“Gene Wolfe is the smartest, subtlest, most dangerous writer alive today, in genre or out of it. This book [is] important and wonderful.” —Neil Gaiman on The Knight A novel in two volumes, The Wizard Knight is in the rare company of works of fantasy like The Once and Future King, or The Wizard of Earthsea, that drink directly from the wellspring of myth. Now it appears in a single-volume edition for the first time. A young man in his teens is transported from our world to a magical realm consisting of seven levels of reality. Transformed by magic into a grown man of heroic proportions, he takes the name Sir Able of the High Heart and sets out on a quest to find the sword that has been promised to him, the blade that will help him fulfill his ambition to become a true hero—a true knight. Inside, however, Sir Able remains a boy, and he must grow in every sense to survive what lies ahead... “[Wolfe] should enjoy the same rapt attention we afford to Thomas Pynchon, Toni Morrison, and Cormac McCarthy.” —The Washington Post on The Knight “Wolfe’s version of Faerie is both allusive and elusive, beautiful and fatally glamorous.” —Tad Williams on The Knight With a new introduction by Yves Meynard, acclaimed author of The Book of Knights. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Amusement park rides are the ultimate battleground in this Locus Award–winning dystopian sci-fi novel by the acclaimed author of Little Brother. In the near-future world of the Bitchun Society, scarcity is a thing of the past, death has been conquered, and a constant internal interface allows everyone to monitor their ultimate pursuit: the esteem of others. At barely a century old, Jules is still a young man when he realizes his dream of living and working at Disney World. He devotes himself to keeping the classic attractions intact, with only minor adjustments to their original twentieth-century designs. But when the Hall of Presidents is overtaken by a rival group, the old animatronic designs are replaced with a new, direct-to-brain immersive experience. For Jules, this assault on the artistic purity of Disney World cannot stand. And it only upsets him more when someone has him killed. After rebooting in a new body, Jules is ready for war. “A black-comedic sci-fi prophecy on the dangers of surrendering our consensual hallucination to the regime. Fun to read, but difficult to sleep afterwards.” —Douglas Rushkoff, author of Cyberia
THE WIZARD KNIGHT springs from the myths, legends and literature of times past. A teenager passes from Earth to a magical realm of seven worlds, where he is given a hero's adult body and named Able. Though forced to act as a man, inside he is still a boy, even as he sets off to find his destined sword and become a knight. In his quest he battles giants, meets gods, heroes and a sorceress (who repeatedly tries to seduce him), and serves the mercurial dragon king Arnthor in a was that could end everything.
The universe is a dangerous place in John Scalzi's Old Man's War, the first in The Old Man's War series. At seventy-five years old, John Perry is after a fresh start – so, naturally, he joins the army. Earth's military machine can transform elderly recruits, restoring their lost youth. But in return, its Colonial Defence Force demands two years of hazardous service in space. This is how Perry finds himself in a new body, crafted from his original DNA. A genetically enhanced and upgraded new body, ready for battle. But upgrades alone won't keep Perry safe. He'll be fighting for his life on the front line as he defends humanity's colonies from hostile aliens. He'll pay the price for his choices, and he'll discover the universe is even more dangerous than he imagined. Continue the gripping space war series with The Ghost Brigades.
