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    Sky Jumpers (Sky Jumpers Series #1)

    4.7 13

    by Peggy Eddleman


    Paperback

    (Reissue)

    $7.99
    $7.99

    Temporarily Out of Stock Online

    Customer Reviews

    PEGGY EDDLEMAN lives at the foot of the Rocky Mountains in Utah with her husband and their three hilarious and fun kids. Sky Jumpers is her first novel.

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    In this thrilling sci-fi adventure, epic danger and impossible odds are no match for one girl's courage!
      
    Twelve-year-old Hope lives in White Rock, a town of inventors struggling to recover from World War III. But adventurous Hope is terrible at inventing. She would much rather sneak off to cliff dive into the Bomb’s Breath, the deadly band of air that surrounds the town.

    When bandits invade White Rock to steal its greatest invention—priceless antibiotics—the town is left with a heartbreaking choice: hand over the medicine and die from disease, or die fighting the bandits. Help lies in a neighboring town, but the bandits count everyone fourteen and older each hour. Now Hope and her friends Aaren and Brock are only ones who can escape through the Bomb’s Breath.

    For once, the daring and rebelliousness that usually get Hope into trouble might just save them all.

    A Texas Library Association’s Bluebonnet Award Selection

    “Eddleman brings a strong sense of atmosphere to this post-apocalyptic coming-of-age piece, and the underlying message—that it’s possible to contribute in unexpected ways—is a positive one.” —Publishers Weekly

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    From the Publisher
    Deseret News, September 21, 2013: Sky Jumpers has plenty of action and more than enough heart to work its way into the hearts and minds of readers everywhere.”

    Publishers Weekly
    , August 12, 2013:
    "A general sense of adventure and wonder permeates this tale, making it a fun, quick read. Eddleman brings a strong sense of atmosphere to this post-apocalyptic coming-of-age piece, and the underlying message—that it’s possible to contribute in unexpected ways—is a positive one."

    School Library Journal, October 2013: "Students not ready for the violence of The Hunger Games will enjoy the book’s adrenaline-rush daredevil adventures."

    Publishers Weekly
    08/12/2013
    In this fast-paced debut novel, a group of children risk their lives to save their village from bandits. Set several generations after World War III wiped out much of civilization and left old technology unreliable, the story focuses on 12-year-old Hope, arguably the worst inventor in a society obsessed with recreating lost devices and techniques. Her true talent involves leaping off cliffs to float safely through the Bomb’s Breath, an invisible, deadly haze left over from the war, a practice forbidden by her father. But when White Rock is invaded by those looking to steal precious antibiotics they’ve developed, Hope and her friends brave the Bomb’s Breath to seek help in a harrowing journey made worse by the dead of winter. While the focus on inventions occasionally borders on hard-to-swallow, a general sense of adventure and wonder permeates this tale, making it a fun, quick read. Eddleman brings a strong sense of atmosphere to this post-apocalyptic coming-of-age piece, and the underlying message—that it’s possible to contribute in unexpected ways—is a positive one. Ages 8–12. Agent: Sara Crowe, Harvey Klinger. (Sept.)
    Children's Literature - Magi Evans
    In the crater produced by a WWIII bomb, the city of White Rock exists on four levels. An ominous aftereffect of the green bombs is "Bomb's Breath," a layer of deadly poison in the air above White Rock that would kill anyone entering it with their first breath. But twelve-year-old Hope and her friend Aaren have figured out how to hold their breath and jump through the Bomb's Breath from the height of a nearby cliff, the thick atmosphere of the bomb breath allowing them to float to a soft landing below the poison. As technology was destroyed in the war, White Rock leaders encourage and reward inventiveness in all citizens, even pre-schoolers. But Hope's inventions always fail, and she fears that she has shamed her family. Then, in the midst of winter, bandits enter the city demanding the antibiotics that White Rock scientists have learned to distill from a mold that grows only in their crater. With the bandits threatening to kill everyone if the medicine is not turned over to them, Hope, Aaren, their friend Brock, and Brenna, Aaren's little sister, embark on a dangerous mission through the snow to the neighboring city of Browning, hoping to get reinforcements from the guards. Facing hypothermia and injury from the difficult terrain, the group nevertheless manages to reach Browning and alert the guards. But even though they all make it back to White City, their attack may be doomed to failure. It's now up to Hope to use her natural leadership skills and talent for exploiting the Bomb's Breath to save the people of White Rock. Eddleman's fast-paced story gives readers a believable sense of place, a post-apocalyptic world that balances bleakness with hopefulness, and a young heroine who comes of age to find that her own strengths are more valuable than any invention. Reviewer: Magi Evans
    School Library Journal
    10/01/2013
    Gr 5–7—In 2069, Earth is partially destroyed by the detonation of 27 green bombs that leave behind a pocket of dense oxygen molecules potent enough to kill any creature that inhales them. Twelve-year-old Hope lives in one of the few safe areas of fertile land that still remain. This life-threatening pocket of air, known as the Bomb's Breath, has blocked all magnetic forces, causing many of the technological advancements of the early 21st century to disappear. Now the mostly agrarian society puts heavy emphasis on people to invent useful gadgets to improve on the quality of life, but Hope has no skills in this area. The only thing that she is good at is jumping through the Bomb's Breath, a secret she has shared only with her friend Aaron. At a council meeting, the citizens of White Rock are told that the Bomb's Breath, besides being a danger, has also served as a deterrent to roving groups of bandits from looting their town. When some thieves break through these protective perimeters to hold the town hostage for a rare antibiotic they have invented, Hope's father is injured in the process. The antibiotic is the only cure for Shadel's Sickness, a contagious disease developed as an offshoot of the war. Besides her dad needing the medicine to stave off the infection from his injury, the entire community needs it to survive the next year. Help from the neighboring communities is mandatory before time runs out, so Hope, along with some friends, carries off a daring and dangerous escape to run for help. The curriculum strengths of this book include heavy STEM subjects such as chemistry, medical biology, and earth science, as well as the structure of local government and nation building. Students not ready for the violence of The Hunger Games will enjoy the book's adrenaline-rush daredevil adventures in the first installment in this series.—Sabrina Carnesi, Crittenden Middle School, Newport News, VA
    Kirkus Reviews
    Following the devastation of World War III, a community struggles to survive. The detonation of the green bombs not only destroyed life, but left behind a terrible legacy: the Bomb's Breath. While this denser and invisible layer of air is poisonous, it also affords the town of White Rock protection and a source of power. In a world devoid of technology, inventors are at a premium, but 12-year-old Hope lacks imagination and mechanical skill. Add in her impulsivity and strong will, and it is no wonder Hope finds herself in trouble more often than not. However, her qualities might be just what the town needs when bandits attack, demanding their life-saving medicine. Hope must lead her friends on a dangerous trek that will either save the lives of many or get them all killed. Hope is a likable but bland heroine, and she faces stereotypical villains. Any real suspense is diffused by obvious plot twists and a predictable ending. This first installment in a new series draws heavily upon several familiar stories, but while imitation is the sincerest form of flattery, the result is often a shadow of the original. Another post-apocalyptic copycat. (map) (Post-apocalyptic adventure. 9-13)

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