Synopses & Reviews
1
In Stoneygate there was a wilderness. It was an empty space between the houses and the river, where the ancient pit, the mine, had been. That's where we played Askew's game, the game called Death. We used to gather at the school's gates after the bell had rung. We stood there whispering and giggling. After five minutes, Bobby Carr told us it was time and he led us through the wilderness to Askew's den, a deep hole dug into the earth with old doors slung across it as an entrance and a roof. The place was hidden from the school and from the houses of Stoneygate by the slope and by the tall grasses growing around it. The wild dog Jax waited for us there. When Jax began to growl, Askew drew one of the doors aside. He looked out at us, checked the faces, called us down.
We stumbled one by one down the crumbling steps. We crouched against the walls. The floor was hard-packed clay. Candles burned in niches in the walls. There was a heap of bones in a corner. Askew told us they were human bones, discovered when he'd dug this place. There was a blackened ditch where a fire burned in winter. The den was lined with dried mud. Askew had carved pictures of us all, of animals, of the dogs and cats we owned, of the wild dog Jax, of imagined monsters and demons, of the gates of Heaven and the snapping jaws of Hell. He wrote into the walls the names of all of us who'd died in there. My friend Allie Keenan sat across the den from me. The blankness in her eyes said: You're on your own down here.
Askew wore black jeans, black sneakers, a black T-shirt with "Megadeth" in white across it. He lit a cigarette and passed it round the ring. He passed around a jug of water that he said was special water, collected from a spring that had its source in the blocked-up tunnels of the ancient coal mine far below. He crouched at the center, sharpening his sheath knife on a stone. His dark hair tumbled across his eyes, his pale face flickered in the candlelight.
"You have come into this ancient place to play the game called Death," he whispered.
He laid the knife at the center on a square of glass. He eyed us all. We chewed our lips, held our breath, our hearts thudded. Sometimes a squeak of fear from someone, sometimes a stifled snigger.
"Whose turn is it to die?" he whispered.
He spun the knife.
We chanted, "Death Death Death Death . . ."
And then the knife stopped, pointing at the player.
The player had to reach out, to take Askew's hand. Askew drew him from the fringes to the center.
"There will be a death this day," said Askew.
The player had to kneel before Askew, then crouch on all fours. He had to breathe deeply and slowly, then quickly and more quickly still. He had to lift his head and stare into Askew's eyes. Askew held the knife before his face.
"Do you abandon life?" said Askew.
"I abandon life."
"Do you truly wish to die?"
"I truly wish to die."
Askew held his shoulder. He whispered gently into his ear, then with his thumb and index finger he closed the player's eyes and said, "This is Death."
And the player fell to the floor, dead still, while the rest of us gathered in a ring around him.
"Rest in peace," said Askew.
"Rest in peace," said all of us.
Then Askew slid the door aside and we climbed out into the light. Askew came out last. He slid the door back into place, leaving the dead one in the dark.
We lay together in the long grass, in the sunlight, by the shining river.
Askew crouched apart from us, smoking a cigarette, hunched over, sunk in his gloom.
We waited for the dead one to come back.
Sometimes the dead came quickly back to us. Sometimes it took an age, and on those days our whispering and sniggering came to an end. We glanced nervously at each other, chewed our nails. As time went on, the more nervous ones lifted their schoolbags, glanced fearfully at Askew, set off singly or in pairs toward home. Sometimes we whispered of sliding the door back in order to check on our friend down there, but Askew, without turning to us, would snap,
"No. Death has its own time. Wake him now and all he'll know forever after is a waking death."
So we waited, in silence and dread. In the end, everyone came back. We saw at last the white fingers gripping the door from below. The door slid back. The player scrambled out. He blinked in the light, stared at us. He grinned sheepishly, or stared in amazement, as if emerged from an astounding dream.
Askew didn't move.
"Resurrection, eh?" he murmured. He laughed dryly to himself.
We gathered around the dead one.
"What was it like?" we whispered. "What was it like?"
We left Askew hunched there by the river, strolled back together through the wilderness with the dead one in our midst.
Review
"A thrilling and spine-tingling ride." Publishers Weekly
Review
"A heartbreakingly real world fused with magical realism....[The book's] ruminations about death and the healing power of love will strike children in unsuspected ways." Booklist
Review
"A whirl of ghosts and dreams, stories-within-stories, joy, heartache, and redemption." Kirkus Reviews
Review
"Kit's Wilderness establishes Almond as the most exciting new voice in children's books of this decade" Literary Review, London
Synopsis
The Printz Award–winning classic gets a new look.Written in haunting, lyrical prose, Kit’s Wilderness examines the bonds of family from one generation to the next, and explores how meaning and beauty can be revealed from the depths of darkness.
