A talking tiger is the only one who may be able to get a princess to speak in this beautiful picture book set in a mythic India by the Newbery Medal-winning and New York Times bestselling author of American Gods and Norse Mythology, Neil Gaiman, and illustrated in bold colors by Divya Srinivasan. This stunning picture book will transport readers to another time and place and will delight parents and children alike. "Full of Gaiman's wit and whimsy, this one is great for reading aloud. Gorgeous, with lush illustrations by Divya Srinivasan" (Brightly.com). Previously available only as an audio book, Cinnamon has never been published in print before, and Divya Srinivasan’s lush artwork brings Neil Gaiman’s text to life.
In his latest book, fairy tales expert Jack Zipes explores the question of why some fairy tales "work" and others don't, why the fairy tale is uniquely capable of getting under the skin of culture and staying there. Why, in other words, fairy tales "stick." Long an advocate of the fairy tale as a serious genre with wide social and cultural ramifications, Jack Zipes here makes his strongest case for the idea of the fairy tale not just as a collection of stories for children but a profoundly important genre. Why Fairy Tales Stick contains two chapters on the history and theory of the genre, followed by case studies of famous tales (including Cinderella, Snow White, and Bluebeard), followed by a summary chapter on the problematic nature of traditional storytelling in the twenty-first century.
Desmia discovers the reality of royalty is far from a fairy tale in this third adventure set in the Cinderella-esque world of Just Ella and Palace of Mirrors, from New York Times bestselling author Margaret Peterson Haddix. Desmia and her twelve sister-princesses are ruling Suala together at last, a united front. The kingdom seems to have finally gotten its happily ever after, but Desmia, trained by a lifetime of palace intrigue, is not so sure. She desperately wants to believe all is well, but she can’t help but see danger around every corner. And then the unthinkable happens, and Desmia’s worst fears are confirmed. Now, without the support of the sister-princesses she’s grown to rely on or the trappings of royalty that have always convinced people to listen to her, Desmia must find the courage to seek out the truth on her own terms—and to determine the course of two kingdoms.
“Remains a marvel: a sparkling, erudite, idiosyncratic tour through the human experience. . . . What a pageant this charming narrator continues to offer us!”—Wall Street Journal Winner of the first John Newberry Medal, Hendrik Willem van Loon’s The Story of Mankind, originally written for the author’s grandchildren, has charmed generations with its warmth and wisdom. Beginning with the origins of human life and sweeping forward to illuminate all of history, van Loon’s incomparable prose and illustrations presented a lively rendering of the people and events that have shaped world history. This new edition, updated by best-selling historian Robert Sullivan, continues van Loon’s personable style and incorporates the most important developments of the early twenty-first century, including the war on terrorism, global warming, and the explosion of social media. The result remains extremely “valid in broad outline if not detail and, as ever, a grand and thought-provoking read” (Kirkus Reviews).
In this landmark work of history and winner of the Pulitzer Prize, Joseph J. Ellis explores how a group of greatly gifted but deeply flawed individuals—Hamilton, Burr, Jefferson, Franklin, Washington, Adams, and Madison—confronted the overwhelming challenges before them to set the course for our nation. The United States was more a fragile hope than a reality in 1790. During the decade that followed, the Founding Fathers—re-examined here as Founding Brothers—combined the ideals of the Declaration of Independence with the content of the Constitution to create the practical workings of our government. Through an analysis of six fascinating episodes—Hamilton and Burr’s deadly duel, Washington’s precedent-setting Farewell Address, Adams’ administration and political partnership with his wife, the debate about where to place the capital, Franklin’s attempt to force Congress to confront the issue of slavery and Madison’s attempts to block him, and Jefferson and Adams’ famous correspondence—Founding Brothers brings to life the vital issues and personalities from the most important decade in our nation’s history.
Teetering between the ridiculous and the sublime, The Wilds blends Southern gothic strangeness with dystopian absurdities, sci-fi speculations, and fairy-tale transformations. At an obscure South Carolina nursing home, a lost world reemerges as a disabled elderly woman undergoes newfangled brain-restoration procedures and begins to explore her environment with the assistance of strap-on robot legs. At a deluxe medical spa on a nameless Caribbean island, a middle-aged woman hopes to revitalize her fading youth with grotesque rejuvenating therapies that combine cutting-edge medical technologies with holistic approaches and the pseudo-religious dogma of Zen-infused self-help. And in a rinky-dink mill town, an adolescent girl is unexpectedly inspired by the ravings and miraculous levitation of her fundamentalist friend’s weird grandmother. These are only a few of the scenarios readers encounter in Julia Elliott’s debut collection The Wilds. In her genre-bending stories, Elliott blends Southern gothic strangeness with dystopian absurdities, sci-fi speculations with fairy-tale transformations. Teetering between the ridiculous and the sublime, Elliott’s language-driven fiction uses outlandish tropes to capture poignant moments in her humble characters’ lives. Without abandoning the tenets of classic storytelling, Elliott revels in lush lyricism, dark humor, and experimental play.
