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There Will Be War Volume IX (Paperback): Jerry Pournelle, John F Carr There Will Be War Volume IX (Paperback)
Jerry Pournelle, John F Carr
R616 Discovery Miles 6 160 Ships in 10 - 15 working days
There Will Be War Volume II (Paperback): Jerry Pournelle, John F Carr There Will Be War Volume II (Paperback)
Jerry Pournelle, John F Carr
R571 Discovery Miles 5 710 Ships in 10 - 15 working days
There Will Be War Volume III (Paperback): Jerry Pournelle, John F Carr There Will Be War Volume III (Paperback)
Jerry Pournelle, John F Carr
R574 Discovery Miles 5 740 Ships in 10 - 15 working days
There Will Be War Volume IV (Paperback): Jerry Pournelle, John F Carr There Will Be War Volume IV (Paperback)
Jerry Pournelle, John F Carr
R574 Discovery Miles 5 740 Ships in 10 - 15 working days
There Will Be War Volume V (Paperback): Jerry Pournelle, John F Carr There Will Be War Volume V (Paperback)
Jerry Pournelle, John F Carr
R585 Discovery Miles 5 850 Ships in 10 - 15 working days
Paratime Wars (Hardcover, First Edtion ed.): John F Carr Paratime Wars (Hardcover, First Edtion ed.)
John F Carr
R1,030 Discovery Miles 10 300 Ships in 10 - 15 working days
The Fuzzy Conundrum (Hardcover): John F Carr, Wolfgang Diehr The Fuzzy Conundrum (Hardcover)
John F Carr, Wolfgang Diehr
R1,012 Discovery Miles 10 120 Ships in 10 - 15 working days
War World - Andromeda Flight (Hardcover): Doug McElwain War World - Andromeda Flight (Hardcover)
Doug McElwain; Edited by John F Carr
R1,070 Discovery Miles 10 700 Ships in 10 - 15 working days
There Will Be War Volume I (Paperback): Jerry Pournelle, John F Carr There Will Be War Volume I (Paperback)
Jerry Pournelle, John F Carr
R574 Discovery Miles 5 740 Ships in 10 - 15 working days
Paratime Parasites (Hardcover): John F Carr, H.Beam Piper Paratime Parasites (Hardcover)
John F Carr, H.Beam Piper
R1,086 Discovery Miles 10 860 Ships in 10 - 15 working days
Paratime Trouble (Hardcover): John F Carr Paratime Trouble (Hardcover)
John F Carr
R966 Discovery Miles 9 660 Ships in 10 - 15 working days
The Rise of the Terran Federation (Hardcover): John F Carr The Rise of the Terran Federation (Hardcover)
John F Carr; H.Beam Piper
R1,110 Discovery Miles 11 100 Ships in 10 - 15 working days
Down Styphon! (Hardcover): John F Carr Down Styphon! (Hardcover)
John F Carr
R1,400 Discovery Miles 14 000 Ships in 10 - 15 working days
War World - The Patriotic Wars (Hardcover): John F Carr War World - The Patriotic Wars (Hardcover)
John F Carr
R1,118 Discovery Miles 11 180 Ships in 10 - 15 working days
Typewriter Killer - H. Beam Piper (Paperback, 2nd ed.): John F Carr Typewriter Killer - H. Beam Piper (Paperback, 2nd ed.)
John F Carr
R596 Discovery Miles 5 960 Ships in 10 - 15 working days
Rainbow Run (Hardcover): John F Carr Rainbow Run (Hardcover)
John F Carr
R902 Discovery Miles 9 020 Ships in 10 - 15 working days

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....

