Revenge - When Eugenides, the Thief of Eddis, stole Hamiathes's Gift, the Queen of Attolia lost more than a mythical relic. She lost face. Everyone knew that Eugenides had outwitted and escaped her. To restore her reputation and reassert her power, the Queen of Attolia will go to any length and accept any help that is offered... she will risk her country to execute the perfect revenge.
...but - Eugenides can steal anything. And he taunts the Queen of Attolia, moving through her strongholds seemingly at will. So Attolia waits, secure in the knowledge that the Thief will slip, that he will haunt her palace one too many times.
...at what price? - When Eugenides finds his small mountain country at war with Attolia, he must steal a man, he must steal a queen, he must steal peace. But his greatest triumph - and his greatest loss - comes in capturing something that the Queen of Attolia thought she had sacrificed long ago.
In the land of Ingary, such things as spells, invisible cloaks, and seven-league boots were everyday things. The Witch of the Waste was another matter. After fifty years of quiet, it was rumored that the Witch was about to terrorize the country again. So when a moving black castle, blowing dark smoke from its four thin turrets, appeared on the horizon, everyone thought it was the Witch.
The castle, however, belonged to Wizard Howl, who, it was said, liked to suck the souls of young girls. The Hatter sisters--Sophie, Lettie, and Martha--and all the other girls were warned not to venture into the streets alone. But that was only the beginning. In this giant jigsaw puzzle of a fantasy, people and things are never quite what they seem. Destinies are intertwined, identities exchanged, lovers confused. The Witch has placed a spell on Howl. Does the clue to breaking it lie in a famous poem? And what will happen to Sophie Hatter when she enters Howl's castle?
Diana Wynne Jones's entrancing fantasy is filled with surprises at every turn, but when the final stormy duel between the Witch and the Wizard is finished, all the pieces fall magically into place.
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.
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?
The forerunner to The Lord of the Rings, The Silmarillion fills in the background which lies behind the more popular work, and gives the earlier history of Middle-earth, introducing some of the key characters.
The Silmarillion is an account of the Elder Days, of the First Age of Tolkien's world. It is the ancient drama to which the characters in The Lord of the Rings look back, and in whose events some of them, such as Elrond and Galadriel, took part. The tales of The Silmarillion are set in an age when Morgoth, the first Dark Lord, dwelt in Middle-Earth, and the High Elves made war upon him for the recovery of the Silmarils, the jewels containing the pure light of Valinor.
The forerunner to The Lord of the Rings, The Silmarillion fills in the background which lies behind the more popular work, and gives the earlier history of Middle-earth, introducing some of the key characters.
The Silmarillion is an account of the Elder Days, of the First Age of Tolkien's world. It is the ancient drama to which the characters in The Lord of the Rings look back, and in whose events some of them, such as Elrond and Galadriel, took part. The tales of The Silmarillion are set in an age when Morgoth, the first Dark Lord, dwelt in Middle-Earth, and the High Elves made war upon him for the recovery of the Silmarils, the jewels containing the pure light of Valinor.
When young Tenar is chosen as high priestess to the ancient and nameless Powers of the Earth, everything is taken away - home, family, possessions, even her name. For she is now Arha, the Eaten One, guardian of the ominous Tombs of Atuan. While she is learning her way through the dark labyrinth, a young wizard, Ged, comes to steal the Tombs' greatest hidden treasure, the Ring of Erreth-Akbe.
But Ged also brings with him the light of magic, and together, he and Tenar escape from the darkness that has become her domain. Ursula K. Le Guin's Earthsea Cycle has earned a treasured place on the shelves of fantasy lovers everywhere, alongside the works of such beloved authors as J.R.R. Tolkien and C.S. Lewis.
The Golden Compass, The Subtle Knife, and The Amber Spyglass are available together in one volume perfect for any fan or newcomer to this modern fantasy classic series.
