Sam and Dean have set out on a road trip to the Grand Canyon, but this is no vacation for the brothers. On a stretch of deserted ranchland just beyond the canyon's stunning vistas, mysterious murder sprees have occurred every forty years. The area's inhabitants have been few and far between in years past, but a nearby mega-mall is about to celebrate its grand opening—and attract thousands of fresh victims.
The Winchester boys are determined to protect locals and shoppers alike, but they never anticipated they'd be fighting a group of killers this vicious, this vindictive, this . . . dead. A deadly horde of animal spirits and human ghosts has arisen to terrorize this tiny corner of the Arizona desert. If Sam and Dean can't figure out why, the wide-open spaces of the West will once again become a desolate frontier . . . and the witch's canyon will be the brothers' final resting place.
Captain Gold and Dr. Elizabeth Lense must face their greatest trials yet. Gold must confront an old friend who has turned terrorist and threatens the lives of millions -- including the terrorist's own daughter. And Lense must put aside the horrors she faced in the Dominion War to find a cure for a plague on Sherman's Planet before that world's entire population -- and the crew of the da Vinci -- perish.
SCE: No Surrender contains the complete eBook editions of S.C.E. adventures #13-16.
Months later, as Stella Olemaun attempts to warn the world about the looming vampire threat by any means necessary, a rogue government agent may be taking more than an active interest in her story. And meanwhile, further north, a new sheriff and his young son must solve the lingering mystery of Barrow, even as the survivors of the original attack prepare for the sun to set once again -- however this time, they're ready. 30 Days Of Night: Rumors Of The Undead is Steve Niles's innovative and eagerly anticipated expansion of a nightmarish narrative that explores the nature of ancient evil existing -- and thriving -- in an unsuspecting modern world.
A serial bomber has been spreading terror across the western states. The FBI has been on his trail for years, but always one day too late, leaving frustrated agents to sweep through bombed sites, looking for leads. A search of an Albuquerque motel and its Dumpsters has led the agent-in-charge to Miami, hoping this time he will not need the services of the Miami-Dade Crime Lab. A bomb set in a house kills a doctor and all of his family. If this is the same bomber, he has changed his pattern. Why? Does he feel more comfortable here in Miami? Lieutenant Horatio Caine is going to find him, and make sure the only comfort the bomber finds is offered by the state -- in jail.
Making sure a multimillion-dollar operation like the Montecito runs smoothly is a challenge on a good day. When the casino is overrun by a Western trade show called Stampede!, that job gets even tougher. Complicating matters is an imminent visit by a German business magnate, who will be making a televised speech from the Montecito that could have far-reaching political and economic ramifications. So while Mike Cannon is tapped to investigate the theft of some very...precious...merchandise from the Stampede! floor, Ed and Danny have their hands full coordinating safety measures with the German's private security force and the Secret Service. And when Danny uncovers the blueprint for what appears to be an assassination plan, the Montecito team must race to prevent a lethal incident of international proportions.
En route to a diplomatic mission, the U.S.S. Enterprise receives a distress call from the U.S.S. McRaven. As the Enterprise approaches the area where the McRaven appears to be, Captain James T. Kirk and his crew encounter an anomaly unlike anything they’ve ever experienced. Space itself seems inconsistent here . . . warping, changing appearance. But during the brief periods of calm, the McRaven is located along with other ships of various origins—all dead in space and devoid of any life forms, all tightly surrounding and being held in place by an enormous unidentified vessel that appears to have been drifting for a millennium. As incredible and impossible as it seems, this anomaly is something that can only be described as a dimensional fold, a place where the various dimensions that science has identified—and the ones it cannot yet name—have folded in on one another, and the normal rules of time and space no longer apply. . . .
Two men. Both defined by the personal tragedy that drove them apart. Both driven by their desire to serve, and their devotion to duty. Both haunted by the past, and uncertain of the future....And both unable to reach across the chasm that separates father and son.
In the wake of the Tholian attack that nearly cost him his life, civilian strategic consultant Kyle Riker becomes the target of an apparent conspiracy within Starfleet Command, forcing him off Earth and beyond Federation territory to evade the attempts on his life. But danger is never far off, even on a backwater world where Kyle's very name brings the promise of death.
At the same time, the Starfleet career of Kyle's estranged son William Riker is under way in earnest, from his turbulent formative years at the Academy to his first perilous missions as an ensign aboard the Starship Pegasus. And even as Kyle searches for the truth behind the events that have made him a fugitive, Will is pursued as well -- by a family legacy he fears he will never escape.
Kerry's life has done a one-eighty. Once she was a college kid with a summer share. A girl whose friends affectionately called her Bulldog. Now she's gotten mixed up with real live witches who are embroiled in a centuries-old feud.
For months Kerry's been on a hunt to uncover the truth. She's visited bizarre places and gained extraordinary skills. In a quest to uncover the secrets of the past, she's discovered a magical part of herself she never could have imagined.
