Curtis Jobling

A U T H O R  &  A R T I S T

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(Max Helsing: Monster Hunter in the UK)

Now the hunter has become the hunted . . . bummer.


Max is just your average kid growing up in Gallows Hill, a small town outside of Boston—well, except that he lives in a gothic mansion with an old former prizefighter, and his after-school job is carrying on the monster-hunting tradition of his family, the van Helsings.

Despite the bloody legacy he’s inherited, Max always tries to be kind and fair to the ghouls, demons and other creatures he encounters. So he’s confused when monsters start attacking him willy-nilly—even those he thought of as friends. Max discovers he’s been cursed by an evil Warlock who intends to reclaim the earth for the monsters. To save his life, Max must rely on his gearhead friend Syd, his boy-genius neighbour Wing and his brand-new puppy for help. But time is running out, and if they can’t figure out how to break the Thirteenth Curse, Max—and the world as we know it—will be in deep, deep trouble . . .





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Imagine a world ruled by Werelords—men and women who can shift at will into bears, lions and serpents. When Drew suddenly discovers he's not only a werewolf but the long-lost heir to the murdered Wolf King's throne, he must use his wits and newfound powers to survive in a land suddenly full of enemies. Drew's the only one who can unite the kingdom in a massive uprising against its tyrant ruler, Leopold the Lion. But the king is hot on Drew's tail and won't rest until he's got the rebel wolf's head.

"Game of Thrones for the tween set." —School Library Journal




Picking up where Rise of the Wolf leaves off, the kingdom is in disarray and Drew Ferran is grudgingly being groomed for the throne. When a revenge plot by Prince Lucas is revealed, Drew seizes the opportunity to flee his obligations in pursuit of the renegade prince. But Drew and his allies are in trouble, as they encounter rogue militias of lawless Werelords and a nation of invading Catlords determined to wrest power from Drew's paws. With the odds stacked against him, Drew must face up to his kingship and embrace the Wolf or all of Lyssia will be lost.




Drew Ferran, Lyssia's last remaining Wolf and the rightful heir to the kingdom's throne, is held prisoner by an evil Lizardlord. But rebellion's always a possibility when Drew's around, and with the help of his cohorts, he overthrows the slavers and embarks on a quest to find the long-lost tribe of Hawklords so they can join his war against the evil Catlords. This third book in the Wereworld series features even more heart-pounding action, wild characters and epic struggle between good and evil.




The kingdom of Lyssia remains ravaged by war. Drew, the rightful heir to the Werelord throne, is locked in battle against Ratlords and Crowlords, when the unexpected return of the evil Wereserpent, Vala, throws the war into an entirely new direction. As the battle lines change, so does Drew’s friend Hector, who embraces his powers of dark magistry and transforms into Drew’s most dangerous enemy yet. The Wolf and his allies have never been in graver peril.




Drew Ferran—werewolf, leader of people, and the rightful king of Lyssia—battles the evil Catlords who seek to oppress the kingdom. As the war’s scope widens, Drew and his allies take the fight to the high seas. But just as many terrors await them on the water as on land, with pirates and scoundrels abounding and a host of previously-unknown werelords emerging to take sides in the war that threatens to destroy the Seven Realms.




In this thrilling finale to the Wereworld saga, secrets are finally revealed, truths come to light, and alliances are tested. While the war between the Catlords and the Wolf embroils the Seven Realms in chaos, Drew must take his final stand against the man who has become Lyssia’s deadliest villain: his own best friend, the Boarlord Hector, whose powers of dark magick are raging out of control.


When Will finds himself in hospital, but unable to make anyone see or hear him, he realizes that he never made it home from his first kiss with the school hottie. Knocked off his bike in a road traffic accident, Will is now officially dead—and a ghost. But somehow his best mate, Dougie, can still see him, and, what is more, increasingly Will seems bound to Dougie, going only where Dougie goes. Once they've exhausted all the comic possibilities of being invisible, they set about unravelling the mystery of Will's predicament. Is it something to do with that kiss, or the driver of the car that killed him and didn't stop? Maybe they will find an answer by investigating the rumour that there is an unhappy spirit haunting the ruins in the school grounds, and if so, why? What they discover is a long-buried mystery, which stretches its fingers right into the present . . .



Will and Dougie are still adjusting to the slight change in their friendship dynamic . . .

Will's dead but Dougie can still see him. Weird, admittedly, but there are some positives: solving a murder mystery (with the help of former living best friend), becoming a local hero and getting the girl of your dreams are pretty big perks.

But what happens when the girl is Will's crush too? The first (and last!) girl he ever kissed? And why has Dougie's dad been acting all weird ever since Will died? Just as things are beginning to go right for Will, it seems he couldn't have been more wrong . . .


Richard 'Trick' Hope is used to getting into trouble, but not like this . . .

On the run from bullies, Trick finds himself transported to the mystical Wildlands, a place where the greatest warriors throughout history have been summoned to fight in a battle for survival— from Romans and Vikings to Knights and Samurai!

A cryptic old man tells Trick that he's there for a reason—to deliver the Wildlands from the evil Boneshaker, who rules with an army of terrifying minions. Trick has been chosen to form a band of the seven greatest warriors to defeat this terrible enemy.

As Trick begins his epic quest the stakes couldn't be higher: defeat Boneshaker or never see home again.




OLD MACDONALD HAD A ZOO (with Tom McLaughlin)

Roll up, roll up! Read all about it! Elderly farmer wins lottery!

Old MacDonald, of MacDonald's Farm, is the talk of the cattle market and the most eligible pensioner in the paddock. With wellington boots, a jaunty flat cap and a spanking new muck-thrower topping his shopping list, lottery winner Old MacDonald has one million pounds burning a hole in his dungarees. He just needs to find the right things to spend it on . . .

Find out what happens when Old MacDonald wins the lottery, sells his farm and buys a zoo. And what a zoo it is . . . with plenty of fun antics to discover by lifting all the flaps.

Old MacDonald had a zoo, ee aye, ee aye, whooooooaaaahhhhh!

"Younger children will find irresistible Curtis Jobling’s and Tom McLaughlin’s Old MacDonald Had a Zoo, in which a grumpy Pools winner fails to keep his menagerie under control." Amanda Craig, The New Statesman

“Old MacDonald had a Zoo is terrific!” Lorraine Kelly




THE SHEEP WON'T SLEEP (with Tom McLaughlin)

The moon is high, the hour is late,

Goat is napping by the gate.

But . . .


A sleepy sheepdog struggles to put a hundred naughty sheep to bed in this chaotic farmyard romp with silly sheep to count on every page —can you find all 100?

A delightful rhyming read that's perfect for bedtime—from the creators of Old Macdonald had a Zoo.

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