These thrilling adventures tell the story of Lyra and Will—two ordinary children on a perilous journey through shimmering haunted otherworlds. They will meet witches and armored bears, fallen angels and soul-eating specters. And in the end, the fate of both the living—and the dead—will rely on them.
Phillip Pullman's spellbinding His Dark Materials trilogy has captivated readers for over twenty years and won acclaim at every turn. It will have you questioning everything you know about your world and wondering what really lies just out of reach.
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.
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:
Nan King, an oyster girl, is captivated by the music hall phenomenon Kitty Butler, a male impersonator extraordinaire treading the boards in Canterbury. Through a friend at the box office, Nan manages to visit all her shows and finally meet her heroine. Soon after, she becomes Kitty's dresser and the two head for the bright lights of Leicester Square where they begin a glittering career as music-hall stars in an all-singing and dancing double act.
At the same time, behind closed doors, they admit their attraction to each other and their affair begins.
Jonathan Kozol's books have become touchstones of the American conscience. In his most personal and optimistic book to date, Jonathan returns to the South Bronx to spend another four years with the children who have come to be his friends at P.S. 30 and St. Ann's.
A fascinating narrative of daily urban life seen through the eyes of children, Ordinary Resurrections gives a human face to Northern segregation and provides a stirring testimony to the courage and resilience of the young. Sometimes playful, sometimes jubilantly funny, and sometimes profoundly sad, these are sensitive children—complex and morally insightful. Their ethical vitality denounces and subverts the racially charged labels that the world of grown-up expertise too frequently assigns to them.
Yet another classic of unblinking social observation from one of the finest writers ever to work in the genre, this book is a piercing discernment of right and wrong, of hope and despair—from our nation's corridors of power to its poorest city streets.
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.
Beneath the towering bleached ribs of a dead, ancient beast lies the city of New Crobuzon, where the unsavory deal is stranger to no one--not even to Isaac, a gifted and eccentric scientist who has spent a lifetime quietly carrying out his unique research. But when a half-bird, half-human creature known as the Garuda comes to him from afar, Isaac is faced with challenges he has never before encountered.
Though the Garuda's request is scientifically daunting, Isaac is sparked by his own curiosity and an uncanny reverence for this curious stranger. Soon an eerie metamorphosis will occur that will permeate every fiber of New Crobuzon--and not even the Ambassador of Hell will challenge the malignant terror it evokes.
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
The Great Gatsby, F. Scott Fitzgerald's third book, stands as the supreme achievement of his career. This exemplary novel of the Jazz Age has been acclaimed by generations of readers. The story of the fabulously wealthy Jay Gatsby and his love for the beautiful Daisy Buchanan, of lavish parties on Long Island at a time when The New York Times noted "gin was the national drink and sex the national obsession," it is an exquisitely crafted tale of America in the 1920s.
The Great Gatsby is one of the great classics of twentieth-century literature.
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.
Slaughterhouse-Five, an American classic and one of the world's great antiwar books, centers on the infamous World War II firebombing of Dresden. Kurt Vonnegut Jr. describes the novel as a result of a twenty-three-year struggle to write a book about what he had witnessed as an American prisoner of war. The novel combines elements of historical fiction, science fiction, autobiography, and satire in the life story of Billy Pilgrim.
Billy, a barber's son turned draftee turned optometrist turned alien abductee, experiences the destruction of Dresden as a POW. Unlike Vonnegut, he also experiences time travel, or coming "unstuck in time." An instant bestseller, Slaughterhouse-Five established Kurt Vonnegut Jr. as a cult hero in American literature, a status that has only strengthened over time despite censorship challenges. The novel's political edginess, genre-bending inventiveness, frank violence, and transgressive wit have inspired generations of readers to see the world differently and speak out.
More than fifty years after its initial publication during the Vietnam War, Vonnegut's portrayal of political disillusionment, PTSD, and postwar anxiety remains darkly humorous and profoundly affecting, serving as an enduring beacon through our own era's uncertainties.
