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The Legend of the Copper Cyborg: Loading… By: L. Hawk and J. Hawk Edited by: D. Hawk It’s the year 2092. Kelsi, 12, and her teammates Red Nose and Black Nose, two wolf dogs, find themselves as players in a strange new world. Here, they must compete to stay in good standing, not only for their reputation but also for their survival. Realizing that it would be much harder to get back home, they made it a point to take the game more seriously in order to survive and get to the top. However, when Kelsi is overcome with the need to win, she begins to throw herself and her friends into more and more dangerous predicaments. After Kelsi learns more about the legend of the copper cyborg, she comes up with a plan. But will the cyborg be what Kelsi and the village need to make it to the top or is the game world doomed from the start? The Legend of the Copper Cyborg blends the classic with the modern. It combines the enchantment of Oz, the suspense of Frankenstein, the mechanics of Minecraft, and the exploration of the Jungle Book into one twisting, fascinating saga that is sure to entertain even the most reluctant of readers.
In the tradition of the old "Ace Doubles" two-in-one books (flip one over to read the second title) -- here is the fifth Wildside Double: the two-volume "War Surplus" series by Lawrence Watt-Evans, "The Cyborg and the Sorcerers" and "The Wizard and the War Machine." THE CYBORG AND THE SORCERERS The cyborg code-named "Slant" was sent out as an Independent Reconnaissance Unit during an interstellar war between Earth and its colonies. The fighting ended three hundred years ago, but Slant's computer does not admit this -- he is compelled to carry on as if the war were still raging. Then he comes across a planet where his sensors register ''gravitational anomalies.'' The computer interprets these as enemy weapons research. The local inhabitants call the anomalies ''magic.'' THE WIZARD AND THE WAR MACHINE At the end of The Cyborg and the Sorcerers, Sam Turner was making a life for himself on the planet Dest. He thought he had left the long-lost interstellar war between Earth and its rebellious colonies behind him forever. "Forever" turned out to be eleven years. That was how long it took for another Independent Reconnaissance Unit to respond to the distress call his ship had sent before it was destroyed. And this one made his own berserk killer computer look sane.
The Legend of Levitika: The City of Angels By: B.D. Weddell Markus of Nineveh has had his fair share of tragedies. Having no memory of a mother, a father slayed by a Hunter of Baron Ovid, and his sister Ruth is now plagued by an ancient disease not seen since before the New Age began a millennium ago. With no one able—or willing—to help, Markus is forced to make ends meet and care for Ruth himself, a difficult task for one still so young. One night, Markus is approached by an ancient spirit in his dream, who tells him of a kingdom lost in-between fable and legend; a city hidden among the clouds, away from the Northern Wastelands wrought with radiation, monsters, and war. It is here where Markus is promised peace, tranquility, and, more importantly, a cure for his little sister. Now Markus must make a decision. Will he risk the dangerous and cold wastelands with sick Ruth and his new friend, Ashlyn, in order to face the dangers between here and the kingdom no one has ever found? Will he risk being hunted by bounty hunters and mutants in the wintery world outside Nineveh's high walls? Is there even a chance that the City of Angels even exists? Or will Markus lose everything he has left in this world because of a dream?
A thousand years before Isaac Asimov set down his Three Laws of Robotics, real and imagined automata appeared in European courts, liturgies, and literary texts. Medieval robots took such forms as talking statues, mechanical animals, and silent metal guardians; some served to entertain or instruct while others performed disciplinary or surveillance functions. Variously ascribed to artisanal genius, inexplicable cosmic forces, or demonic powers, these marvelous fabrications raised fundamental questions about knowledge, nature, and divine purpose in the Middle Ages. Medieval Robots recovers the forgotten history of fantastical, aspirational, and terrifying machines that captivated Europe in imagination and reality between the ninth and fourteenth centuries. E. R. Truitt traces the different forms of self-moving or self-sustaining manufactured objects from their earliest appearances in the Latin West through centuries of mechanical and literary invention. Chronicled in romances and song as well as histories and encyclopedias, medieval automata were powerful cultural objects that probed the limits of natural philosophy, illuminated and challenged definitions of life and death, and epitomized the transformative and threatening potential of foreign knowledge and culture. This original and wide-ranging study reveals the convergence of science, technology, and imagination in medieval culture and demonstrates the striking similarities between medieval and modern robotic and cybernetic visions.
