An unstoppable curse. A dead man displaced from his time. How do you survive the zombie apocalypse when you started it?
Digby Graves, a deceased medieval peasant with delusions of grandeur, is trying to figure out how the hell he ended up in Seattle eight hundred years after his death. Also, why does he have necrotic magic coursing through his zombified body? Added to that is the fact that he made a terrible first impression the moment he woke up by lunging at the first person that came into biting range.
Now, the curse he unleashed is loose in the world. Digby has a target on his back and only fragmented memories of his death. He needs to survive long enough to put the pieces back together, learn what it means to lead the horde, and master his power over the dead. Digby might even find a few accomplices along the way, if he can hold off on eating them.
The Zombie War came unthinkably close to eradicating humanity. Max Brooks, driven by the urgency of preserving the acid-etched first-hand experiences of the survivors from those apocalyptic years, traveled across the United States of America and throughout the world, from decimated cities that once teemed with upwards of thirty million souls to the most remote and inhospitable areas of the planet. He recorded the testimony of men, women, and sometimes children who came face-to-face with the living, or at least the undead, hell of that dreadful time. World War Z is the result. Never before have we had access to a document that so powerfully conveys the depth of fear and horror, and also the ineradicable spirit of resistance, that gripped human society through the plague years.
Ranging from the now infamous village of New Dachang in the United Federation of China, where the epidemiological trail began with the twelve-year-old Patient Zero, to the unnamed northern forests where untold numbers sought a terrible and temporary refuge in the cold, to the United States of Southern Africa, where the Redeker Plan provided hope for humanity at an unspeakable price, to the west-of-the-Rockies redoubt where the North American tide finally started to turn, this invaluable chronicle reflects the full scope and duration of the Zombie War.
Most of all, the book captures with haunting immediacy the human dimension of this epochal event. Facing the often raw and vivid nature of these personal accounts requires a degree of courage on the part of the reader, but the effort is invaluable because, as Mr. Brooks says in his introduction, "By excluding the human factor, aren't we risking the kind of personal detachment from history that may, heaven forbid, lead us one day to repeat it? And in the end, isn't the human factor the only true difference between us and the enemy we now refer to as 'the living dead'?"
Note: Some of the numerical and factual material contained in this edition was previously published under the auspices of the United Nations Postwar Commission.
Shari is a med student, months away from being a doctor. Mace is a coder on his first day of an exciting new job. When the world comes to a sudden and horrifying end, none would have expected them to be among the few survivors.
Hyper-aggressive undead creatures hunt anything living on the surface, where even the grass and trees can kill you. Hiding underground is safe, but not much of a life. Their only escape is a virtual world where Shari can use her healing skills, and Mace can focus on something other than his fears.
But Shari is a light elf, and Mace a drow. Their people are ancient enemies, and neither would be welcome in the other’s world. Still they strive to come together in the game, while they scavenge for food and fight to stay alive in the real world.
The odds are against them, and their food will eventually run out. Is their best hope for survival to find a way to upload themselves to the game permanently?
A zombie on the run. The curse has been hijacked. Time for patient zero to step up.
The human race has become an endangered species in the two weeks since the bomb fell in Seattle. Luckily for Digby, that’s not his problem. Skyline believes that he and his coven were burnt to cinders, so all he needs to do is lay low. Well, that was what he hoped would happen.
Instead, Henwick’s plan to hijack the curse was successful, spreading a new kind of monster across the land. They’re faster, stronger, and more lethal than the dead that came before. With these creatures on the prowl, it doesn’t take long before the apocalypse once again comes knocking at Digby’s door.
His plan to laze around is foiled, so Digby grudgingly sets out in search of a new home. With new allies and adversaries to keep an eye on, his coven will have to uncover the secrets behind Henwick’s plans.
Is creating a safe haven enough, or will Digby be forced to go to war?
In a matter of weeks, Massachusetts has been overrun by an insidious rabies-like virus that is spread by saliva. But unlike rabies, the disease has a terrifyingly short incubation period of an hour or less. Those infected quickly lose their minds and are driven to bite and infect as many others as they can before they inevitably succumb. Hospitals are inundated with the sick and dying, and hysteria has taken hold. To try to limit its spread, the commonwealth is under quarantine and curfew. But society is breaking down and the government's emergency protocols are faltering.
Dr. Ramola "Rams" Sherman, a soft-spoken pediatrician in her mid-thirties, receives a frantic phone call from Natalie, a friend who is eight months pregnant. Natalie's husband has been killed—viciously attacked by an infected neighbor—and in a failed attempt to save him, Natalie, too, was bitten. Natalie's only chance of survival is to get to a hospital as quickly as possible to receive a rabies vaccine. The clock is ticking for her and for her unborn child.
Natalie’s fight for life becomes a desperate odyssey as she and Rams make their way through a hostile landscape filled with dangers beyond their worst nightmares—terrifying, strange, and sometimes deadly challenges that push them to the brink.
What happened when my Dad was plucked from this universe and kidnapped into a post-apocalyptic, gritty fantasy, video-game-like world?I went after him, of course.
Things turned dark. Lies swarmed thicker than the zombies and dragons. ...And the truth? ...Did I really want to know it? The Gamers set my father's execution date—their hatred of him made me wonder what he could have done. When I found out, I, also, found I was irrevocably tied to The Game, and there wasn't any going back now. There wasn't anymore hiding under the covers. Because I either stood up and fought for what I believed in, or The Game world that held the keys to a past I couldn't remember died forever.
I was the last Game Maker. It was time I made my Game.
A haven for humanity. Factions forming and fracturing. The seeds of a new empire.
Drew and his team are racing to create a system-recognized ‘Habitat’. To make this happen, they must conquer more nodes, deal with an antagonistic superior officer, and possibly worst of their own fear.
Freeing the troll’s sacrificial captives was only the beginning. Now the remnants of humanity must find a safe place to call home. But Nat's Park isn't the safe haven he was promised it would be. Not only do internal politics threaten to rip the survivors apart, an unknown danger haunts the stadium.
Drew and his allies will struggle to survive in the changed world after the Advent as fate works to temper them.
Four months ago, the world changed as electronics failed and blue screens started appearing, gifting humanity with abilities, Classes and Skills straight from a game. Caught in Klondike National Park during the apocalypse, John manages to fight his way free and reach Whitehorse. Unfortunately, the System hasn't finished with humanity yet and dungeons begin to appear, bringing with them more powerful, stronger and smarter monsters. Can John and his friends survive and level up?
Redeemer of the Dead is Book 2 of the System Apocalypse, a LitRPG / GameLit Apocalypse book that combines modern day life, science fiction and fantasy elements along with game mechanics.
Drew Michalik was working in a top-secret facility in Washington, D.C. when the Advent began. As all electronics in the world simply ceased to work, blue screens filled with information appeared before him.
Drew was given access to a mana interface and a limited number of reality-altering crystals called Xatherite. Following the instructions on his vision-impairing screens, he ‘slotted’ his Xatherite and changed his fate: he gained the ability to cast spells. Now alone in the dark, he must battle through the government bunker-turned-dungeon in a desperate bid for survival.
Escape is only the beginning, the first of his many problems in the changed world. Drew will be tasked to not only survive… but to guide the rest of humanity safely through the anarchy.
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