Tom Taylor's life was screwed from the word go. His father created the mega-popular Tommy Taylor boy-wizard fantasy novels. But dad modeled the fictional epic so closely to Tom that fans constantly compare him to his counterpart, turning him into a lame, Z-level celebrity. When a scandal hints that Tom might really be the boy-wizard made flesh, Tom comes into contact with a mysterious, deadly group that's secretly kept tabs on him all his life. Now, to protect his life and discover the truth behind his origins, Tom will travel the world, to all the places in world history where fictions have shaped reality.
"Tom Taylor's life was screwed from the word go. His father created the mega-popular Tommy Taylor boy-wizard fantasy novels. But dad modeled the fictional epic so closely to Tom that fans constantly compare him to his counterpart, turning him into a lame, Z-level celebrity. When a scandal hints that Tom might really be the boy-wizard made flesh, Tom comes into contact with a mysterious, deadly group that's secretly kept tabs on him all his life. Now, to protect his life and discover the truth behind his origins, Tom will travel the world, to all the places in world history where fictions have shaped reality" -- from publisher's web site.
A pioneering, dazzling satire about a biracial black girl from Philadelphia searching for her Jewish father in New York City Oreo is raised by her maternal grandparents in Philadelphia. Her black mother tours with a theatrical troupe, and her Jewish deadbeat dad disappeared when she was an infant, leaving behind a mysterious note that triggers her quest to find him. What ensues is a playful, modernized parody of the classical odyssey of Theseus with a feminist twist, immersed in seventies pop culture, and mixing standard English, black vernacular, and Yiddish with wisecracking aplomb. Oreo, our young hero, navigates the labyrinth of sound studios and brothels and subway tunnels in Manhattan, seeking to claim her birthright while unwittingly experiencing and triggering a mythic journey of self-discovery like no other.
Contributions by Torsten Caeners, Phoebe Chen, Mathieu Donner, Shannon Hervey, Angela S. Insenga, Patricia Kennon, Maryna Matlock, Ferne Merrylees, Lars Schmeink, Anita Tarr, Tony M. Vinci, and Donna R. White For centuries, humanism has provided a paradigm for what it means to be human: a rational, unique, unified, universal, autonomous being. Recently, however, a new philosophical approach, posthumanism, has questioned these assumptions, asserting that being human is not a fixed state but one always dynamic and evolving. Restrictive boundaries are no longer in play, and we do not define who we are by delineating what we are not (animal, machine, monster). There is no one aspect that makes a being human—self-awareness, emotion, artistic expression, or problem-solving—since human characteristics reside in other species along with shared DNA. Instead, posthumanism looks at the ways our bodies, intelligence, and behavior connect and interact with the environment, technology, and other species. In Posthumanism in Young Adult Fiction: Finding Humanity in a Posthuman World, editors Anita Tarr and Donna R. White collect twelve essays that explore this new discipline's relevance in young adult literature. Adolescents often tangle with many issues raised by posthumanist theory, such as body issues. The in-betweenness of adolescence makes stories for young adults ripe for posthumanist study. Contributors to the volume explore ideas of posthumanism, including democratization of power, body enhancements, hybridity, multiplicity/plurality, and the environment, by analyzing recent works for young adults, including award-winners like Paolo Bacigalupi's Ship Breaker and Nancy Farmer's The House of the Scorpion, as well as the works of Octavia Butler and China Miéville.
A year after The War of Words and nearly unbearable tragedy and loss, Tom Taylor's life is finally knitting itself back together. However, disconnected from the power of Leviathan and the manipulation of the Cabal, the real world and the fictional world are facing a sweeping tide of chaos, and the damage seems to be spreading. When a rash of mysterious disappearances catches the eye of young detective Didge Patterson, it becomes apparent that the cult known as The Church of Tommy is involved. When ghosts, vampires and unicorns are also mixed in, Tommy finds that an even more complicated tale is about to unfold. Can Tommy discover the secrets behind the cult’s mysterious façade and heal "The Wound" before the real and fictional worlds crumble? The Eisner Award-nominated creative team of Mike Carey (JOHN CONSTANTINE: HELLBLAZER) and Peter Gross (LUCIFER) present UNWRITTEN VOLUME 7: THE WOUND - a tumultuous tale where the lines between fiction and reality are irreparably blurred. Collects issues #36-41.
