When fifteen-year-old nerd and gamer Max Anderson thinks he's sneaking a preview of an unpublished video game, he doesn't realize that 1) He's been chosen as a beta, an experimental test player. 2) He’s playing the ultimate history game, transporting him into the actual past: anywhere and anytime. And 3) Survival is optional: to return home he must decipher the game's rules and complete its missions—if he lives long enough. To fail means to stay in the past—forever. Now Max is trapped in medieval Germany, unprepared and clueless. It is 1471 and he quickly learns that being an outcast may cost him his head. Especially after rescuing a beautiful peasant girl from a deadly infection and thus provoking sinister wannabe Duke Ott. Overnight he is dragged into a hornets' nest of feuding lords who will stop at nothing to bring down the conjuring stranger in their midst.
Praise for the Book
"Fast-paced compelling YA debut." Giselle Green, #1 bestselling author of A Sister's Gift"
"A wonderfully crafted romp to the time of lords, ladies, and knights." Lee Ann Ward, author and former Senior Editor of Champagne Books
"Escape from the Past is chock-full of the tiny details that make a story feel realistic and immersive, from the leather ribbons used to fasten shoes to the slimy gruel that formed the bulk of the peasants' diet....those who love historical fiction or medieval fantasy will certainly enjoy Escape from the Past." Mike Mullin, author of the Ashfall trilogy
Excerpt
Chapter 1
It was exactly 9:32 p.m. when I settled into my favorite chair, the one with the ripped Mexican blanket that serves as a cushion. Little did I know I’d be gone within the hour. I mean gone as in disappeared.
Powering up my high-speed Cyber Xtreme and 32-inch monitor, a guilt gift from my dad and the only valuable thing I own, I stared at the blank disc in my hand. According to my friend, Jimmy, it contained some secret new game his father had invented. Jimmy said his dad thought the game was faulty and I wondered why his dad would have given it to him.
Most people consider Jimmy the lucky one. He lives in a mansion because his father runs some ginormous tech company. My mom and me share space with a thousand spiders in a two-bedroom cottage with a thatched roof. Who in the twenty-first century lives in a house covered with a bunch of straw?
Anyway, I digress. The tower purred as it swallowed the disc, the best sound in the world. It took a long time to boot which should’ve given me the first clue something was wrong. If there’s one thing that drives me crazy it’s slow processors and I knew it wasn’t my equipment. I’ve been gaming since I was six and consider myself pretty good. Especially when it comes to debugging stuff. I was stoked to figure it out, maybe make a few bucks in the process. I’m still American enough to think of dollars instead of Euros because we’ve only lived in Germany for two years.
I was scrounging for a candy bar in my desk when a flame shot across the screen, burning yellow, red and blue. Not that I smoke, but it looked real enough to light a cigarette. In slow motion the fire edged letters into the screen. EarthRider. Cool name. Of course I didn’t get it then. Stupid me.
Below the fire appeared a globe, the kind librarians have on their desks. The thing rotated slowly, zooming closer and closer like Google Earth. Jimmy was right, this was the coolest thing I’d ever seen, the graphics as realistic as if I’d been standing there.
Bornhagen, the place we live, was marked with a front door.
Enter here flashed below.
I was pretty fed up waiting, my fingers twitching to hit the keys. First it took ages to load, then it showed a map? But I didn’t have much else to do except review a few algebra problems— unlike Jimmy I’ve got no trouble with math—so I clicked.
On the screen giant boulders shaped themselves into a gate, opening onto a bunch of hills and a shadowy forest. In the distance, high on the mountain, I saw a castle with two towers, a pale banner fluttering limply on top. It looked vaguely familiar, but at the time I didn’t really think much about it. An ox cart moved slowly across a country road toward the castle.
I sniffed. Something reeked like boiled manure. I looked around to find the source when I noticed a man on the screen scurrying along a bumpy trail. He wheezed, dragging his bare feet. He was obviously injured, the filthy rags on his right shoulder dark with blood. The screen zoomed to follow as the man darted into the woods. Giant oaks swallowed the sun, a patchwork of shadows and light in the undergrowth.
At the time I remember thinking how lame this game was despite the graphics—no dragons, no monsters, nothing exciting whatsoever. Besides, I was slightly worried my mom would come in. The whiskey she likes usually puts her to sleep on the couch, but you never know. Luckily, most of the time, she doesn’t know when I pull an all-nighter.
Horse gallop thudded out of nowhere. Visibly trembling the grimy-looking man hesitated for a moment before thrashing his way through bushes and undergrowth. At the edge of the forest three riders in chainmail and helmets came into view, their chestnut horses whinnying and covered in sweat. The clang of metal sliced the air as the men drew swords.
At that moment my cell rang.
Annette Oppenlander writes historical fiction for teens. Whenshe isn’t in front of her computer, she loves indulging her dog, Mocha, and traveling around the U.S. and Europe to discover amazing histories. “Nearly every place holds some kind of secret, something that makes history come alive. When we scrutinize people and places closely, history is no longer a number, it turns into a story.”
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