Call of the Wraith
When Christopher wakes up with amnesia he is told it was caused by a shipwreck but as the villagers nurse him back to health he suspects his memory loss was caused by witchcraft. When the town witch tells him that to regain his memory he must locate children kidnapped by the White Witch, he sets out on his quest, and is joined by two friends who have been searching for him, and the three discover the task is much more difficult than they could have anticipated. This Canadian adventure story can be used for literature circles, read-aloud, or independent novel study to explore topics of friendship, trust, perseverance, and truth.
Collections:
Novel
Subject:
English Language Arts
Grades:
- 6-9
Evaluation Date: