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From New York Times bestselling author Orson Scott Card, Ender's Game―adapted to film starring Asa Butterfield and Harrison Ford―is the classic Hugo and Nebula award-winning science fiction novel of a young boy's recruitment into the midst of an interstellar war.
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.
Orson Scott Card's Ender's Game is the winner of the 1985 Nebula Award for Best Novel and the 1986 Hugo Award for Best Novel.
The war for survival of the planet Lusitania will be fought in the heart of a child named Gloriously Bright.
On Lusitania, Ender found a world where humans and pequininos and the Hive Queen could all live together; where three very different intelligent species could find common ground at last. Or so he thought.
Lusitania also harbors the descolada, a virus that kills all humans it infects, but which the pequininos require in order to become adults. The Starways Congress so fears the effects of the descolada, should it escape from Lusitania, that they have ordered the destruction of the entire planet, and all who live there. The Fleet is on its way, a second xenocide seems inevitable.
The first volume documenting and collecting Orson Scott Card's work
for the last 30 years. Every novel, story, poem, every word that
has been published--and then some is in this collection. This is a
must for any reader, who wants to learn everything about this
author's extensive work and career.
Orson Scott Card brings us back to the very beginning of his brilliant Ender Quartet, with a novel that allows us to reenter that world anew.
With all the power of his original creation, Card has created a parallel volume to Ender's Game, a book that expands and compliments the first, enhancing its power, illuminating its events and its powerful conclusion.
The human race is at War with the "Buggers", an insect-like alien race. The first battles went badly, and now as Earth prepares to defend itself against the imminent threat of total destruction at the hands of an inscrutable alien enemy, all focus is on the development and training of military geniuses who can fight such a war, and win.
The long distances of interstellar space have given hope to the defenders of Earth--they have time to train these future commanders up from childhood, forging then into an irresisible force in the high orbital facility called the Battle School.
Andrew "Ender" Wiggin was not the only child in the Battle School; he was just the best of the best. In this new book, card tells the story of another of those precocious generals, the one they called Bean--the one who became Ender's right hand, part of his team, in the final battle against the Buggers.
Bean's past was a battle just to survive. He first appeared on the streets of Rotterdam, a tiny child with a mind leagues beyond anyone else's. He knew he could not survive through strength; he used his tactical genius to gain acceptance into a children's gang, and then to help make that gang a template for success for all the others. He civilized them, and lived to grow older.
Bean's desperate struggle to live, and his success, brought him to the attention of the Battle School's recruiters, those people scouring the planet for leaders, tacticians, and generals to save Earth from the threat of alien invasion. Bean was sent into orbit, to the Battle School. And there he met Ender....
From the New York Times bestselling author of Enders Game comes a
brand-new series following a teen who wakes up on an abandoned
Earth to discover that he’s a clone. Laz is a side-stepper: a
teen with the incredible power to jump his consciousness to
alternate versions of himself in parallel worlds. All his life,
there was no mistake that a little side-stepping couldn’t fix.
Until Laz wakes up one day in a cloning facility on a seemingly
abandoned Earth. Laz finds himself surrounded by hundreds of other
clones, all dead, and quickly realizes that he too must be a clone
of his original self. Laz has no idea what happened to the world he
remembers as vibrant and bustling only yesterday, and he struggles
to survive in the barren wasteland he’s now trapped in. But the
question that haunts him isn’t why was he created, but instead,
who woke him up…and why? There’s only a single bright spot in
Laz’s new life: one other clone appears to still be alive,
although she remains asleep. Deep down, Laz believes that this girl
holds the key to the mysteries plaguing him, but if he wakes her
up, she’ll be trapped in this hellscape with him. This is one
problem that Laz can’t just side-step his way out of.
The War is over, won by Ender Wiggin and his team of brilliant child-warriors. The enemy is destroyed, the human race is saved. Ender himself refuses to return to the planet, but his crew has gone home to their families, scattered across the globe. The battle school is no more.
But with the external threat gone, the Earth has become a battlefield once more. The children of the Battle School are more than heros; they are potential weapons that can bring power to the countries that control them. One by one, all of Ender's Dragon Army are kidnapped. Only Bean escapes; and he turns for help to Ender's brother Peter.
Peter Wiggin, Ender's older brother, has already been manipulating the politics of Earth from behind the scenes. With Bean's help, he will eventually rule the world.
A Sequel to The New York Times Bestselling Enders's Shadow
Bestselling author Orson Scott Card brings to life a new chapter in the saga of Ender's Earth.
Earth and its society has been changed irrevocably in the aftermath of Ender Wiggin's victory over the Formics--the unity enforced upon the warring nations by an alien enemy has shattered. Nations are rising again, seeking territory and influence, and most of all, seeking to control the skills and loyalty of the children from the Battle School.
But one person has a better idea. Peter Wiggin, Ender's older, more ruthless, brother, sees that any hope for the future of Earth lies in restoring a sense of unity and purpose. And he has an irresistible call on the loyalty of Earth's young warriors. With Bean at his side, the two will reshape our future.
Here is the continuing story of Bean and Petra, and the rest of Ender's Dragon Army, as they take their places in the new government of Earth.
