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"
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SUMMARY:
In the aftermath of his terrible war, Ender Wiggin disappeared, and a powerful voice arose: The Speaker for the Dead, who told the true story of the Bugger War.Now, long years later, a second alien race has been discovered, but again the aliens ways are strange and frightening...again, humans die. And it is only the Speaker for the Dead, who is also Ender Wiggin the Xenocide, who has the courage to confront the mystery...and the truth.
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Xenocide The millennia-long saga of Andrew Wiggin called Ender, called The Speaker For the Dead called The Xenocide continues .... On the world Lusitania there are now three sapient races-the Pequeninos, who evolved there; Humans, who came to colonize; and a Hive Queen and her children brought by Ender long years ago. But on Lusitania there is also the descolada, a virus deadly to human beings which would spread like wildfire throughout the Stairways Congress should it ever escape the planet. The Starways Congress decided that The descolada should be wiped out once and for all, and sent a fleet, armed with a planet-destroying weapon, to do it. A fourth intelligence, loyal to Ender and Lusitania caused that fleet to disappear. On a distant world called Path live a people whose culture owes much to that of ancient China on Earth. They have evolved a caste known as the godspoken, people of superior intellectual abilities who pay a terrible price for their gifts. The godspoken of Path have given their loyalty and service to the Starways Congress. Among the god spoken is a young girl named, in The language of her people, Gloriously Bright. It is to her that the Starways Congress turn with the mystery of the disappearance of the Lusitania Fleet. There is no doubt that Gloriously Bright will discover the answer to the puzzle. The question is, what will she do with the information
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Children of the Mind Orson Scott Card returns at last to the story of Ender Wiggin, the child hero of the Hugo and Nebula award winner Ender's Game, who as a man found a way to redeem the Xenocide of his youth and restore the Hive Queen to life. Now his adopted world, Lusitania, is threatened by the same planet-destroying weapon that he himself used so many thousands of years before. Lusitania is home to three sentient species: The Pequeninos, a strange race native to Lusitania; a large colony of humans; and the Hive Queen, brought there by Ender. But the Starways Congress fears Lusitania and a strange virus that it harbors, and they have gathered a fleet to destroy the planet. Ender's oldest friend, Jane, the computer intelligence that has evolved with him over three thousand years, allowed the Starways Congress to discover her existence when she tried t stop the fleet. Now they are trying to kill her as well, by shutting down the network of computers and ansibles in which she lives. They are afraid of her and of her control over all human communications. Jane 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 she will not be able to move the ships. But there is hope: during the first trip outside, Ender's mind briefly took control and created two new beings - replicas of his brother Peter, who was the Hegemon, and his sister Valentine. These two children of Ender's mind, together with his adopted children from Lusitania, are racing against time to discover new worlds, to influence the Starways Congress to recall the fleet, and to save Jane by finding a home for her disembodied intelligence once the Human Network is closed off to her.
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Ender's Shadow : A Parallel Novel to Ender's Game Orson Scott Card brings us back to the very beginning of his brilliant Ender's 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 complements 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 them into an irresistible 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, his strategist, and his friend. One who was with him, 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 Publishers Weekly
Card returns to his Hugo and Nebula award-winning Enderverse saga (after 2005's Shadow of the Giant) with a heartwarming novella for the holidays. When Zeck Morgan, the young son of a puritanical minister, qualifies for admission into the International Fleet's Battle School, he is brought to the school against his will. Citing his pacifist religious beliefs, Zeck refuses to participate in any simulated war games, but when he sees a Dutch student give a friend a small present in celebration of Sinterklaas Day, he reports the violation of the school's rules against open religious observation and sparks an uproar over religious freedom and the significance of cultural traditions. Meanwhile, Zeck becomes a pariah until series hero Ender Wiggin finds a way to show him the real meaning of the holidays. Exploring themes of tolerance and compassion, this story about stuffing stockings is, fittingly, a perfect stocking stuffer for science fiction fans of all ages. (Nov.)
Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.