The Great Recession has shuffled Clay Jannon out of his life as a web-design drone, and serendipity, sheer curiosity and the ability to climb a ladder like a monkey have landed him a new gig working the night shift at Mr. Penumbra’s 24-Hour Bookstore. But Clay begins to realize that this store is even more curious than its name suggests. There are only a few customers, but they come in repeatedly and never seem to actually buy anything. Instead they “check out” impossibly obscure volumes from strange corners of the store, all according to some elaborate, long-standing arrangement with the gnomic Mr. Penumbra. The store must be a front for something larger, Clay concludes, and soon he has embarked on a complex analysis of the customers’ behaviour and roped his friends into helping him figure out just what’s going on. But once they take their findings to Mr. Penumbra, they discover the secrets extend far beyond the walls of the bookstore. Evoking both the fairy-tale charm of Haruki Murakami and the enthusiastic novel-of-ideas wizardry of Neal Stephenson or Umberto Eco, Mr. Penumbra’s 24-Hour Bookstore is exactly what it sounds like—an establishment you have to enter and will never want to leave.
In this fantasy middle-grade novel, twelve-year-old storybook character Gracie Freeman lives in the real world but longs to discover what happened in the story she came from. When she finally gets her chance, the truth isn't what she was expecting.
This early work by Earl Derr Biggers was originally published in 1933 and we are now republishing it with a brand new introductory biography. “Earl Derr Biggers Tells Ten Stories” is a collection of short stories, published after his death. Earl Derr Biggers was born on 26th August 1884 in Warren, Ohio, USA. Biggers received his further education at Harvard University, where he developed a reputation as a literary rebel, preferring the popular modern authors, such as Rudyard Kipling and Richard Harding Davis to the established figures of classical literature. While on holiday in Hawaii, Biggers heard tales of a real-life Chinese detective operating in Honolulu, named Chang Apana. This inspired him to create his most enduring legacy in the character of super-sleuth Charlie Chan. The first Chan story “The House Without a Key” (1925) was published as a serialised story in the Saturday Evening Post and then released as a novel in the same year. Biggers went on to write five more Chan novels and all were licensed for movie adaptations by Fox Films. These films were hugely popular with several different actors taking the lead role of Chan. They were even a success in China where the appeal of a character from the country being the hero instead of the villain appealed to film-goers. Eventually; over 40 films were produced featuring the character. Biggers only saw the early on-screen successes of Charlie Chan due to his death at the age of only 48 from a heart attack in April 1933.
Venture into a world beyond the ordinary, where the dark passions and voracious appetites of vampires, werewolves, demons, and a few undaunted mortals combine to unleash a potent spell.
The previous volume of the Vampire Chronicles, Memnoch the Devil, was called 'a modern Paradise Lost' by the Washington Post. Taking the Vampire Lestat from fiction into legend, it left him lying in a New Orleans convent, at the edge of death. Magnificent and electrifying, this new volume in the Vampire Chronicles returns to the glittering story of Armand, mesmerizing leader of the vampire coven at the eighteenth-century Theatre des Vampires in Paris (seductively played by Antonio Banderas in the film of Interview with the Vampire). Snatched from the steppes of Russia as a child, and sold as a slave in Renaissance Venice, Armand's story sweeps through several hundred years, to New Orleans at the end of the twentieth century, where Lestat lies waiting for immortality, and the legend continues to grow. . . . .
In the history of electronic communication, the last quarter of the nineteenth century holds a special place, for it was during this period that the telephone, phonograph, electric light, wireless, and cinema were all invented. In When old Technologies Were New, Carolyn Marvin explores how two of these new inventions--the telephone and the electric light--were publicly envisioned at the end of the nineteenth century, as seen in specialized engineering journals and popular media. Marvin pays particular attention to the telephone, describing how it disrupted established social relations, unsettling customary ways of dividing the private person and family from the more public setting of the community. On the lighter side, she describes how people spoke louder when calling long distance, and how they worried about catching contagious diseases over the phone. A particularly powerful chapter deals with telephonic precursors of radio broadcasting--the "Telephone Herald" in New York and the "Telefon Hirmondo" of Hungary--and the conflict between the technological development of broadcasting and the attempt to impose a homogenous, ethnocentric variant of Anglo-Saxon culture on the public. While focusing on the way professionals in the electronics field tried to control the new media, Marvin also illuminates the broader social impact, presenting a wide-ranging, informative, and entertaining account of the early years of electronic media.
Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today’s hit video games. You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each other’s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your game’s market positioning will affect your design
Zane Grey was an American author best known for writing Western fiction. With books such as Riders of the Purple Sage and Betty Zane, Grey is perhaps the most famous writer of Westerns with many of his books being adapted into movies and TV shows. This edition of Grey’s Majesty’s Rancho includes a table of contents.
Revolutionary retail guru Paco Underhill is back with a completely revised edition of his classic, witty bestselling book on our ever-evolving consumer culture—full of fresh observations and important lessons from the cutting edge of retail such as Internet behemoths Amazon and iTunes as well as the globalization of retail in the world’s emerging markets.
Once there was a velveteen rabbit who longed to be Real. He was owned by a boy who loved him more and more every day, even when the rabbit's velveteen coat grew old and shabby and worn. Then one day something magical happened, and the rabbit's wish began to come true...