting twelve different revolutions in how comics are created, read, and perceived today, and how they're poised to conquer the new millennium.
Part One of this fascinating and in-depth book includes:
Then in Part Two, McCloud paints a breathtaking picture of comics' digital revolutions, including:
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. This awakening ignites an untapped genius for the game within Hikaru, propelling him on a quest to defeat the renowned go prodigy Akira Toya.
As Akira turns professional, Hikaru realizes that reaching his rival's level will require immense dedication and effort. Before even considering the professional test, he must first conquer the challenges of the insei school and surpass all its students. With each step forward, Akira's shadow looms larger, and Hikaru must push himself to the limits to close the widening gap between them.
The armies of Persia -- a vast horde greater than any the world has ever known -- are poised to crush Greece, an island of reason and freedom in a sea of madness and tyranny. Standing between Greece and this tidal wave of destruction is a tiny detachment of but three hundred warriors. But these warriors are more than men -- they are Spartans!
Frank Miller's epic retelling of history's supreme moment of battlefield valor is finally collected in a glorious hardcover volume in its intended format -- each two-page spread from the original comics is presented as a single undivided page.
Collects: 300 #1-5
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
Akira is beginning a new school year at Kaio Middle School. With his daunting reputation as the Toya Meijin's son, Akira finds he must prove himself to more than a few mean and jealous classmates. And with the help of upperclassman Yuri Hidaka, Akira finds the confidence to persevere in his hunt to beat Hikaru. Meanwhile, Hikaru is having a hard enough time just trying to find a third teammate to play in the Haze Middle School Go Club. A possible teammate arrives in the form of Yuki Mitani--but will he join their club or continue to swindle old timers for their pocket change?
Understanding Comics: The Invisible Art by Scott McCloud is an innovative comic book that provides a detailed look at the history, meaning, and art of comics and cartooning. It traces the 3,000-year history of storytelling through pictures and discusses the language and images used in the unique medium of comics.
This work is celebrated throughout the cartoon industry and is essential reading for anyone interested in the intricate and fascinating world of comics.
Hikaru Shindo is like any sixth-grader in Japan: a pretty normal schoolboy with a two-tone head of hair and a penchant for antics. One day, he finds an old bloodstained Go board in his grandfather's attic--and that's when things get really interesting. Trapped inside the Go board is Fujiwara-no-Sai, the ghost of an ancient Go master who taught the strategically complex board game to the emperor of Japan many centuries ago.
In one fateful moment, Sai becomes a part of Hikaru's consciousness and together, through thick and thin, they make an unstoppable Go-playing team. Will they be able to defeat Go players who have dedicated their lives to the game? Will Sai achieve the "Divine Move" so he'll finally be able to rest in peace? Begin your journey with Hikaru and Sai in this first volume of Hikaru no Go.
Take an apartment house, mix in a drag queen, a lesbian couple, some talking animals, a talking severed head, a confused heroine, and the deadly Cuckoo. Stir vigorously with a hurricane and Morpheus himself, and you get this fifth installment of the Sandman series.
This story stars Barbie, who first makes an appearance in The Doll's House, who here finds herself a princess in a vivid dreamworld.
Collecting The Sandman #32–37.
Ten thousand years ago, Morpheus condemned a woman who loved him to Hell. Now the other members of his immortal family, The Endless, have convinced the Dream King that this was an injustice. To make it right, Morpheus must return to Hell to rescue his banished love — and Hell's ruler, the fallen angel Lucifer, has already sworn to destroy him.
This volume collects The Sandman issues #21-28, continuing the epic saga crafted by the imagination of Neil Gaiman.
This masterpiece of modern comics storytelling brings to vivid life a dark world and an even darker man. Together with inker Klaus Janson and colorist Lynn Varley, writer/artist Frank Miller completely reinvents the legend of Batman in his saga of a near-future Gotham City gone to rot, ten years after the Dark Knight's retirement. Crime runs rampant in the streets, and the man who was Batman is still tortured by the memories of his parents' murders. As civil society crumbles around him, Bruce Wayne's long-suppressed vigilante side finally breaks free of its self-imposed shackles. The Dark Knight returns in a blaze of fury, taking on a whole new generation of criminals and matching their level of violence. He is soon joined by this generation's Robin—a girl named Carrie Kelley, who proves to be just as invaluable as her predecessors.