Review
"An undeniable heavyweight. . . . This book combines Card's quirky style with his hard ethical dilemmas and sharply drawn portraits."--_New York Daily News_ on_ Ender's Game_
"Card has taken the venerable SF concepts of a superman and an interstellar war against aliens, and, with superb characterization, pacing, and language, combined them into a seamless story of compelling power."--_Booklist_ on Ender's Game
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SUMMARY:
Orson Scott Card finally explores what happened on earth after the war with the Buggers in the sixth book of his Ender series, Shadow of the Hegemon. This novel is the continuation of the story of Bean, which began with Ender's Shadow, a parallel novel to Card's Hugo and Nebula Award-winning Ender's Game. While Ender heads off to a faraway planet, Bean and the other brilliant children who helped Ender save the earth from alien invaders have become war heroes and have finally been sent home to live with their parents. While the children try to fit back in with the family and friends they haven't known for nearly a decade, someone's worried about their safety. Peter Wiggins, Ender's brother, has foreseen that the talented children are in danger of being killed or kidnapped. His fears are quickly realized, and only Bean manages to escape. Bean knows he must save the others and protect humanity from a new evil that has arisen, an evil from his past. But just as he played second to Ender during the Bugger war, Bean must again step into the shadow of another, the one who will be Hegemon. In Shadow of the Hegemon, Card can't help but fall back into old patterns. But while the theme is the same as in previous books--brilliant, tragic children with the fate of the human race resting on their shoulders--Shadow of the Hegemon does a wonderful job of continuing Bean's tale against a backdrop of the politics and intrigue of a fragile earth. While the novel is accessible, new readers to the series would be wise to begin with Ender's Game or Ender's Shadow. --Kathie Huddleston<
Amazon.com Review
In Shadow Puppets, Orson Scott Card continues the storyline of Shadow of the Hegemon, following the exploits of the Battle School children, prodigies who have returned to an Earth thrown into chaos after the unifying force of the alien invasion they stopped in Ender's Game and Ender's Shadow has dissipated.
Foremost among these whiz kids is the brilliant Bean who, in Shadow of the Hegemon, rescued his comrades from his nemesis--the dastardly Achilles. Now, the down-but-not-out evil genius is again scheming towards global domination and vengeance against the irrepressible Bean. It's up to Bean and his newfound love, Petra, to outwit the young psychopath and save the world. Meanwhile, the other Battle School children are called to serve again as an expansionist China threatens the stability of post-Bugger War Earth.
Shadow Puppets is, for better or worse, exactly what readers have come to expect from Card. There are thought-provoking musings on geopolitics, war, courage, arrogance, good versus evil, and the concept of children wise beyond their years dealing with grave responsibility. Unfortunately, many of these furnishings are looking a little frayed around the edges, but fans will enjoy an exciting, fast-paced plot and a suspense-filled conclusion. --Jeremy Pugh
From Publishers Weekly
Fans of Card's bestselling Ender series will be delighted with this tale of teen empowerment (following 2001's Shadow of the Hegemon), as the Battle School brats cope with life after the war with the Formics. Peter Wiggins, now leader of the worldwide Earth government, the Hegemon, makes a tactical error when he authorizes the rescue of his archenemy, Achilles, from the Chinese, only to discover Achilles, dangerously insane, is a Trojan Horse. Peter, along with his parents, must flee the planet temporarily, only to discover plots within plots at the site of the now dismantled Battle School. Meanwhile, Bean, accompanied by his wife, Petra, comes to terms with his body: he won't stop growing, and he's doomed to a short life. He and Petra seek out the man who manipulated his genes in order to have him create children without the same problem, only to have the embryos stolen. Bean and Petra race against time to try to rescue their unborn children while keeping Peter apprised of world events. Into this mix, Card tosses in a war, Chinese expansionism, unrest in India and a dangerously unfettered Achilles. The political becomes the personal in a final showdown between Bean and Achilles. These teens play for keeps: the world is their stage, with Battle School grads in key positions of power in China, the Muslim world and India, all ready to work together to create world peace. Card discusses important topics here, the nature of the parent-child relationship; the roles of love and service, that are implicitly part of coming of age.
Copyright 2002 Reed Business Information, Inc.
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SUMMARY:
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. 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. Then he was discovered by the recruiters for the Battle School.For Earth was at war -- a terrible war with an inscrutable alien enemy. A war that humanity was near to losing. But the long distances of interstellar space has given hope to the defenders of Earth -- they had time to train military geniuses up from childhood, forging them into an irresistible force in the high-orbital facility called the Battle School. That story is told in two books, the beloved classic Ender's Game, and its parallel, Ender's Shadow.Bean was the smallest student at the Battle School, but he became Ender Wiggins' right hand. Since then he has grown to be a power on Earth. He served the Hegemon as strategist and general in the terrible wars that followed Ender's defeat of the alien empire attacking Earth. Now he and his wife Petra yearn for a safe place to build a family -- something he has never known -- but there is nowhere on Earth that does not harbor his enemies -- old enemies from the days in Ender's Jeesh, new enemies from the wars on Earth. To find security, Bean and Petra must once again follow in Ender's footsteps. They must leave Earth behind, in the control of the Hegemon, and look to the stars.<
EDITORIAL REVIEW:
After twenty-three years, Orson Scott Card returns to his acclaimed best-selling series with the first true, direct sequel to the classic *Ender's Game*.
In *Ender’s Game*, the world’s most gifted children were taken from their families and sent to an elite training school. At Battle School, they learned combat, strategy, and secret intelligence to fight a dangerous war on behalf of those left on Earth. But they also learned some important and less definable lessons about life.
