“This is a hugely fun ride. It has empires crashing, civil wars, aliens, humans, scheming clans, plucky young heroes and villains fighting battles in huge starships--- what more can you ask for?”
“Walter Jon Williams has been compared to writers as diverse as Patrick O’Brian and Jane Austen; both comparisons, bizarrely, make sense. This is classic space opera, elegantly written and beautifully plotted.”
For millennia the alien Shaa have ruled their empire with a merciless hand. But soon their rule will end, and their subject species are already beginning to bid for power. Will their ruthless competition lead to bloody chaos, or a tyranny even worse than that of the Shaa?
Cadet Caroline Sula is a brilliant, beautiful, brittle officer with a deadly secret that could bring her career crashing in ruins. Lt. Gareth Martinez is a provincial who struggles for recognition by the glittering lords of the empire. Together they discover that one of the empire’s subject races is planning a murderous conquest that will leave humanity helpless, and soon they’re in a fight against overwhelming odds to save humanity’s last hope from extinction.
Walter Jon Williams is an award-winning author who has been listed on the best-seller lists of the New York Times and the Times of London. He is the author of twenty-seven novels and three collections of short fiction.
His first novel to attract serious public attention was Hardwired (1986), described by Roger Zelazny as "a tough, sleek juggernaut of a story, punctuated by strobe-light movements, coursing to the wail of jets and the twang of steel guitars." In 2001 he won a Nebula Award for his novelette, “Daddy’s World,” and won again in 2005 for “The Green Leopard Plague.”
He has also written for George RR Martin's Wild Cards project.
His latest work is The Fourth Wall, a near-future thriller set in the world of alternate reality gaming.
Walter has also written for comics, the screen, and for television, and has worked in the gaming field. He was a writer for the alternate reality game Last Call Poker, and has scripted the mega-hit Spore.
Think Like A Dinosaur by James Patrick Kelly
Dinosaurs by Walter Jon Williams
The Measure Of All Things by Richard Chwedyk
If You Were a Dinosaur, My Love by Rachel Swirsky
Ford T-Rex vs Dodge Triceratops by Charles Eugene Anderson
The Other Side of the Portal by Jamie Ferguson
Outside the Box by Wayne Faust
The Serpent of the Loch by Lou J Berger
Out of the Ashes by Kent W Johnson
Damn Dinosaurs by Denise E. Dora
Flawless by Mario Acevedo
13 Ways of Looking at a Dinosaur by Rebecca Hodgkins
Dinosaur by Bruce Holland Rogers
The Place Where Camels Fear to Go by Lucy Taylor
Creature by Carol Emshwiller
Just Like Old Times by Robert J. Sawyer
Dinosaur by Steve Rasnic Tem
Thinking About Dinosaurs by James Patrick Kelly
At last, the climactic final episode of the Dread Empire’s Fall trilogy--what started with The Praxis and The Sundering comes to the brilliant conclusion in Walter Jon William's epic space adventure.
Working on opposite sides of the galaxy--one in deep space, the other undercover on an occupied planet--and haunted by personal ghosts, Captain Gareth Martinez and Lieutenant Lady Caroline Sula fight to save the Empire from the vicious, alien Naxid. In a desperate, audacious bid to stop the Naxid fleet, Martinez makes a move that could win the war...and lose his career. Meanwhile, Sula’s guerilla tactics may not be enough to stop the Naxid, until she tries one deadly, final gambit.
And make sure to see what happens after, in the first new Praxis novel in ten years, The Accidental War, available Fall 2018!
--Junot Díaz, Pulitzer Prize-winning author of The Brief, Wonderful Life of Oscar Wao
When you play one of Dagmar’s online games, you can’t just shut down the computer and walk away. The games pursue you into real life: you start getting emails and phone calls from fictional characters, perfect strangers ask you to help solve their problems, and sometimes you’re asked to volunteer for a mission to discover a vital clue.
But now something is pursuing Dagmar.
From the anarchy of a street riot in Indonesia to the brutality of a Mafia killing in Los Angeles, from the seedy glitz of Hollywood to the ruthless international currency market, Dagmar finds herself at the center of an intrigue far more desperate than those she devises for entertainment.
And somehow, she knows, the key to the puzzle lies in her own past, and the gaming group she joined in college.
Dagmar must draw on all her skill to defeat the nightmare that pursues her, not the least of which is her circle of online gamers whose well-honed puzzle-solving skills may be necessary to preserve her life.
This Is Not a Game. And there is no Second Life.
“Williams (The Rift) weaves intriguing questions about games, gamers and their relationships with real life into this well-paced near-future thriller.” --Publisher’s Weekly (starred review)
“This Is Not a Game is a compelling mystery, one that threateningly demands—like a militant nun, ruler in hand, your knuckles spread before her—for you to continue, to finish. Stopping, it’s not an option. It’s not even a thought. You turn the pages of the book not just to get answers, but to get the questions, also. And neither disappoint. There is no letdown, no clumsy resolution, no descent into lameness. Everything works, the story coming together beautifully like a well-played game of chess, Williams maneuvering the reader, skillfully. Like a pawn. A very happy pawn. –Paul Stotts
“Williams, from his own experience, knows how these games work and how the participants react, and the result is that This Is Not a Game succeeds only as a suspense novel, but as an incisive portrait of a subculture for whom reality is increasingly contingent, and increasingly mediated.” --Gary Wolfe, Locus
“Combines droll satire, cyber-fu knowingness, ingenious extrapolation, social commentary, and techno-thriller suspense.” --SciFiWire.com
“[An] eerily prophetic thriller.”--- SFX