The Time Traders


Andre Norton - 1958
    At least that was the theory American scientists were exploring in an effort to explain the new sources of knowledge the Russians possessed. Perhaps Russian scientists had discovered how to transport themselves back in time in order to learn long-forgotten secrets of the past. That was why young Ross Murdock, above average in intelligence but a belligerently independent nonconformist, found himself on a "hush-hush" government project at a secret base in the Arctic. The very qualities that made him a menace in civilized society were valuable traits in a man who must successfully act the part of a merchant trader of the Beaker people during the Bronze Age.For once they were transferred by time machine to the remote Baltic region where the Russian post was located, Ross and his partner Ashe were swept into a fantastic action-filled adventure involving Russians, superstitious prehistoric men, and the aliens of a lost galactic civilization that demanded every ounce of courage the Americans possessed.Approx. 7 hours

The Dragon and the George


Gordon R. Dickson - 1976
    He hadn't planned it that way, but that's what happened when he set out to rescue his betrothed. Following her through an erratic astral-projection machine, Jim suddenly found himself in a cockeyed world - locked in the body of a talking dragon named Gorbash.That wouldn't have been so bad if his beloved Angie were also a dragon. But in this magical land, that was not the case. Angie had somehow remained a very female human - or a george, as the dragons called any human. And Jim, no matter what anyone called him, was a dragon.To make matters worse, Angie had been taken prisoner by an evil dragon and was held captive in the impenetrable Loathly Tower. So in this land where georges were edible and beasts were magical - where spells worked and logic didn't - Jim Eckert had a problem.And he needed help, by george!

Press Start to Play


Daniel H. WilsonSeanan McGuire - 2015
    The humble, pixelated games of the ‘70s and ‘80s have evolved into the vivid, realistic, and immersive form of entertainment that now rivals all other forms of media for dominance in the consumer marketplace. For many, video games have become the cultural icons around which pop culture revolves.PRESS START TO PLAY is an anthology of stories inspired by video games: stories that attempt to recreate the feel of a video game in prose form; stories that play with the concepts common (or exclusive) to video games; and stories about the creation of video games and/or about the video games—or the gamers—themselves.These stories will appeal to anyone who has interacted with games, from hardcore teenaged fanatics, to men and women who game after their children have gone to bed, to your well-meaning aunt who won’t stop inviting you to join her farm-based Facebook games.At the helm of this project are Daniel H. Wilson—bestselling novelist and expert in artificial intelligence—and John Joseph Adams—bestselling, Hugo Award-nominated editor of more than a dozen science fiction/fantasy anthologies and series editor of Best American Science Fiction & Fantasy (volume one forthcoming from Houghton Mifflin in 2015). Together, they have drawn on their wide-ranging contacts to assemble an incredibly talented group of authors who are eager to attack the topic of video games from startling and fascinating angles.Under the direction of an A.I. specialist and a veteran editor, the anthology will expose readers to a strategically chosen mix of stories that explore novel video game concepts in prose narratives, such as save points, kill screens, gold-farming, respawning, first-person shooters, unlocking achievements, and getting “pwned.” Likewise, each of our authors is an accomplished specialist in areas such as science fiction, fantasy, and techno-thrillers, and many have experience writing for video games professionally.Combining unique viewpoints and exacting realism, this anthology promises to thrill generations of readers, from those who grew up with Atari 2600s to the console and PC gamers of today.

Alien Taste


Wen Spencer - 2001
    Now considered one of the greatest trackers in the country, this private investigator puts his nose to the ground to track down missing fugitives. When he crosses paths with a criminal gang called the Pack, Ukiah discovers just how much he has in common with the Pack.

Flashforward


Robert J. Sawyer - 1999
    Millions die as planes fall from the sky, people tumble down staircases, and cars plow into each other.But that’s the least of the survivors’ challenges. During the blackout, everyone experienced a glimpse of what his or her future holds—and the interlocking mosaic of these visions threatens to unravel the present.

The Psychology of Time Travel


Kate Mascarenhas - 2018
    But just as they are about to debut their creation, one of them suffers a breakdown, putting the whole project—and future of time travel—in jeopardy. To protect their invention, one member is exiled from the team—erasing her contributions from history.Fifty years later, time travel is a big business. Twenty-something Ruby Rebello knows her beloved grandmother, Granny Bee, was one of the pioneers, though no one will tell her more. But when Bee receives a mysterious newspaper clipping from the future reporting the murder of an unidentified woman, Ruby becomes obsessed: could it be Bee? Who would want her dead? And most importantly of all: can her murder be stopped?Traversing the decades and told from alternating perspectives, The Psychology of Time Travel introduces a fabulous new voice in fiction and a new must-read for fans of speculative fiction and women’s fiction alike.

Unnatural Creatures


Neil GaimanGahan Wilson - 2013
    Nesbit, Diana Wynne Jones, Gahan Wilson, and other literary luminaries. Sales of Unnatural Creatures benefit 826DC, a nonprofit organization dedicated to supporting students in their creative and expository writing, and to helping teachers inspire their students to write.

The Last Dragonslayer


Jasper Fforde - 2010
    But now magic is fading: drain cleaner is cheaper than a spell, and magic carpets are used for pizza delivery. Fifteen-year-old foundling Jennifer Strange runs Kazam, an employment agency for magicians—but it’s hard to stay in business when magic is drying up. And then the visions start, predicting the death of the world’s last dragon at the hands of an unnamed Dragonslayer. If the visions are true, everything will change for Kazam—and for Jennifer. Because something is coming. Something known as . . . Big Magic.

Unexpected Stories


Octavia E. Butler - 2014
    The novella “A Necessary Being” showcases Octavia E. Butler’s ability to create alien yet fully believable “others.” Tahneh’s father was a Hao, one of a dwindling race whose leadership abilities render them so valuable that their members are captured and forced to govern. When her father dies, Tahneh steps into his place, both chief and prisoner, and for twenty years has ruled without ever meeting another of her kind. She bears her loneliness privately until the day that a Hao youth is spotted wandering into her territory. As her warriors sharpen their weapons, Tahneh must choose between imprisoning the newcomer—and living the rest of her life alone. The second story in this volume, “Childfinder,” was commissioned by Harlan Ellison for his legendary (and never-published) anthology The Last Dangerous Visions™. A disaffected telepath connects with a young girl in a desperate attempt to help her harness her growing powers. But in the richly evocative fiction of Octavia E. Butler, mentorship is a rocky path, and every lesson comes at a price. The award-winning author of science fiction classics Parable of the Sower and Kindred bestows these compelling, long lost gems “like the miraculous discovery that the beloved book you’ve read a dozen times has an extra chapter” (Los Angeles Review of Books). Harlan Ellison and Dangerous Visions are registered trademarks of the Kilimanjaro Corporation. All rights reserved.