SUMMARY: When the Good Magician Humfrey's son Hugo suddenly vanishes, his disappearance sets in motion a series of madcap misadventures that send a collection of colorful characters on a perilous pair of parallel quests. Among them are Debra, a pretty young girl beset by an obnoxious curse; Hugo's beloved wife Wira, whose sightlessness is balanced by a talent for sensitivity, Happy and Fray, a pair of sprightly storm-spirits; Nimbus, the Demon Xanth's own son; and the mysterious outlaw known as the Random Factor.As they travel through some of the magical realm's most astonishing locales, these unwitting adventurers discover they are key players in a grand drama whose origins reach back to the origins of time itself. Filled with exhilaration and excitement, ribaldry and romance, "Air Apparent "is a fabulous new fantasy saga from the lively imagination of master storyteller Piers Anthony.
SUMMARY: Surprise Golem has just lost her brand-new baby. The Stork assigned to deliver her eagerly awaited Bundle of Joy has inexplicably refused to surrender it, flying off instead through a hole in the fabric of reality. Now, to track down her offspring, Surprise must lead an ill-assorted assemblage of confederates on a desperate quest through dozens of different Xanths. But sinister, unseen forces are determined to stop her. And in order to find her child, Surprise may have to lose her heart. Startling, stimulating, stirring, and surprising, Stork Naked is a rollicking and revealing new fantasy adventure lusciously laced with dozens of dangers and delights, lovingly fashioned with all of Piers Anthony’s celebrated storytelling skills.
SUMMARY: A relentless horde of renegade robots has plunged the fate of Xanth in dire peril. All that stands between the enchanted land and destruction is a most unlikely hero, a moody, mild-mannered Goblin named Goody, who must summon all of his courage and determination to overcome this abominable army of automatons. Brimming with heart-stopping adventure and heart-warming delight, overflowing with wicked wit and wanton wordplay, Pet Peeve is Piers Anthony in rare form, an exceptional new chapter in the continuing chronicles of Xanth.
EDITORIAL REVIEW: When Clio, the Muse of History, sat down to pen the twenty-eighth volume in the Chronicles of Xanth, she was stunned to discover it was already there! And, what was worse, it was totally unreadable, for the words on its pages were fuzzed beyond comprehension. Vexed and bewildered, and more than a little concerned, Clio resolved to leave the quiet comfort of her study on the slopes of Mount Parnassus, and ask her old friend, the Good Magician Humfrey, to search a solution to her problem in his Book of Answers. But, much to her consternation, Humfrey required her to perform a magical Service before she could acquire her Answer: to rescue Xanth's dragons from the verge of extinction before the delicate balance of its wildlife was permanently thrown out of whack. Her momentous mission lead her to a dangerous Dragon World hidden amongst the Moons of Ida, across a perilous landscape filled with wonder and danger, in search of the fabled Currant, a very rare red berry that might hold the secret she sought. Along the way she acquired a fellowship of companions, including the brave and beautiful Becka Dragongirl, a pair of pocket dragons named Drew and Drusie, a charming young child called Ciriana whose destiny was somehow entwined with hers, and Sherlock, a sweet but homely man from Mundania who might just be a master magician himself. Together they gradually began to unravel the momentous mystery of Xanth's missing history. And Clio began to realize that Sherlock's enchantments had begun to work their way into her heart.
SUMMARY: For nearly three decades, Piers Anthony's bestselling Xanth series has been delighting tens of thousands of fantasy fans around the world. Now, with Cube Route, the series' twenty-seventh adventure, Anthony has penned a tale that adds another dimension to this exciting saga.In the magical land of Xanth, wishes are far more than mere words. So when a Plain Jane called Cube whispers a wistful wish to be beautiful, she finds herself leading a company of colorful companions on a search for the mysterious Cube Route--a perilous path that leads to danger, adventure, and perhaps her heart's desire as well.This curious quest takes them all over Xanth, into the mythical realm of Phaze, and even to our own world, where Cube rescues a beautiful human woman from a very ugly situation, ending at last in a mysterious Counter-Xanth where things can be transformed into their opposites in the wink of an eye.A rollicking tale brimming with laughter, wonder, and enchantment, Cube Route is also a moving exploration of the beauty that dwells within all of us.