The Watson family moves to Stoneygate, an old coal-mining town, to care for Kit’s recently widowed grandfather. When Kit meets John Askew, another boy whose family has both worked and died in the mines, Askew invites Kit to join him in playing a game called Death. As Kit’s grandfather tells him stories of the mine’s past and the history of the Watson family, Askew takes Kit into the mines, where the boys look to find the childhood ghosts of their long-gone ancestors.
A Michael L. Printz Award Winner
An ALA Notable Book
A Publishers Weekly Best Book
Synopsis
The Watson family moves to Stoneygate, an old coal-mining town, to care for Kit’s recently widowed grandfather. When Kit meets John Askew, another boy whose family had both worked and died in the mines, Askew invites Kit to join him in playing a game called Death. Kit’s association with Askew takes him into the mines where the boys look to find the childhood ghosts of their long-gone ancestors.
Synopsis
"It was very deep, Kit. Very dark. And every one of us was scared of it. As a lad I'd wake up trembling, knowing that as a Watson born in Stoneygate I'd soon be following my ancestors into the pit".
The Watson family moves to Stoneygate, an old coal-mining town, to care for Kit's recently widowed grandfather. When Kit meets John Askew, another boy whose family has both worked and died in the mines, Askew invites Kit to join him in a game called Death. As Kit's grandfather tells him stories of the mine's past and the history of the Watson family, Askew takes Kit into the mines, where the boys look for the childhood ghosts of their long-gone ancestors.
Synopsis
For fans of We Were Liars and How I Live Now comes an addictive, sexy, twisty YA novel you won't want to miss Every October Cara and her family become inexplicably and unavoidably accident-prone. Some years it's bad, like the season when her father died, and some years it's just a lot of cuts and scrapes. This accident season--when Cara, her ex-stepbrother, Sam, and her best friend, Bea, are 17--is going to be a bad one. But not for the reasons they think.
Cara is about to learn that not all the scars left by the accident season are physical: There's a long-hidden family secret underneath the bumps and bruises. This is the year Cara will finally fall desperately in love, when she'll start discovering the painful truth about the adults in her life, and when she'll uncover the dark origins of the accident season--whether shes ready or not.
About the Author
Moïra Fowley-Doyle is half-French, half-Irish and lives in Dublin with her husband, their young daughter, and their old cat. Moïra's French half likes red wine and dark books in which everybody dies. Her Irish half likes tea and happy endings. Moïra started a PhD on vampires in young adult fiction before concentrating on writing young adult fiction with no vampires in it whatsoever. She wrote her first novel at the age of eight, when she was told that if she wrote a story about spiders she wouldn't be afraid of them anymore. Moïra is still afraid of spiders, but has never stopped writing stories. The Accident Season is her debut novel.
Reading Group Guide
The questions that follow are intended to guide readers as they begin to analyze the larger emotional, sociological, and literary elements of this extraordinary novel.
1. When Kit and his friends play the game they call “Death,” they claim they can see the ghosts of children killed in the mine. Are the ghosts that Kit and his friends see real?
2. What do you think makes John Askew, Kit, and Kit’s grandfather able to see ghosts?
3. David Almond calls this book Kit's Wilderness. Why? What is Kit’s “wilderness”?
4. While studying the Ice Age in school, Kit and his classmates are asked to write a story about a young caveman called Lak. How is Kit's own life similar to the story he writes about Lak? How is it different?
5. What is “the pit”? What do you think it represents?
6. The author sets the story in winter. How do the physical landscape and season reflect the characters'’ emotional landscapes and states of mind?
7. Despite his fading memory, Kit’s grandfather is always able to recognize Allie. Why? What might she represent for him? What might she represent in the story?
8. When Kit’s grandfather gives him treasures from the mine–fossils from the ancient past–Kit slips the ammonite into his pocket and tells himself, “I’d keep it with me always now. A treasure from my grandfather. A gift from the deep, dark past.” What other “gifts” does his grandfather bestow upon Kit?
9. John Askew is perceived as a no-good troublemaker by the townspeople. Is he really as bad as everyone thinks he is? In what ways is he darker? In what ways is he lighter?
10. What is the role of storytelling in Kit's Wilderness? How is storytelling used throughout the novel? In what ways?