John C. Wright burst onto the SF scene with the Golden Age trilogy. His next project was the ambitious fantasy sequence, The Last Guardians of Everness. Wright's new fantasy is a tale about five orphans raised in a strict British boarding school who begin to discover that they may not be human beings. The students at the school do not age, while the world around them does. The children begin to make sinister discoveries about themselves. Amelia is apparently a fourth-dimensional being; Victor is a synthetic man who can control the molecular arrangement of matter around him; Vanity can find secret passageways through solid walls where none had previously been; Colin is a psychic; Quentin is a warlock. Each power comes from a different paradigm or view of the inexplicable universe: and they should not be able to co-exist under the same laws of nature. Why is it that they can? The orphans have been kidnapped from their true parents, robbed of their powers, and raised in ignorance by super-beings no more human than they are: pagan gods or fairy-queens, Cyclopes, sea-monsters, witches, or things even stranger than this. The children must experiment with, and learn to control, their strange abilities in order to escape their captors. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
The third book in the Latro series from science fiction and fantasy master Gene Wolfe, Soldier of Sidon Latro forgets everything when he sleeps. Writing down his experiences every day and reading his journal anew each morning gives him a poignantly tenuous hold on himself, but his story's hold on readers is powerful indeed. The two previous novels, combined in Latro in the Mist (Soldier of the Mist and Soldier of Arete) are generally considered classics of contemporary fantasy. Latro now finds himself in Egypt, a land of singing girls, of spiteful and conniving deities. Without his memory, his is unsure of everything, except for his desire to be free of the curse that causes him to forget. The visions Gene Wolfe conjures, of the wonders of Egypt, and of the adventures of Latro as he and his companions journey up the great Nile south into unknown or legendary territory, are unique and compelling. Soldier of Sidon is a thrilling and magical fantasy novel, and yet another masterpiece from Gene Wolfe. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Greek gods are posing as humans and pulling humanity's strings in this mosaic novel about time travel, alternate worlds, and the making of a president. The Time Rangers, Apollo's chosen servants, are in charge of preserving the peace and harmony along the Time Stream, the pathway between various worlds and times, but Apollo has given them a new task--to protect Timothy Macauley, the chosen one who must become the president of the United States or else witness the destruction of humankind. Standing in the Rangers's way are other gods: Mercury, who's working his wiles in the world of public relations; Diana, cruising New York City in the guise of an NYPD detective; Pluto, who is in the process of grooming his successor; and Dionysus, who has caused the annihilation of an alternate world. Nonstop action keeps the story rolling from the 1950s to the present day, through this world and others. The new and expanded edition features an introduction by Jeff Ford and a brand new story of the Time Rangers!
The Great Depression has bound a nation in despair -- and only a privileged few have risen above it: the exorbitantly wealthy ... and the hucksters who feed upon them. Diego, a seventeen-year-old illegal Mexican immigrant, owes his salvation to master grifter Thomas Schell. Together with Schell's gruff and powerful partner, they sail comfortably through hard times, scamming New York's grieving rich with elaborate, ingeniously staged séances -- until an impossible occurrence changes everything. While "communing with spirits," Schell sees an image of a young girl in a pane of glass, silently entreating the con man for help. Though well aware that his otherworldly "powers" are a sham, Schell inexplicably offers his services to help find the lost child -- drawing Diego along with him into a tangled maze of deadly secrets and terrible experimentation. At once a hypnotically compelling mystery and a stunningly evocative portrait of Depression-era New York, The Girl in the Glass is a masterly literary adventure from a writer of exemplary vision and skill.
Hard-core military science fiction at its very best, John Scalzi's The Last Colony is the third in The Old Man's War series. They must save themselves – or die trying. John Perry was living peacefully on one of humanity's colonies – until he and his wife were offered an opportunity these ex-supersoldiers couldn't resist. To come out of retirement and lead a new frontier world. However, once on the planet, they discover they've been betrayed. For this colony is a pawn in an interstellar game of war and diplomacy. Humanity's Colonial Union has pitched itself against a new, seemingly unstoppable alien alliance, dedicated to ending all human colonization. As this contest rages above, Perry struggles to keep his terrified colonists alive on the surface below – despite dangerous interstellar politics, violence and treachery. And the planet has yet to reveal its own fatal secrets. Continue the gripping space war series with Zoe's Tale.
The multiple award-winning fantasy author of The Fionavar Tapestry brings his extraordinary imagination to a tale of mythic figures in contemporary times... Ned Marriner is in France with his father, a celebrated photographer shooting the Saint-Sauveur Cathedral of Aix-en-Provence. While exploring the cathedral, Ned meets Kate, an American exchange student with a deep knowledge of the area’s history. But even Kate is at a loss when she and Ned surprise a scar-faced stranger, wearing a leather jacket and carrying a knife. “I think you ought to go now,” he tells them. “You have blundered into a corner of a very old story...” In this ancient place, where the borders between the living and the long-dead are thin, Ned and his family are about to be drawn into a haunted story, as mythic figures from conflicts of long ago erupt into the present, changing—and claiming—lives.