EDITORIAL REVIEW: In a world renowned even within a galaxy full of wonders, a crime within a war. For one brother it means a desperate flight, and a search for the one - maybe two - people who could clear his name. For his brother it means a life lived under constant threat of treachery and murder. And for their sister, even without knowing the full truth, it means returning to a place she'd thought abandoned forever. Only the sister is not what she once was; Djan Seriy Anaplian has changed almost beyond recognition to become an agent of the Culture's Special Circumstances section, charged with high-level interference in civilisations throughout the greater galaxy. Concealing her new identity - and her particular set of abilities - might be a dangerous strategy, however. In the world to which Anaplian returns, nothing is quite as it seems; and determining the appropriate level of interference in someone else's war is never a simple matter. MATTER is a novel of dazzling wit and serious purpose. An extraordinary feat of storytelling and breathtaking invention on a grand scale, it is a tour de force from a writer who has turned science fiction on its head.
This conclusion of the Hyperion saga (
The latest episode (following last year's Endymion) of Simmons' Foundation-like saga of the far future tells of the struggle for dominance between humanity and its siblings, one of which is a highly evolved race with artificial intelligence and another of which has experimented upon its own DNA until it is no longer quite human. What might be called classical humankind is under the rule of a newly established, dominant Catholic Church, which undertakes to exterminate one of its rivals, the Ousters, and also seeks the girl Aenea, part-human and part-machine and a messiah for whom the adventurer Endymion is guardian. But Endymion and Aenea part as their destinies begin to fulfill themselves, and before they meet again, Endymion leaps through time portals from world to world. These worlds, including a gas giant with jellyfishlike lifeforms in its upper atmosphere and an ice kingdom carved among mountain peaks, are brilliantly realized. Thus Simmons pushes his vast entertainment along unfalteringly. John Mort
Two hundred and seventy-four years after the fall of the WorldWeb in Fall of Hyperion, Raoul Endymion is sent on a quest. Retrieving Aenea from the Sphinx before the Church troops reach her is only the beginning. With help from a blue-skinned android named A. Bettik, Raoul and Aenea travel the river Tethys, pursued by Father Captain Frederico DeSoya, an influential warrior-priest and his troops. The shrike continues to make enigmatic appearances, and while many questions were raised in Hyperion and Fall of Hyperion, still more are raised here. Raoul's quest will continue in at least one more volume.
This series has something for everyone: Simmons's prose is imaginative and stylistically varied; point-of-view and time-scale are handled with finesse; the action is always gripping; the device of Old Earth allows Simmons to work in entertaining references to present-day culture; and the technology raises bizarre questions of ethics and morality in its use of repeated death and resurrection.
After a recent foray into the horror field (Fires of Eden, LJ 11/15/94), the multitalented Simmons returns to the sf genre with a sequel to the Hugo Award-winning Hyperion (Doubleday, 1989) and The Fall of Hyperion (LJ Copyright 1995 Reed Business Information, Inc.
The stunning continuation of the epic adventure begun in
This densely plotted book concludes the futuristic tale begun in Hyperion . Earth has long since been destroyed, and humans now occupy more than 150 worlds linked by the Web, an instantaneous travel system created and operated by artificial intelligences (AIs--self-aware, highly advanced computers). These worlds are about to war with the Ousters, a branch of humanity that has disdained dependency on the AIs. At risk are the planet Hyperion, its mysterious Tombs that travel backward in time, and the Shrike, its god/avatar of pain or retribution. The narrative focuses on the government of the Web and its leader, Meina Gladstone, as observed by Joseph Severn, a cybernetic re-creation of the poet John Keats, and seven Shrike pilgrims, who may affect the war's outcome. Simmons pits good against evil, with the religions of man and those of the machines battling for supremacy. Despite his grand scale, however, he fashions intensely human individuals whom the reader will take to heart. Copyright 1990 Reed Business Information, Inc.
