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From Jon Courtenay Grimwood, author of the celebrated Arabesk series, comes a stunningly inventive novel of futuristic noir set in a world of shifting realities. Here a man is drawn into a gritty postmodern subculture and a secret kingdom of otherworldly beings to find what he lost long ago: a reason to live. Kit Nouveau figured he'd already come to the end of the world.
With the end of the Mayan calendar fast approaching, fourteen-year-old Max Murphy and his new friend Lola, the modern Maya girl who saved his life in the perilous jungle, are racing against time to outwit the twelve Lords of Death. Following the trail of the conquistadors, their quest takes them back to the wild heart of Spain - a forgotten land steeped in legend, superstition and ever more bizarre tourist festivals. With a pack of hellhounds on their heels and the cape-twirling Count Antonio de Landa in hot pursuit, the teens must face madness and betrayal, bluff and double-bluff, to uncover the terrible secrets of the long-lost Yellow Jaguar. But no matter where they run, all roads lead to Xibalba. There, in the cold and watery Maya underworld, we finally discover why only Max Murphy can save the world from the villainous Lords of Death.
Kit Nouveau didn't escape himself when he flew to Japan. He runs a bar in the Roppongi district of Tokyo and is having an affair with the wife of a High Yakusa ganglord. All things considered being held up at gunpoint isn't a complete shock. The pale girl in the black cloak appearing from nowhere and punching an ivory spike into the man's head on the other hand . . . Nijie has stolen fifteen million dollars, she's on the run, she's just killed a man and she has a cat who knows more than it should. It's a lot to deal with when you haven't even left school. But Nijie is really Lady Neku. And it is time for her to stop mewling in the darkness. And suddenly, the girl who became Lady Neku understands she's never really been anyone else. And in a sentient castle at the end of world Lady Neku otherwise known as Baroness Nawa-no-ukiyo, Countess High Strange and chatelaine of Schloss Omga realizes that a man called Kit has stolen some of her memories.
HOPE'S ADVERSARY No one waits long for trouble in Deathlands-it's everywhere in the remains of a nuke-altered civilization. The American dream was annihilated more than a century ago by the country's own unchecked power play. But the worst may be yet to come. SURVIVAL'S CASTOFF Built upon a predark military installation in former California, a ville called Progress could be the utopia Ryan Cawdor and his companions have been seeking. A place where humanity and technology thrive, it's the nucleus of a new hope for Deathlands. The successful replacement of Ryan's missing eye with a cybernetic prosthetic nearly convinces the group that their days of surviving hell are behind them. Then they discover that the high tech in Progress isn't designed to enhance human life, but to destroy it. To block the final assault, the companions must stop Ryan from becoming a willing pawn in the eradication of mankind.
Carbon County, Wyoming is like a current running through Daphne's heart. When life gets too tough to bear in Detroit, Daphne flees to her Uncle Floyd's home, where she believes she'll find solace in the silent hills of her childhood summers. But Daphne's Greyhound bus pulls over in downtown Carbon County and it's not silence that welcomes her. It's the sound of trumpets. Daphne's desire to start again in simple country comfort is instantly dashed as the townsfolk declare that the End Times are here. And incredible occurrences soon support their belief. Daphne does all she can to keep her head down and ignore the signs. She works a job at the local oil rig, helps around the house, hangs out with her pregnant cousin Janie and gets to know Owen, a mysterious motocross racer and fellow roustabout at the rig. But soon a startling discovery shatters her resolve and calls into question all her doubts and fears. Daphne landed in Carbon County for a reason. She only has to read the signs--and believe.
Golf in the Kingdom author Michael Murphy's Cold War thriller, based on true events Someone is tracking Darwin Fall, a scholar whose expertise in supernormal powers is second to none. As Darwin begins a search of his own for the legendary Soviet spy Vladimir Kirov, he uncovers a secret network of spies, scientists, and rogue agents working together to harness the occult powers that could put "an end to ordinary history." Michael Murphy, a master of fusing fact and fiction, deftly uses his characters to blur the lines between the ordinary and the mysterious, between what is real and what is possible.
