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Praised by both Richard Wright and Ralph Ellison, this classic of Black literature is a brutal depiction of the Great Migration from the Jim Crow South This brutally gripping novel about the African-American Great Migration follows the three Moss brothers, who flee the rural South to work in industries up North. Delivered by day into the searing inferno of the steel mills, by night they encounter a world of surreal devastation, crowded with dogfighters, whores, cripples, strikers, and scabs. Keenly sensitive to character, prophetic in its depiction of environmental degradation and globalized labor, Attaway's novel is an unprecedented confrontation with the realities of American life, offering an apocalyptic vision of the melting pot not as an icon of hope but as an instrument of destruction. Blood on the Forge was first published in 1941, when it attracted the admiring attention of Richard Wright and Ralph Ellison. It is an indispensable account of a major turning point in black history, as well as a triumph of individual style, charged with the concentrated power and poignance of the blues.
The siege of Kerbryhaine had been raised, the Ekwesh hordes vanquished, the Mastersmith slain. But for Alv - now Elof the Smith - the war was not yet won: Kerbryhaine was still a divided city; the Ekwesh, bloodily defeated, would look for revenge; and the Ice, implacably malevolent, continued its inexorable march southward. So from divided Kerbryhaine Elof, Kermorvan and his companions mounted an expedition to the legendary lost cities of the East; if they managed to reunite the war-torn tribes, perhaps they could stand together against the menace of the Ice. But to Elof and Kermorvan the journey would also bring knowledge: of the Powers ranged for and against them; and the secrets within themselves waiting to be revealed - secrets that would play a part in the war yet to come.
This doomsday masterpiece from the author of Eon and Hull Zero Three was a finalist for the Hugo and Nebula awards. On July 26, Arthur Gordon learns that Europa, the sixth moon of Jupiter, has disappeared. Not hiding, not turned black, but gone. On September 28th, Edward Shaw finds an error in the geological records of Death Valley. A cinder cone was left off the map. Could it be new? Or, stranger yet, could it be artificial? The answer may be lying beside it—a dying Guest who brings devastating news for Edward and for Planet Earth. As more unexplained phenomena spring up around the globe—a granite mountain appearing in Australia, sounds emanating from the earth’s core, flashes of light among the asteroids—it becomes clear to some that the end is approaching, and there is nothing we can do. In The Forge of God, award-winning author Greg Bear describes the final days of the world on both a massive, scientific scale and in the everyday, emotional context of individual human lives. Facing the destruction of all they know, some people turn to God, others to their families, and a few turn to saviors promising escape from a planet being torn apart. Will they make it in time? And who gets left behind to experience the last moments of beauty and chaos on earth? Nominated for the Nebula, Hugo, and Locus Awards, The Forge of God is an engrossing read, breathtaking in its scope and in its detail.
The Tapestry series continues to weave threads of fantasy, mythology, science fiction, and mystery into a wholly original adventure that appeals to fans of everything from Harry Potter to Lord of the Rings to The X-Men. Genre-blending and fully illustrated, The Tapestry novels have caught the attention of middle-grade and young adult readers alike—and the series is only getting bigger. Book One, The Hound of Rowan, was a boarding-school fantasy that School Library Journal called “a solid and worthwhile beginning . . . [that] should help ease the suffering once Harry Potter withdrawal sets in.” Book Two, The Second Siege, was an epic quest about which Kirkus Reviews said, “After devouring this title, young fans will clamor for more.” Book Three, The Fiend and the Forge, is an unforgettable dystopian adventure across a landscape overrun with goblins and trolls. The world has changed almost beyond recognition, for with the Book of Origins firmly in his possession, the villainous Astaroth now has the power to reshape history at will. Plucking pivotal discoveries from mankind’s past, he has reduced the world to a preindustrial nightmare. But while most humans toil as slaves within four demonic kingdoms, Astaroth allows those at Rowan to thrive in peaceful isolation. Theirs is a land where magic and nature flourish . . . so long as none dare oppose the new order. That proves too steep a price for Max McDaniels. Unsure of his place at Rowan, Max sets out to explore the shifting landscape of the world beyond. In the course of his travels, he will become many things: Prisoner. Gladiator. Assassin. But can he become the hero that mankind so desperately needs? In the third book of The Tapestry, author–illustrator Henry H. Neff takes the series in an exciting new direction, creating a fascinating dystopia in which myth, history, and monsters collide. Visit www.rowanacademy.com for original content, exclusive artwork, and more!
A fell and ancient sorcery has thrust the kingdoms surrounding the mighty Grimwall mountains into battle with forces of great evil. When Tip and Beau, two Warrows from the village of Twoforks, try to save a mortally wounded soldier, they inherit a vital mission. The dying swordsman gives them a simple copper coin and a cryptic message: “Take the coin east to Agron, and warn all.” But the East holds terrors beyond anything Tip and Beau have ever known. Modru, the black Mage, has begun his violent reign over the Free Folk—and unleashed his army of deadly emissaries on the young Warrows. Now Tip and Beau’s mysterious quest has become a matter of life and death. For their momentous arrival in Agron will signal a war that threatens to destroy worlds far beyond their beloved Mithgar. “Some of the finest imaginative action.”—Columbus Dispatch “Evocative and compelling. Storytelling at its best.”—Jennifer Roberson
The Field and the Forge offers an innovative approach to the pre-industrial history of Europe and the Mediterranean basin from Roman times through to the Industrial Revolution. This wide-ranging analysis demonstrates how technology changed the scope of state and empire building, and explores why this scope was realized in the ancient world rather than the medieval west. This work not only considers the who and what of history, but provides a clear demonstration of why things happened.
In her middle years, the mining dwarf Ember is well set in her ways. Her position as the master blacksmith of Eldur Hollow is a surety that has never been challenged. However, after Ember sees a green light cross the sky, she swings her hammer in her forge and sets the whole burrow ablaze, destroying all she has worked decades to create. Unbeknownst to any in Ambergrove outside the forbidden lands, the Age of Magic has begun. Kaenye, the god of fire, is Ember’s only hope at learning how to control her newfound magic and return to the life she’s always known. With nothing but meager supplies and a command to find a woman in a red dress in Port Albatross, Ember leaves her home behind and ventures into a world that distrusts her and the destruction that unwittingly comes at her hands. Ember is a maker, but harnessing her magic and convincing those she meets—and herself—that fire magic is not something to fear is a task for a giant, not a mining dwarf. As Ember relearns how to live, she also learns that magic has a purpose, and she is not the only one who needs to learn how to harness her fire. This mining dwarf has her heart set on returning to the forge, but as long as there is an ember, the fire will burn—and the life within the flame is not always what we expect.