A number-one New York Times bestseller when it was originally published, THE SILMARILLION is the core of J.R.R. Tolkien's imaginative writing, a work whose origins stretch back to a time long before THE HOBBIT. Tolkien considered THE SILMARILLION his most important work, and, though it was published last and posthumously, this great collection of tales and legends clearly sets the stage for all his other writing. The story of the creation of the world and of the the First Age, this 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 three Silmarils were jewels created by Feanor, most gifted of the Elves. Within them was imprisoned the Light of the Two Trees of Valinor before the Trees themselves were destroyed by Morgoth, the first Dark Lord. Thereafter, the unsullied Light of Valinor lived on only in the Silmarils, but they were seized by Morgoth and set in his crown, which was guarded in the impenetrable fortress of Angband in the north of Middle-earth. THE SILMARILLION is the history of the rebellion of Feanor and his kindred against the gods, their exile from Valinor and return to Middle-earth, and their war, hopeless despite all their heroism, against the great Enemy. This second edition features a letter written by J.R.R. Tolkien describing his intentions for the book, which serves as a brilliant exposition of his conception of the earlier Ages of Middle-earth.
Within the Constellation of the Serpent, out of bounds to all spacefarers, humans live among the insect-like aliens--and one of them, a woman named Paen, is bent on a revenge that will tear apart the truce between human and alien. "Brisk pacing . . . and genuinely brilliant world-building".--ALA Booklist.
Robot believers at the far end of the galaxy endeavor to create a true religion, but their efforts could be shattered by a shocking revelation Far in the future, on the remote planet End of Nothing, sentient robots are engaged in a remarkable enterprise. They call their project Vatican-17: an endeavor to create a truly universal religion presided over by a pope, whose extreme godliness and infallible artificial intelligence are fed by telepathic human Listeners who psychically delve into the mysteries of the universe. But the great and holy mission could be compromised by one shocking revelation that threatens to inspire serious crises of faith among the spiritual, truth-seeking robotic acolytes while tearing them into warring religious factions. For the Listener Mary is claiming that she has just discovered Heaven. There are those among the Clifford D. Simak faithful who consider Project Pope his masterpiece. But whether the crowning literary achievement of a multiple Hugo and Nebula Award–winning science fiction Grand Master or merely another brilliant novel of speculative fiction to stand among his many, Simak’s breathtaking search for God in the machine ingeniously blends science and spirituality in a truly miraculous way that few science fiction writers, if any, have been able to accomplish.
On the inhospitable planet Geta, where only the strong survive, three creche-brothers of clan Kaiel are ordered by their ruler to ally with a heretical outlander and begin a ritual courtship whose outcome may be world changing
The magical saga of the women behind King Arthur's throne. “A monumental reimagining of the Arthurian legends . . . reading it is a deeply moving and at times uncanny experience. . . . An impressive achievement.”—The New York Times Book Review In Marion Zimmer Bradley's masterpiece, we see the tumult and adventures of Camelot's court through the eyes of the women who bolstered the king's rise and schemed for his fall. From their childhoods through the ultimate fulfillment of their destinies, we follow these women and the diverse cast of characters that surrounds them as the great Arthurian epic unfolds stunningly before us. As Morgaine and Gwenhwyfar struggle for control over the fate of Arthur's kingdom, as the Knights of the Round Table take on their infamous quest, as Merlin and Viviane wield their magics for the future of Old Britain, the Isle of Avalon slips further into the impenetrable mists of memory, until the fissure between old and new worlds' and old and new religions' claims its most famous victim.
First in a quintessential hard-science fiction adventure, Hugo Award-winning author Vernor Vinge's The Peace War follows a scientist determined to put an end to the militarization of his greatest invention--and of the government behind it. The Peace Authority conquered the world with a weapon that never should have been a weapon--the "bobble," a spherical force-field impenetrable by any force known to mankind. Encasing governmental installations and military bases in bobbles, the Authority becomes virtually omnipotent. But they've never caught Paul Hoehler, the maverick who invented the technology, and who has been working quietly for decades to develop a way to defeat the Authority. With the help of an underground network of determined, independent scientists and a teenager who may be the apprentice genius he's needed for so long, he will shake the world. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
"Free Live Free," said the newspaper ad, and the out-of-work detective Jim Stubb, the occultist Madame Serpentina, the salesman Ozzie Barnes, and the overweight prostitute Candy Garth are brought together to live for a time in Free's old house, a house scheduled for demolition to make way for a highway. Free drops mysterious hints of his exile from his homeland, and of the lost key to his return. And so when demolition occurs and Free disappears, the four make a pact to continue the search, which ultimately takes them far beyond their wildest dreams. This is character-driven science fiction at its best by a writer whom, at the time of its first publication, the Chicago Sun-Times called "science fiction's best genuine novelist." At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
O Brave New World . . . When man roamed freely among the planets and away to the stars, spacecraft had to carry the best advisers with them, for outside help was usually too far off to do any good in emergencies. And so the android simulacrum was born - a conveniently storable but believably human package which duplicated all the strengths of the Master after whom each was modeled. For centuries a Sigmund Freud was standard equipment on long voyages, but put to little use. Then Man met his first etees, and Freud's career entered a new phase - one which would change history forever.