As the final season begins, Kerry realizes she is the only one who can end this witchy war. Doing so, however, will cause one last, unbelievable twist. A twist that will change Kerry's life -- and that of her friends -- forever.
Daniel Blessing is a handsome young man with a mysterious past. He's on the run from a powerful witch named Season. Of course Kerry and her friends don't believe in witches. But Kerry is beginning to believe in Daniel -- and her feelings for him.
Which is too bad for Kerry. And her friends.
Because now Season is on their trail, and they won't all survive the summer. Hunting Season is now open....
SUMMER. FALL. WINTER. SPRING.
Four seasons, one incredible adventure.
Kerry never thought she’d fall for a guy like Daniel—and she certainly never expected him to be a witch. He showed her that love and magic are both real. But Daniel also pulled Kerry into a dark feud that has left a trail of blood for centuries.
Now Daniel is gone, and Kerry is in danger. Betrayed by the one witch she thought she could trust, Kerry must protect herself—and her friends—with the little magic she’s learned. No one will be safe until the witches’ war is ended. And Kerry is the only one with the power to uncover the truth.
Summer's over. Kerry, Josh, Brandy, Scott, and Rebecca have left their California share and returned to school. Once, there was nothing better than the freedom and energy rush of college. But in the wake of such a life-altering summer, campus life leaves the friends feeling restless -- and bored.
Kerry, for one, barely leaves her dorm room. She keeps reading Daniel's journals over and over, searching for a clue to solve the mystery that is Season Howe. But answers aren't to be found -- until the evil witch is finally spotted in Las Vegas.
The five friends trek to the city of sin, rallying to fight Season. She destroyed something important to them, and they all seek revenge. Unfortunately the season won't end without her taking something else: a life even more precious than the first....
The difference is that this time Kerry is armed. For starters, she's picked up more than a few tricks of the witchy trade herself. To boot, she's got the knowledge that everything is definitely not as it once seemed. So even if her quest gets blown off track, Kerry is prepped.
The trick to navigating her topsy-turvy path is figuring out who she can trust. As Glinda once astutely asked, "Are you a good witch, or a bad witch?" This winter, that's the million-dollar question.
But the da Vinci crew finds itself in the midst of a political firestorm, as the malfunction is the result of sabotage by a group of political agitators -- one of whom is Augustus Bradford, an old friend of Captain Gold's. While Commander Gomez and her crack S.C.E. team try to put the Plat right, Gold must balance his duty against his loyalty to his friend -- before Kursican explodes!
But falling for Daniel pulls her into a feud his family has been waging for generations. A dark feud of passion, magic, and revenge. Which means all of their lives are in serious danger. Because now Season wants Kerry and her friends dead, too.
In the bustling city of Tarantia, the young Pictish warrior Kral has been imprisoned after slaughtering a cadre of city Rangers and Aquilonian soldiers, while his friends Alanya and Doniel struggle to find safety in the labyrinthian city streets.
But Kral’s search for the Teeth of the Ice Bear—and his assaults on those who stole it—have caught the attention of King Conan himself. There are rumors he is sending a mighty force to Kral’s homeland to crush the presumed Pictish rebellion, even as the Picts themselves are on the verge of launching a campaign that will drench the land in blood.
Now, Kral and his companions must follow the trail of the Teeth through the back alley shadows of Tarantia, to the halls of King Conan, and across the seas where their greatest challenge awaits them…
Journeying into the heart of the Cimmerian wilderness in the dead of winter, Kral and his companions search for their traitorous former comrade even as the enraged Picts wage a desperate, doomed war against the great King Conan himself.
Beset by enemies on all fronts, Kral must fight for possession of the Teeth of the Ice Bear if he is to save his people from utter annihilation, and claim a destiny he never could have dreamed of…
He must become a ghost.
"7 Sykos is a wild and crazy ride that smashes through barriers and roadblocks and drives way the hell out into new territory for the zombie genre. Inventive, fun (in a dark, weird, twisted way), filled with twists and turns, and packed with characters you'll love --even if you also hate some of them. I loved it!" -- NYT Bestselling author Jonathan Maberry
Detached from the world, how are seven psychopaths going to save it?
Phoenix is one of the most populated cities in America…but not for long. With a mysterious sickness spreading through the streets, two things are becoming very clear: there’s no cure, and it doesn’t necessarily kill you.
Instead, the so-called “Infecteds” have become a living plague, killing and eating everyone they come into contact with. Chaos is spreading, and no one is safe.
No one, that is, except for a group of psychos.
Somehow unaffected by the disease—and with promises of clemency for their monstrous pasts—a group of seven is sent downtown to hopefully find the cause of the disease…and therefore a cure. But when the asylum is the size of a city, it no longer matters who is running things.
Not when everyone is running for their lives.