Harry Potter has never even heard of Hogwarts when the letters start dropping on the doormat at number four, Privet Drive. Addressed in green ink on yellowish parchment with a purple seal, they are swiftly confiscated by his grisly aunt and uncle. Then, on Harry's eleventh birthday, a great beetle-eyed giant of a man called Rubeus Hagrid bursts in with some astonishing news: Harry Potter is a wizard, and he has a place at Hogwarts School of Witchcraft and Wizardry. An incredible adventure is about to begin!
With their message of hope, belonging and the enduring power of truth and love, the story of the Boy Who Lived continues to delight generations of new readers.
Harry Potter has never even heard of Hogwarts when the letters start dropping on the doormat at number four, Privet Drive. Addressed in green ink on yellowish parchment with a purple seal, they are swiftly confiscated by his grisly aunt and uncle. Then, on Harry's eleventh birthday, a great beetle-eyed giant of a man called Rubeus Hagrid bursts in with some astonishing news: Harry Potter is a wizard, and he has a place at Hogwarts School of Witchcraft and Wizardry. An incredible adventure is about to begin!
With their message of hope, belonging and the enduring power of truth and love, the story of the Boy Who Lived continues to delight generations of new readers.
'One of the greatest achievements in comedy. A work of staggering genius' - David Walliams An international phenomenon and pop-culture classic, The Hitchhiker's Guide to the Galaxy has been a radio show, TV series, novel, stage play, comic book and film. Following the galactic (mis)adventures of Arthur Dent, Hitchhiker’s in its various incarnations has captured the imaginations of curious minds around the world . . . It's an ordinary Thursday lunchtime for Arthur Dent until his house gets demolished. The Earth follows shortly afterwards to make way for a new hyperspace express route, and his best friend has just announced that he's an alien. At this moment, they're hurtling through space with nothing but their towels and an innocuous-looking book inscribed, in large friendly letters, with the words: DON'T PANIC. The weekend has only just begun . . . This 42nd Anniversary Edition includes exclusive bonus material from the Douglas Adams archives, and an introduction by former Doctor Who showrunner, Russell T Davies. Continue Arthur Dent's intergalactic adventures in the rest of the trilogy with five parts: The Restaurant at the End of the Universe, Life, the Universe and Everything, So Long, and Thanks for All the Fish, and Mostly Harmless.
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.
"It is stripped off - the paper - in great patches . . . The colour is repellent . . . In the places where it isn’t faded and where the sun is just so - I can see a strange, provoking, formless sort of figure, that seems to skulk about . . ."
Based on the author’s own experiences, 'The Yellow Wallpaper' is the chilling tale of a woman driven to the brink of insanity by the ‘rest cure’ prescribed after the birth of her child. Isolated in a crumbling colonial mansion, in a room with bars on the windows, the tortuous pattern of the yellow wallpaper winds its way into the recesses of her mind.
Fight Club follows the experiences of an unnamed protagonist struggling with insomnia. Inspired by his doctor's exasperated remark that insomnia is not suffering, the protagonist finds relief by impersonating a seriously ill person in several support groups. Then he meets a mysterious man named Tyler Durden and establishes an underground fighting club as radical psychotherapy.
In this novel, Chuck Palahniuk offers a dark and provocative look into the depths of the human psyche, delivering a tale that is as unsettling as it is compelling. With biting satire and a unique voice, Fight Club has become a modern classic, exploring themes of identity, consumerism, and the search for meaning in a contemporary world.
Long ago, in a time forgotten, a preternatural event threw the seasons out of balance. In a land where summers can last decades and winters a lifetime, trouble is brewing. The cold is returning, and in the frozen wastes to the north of Winterfell, sinister forces are massing beyond the kingdom's protective Wall. To the south, the king's powers are failing—his most trusted adviser dead under mysterious circumstances and his enemies emerging from the shadows of the throne.
