Brian Herbert and Kevin J. Anderson's Navigators of Dune is the climactic finale of the Great Schools of Dune trilogy, set 10,000 years before Frank Herbert's classic Dune.
The story line tells the origins of the Bene Gesserit Sisterhood and its breeding program, the human-computer Mentats, and the Navigators (the Spacing Guild), as well as a crucial battle for the future of the human race, in which reason faces off against fanaticism. These events have far-reaching consequences that will set the stage for Dune, millennia later.
Set on the desert planet Arrakis, Dune is the story of the boy Paul Atreides, who would become the mysterious man known as Maud'dib. He would avenge the traitorous plot against his noble family—and would bring to fruition humankind's most ancient and unattainable dream.
A stunning blend of adventure and mysticism, environmentalism and politics, Dune won the first Nebula Award, shared the Hugo Award, and formed the basis of what is undoubtedly the grandest epic in science fiction. Frank Herbert's death in 1986 was a tragic loss, yet the astounding legacy of his visionary fiction will live forever.
Orson Scott Card and Aaron Johnston return to their Ender's Game prequel series with this first volume of an all-new trilogy about the Second Formic War in The Swarm.
The first invasion of Earth was beaten back by a coalition of corporate and international military forces, and the Chinese army. China has been devastated by the Formic's initial efforts to eradicate Earth life forms and prepare the ground for their own settlement. The Scouring of China struck fear into the other nations of the planet; that fear blossomed into drastic action when scientists determined that the single ship that wreaked such damage was merely a scout ship.
There is a mothership out beyond the Solar System's Kuiper Belt, and it's heading into the system, unstoppable by any weapons that Earth can muster.
Earth has been reorganized for defense. There is now a Hegemon, a planetary official responsible for keeping all the formerly warring nations in line. There's a Polemarch, responsible for organizing all the military forces of the planet into the new International Fleet. But there is an enemy within, an enemy as old as human warfare: ambition and politics. Greed and self-interest. Will Bingwen, Mazer Rackam, Victor Delgado and Lem Juke be able to divert those very human enemies in time to create a weapon that can effectively defend humanity in the inexorable Second Formic War?
The Second Formic War
#1 The Swarm
How do you tell your part in the biggest tale in history?
I ask because it's what I have to do. I'm Zoe Boutin Perry: A colonist stranded on a deadly pioneer world. Holy icon to a race of aliens. A player (and a pawn) in a interstellar chess match to save humanity, or to see it fall. Witness to history. Friend. Daughter. Human. Seventeen years old.
Everyone on Earth knows the tale I am part of. But you don't know my tale: How I did what I did — how I did what I had to do — not just to stay alive but to keep you alive, too. All of you. I'm going to tell it to you now, the only way I know how: not straight but true, the whole thing, to try make you feel what I felt: the joy and terror and uncertainty, panic and wonder, despair and hope. Everything that happened, bringing us to Earth, and Earth out of its captivity. All through my eyes.
It's a story you know. But you don't know it all.
John Perry did two things on his 75th birthday. First he visited his wife's grave. Then he joined the army.
The good news is that humanity finally made it into interstellar space. The bad news is that planets fit to live on are scarce—and alien races willing to fight us for them are common. So: we fight. To defend Earth, and to stake our own claim to planetary real estate. Far from Earth, the war has been going on for decades: brutal, bloody, unyielding.
Earth itself is a backwater. The bulk of humanity's resources are in the hands of the Colonial Defense Force. Everybody knows that when you reach retirement age, you can join the CDF. They don't want young people; they want people who carry the knowledge and skills of decades of living. You'll be taken off Earth and never allowed to return. You'll serve two years at the front. And if you survive, you'll be given a generous homestead stake of your own, on one of our hard-won colony planets.
John Perry is taking that deal. He has only the vaguest idea what to expect. Because the actual fight, light-years from home, is far, far harder than he can imagine—and what he will become is far stranger.
John Scalzi's Old Man's War is a stunning novel of the long war for human survival—in a universe replete with hostility
Retired from his fighting days, John Perry is now village ombudsman for a human colony on distant Huckleberry. With his wife, former Special Forces warrior Jane Sagan, he farms several acres, adjudicates local disputes, and enjoys watching his adopted daughter grow up.
That is, until his and Jane's past reaches out to bring them back into the game — as leaders of a new human colony, to be peopled by settlers from all the major human worlds, for a deep political purpose that will put Perry and Sagan back in the thick of interstellar politics, betrayal, and war.
The highly-anticipated conclusion to John Scalzi's SF trilogy begun with Old Man's War and The Ghost Brigades concludes with The Last Colony
#1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg.
“Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly
A world at stake. A quest for the ultimate prize. Are you ready?
In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days.
When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself.
Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win.
NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club
“Delightful . . . the grown-up’s Harry Potter.”—HuffPost
“An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN
“A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe
“Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR
“[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9
The story of The First Formic War continues in Earth Awakens.
Nearly 100 years before the events of Orson Scott Card's bestselling novel Ender's Game, humans were just beginning to step off Earth and out into the Solar System. A thin web of ships in both asteroid belts; a few stations; a corporate settlement on Luna. No one had seen any sign of other space-faring races; everyone expected that First Contact, if it came, would happen in the future, in the empty reaches between the stars. Then a young navigator on a distant mining ship saw something moving too fast, heading directly for our sun.
When the alien ship screamed through the solar system, it disrupted communications between the far-flung human mining ships and supply stations, and between them and Earth. So Earth and Luna were unaware that they had been invaded until the ship pulled into Earth orbit, and began landing terra-forming crews in China. Politics and pride slowed the response on Earth, and on Luna, corporate power struggles seemed more urgent than distant deaths. But there are a few men and women who see that if Earth doesn't wake up and pull together, the planet could be lost.
THE ENDER UNIVERSE
Ender’s Game / Speaker for the Dead / Xenocide / Children of the Mind / Ender in Exile / Children of the Fleet
Ender’s Shadow series
Ender’s Shadow / Shadow of the Hegemon / Shadow Puppets / Shadow of the Giant / Shadows in Flight
The First Formic War (with Aaron Johnston)
Earth Unaware / Earth Afire / Earth Awakens
The Second Formic War (with Aaron Johnston)
The Swarm / The Hive
A War of Gifts / First Meetings
John Scalzi's eagerly anticipated sequel to the extraordinary Old Man's War
The Ghost Brigades are the Special Forces of the Colonial Defense Forces, elite troops created from the DNA of the dead and turned into the perfect soldiers for the CDF's toughest operations. They're young, they're fast and strong, and they're totally without normal human qualms.
The universe is a dangerous place for humanity—and it's about to become far more dangerous. Three races that humans have clashed with before have allied to halt our expansion into space. Their linchpin: the turncoat military scientist Charles Boutin, who knows the CDF's biggest military secrets. To prevail, the CDF must find out why Boutin did what he did.
Jared Dirac is the only human who can provide answers -- a superhuman hybrid, created from Boutin's DNA, Jared's brain should be able to access Boutin's electronic memories. But when the memory transplant appears to fail, Jared is given to the Ghost Brigades.
At first, Jared is a perfect soldier, but as Boutin's memories slowly surface, Jared begins to intuit the reason's for Boutin's betrayal. As Jared desperately hunts for his "father," he must also come to grips with his own choices. Time is running out: The alliance is preparing its offensive, and some of them plan worse things than humanity's mere military defeat...
The thrilling conclusion to the internationally bestselling Long Earth series explores the greatest question of all: What is the meaning of life?
2070-71. Nearly six decades after Step Day, a new society continues to evolve in the Long Earth. Now, a message has been received: “Join us.”
The Next—the hyper-intelligent post-humans—realize that the missive contains instructions for kick-starting the development of an immense artificial intelligence known as The Machine. But to build this computer the size of an Earth continent, they must obtain help from the more populous and still industrious worlds of mankind.
Meanwhile, on a trek in the High Meggers, Joshua Valienté, now nearing seventy, is saved from death when a troll band discovers him. Living among the trolls as he recovers, Joshua develops a deeper understanding of this collective-intelligence species and its society. He discovers that some older trolls, with capacious memories, act as communal libraries, and live on a very strange Long Earth world, in caverns under the root systems of trees as tall as mountains.
Valienté also learns something much more profound . . . about life and its purpose in the Long Earth: We cultivate the cosmos to maximize the opportunities for life and joy in this universe, and to prepare for new universes to come.
He is a full-grown man, alone in a dense forest, with no trail to show where he has come from and no memory to tell who or what he is. His eyes are not the eyes of a human. The forest people take him in and raise him, teaching him to speak, training him in the knowledge and lore of the forest, but they cannot solve the riddle of his past. At last, he sets out on a perilous quest to find his true self—and discovers a universe of danger.
City of Illusions is a part of the acclaimed Hainish Cycle, set in a galaxy colonized hundreds of thousands of years ago by a variety of humanoid species. Since the golden age of the League of All Worlds, Earth, like the rest of the known worlds, has fallen to the Shing, who rule through subtle mind control. Scattered groups of humans endure in a state of paranoia and semibarbarism. Is there one who can stand against the Shing?