Winner of the Hugo and Nebula Awards
In order to develop a secure defense against a hostile alien race's next attack, government agencies breed child geniuses and train them as soldiers. A brilliant young boy, Andrew "Ender" Wiggin lives with his kind but distant parents, his sadistic brother Peter, and the person he loves more than anyone else, his sister Valentine. Peter and Valentine were candidates for the soldier-training program but didn't make the cut--young Ender is the Wiggin drafted to the orbiting Battle School for rigorous military training.
Ender's skills make him a leader in school and respected in the Battle Room, where children play at mock battles in zero gravity. Yet growing up in an artificial community of young soldiers Ender suffers greatly from isolation, rivalry from his peers, pressure from the adult teachers, and an unsettling fear of the alien invaders. His psychological battles include loneliness, fear that he is becoming like the cruel brother he remembers, and fanning the flames of devotion to his beloved sister.
Is Ender the general Earth needs? But Ender is not the only result of the genetic experiments. The war with the Buggers has been raging for a hundred years, and the quest for the perfect general has been underway for almost as long. Ender's two older siblings are every bit as unusual as he is, but in very different ways. Between the three of them lie the abilities to remake a world. If, that is, the world survives.
Ender's Game is the winner of the 1985 Nebula Award for Best Novel and the 1986 Hugo Award for Best Novel.
THE ENDER UNIVERSE
Ender's Game / Ender in Exile / Speaker for the Dead / Xenocide / Children of the Mind
Ender's Shadow series
Ender's Shadow / Shadow of the Hegemon / Shadow Puppets / Shadow of the Giant / Shadows in Flight
Children of the Fleet
The First Formic War (with Aaron Johnston)
Earth Unaware / Earth Afire / Earth Awakens
The Second Formic War (with Aaron Johnston)
The Swarm /The Hive
A War of Gifts /First Meetings
In 1965, after being rejected by more than a dozen publishing houses, a book called "Dune" was brought out by the Chilton Book Company. Its respected author, journalist Frank Herbert, had written "Dune" with nothing more in mind than to entertain his readers with the telling of a particularly complex story, one which had occupied his thoughts for more than six years. No one - not Herbert, not Chilton, not the science fiction community at the time - had any idea that "Dune" would be adopted and read by successive generations with a fervor bordering on cult worship. Or that it would prove to be merely the first of what have now become five international bestsellers about a desert world of the future - the planet Arrakis, called Dune.
The Illustrated Man is classic Bradbury - a collection of tales that breathe and move, animated by sharp, intaken breath and flexing muscle. Here are eighteen startling visions of humankind's destiny, unfolding across a canvas of decorated skin - visions as keen as the tattooist's needle and as colorful as the inks that indelibly stain the body. The images, ideas, sounds and scents that abound in this phantasmagoric sideshow are provocative and powerful: the mournful cries of celestial travelers cast out cruelly into a vast, empty space of stars and blackness...the sight of gray dust selling over a forgotten outpost on a road that leads nowhere...the pungent odor of Jupiter on a returning father's clothing. Here living cities take their vengeance, technology awakens the most primal natural instincts, Martian invasions are foiled by the good life and the glad hand, and dreams are carried aloft in junkyard rockets. Ray Bradbury's The Illustrated Man is a kaleidoscopic blending of magic, imagination, and truth, widely believed to be one of the Grandmaster's premier accomplishments: as exhilarating as interplanetary travel, as maddening as a walk in a million-year rain, and as comforting as simple, familiar rituals on the last night of the world.
From the #1 New York Times bestselling author of The Handmaid's TaleOryx and Crake is at once an unforgettable love story and a compelling vision of the future. Snowman, known as Jimmy before mankind was overwhelmed by a plague, is struggling to survive in a world where he may be the last human, and mourning the loss of his best friend, Crake, and the beautiful and elusive Oryx whom they both loved. In search of answers, Snowman embarks on a journey-with the help of the green-eyed Children of Crake-through the lush wilderness that was so recently a great city, until powerful corporations took mankind on an uncontrolled genetic engineering ride. Margaret Atwood projects us into a near future that is both all too familiar and beyond our imagining.
This highly acclaimed post-apocalyptic novel of hope and terror from award-winning author Octavia E. Butler "pairs well with 1984 or The Handmaid's Tale" (John Green, New York Times)--now with a new foreword by N. K. Jemisin.When global climate change and economic crises lead to social chaos in the early 2020s, California becomes full of dangers, from pervasive water shortage to masses of vagabonds who will do anything to live to see another day. Fifteen-year-old Lauren Olamina lives inside a gated community with her preacher father, family, and neighbors, sheltered from the surrounding anarchy. In a society where any vulnerability is a risk, she suffers from hyperempathy, a debilitating sensitivity to others' emotions. Precocious and clear-eyed, Lauren must make her voice heard in order to protect her loved ones from the imminent disasters her small community stubbornly ignores. But what begins as a fight for survival soon leads to something much more: the birth of a new faith . . . and a startling vision of human destiny.
"Protecting humans from dangerous magical creatures is all in a day's work for a faerie training to be a guardian. Seventeen-year-old Violet Fairdale knows this better than anyone--she's about to become the best guardian the Guild has seen in years. That is, until a cute human boy who can somehow see through her faerie glamour follows her into the fae realm. Now she's broken Guild Law, a crime that could lead to her expulsion. The last thing Vi wants to do is spend any more time with the boy who got her into this mess, but the Guild requires that she return Nate to his home and make him forget everything he's discovered of the fae realm. Easy, right? Not when you factor in evil faeries, long-lost family members, and inconvenient feelings of the romantic kind. Vi is about to find herself tangled up in a dangerous plot--and it'll take all her training to get out alive"--Page 4 of cover.
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.
"From the eBook edition."
Lifelong friends, they went their separate ways. Now they are together again, though each holds secrets from the others in his heart. They speak of a world shadowed with rumors of war. They speak of tales of strange monsters, creatures of myth, creatures of legend. They do not speak of their secrets. Not then. Not until a chance encounter with a beautiful, sorrowful woman, who bears a magical crystal staff, draws the companions deeper into the shadows, forever changing their lives and shaping the fate of the world.No one expected them to be heroes. Least of all, them.