But can Batman and Robin deal with the threat posed by their deadliest enemies, after years of incarceration have made them into perfect psychopaths? And more important, can anyone survive the coming fallout of an undeclared war between the superpowers—or a clash of what were once the world's greatest superheroes?
Over fifteen years after its debut, Batman: The Dark Knight Returns remains an undisputed classic and one of the most influential stories ever told in the comics medium.
The Complete Maus, a Pulitzer Prize-winning graphic novel by Art Spiegelman, is a profound narrative that recounts the chilling experiences of the author's father, Vladek Spiegelman, a Jewish survivor of Hitler's Europe. This volume includes both Maus I: A Survivor's Tale and Maus II, presenting the complete story.
Through the unique medium of cartoons—with Nazis depicted as cats and Jews as mice—Spiegelman captures the everyday reality of fear and survival during the Holocaust. This artistic choice not only shocks readers out of any sense of familiarity but also draws them closer to the harrowing heart of the Holocaust.
More than just a tale of survival, Maus is also an exploration of the author's complex relationship with his father. The narrative weaves together Vladek's harrowing story with the author's own struggles, framing a life of small arguments and unhappy visits against the backdrop of a larger historical atrocity. It is a story that extends beyond Vladek to all the children who bear the legacy of their parents' traumas.
Maus is not only a personal account of survival but also a broader examination of the impact of history on subsequent generations. It is an essential work that studies the traces of history and its enduring significance.
Many moons ago, the magic of Calvin and Hobbes first appeared on the funny pages and the world was introduced to a wondrous pair of friends -- a boy and his tiger, who brought new life to the comics page. To celebrate the tenth anniversary of this distinguished partnership, Bill Watterson prepared this special book, sharing his thoughts on cartooning and creating Calvin and Hobbes, illustrated throughout with favorite black-and-white and color cartoons.
Countless tombstones stand in rows throughout a small community, forming a bizarre tableau. What fate awaits a brother and sister after a traffic accident in this town of the dead? In another tale, a girl falls silent, her tongue transformed into a slug. Can a friend save her? Then, when a young man moves to a new town, he finds the house next door has only a single window. What does his grotesque neighbor want, calling out to him every evening from that lone window?
Fresh nightmares brought to you by horror master Junji Ito.
Maus raconte la vie de Vladek Spiegelman, rescapé juif des camps nazis, et de son fils, auteur de bandes dessinées, qui cherche un terrain de réconciliation avec son père, sa terrifiante histoire et l'Histoire. Des portes d'Auschwitz aux trottoirs de New York se déroule en deux temps (les années 30 et les années 70) le récit d'une double survie : celle du père, mais aussi celle du fils, qui se débat pour survivre au survivant. Ici, les Nazis sont des chats et les Juifs des souris.
Acclaimed as a quiet triumph and a brutally moving work of art, Maus II: A Survivor's Tale: And Here My Troubles Began introduces readers to Vladek Spiegleman, a Jewish survivor of Hitler's Europe, and his son, a cartoonist trying to come to terms with his father, his father's terrifying story, and History itself. Its form, the cartoon (the Nazis are cats, the Jews mice), succeeds perfectly in shocking us out of any lingering sense of familiarity with the events described, approaching, as it does, the unspeakable through the diminutive.
This second volume, subtitled And Here My Troubles Began, moves us from the barracks of Auschwitz to the bungalows of the Catskills. Genuinely tragic and comic by turns, it attains a complexity of theme and a precision of thought new to comics and rare in any medium. Maus ties together two powerful stories: Vladek's harrowing tale of survival against all odds, delineating the paradox of daily life in the death camps, and the author's account of his tortured relationship with his aging father. At every level, this is the ultimate survivor's tale - and that too of the children who somehow survive even the survivors.