War World - Jihad! (Hardcover): John F Carr War World - Jihad! (Hardcover)
John F Carr
R895 Discovery Miles 8 950 Ships in 10 - 15 working days

War World: Jihad is the third volume in a grand reissue of the War World anthologies presenting Haven's history in a chronological fashion. Jihad is a trade hardcover and includes seven new stories, a short novel and one previously published yarn. The CoDominium is fraying apart at the seams, and to save itself the Soviet/American coalition is exporting Earth's problems to the outer worlds, including exiling millions of Earth's fanatic Muslims on Haven. Nor is this volatile situation helped when off-worlders from Levant arrive to support the rebels with military advisors and advanced weaponry. When Dire Lake dries up, famine and pestilence arrive with a vengeance. The Faithful believe that this is a sign from Allah: the time has arrived to overthrow the corrupt CoDominium lackeys and their Company sponsors in the Northern Steppes. So the Mahdi declares a Jihad and warfare breaks out with only a thin blue line between the jihadists and what remains of civilization on Haven. In a last-ditch attempt to save the Haven colony, Admiral Lermontov sends in the 42nd Marines. Will the Marines arrive in time? And if they do, can they stop the jihadists and save the overwhelmed CoDominium Marine garrison at Fort Camerone? Or will they be undone by the Brotherhood and other off-world powers seeking the dissolution of the CoDominium?

The Hos-Blethan Affair (Hardcover): John F Carr, Wolfgang Diehr The Hos-Blethan Affair (Hardcover)
John F Carr, Wolfgang Diehr
R1,301 Discovery Miles 13 010 Ships in 10 - 15 working days
War World - Cyborg Revolt (Hardcover): John F Carr, Don Hawthorne War World - Cyborg Revolt (Hardcover)
John F Carr, Don Hawthorne
R853 Discovery Miles 8 530 Ships in 10 - 15 working days

THE SAURONS ARE HERE The battle between the Sauron Coalition of Secession and the First Empire of Man in the twenty-seventh century ended in a war of extermination and the all-out bombardment of the planet Sauron. The only surviving Sauron spaceship, the Fomoria, is commanded by Vessel First Rank Galen Diettinger. Fleeing Imperial pursuit, the Saurons land on Haven, a hardscrabble world of extreme temperatures, hard radiation, deadly flora and fauna and wastelands containing some of the toughest humans in occupied space. Born in rebellions and civil war, life on Haven is a constant struggle against the harsh moon's environment, as well as its other occupants-animal and human-all desperate to carve out their own niche. On this desolate moon, the Sauron Soldiers not only have to fight off the human inhabitants, but face a mutiny in their own ranks, as the Cyborg Super Soldiers make a bid to rule the last surviving colony. The Cyborgs are the ultimate product of Sauron's millennium-long eugenics program and as such are the end-point in the Race's military development. To the Super Soldiers it is unthinkable that a mere Soldier-no matter how brilliant-should command the new Sauron Homeworld. Meanwhile, Brigadier Gary Cummings, commander of the Haven Volunteers, has lost both his headquarters and military forts. But Brigadier Cummings has fought the Saurons before and knows that the Saurons have no mercy for human norms; this is a war of total domination. The Saurons want to own Haven and use her population as breeding stock for future Soldiers. To fight back, the Brigadier is starting a guerilla campaign in the outback. Castell City and Lermontovgrad have been bombed back to the stone age, but the humans of War World have been tested before.... The one thing the Saurons hadn't anticipated was a mutiny in their own ranks leading to a three-cornered war.

The Merlin Gambit (Hardcover): John F Carr, Dietmar Wehr The Merlin Gambit (Hardcover)
John F Carr, Dietmar Wehr
R935 Discovery Miles 9 350 Ships in 10 - 15 working days

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.

The Cosmic Computer (Hardcover, 3rd ed.): H.Beam Piper, John F Carr The Cosmic Computer (Hardcover, 3rd ed.)
H.Beam Piper, John F Carr
R710 Discovery Miles 7 100 Ships in 10 - 15 working days

