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H. Beam Piper is one of science fiction's most enigmatic writers.
In 1946 Piper appeared seemingly from out of nowhere, already at
the top of his form. He published a number of memorable short
stories in the premier science fiction magazine of the time,
Astounding Science Fiction, under legendary editor John W.
Campbell. Piper quickly became friends with many of the top writers
of the day, including Lester Del Rey, Fletcher Pratt, Robert
Heinlein and L. Sprague de Camp. Piper also successfully made the
turn from promising short story writer to major novelist, authoring
Four-Day Planet, Cosmic Computer, Lord Kalvan of Otherwhen and
Little Fuzzy, which was nominated for a Hugo award. Even those who
counted Piper among their friends knew very little about the man or
his life as a railroad yard bull in Altoona, Pennsylvania. This
biography illuminates H. Beam Piper, both the writer and the man,
and answers lingering questions about his death. Appendices include
a number of Piper's personal papers, a complete bibliography of
Piper's works, and an essay on Piper's Terro-Human Future History
series.
THE MERLIN GAMBIT by John F. Carr & Dietmar Wehr opens five
years after the events in H. Beam Piper's classic novel, The Cosmic
Computer. The planet Poictesme is in the middle of an economic boom
and Conn Maxwell is both happily married and a new father. The
Maxwell Plan is working even better than expected. Tri-System
Interstellar spaceships are moving Poictesme's products throughout
the Terran Federation and it looks like the bad times are finally
over. However, storm clouds are gathering on the horizon. Space
piracy has suddenly struck out of nowhere, but the pirates are only
attacking Tri-System Interstellar freighters. It appears that
someone is playing a deadly chess game with Merlin and the
Merlin-12 Group. These new events cause Conn Maxwell to wonder if
the Federation High Command built more than one super-computer. Is
it possible that a Merlin double is working against them? In an
attempt to uncover their mysterious opponent, Conn makes a trip to
Terra to find the answers they so desperately need. Meanwhile, an
unexpected series of discoveries made on Koshchei suddenly
jeopardizes not only the Maxwell plan, but very heart of the
Federation. This unexpected wild-card could change the balance of
power throughout humanities' sphere of worlds, leading to the era
of interstellar warfare that the Merlin-12 Group has worked so hard
to prevent.
RAINBOW RUN is a novel of the far future, detailing a world where
the normal rules have been turned over, and upside down. When one
of its denizens awakens from a stupor, he discovers he's in the
Rainbow Room, a triangular room filled with pitfalls where the
first misstep will be the last. He quickly discovers that his
memory has been stripped away, and he's left with no knowledge of
himself or the world he finds himself inhabiting. With the help of
Errox, a mysterious and malevolent stranger, who names him Rathe,
he manages to escape the Color Wheel, only to discover that the
danger outside in the urbodes is omnipresent and difficult to
evade. Everywhere Rathe turns, everyone he meets is only interested
in using him for their own advancement in the war of shades. In a
world where the color of your wristlock determines your fate, Rathe
is a lost soul desperately trying to learn the rules of a game that
has no rules. Meanwhile, Rathe is on a quest to find out his true
identity and why he was brainwiped. The answers are everywhere and
nowhere. Most of the people he meets are so busy playing the Color
Game they have little or awareness of the larger world they
inhabit. In this world, only those wearing the rainbow wristlocks
have universal access and immortality. Not only does he have to
figure out who he is, but how to survive in the midst of growing
chaos....
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