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Tumbling After: A Novel
  
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Tumbling After: A Novel [Bargain Price] [Paperback]

Paul Witcover (Author)
4.5 out of 5 stars  See all reviews (6 customer reviews)


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Book Description

August 8, 2006

Jack and Jilly Doone are twelve-year-old twins bound by blood and forbidden secrets. Running wild through endless August afternoons, they explore the tributaries of Chesapeake Bay, spinning fantasies and sneaking cigarettes. But when a near-drowning awakens a strange power in Jack, the line between fantasy and reality blurs. . . .

Kestrel is an airie, one of five mutant races born in the conflict known as the Viral Wars. With one companion from each of the other races—a delph, a merm, a mander, and a boggle—he sets out to battle human enemies sworn to exterminate mutantkind.

Now the destinies of two worlds move toward a shocking convergence . . . and a climax of violent transfiguration.

--This text refers to an alternate Paperback edition.

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Editorial Reviews

From Publishers Weekly

Two coming-of-age stories—that of pubescent twins Jack and Jilly Doone in 1977 America and that of Kestrel, a mutant 17-year-old of the distant future—converge in Witcover's compelling second novel (after 1997's Waking Beauty), which blends postapocalyptic SF with Philip K. Dick–like speculation on reality. In Kestrel's world, survivors of a viral war are divided into super-teched humans and super-powered mutants who battle each other endlessly. In the Doones' world, Jack seems to gain the power to alter reality after nearly drowning. The twin's Uncle Jimmy, a game designer, has devised "a role-playing game developed both to cash in on and undermine the success of Dungeons & Dragons." Jimmy's game scenario, in which he immerses the twins as pre-market testers, mirrors Kestrel's world. Jack's "power" begins to take over his life. Is he suffering from a breakdown fueled by sexual awakening, the new game and his preternaturally close relationship with Jilly, or has he somehow become involved in a multireality war fought for "the right to determine what is and isn't real"? Kestrel, meanwhile, is involved in just such a war. The increasingly disquieting parallel stories amount to an audacious toss of some complex dice, but the result is a winning, entertaining cross-genre roll. Agent, Chris Schelling at the Ralph Vicinanza Agency. (Mar. 1)
Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved. --This text refers to an out of print or unavailable edition of this title.

From School Library Journal

Adult/High School-This clever, ambitious fantasy opens with adolescent twins Jack and Jilly playing on a beach. When the boy goes swimming, the undertow pulls him down. Suddenly, he is standing on the beach-shaken, scared, but okay. Yet he knows that he died in that ocean, and he questions his own sanity. Before long he learns that he and his sister are part of a dangerous contest occurring on a galactic scale with beings that can bend and alter reality to their will. Readers enter a parallel story through Mutes and Norms, a Dungeons-and-Dragons-style game designed by Jack and Jilly's uncle. The hero of this tale is Kestrel-a half-man, half-bird hybrid who is on a quest with other mutants traveling through a wilderness. What starts as a coming-of-age exercise quickly turns into the twins' dangerous fight for their lives. Kestrel begins to discover the full extent of his unique powers and uses them to protect himself and his comrades. Although the two story lines never connect directly, Witcover inserts many parallels between them. Jack and Kestrel also have similar personalities. Themes of power and responsibility echo back and forth between the two tales. With a colorful world and a fresh approach, this book will satisfy readers tired of the standard formulas of quest fantasy.-Matthew L. Moffett, Northern Virginia Community College, Annandale
Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved. --This text refers to an out of print or unavailable edition of this title.

Product Details

  • Paperback: 336 pages
  • Publisher: Eos (August 8, 2006)
  • ISBN-10: 0061053643
  • ASIN: B001G8WTJU
  • Product Dimensions: 7.8 x 5.3 x 0.9 inches
  • Shipping Weight: 9.6 ounces
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (6 customer reviews)
  • Amazon Best Sellers Rank: #8,890,489 in Books (See Top 100 in Books)

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Customer Reviews

6 Reviews
5 star:
 (4)
4 star:
 (1)
3 star:
 (1)
2 star:    (0)
1 star:    (0)
 
 
 
 
 
Average Customer Review
4.5 out of 5 stars (6 customer reviews)
 
 
 