Chosen as One of the Five Best SF Novels of the Year by Library Journal. When a young physicist unveils an efficient star drive capable of reaching the core of the galaxy, veteran star pilot Priscilla ?Hutch? Hutchins finds herself back in the deepest reaches of space, and on the verge of discovering the origins of the deadly omega clouds that continue to haunt her.
A party in a college flat in May 2001. A case of dodgy home-brewed beer. A violent storm. Next day: the mother of all hangovers. What would you do if you the morning after the night before brought a banging head, a raging thirst... Oh, and your very own superpower? Meet the All-Stars: Harriet, Charlie, Caroline, Mary-Beth and Jack. Harriet can make herself invisible, Charlie can read your mind, Caroline can fly, and Jack, well, Jack can run faster than a speeding bullet. Determined to become costumed crime-fighters, but baffled by the lack of super-villains to tackle, the quintet soon finds that the ramifications of their new powers are more complicated than they anticipated, and that humans (even themselves) are much more fragile than they'd realised.
From acclaimed bestselling author Laura Anne Gilman comes a unique and enthralling new story of fantasy and adventure, wine and magic, danger and hope.... Once, all power in the Vin Lands was held by the prince-mages, who alone could craft spellwines, and selfishly used them to increase their own wealth and influence. But their abuse of power caused a demigod to break the Vine, shattering the power of the mages. Now, fourteen centuries later, it is the humble Vinearts who hold the secret of crafting spells from wines, the source of magic, and they are prohibited from holding power. But now rumors come of a new darkness rising in the vineyards. Strange, terrifying creatures, sudden plagues, and mysterious disappearances threaten the land. Only one Vineart senses the danger, and he has only one weapon to use against it: a young slave. His name is Jerzy, and his origins are unknown, even to him. Yet his uncanny sense of the Vinearts' craft offers a hint of greater magics within -- magics that his Master, the Vineart Malech, must cultivate and grow. But time is running out. If Malech cannot teach his new apprentice the secrets of the spellwines, and if Jerzy cannot master his own untapped powers, the Vin Lands shall surely be destroyed. In Flesh and Fire, first in a spellbinding new trilogy, Laura Anne Gilman conjures a story as powerful as magic itself, as intoxicating as the finest of wines, and as timeless as the greatest legends ever told.
Award-winning author Guy Gavriel Kay evokes the dazzling Tang Dynasty of 8th-century China in an masterful story of honor and power. It begins simply. Shen Tai, son of an illustrious general serving the Emperor of Kitai, has spent two years honoring the memory of his late father by burying the bones of the dead from both armies at the site of one of his father's last great battles. In recognition of his labors and his filial piety, an unlikely source has sent him a dangerous gift: 250 Sardian horses. You give a man one of the famed Sardian horses to reward him greatly. You give him four or five to exalt him above his fellows, propel him towards rank, and earn him jealousy, possibly mortal jealousy. Two hundred and fifty is an unthinkable gift, a gift to overwhelm an emperor. Wisely, the gift comes with the stipulation that Tai must claim the horses in person. Otherwise he would probably be dead already...
In the tradition of Jonathan Strange & Mr. Norrell, this brilliant first novel fuses history, fantasy, and romance. Prepare to be enchanted by M. K. Hobson’s captivating take on the Wild, Wild West. The year is 1876. In the small Sierra Nevada settlement of Lost Pine, the town witch, Emily Edwards, is being run out of business by an influx of mail-order patent magics. Attempting to solve her problem with a love spell, Emily only makes things worse. But before she can undo the damage, an enchanted artifact falls into her possession—and suddenly Emily must flee for her life, pursued by evil warlocks who want the object for themselves. Dreadnought Stanton, a warlock from New York City whose personality is as pompous and abrasive as his name, has been exiled to Lost Pine for mysterious reasons. Now he finds himself involuntarily allied with Emily in a race against time—and across the United States by horse, train, and biomechanical flying machine—in quest of the great Professor Mirabilis, who alone can unlock the secret of the coveted artifact. But along the way, Emily and Stanton will be forced to contend with the most powerful and unpredictable magic of all—the magic of the human heart.