Angel, Cordy, Gunn, Wesley, Fred, and Chaz set off for a tropical island to try to save Faith from the nefarious plans of Chaz's wife, Marianna, but the real danger may come from the lawyers of Wolfram & Hart.
"Lost", the television series, takes place on a remote South Pacific island, where a plane crash has left 48 survivors stranded. These novelizations focus on survivors who are not main characters on the television series adding depth to the show, and also offering new and compelling stories and characters for Lost fans. These new characters have original adventures rooted within the show's continuity; they cross with characters from the show, and even take a background role in major events seen on the show.
This midquel, between Ender's Game and Speaker for the Dead, focuses on Ender visiting colony worlds, looking for a planet where the hive queens might be reestablished.
Will a griefer destroy Steve's hope of winning the elite building competition?In this third installment of the Minecraft Gamer's Adventure series, Steve is invited to participate in an elite building competition on Mushroom Island. His friends-Max, Lucy, and Henry-are impressed and want to join their friend on a journey to the island. Yet not everyone is happy: Steve's neighbor Kyra is upset because she wasn't chosen as a contestant. Steve asks Kyra to come to the competition and help the gang build boats to get to Mushroom Island. She agrees, and the group sets out on an adventure to the contest. Getting there is half the fun, and the group treks through the jungle, where they find a rare temple filled with treasure! But getting the treasure isn't easy, and they have to fight fierce battles to continue their journey.After their exhilarating and rewarding journey to the contest, they finally make their way onto the island and meet the judges, as well as the other four contestants, whose egos are as big as the houses they are building. Steve builds his dream house to impress the judges, but just as they begin judging, the island is overrun with Endermen. Mushroom islands are known for not having hostile mobs, so everyone knows it's the work of a griefer. Is it one of the contestants? Nobody knows, but they all have to work together to battle this invasion of the Endermen.Will they be able to defeat the Endermen and find out who the griefer is? And who will win the building contest? Find out in this thrilling third installment of the Minecraft Gamer's Adventure series!
The riveting conclusion to the sci-fi thriller STARTERS!Someone is after Starters like Callie and Michael--teens with chips in their brains. They want to experiment on anyone left over from Prime Destinations--Starters who can be controlled and manipulated. With the body bank destroyed, Callie no longer has to rent herself out to creepy Enders. But Enders can still get inside her mind and make her do things she doesn't want to do. Like hurt someone she loves. Having the chip removed could save her life--but it could also silence the voice in her head that might belong to her father. Callie has flashes of her ex-renter Helena's memories, too . . . and the Old Man is back, filling her with fear. Who is real and who is masquerading in a teen body?No one is ever who they appear to be, not even the Old Man. Determined to find out who he really is and grasping at the hope of a normal life for herself and her younger brother, Callie is ready to fight for the truth. Even if it kills her.From the Hardcover edition.
In order to develop a secure defense against a hostile alien race's next attack, government agencies breed child geniuses and train them as soldiers. A brilliant young boy, Andrew "Ender" Wiggin lives with his kind but distant parents, his sadistic brother Peter, and the person he loves more than anyone else, his sister Valentine. Peter and Valentine were candidates for the soldier-training program but didn't make the cut -- young Ender is the Wiggin drafted to the orbiting Battle School for rigorous military training.<P><P> Ender's skills make him a leader in school and respected in the Battle Room, where children play at mock battles in zero gravity. Yet growing up in an artificial community of young soldiers Ender suffers greatly from isolation, rivalry from his peers, pressure from the adult teachers, and an unsettling fear of the alien invaders. His psychological battles include loneliness, fear that he is becoming like the cruel brother he remembers, and fanning the flames of devotion to his beloved sister.<P> Is Ender the general Earth needs? But Ender is not the only result of the genetic experiments. The war with the Buggers has been raging for a hundred years, and the quest for the perfect general has been underway for almost as long. Ender's two older siblings are every bit as unusual as he is, but in very different ways. Between the three of them lie the abilities to remake a world. If, that is, the world survives.<P> Hugo and Nebula Awards Winner.
