AARON BARNES WAS ON DUTY WITH THE SONAR SYSTEM OF THE USS MONTANA, AN OHIO-CLASS SSBN BALLISTIC MISSILE SUBMARINE. flames took the job seriously. He knew that if he made one mistake, they were all blind and deaf in the belly of the sea. So when the glider, still far off, began to emit a thrumming noise as it moved through the water, it was less than a second before Barnes noticed it, and only a few seconds more before both Barnes and the sonar computer concluded, from the sound-source's course and speed, that it wasn't a fish. Within moments, the whole crew was at battle stations. There weren't all that many countries in the world that even owned submarines, and none of them were neutral. Not at that speed, at that depth, at that time. Not in those waters. How fast was it? Barnes checked again. "Sixty knots," he whispered. "Sixty knots?" said Captain Kretschmer. His voice was calm enough-he simply didn't believe the information. "No way, Barnes. The Reds don't have anything that fast." "Checked it twice, skipper," Barnes told him. "It's a real unique signature. No cavitation, no reactor noise. Doesn't even sound like screws." In fact, it sounded like a fish with an incredibly loud heartbeat. But sixty knots? Wasn't a fish in the sea could move that fast even if it was pissing pure rocket fuel...
Alvin is a Maker, the first to be born in a century. Now a grown man and a journeyman smith, Alvin has returned to his family in the town of Vigor Church.
Brave New Worlds collects over 30 of the best tales of dystopian menace by some of today's visionary writers.
As Harmony's Oversoul grows weaker, a great warrior Moozh has risen to challenge its bans. He has won control of an army using forbidden technology, and is aiming his soldiers at the city of Basilica, that strong fortress above the Plain. Basilica remains in turmoil. Wetchik and his sons are not strong enough to stop an army. Can Rasa and her allies defeat him through intrigue, or will Moozh take the city and all who are in it?
Capitol is not a novel; however, it is also not a short story collection. While all the stories in Capitol are completely self-contained, they are placed in the book in chronological order, to gradually unfold the biography of a world and a way of life that is born in "A Sleep and a Forgetting" and dies in "The Stars That Blink."
This collection of 11 tales of dread from the fertile imagination of Orson Scott Card includes the first paperback publication of "Memories of My Head" and "Freeway Games" along with the modern classics such as "Lost Boys" and the title story, "The Changed Man and the King of Words". Card is the award-winning author of Ender's Game and Speaker for the Dead.
Card, an award winning science fiction novelist, offers a how-to manual for creating characters in one's own fiction. The text is separated into three parts, inventing characters, constructing characters, and performing characters which are further divided into more specific chapters. Card uses short example paragraphs throughout to explain techniques such as creating a comic character or unreliable narrator. A handful of illustrations show the different points of view. The budding fiction writer will find this text a useful jumping-off point for creating believable characters. Annotation ©2011 Book News, Inc. , Portland, OR (booknews. com)
The planet Lusitania is home to three sentient species: the Pequeninos; a large colony of humans; and the Hive Queen, brought there by Ender. But once against the human race has grown fearful; the Starways Congress has gathered a fleet to destroy Lusitania. Jane, the evolved computer intelligence, can save the three sentient races of Lusitania. She has learned how to move ships outside the universe, and then instantly back to a different world, abolishing the light-speed limit. But it takes all the processing power available to her, and the Starways Congress is shutting down the Net, world by world. Soon Jane will not be able to move the ships. Ender's children must save her if they are to save themselves.
Using the lore and the folk-magic of the men and women who settled North America, Orson Scott Card has created an alternate world where magic works, and where that magic has colored the entire history of the colonies.
Around the world, the dragon has been reborn in modern fantasy fiction. The classic winged fire-breathing reptiles often associated with evil (they do despoil villages and demand virgin sacrifices, after all) tend nowadays to be more kindly disposed to humanity, sometimes aloofly offering magical wisdom, sometimes actively involving themselves in human lives, whether as a servant or friend. In this volume, originally compiled exclusively for the members of the Science Fiction Book Club and not available in stores, editor Marvin Kaye has skillfully gathered brand- new contributions to the hoard of dragon lore by five top fantasy authors. Orson Scott Card-an expert at writing from a child's point of view, as evidenced in his bestselling Ender's Game and Ender's Shadow-offers a gothic yarn "In the Dragon's House" set in contemporary suburbia. Card tells about the mysterious dragon that lives in the wiring of an old house, palpable only to a young boy who in dreams shares its body and feels its true size and power. But what does it really want? Mercedes Lackey, prolific author of the Valdemar saga, writes of a slave boy who is chosen to care for a warrior's dragon. Vetch (and the reader) will learn much about dragon behavior . . . and this special dragon's secrets may be the key to his freedom. (Lackey was so taken by young Vetch that she expanded his adventures into a full-length novel with the same name as this novella-"Joust.") Tanith Lee is no stranger to dragons, which appeal quite often in her award-winning fantasies. The fable "Love in a Time of Dragons" is imbued with her signature atmosphere-Old World, moody, erotic-as a kitchen maid goes a-questing with a handsome champion to slay the local drakkor. But the tale takes a surprising twist. . . . Elizabeth Moon author of the popular Esmay Suiza and Heris Serrano series, takes a break from military science fiction to give us the tale of a young man forced by lies to flee his village . . . into an adventure of dwarfs and dragonspawn, of trust and wisdom, and, ultimately, "Judgment". Rounding off the collection is Michael Swanwick's "King Dragon", a strange amalgam of twentieth-century technology and faery magic, in which the award-winning author invokes a truly sinister and repellent creature-a being with the soul of a beast and the body of a machine- part metal, part devil... all merciless.