They're back: Calvin, the six-year-old dirty tricksmeister and master of indignation and his warm, cuddly philosopher sidekick, Hobbes. A tiger whose idea of adventure is to lie on his back by the fire and have his stomach rubbed. In six short years, this unlikely duo has captured the hearts, the minds, and, most of all, the funny bones of America.
This treasury collection contains a never-before-published full-color section, as well as the cartoons appearing in The Revenge of the Baby-Sat and Scientific Progress Goes "Boink." All Sunday cartoons are presented full-page and full-color.
The third volume of the Sandman collection is a series of four short comic book stories. In each of these otherwise unrelated stories, Morpheus serves only as a minor character. Here we meet the mother of Morpheus's son, find out what cats dream about, and discover the true origin behind Shakespeare's A Midsummer's Night Dream.
Stories included:
This volume collects The Sandman #17–20.
The Mad Titan Thanos has seized control of the Infinity Gauntlet, and with it, near-omnipotent power! Who can stop this deadly new overlord? All of Marvel's top heroes star in this epic of cosmic proportions.
Earth's superheroes, including Spider-Man, the Avengers, Captain America, the Fantastic Four, the Hulk, and the X-Men, join forces in a desperate attempt to thwart Thanos's insane plunge into galactic self-destruction. With the fate of existence itself hanging in the balance, they face a battle that will challenge them to their very core.
The Infinity Gauntlet is a true epic, a narrative on a cosmic scale that is packed with Marvel's most recognizable characters and unforgettable moments of heroism, sacrifice, and ultimate confrontation.
After being run out of Boneville, the three Bone cousins, Fone Bone, Phoney Bone, and Smiley Bone, are separated and lost in a vast uncharted desert. One by one, they find their way into a deep, forested valley filled with wonderful and terrifying creatures...
Humor, mystery, and adventure are spun together in this action-packed, side-splitting saga. Everyone who has ever left home for the first time only to find that the world outside is strange and overwhelming will love Bone.
An American graphic novel first! The complete 1300 page epic from start to finish in one deluxe trade paperback.
Three modern cartoon cousins get lost in a pre-technological valley, spending a year there making new friends and out-running dangerous enemies. After being run out of Boneville, the three Bone cousins, Fone Bone, Phoney Bone, and Smiley Bone are separated and lost in a vast uncharted desert. One by one they find their way into a deep forested valley filled with wonderful and terrifying creatures. It will be the longest -- but funniest -- year of their lives.
The Authoritative Calvin and Hobbes: A Calvin and Hobbes Treasury is a captivating collection of Calvin and Hobbes cartoons. This treasury includes fan favorites such as Yukon Ho! and Weirdos From Another Planet, along with a story that has not been in print before, making it a must-have for enthusiasts and new readers alike.
Bill Watterson, the creative genius behind these beloved characters, was honored with the 1986 Reuben Award as Outstanding Cartoonist of the Year, showcasing his remarkable talent and contribution to the world of comics.
A being who has existed since the beginning of the universe, Dream of the Endless rules over the realm of dreams. In The Doll's House, after a decades-long imprisonment, the Sandman has returned to find that a few dreams and nightmares have escaped to reality. Looking to recapture his lost possessions, Morpheus ventures to the human plane only to learn that a woman named Rose Walker has inadvertently become a dream vortex and threatens to rip apart his world.
Now, as Morpheus takes on the last escaped nightmare at a serial killers convention, the Lord of Dreams must mercilessly murder Rose or risk the destruction of his entire kingdom.
Remember, remember the fifth of November...
A frightening and powerful tale of the loss of freedom and identity in a chillingly believable totalitarian world, V for Vendetta stands as one of the highest achievements of the comics medium and a defining work for creators Alan Moore and David Lloyd.
Set in an imagined future England that has given itself over to fascism, this groundbreaking story captures both the suffocating nature of life in an authoritarian police state and the redemptive power of the human spirit which rebels against it. Crafted with sterling clarity and intelligence, V for Vendetta brings an unequaled depth of characterization and verisimilitude to its unflinching account of oppression and resistance.
