One moment Kenniston was strolling down the quiet street, lost in pleasant reverie. The next moment the sky split open!
It split wide open, and above them was a burn and a blaze of light – so swift, so violent, that the air itself seemed to have burst into flame. Then there was silence – awful, suffocating silence.
Kenniston felt the chill of premonition – a shapeless terror that grew into a thing too evil to be borne alone.
Ganelon Silvermane, the genetically designed superhero of the Earth’s fabulous final age, has rapidly become the most popular of all Lin Carter’s creations. Brought to life prematurely, Ganelon’s adventures in a world of crumbling empires, ravaging hordes, and marvelous relics of forgotten scientific empires are always edge-of-the-seat wonder novels – the best creation of the author of the Thongor, Green Star, and Callisto books, to mention but a few!Now, in this third novel of Gondwane, Ganelon Silvermane encounters a city of illusion, the problem of scientific immortals, and the disastrous collision of a massive horde of the world’s ultimate barbarians!
A uniquely powerful novel of a society in decay. On a planet whose very nature is a mystery a massive decrepit city is pulled along a massive railway track, laying the line down before it as it progresses into the wilderness.
The society within toils under an oppressive regime, its structures always on the point of collapse, the lives of its individuals lived in misery. No one knows where they are going, why they are going or what they will find when they get there.
The ending of the novel provides one of the most profound twists in SF.
Winner of the BSFA Award for best novel, 1974
The twenty-year Earth-Mars war was finally over. What was left of Earth – its crumbled cities, its ruined farmlands – were firmly and completely under the rule of the Martian Archon. And this powerful planetary ruler was taking no chances: he intended to reduce the Terrans to a society of primitive agricultural tribes in less than a generation!
But for David Arnfeld, ex-spaceman and Earth Base Commander, there was something in the whole set-up which did not ring true. Why had both sides muffed countless chances to end that awful war in the first year or two? And why had the two planets gone to war in the first place?
In the back of Arnfeld’s mind an idea was growing…perhaps there was yet a chance to save the doomed population of Earth. But if his idea was true, and proof was available, he had to work fast. Too many people were involved in this War of the Two Worlds to let one man upset their plans.
The world lay frozen under a thousand feet of ice. Only in the Eight Cities of the Matto Grosso did men still live, hunting the wary ice whales for meat and oil, and following the creed of the Ice Mother which foretold the end of all life in ultimate cold.
But legend told of a city far to the north – fabled New York – whose towers rose above the ice, whose crypts held the forgotten lore that might bring warmth to Earth once again. In the best ice ship in the Eight Cities, Konrad Arflane embarked on the impossible voyable to New York – an odyssey of incredible peril and adventure with a shattering discovery at the journey’s end…
A young man arrives in the anarchic city of Bellona, in a near future USA. This world has two moons but could otherwise be our own.
The man, known only as ‘the Kid’ begins to write a novel called Dhalgren that begins where it ends.
Dhalgren is about the possibilites of fiction and aboout the special demands and pleasures of youth culture.
The planet Kerim must have been Utopia – once. All its inhabitants had to do when they wanted something was to pray out loud for it – and what they wanted would materialise before their eyes. But by the time Jack Waley crashed on it, its best days had long been gone – and its future was strictly limited.
Which was typical Jack Waley luck. He had bungled and blundered his way across the space lanes, messing up everything he tried and being castaway on Kerim looked like the end of the line.
For Kerim’s people were now bands of confused savages and its cities crumbling ruins. And this time Waley knew that he’d have to change a whole world’s luck if he wanted to save his own neck one more time.
Hal Halliday runs a missing persons business in mid 21st century New York. It is a city that is drowning in refugees after terrorist outrages have left much of America a radioactive wasteland. People colour their grim lives with endless hours spent in VR. It is an addiction which has made VR magnate Sergio Mantoni a multi-millionaire. But now Mantoni faces a threat from a guerrilla group called VIREX, who are dedicating to ending the false promise of VR. And when Hal accepts a job to look for the missing sister of a Holodrama star, he find himself drawn into the complex world of VR and VIREX ..
A frontier world on the back end of nowhere is the sort of place people go to get lost. And some of those people have secrets worth hiding, secrets that can change the future-assuming there is one. . .
André Deschênes is a hired assassin, but he wants to be so much more. If only he can find a teacher who will forgive his murderous past-and train him to manipulate odds and control probability. It’s called the art of conjuring, and it’s André’s only route to freedom. For the world he lives on is run by the ruthless Charter Trade Company, and his floating city, Novo Haven, is little more than a company town where humans and aliens alike either work for one tyrannical family-or are destroyed by it. But beneath Novo Haven’s murky waters, within its tangled bayous, reedy banks, and back alleys, revolution is stirring. And one more death may be all it takes to shift the balance . . .
When a hero sets off to find his princess, he expects a fairytale ending – but Tepper twists the archetypes to make this fabulous fable all her own.