At the center of the conflict lie the Starks of Winterfell, a family as harsh and unyielding as the frozen land they were born to. Now Lord Eddard Stark is reluctantly summoned to serve as the king's new Hand, an appointment that threatens to sunder not only his family but the kingdom itself. Sweeping from a harsh land of cold to a summertime kingdom of epicurean plenty, A Game of Thrones tells a tale of lords and ladies, soldiers and sorcerers, assassins and bastards, who come together in a time of grim omens.
Here an enigmatic band of warriors bear swords of no human metal; a tribe of fierce wildlings carry men off into madness; a cruel young dragon prince barters his sister to win back his throne; a child is lost in the twilight between life and death; and a determined woman undertakes a treacherous journey to protect all she holds dear. Amid plots and counter-plots, tragedy and betrayal, victory and terror, allies and enemies, the fate of the Starks hangs perilously in the balance, as each side endeavors to win that deadliest of conflicts: the game of thrones.
Long ago, in a time forgotten, a preternatural event threw the seasons out of balance. In a land where summers can last decades and winters a lifetime, trouble is brewing. The cold is returning, and in the frozen wastes to the north of Winterfell, sinister forces are massing beyond the kingdom's protective Wall. To the south, the king's powers are failing—his most trusted adviser dead under mysterious circumstances and his enemies emerging from the shadows of the throne.
At the center of the conflict lie the Starks of Winterfell, a family as harsh and unyielding as the frozen land they were born to. Now Lord Eddard Stark is reluctantly summoned to serve as the king's new Hand, an appointment that threatens to sunder not only his family but the kingdom itself. Sweeping from a harsh land of cold to a summertime kingdom of epicurean plenty, A Game of Thrones tells a tale of lords and ladies, soldiers and sorcerers, assassins and bastards, who come together in a time of grim omens.
Here an enigmatic band of warriors bear swords of no human metal; a tribe of fierce wildlings carry men off into madness; a cruel young dragon prince barters his sister to win back his throne; a child is lost in the twilight between life and death; and a determined woman undertakes a treacherous journey to protect all she holds dear. Amid plots and counter-plots, tragedy and betrayal, victory and terror, allies and enemies, the fate of the Starks hangs perilously in the balance, as each side endeavors to win that deadliest of conflicts: the game of thrones.
Duncan took almost 10 years to follow up the publication of his much-praised first novel, The River Why, but this massive second effort is well worth the wait. It is a stunning work: a complex tapestry of family tensions, baseball, politics and religion, by turns hilariously funny and agonizingly sad. Highly inventive formally, the novel is mainly narrated by Kincaid Chance, the youngest son in a family of four boys and identical twin girls, the children of Hugh Chance, a discouraged minor-league ballplayer whose once-promising career was curtained by an industrial accident, and his wife Laura, an increasingly fanatical Seventh-Day Adventist. The plot traces the working-out of the family's fate from the beginning of the Eisenhower years through the traumas of Vietnam.
By turns uproariously funny and deeply moving, and beautifully written throughout, The Brothers K is one of the finest chronicles of our lives in many years.
Lyra is rushing to the cold, far North, where witch clans and armored bears rule. North, where the Gobblers take the children they steal—including her friend Roger. North, where her fearsome uncle Asriel is trying to build a bridge to a parallel world.
Can one small girl make a difference in such great and terrible endeavors? This is Lyra: a savage, a schemer, a liar, and as fierce and true a champion as Roger or Asriel could want—but what Lyra doesn't know is that to help one of them will be to betray the other.
A masterwork of storytelling and suspense, Philip Pullman's award-winning The Golden Compass is the first in the His Dark Materials series, which continues with The Subtle Knife and The Amber Spyglass.
Amazing Grace is Jonathan Kozol’s classic book on life and death in the South Bronx—the poorest urban neighborhood of the United States. He brings us into overcrowded schools, dysfunctional hospitals, and rat-infested homes where families have been ravaged by depression and anxiety, drug-related violence, and the spread of AIDS.