SUMMARY: On the world called Hyperion, beyond the law of the Hegemony of Man, there waits the creature called the Shrike. There are those who worship it. There are those who fear it. And there are those who have vowed to destroy it. In the Valley of the Time Tombs, where huge, brooding structures move backward through time, the Shrike waits for them all. On the eve of Armageddon, with the entire galaxy at war, seven pilgrims set forth on a final voyage to Hyperion seeking the answers to the unsolved riddles of their lives. Each carries a desperate hope--and a terrible secret. And one may hold the fate of humanity in his hands.
"A FIRST-RATE TOUR DE FORCE."--The New York Times
"A FRIGHTENINGLY LOGICAL, BELIEVABLE, AND GRIMLY PROPHETIC TALE . . . CLARKE IS A MASTER."--Los Angeles Times -- Review
The Overlords appeared suddenly over every city--intellectually, technologically, and militarily superior to humankind. Benevolent, they made few demands: unify earth, eliminate poverty, and end war. With little rebellion, humankind agreed, and a golden age began.
But at what cost? With the advent of peace, man ceases to strive for creative greatness, and a malaise settles over the human race. To those who resist, it becomes evident that the Overlords have an agenda of their own. As civilization approaches the crossroads, will the Overlords spell the end for humankind . . . or the beginning?
EDITORIAL REVIEW: Welcome to a world like no other. The Ringworld: a landmark engineering achievement, a flat band 3 million times the surface area of Earth, encircling a distant star. Home to trillions of inhabitants, not all of which are human, and host to amazing technological wonders, the Ringworld is unique in all of the universe. Explorere Louis Wu, an Earth-born human who was part of the first expedition to Ringworld, becomes enmeshed in interplanetary and interspecies intrigue as war, and a powerful new weapon, threaten to tear the Ringworld apart forever. Now, the future of Ringworld lies in the actions of its children: Tunesmith, the Ghould protector; Acolyte, the exiled son of Speaker-to-Animals, and Wembleth, a strange Ringworld native with a mysterious past. All must play a dangerous in order to save Ringworld's population, and the stability of Ringworld itself. Blending awe-inspiring science with non-stop action and fun, Ringworld's Children, the fourth installment of the multiple award-winning saga, is the perfect introduction for readers new to this New York Times bestselling series, and long-time fans of Larry Niven's Ringworld. (20040916)
Longtime collaborators Herbert and Anderson set themselves a steep challenge—and, in the end, fail to meet it—in this much anticipated wrapup of the original Dune cycle (after 2006's Hunters of Dune). A large cast scattered across the cosmos must be brought together so that the final, all-powerful Kwisatz Haderach may be revealed in the ultimate face-off between humankind and the machine empire ruled by the implacable Omnius. Though pacing is brisk and the infrequent action scenes crackle with tension, only two minor characters—gholas, who are young clones with restored memories, of Suk doctor Wellington Yueh and God-Emperor Leto II—acquire real depth. Everyone else is too busy reacting to mostly irrelevant subplots like sabotage aboard the no-ship Ithaca, a plague devastating the planet of Chapterhouse and the genetic engineering of marine-dwelling sandworms. The lengthy climax relies on at least four consecutive deus ex machina bailouts, eventually devolving into sheer fairy tale optimism. Series fans will argue the novel's merits for years; others will be underwhelmed. (Aug.) Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.