Not a sequel, this book begins and ends about where Ender's Game does, it tells the same tale, but from Bean's perspective this time.
Experience the thrill of reading Ender's Game all over againGo deeper into the complexities of Orson Scott Card's classic novel with science fiction and fantasy writers, YA authors, military strategists, including:<P><P> Ender prequel series coauthor Aaron Johnston on Ender and the evolution of the child hero. Burn Notice creator Matt Nix on Ender's Game as a guide to life. Hugo award-winning writer Mary Robinette Kowal on how Ender's Game gets away with breaking all the (literary) rules. Retired US Air Force Colonel Tom Ruby on what the military could learn from Ender about leadership. Bestselling YA author Neal Shusterman on the ambivalence toward survival that lies at the heart of Ender's story.<P> Plus pieces by Hilari Bel, John Brown, Mette Ivie Harrison, Janis Ian, Alethea Kontis, David Lubar and Alison S. Myers, John F. Schmitt, Ken Scholes, and Eric James Stone.<P> Also includes never-before-seen content from Orson Scott Card on the writing and evolution of the events in Ender's Game, from the design of Battle School to the mindset of the pilots who sacrificed themselves in humanity's fight against the formics. Hugo and Nebula Awards winner.
They left behind everything that mattered to them-- friends, lovers, country-- to journey to the stars. Now Sergeant Flynn Taggart and Pfc. Arlene Sanders, USMC, have reached their destination... the homeworld of the demon invaders who destroyed Earth. But there, they find a scene of destruction that rivals any they left back on Earth. And suddenly, "Fly" and Arlene find themselves face-to-face with an even deadlier enemy than the demons they came to fight. The war for Earth is over. But the battle for the stars has just begun...
Ever since contact was first made between humans and the alien idomeni, tensions between the two races have been frequent and bloody. As the first genetically altered human-idomeni hybrid, former Captain Jani Kilian serves as a lightning rod for the anger, outrage, and hatreds of both sides. And now the ex-soldier finds herself in the unwanted role of diplomat-serving the interests of her hybrid enclave, Thalassa, the only place in the universe that welcomes renegade humans, hybrids, and aliens alike. But the all-powerful Commonwealth intends to bring Thalassa to its knees, and the time for diplomacy is at an end. With death surrounding her, Jani Kilian must return to where her nightmare began and once again take on her most powerful persona: warrior. For as the game approaches its inevitable conclusion, she knows only two options remain: victory . . . or extermination.
Twelve ancient cultures were chosen millennia ago to represent humanity in Endgame, a global game that will decide the fate of humankind. Endgame has always been a possibility, but never a reality...until now. Twelve meteorites have just struck Earth, each meteorite containing a message for a Player who has been trained for this moment. At stake for the Players: saving their bloodline, as well as the fate of the world. And only one can win.Endgame is real. Endgame is now. Endgame has begun.Google Niantic is building a mobile location-based augmented reality videogame inextricably tied to the books and mythology, a major prize will be tied to a puzzle in each book, and Twentieth Century Fox has bought the movie rights.Read the Books. Find the Clues. Solve the Puzzle. Who will Win?
With its power and influence waning, the Soviet Union has launched a giant space station capable of housing 12,000 people. But is this off-world colony the peaceful Utopia experiment it's alleged to be? Or is it the last desperate weapon of a crumbling superpower bent on global domination?