NEW YORK TIMES best-selling series! Stories Are the Only Thing Worth Dying For Tom Taylor has spent his entire life as a hostage to his father’s literary legacy. Wilson Taylor’s wildly successful 13-volume series chronicling the adventures of a bespectacled boy wizard named Tommy Taylor made him the most popular author on Earth-and destroyed his son’s future. On the day that the 13th title was published, Wilson vanished, leaving young Tom alone beneath the shadow of his famous namesake. Years later, Tom is still struggling to build an identity independent of his magical doppelgänger when disturbing new questions about his childhood suddenly arise. These revelations cast doubt upon his heritage, his memories-his very existence. Is it possible that nothing of his own past is actually true? That he is merely his father’s imaginary character somehow brought to life? Desperate to disprove this horrifying idea, Tom embarks on an epic journey that takes him and a strangely improbable group of companions around the world and deep into the realms of fiction-all while being hunted relentlessly by an ancient and sinister power determined to bring his story to a premature end. Mike Carey and Peter Gross’ masterpiece of metatextual storytelling is presented here for the first time in six definitive hardcover volumes. THE UNWRITTEN: THE DELUXE EDITION BOOK ONE collects issues #1-12 of the acclaimed Vertigo series and features a special behind-the-scenes section from Gross, Carey and cover artist Yuko Shimizu, as well as a new introduction by series editor Pornsak Pichetshote.
This essay collection examines the theory and history of graphic narrative as one of the most interesting and versatile forms of storytelling in contemporary media culture. Its contributions test the applicability of narratological concepts to graphic narrative, examine aspects of graphic narrative beyond the ‘single work’, consider the development of particular narrative strategies within individual genres, and trace the forms and functions of graphic narrative across cultures. Analyzing a wide range of texts, genres, and narrative strategies from both theoretical and historical perspectives, the international group of scholars gathered here offers state-of-the-art research on graphic narrative in the context of an increasingly postclassical and transmedial narratology. This is the revised second edition of From Comic Strips to Graphic Novels, which was originally published in the Narratologia series.
This omnibus edition of the hugely popular Myst trilogy is published to coincide with the release of Myst Revelations, the latest in the line of the bestselling Myst interactive CD-ROM games. The award-winning Myst series is one of the most successful interactive CD-ROM computer games in history with sales of more than 12 million copies worldwide. Myst captivated the world when it was first conceived and created by brothers Rand and Robyn Miller. Its extraordinary success has gone on to spawn Riven, Myst III Exile, and most recently, Uru: The Ages Beyond Myst. Devoted fans of these surreal adventure games gather yearly at "Mysterium" (whose event sites are spreading to other countries) to exchange game strategies, share stories, and meet up with old friends. The Myst Reader is a literary companion to the CD-ROM games and a compendium of the bestselling official Myst trilogy: The Book of Atrus, The Book of Ti'ana, and The Book of D'ni. Devoted fans and new players alike will be delighted to have three books in this mythic saga together for the first time in one value-priced volume, which will be published in time to coincide with the long-awaited release of Myst Revelations.
Tom Taylor's life was screwed from the get go. His father created the Tommy Taylor fantasy series, boy-wizard novels with popularity on par with Harry Potter. The problem is Dad modeled the fictional epic so closely on Tom's real life that fans are constantly comparing him to his fictional counterpart, turning him into the lamest variety of Z-level celebrity. In the final novel, it's even implied that the fictional Tommy will cross over into the real world, giving delusional fans more excuses to harass Tom. When an enormous scandal reveals that Tom might really be a boy-wizard made flesh, Tom comes into contact with a very mysterious, very deadly group that's secretly kept tabs on him all his life. Now, to protect his own life and discover the truth behind his origins, Tom will travel the world, eventually finding himself at locations all featured on a very special map-one kept by the deadly group that charts places throughout world history where fictions have impacted and tangibly shaped reality, those stories ranging from famous literary works to folktales to pop culture. And in the process of figuring out what it all means, Tom will find himself having to figure out a huge conspiracy mystery that spans the entirety of the history of fiction. Collects issues #1-5 in this NEW YORK TIMES bestselling Vertigo series by Mike Carey (LUCIFER) and Peter Gross (LUCIFER).
In order to harness his extraordinary powers, Tom Taylor must sail the seas of one of the greatest stories ever told, and hunt the white whale that has left countless stories of myth and madness in its wake. Meanwhile, his friends are hunted by a dangerous new enemy-- and face identity crises of their own.