In Regency England, Jane Ellsworth of Dorchester is a woman ahead of her time. Not only is she highly skilled in the manipulation of glamour - plucking strands from the Ether to create genteel magical illusions - she's also ambitious for her art, and dreams of being recognised as a glamourist of note in her own right, as men are permitted to. First and foremost, however, a lady of quality must marry well, and alas Jane's ambitions do not extend to her romantic prospects. Compared to her beautiful sister Melody, Jane feels invisible to suitors, and is resigned to a life of spinsterhood. But when her beloved family comes under threat, Jane uses her magical skills to put things right, which attracts the attention of professional glamourist Mr Vincent . . . and unwittingly wanders in to a love story of her own.
ON NOVEMBER 22, 1963, THREE SHOTS RANG OUT IN DALLAS, PRESIDENT KENNEDY DIED, AND THE WORLD CHANGED. WHAT IF YOU COULD CHANGE IT BACK? In this brilliantly conceived tour de force, Stephen King—who has absorbed the social, political, and popular culture of his generation more imaginatively and thoroughly than any other writer—takes readers on an incredible journey into the past and the possibility of altering it. It begins with Jake Epping, a thirty-five-year-old English teacher in Lisbon Falls, Maine, who makes extra money teaching GED classes. He asks his students to write about an event that changed their lives, and one essay blows him away—a gruesome, harrowing story about the night more than fifty years ago when Harry Dunning’s father came home and killed his mother, his sister, and his brother with a sledgehammer. Reading the essay is a watershed moment for Jake, his life—like Harry’s, like America’s in 1963—turning on a dime. Not much later his friend Al, who owns the local diner, divulges a secret: his storeroom is a portal to the past, a particular day in 1958. And Al enlists Jake to take over the mission that has become his obsession—to prevent the Kennedy assassination. So begins Jake’s new life as George Amberson, in a different world of Ike and JFK and Elvis, of big American cars and sock hops and cigarette smoke everywhere. From the dank little city of Derry, Maine (where there’s Dunning business to conduct), to the warmhearted small town of Jodie, Texas, where Jake falls dangerously in love, every turn is leading eventually, of course, to a troubled loner named Lee Harvey Oswald and to Dallas, where the past becomes heart-stoppingly suspenseful, and where history might not be history anymore. Time-travel has never been so believable. Or so terrifying.
The first instalment of the action-packed Bel Dame Apocrypha trilogy - perfect for fans of Becky Chambers and N. K. Jemisin Nyx is a bel dame, a bounty hunter paid to collect the heads of deserters – by almost any means necessary. ‘Almost’ proved to be the problem. Cast out and imprisoned for breaking one rule too many, Nyx and her crew of mercenaries are all about the money. But when a dubious government deal with an alien emissary goes awry, her name is at the top of the list for a covert recovery. While the centuries-long war rages on only one thing is certain: the world’s best chance for peace rests in the hands of its most ruthless killers. . . ***** Make sure you've read the rest of the series: 1. God's War 2. Infidel 3. Rapture
Come inside and take a seat; the show is about to begin . . . Outside any city still standing, the Mechanical Circus Tresaulti sets up its tents. Crowds pack the benches to gawk at the brass-and-copper troupe and their impossible feats: Ayar the Strong Man, the acrobatic Grimaldi Brothers, fearless Elena and her aerialists who perform on living trapezes. War is everywhere, but while the Circus is performing, the world is magic. That magic is no accident: Boss builds her circus from the bones out, molding a mechanical company that will survive the unforgiving landscape. But even a careful ringmaster can make mistakes. Two of Tresaulti's performers are trapped in a secret standoff that threatens to tear the Circus apart, just as the war lands on their doorstep. Now they must fight a war on two fronts: one from the outside, and a more dangerous one from within . . .