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- A new collection of Paratime stories containing a new introduction by John F. Carr and four never before published Paratime stories by John F. Carr. - In addition, the book contains all of Piper's Paratime stories except "Time Crime" and the Kalvan yarns.
War World: Falkenberg's Regiment is a new War World novel, which continues the John Christian Falkenberg story, detailing his adventures and those of the 42nd CoDominium Marines.
Paratime Trouble is a new novel based on H. Beam Piper's Paratime series, featuring Verkan Vall and Dalla Hadron. Unfortunately for our two intrepid Paratimers, they both end up on the Beria Belt, where the Cuban Missile Crisis is going nuclear. Verkan has to find Dalla and bring her back to home before the whole time-line collapses into chaos!
The Rise of the Terran Federation is new collection of new and old stories chronicling the rise of H. Beam Piper's Terran Federation. With story introductions, new stories and essays on the establishment of the Federation, this book is the ultimate overview of the beginning of Piper's crowning creation, the Terro-Human Future History.
War World: The Patriotic Wars is the fourth volume in the grand reissue of the War World series presenting Haven's history in a chronological fashion. This new release is a collection of stories featuring the dissolution of the CoDominium, the Soviet/United States world government that has kept the peace for the past century.
Down Styphon! is the eighth and concluding book in the Kalvan Saga begun by the late H. Beam Piper in 1964. Great Queen Rylla decides that the time has come to return home to Hos-Hostigos. Not everyone is happy with this turn of events, but Rylla is a force of nature and asserts her will. Now it's up to Great King Kalvan to see that it happens.
At the end of Caveat Fuzzy, it appeared that things had settled down on Zarathustra since the slavers' reign of terror at the Fuzzy Reservation was brought to a halt. But it is only the calm before the storm. Suddenly, Fuzzies are disappearing from the Reservation, while people are spacing in from all over the Terran Federation to the colony planet of Zarathustra. The question is why? Hundreds of spaceships, from luxurious yachts to rusty freighters, are orbiting Mallorysport and flooding the spaceport with visitors. And they only want one thing: their very own Fuzzy! Fuzzies are the cutest, cuddliest and most intelligent pet in all of known space. Now, on top of that, owning one has become the ultimate status symbol. Jack Holloway is at his wits' end. Even if he wanted to, there's no way he, or anyone else, could allow this swarm of tourists to each have their very own Fuzzy. There just aren't enough of the little critters to go around; plus, the free Fuzzies living on north Beta continent don't want a thing to do with the Big Bad Ones. However, there are a number of low-life characters who are attempting to abduct as many Fuzzies as they can for transport to Terra. Moreover, there is a new danger to Fuzzies that travel off-world: Jack and company had better figure it out before they unwittingly drive the Fuzzies to extinction!
The focus of this new volume about science-fiction author H. Beam Piper is on his writing, the path of his career and the works he created, including his Paratime series and his Terro-Human Future History short stories and novels. But first and foremost, Beam was a storyteller, in the tradition of Robert Lewis Stevenson, Rafael Sabatini, Arthur Conan Doyle, Robert Heinlein and Mark Twain. Piper told stories of future words and alternate worlds. His best novels, Space Viking, Little Fuzzy, Cosmic Computer and Lord Kalvan of Otherwhen are considered science-fiction classics. His Paratime series was the first sideways in time series and best of its kind-often imitated but never equaled. Piper had a lifelong fascination with history and was more knowledgeable than most college history professors. He was a historian of the future and his Terro-Human Future History was his crowning creation and set the bar the science-fiction future histories that followed.
Tony Spool did not begin life well. His family was poor. He grew up in northern England, joined the army as a way out, and ended his military career by more than serving his country. Selected for his bravery, he became part of a commando team that once spared London from a terrorist attack, and that led to political assassinations for his government. Then he retired. Sort of. These days, as an American citizen, with a new cover as an international banker, Tony Spool travels a lot and mixes easily with the rich and infamous with whom he does business. They all assume he is one of them. Some of these people are unsavory. Some are downright thieves in high places. Some are murderers. None of them really knows Tony Spool. They only think they do. Out of his past one day comes a new challenge that may well be his toughest ever, and it will be life threatening. Tony Spool sees in it a unique chance to mete out justice badly needed. His is a secret life in an immoral world. Woe to evil men, for they are in the sights of Tony Spool.
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.
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.
"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
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.
WAR WORLD: TAKEOVER is the second volume in a grand reissue of War World that will present Haven's history in a chronological fashion for the very first time. Takeover is a trade hardcover volume and includes eight new stories as well as two previously published yarns. On Earth, overpopulation and rising nationalism require the resettlement of millions of troublesome minorities or the fragile peace between the USSR and the USA will go down in flames. It is up to the CoDominium to solve this problem and it just so happens the Bureau of ReLocation has discovered the perfect dumping ground for millions of unwanted minorities and religious fanatics while the mining companies exploiting Haven's considerable resources need a cheap and expendable labor pool. One hand washes the other, thus the CD Bureau of Intelligence gives orders to subvert Harmony rule and turn Haven into a CoDominium Protectorate. Meanwhile, the inhabitants of Haven are having their own problems due to too many transportees from Earth, too few resources, too few live births and the most inhospitable environment known to sustain life-just barely. If that's not enough, now they have to face a hostile takeover by the very people they left Earth to escape! For more info, visit the War World web site at: www.warworldcentral.com
FUZZY ERGO SUM by Wolfgang Diehr is the first new Fuzzy sequel in almost 30 years. This revised 2nd Edition continues H. Beam Piper's most well-known and beloved series, featuring the characters readers have come to know and love, Jack Holloway, Little Fuzzy, Victor Grego, et al., who all return in this new and exciting continuation of Piper's original novel, Little Fuzzy. Things have been quiet on Zarathustra-maybe too quiet-for the Colonial Government, Jack Holloway, the Fuzzies and the Charterless Zarathustra Company for the last couple of years. Baby Fuzzy made his first kill, the sunstone agreement with the CZC has kept the planetary government in the black and the Fuzzies and humans peacefully co-exist in a nearly symbiotic relationship. All is well until several men arrive on Zarathustra with an agenda that will spell trouble for humans and Fuzzies alike. In a very short period, the Chief Colonial Prosecutor is abducted, a dangerous criminal escapes from prison and a major stockholder with a blood vendetta digs into the company's records.
King Trask's plans for a new galaxy order are brought to a sudden halt when a new power emerges from the ashes of the Old Federation. Will King Rodrik the First of Tanith be able to salvage his grandfather's dream, or become a tool of the new Mardukan Empire? 294 pp.
Space Viking is recognized as one of H. Beam Piper's finest works and a science fiction classic. In the words of legendary SF Editor, John W. Campbell: "Space Viking itself is, I think, one of the classics-a yarn that will be cited, years hence, as one of the science-fiction classics. It's got solid philosophy for the mature thinker, and bang-bang-chop-'em-up action for the space-pirate fans. As a truly good yarn should have!" Lord Lucas Trask of Traskon is no admirer of the Space Vikings and despises their parasitical forays into the ruins of the former Federation, both for the destruction and death they bring with them and because they take the best and brightest men away from the Sword-Worlds. Then a madman murders his wife on their wedding day and leaves on a spaceship for a Space Viking raid into the Old Federation. Trask trades his fiefdom for a second ship, vowing to hunt down the killer Andray Dunnan. Lucas Trask is forced by the enormity of his task to raid worlds for both material and intelligence on his enemy at the risk of becoming one of the very Space Vikings he so much deplored before his wife's brutal death.
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