Valiant Dust: Breaker of Empires

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In a stylish, smart, new military science fiction series, Richard Baker begins the adventures of Sikander North in an era of great interstellar colonial powers. Valiant Dust combines the intrigues of interstellar colonial diplomacy with explosive military action.

“New and extraordinary . . . Go read this!”—David Weber

Sikander Singh North has always had it easy—until he joined the crew of the Aquilan Commonwealth starship CSS Hector. As the ship’s new gunnery officer and only Kashmiri, he must constantly prove himself better than his Aquilan crewmates, even if he has to use his fists. When the Hector is called to help with a planetary uprising, he’ll have to earn his unit’s respect, find who’s arming the rebels, and deal with the headstrong daughter of the colonial ruler—all while dodging bullets.

Sikander’s military career is off to an explosive start—but only if he and CSS Hector can survive his first mission.

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About the author

RICHARD BAKER is a former United States Navy officer and a well-known game designer. He is also the author of several novels, including the New York Times bestseller Condemnation and the highly acclaimed The Last Mythal trilogy. His game design credits include the Alternity Science Fiction Roleplaying Game, and the Axis & Allies Naval Miniatures Game—the best-selling naval war game.
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Additional Information

Tor Books
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Published on
Nov 7, 2017
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Fiction / Science Fiction / Action & Adventure
Fiction / Science Fiction / Military
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Content Protection
This content is DRM free.
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Eligible for Family Library

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Winner of the Hugo and Nebula Awards

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.

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.

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.

Ender's Game is the winner of the 1985 Nebula Award for Best Novel and the 1986 Hugo Award for Best Novel.

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Whether you’ve been a Dungeon Master (DM) before and want tofine-tune your skills or want to get ready and take the plunge,this is the book for you. It gives you the basics on running agreat game, info for more advanced dungeon mastering, guidelinesfor creating adventures, and tips for building a campaign. It showsyou how to: Handle all the expressions of DMing: moderator, narrator, acast of thousands (the nonplayer characters or NPCs), player,social director, and creatorUse published adventures and existing campaign worlds or createadventures and campaign worlds of your ownConjure up exciting combat encountersHandle the three types of encounters: challenge, roleplaying,and combatCreate your own adventure: The Dungeon Adventure, TheWilderness Adventure. The Event-Based adventure (including how touse flowcharts and timelines), The Randomly Generated Adventure,and the High-Level adventureCreate memorable master villains, with nine archetypes rangingfrom agent provocateur to zealot

To get you off to a fast start, Dungeon Master ForDummies includes:

A sample dungeon for practiceTen ready-to-use encounters and ten challenging trapsA list of simple adventure premisesMapping tips, including common scales, symbols, andconventions, complete with tables

Authors Bill Slavicsek and Richard Baker wrote the hugelypopular Dungeons and Dragons For Dummies. Bill has been agame designer since 1986 and leads the D&D creative team atWizards of the Coast. Richard is a game developer and the author ofthe fantasy bestseller Condemnation. They give you the scoopon:

Using a DM binder to keep records such as an adventure log,PCs’ character sheets, NPC logs/character sheets, treasurelogs, and moreKnowing player styles (role players and power games) and commonsubgroups: hack’n’slasher, wargamer, thinker, impulsiveadventurer, explorer, character actor, and watcherRecognizing your style: action movie director, storyteller,worldbuilder, puzzlemaker, or connectorUsing miniatures, maps, and other game aidsUsing 21st century technology, such as a Web site or blog, toenhance your game

The book includes a sample adventure, The Necromancer’sApprentice, that’s the perfect way to foray into DMing. Itincludes everything you need for a great adventure—exceptyour players. What are you waiting for? There are chambers to beexplored, dragons to be slain, maidens to be rescued, gangs ofgnoll warriors to be annihilated, worgs to be wiped out, treasuresto be discovered, worlds to be conquered….

The era of post-colonialism and globalisation has brought new intensities of debate concerning the existence of diversity and plurality, and the need to work in partnerships to resolve major problems of injustice and marginalisation now facing local and global communities. The Church is struggling to connect with the significant economic, political and cultural changes impacting on all types of urban context but especially city centres, inner rings and outer estates and the new ex-urban communities being developed beyond the suburbs. This book argues that theology and the church need to engage more seriously with post-modern reality and thought if points of connection (both theologically and pastorally) are going to be created. The author proposes a sustained engagement with a key concept to emerge from post-modern experience - namely the concept of the Third Space. Drawing on case studies from Europe and the USA primarily, this book examines examples of Third Space methodologies to ask questions about hybrid identities and methods churches might adopt to effectively connect with post-modern cities and civil society. Particular areas of focus by the author include: the role and identity of church in post-modern urban space; the role of public theology in addressing key issues of marginalisation and urbanisation as they impact in the 21st century; the nature and role of local civil society as a local response to globalised patterns of urban, economic, social and cultural change.
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