H. Beam Piper's The Cosmic Computer has long been recognized as a science fiction classic and a major foundation of Piper's Terro-Human Future History. The planet Poictesme was the headquarters of the Terran Federation Third Army-Fleet during the war against the System States Alliance. While Federation commander General Foxx Travis was preparing for the final phase of the war, his plans came to a sudden halt when the System States unexpectedly surrendered. With the fighting over, the Federation Third-Army Fleet no longer needed to stay on Poictesme and suddenly departed, leaving behind war ships, fabrication centers, ammunition depots and supply caches. Almost as fast as the Federation forces abandoned Poictesme, the economy imploded, resulting in a poverty-stricken agricultural society with only a few exports, melon-brandy, tobacco and war surplus, which sold for only a fraction of its pre-war value. Persisting over the decades after the Federation's departure was the legend of Merlin, the super-computer which was credited with having planned the grand strategy which successfully concluded the System States War. Was there a real super-computer, one that devised the Terran Federation's overall strategy against the System States Alliance, or was it simply a myth? The inhabitants of the ramshackle world of Poictesme believe it still exists and will save them: "Merlin's a religion with those people. Merlin's a robot god, something they can shove all their problems onto. As soon as they find Merlin, everybody will be rich and happy, the Government bonds will be redeemed at face value plus interest, the paper money'll be worth a hundred Federation centisols to the sol, and the leaves and wastepaper will be raked off the Mall, all by magic." When young Conn Maxwell returns to Poictesme from Earth, with a university degree in computer science, he has strong doubts that Merlin was anything more than a war-time myth. Furthermore, he believes that finding the super-computer (if by some miracle it does exist) might be the worst thing that could possibly happen to his home world.

The Crying Clown Celebration - A Certain Flair for Death (Hardcover): John F Carr, Don Hawthorne The Crying Clown Celebration - A Certain Flair for Death (Hardcover)
John F Carr, Don Hawthorne
R769 Discovery Miles 7 690 Ships in 10 - 15 working days

"Fitzgerald Baker may well have been conceived in an act of erotic terrorism. That was what his mother had told him and it can be verified that Felix Pendragon initiated her into the League of Erotic Terrorists. However, she was also known to sacrifice truth for entertainment in most of what she said." With these words, Phillip Wendell, lifestyle crisis counselor, relates to the reader the initial phase of the counseling of Fitzgerald Baker whose crisis was triggered by viewing Roald Vallen's documentary, The Crying Clown Rites. The painful initiation of youth into manhood, the bizarre clown makeup and the hunt that ended in a thrill kill were disturbing parts of the film to Fitz, a disenchanted architect in his thirties who is tired of the lifestyle of transient personalities and throwaway relationships. Baker-the great grandson of John F. Kennedy and Marilyn Monroe-believes that maturity has evaded him and he fears both assassination and suicide because both run rampant in his ancestry. The film about the secret rites of the Jackson Hole Enclave bring these fears to the surface. Phillip takes Fitz on a Candide-like journey through the psychiatric cults and treatments of the late twenty-second century. This strange journey culminates when Phillip uses hypnodrug psychodrama to recreate in Fitz's mind the assassination of John F. Kennedy in Dallas with Fitz over-identifying with the victim. "The best psychological science-fiction novel since The Demolished Man...the tension mounts and mounts...I couldn't put it down...it might do your head as much good as an Encounter Group with the Marx Brothers " Robert Anton Wilson, Coauthor of the Illuminatus Trilogy

Time Crime (Hardcover): H.Beam Piper, John F Carr Time Crime (Hardcover)
H.Beam Piper, John F Carr
R1,290 Discovery Miles 12 900 Ships in 10 - 15 working days

Time Crime was originally published in Astounding Science Fiction in 1955 as a two-part serial with illustrations by Kelly Freas. Many readers have long believed that this short novel was incomplete, due to its abrupt ending. John F. Carr, who has continued H. Beam Piper's Kalvan series, has written a new third part to this intriguing novel, adding vital information about the depths to which the Wizard Traders have infiltrated Home Time Line. The Paratime Police are the guardians of the Paratime Secret and it is their ability to travel to alternate time-lines which have allowed the decadent First Level society to thrive as the ultimate parasites for over ten thousand years. The Paratimers, like any successful symbiots, must conduct their activities in complete secrecy without warning their hosts. It's up to the Paratime Police to make sure this code is enforced. Verkan Vall, Special Assistant to the Paratime Police Chief, faces a conspiracy that threatens to undermine the stability of Home Time Line civilization. The Paratime Police uncover a First Level slave ring which is looting outtime worlds and harvesting slaves for debauched Home Time Liners. The Paratime Police quickly discover that this criminal organization, called the Wizard Traders, has its tentacles into every institution on Home Time Line.