But he also introduces us to devoted and unselfish teachers, dedicated ministers, and—at the heart and center of the book—courageous and delightful children. The children we come to meet through the friendships they have formed with Jonathan defy the stereotypes of urban youth too frequently presented by the media. Tender, generous, and often religiously devout, they speak with eloquence and honesty about the poverty and racial isolation that have wounded but not hardened them.
Amidst all of the despair, it is the very young whose luminous capacity for love and transcendent sense of faith in human decency give reason for hope.
This volume collects, for the first time, the entire Dream Cycle created by H. P. Lovecraft, the master of twentieth-century horror, including some of his most fantastic tales:
And twenty more tales of surreal terror.
In a landmark epic of fantasy and storytelling, Philip Pullman invites readers into a world as convincing and thoroughly realized as Narnia, Earthsea, or Redwall. Here lives an orphaned ward named Lyra Belacqua, whose carefree life among the scholars at Oxford's Jordan College is shattered by the arrival of two powerful visitors.
First, her fearsome uncle, Lord Asriel, appears with evidence of mystery and danger in the far North, including photographs of a mysterious celestial phenomenon called Dust and the dim outline of a city suspended in the Aurora Borealis that he suspects is part of an alternate universe. He leaves Lyra in the care of Mrs. Coulter, an enigmatic scholar and explorer who offers to give Lyra the attention her uncle has long refused her.
In this multilayered narrative, however, nothing is as it seems. Lyra sets out for the top of the world in search of her kidnapped playmate, Roger, bearing a rare truth-telling instrument, the compass of the title. All around her children are disappearing—victims of so-called "Gobblers"—and being used as subjects in terrible experiments that separate humans from their daemons, creatures that reflect each person's inner being. And somehow, both Lord Asriel and Mrs. Coulter are involved.
Discover a chillingly powerful and prescient dystopian vision from one of Europe's greatest writers. A driver waiting at the traffic lights goes blind. An ophthalmologist tries to diagnose his distinctive white blindness, but is affected before he can read the textbooks. It becomes a contagion, spreading throughout the city. Trying to stem the epidemic, the authorities herd the afflicted into a mental asylum where the wards are terrorised by blind thugs. And when fire destroys the asylum, the inmates burst forth and the last links with a supposedly civilised society are snapped. This is not anarchy, this is blindness.
Saramago repeatedly undertakes to unite the pressing demands of the present with an unfolding vision of the future. This is his most apocalyptic, and most optimistic, version of that project yet.
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.
In Stewart O'Nan's Snow Angels, Arthur Parkinson is fourteen during the dreary winter of 1974. Enduring the pain of his parents' divorce, his world is shattered when his beloved former babysitter, Annie, falls victim to a tragic series of events.
The interlinking stories of Arthur's unraveling family, and of Annie's fate, form the backdrop of this intimate tale about the price of love and belonging, told in a spare, translucent, and unexpectedly tender voice.
Andrew "Ender" Wiggin thinks he is playing computer simulated war games; he is, in fact, engaged in something far more desperate. The result of genetic experimentation, Ender may be the military genius Earth desperately needs in a war against an alien enemy seeking to destroy all human life. The only way to find out is to throw Ender into ever harsher training, to chip away and find the diamond inside, or destroy him utterly. Ender Wiggin is six years old when it begins. He will grow up fast.
But Ender is not the only result of the experiment. The war with the Buggers has been raging for a hundred years, and the quest for the perfect general has been underway almost as long. Ender's two older siblings, Peter and Valentine, are every bit as unusual as he is, but in very different ways. While Peter was too uncontrollably violent, Valentine very nearly lacks the capability for violence altogether. Neither was found suitable for the military's purpose. But they are driven by their jealousy of Ender, and by their inbred drive for power. Peter seeks to control the political process, to become a ruler. Valentine's abilities turn more toward the subtle control of the beliefs of commoner and elite alike, through powerfully convincing essays. Hiding their youth and identities behind the anonymity of the computer networks, these two begin working together to shape the destiny of Earth—an Earth that has no future at all if their brother Ender fails.
