"All I did was ask you for a role-playing game. You never warned me I'd be pitched into it for real! And I asked you for hobbits on a Grail quest, and not one hobbit have I seen!" Hexwood Farm is a bit like human memory; it doesn't reveal its secrets in chronological order. Consequently, whenever Ann enters Hexwood, she cannot guarantee on always ending up in the same place or even the same time. Hexwood Farm is full of machines that should not be tampered with -- and when one is, the aftershock is felt throughout the universe. Only Hume, Ann and Mordion can prevent an apocalypse in their struggle with the deadly Reigners -- or are they too being altered by the whims of Hexwood? A complex blend of science fiction and all sorts of fantasy -- including fantasy football!!
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Diana Wynne Jones spent her childhood in Essex and has been writing fantasy novels for children since 1973. With her unique combination of magic, humour and imagination, she has been enthralling children and adults with her work ever since. She won the Guardian Award in 1977 with Charmed Life, was runner-up for the Children's Book Award in 1981, and was twice runner-up for the Carnegie Medal. She is married with three sons, and lives in Bristol with her husband.From Kirkus Reviews:
In Jones's latest multilayered fantasy, Earth--unbeknownst to its inhabitants--is a minor planet manipulated from distant Homeworld by an oligarchy of five Reigners, who exploit the entire galaxy for economic gain. Earth's precious flint is vital to their technology; when a British hacker creates a disturbance by using ``one of those old machines'' to create a football team of real historical personages, the Reigners are drawn, one by one, to the scene. There, greengrocer's daughter Ann Stavely has become involved with the extraordinary characters appearing in the wood: Mordion, with skull-like features but a beatific smile, has emerged from a long entrapment; Hume--who springs from the earth where Mordion's blood mingles with Ann's after a minor injury--is a different age each time she meets him. Entering the present-day wood, the Reigners are absorbed into Arthurian Britain, where each persona (including dragons and a number of robots and machines) has several intricately linked identities- -past, present, extraterrestrial, mythological. For those who enjoy the intellectual exercise of sorting them out, and of pondering whether God is in the machine or Christ is an ironic parallel to the Reigners' Servant (who bears the guilt of crimes he's forced to commit), the game offered here is unsurpassed; meanwhile, the grappling of the heroes-in-disguise with the avaricious (and chillingly human) Reigners and the emergence of their kindlier potential successors makes an elaborate, fascinating, and suberbly crafted adventure. (Fiction. 12+) -- Copyright ©1994, Kirkus Associates, LP. All rights reserved.
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Book Description HarperCollins Children's Books, 2000. Paperback. Book Condition: New. Bookseller Inventory # P110006755267
Book Description HarperCollins Children's Books, 2000. Paperback. Book Condition: New. Bookseller Inventory # DADAX0006755267
Book Description HarperCollins Children's Books. PAPERBACK. Book Condition: New. 0006755267 New Condition. Bookseller Inventory # NEW6.0001467