Regret nothing. Sirantha Jax has the J-gene, which permits her to "jump" faster-than-light ships through grimspace. She loves nothing more than that rush, but the star roads have to wait... Her final mission takes her to La'heng, a planet subjugated during first contact. Since then, the La'hengrin homeworld has been occupied by foreign conquerors. All that's about to change. Now, as part of a grassroots resistance, Jax means to liberate the La'hengrin. But political intrigue and guerrilla warfare are new to her, and this will be the most dangerous game she's ever played--spies and conspiracies, a war of weapons and hearts, and not everyone is guaranteed to make it out alive...
With enemies on every side, can Mondragon, Jones, and their comrades long survive as Merovingen is wracked by what may well prove the city's death throes?
The sequel to the New York Times bestseller and international multimedia phenomenon, Endgame: The Calling.Endgame is here. Earth Key has been found. Two keys--and nine Players--remain. The keys must be found, and only one Player can win.<P><P>Queens, New York. Aisling Kopp believes the unthinkable: that Endgame can be stopped. But before she can get home to regroup, she is approached by the CIA. They know about Endgame. And they have their own ideas about how it should be Played. Ideas that could change everything.Kingdom of Aksum, Ethiopia. Hilal ibn Isa al-Salt narrowly survived an attack that leaves him horribly disfigured. He now knows something the other Players do not. But the Aksumites have a secret that is unique to their line. A secret that can help redeem humanity--and maybe even be used to help defeat the beings behind Endgame.London, England. Sarah Alopay has found the first key. She is with Jago--and they are winning.But getting Earth Key has come at a great cost to Sarah. The only thing that keeps the demons at bay is Playing. Playing to win.Sky Key--wherever it is, whatever it is--is next. And the nine remaining Players will stop at nothing to get it.
This thrilling digital prequel novella to Endgame: The Calling follows the lives of four of the twelve Players before they were chosen as the one to save their ancient bloodline--and win Endgame.Before the Calling . . .Marcus must choose between friendship and destiny. Chiyoko fights for what's hers. Kala learns the price of love. And Alice finally understands what she's Playing for.They must shed their normal lives and transform into the Players they were meant to be.They must train, learn, prepare.To Play, survive, and solve.To kill or be killed.Endgame is real.Endgame is coming.And only one can win.
This second thrilling digital prequel novella to Endgame: The Calling follows the lives of four of the twelve Players before they were chosen as the one to save their ancient bloodline--and win Endgame.Before the Calling . . . Twelve Players-in-training are tested to the very edge of their physical and mental abilities. Endgame: The Training Diaries Volume 2: Descendant follows Baitsakhan, Maccabee, Shari, and Aisling, as they prepare for the apocalyptic game they may or may not be chosen to take part in.They must shed their normal lives and transform into the Players they were meant to be.They must train, learn, prepare.To Play, survive, and solve.To kill or be killed.Endgame is real.Endgame is coming.And only one can win.
This third thrilling digital prequel novella to Endgame: The Calling follows the lives of four of the twelve Players before they were chosen as the one to save their ancient bloodline--and win Endgame.Before the Calling . . . Twelve Players-in-training are tested to the very edge of their physical and mental abilities. Endgame: The Training Diaries Volume 3: Existence follows Sarah, Jago, An, and Hilal, as they prepare for the apocalyptic game that may or may not occur.They must shed their normal lives and transform into the Players they were meant to be.They must train, learn, prepare.To Play, survive, and solve.To kill or be killed.Endgame is real.Endgame is coming. And only one can win.
This fourth prequel novella begins a new digital original series in the Endgame world and follows an underground group determined to put a stop to Endgame--and save the world--at any cost. They call themselves the Zero line.It's 1972 and Berkeley freshman Mike Stavros believes he finally has some control over his life--until he learns about Endgame and the Players in charge of humanity's fate. He soon finds himself part of a group of people determined to stop Endgame by hunting down the generation of Players who preceded the Players from today in Endgame: The Calling.The Zero Line Chronicles Volume 1: Incite introduces readers to an underground conspiracy group with one mission: to kill every Player who intends to compete in Endgame so that Endgame will never happen. Endgame has not yet begun in 1972--but it is coming.