Atop a twisting, canyon-climbing road, a witch lurks in a fortress built strong enough to keep out dragons and ogres. In an enchanted village, a young orphan is maturing into a beautiful woman. A young man seeks adventure in the big city after running away from his family and their small farm. Now a strange and terrible prophecy will set off a chain of events that will bring these three together, in a tale of heroism, romance and an age-old battle.
But this is not the fantasy world you expect. The Place of Power is manned by strange, robotic creatures who leak radiation. The Archetypal Village knows what is expected of it, as do the inhabitants. In the city, gangs battle with guns and bombs. And the prophecy may lead to death for all.
Prequel to the widely-acclaimed THE WATERS RISING, this is a powerful and engrossing fantasy tale from Sheri S. Tepper.
It was a sultry summer day in 1981, and the 3 billion or so inhabitants of the world went about their daily routine unaware that, possibly, the fate of the human race lay in the shaking hands of one George Mercer, an insignificant and slightly neurotic employee of the New York City Department of Welfare.
For George had been informed, by an accredited emissary of the Galactic Overlords, that he had 12 hours in which to prove the people of the Earth worthy of admission into the Galactic Federation. George, and George alone, would represent all of mankind. If he failed the entire planet would be destroyed.
Was this all a nightmare of delusions dredged up by his tortured subconscious? Or a very real nightmare that would end in the Day of the Burning . . .
Rhavas is a good, holy, and pious man, as befits a member of the clergy. He is also the cousin of the Avtokrator, ruler of the Empire. Hoping someday to become ecumenical patriarch of Videssos, he was reluctantly willing to bide his time in one of the smaller cities on the outskirts of the Empire.
Then civil war broke out, and the Avtokrator had to pull back the troops guarding the borders as he struggled for control of the Empire. Rhavas had to flee for his life as the fierce Khamorth nomads took advantage of the chaos and sacked the city he had come to love. He only survived because he accidentally discovered that he had an unsuspected power: Men often cursed each other – but Rhavas’s curse had the power to kill!
Rhavas had always followed Phos, the god of light and goodness, Videssos’ own god, just as he had always despised Phos’ evil rival Skotos. Those who fall off the Bridge of the Separator during judgment in the afterlife are doomed to dwell in Skotos’ ice and darkness forevermore. But Rhavas has reverenced logic as well as goodness, and knows the power to kill with a curse cannot be an attribute of Phos. As evil swallows up the world, Rhavas, ever the logician, decided that Skotos is actually the more powerful god, and becomes determind to change the official religion of Videssos. But in the end, it is he who will be changed, and neither the world nor he will ever be the same again…
It is a nameless city somewhere between past and future, a mythic realm at the “heart of the world,” where wicked Rat Lords have reduced all humankind to slaves, and god-daemons make the decision to end all existence. This energizes a compelling quest for survival, and prompts the powerful White Crow to order an uprising against this chaotic strike that threatens them all. Among those who respond to her are the defiant Prince Lucas of Candover, a student at the University of Crime, and no mans’s slave; and Zari, the young Katayan woman who is destined to become the living Memory of all that follows. And others rally to join them in one final desperate revolt, hoping to create a magic powerful enough to reshape the very nature of how they live.
Once the great Glacier enclosed the Raumsdalian Empire. Now it’s broken open, and Count Hamnet Thyssen faces a new world. With the wisecracking Ulric Skakki, the neighboring clan leader Trasamund (politely addressed as Your Ferocity), and his lover, the shaman Liv, Hamnet leads an exploration of the new territory in hopes of finding the legendary Golden Shrine.
But dangers abound. A violent and implacable group known as the Rulers has already killed many, and now they attack again. Riding deer and woolly mammoths and using powerful magic, the Rulers triumph and force the Raumsdalians to flee.
In the spring another battle ends even more badly for Hamnet’s side, but the Glacier is also retreating, so they are able to escape. Meeting a tribe whose desperate living conditions have led them to overcome the Raumsdalian taboo against eating fallen foes, they find unexpected allies. Now, returning to the capital city and its intrigues, Hamnet prepares to lead an army against the merciless Rulers. The world, once so bounded and comprehensible, will never be the same…
Xhea has no magic. Born without the power that everyone else takes for granted, Xhea is an outcast-no way to earn a living, buy food, or change the life that fate has dealt her. Yet she has a unique talent: the ability to see ghosts and the tethers that bind them to the living world, which she uses to scratch out a bare existence in the ruins beneath the City’s floating Towers.
When a rich City man comes to her with a young woman’s ghost tethered to his chest, Xhea has no idea that this ghost will change everything. The ghost, Shai, is a Radiant, a rare person who generates so much power that the Towers use it to fuel their magic, heedless of the pain such use causes. Shai’s home Tower is desperate to get the ghost back and force her into a body-any body-so that it can regain its position, while the Tower’s rivals seek the ghost to use her magic for their own ends. Caught between a multitude of enemies and desperate to save Shai, Xhea thinks herself powerless-until a strange magic wakes within her. Magic dark and slow, like rising smoke, like seeping oil. A magic whose very touch brings death.
With two extremely strong female protagonists, Radiant is a story of fighting for what you believe in and finding strength that you never thought you had.