Mari has been stuck in a classroom by herself, forced to practice reviving things, while havoc goes on around her. Miriam and the demon she summoned, whose name is also Alice, apparently have a long history together. Lady Alice the demon sets things in motion between two other countries to spark a war, and the country they’re all in must decide which of their alliances are strongest. The countries then discover that it was the witches who started everything in their quest to get back at the humans for generations of abuse. The country starts attacking the school they’re all in just as Alice discovers Mari’s mother is in the witch’s crypt below the school. Lady Alice dares Mari to try and resurrect everyone she’s killed, but it turns out that everyone has misunderstood Mari’s powers from the beginning.
Draconia is on the brink of war with Nadasha, all in the name of the Priestess Princess, which is annoying little Asahi. Ruri decides she has to go talk to Asahi, regrettably, to maybe stave off a war that will get people killed. The talk doesn’t go well - Asahi does some pretty impressive mental gymnastics to get out of seeing Ruri’s points, so Ruri leaves, dejected. Meanwhile, her abrupt trip has sent the Dragon King into an absolute frenzy. He wants to go after Ruri, send search parties, appeal to the fairies - anything but run the kingdom. Ruri’s return stops the kingdom-wide panic, and the Dragon King finally gets back to some of the paperwork that’s been piling up. But soon, the news of war reaches them, and the Dragon Army must start preparing for what’s to come.
Vol 1: Fear & Fire, illustrated by V. V. Glass, colored by Natalia Neserenko
Saoirse and friend challenge each other to get to the Witch Tower first on this, the most dangerous day for being outside - it's the day the Cailleach hunts children to eat. Saoirse's father catchers her and saddles her with babysitting her sick brother, Brahm. When they sneak out later and make it to the Witch Tower, she doesn't find a deserted relic at all - they finds a fearsome witch ready to make up her dinner out of Brahm. Saoirse overpowers the witch with a hidden strength and saves her brother. Her Nan later reveals that she is witch-marked, a special descendant of magical beings. Saoirse is possibly strong enough to finally take down the four handmaidens and the Cailleach and rid the world of the threat of the Fae King being released from Tir Na Nog.
Vol 1: Child of Wonder, illustrated by Godwin Akpan
Iyanu and her mentor live just inside the outer walls of the city of Elu. The kids who live inside the inner wall, known as Inners, yell at her and throw rocks when they see her looking through a crack in the wall, calling her a Forest Girl who doesn’t belong. Iyanu and her mentor practice the old ways of the Agoni, a segment of Eli’s population who keep the history and the old ways alive. Before Iyanu’s time, the Oba (king) of Elu banished all the Agoni away from their place inside the city and moved the survivors into the Forest. When Iyanu uses her magic to save an Inner boy from a corrupt animal, the Oba and his council of advisors order her capture. Iyanu's mentor is captured instead and sets Iyano on a dangerous journey to locate The Source, a mythical place where magic is strong, and Iyanu will find answers to the curse that has corrupted animals and made them thirst for human blood.
Nanako and Mao continue to battle some evil deeds that are coming out of a local shrine. The priestess is able to predict the deaths of villagers, with amazing accuracy. However, there is some Tom-foolery at play, and the curses are not what they seem. Mao is able to release the demonic spirit that has been harnessed to carry out the curses, and the spirit rebounds upon the caster. On her way to jail, the priestess predicts the end of the world: fireballs engulfing the town while a huge earthquake rips open the streets. Nanako goes back to her time to research what this event could be, and finds it coincides with a terrible earthquake that does much of what the priestess said. She goes back to Mao’s time to try and prevent or at least save some of the townsfolk, but like everything in Mao’s time, the historical record of what happens isn’t as accurate as the truth, especially when more evil spirits — and possibly Byouki — are involved.
A mysterious innkeeper will let lost souls stay in his inn for a price that isn’t money: he feeds on secrets. When a young man is being chased by a monster in a cage, he finds refuge in the Inn, but has no secrets to give. The Master uses his power to create a situation where he will know the young man’s secret, and it gives them both new life. The Innkeeper also has several creatures in his service, including Butterfly, who can take the shape of a man, but also burst into hundreds of butterflies. Butterfly often "gets into trouble" in his human form, particularly with young ladies who often fall for him.
Jinwoo is still dealing with the trauma from the last double-dungeon, but he decides he needs to get stronger so he can earn more and help out his family. He starts grinding in a low-level dungeon and puts a majority of his skill points into strength. This changes his physical appearance - he’s taller and has more muscle mass. He decides it’s time to try a harder dungeon, and he finds a group who need to round out their numbers to 10 to enter. There’s another new person, who is also low level, but he has extremely expensive equipment. Things turn out badly for the two of them in the dungeon, and Jinwoo uses all his new experience to protect them and survive the dungeon.
Vol 6: The Vow, illustrated by Sana Takeda
In the aftermath of the attack on Ravenna, Maika has been badly burned, many Arcanics were killed, but the Federation forces have stopped their attacks, for now. Maika and Zinn have a bit of a heart-to-heart about facing their pasts, so Maika decides it's time to stop running from hers. She summons her grandmother, the Ancient Wolf Queen, which also brings her face-to-face with her aunt - the Warlord - who is none to happy to finally have her hands on her deadly niece. Maika and the Baroness of the Dusk Court are finally reunited, but it's not a happy occasion. The Federation begin another assault on Ravenna, this time with canisters of gas that turn Arcanics into raging zombie-type creatures, and Maika decides to call on the power of the Mask fragments she's been collecting to try and save everyone in the city.
Makoto and her cat Chito move in with her distant relatives away from Tokyo in Aomori, a small town in the countryside of Japan. There, Makoto hopes to complete her training as a witch. Her family knows about her powers, but Makoto isn’t supposed to talk about it to non-relatives. That doesn’t stop her from telling Nao, a girl at her school she befriends. Makoto often gets lost around Aomori, so occasionally she’ll take Chito with her, who has walked the neighborhood enough to not get lost. Makoto does some basic magic with her young cousin, Chinatsu, who isn't a witch. The two, along with Kei, Chinatsu's older brother, ready an abandoned plot of land to make a garden, as growing plants is part of Makoto's study of magic. Makoto's sister, Akane, also makes a surprise visit to see how Makoto is settling in, and Akane accidentally has Makoto unleash a pretty powerful spell to summon crows.
Vol 1: Fantasy heartbreaker, illustrated by Stephanie Hans, letted by Clayton Cowles
For Ash's 16th birthday, his best friend Solomon (Sol) creates a new role-playing game that will knock everyone's socks off. Ash's kid sister, Angela, tags along, and the group is rounded out by Chuck, Isabelle, and Matt. The players build their characters, and Sol passes out special dice to each of them, reserving the D20 for himself as the master. They role, and they find themselves inside the game. Two years later, they come back to the real world, unable to speak about what has happened. Angela is missing an arm, and Sol is missing entirely. Twenty five years later, Sol's D20 finds its way back to Ash, who brings the gang back together again to decide what to do. Before anything can be decided, the five are sucked back into the game again. Sol is now the Grandmaster, and he insists they play again to defeat him this time. The group tries to work together to defeat Sol, but they discover their personal motives don't perfectly align this time.
I've been reading manga and comicbooks for years. Now, I write reviews and other helpful things for School Librarians, teachers, parents, and students.
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