Fighting off an unknown assailant every April 30th, California computer hacker Merle Corey discovers that he is actually Merlin, the son of the missing Prince Corwin of the royal house of Amber. Reissue.
Multiple Hugo Award winner Vernor Vinge takes readers on a fifty-million-year trip to a future where humanity's fate will be decided in a dangerous game of high-tech survival. In this taut thriller, a Hugo finalist for Best Novel, nobody knows why there are only three hundred humans left alive on the Earth fifty million years from now. Opinion is fiercely divided on whether to settle in and plant the seed of mankind anew, or to continue using high-energy stasis fields, or "bobbles," in venturing into the future. When somebody is murdered, it's obvious someone has a secret he or she is willing to kill to preserve.The murder intensifies the rift between the two factions, threatening the survival of the human race. It's up to 21st century detective Wil Brierson, the only cop left in the world, to find the culprit, a diabolical fiend whose lust for power could cause the utter extinction of man. Filled with excitement and adventure, Vinge's tense SF puzzler will satisfy readers with its sense of wonder and engaging characters, one of whom is a murderer with a unique modus operandi. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
In a near-future new age of corporate control, hacker mercenaries, and electronic terrorism, a public relations executive on the rise finds herself caught in the violent epicenter of a data war Two decades into the twenty-first century, the world’s nations are becoming irrelevant. Corporations are the true global powers, with information the most valuable currency, while the smaller island nations have become sanctuaries for data pirates and terrorists. A globe-trotting PR executive for the large corporate economic democracy Rizome Industries Group, Laura Webster is present when a foreign representative is assassinated on Rizome soil during a conference for offshore data havens. Dispatched immediately on an international mission of diplomacy, Laura hopes she can make a difference in a volatile, unsteady world, but instead finds herself trapped on the front lines of rapidly escalating third-world hostilities and caught up in an inescapable net of conspiracy, terrorism, post-millennial voodoo, and electronic warfare. During the 1980s, science fiction luminary Bruce Sterling envisioned the future . . . and hit it almost dead-on. The author who, along with William Gibson, Neal Stephenson, and Rudy Rucker, helped create and define the cyberpunk subgenre imagines a world of tomorrow in Islands in the Net that bears a striking—and disturbing—resemblance to our present-day information-age reality. Nominated for the Hugo and Locus Awards and winner of the John W. Campbell Memorial Award, Sterling’s extraordinary novel is a gripping, eye-opening, and remarkably prescient science fiction classic.
Controversy arises over the Diaspora Project, a program designed to carry ten thousand men and women to a new life outside the solar system, and the Homeworld movement, led by the mysterious Jeremiah, threatens to stop it no matter what the cost. Reprint.
Days after all communication between Earth and the fleet sent to destroy Lusitania is cut, a young woman named Gloriously Bright is sent to locate the Lusitania Fleet, a mission that exposes her to an artificial intelligence
A magnificent reworking of the Sleeping Beauty story by a master storyteller On her 16th birthday, the princess Beauty sidesteps the sleeping curse placed upon her by her wicked aunt, the fairy Carabosse - only to be kidnapped by visitors from another time and place, far from the picturesque castle in 14th-century England. She is taken to the world of the future, a savage society where, even amongst the teeming billions, she is utterly alone. And as she travels magically to places both imaginary and real, Beauty eventually comes to understand her special place in humanity's destiny. Captivating, uncompromising and unforgettable, BEAUTY will carve its own unique place in the hearts and minds of readers.
Twenty years ago Scott Crane abandoned his career as a professional poker player and went into hiding, after a weird high-stakes game played with Tarot cards. But now the cards - and the supernatural powers behind them - have found him again. Crane's father killed gangster Bugsy Siegel in 1948 to become the Fisher King, and to keep that power he is determined to kill his son. Now Scott Crane must cross the Mojave Desert to his father's Perilous Chapel in Las Vegas, and take up the cards again for one last poker duel. And the stakes are the highest he's ever played for ... his soul. Winner of the World Fantasy Award for best novel, 1993