After the life-changing events of those years, these children—now teenagers—must leave the school and readapt to life in the outside world.
Having not seen their families or interacted with other people for years—where do they go now? What can they do?
Ender fought for humanity, but he is now reviled as a ruthless assassin. No longer allowed to live on Earth, he enters into exile. With his sister Valentine, he chooses to leave the only home he’s ever known to begin a relativistic—and revelatory—journey beyond the stars.
What happened during the years between *Ender’s Game* and *Speaker for the Dead*? What did Ender go through from the ages of 12 through 35? The story of those years has never been told. Taking place 3000 years before Ender finally receives his chance at redemption in *Speaker for the Dead*, this is the long-lost story of Ender.
For twenty-three years, millions of readers have wondered and now they will receive the answers. ***Ender in Exile*** is **Orson Scott Card**’s moving return to all the action and the adventure, the profound exploration of war and society, and the characters one never forgot.
*On one of these ships, there is a baby that just may share the same special gifts as Ender’s old friend Bean**…***
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Dieciséis años después de que un virus mortal borrara de la faz de la tierra la mayoría de la población mundial, el mundo es un lugar peligroso.Eve, de dieciocho años, no ha estado jamás más allá del perímetro protegido de su escuela, donde a ella y a otras doscientas niñas huérfanas se les ha prometido un futuro como profesoras de la Nueva América. Pero la noche antes de la graduación, Eve se entera de la alarmante verdad que esconde la escuela y del destino horrible que le aguarda. Tras escapar se embarca en un viaje largo y peligroso donde se encontrará con Caleb, un chico rebelde que vive en ese espacio salvaje y quien promete que la protegerá. Cuando los soldados empiezan a perseguirles para darles caza, Eve deberá escoger entre él y su propia vida.<
The two strands running through Clive Thurston's life are utterly incompatible. On the one hand is Carol, a rare bird in Hollywood, an actress with integrity and intelligence, and his own undistinguished literary output, a combination to bring him love, happiness and obscurity; on the other his fame, wealth and reputation-bringing play Rain Check, a one-off performance that cannot be repeated, and only Thurston knows why - and Eve.
Even Carol does not know of the torments Thurston suffers on account of Eve. The dreadful counterpoint approaches its climatic cadence, driving him to the brink of despair, as he faces professional ruin, degradation and death, until at last, modulating the Eve-theme, he seeks to lead the melody back to Carol.
Only James Hadley Chase could handle such a subject with such edge-of-chair assurance.
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Review
"A pleasant beach read." - KIRKUS
"This sequel to Kissed by an Angel is told in short, suspense-filled chapters and will be popular with teens of all ages who are devoted to the ever-popular supernatural romance genre. Readers will cringe as Ivy falls deeply in love with a guy she knows nothing about, even though there are plenty of danger signs that she fails to take seriously. A cliffhanger ending alerts readers that the series is not yet complete and Ivy and her friends’ lives are still in definite jeopardy."—VOYA
About the Author
Elizabeth Chandler is a pseudonym for Mary Claire Helldorfer. She is the author of the Kissed by an Angel and Dark Secrets series. She lives in Baltimore, Maryland.
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What would you do if you held Fate in your hands?17-year old Macy Lockhart has the weight of the world on her shoulders. For thousands of years, she has been a Keeper in the ancient organization, the Order of the Moirae... and she literally holds fate in her hands. But this is something that she forgets because her memories are wiped clean in every life until it is time for her cycle to start again. For the last two thousand years, this has never been a problem. Until now. And now...Fate, the very thing that Macy was born to keep, is being challenged and she has only one choice: To return to a previous life to fix it; a life where she was Cleopatra's handmaiden, Charmian.And that's not all. Unless she interferes with the fabric of time, the very thing she has returned to repair, her soul mate will die leading Marc Antony's forces against Rome. Can she really stand aside and allow the love of her life to die all over again?<
Who is the lady setting London astir?
All is about to be revealed...
Notorious rake Leo Wade is not one for
house parties--he'd much rather pass the time in London's gaming halls...and
ladies' boudoirs. But when his gambling instinct leads him to believe the
enchanting and utterly impossible Miss Susanna Leland is the anonymous model of
a shockingly immodest painting...he braves country tedium for a chance to prove
the lady's secret.
With one foot already firmly planted on the
shelf, Susanna cares not a fig for propriety. But even she never imagined she'd
become caught up in a ridiculous game of cat and mouse, and certainly not with
the most wicked man of her acquaintance! Susanna has absolutely no intention of
letting Leo confirm his suspicions, no matter how persuasive he can be.
Until sweet temptation becomes too much to
bear, and they both learn that the price of trust may just be worth every
scandalous secret.
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