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On her last day of high school, Cassandra Devlin walked out of exams and into a forest. Surrounded by the wrong sort of trees, and animals never featured in any nature documentary, Cass is only sure of one thing: alone, she will be lucky to survive. The sprawl of abandoned blockish buildings Cass discovers offers her only more puzzles. Where are the people? What is the intoxicating mist which drifts off the buildings in the moonlight? And why does she feel like she's being watched? Increasingly unnerved, Cass is overjoyed at the arrival of the formidable Setari. Whisked to a world as technologically advanced as the first was primitive, where nanotech computers are grown inside people's skulls, and few have any interest in venturing outside the enormous whitestone cities, Cass finds herself processed as a 'stray', a refugee displaced by the gates torn between worlds. Struggling with an unfamiliar language and culture, she must adapt to virtual classrooms, friends who can teleport, and the ingrained attitude that strays are backward and slow. Can Cass ever find her way home? And after the people of her new world discover her unexpected value, will they be willing to let her leave?
The world has a problem with monsters: creeping through tears in the fabric of space, they feast on every unprotected human they can find. Tyrland has a solution in the Kellian: faster and stronger than humans, they are Tyrland's clawed, shadowy monster hunters. But no matter how faithfully they serve, or how true their sworn word, they are too different, too separate, to ever be entirely trusted. Rennyn Claire is a complication. Secretive and obscenely powerful, she knows entirely too much about a massive new threat to Tyrland's safety. Worst of all, she is linked to a past that the Kellian would rather forget. All three of these things - monsters, Kellian, and an entirely overpowered mage - are about to land in Kendall Stockton's lap. The last thing Kendall wants is to try to play conscience to someone who can swat her like a bug. But innocent lives are at stake, and no-one else seems willing to ask if what is necessary is the right thing to do. And who, exactly, is the monster?
Soren Armitage is an anachronism. Proclaimed Rathen Champion by the Rathen Rose, intended to support the rule of a Rathen King or Queen. But there are no Rathens. Resigned to symbolising only Darest's faded glories, Soren is not prepared for the sudden appearance of a Rathen. Now she must find and support the heir despite the machinations of the kingdom's regent, sylvan curses, and the strange behaviour of once-dormant protective enchantments. While the odds seem stacked against her, Soren is determined to do her best to live up to the name of Rathen Champion. But what is she to do when it seems that there is something very wrong with her Rathen? Can she trust the person she is meant to protect?
Medair an Rynstar wants only to leave. Five hundred years after the Empire she served fell to the Ibisian invaders, Medair has betrayed her Emperor's memory by helping the descendants of the invaders. She knows she will be reviled, that to thousands she is hero-become-villain. Her one goal is to return to the hidden cave where she slept out of time, and hope that she wakes in a world where the name Medair an Rynstar has been forgotten. Assassins, armies, and desperate magic complicate Medair's plan of escape, leading her inexorably to face the very people her choice has cost the most. She has learned that you can never return to your past, or run from the consequences of your actions, but can she find a way to live in defeat?
Time stole victory. Medair an Rynstar returned too late to drive back the Ibisian invasion. Centuries too late. When friend and enemy have become the same thing, what use are the weapons Medair planned to use to protect her Empire? There is no magic, no artefact, no enchanted trinket which can undo the past. But no matter how Medair wishes to hide from the consequences of her failure, there are those who will not allow her the luxury of denying the present. Her war is already lost, but she carries weapons which could change the course of new battles. With the skirmishes of war beginning, and hunters in near pursuit, it is her conscience Medair cannot escape. Whose side should she be on? What is she really running from?
Part 3 of the Touchstone Trilogy.Cassandra Devlin doesn't know what she's for. But she knows she's running out of time.Since Cass was rescued from the abandoned world of Muina, the Aussie teen has proven more than useful to the people of Tare. Expeditions to their home world no longer end in slaughter. The teaching city of Kalasa has been unlocked. After years of searching for answers, they are starting to make progress.But space is tearing itself apart. Ionoth attack in ever-greater numbers. And "the useful stray" has been injured so many times that the Tarens hesitate to use her for fear of losing her.With one particular Taren now her most important person, Cass is determined to contribute everything she can, and hopes to find some answers of her own. What is the link between Muina and Earth? Why are the reclusive Nurans so interested in 'rescuing' her? And what role in the crisis do the inhuman Cruzatch play?Can Cass keep herself together long enough to find out?
In a world where lightning sustained the Roman Empire, and Egypt's vampiric god-kings spread their influence through medicine and good weather, tiny Prytennia's fortunes are rising with the ships that have made her undisputed ruler of the air. But the peace of recent decades is under threat. Rome's automaton-driven wealth is waning along with the New Republic's supply of power crystals, while Sweden uses fear of Rome to add to her Protectorates. And Prytennia is under attack from the wind itself. Relentless daily blasts destroy crops, buildings, and lives, and neither the weather vampires nor Prytennia's Trifold Goddess have been able to find a way to stop them. With events so grand scouring the horizon, the deaths of Eiliff and Aedric Tenning raise little interest. The official verdict is accident: two careless automaton makers, killed by their own construct. The Tenning children and Aedric's sister, Arianne, know this cannot be true. Nothing will stop their search for what really happened. Not even if, to follow the first clue, Aunt Arianne must sell herself to a vampire.
Darest stands on the verge of a Golden Age. The revival of the Rathen line and a blood price won from the Fair has drawn a flood of visitors eager to snatch their share of changing fortune - or at least one of the fabulous prizes offered at the Spring Festival. Among those coaxed back to the once-failing kingdom is Gentian Calder, daughter of Shapers. Before she can decide whether to risk her life by staying, news arrives to put all other considerations aside. The Atlaran Ambassador and half the heirs of the western kingdoms have disappeared on Darest's border. Gentian agrees to join the Diamond Coeurveur and his apprentice in a rush to join the search. Will they find the missing? A plot against Darest? Or uncover older secrets, buried deep?
Come for the apocalypse.Stay for cupcakes.Die for love.Madeleine Cost is working to become the youngest person ever to win the Archibald Prize for portraiture. Her elusive cousin Tyler is the perfect subject: androgynous, beautiful, and famous. All she needs to do is pin him down for the sittings.None of her plans factored in the Spires: featureless, impossible, spearing into the hearts of cities across the world - and spraying clouds of sparkling dust into the wind.Is it an alien invasion? Germ warfare? They are questions everyone on Earth would like answered, but Madeleine has a more immediate problem. At Ground Zero of the Sydney Spire, beneath the collapsed ruin of St James Station, she must make it to the surface before she can hope to find out if the world is ending.
Ash Lenthard doesn't call herself a vigilante. She's merely prone to random acts of derring-do, and occasional exhibitions of tomfoolery. Her friends, the Huntsmen, have never stepped over the line while patrolling the streets of Luinhall. That was before the murder of Ash's beloved guardian, Genevieve. Now, Ash Lenthard is out for blood and even when the hunt sends her to the palace, on a collision course with a past identity she would do anything to forget, Ash cannot, will not, back down
NOT A STAND ALONE NOVEL. An extra for The Touchstone Trilogy. What happens when the plot ends? A relentless barrage of weddings, babies, and planetary colonisation! Meandering through the two years following the conclusion of the Touchstone Trilogy, this self-indulgent collection of family reminiscence is more saccharine than dramatic, with the most action to be found in snowball fights. For those who truly just want to know what happens next, no matter how mundane, read on for the everyday, ordinary lives of psychic space ninjas playing house.
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