Perhaps the most brilliant comic strip ever created, Calvin and Hobbes continues to entertain with dazzling cartooning and tremendous humor. Bill Watterson's Calvin and Hobbes has been a worldwide favorite since its introduction in 1985. The strip follows the richly imaginative adventures of Calvin and his trusty tiger, Hobbes. Whether a poignant look at serious family issues or a round of time-travel (with the aid of a well-labeled cardboard box), Calvin and Hobbes will astound and delight you.
Beginning with the day Hobbes sprang into Calvin's tuna fish trap, the first two Calvin and Hobbes collections, Calvin and Hobbes and Something Under The Bed Is Drooling, are brought together in this treasury. Including black-and-white dailies and color Sundays, The Essential Calvin and Hobbes also features an original full-color 16-page story.
The conclusion of the Phantom Blood Arc! Jonathan Joestar and his mentor Zeppelli continue their pursuit of the villainous vampire, Dio! But to get to him, they must first face down his murderous henchmen! In battle after bloody battle, JoJo and Zeppelli are pushed to their limits and beyond!
For the first time the Joker's origin is revealed in this tale of insanity and human perseverance. Looking to prove that any man can be pushed past his breaking point and go mad, the Joker attempts to drive Commissioner Gordon insane. After shooting and permanently paralyzing his daughter Barbara (a.k.a. Batgirl), the Joker kidnaps the commissioner and attacks his mind in hopes of breaking the man. But refusing to give up, Gordon maintains his sanity with the help of Batman in an effort to beset the madman.
A NEW YORK TIMES Bestseller! Presented for the first time with stark, stunning new coloring by Brian Bolland, BATMAN: THE KILLING JOKE is Alan Moore's unforgettable meditation on the razor-thin line between sanity and insanity, heroism and villainy, comedy and tragedy. According to the grinning engine of madness and mayhem known as the Joker, that's all that separates the sane from the psychotic. Freed once again from the confines of Arkham Asylum, he's out to prove his deranged point. And he's going to use Gotham City's top cop, Commissioner Jim Gordon, and the Commissioner’s brilliant and beautiful daughter Barbara to do it.
As if Dio wasn't diabolical enough, now he's an immortal vampire with incredible strength! But Jonathan Joestar's not one to back down, even when it seems like victory is impossible! It's a classic battle! Good versus evil! Grit and determination against power and arrogance! Who will win?!
New York Times best-selling author Neil Gaiman's transcendent series SANDMAN is often hailed as the definitive Vertigo title and one of the finest achievements in graphic storytelling. Gaiman created an unforgettable tale of the forces that exist beyond life and death by weaving ancient mythology, folklore, and fairy tales with his own distinct narrative vision.
In PRELUDES & NOCTURNES, an occultist attempting to capture Death to bargain for eternal life traps her younger brother Dream instead. After his 70-year imprisonment and eventual escape, Dream, also known as Morpheus, goes on a quest for his lost objects of power. On his arduous journey, Morpheus encounters Lucifer, John Constantine, and an all-powerful madman.
This book also includes the story "The Sound of Her Wings," which introduces us to the pragmatic and perky goth girl Death.
Includes issues 1-8 of the original series.
Young Jonathan Joestar's life is forever changed when he meets his new adopted brother, Dio. For some reason, Dio has a smoldering grudge against him and derives pleasure from seeing him suffer. But every man has his limits, as Dio finds out. This is the beginning of a long and hateful relationship!
This is the first collection of the popular comic strip that features Calvin, a rambunctious 6-year-old boy, and his stuffed tiger, Hobbes, who comes charmingly to life.
A pilot stranded in the desert awakes one morning to see, standing before him, the most extraordinary little fellow. "Please," asks the stranger, "draw me a sheep." And the pilot realizes that when life's events are too difficult to understand, there is no choice but to succumb to their mysteries. He pulls out pencil and paper... And thus begins this wise and enchanting fable that, in teaching the secret of what is really important in life, has changed forever the world for its readers.
Few stories are as widely read and as universally cherished by children and adults alike as The Little Prince. It will capture the hearts of readers of all ages.