A hundred years before Ender's Game, humans thought they were alone in the galaxy. Humanity was slowly making their way out from Earth to the planets and asteroids of the Solar System, exploring and mining and founding colonies. The mining ship El Cavador is far out from Earth, in the deeps of the Kuiper Belt, beyond Pluto. Other mining ships, and the families that live on them, are few and far between this far out. So when El Cavador's telescopes pick up a fast-moving object coming in-system, it's hard to know what to make of it. It's massive and moving at a significant fraction of the speed of light. But the ship has other problems. Their systems are old and failing. The family is getting too big. There are claim-jumping corporates bringing Asteroid Belt tactics to the Kuiper Belt. Worrying about a distant object that might or might not be an alien ship seems... not important. They're wrong. It's the most important thing that has happened to the human race in a million years. This is humanity's first contact with an alien race. The First Formic War is about to begin.
High above the earth orbits the starship Basilica. On board the huge vessel is a sleeping woman. Of those who made the journey, Shedemai alone has survived the hundred of years since the Children of Wetchik returned to Earth. She now wears the Cloak of the Starmaster, and the Oversoul wakes her sometimes to watch over her descendants on the planet below. The population has grown rapidly--there are cities and nations now, whole peoples descended from the who followed Nafai or Elemak. But in all the long years of watching and searching, the Oversoul has not found the thing it sought. It has not found the Keeper of the Earth, the central intelligence that also can repair the Oversoul's damaged programming.
Confronting his brother Elemak while on board the starship Basilica, Nafai, the chosen ship's Master, begins a generations-long struggle that will culminate in a return to planet Earth.
Vivid and memorable characters aren't born: they have to be made This book is a set of tools: literary crowbars, chisels, mallets, pliers and tongs. Use them to pry, chip, yank and sift good characters out of the place where they live in your imagination. Award-winning author Orson Scott Card explains in depth the techniques of inventing, developing and presenting characters, plus handling viewpoint in novels and short stories. With specific examples, he spells out your narrative options-the choices you'll make in creating fictional people so "real" that readers will feel they know them like members of their own families. You'll learn how to: Draw characters from a variety of sources Make characters show who they are by the things they do and say, and by their individual "style" Develop characters readers will love-or love to hate Distinguish among major characters, minor characters and walk-ons, and develop each appropriately Choose the most effective viewpoint to reveal the characters and move the storytelling Decide how deeply you should explore your characters' thoughts, emotions, and attitudes
Vivid and memorable characters aren't born: they have to be madeThis book is a set of tools: literary crowbars, chisels, mallets, pliers and tongs. Use them to pry, chip, yank and sift good characters out of the place where they live in your imagination.Award-winning author Orson Scott Card explains in depth the techniques of inventing, developing and presenting characters, plus handling viewpoint in novels and short stories. With specific examples, he spells out your narrative options-the choices you'll make in creating fictional people so "real" that readers will feel they know them like members of their own families.You'll learn how to:Draw characters from a variety of sourcesMake characters show who they are by the things they do and say, and by their individual "style"Develop characters readers will love-or love to hateDistinguish among major characters, minor characters and walk-ons, and develop each appropriatelyChoose the most effective viewpoint to reveal the characters and move the storytellingDecide how deeply you should explore your characters' thoughts, emotions, and attitudes
A chilling look at a near-future scenario of a new American Civil War, pitting the red states against the blue.