'Delivers more than almost anything else within the science fiction
genre, Ender's Game is a contemporary classic' - New York Times 'An
affecting novel full of surprises.' - The New York Times Book
Review on Ender's Game THE HUMAN RACE FACES ANNIHILATION An alien
threat is on the horizon, ready to strike. And if humanity is to be
defended, the government must create the greatest military
commander in history. The brilliant young Ender Wiggin is their
last hope. But first he must survive the rigours of a brutal
military training program - to prove that he can be the leader of
all leaders. A saviour for mankind must be produced, through
whatever means possible. But are they creating a hero or a monster?
Discover the bestselling, multiple award-winning classic - a
groundbreaking tale of war, strategy and survival. Books by Orson
Scott Card: Alvin Maker novels Seventh Son Red Prophet Prentice
Alvin Alvin Journeyman Heartfire The Crystal City Ender Wiggin Saga
Ender's Game Speaker for the Dead Xenocide Children of the Mind
Ender in Exile Homecoming The Memory of the Earth The Call of the
Earth The Ships of the Earth Earthfall Earthborn First Formic War
(with Aaron Johnston) Earth Unaware Earth Afire Earth Awakens
Ethics, Literature, and Theory: An Introductory Reader brings
together the work of contemporary scholars, teachers, and writers
into lively discussion on the moral role of literature and the
relationship between aesthetics, art, and ethics. Do the rich
descriptions and narrative shapings of literature provide a
valuable resource for readers, writers, philosophers, and everyday
people to imagine and confront the ultimate questions of life? Do
the human activities of storytelling and complex moral
decision-making have a deep connection? What are the moral
responsibilities of the artist, critic, and reader? What can
religious perspectives_from Catholic to Protestant to
Mormon_contribute to literary criticism? What do we mean when we
talk about ethical criticism and how does this differ from the
common notion of censorship? Thirty well known contributors reflect
on these questions including: literary theorists Marshall Gregory,
James Phelan, and Wayne Booth; philosophers Martha Nussbaum,
Richard Hart, and Nina Rosenstand; and authors John Updike, Charles
Johnson, Flannery O'Connor, and Bernard Malamud. Divided into four
sections, with introductory matter and questions for discussion,
this accessible anthology represents the most crucial work today
exploring the interdisciplinary connections among literature,
religion and philosophy.
Winer 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.
An overview of the best science fiction short stories of the
20th century as selected and evaluated by critically-acclaimed
author Orson Scott Card.
Featuring stories from the genre's greatest authors:
Isaac Asimov, Arthur C. Clarke, Robert A. Heinlein, Ursula K. Le
Guin, Ray Bradbury, Frederik Pohl, Harlan Ellison, George Alec
Effinger, Brian W. Aldiss, William Gibson & Michael Swanwick,
Theodore Sturgeon, Larry Niven, Robert Silverberg, Harry
Turtledove, James Blish, George R. R. Martin, James Patrick Kelly,
Karen Joy Fowler, Lloyd Biggle, Jr., Terry Bisson, Poul Anderson,
John Kessel, R.A. Lafferty, C.J. Cherryh, Lisa Goldstein, and
Edmond Hamilton
The Sci-Fi and Fantasy of Tomorrow Selected by Masters of Today 26
Award-winning Authors and Illustrators . Get ready to get carried
away ... to places no one has ever gone before. Turn the page ...
from dark fantasy to dystopian nightmare, from magical realism to
military science, from paranormal urban fantasy to post-apocalyptic
power trips ... and beyond. Take flight on a starship powered by a
godlike being, willing to go to any length to know what it is to be
human. Delve into the psyche of a scientist who must choose between
ambition and compassion while compelled to participate in a secret
and sadistic government project. Get lost in the chilling Museum of
Modern Warfare, where one woman is about to discover life-changing
secrets. Experience the stories that challenge our sense of
self-and our sense of the world. And that's just the beginning of
your journey.... Discover the mesmerizing power of these new
stories, thought-provoking new ideas, brilliant new horizons, and
astounding new writers and illustrators-the chosen ones, selected
by today's bestselling science fiction and fantasy authors and
artists. ___________________________ 3 Bonus Short Stories by L.
Ron Hubbard Jody Lynn Nye Kristine Kathryn Rusch "The Dangerous
Dimension" by L. Ron Hubbard: Meek Dr. Henry Mudge has a dramatic
personality change after discovering a mathematical equation that
transports him to any place in the universe he can think of....
"The Phoenixes' War" by Jody Lynn Nye: When a lover's gift to her
king turns out to be a perilous trap, the Phoenixes and their
priestess face a test that will decide the fate of two realms....
"Museum of Modern Warfare" by Kristine Kathryn Rusch: When an
ambassador is asked to inspect the controversial Museum of Modern
Warfare, she discovers life-changing secrets....
___________________________ Art and Writing Tips by L. Ron Hubbard
Orson Scott Card Craig Elliott "Magic Out of a Hat" by L. Ron
Hubbard: From a challenge to write a story inspired by a completely
uninspiring wastebasket, Ron provides timeless insight on
generating a solid story idea and also reveals a bit of the
effusive spirit that he brought to the magic of writing. "On Magic
Out of a Hat" by Orson Scott Card: Card discusses and expands upon
Hubbard's article breaking down the techniques Ron used to create a
story from a simple object. Card also explores the history of
memorable speculative fiction and what makes it great. "The Rewards
of Imagination" by Craig Elliott: In addition to his fine-art work,
Craig has had a hand in designing many of today's most popular
animated films. Here Craig expounds on the value and need for
creative artists and their impact on our society.
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