An anti-romantic comedy about the misadventures of four women who meet on a singles' bike trip.
Just when the nightmare raging in Julien Storms clairvoyant mind is about to consume him, a session with a local hypnotist yields a clue that sets off a chain of events, leading to a mysterious clearing set deep in the Cascade Mountains. The source of the magnetic disturbances plaguing the boys young mind has been waiting, for more than 10,000 years. This is the story of two souls, two souls that are millions of light years apart, linked by a frequency that knows no boundaries. Some believe it to be a savior; others believe it to be a cataclysm. Together, these two clairvoyants must confront humanitys tragic design flaws as well as their own personal demons, if they are to learn the truth about the machine lying beneath the mysterious clearing
This work is the only comprehensive guide to sequels in English, with over 84,000 works by 12,500 authors in 17,000 sequences.
This is an exploration of the potent blend of Arthurian legend, cartoon animation, and cultural and artistic trends from 1933 to the present. In more than 170 theatrical and televised short cartoons, televised series and specials, and feature-length films from The Sword in the Stone to Shrek the Third--all covered in this book--animators have repeatedly brought the Round Table to life. Although these productions differ greatly in tone and intent--spanning spectra from comic to sober, fantastic to realistic, and entertaining to edifying--they share in the proof of Camelot's continuing relevance in the modern world.
Check out Magic: The Gathering, Heroclix, and more Explore popular games like Legend of the Five Rings, build decks, and trade online Whether you're already hooked on trading card games, want to understand what your kids are into, or are just curious to see what all the fuss is about, you've come to the right place. Here's the scoop on the hottest games, secrets of successful collecting, tips for customizing your dream deck, and ways to make your hobby pay. Discover how to * Get started with the VS System, Yu-Gi-Oh, Pokemon, and others * Identify basic types of cards * Buy and sell online -- wisely * Play around with collectible miniatures * Safely store and transport your collection
Contributions by Malin Alkestrand, Joshua Yu Burnett, Sean P. Connors, Jill Coste, Meghan Gilbert-Hickey, Miranda A. Green-Barteet, Sierra Hale, Kathryn Strong Hansen, Elizabeth Ho, Esther L. Jones, Sarah Olutola, Alex Polish, Zara Rix, Susan Tan, and Roberta Seelinger Trites Race in Young Adult Speculative Fiction offers a sustained analysis of race and representation in young adult speculative fiction (YASF). The collection considers how characters of color are represented in YASF, how they contribute to and participate in speculative worlds, how race affects or influences the structures of speculative worlds, and how race and racial ideologies are implicated in YASF. This collection also examines how race and racism are discussed in YASF or if, indeed, race and racism are discussed at all. Essays explore such notable and popular works as the Divergent series, The Red Queen, The Lunar Chronicles, and the Infernal Devices trilogy. They consider the effects of colorblind ideology and postracialism on YASF, a genre that is often seen as progressive in its representation of adolescent protagonists. Simply put, colorblindness silences those who believe—and whose experiences demonstrate—that race and racism do continue to matter. In examining how some YASF texts normalize many of our social structures and hierarchies, this collection examines how race and racism are represented in the genre and considers how hierarchies of race are reinscribed in some texts and transgressed in others. Contributors point toward the potential of YASF to address and interrogate racial inequities in the contemporary West and beyond. They critique texts that fall short of this possibility, and they articulate ways in which readers and critics alike might nonetheless locate diversity within narratives. This is a collection troubled by the lingering emphasis on colorblindness in YASF, but it is also the work of scholars who love the genre and celebrate its progress toward inclusivity, and who further see in it an enduring future for intersectional identity.