"Tor Books"出版的书籍

The Crippled God

SUMMARY:
Savaged by the K'Chain Nah'Ruk, the Bonehunters march for Kolanse, where waits an unknown fate. Tormented by questions, the army totters on the edge of mutiny, but Adjunct Tavore will not relent. One final act remains, if it is in her power, if she can hold her army together, if the shaky allegiances she has forged can survive all that is to come. A woman with no gifts of magic, deemed plain, unprepossessing, displaying nothing to instill loyalty or confidence, Tavore Paran of House Paran means to challenge the gods -- if her own troops don't kill her first.Awaiting Tavore and her allies are the Forkrul Assail, the final arbiters of humanity. Drawing upon an alien power terrible in its magnitude, they seek to cleanse the world, to annihilate every human, every civilization, in order to begin anew. They welcome the coming conflagration of slaughter, for it shall be of their own devising, and it pleases them to know that, in the midst of the enemies gathering against them, there shall be betrayal. In the realm of Kurald Galain, home to the long lost city of Kharkanas, a mass of refugees stand upon the First Shore. Commanded by Yedan Derryg, the Watch, they await the breaching of Lightfall, and the coming of the Tiste Liosan. This is a war they cannot win, and they will die in the name of an empty city and a queen with no subjects. Elsewhere, the three Elder Gods, Kilmandaros, Errastas and Sechul Lath, work to shatter the chains binding Korabas, the Otataral Dragon, and release her from her eternal prison. Once freed, she will be a force of utter devastation, and against her no mortal can stand. At the Gates of Starvald Demelain, the Azath House sealing the portal is dying. Soon will come the Eleint, and once more, there will be dragons in the world. And so, in a far away land and beneath indifferent skies, the final cataclysmic chapter in the extraordinary 'Malazan Book of the Fallen' begins.

The Machine Crusade

SUMMARY: The breathtaking vision and incomparable storytelling of Brian Herbert and Kevin Anderson's Dune: The Butlerian Jihad, a prequel to Frank Herbert's classic Dune, propelled it to the ranks of speculative fiction's classics in its own right. Now, with all the color, scope, and fascination of the prior novel, comes Dune: The Machine Crusade.. More than two decades have passed since the events chronicled in The Butlerian Jihad. The crusade against thinking robots has ground on for years, but the forces led by Serena Butler and Irbis Ginjo have made only slight gains; the human worlds grow weary of war, of the bloody, inconclusive swing from victory to defeat. The fearsome cymeks, led by Agamemnon, hatch new plots to regain their lost power from Omnius--as their numbers dwindle and time begins to run out. The fighters of Ginaz, led by Jool Noret, forge themselves into an elite warrior class, a weapon against the machine-dominated worlds. Aurelius Venport and Norma Cenva are on the verge of the most important discovery in human history-a way to "fold" space and travel instantaneously to any place in the galaxy. And on the faraway, nearly worthless planet of Arrakis, Selim Wormrider and his band of outlaws take the first steps to making themselves the feared fighters who will change the course of history: the Fremen.Here is the unrivaled imaginative power that has put Brian Herbert and Kevin Anderson on bestseller lists everywhere and earned them the high regard of readers around the globe. The fantastic saga of Dune continues in Dune: The Machine Crusade.

Ender's Game

SUMMARY:
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. Born in Richland, Washington, in 1951, Orson Scott Card grew up in California, Arizona, and Utah. He lived in Brazil for two years as an unpaid missionary for the Mormon Church and received degrees from Brigham Young University (1975) and the University of Utah (1981). The author of numerous books, Card was the first writer to receive both the Hugo and Nebula awards for best novel two years in a row, first for "Ender's Game" and then for the sequel "Speaker for the Dead." He lives with his wife and children in North Carolina. 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? And what if Ender is merely the brilliant result of 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. An increasingly popular and relevant novel that risks and achieves and delivers more than most anything else within the science fiction genre, "Ender's Game" is a contemporary classic--a work, as Gene Wolf has written, that "will still be finding new readers when 99 percent of the books published this year are completely forgotten." "'Intense' is the word for "Ender's Game.""--"The New York Times" "An affecting novel full of surprises that seem inevitable once they are explained. The key, of course, is Ender Wiggin himself. Mr. Card never makes the mistake of patronizing or sentimentalizing his hero. Alternately likable and insufferable, his is a convincing little Napoleon in short pants."--Gerald Jonas, "The New York Times Book Review" "A gripping tale of adventure in space and a scathing indictment of the military mind."--"Library Journal" "This twenty-five-year-old science fiction classic [is] unlike many hardcore SF titles [in that it] is particularly appropriate for a younger audience, for its protagonist, Ender Wiggin, is just six years old at the novel's beginning and still a pre-teen at its end. Ender's parents have received a special dispensation to have a third child in spite of strict population control laws. [Ender's] brilliant older siblings, Peter and Valentine, have each showed great promise, but each falls just short of having 'the right stuff.' The International Fleet (I.F.) believes that Ender may be the commander they need to lead great armies against invasion by alien 'buggers.' When Ender does exhibit the desired combination of compassion and cruelty, the I.F. takes him to the distant Battle School, where brilliant children are trained in military strategy and tactics. The centerpiece of their education is a simulated battle game at which Ender quickly excels, eventually becoming the youngest commander in history. Life at Battle School, especially [its many] battle games, is richly described. Ender is portrayed as just a pawn in the larger game being played by the I.F., and readers will alternately sympathize with his exploitation and cheer when he is able to make friends in spite of the tremendous forces working to isolate and dehumanize him . . . For the most part, this novel will deservedly reach a new generation."--Norah Piehl, "Children's Literature" "Card has taken the venerable SF concepts of a superman and interstellar war against aliens, and, with superb characterization, pacing, and language, combined them into a seamless story of compelling power. This is Card at the height of his very considerable powers--a major SF novel by any reasonable standards."--"Booklist"