As one of the most consistently exciting writers to emerge in the last twenty-five years, Orson Scott Card has been honored with numerous awards, immersing readers in dazzling worlds only he could create. Now, in Enchantment, Card works his magic as never before, transforming the timeless story of Sleeping Beauty into an original fantasy brimming with romance and adventure.The moment Ivan stumbled upon a clearing in the dense Carpathian forest, his life was forever changed. Atop a pedestal encircled by fallen leaves, the beautiful princess Katerina lay still as death. But beneath the foliage a malevolent presence stirred and sent the ten-year-old Ivan scrambling for the safety of Cousin Marek's farm.Now, years later, Ivan is an American graduate student, engaged to be married. Yet he cannot forget that long-ago day in the forest--or convince himself it was merely a frightened boy's fantasy. Compelled to return to his native land, Ivan finds the clearing just as he left it.This time he does not run. This time he awakens the beauty with a kiss . . . and steps into a world that vanished a thousand years ago.A rich tapestry of clashing worlds and cultures, Enchantment is a powerfully original novel of a love and destiny that transcend centuries . . . and the dark force that stalks them across the ages.From the Hardcover edition.
As one of the most consistently exciting writers to emerge in the last twenty-five years, Orson Scott Card has been honored with numerous awards, immersing readers in dazzling worlds only he could create. Now, in Enchantment, Card works his magic as never before, transforming the timeless story of Sleeping Beauty into an original fantasy brimming with romance and adventure. The moment Ivan stumbled upon a clearing in the dense Carpathian forest, his life was forever changed. Atop a pedestal encircled by fallen leaves, the beautiful princess Katerina lay still as death. But beneath the foliage a malevolent presence stirred and sent the ten-year-old Ivan scrambling for the safety of Cousin Marek's farm. Now, years later, Ivan is an American graduate student, engaged to be married. Yet he cannot forget that long-ago day in the forest--or convince himself it was merely a frightened boy's fantasy. Compelled to return to his native land, Ivan finds the clearing just as he left it. This time he does not run. This time he awakens the beauty with a kiss . . . and steps into a world that vanished a thousand years ago. A rich tapestry of clashing worlds and cultures, Enchantment is a powerfully original novel of a love and destiny that transcend centuries . . . and the dark force that stalks them across the ages.
This midquel, between Ender's Game and Speaker for the Dead, focuses on Ender visiting colony worlds, looking for a planet where the hive queens might be reestablished.
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.<P><P> 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.<P> 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.<P> Hugo and Nebula Awards Winner.
Not a sequel, this book begins and ends about where Ender's Game does, it tells the same tale, but from Bean's perspective this time.
Experience the thrill of reading Ender's Game all over againGo deeper into the complexities of Orson Scott Card's classic novel with science fiction and fantasy writers, YA authors, military strategists, including:<P><P> Ender prequel series coauthor Aaron Johnston on Ender and the evolution of the child hero. Burn Notice creator Matt Nix on Ender's Game as a guide to life. Hugo award-winning writer Mary Robinette Kowal on how Ender's Game gets away with breaking all the (literary) rules. Retired US Air Force Colonel Tom Ruby on what the military could learn from Ender about leadership. Bestselling YA author Neal Shusterman on the ambivalence toward survival that lies at the heart of Ender's story.<P> Plus pieces by Hilari Bel, John Brown, Mette Ivie Harrison, Janis Ian, Alethea Kontis, David Lubar and Alison S. Myers, John F. Schmitt, Ken Scholes, and Eric James Stone.<P> Also includes never-before-seen content from Orson Scott Card on the writing and evolution of the events in Ender's Game, from the design of Battle School to the mindset of the pilots who sacrificed themselves in humanity's fight against the formics. Hugo and Nebula Awards winner.
"The Polish Boy" is John Paul Wiggin, the future father of Ender. In the years between the first two Bugger Wars, the Hegemony is desperate to recruit brilliant military commanders to repel the alien invasion. They may have found their man - or boy - in John Paul Wiggin. In "Teacher's Pest" - a novella written especially for this collection - a brilliant but arrogant John Paul Wiggin, now a university student, matches wits with an equally brilliant graduate student. "The Investment Counselor" is set after the end of the Bugger Wars. Banished from Earth and slandered as a mass murderer, twenty-year-old Andrew Wiggin wanders incognito from planet to planet as a fugitive - until a blackmailing tax inspector compromises his identity and threatens to expose Ender the Xenocide.
In America's future, when society has collapsed under the weight of war, civilization lives on among those folk whose bonds offaith or tribe or language are still strong. These interweaving stories tell of people who are far from the center of these tight-bound communities, finding a life for them- selves along the fringe.
A provocative collection of short fiction, edited by one of science fiction's best-known names. Of particular interest are several stories from the cyberpunk school, as well as Pat Murphy's Nebula award winning "Rachel in Love" and Ursula LeGuin's wonderful "Buffalo Gals, Won't You Come Out Tonight."
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