The Lidless Eye (Hardcover): John F Carr, Don Hawthorne The Lidless Eye (Hardcover)
John F Carr, Don Hawthorne
R761 Discovery Miles 7 610 Ships in 10 - 15 working days

War World is a future military shared-world anthology created by John F. Carr and Jerry Pournelle. The War World series includes seven short story collections and six novels all taking place in Jerry Pournelle's CoDominium and Empire of Man Future History, spanning several thousand years. The primary setting is a barely-habitable moon named Haven, or War World as it later becomes known. Born of rebellion and civil war, Haven, is a world forever at war, each with all-and all against the Saurons. The New Harmonies were original owners and settlers of Haven until the CoDominium decided any place that inhospitable would make an excellent dumping ground for political exiles, troublesome minorities and garden variety criminals. Over a year from Earth, by way of the old Bureau of Relocation deportee ships, Haven was the end of the line of CoDominium occupied space. During the Imperium, Haven was used as a recruiting ground for the Imperial Marines and became one of the first worlds abandoned when the war against the Sauron dominated Coalition of Secession got ugly. Although humanity has annihilated the Sauron Homeworld, the cost was high: the First Empire is beginning its long spiral into a Dark Age and the secret of interstellar travel will soon be lost for centuries. When a shipload of Saurons bent on conquest arrive unexpectedly, War World goes from pest-hole to Hellhole. Born of rebellion and civil war, cut off from the rest of humanity after the Secession Wars, Haven is bombed back to barbarism by the Sauron invaders. The Saurons, in fear of Imperial revenge, have vowed to cut Haven off from the rest of the Empire while they slowly absorb the superior human norms into their own perverted gene pool. Any and all who resist will die. The Haveners should have been easy pickings for the superhuman newcomers. However, what the Saurons hadn't anticipated was the Haven is a world forever at war, each with all-and all against the Saurons.

Space Viking's Throne (Hardcover): John F Carr, Mike Robertson Space Viking's Throne (Hardcover)
John F Carr, Mike Robertson
R1,132 Discovery Miles 11 320 Ships in 10 - 15 working days

SPACE VIKING'S THRONE by John F. Carr & Mike Robertson is the concluding sequel to The Last Space Viking, which is set at the end of the First Interregnum of H. Beam Piper's galaxy spanning Terro-Human Future History. A century after H. Beam Piper's seminal novel Space Viking, a new powerful entity, the Mardukan Empire, has arisen from the ashes of Lucas Trask's League of Civilized Worlds. This new Empire has set, as its primary mission: the consolidation of Terro-Human space under their aegis. This means the elimination of all competing sovereignties, most especially the Space Vikings and the destruction of their Old Federation base worlds. Captain David Morland, formerly of Joyeuse, started his career as a Space Viking in the twilight of the Sword-World's reign of fear. The time when Space Vikings terrorized the Neobarbarian worlds of the former Terran Federation has come to an end. The Sword-Worlds, locked into endless rounds of fratricidal war, are unable to come to the aid of their brethren in the former Terran Federation. The Imperial Navy is now playing a game of cat and mouse; suddenly, Space Vikings find they are the prey, not the hunters Lucas Trask's dream is dead: The League of Civilized Worlds is no more. Tanith is quickly reverting to a backwater world. The Trasks are forced to watch impotently as events pass them by. Meanwhile, on far away Poictesme-one of Morland's base worlds-events are occurring that may rock the very foundations of the Old Federation. Prince David Morland, the last of the great Space Viking captains, is being hunted by Captain Vandarvant of the Imperial Mardukan Navy. Vandarvant is consumed with revenge; he wants to pay-back Morland for defeating him and almost destroying his ship, the Challenger. While the new Empire casts its nets far and wide to catch the last of the Space Vikings, Prince Morland works furiously in a race against time to establish a base world on far off Sarpanitum that can sustain itself against even the mighty Mardukan Empire. Because, whether Morland likes it or not, the Empire is coming Space Viking's Throne is the third novel set in the Space Viking series.

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