By the time of this second volume of the third Dune prequel trilogy, battles and plagues have nearly destroyed humans and their planets. Sheanna revives the ghola cloning project to pit genius against numbers. Almost all the saga principals have been re-created—Paul, Jessica, Letos I and II, Chani, Stilgar, even Wellington Yueh and Baron Harkonnen—and are hiding on the no-ship. The eleventh ghola of Duncan Idaho keeps an eye on things. Naturally, such a crew generates intrigue, dissension, and many actions unintentionally at cross-purposes. Some of the re-creations learn from the past, some don't. Meanwhile, Omnius and Erasmus, leaders of the thinking machines, search for the no-ship; failing to find it, they finish the destruction of any planet capable of supporting human life. When the clones and the thinking machines finally confront each other, the conflict proves pretty gripping. Its plot derived from Frank Herbert's notes, Sandworms should fascinate Dune fans. The series' long run by now begs the question of whether, since Sandworms ties up so many loose ends, more of what has been learned about the construction and destruction of ecologies, and about thinking machines, in the 42 years since Dune was first published couldn't figure in the promised ninth prequel volume, Paul of Dune. Murray, Frieda
Anne McCaffrey's Pern is one of the most memorable worlds in science fiction and fantasy. Humans and their flying dragon companions live in fear of thread, a caustic, deadly material that falls sporadically from space. But when the thread doesn't fall for a long time, people become complacent, forgetting that it is the brave dragonriders who can save them from the periodic threat. But when the thread falls, human and dragon heroes must fight the scourge. This edition encompasses the first three unforgettable novels of McCaffrey's epic series: Dragonflight, Dragonquest, and The White Dragon.
Finally together in one volume, the first three books in the world's most beloved science fiction series, THE DRAGONRIDERS OF PERN, by Anne McCaffrey, one of the great science fiction writers of all time: DRAGONFLIGHT, DRAGONQUEST, THE WHITE DRAGON. Those who know these extraordinary tales will be able to re-visit with Lessa, F'lar, Ruth, Lord Jaxon, and all the others. And for those just discovering this magical place, there are incomparable tales of danger, deceit, and daring, just waiting to be explored..
EDITORIAL REVIEW: *Man, was a a distant shore, and the men spread upon it in wave... Each wave different, and each wave stronger. * **The Martian Chronicles** Ray Bradbury is a storyteller without peer, a poet of the possible, and, indisputably, one of America's most beloved authors. In a much celebrated literary career that has spanned six decades, he has produced an astonishing body of work: unforgettable novels, including *Fahrenheit 451* and *Something Wicked This Way Comes;* essays, theatrical works, screenplays and teleplays; *The Illustrated Mein, Dandelion Wine, The October Country,* and numerous other superb short story collections. But of all the dazzling stars in the vast Bradbury universe, none shines more luminous than these masterful chronicles of Earth's settlement of the fourth world from the sun. Bradbury's Mars is a place of hope, dreams and metaphor-of crystal pillars and fossil seas-where a fine dust settles on the great, empty cities of a silently destroyed civilization. It is here the invaders have come to despoil and commercialize, to grow and to learn -first a trickle, then a torrent, rushing from a world with no future toward a promise of tomorrow. The Earthman conquers Mars ... and then is conquered *by* it, lulled by dangerous lies of comfort and familiarity, and enchanted by the lingering glamour of an ancient, mysterious native race. Ray Bradbury's *The Martian Chronicles* is a classic work of twentieth-century literature whose extraordinary power and imagination remain undimmed by time's passage. In connected, chronological stories, a true grandmaster once again enthralls, delights and challenges us with his vision and his heart-starkly and stunningly exposing in brilliant spacelight our strength, our weakness, our folly, and our poignant humanity on a strange and breathtaking world where humanity does not belong.
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SUMMARY: When the Good Magician Humfrey's son Hugo suddenly vanishes, his disappearance sets in motion a series of madcap misadventures that send a collection of colorful characters on a perilous pair of parallel quests. Among them are Debra, a pretty young girl beset by an obnoxious curse; Hugo's beloved wife Wira, whose sightlessness is balanced by a talent for sensitivity, Happy and Fray, a pair of sprightly storm-spirits; Nimbus, the Demon Xanth's own son; and the mysterious outlaw known as the Random Factor.As they travel through some of the magical realm's most astonishing locales, these unwitting adventurers discover they are key players in a grand drama whose origins reach back to the origins of time itself. Filled with exhilaration and excitement, ribaldry and romance, "Air Apparent "is a fabulous new fantasy saga from the lively imagination of master storyteller Piers Anthony.