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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 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 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 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.
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.
"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 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.
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 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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