gesprochen von "Sean Runnette" in Science Fiction & Fantasy
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Nightlord, Book 7
Spieldauer: 42 Std. und 36 Min.
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Eric - part-time king, quasi-avatar, and unconventional wizard - has an epic quest before him.He must return to his lost kingdom to save it, slay a creature claiming to be a god, and navigate the terrible risks of a paradox that could undo everything! And to top it off, he's trying to raise a daughter. Nobody said being a vampire was going to be easy, but none of this was in the brochure!
New Eden: the celestial battleground of a catastrophic war that has claimed countless lives. The immortal starship captains spearheading this epic conflict continue their unstoppable dominance, shaping the universe to their will and ensuring a bloody, everlasting stalemate. But a powerful empire is on the verge of a breakthrough that could end the war and secure their rule over mankind forever.
Eric didn't ask to be a vampire. In fact he didn't even believe in them. Biting your own tongue with your fangs does a lot of convincing. Even so, being a part-time undead isn't as easy as you might think. It can let you hold down a day job, true, but sometimes the night "life" can be more than a little difficult, what with those bloodthirsty urges and predatory instincts kicking in.
Three survivors travel the ruins of a collapsed society, sifting through the rusted relics of the Ancients' civilization as they search for a better future, hoping to escape the horrors of the past. But among those treasures lurks danger. And what they discover might be worse than what they left behind.
With an introduction by J. J. Pierce, this volume features the 12 most important stories by Cordwainer Smith, a unique writer who has fused wonder and poetry into imaginative tales that transcend both science and fiction.
Getting to Etna Station is all that matters. With the world rapidly collapsing around them, Mike and company make a desperate trek to reach what they believe to be a safe haven. Can they outrun the demons that chase them? Will they succumb to Knox and his tyrannical army or Payne, a revenge-bent vampire? New friends will be made along the way while some old ones will fall. If they make it, will it be all they hoped or just another nightmare?
Faced with war and the end of the world, Eric - or Halar the First, King of Karvalen - must find a way to stop a godlike entity bent on his destruction. His quest will be no easy thing, not a straight line to his goal, but even he can't anticipate just how far it will lead him on this epic journey. He will have to go farther than he can imagine from everything he has ever cared about before he can even begin a new journey - a journey home. Can he save the world and the people he loves? And, in so doing, will he be able to save himself?
One fateful decision - that is all it takes to either unravel all the Talbot clan has achieved or fulfill their desire for safety. Many are lost, though others return; this is the story of their struggle to survive and in remembrance of those left behind.
Etna is in disarray and ripe for the picking. Will the zombies destroy the base and everything inside, or will the destruction come from within? Michael is desperate to save his family and friends. Will help come from an unforeseen quarter? Everything rides on the head of an unstable needle, and one gunshot will change everything.
Control of Etna Station is balanced on a knife's edge. A daring mission to rescue a hostage will shake the foundations of the already crumbling command structure, making way for enemies to emerge from outside, and from within.
It's not easy being king. Especially when you've got an allergy to sunrise and sunset, a fire goddess for a mother-in-law, demonic adversaries, random assassins, and a basement full of insecurities to cope with. Add to that his daughter, the fire priestess/princess; a couple of lightly deranged professional magicians; a whole city full of wizards; and enough squabbling princes to resemble a kindergarten argument. It's enough to make a man want to just go home.
In a world overrun by zombies, one family struggles against all odds to hold on. With three vampires closing in, can the Talbot family withstand the coming onslaught? Or will they become a footnote in the history of the apocalypse?
Get the North Star to the Galactic Sentinel, sign off with the Galactic Council, and return to Fleet Academy Four. It should have been easy, but compared to the Galactic Council, Earth’s politicians are girl scouts selling Peanut Butter Patties to their grandmothers. Widespread riots and whispers of Chimera terrorists only make matters worse, especially when the terrorists are better armed than most of Sentinel Security.
Jason Grimshaw has one job. Get the cadets to Colony 115. Just another day. Just another milk run. Or so he thought. When scanners pick up an unidentified alien vessel, it's already too late. With his ship blown out from under him, and his crew scattered across a war-torn planet, his day just keeps getting better. The good news is, one of the pilots survived. The bad news is, it's the biggest pain in his ass, and she's stranded miles away.
Douglas Kirk is having a bad week. Not only are groups of human hunters after him, whole werewolf packs have orders to kill him on sight, forcing him to flee Halifax without identification, money, weapons, or even his phone. If he wants to survive, he'll have to evade the killers on his trail, travel across the country to confront the elusive elders, and learn the truth behind the order that made him what he is.
We all have inner demons. We fight them all the time. Some of us achieve inner peace by coming to terms with them. But how do you come to terms with inner demons that tear free and become outer demons? Eric has been a vampire for nearly a century, and his demons are more than metaphors. While they controlled him, he was the Demon King. Now he has to avoid the monsters in his own mind, as well as angry nobles, fanatical religions, assassins, magi, other vampires, criminal organizations, and more.
It's not easy, being king. You can't always rule a kingdom and still do what needs to be done. Eric - or King Halar, also known as the Demon King - has more than enough problems without the crown. But quitting the job of king isn't easy, either - unless you want to be beheaded. Most people regard that as an unsatisfactory way to quit. Even vampire lords tend to be cautious about guillotines. A king who loses his head has a real problem...or none at all.
Eric - or King Halar, or Vlad, or any number of aliases - doesn't want to be bothered. It's hard to pin down what he does want, if anything. He lives a quiet life, almost a solitary one, mourning in his own way for the loss of someone dear. His quiet solitude can't go on forever. Despite the empty places inside him, events and creatures move through the worlds and across the void between, forcing him into action, into fighting, into confronting things perhaps better left alone...even forcing him into being a King.
Months after the war with Borland and his vicious were-brood, Kirk and Morris are experiencing curious after-effects. They're stronger, faster, and no longer vulnerable to the sharp sting of silver. There is one concern, however. They're forever hungry, and nothing they eat provides the same nourishment as what they consumed on the island of Newfoundland. And when a mysterious stranger rides into Moses Morris's territory wishing to hunt, the were-warden knows the visitor isn't after deer.