In an alien-invaded post-apocalyptic world, the children forge deeper into the most dangerous lands in search of The Severed Tower, an infamous location in the middle of the world's most dangerous landscape: The Strange Lands, a place where the laws of physics have completely broken down. But the closer they get to the Tower, the more precarious things become.
Lord of the Flies meets War of the Worlds in J. Barton Mitchell's alien-invaded post-apocalyptic world where two teens and a young girl with amazing powers must stop the aliens' mysterious plan Earth has been conquered by an alien race known as the Assembly. The human adult population is gone, having succumbed to the Tone---a powerful, telepathic super-signal broadcast across the planet that reduces them to a state of complete subservience. But the Tone has one critical flaw. It only affects the population once they reach their early twenties, which means that there is one group left to resist: Children. Holt Hawkins is a bounty hunter, and his current target is Mira Toombs, an infamous treasure seeker with a price on her head. It's not long before Holt bags his prey, but their instant connection isn't something he bargained for. Neither is the Assembly ship that crash-lands near them shortly after. Venturing inside, Holt finds a young girl who remembers nothing except her name: Zoey. As the three make their way to the cavernous metropolis of Midnight City, they encounter young freedom fighters, mutants, otherworldly artifacts, pirates, feuding alien armies, and the amazing powers that Zoey is beginning to exhibit. Powers that suggest she, as impossible as it seems, may just be the key to stopping the Assembly once and for all. Midnight City is the breathtaking first book of the Conquered Earth series.
It's time to face the final trial . . . The battle for Camp Jupiter is over. New Rome is safe. Tarquin and his army of the undead have been defeated. Somehow Apollo has made it out alive, with a little bit of help from the Hunters of Artemis. But though the battle may have been won, the war is far from over. Now Apollo and Meg must get ready for the final - and, let's face it, probably fatal - adventure. They must face the last emperor, the terrifying Nero, and destroy him once and for all. Can Apollo find his godly form again? Will Meg be able to face up to her troubled past? Destiny awaits . . .
J. Barton Mitchell's sci-fi tour de force Conquered Earth series concludes as the characters try and unite Earth's disparate survivors to overthrow its alien invaders once and for all. The Severed Tower is no more. Zoey has been taken by the Assembly, and time is running out. Just as their feelings are finally out in the open, Holt Hawkins and Mira Toombs are forced apart onto individual quests to try and unite Earth's survivors against their alien invaders. Mira ventures west, holding together a fragile coalition of Wind Traders, White Helix, and rebel Assembly, a mix of groups that do not trust the other. The voices of the Assembly in Mira's head threaten to drive her mad, and she soon learns a grim reality: that the one resource they have on their side, the Strange Lands artifacts, are dying, and soon the world will be a very different place. Meanwhile, Holt travels with Ravan and Avril to Faust, the dangerous desert city of the Menagerie pirate guild. He goes not only to resolve his issues with Tiberius, its tyrannical leader, but to enlist the Menagerie in the fight to save Zoey. Except Tiberius has his own problems. The Menagerie is splintering, word of rebellion is spreading. If Holt wants their help, he might have to side with his greatest enemy in exchange. Valley of Fires is the final installment in J. Barton Mitchell's Conquered Earth series, following Midnight City and The Severed Tower, and it brings the genre-bending series to an utterly unforgettable close.
Viking marauders descend on a much-plundered island, hoping some mayhem will shake off the winter blahs. A man is booted out of his home after his wife discovers that the print of a bare foot on the inside of his windshield doesn't match her own. Teenage cousins, drugged by summer, meet with a reckoning in the woods. A boy runs off to the carnival after his stepfather bites him in a brawl. In the stories of Wells Tower, families fall apart and messily try to reassemble themselves. His version of America is touched with the seamy splendor of the dropout, the misfit: failed inventors, boozy dreamers, hapless fathers, wayward sons. Combining electric prose with savage wit, Everything Ravaged, Everything Burned is a major debut, announcing a voice we have not heard before.
Game Strengths Icewind Dale Ii is a highly anticipated Rpg from Black Isles Studios. The game uses an engine similar to the Baldurs Gate game engine. New game features include: new character classes, new spells, updated characater portraits, and all new races. Players need not have played the original game to enjoy Icewind Dale Ii, although the storylines are related. Developer Bio Icewind Dale Ii is being developed and published by Black Isles Studios, the role-playing games division of Interplay. The Icewind Dale Ii team consists of much of the core Icewind Dale team, most of whom also worked on the award-winning Fallout, Fallout 2, and Planescape: Torment. Description/Sales Handle Icewind Dale Ii: Prima's Official Strategy Guide is the most in-depth source of help for this exciting new RPG. Detailed maps and walkthroughs guide players through the Ten-Towns region. Complete stats on all races, classes, and characters ensure that everyone is prepared for each threat. And an interesting interview with the game team provides background information on this fascinating project. Comp Titles - Might & Magic Vii: For Blood And Honor - Prima's Official Strategy GUIDE has sold over 43,000 copies
Only a fool threatens those a Thornbear protects. Mordecai’s shattered family is in chaos, but the world won’t wait for them to recover. Trapped by a fiendish plot he didn’t foresee, Mordecai finds himself powerless to redeem himself or defend his family. Alone and surrounded by enemies, Lady Rose has only her wits to protect those she loves. Though every hand turns against her, Rose Thornbear refuses to give up, and she will sacrifice whatever is necessary to save Penny’s family, whether the price is her rank, dignity, or even her life.
"Searing, poignant, and utterly compelling—102 Minutesdoes for the September 11 catastrophe what Walter Lord did for the Titanic in his masterpiece,A Night to Remember."—Rick Atkinson, author ofIn the Company of SoldiersandAn Army at Dawn At 8:46 am on September 11, 2001, 14,000 people were inside the twin towers. Over the next 102 minutes, each would become part of a drama for the ages. Drawing on hundreds of interviews with rescuers and survivors, thousands of pages of oral histories, and countless phone, e-mail, and emergency radio transcripts,New York Timesreporters Jim Dwyer and Kevin Flynn tell the story of September 11 from the inside looking out, weaving together the stories of ordinary men and women into an epic account of struggle, determination, and grace. Hailed immediately upon its hardcover publication as the definitive account of that terrible morning,102 Minutesnow contains a new Afterword that incorporates powerful firsthand material, including tapes and documents, that Dwyer and Flynn recently obtained after more than three years of litigation with the city of New York. Eight weeks on theNew York Timesbestseller list and translated into a dozen languages,102 Minutesis a gripping narrative that is also investigative reporting of the first rank—"in a class by itself," according toReader's Digest. Dwyer and Flynn reveal the decisions, both good and bad, that proved to be the difference between life and death on a day that changed America forever.
With many illustrations and diagrams, Images of Thought provides easy to follow ways in which to read Indian, Persian and European paintings in terms of composition, proportion, colour symbolism and references to myth. Yet it also provides the intellectual contexts of Islamic cultures which inform our perceptions of how this visual language works. The author uses salient aspects of critical theory, anthropology and theology to sensitise viewers to the diversity and difference of cultural readings but never loses sight of the primacy of the visual and formal characteristics, gestures, geometrical structures and their cooperation with myths and theologemes. The book provides access to one of the worldâ (TM)s major visual traditions whose characteristics continue to inform and elucidate Indian and Islamic contemporary thought today. Images of Thought is a major, scholarly and provocative contribution not only to our understanding of cultural individuality but it offers important examples of how to engage in transcultural understanding and ways of seeing.