When master mechanic Peter Lake attempts to rob a mansion on the Upper West Side, he is caught by young Beverly Penn, the terminally ill daughter of the house, and their subsequent love send Peter on a desperate personal journey. Reprint.
NEW YORK TIMES BESTSELLER • From the beloved author of the Vampire Chronicles, the first installation of her spellbinding Mayfair Chronicles—the inspiration for the hit television series! “Extraordinary . . . Anne Rice offers more than just a story; she creates myth.”—The Washington Post Book World Rowan Mayfair, a beautiful woman, a brilliant practitioner of neurosurgery—aware that she has special powers but unaware that she comes from an ancient line of witches—finds the drowned body of a man off the coast of California and brings him to life. He is Michael Curry, who was born in New Orleans and orphaned in childhood by fire on Christmas Eve, who pulled himself up from poverty, and who now, in his brief interval of death, has acquired a sensory power that mystifies and frightens him. As these two, fiercely drawn to each other, fall in love and—in passionate alliance—set out to solve the mystery of her past and his unwelcome gift, an intricate tale of evil unfolds. Moving through time from today’s New Orleans and San Francisco to long-ago Amsterdam and a château in the Louis XIV’s France, and from the coffee plantations of Port au Prince, where the great Mayfair fortune is made and the legacy of their dark power is almost destroyed, to Civil War New Orleans, The Witching Hour is a luminous, deeply enchanting novel. The magic of the Mayfairs continues: THE WITCHING HOUR • LASHER • TALTOS
From New York Times bestselling author Orson Scott Card, Ender's Game—adapted to film in 2013 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 ENDER UNIVERSE Ender series 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 Ender novellas A War of Gifts /First Meetings
The “brilliantly realized” (The New York Times Book Review) breakthrough novel from visionary author Neal Stephenson, a modern classic that predicted the metaverse and inspired generations of Silicon Valley innovators Hiro lives in a Los Angeles where franchises line the freeway as far as the eye can see. The only relief from the sea of logos is within the autonomous city-states, where law-abiding citizens don’t dare leave their mansions. Hiro delivers pizza to the mansions for a living, defending his pies from marauders when necessary with a matched set of samurai swords. His home is a shared 20 X 30 U-Stor-It. He spends most of his time goggled in to the Metaverse, where his avatar is legendary. But in the club known as The Black Sun, his fellow hackers are being felled by a weird new drug called Snow Crash that reduces them to nothing more than a jittering cloud of bad digital karma (and IRL, a vegetative state). Investigating the Infocalypse leads Hiro all the way back to the beginning of language itself, with roots in an ancient Sumerian priesthood. He’ll be joined by Y.T., a fearless teenaged skateboard courier. Together, they must race to stop a shadowy virtual villain hell-bent on world domination.
Vividly imagined, stunningly prophetic, and epic in scope, The Diamond Age is a major novel from one of the most visionary writers of our time Decades into our future, a stone’s throw from the ancient city of Shanghai, a brilliant nanotechnologist named John Percival Hackworth has just broken the rigorous moral code of his tribe, the powerful neo-Victorians. He's made an illicit copy of a state-of-the-art interactive device called A Young Ladys Illustrated Primer Commissioned by an eccentric duke for his grandchild, stolen for Hackworth's own daughter, the Primer’s purpose is to educate and raise a girl capable of thinking for herself. It performs its function superbly. Unfortunately for Hackworth, his smuggled copy has fallen into the wrong hands. Young Nell and her brother Harv are thetes—members of the poor, tribeless class. Neglected by their mother, Harv looks after Nell. When he and his gang waylay a certain neo-Victorian—John Percival Hackworth—in the seamy streets of their neighborhood, Harv brings Nell something special: the Primer. Following the discovery of his crime, Hackworth begins an odyssey of his own. Expelled from the neo-Victorian paradise, squeezed by agents of Protocol Enforcement on one side and a Mandarin underworld crime lord on the other, he searches for an elusive figure known as the Alchemist. His quest and Nell’s will ultimately lead them to another seeker whose fate is bound up with the Primer—a woman who holds the key to a vast, subversive information network that is destined to decode and reprogram the future of humanity.
When Dorothy triumphed over the Wicked Witch of the West in L. Frank Baum's classic tale, we heard only her side of the story. But what about her arch-nemesis, the mysterious witch? Where did she come from? How did she become so wicked? And what is the true nature of evil? Gregory Maguire creates a fantasy world so rich and vivid that we will never look at Oz the same way again. Wicked is about a land where animals talk and strive to be treated like first-class citizens, Munchkinlanders seek the comfort of middle-class stability and the Tin Man becomes a victim of domestic violence. And then there is the little green-skinned girl named Elphaba, who will grow up to be the infamous Wicked Witch of the West, a smart, prickly and misunderstood creature who challenges all our preconceived notions about the nature of good and evil.
Richard Mayhew is a plain man with a good heart -- and an ordinary life that is changed forever on a day he stops to help a girl he finds bleeding on a London sidewalk. From that moment forward he is propelled into a world he never dreamed existed -- a dark subculture flourish in abandoned subway stations and sewer tunnels below the city -- a world far stranger and more dangerous than the only one he has ever known...Richard Mayhew is a young businessman with a good heart and a dull job. When he stops one day to help a girl he finds bleeding on a London sidewalk, his life is forever altered, for he finds himself propelled into an alternate reality that exists in a subterranean labyrinth of sewer canals and abandoned subway stations below the city. He has fallen through the cracks of reality and has landed somewhere different, somewhere that is Neverwhere.
Follows one man from ninth-century Russia to present-day America as he struggles to rescue a princess and her kingdom, find true love, and overcome the blackest of evil.
“Willis effortlessly juggles comedy of manners, chaos theory and a wide range of literary allusions [with a] near flawlessness of plot, character and prose.”—Publishers Weekly (starred review) From Connie Willis, winner of multiple Hugo and Nebula Awards, comes a comedic romp through an unpredictable world of mystery, love, and time travel. Ned Henry is badly in need of a rest. He’s been shuttling between the twenty-first century and the 1940s in search of a hideous Victorian vase called “the bishop’s bird stump” as part of a project to restore the famed Coventry Cathedral, destroyed in a Nazi air raid. But then Verity Kindle, a fellow time traveler, inadvertently brings back something from the past. Now Ned must jump to the Victorian era to help Verity put things right—not only to save the project but also to prevent altering history itself.