Dream Park
A deadly murderer adds real danger to the simulated challenges of a computerized fantasy world
A deadly murderer adds real danger to the simulated challenges of a computerized fantasy world
The latest installment in the adventures of Miles Vorkosigan. Miles and Cousin Ivan travel to Cetaganda to play the part of sprigs of nobility doing their diplomatic duty. But when the Empress of Cetaganda dies naturally, and her lifelong attendant dies unnaturally, Miles and Ivan finds themselves in the thick of it.
Now in D-grade, Jake prepares to face even stronger foes: poo-flinging monkeys, even bigger mushrooms, and the most dreaded of all: politics…
The first World Congress approaches, allowing all the forces on Earth to finally meet, reuniting friends and enemies alike. Of course, to Jake, this World Congress is just a good way to finally catch up with old friends as he lets others deal with all the annoying politics, trying to not get involved.
Unless he wants something, that is.
The World Congress reveals more opportunities in the future for Jake and the other denizens of Earth to take part in, making them all begin their own preparations. To make sure Jake is up to the challenge, he must find stronger prey to get those sweet, sweet levels under his belt. Luckily for him, the death of a hated mushroom revealed a prime hunting ground: A Dungeon.
Perfect for longtime fans and new readers alike—this eBook collection includes all six original novels in the Dune Saga written by Frank Herbert.
In the far future, on a remote planet, an epic adventure awaits. Here are the first six novels of Frank Herbert’s magnificent Dune saga—a triumph of the imagination and one of the bestselling science fiction series of all time.
The Dune Saga begins on the desert planet Arrakis with the story of the boy Paul Atreides—who would become known as Muad’Dib—and of a great family’s ambition to bring to fruition humankind’s most ancient and unattainable dream....
Includes Books 1 - 6: DUNE • DUNE MESSIAH • CHILDREN OF DUNE • GOD EMPEROR OF DUNE • HERETICS OF DUNE • CHAPTERHOUSE: DUNE
Twenty years ago, Jason was pulled into a world of magic and monsters.
He was promised a life of wandering his new home and having adventures, but things got out of hand pretty quickly. He met with kings and gods, fought interdimensional cults, and got in a knife fight with the guy who creates universes. He didn't win. What he'd never done was roam around, having nice, sensible adventures. He hadn't even seen the hometown of his friends, and that had been the first destination on his list.
Two decades on, he'd saved whole civilizations and the Earth, several times. He was freshly returned from a conflict with the fate of the cosmos at stake, where the battlefield was his soul and the combatants were the governing forces of reality. It was a fight he had no chance of winning, which was why he rigged it and pinched the prize while everyone was distracted.
Now, Jason is determined to reunite with his friends and have the simple adventuring life he always wanted. He won't let anyone get in his way, not angelic armies, scheming guilds, or the people who want to talk about that time he altered the fundamental laws of magic. Which isn't as bad as it sounds, he promises.
Jason's taking a gap year, whatever he has to do to make it happen. Manipulate a prestigious noble house into liberating a slave town. Attempt to extort every government on the planet. Blow up and subsequently rebuild the occasional city. Gods help anyone who tries to stop him, but the gods probably won't because they've met Jason and they know how that usually goes.
PLEASE When you purchase this title, the accompanying PDF will be available in your Audible Library along with the audio.
A race for survival among the stars... Humanity's last survivors escaped earth's ruins to find a new home. But when they find it, can their desperation overcome its dangers?
WHO WILL INHERIT THIS NEW EARTH?
The last remnants of the human race left a dying Earth, desperate to find a new home among the stars. Following in the footsteps of their ancestors, they discover the greatest treasure of the past age—a world terraformed and prepared for human life.
But all is not right in this new Eden. In the long years since the planet was abandoned, the work of its architects has borne disastrous fruit. The planet is not waiting for them, pristine and unoccupied. New masters have turned it from a refuge into mankind's worst nightmare.
Now two civilizations are on a collision course, both testing the boundaries of what they will do to survive. As the fate of humanity hangs in the balance, who are the true heirs of this new Earth?
The Northern Sunrise is a stand alone book by the author of The Ties that Bind trilogy. Set in a new world of corruption, deceit and thievery; mixing magical fantasy and alchemy-punk with a healthy smattering of airshippery.
"There comes a point in every thief's life where one has to take stock of all that they have achieved. We have stolen almost everything there is worth stealing: Prince Henri's Jadefire ring, the Marquisse d'Bola's collection of prized toy soldiers, Elize Gion's Living Autumn, the very first airship schematic, and who could forget we definitely made off with Baron Rivette's pride.
The trick, I find, is not to break in. No. The trick is to convince the mark to invite you in.
It is winter in Area X, the mysterious wilderness that has defied explanation for thirty years, rebuffing expedition after expedition, refusing to reveal its secrets. As Area X expands, the agency tasked with investigating and overseeing it—the Southern Reach—has collapsed on itself in confusion. Now one last, desperate team crosses the border, determined to reach a remote island that may hold the answers they've been seeking. If they fail, the outer world is in peril.
Meanwhile, Acceptance tunnels ever deeper into the circumstances surrounding the creation of Area X—what initiated this unnatural upheaval? Among the many who have tried, who has gotten close to understanding Area X—and who may have been corrupted by it?
In this last installment of Jeff VanderMeer's Southern Reach trilogy, the mysteries of Area X may be solved, but their consequences and implications are no less profound—or terrifying.
A girl named Rose is riding her new bike near home in Deadwood, South Dakota, when she falls through the earth. She wakes up at the bottom of a square-shaped hole, its walls glowing with intricate carvings. But the firemen who come to save her peer down upon something even stranger: a little girl in the palm of a giant metal hand.
Seventeen years later, the mystery of the bizarre artifact remains unsolved - the object's origins, architects, and purpose unknown.
But some can never stop searching for answers.
Rose Franklin is now a highly trained physicist leading a top-secret team to crack the hand's code. And along with her colleagues, she is being interviewed by a nameless interrogator whose power and purview are as enigmatic as the relic they seek. What's clear is that Rose and her compatriots are on the edge of unravelling history's most perplexing discovery-and finally figuring out what it portends for humanity. But once the pieces of the puzzle are in place, will the result be an instrument of lasting peace or a weapon of mass destruction?