In Red Mars, award-winning author Kim Stanley Robinson presents the first installment of his acclaimed Mars Trilogy. The novel chronicles the ambitious endeavor of terraforming Mars, beginning in 2026 with the arrival of a group of 100 colonists. Among them are leaders such as John Boone, Maya Toitavna, Frank Chalmers, and Arkady Bogdanov, who carry the burden of their mission's success and the dreams of humanity.
The colonists embark on a monumental task to transform the barren, hostile climate of the red planet into a habitable environment. Their plans include orbiting giant satellite mirrors to reflect sunlight, sprinkling black dust on the polar caps to capture warmth, and drilling massive tunnels into the mantle to release hot gases.
Set against a backdrop of massive planetary changes, the narrative delves into the personal lives of the colonists, exploring their rivalries, loves, and friendships. As some become consumed by their passion for Mars, others see the planet as a chance for profit or a laboratory for genetic breakthroughs. However, not everyone is in favor of altering Mars, leading to conflicts that could jeopardize the entire mission.
Red Mars is a brilliant and imaginative epic that combines cutting-edge science with human drama, exploring the complexities of colonization and the ethical dilemmas of altering an entire world.
The fables of Aesop have become one of the most enduring traditions of European culture, ever since they were first written down nearly two millennia ago. Aesop was reputedly a tongue-tied slave who miraculously received the power of speech; from his legendary storytelling came the collections of prose and verse fables scattered throughout Greek and Roman literature.
First published in English by Caxton in 1484, the fables and their morals continue to charm modern readers: who does not know the story of the tortoise and the hare, or the boy who cried wolf?
The Pulitzer Prize-winning epic of the Great Depression, The Grapes of Wrath chronicles the Dust Bowl migration of the 1930s and tells the story of one Oklahoma farm family, the Joads—driven from their homestead and forced to travel west to the promised land of California. Out of their trials and their repeated collisions against the hard realities of an America divided into Haves and Have-Nots evolves a drama that is intensely human yet majestic in its scale and moral vision, elemental yet plainspoken, tragic but ultimately stirring in its human dignity.
A portrait of the conflict between the powerful and the powerless, of one man’s fierce reaction to injustice, and of one woman’s stoical strength, the novel captures the horrors of the Great Depression and probes into the very nature of equality and justice in America. At once a naturalistic epic, captivity narrative, road novel, and transcendental gospel, Steinbeck’s powerful landmark novel is perhaps the most American of American Classics.
When lives are dominated by hunger, what becomes of love? When assaulted by daily acts of violence and untimely death, what happens to trust? Set in the lands of Northeast Brazil, this is an account of the everyday experience of scarcity, sickness, and death that centres on the lives of the women and children of a hillside favela. Bringing her readers to the impoverished slopes above the modern plantation town of Bom Jesus de Mata, where she has worked on and off for 25 years, Nancy Scheper-Hughes follows three generations of shantytown women as they struggle to survive through hard work, cunning and triage.
It is a story of class relations told at the most basic level of bodies, emotions, desires and needs. Most disturbing – and controversial – is her finding that mother love, as conventionally understood, is something of a bourgeois myth, a luxury for those who can reasonably expect, as these women cannot, that their infants will live.
The Dragon Reborn—the leader long prophesied who will save the world, but in the saving destroy it; the savior who will run mad and kill all those dearest to him—is on the run from his destiny.
Able to touch the One Power, but unable to control it, and with no one to teach him how—for no man has done it in three thousand years—Rand al'Thor knows only that he must face the Dark One. But how?
Winter has stopped the war—almost—yet men are dying, calling out for the Dragon. But where is he?
Perrin Aybara is in pursuit with Moiraine Sedai, her Warder Lan, and Loial the Ogier. Bedeviled by dreams, Perrin is grappling with another deadly problem—how is he to escape the loss of his own humanity?
