In the world of Altadas, there are no more human births. The Regime is replacing the unborn with demons, while the Resistance is trying to destroy a drug called Hope that the demons need to survive.
Between these two warring factions lies Jacob, a man who profits from smuggling contraceptive amulets into the city of Blackout. He cares little about the Great Iron War, but a chance capture, and an even more accidental rescue, embroils him in a plot to starve the Regime from power.
When Hope is an enemy, Jacob finds it harder than he thought to remain indifferent. When the Resistance opts to field its experimental landship, the Hopebreaker, the world may find that one victory does not win a war.
Twist has never left London, until today. Now he's traveling on an airship--with a crew that insists they're not pirates--on his way to find the clockwork princess because he's the only one who can fix her.
In true Neo-Victorian style, Clockwork Twist is set in a lush and vibrant world where things are as you might expect in 1878. That is, of course, if fantastic creatures like djinn, faeries, kitsunes and vampires were commonplace. An increasing number of people are being born with supernatural senses, called Sights. While airship tourism is sweeping the globe, air-piracy is also on the rise.
Twist is among the Sighted, but his Sight is unusual. While others might be able to see and hear over great distances, find anything they can imagine anywhere in the world, or even recognize every type of flower by scent alone, Twist's Sight shows him only damage. Whenever he touches a broken clock or machine, he can instantly understand the damage and can fix it easily. If he touches a person, even for a moment, his mind fills with a terrible vision of whatever trauma or pain once broke them. Naturally, he's chosen a solitary existence and shuns all human contact.
Unfortunately, thanks to his seclusion, Twist is also unfamiliar with everything beyond his own clock shop, hidden away on a quiet and ever-drizzly London street. When a treasure hunter arrives at his door with proof that they have found the fabled clockwork princess--Twist's favorite old fairy tale--it's up to Twist alone to bring her back to life.
The continuing series of Clockwork Twist begins with book one: Waking. Join Twist as he embarks on his first adventure, and find out first hand if he can actually survive it.
Life was rough for Lina Stone. A career as a sky pirate under swashbuckling Captain Fengel seemed like a step up. Instead she finds that her new skipper has lost his airship and is dangerously in debt to a powerful criminal cartel.
Lina's only hope at fending off Fengel's creditors is a wrecked frigate bearing a priceless gemstone. There are just two problem: an ancient curse on the gemstone, and a vindictive rival pirate crew.
Epic adventure in a strange world by bestselling author Jack Conner. A thousand years ago, the sea began to change, and the change spread. Now the boiling, toxic, lightning-wreathed Atomic Sea has encompassed every ocean on the planet, and the creatures that live in it have become mutated and unnatural. The sea's taint can infect any human who comes in contact with it or with unprocessed seafood, killing them . . . or altering them. No one knows why the sea has become this way or what it portends, only that it's irrevocably changed the world. Meanwhile, world war has erupted, and the small country of Ghenisa, like many others, is tottering on the brink of collapse under the onslaught of the Empire of Octung. Dr. Francis Avery, a middle-aged widower, is aboard a military whaling ship far out on the Atomic Sea when a series of murders onboard propels him down the rabbit-hole of danger and terror unlike any other. Soon he becomes aware of a spy on the ship, but that's just the beginning. With the help of the grizzled whaler Janx and a mysterious woman named Layanna, he will embark on an epic quest to save Ghenisa from Octung and unravel the secrets of the Atomic Sea. This is the opening volume of a multi-volume saga of adventure and high stakes in an awe-inspiring world unlike any you've ever seen before. Welcome to the world of the Atomic Sea
ASIN B004EPYUXA moved to the more recent edition here and then here
It is the distant future and one man, Jonas Valent, is letting his life slip by. He is employed by Freeground station as a port traffic controller, a job he took after completing a tour in the military. His only real joy in life is his participation in true-to-life military simulations with a cadre of friends who come together regularly to defeat challenges made to test the brightest military cadets and officers alike. These restricted scenarios stand as an addictive preoccupation that is so enticing that they ignore the potential repercussions of breaking in to participate.
When someone betrays their identities to the Freeground Fleet Admiralty, Jonas and his friends are faced with a far greater challenge: to venture out into the more populated regions of the galaxy to acquire technology and knowledge. They are tasked with laying the groundwork for the Freeground Nation in their efforts to reconnect with the rest of humanity, and to secure the armaments they might need to defend themselves from encroaching enemies.
Spinward Fringe Broadcast 0: Origins is a collected trilogy that chronicles the early adventures of an ambitious crew. Their leader, Jonas Valent, has the least to lose and everything to gain as he tells the tale of his first tour as Captain of a ship tasked with making allies and discovering new technologies for the good of his people. This simple mission becomes more complicated as the crew ventures further into the settled fringes of the galaxy.
This trilogy spawned the best selling Spinward Fringe eBook series. This is where it all began, when one man was challenged to aspire for more than an idle life.
A Space Opera Adventure enjoyed across the globe by all ages.
Over a remote northern forest, a small plane carrying five teenage friends flies into a freak storm. Struck by lightning, the aircraft crashes and the passengers find themselves cast into a life-changing adventure.
In a hidden valley, a mysterious people gaze at the stormy sky as a glowing object with fiery wings disappears behind a mountain ridge. The astonishing sight reignites an ancient prophecy foretelling the arrival of five chosen ones destined to become bearers of light against a dark storm gathering on humanity's horizon.
In a distant city, a secretive organization led by a shadowy figure initiates a sequence of cataclysmic events designed to wreak havoc across the planet, beginning with a remote mining site in a northern Canada.
As the three worlds collide, unlikely heroes arise. Armed with powers entrusted to them by the ancient prophecy and the resilience of their life-long bond, the five teens take a stand against a malevolent foe.
In a not-so-distant future where corporations rule everything—from government to media to the very fabric of society—Corpalism is a biting, satirical journey through a world consumed by unchecked capitalism. Through dark humor and razor-sharp wit, Arun D. Ellis exposes a dystopia where profit is god, advertising is omnipresent, and personal freedom is a relic of the past. As the lines between commerce and conscience blur, Corpalism challenges readers to reflect on the absurdities of modern life and the price of blind consumerism.
Bold, provocative, and disturbingly relevant, this novel is a must-read for fans of Orwell, Vonnegut, and Huxley.
Corpalism brings together three interlinked narratives—Uprising, Aftermath, and From Democracy to Dictatorship—each exploring a different facet of a broken society teetering on the edge of collapse.
In a shattered world of airships and windborne cities, Captain Muller Jakes' crew betrays him when his plot to steal a fortune in gravstone goes awry. A lost city, a deadly sabotage, and a series of narrow escapes will force him to choose between his freedom and the lives of thousands. A high-flying adventure full of gadgetry, treachery and intrigue; a pleasing blend of steampunk and cyberpunk.
Madlin Errol is heiress to the greatest fortune in Tellurak. Her father, the Mad Tinker, has built an empire by crafting devices that no one else in the world could match. Madlin grew up spoiled, given everything she could wish for: the finest tools, all the raw metals she could ask for, and a workshop of her very own. Yet in her sleep, she lives another life, in another world.
Korr...a world where humans are subjugated, working menial jobs or even enslaved. The ruling kuduks treat them like talking animals. In that world, Madlin is known as Rynn, a girl who grew up without her parents, mired in the depths of an underground city, sleeping in a boiler room. But unlike so many of her fellow humans, she has seen a world where there are no limits. She, and a growing number of human rebels, have begun to fight back.
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