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Books > Children's Fiction & Fun > Adventure Stories > General
Salvation Earth. A Sci-Fi. Novel by A. K. Boswell Arran kills his
own father to save him from a painful death. Arran is plagued with
guilt for a long time. The novel begins with the impression that it
is set in medieval times but gradually becomes apparent that it is
in the future. A future after world war three. OK, the setting
itself is not original, but has been kept close to plausibility
rather than outright fantasy. Everything is controlled by four big
corporations living in orbit, nation states have gone. The leading
characters are a tribe of samurai like warriors living
self-sufficiently in a wasteland. A local baron and his bully
soldiers, northern warlike tribes and alien descendants. Corporate
agents, believed to be gods, coerce northern tribes to steal food
and lay waste to the land starting a war. The corporations intend
to clear the earth of all life and start again. With the help of a
wizard, our hero finds himself in orbit. Nothing is what it seems.
But with additional help from an android and robots, he discovers a
deeper plot to destroy all humanity. With corporate police, mind
influencing thought police, AI computer, an enchanted sword and a
fight in a virtual world Arran has his hands full. The sword turns
out to be an alien device that inserts a virus into the system.
Background. The planet had become almost uninhabitable. The
corporations had been building space stations in orbit and
evacuated all their people from the surface to continue to expand
in space. Planet Earth was left to decay. Many generations later
saw the survivors with a medieval economy and low life expectancy
due to radiation poisoning. Life as we know it had changed beyond
all recognition. The primitive people that we follow discover they
have multiple problems. On gaining a foothold on the orbitals,
their gains began to be reversed by the Thought Police who could
manipulate emotions. No one knew who was on whose side. All
communications by corporate leaders based on the moon, were carried
out in virtual reality. The purpose of this was to cut time and
travel between the stations. The virtual reality was originally
constructed because life in space was depressing. They could walk
on a green Earth and feel the wind in virtual. This was so popular
that all, important conferences were carried out in virtual and a
whole world created. Before total control was gained, our hero had
to enter the virtual world and defeat the corporate leaders. This
was a new and strange world where anything was possible. Giving
rise, to a series of unusual events. On the final defeat of the
corporations our hero finally discovers an alien threat that had
been getting closer and closer. Adventure and surprise. A
fast-paced, evocative and imaginative novel following the struggles
of a dynamic cast of characters as they navigate an intriguing and
well-constructed plot
The seductive and action-packed follow-up to Alex Aster’s instant #1 New York Times, #1 Wall Street Journal, and internationally bestselling novel, Lightlark.
Isla Crown has secured the love of two powerful rulers and broken the curses that plagued the six realms for centuries, but few know the true origins of her powers. Now, in the wake of a crushing betrayal, Isla finds herself hungry for distraction, preferring to frequent Lightlark’s seductive haunts instead of embracing her duties as the newly crowned leader of two separate realms. Worse, her fellow rulers haven’t ceded victory quietly, and there are others in Isla’s midst who don’t believe her ascent to power was earned. As certain death races toward Lightlark and secrets from the past begin to unravel, Isla must weigh her responsibility to her people against the whims of the most dangerous traitor of all: her heart.
Alex Aster’s intricate world expands after the riveting culmination of the Centennial games, delving more deeply into Isla’s memories of her past, as her future hurtles toward two possible fates.
They killed my mother. They took our magic. They tried to bury us. NOW WE RISE.
Zélie remembers when the soil of Orïsha hummed with magic. When different clans ruled - Burners igniting flames, Tiders beckoning waves, and Zélie’s Reaper mother summoning forth souls.
But everything changed the night magic disappeared. Under the orders of a ruthless king, anyone with powers was targeted and killed, leaving Zélie without a mother and her people without hope. Only a few people remain with the power to use magic, and they must remain hidden.
Zélie is one such person. Now she has a chance to bring back magic to her people and strike against the monarchy. With the help of a rogue princess, Zélie must learn to harness her powers and outrun the crown prince, who is hell-bent on eradicating magic for good.
Danger lurks in Orïsha, where strange creatures prowl, and vengeful spirits wait in the waters. Yet the greatest danger may be Zélie herself as she struggles to come to terms with the strength of her magic - and her growing feelings for an enemy.
Toe die vyf vriende ’n antieke kaart ontdek wat hulle na ’n geheime paadjie lei, kan hulle skaars wag om verdere ondersoek in te stel. Dan verdwyn oom Quentin se belangrike dokumente, en die soektog ontaard in ’n ware skattejag. George en Timmy het hond se gedagtes oor wie nou eintlik die skurk is ... maar kan die vyf vriende saamwerk om die raaisel op te los?
Happily ever after is only the beginning as Belle takes on the
responsibility of becoming queen and learns to balance duty, love
and sacrifice, all while navigating dark political intrigue - and a
touch of magic
Pierre the Maze Detective has a new case. Mr X has stolen the Maze
Stone, which has the power to turn the whole of Opera City into a
maze. Can you help Pierre and his friend Carmen find their way
through the mazes - and stop Mr X before it's too late? This
beautifully illustrated book features 15 full-spread illustrations
of intricate, magical mazes. Take a trip through a fantastic world
of underground cities, hot-air balloons, tree-top towns and haunted
houses. Trace your way through each maze, spot the clues and solve
the extra mystery challenges along the way. Hours of puzzle fun,
for all maze detectives aged 8+. A page of answers with the routes
through the mazes and other solutions is included at the end of the
book.
In hierdie omnibus, wat nog drie gewilde Trompie-stories bevat,
word die sproetgesig Grootkaptein en die Boksombende se avonture
voortgesit! In Trompie die hoerskoolseun maak die Boksombende ’n
plan om geld in te samel om vir Rooie ’n fiets te koop. In Trompie
die dromer word die bende bedreig – deur ’n meisiekind! Trompie,
die Grootkaptein en meesterlike planmaker, is smoorverlief en sit
heeldag net en droom. In Trompie die speurder kom Trompie en Rooie
op skelms af wat fietse steel. Trompie agtervolg die diewe en
beland in ’n groot penarie. Sal Trompie hierdie gevaarlike avontuur
oorleef sodat hy weer saam met sy manskappe onder die blou hemel
kan vergader? Die ondeunde Trompie het ’n sjarme wat tot oud en
jonk spreek en nuwe lesers sal dadelik deur Trompie en die
Boksombende se avonture meegevoer word!
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