Egwene, Elayne and Nynaeve are approaching Tar Valon, where Mat will be healed—if he lives until they arrive. But who will tell the Amyrlin their news—that the Black Ajah, long thought only a hideous rumor, is all too real? They cannot know that in Tar Valon far worse awaits...
Ahead, for all of them, in the Heart of the Stone, lies the next great test of the Dragon reborn....
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 Wheel of Time turns and Ages come and pass. What was, what will be, and what is, may yet fall under the Shadow.
The Wheel of Time turns and Ages come and go, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth returns again. In the Third Age, an Age of Prophecy, the World and Time themselves hang in the balance. What was, what will be, and what is, may yet fall under the Shadow.
For centuries, gleemen have told the tales of The Great Hunt of the Horn. Now the Horn itself is found: the Horn of Valere long thought only legend, the Horn which will raise the dead heroes of the ages. And it is stolen.
In pursuit of the thieves, Rand al'Thor is determined to keep the Horn out of the grasp of The Dark One. But he has also learned that he is The Dragon Reborn—the Champion of Light destined to stand against the Shadow time and again. It is a duty and a destiny that requires Rand to uncover and master extraordinary capabilities he never imagined he possessed.
In the summer of 1956, Stevens, the ageing butler of Darlington Hall, embarks on a leisurely holiday that will take him deep into the countryside and into his past...
A contemporary classic, The Remains of the Day is Kazuo Ishiguro's beautiful and haunting evocation of life between the wars in a Great English House, of lost causes and lost love.
Stevens, at the end of three decades of service at Darlington Hall, spends a day on a country drive and embarks as well on a journey through the past in an effort to reassure himself that he has served humanity by serving the "great gentleman," Lord Darlington. But lurking in his memory are doubts about the true nature of Lord Darlington's greatness and much graver doubts about the nature of his own life.
The Optimist's Daughter is a profound exploration of familial bonds and self-discovery. The novel follows Laurel McKelva Hand, a young woman who returns to the South from Chicago when her father is on his deathbed in New Orleans.
After his passing, Laurel embarks on a journey back to her roots in a small Mississippi town. Accompanied by her father's naive and much younger wife, Fay, Laurel confronts the memories of her past.
In the solitude of her childhood home, she gains a deeper understanding of her parents and herself, making peace with her past to embrace her future.
Howard Phillips Lovecraft forever changed the face of horror, fantasy, and science fiction with a remarkable series of stories as influential as the works of Poe, Tolkien, and Edgar Rice Burroughs. His chilling mythology established a gateway between the known universe and an ancient dimension of otherworldly terror, whose unspeakable denizens and monstrous landscapes - dread Cthulhu, Yog-Sothoth, the Plateau of Leng, the Mountains of Madness - have earned him a permanent place in the history of the macabre.
In Tales of the Cthulhu Mythos, a pantheon of horror and fantasy's finest authors pay tribute to the master of the macabre with a collection of original stories set in the fearsome Lovecraft tradition.
Contents:
The Eye of the World is the first novel in Robert Jordan's The Wheel of Time series, which has captivated millions of readers around the globe with its scope, originality, and compelling characters. The tale begins in the Third Age, an Age of Prophecy, where the World and Time themselves hang in the balance.
As the Wheel of Time turns, Ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth returns again. But one truth yet remains, and what mortal men forget, the Aes Sedai do not...
Moiraine Damodred arrives in Emond's Field on a quest to find the one prophesized to stand against The Dark One, a malicious entity sowing the seeds of chaos and destruction. When a vicious band of half-men, half beasts invade the village seeking their master's enemy, Moiraine persuades Rand al'Thor and his friends to leave their home and enter a larger world filled with dangers waiting in the shadows and in the light.
What was, what will be, and what is, may yet fall under the Shadow, setting the stage for an epic battle between good and evil.