 
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3 of 3 people found the following review helpful:
5.0 out of 5 stars A refreshing glass of beer for the thirsty spec fic fan, April 24, 2005
By 
Karl Rader (The Nueces Strip) - See all my reviews
(REAL NAME)   
This review is from: Tumbling After (Hardcover)
Paul Witcover's reality bending tale is a period piece, the period being adolescence. The primary and secondary worlds are connected via Uncle Jimmy's role playing game, itself a fusion of reality, the online world, tech creep, Big Brother, global media, and conflict. This story of Jack and Jilly Doone could work for any generation, but is thankfully written for mine. Witcover blends themes of pre-adolescent and adolsecent coming of age, and of self discovery, in two separate (or are they?) realities. He artfully interlaces humor and detail in his unique, wryly twisted brand of narrative. Why is the book so refreshing? You can't predict what is beyond the borders of the next page, and the story is both surprising and fulfilling without succumbing to phone book dimensions. Thank you, Mr Witcover, for a well brewed story. You will hopefully have driven many down the road to read speculative fiction, and at least *someone* has written to thank you.
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3 of 3 people found the following review helpful:
5.0 out of 5 stars Witcover does it again., April 22, 2005
This review is from: Tumbling After (Hardcover)
Paul Witcover, author of the fantasy cult masterpiece Waking Beauty, is back and none too soon.

Literarily, his new novel, Tumbling After, plows new ground as well as some that has been left fallow for too many years. Creative use of tense to demonstrate the ambiance of moments as well as to frame the swirling temporal context, deep psychology of the characters, hot live action and interplay of plural realities are so deftly interwoven as to be seamless.

Absorbing, I read it straight through as I did not want to put it down. I have, however, revisited it more than once to study how he pulls some of this off. Science fiction and fantasy readers -- gamers in particular -- should be entertained and delighted, but the significance and appeal of this work is not limited by those parameters.

Kudos.
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5 of 6 people found the following review helpful:
5.0 out of 5 stars Why We Have Speculative Fiction, March 3, 2005
By 
Richard Bowes (New York, NY United States) - See all my reviews
(REAL NAME)   
This review is from: Tumbling After (Hardcover)

Among the wonders of Tumbling After is the number of things this novel gets just right on its way to a shocking finish. The book opens on a near idyllic late summer on the Delaware shore almost thirty years ago. The tightly bound twelve-year-old twins, Jack and Jilly Doone, their game-designing uncle Jimmy, lofty teenage sister and overbearing father are all forced to seek refuge from a hurricane. The setting and Witcover's depiction of the twins' special connection, their awareness of the almost telepathic bond that unites them and sets them apart, could be the beginning of a well-done mainstream coming-of-age novel.

Mutes & Norms, which Uncle Jimmy designs and has the twins game test in the course of the novel, is just the kind of role-playing, dice-driven game that turned up everywhere in the wake of Dungeons And Dragons. When we find ourselves in a world seemingly derived from the game, where a human/falcon mutation, Kestral, and fellow mutes get assembled into a fighting team, we are on what appears to be familiar genre ground. With the opening chapters of The Three Musketeers as prototype, this is perfect YA adventure complete with the foreshadowing of dark trials to come.

The scenes of combat between Mutes and Norms are almost ritualistic, fought out on a devastated landscape and studded with references to probability and chance - God being in the dice. But the trials Kestral faces turn out to be very dark indeed. The plots and counter plots that surround him eventually yield a chilling vision of his world and its origins.

On the Delaware shore, as Jack begins to experience uncanny ability, the twins' world itself becomes increasingly unsettling. Sex when it manifests itself does so in ways that are forbidden, disturbing, which is not something easily achieved these days.

The ending when it comes is absolutely uncompromising. A novel like this one where alternate realities are connected by a mobius strip, one that makes us see human relationships in a new light, where the alien and the human merge, is a reminder of why Speculative Fiction exists.


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Inside This Book (learn more)
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First Sentence:
I caught it! he thinks. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
gestalt network, probability theology, mute races, incision patterns, dampening field, tumbling after, saving throw, psionic abilities, psionic powers, extraction team, other mutes
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Uncle Jimmy, Holy Rollers, Pluribus Unum, Pilgrim Square, Kestrel of Wafting, Many-sided City, Mutatis Mutandis, Acronos Indweller, Book of the Odds, Hunger City, Pilgrim's Gate, College of the Virtual Mind, Second Becoming, Viral Wars, Jack Doone, Ocean City, Featherstone Mountains, Starcrossed Crescent, Barnard's Bait, Little Bay, Lord Baltimore Middle School, Sir Draculot, Atlantic Avenue, Bayberry Road, Hurricane Belle
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