By Patricia A. McKillip
Hidden away from the world by his mother, the powerful sorceress Heloise Oliver, Pierce has grown up working in her restaurant in Desolation Point. One day, unexpectedly, strangers pass through town on the way to the legendary capital city. Look for us, they tell Pierce, if you come to Severluna. You might find a place for yourself in King Arden s court. Lured by a future far away from the bleak northern coast, Pierce makes his choice. Heloise, bereft and furious, tells her son the truth: about his father, a knight in King Arden s court; about an older brother he never knew existed; about his father s destructive love for King Arden s queen, and Heloise s decision to raise her younger son alone. As Pierce journeys to Severluna, his path twists and turns through other lives and mysteries: an inn where ancient rites are celebrated, though no one will speak of them; a legendary local chef whose delicacies leave diners slowly withering from hunger; his mysterious wife, who steals Pierce s heart; a young woman whose need to escape is even greater than Pierce s; and finally, in Severluna, King Arden's youngest son, who is urged by strange and lovely forces to sacrifice his father s kingdom. Things are changing in that kingdom. Oldmagic is on the rise. The immensely powerful artifact of an ancient god has come to light, and the king is gathering his knights to quest for this profound mystery, which may restore the kingdom to its former glory or destroy it..."
The King's Justice and The Augur's Gambit
By Stephen Donaldson
Two new, original novellas-Donaldson's first publication since finishing the Thomas Covenant series-are a sure cause for celebration among his many fans. In The King's Justice, a stranger dressed in black arrives in the village of Settle's Crossways, following the scent of a terrible crime. He even calls himself "Black," though almost certainly that is not his name. The people of the village discover that they have a surprising urge to cooperate with this stranger, though the desire of inhabitants of quiet villages to cooperate with strangers is not common in their land, or most lands. But this gift will not save him as he discovers the nature of the evil concealed in Settle's Crossways.The "Augur's Gambit" is a daring plan created by Mayhew Gordian, Hieronomer to the Queen of Indemnie, a plan to save his Queen and his country. Gordian is a reader of entrails. In the bodies of chickens, lambs, piglets, and one stillborn infant he sees the same message: the island nation of Indemnie is doomed. But even in the face of certain destruction a man may fight, and the Hieronomer is utterly loyal to his beautiful Queen--and to her only daughter. The "Augur's Gambit" is his mad attempt to save a kingdom.
By Greg Bear
After barely surviving his last tour on Mars, Master Sergeant Michael Venn finds himself back on earth in enforced isolation. Through a dangerous series of operations he returns to Mars to further his investigation into the Drifters - ancient artifacts suddenly reawakened on the red planet. But another front in the war leads his team to make the difficult journey to Saturn's moon, Titan. Here, in the cauldron of war, hides new truths about the Drifters, the origin of life in our solar system and the plans of the supposedly benevolent Gurus, who have been "sponsoring" and supporting humanity in their fight against outside invaders.Killing Titan is the second book in the epic interstellar War Dogs trilogy from master of science fiction, Greg Bear.
The King's Justice
By Stephen Donaldson
Stephen Donaldson devoted many years to his epic creation The Chronicles of Thomas Covenant. Now he is back with an all new novella; 40,000 words of richly imagined fantasy with beautiful world building and intense characterisation. The perfect read for existing fans and new readers alike.A man on a horse, confident in his powers but alone, rides a long and lonely road through rain-soaked woods. But he is on a path that he knows and he is bringing much needed justice with him. Four guards stop him. But not for long.Stephen Donaldson has clearly loved the opportunity to write an all new fantasy and this book is a timely reminder of the power of his writing; writing that inspired a generation of readers and authors alike.
Kai Lung's Golden Hours
By Ernest Bramah
In Kai Lung's Golden Hours Ernest Bramah develops his own unique versions of classic Chinese folktales - and creates a few entirely new ones.
Kane of Old Mars
By Michael Moorcock
The final volume of the seminal Michael Moorcock Collection revisits some of his earliest influences with these tales of Old Mars.Very much intended as an affectionate homage to the Barsoom stories of Edgar Rice Burroughs, Kane is a John Carter stand-in, an Earthman torn from his home and forced to explore a strange new world, becoming caught up in the political machinations of the strange and wonderful creatures that live there. And, possibly, falling in love.Contains CITY OF THE BEAST, LORD OF THE SPIDERS and MASTERS OF THE PIT.
The King of Light and Shadows
By Adrian Cole
Chaos gathers like a dark cloud above Omara - as the evil Anakhizer prepares to unleash a storm of wizard war upon the last stronghold of the human race. Only the stolen power of Orhung's rod can bring salvation to the doomed world. But the wondrous instrument lies in the perilous deplanes beneath the nice. And Brannog, now King among the Earthwrought - along with a beautiful girl possessing remarkable gifts - must embark on a dangerous quest to battle the ultimate in corruption and return hope to his land.
Keith Roberts SF Gateway Omnibus
By Keith Roberts
As author and illustrator, Keith Roberts did more than most to define the look of UK science fiction magazines in the 1960s. In addition to his BFSA Award wins, he was nominated for the Hugo, Nebula and Arthur C. Clarke Awards. He is perhaps best known for his seminal alternate history novel, Pavane, but his work covered a broad range of SF's tropes and settings, as can be seen from the titles collected in this omnibus: The Chalk Giants, Kiteworld and The Grain Kings. THE CHALK GIANTS: After the apocalypse the hazardous evolution of mankind continues. And in primeval response to the disaster, humanity's solutions to catastrophe carve the harsh new world in violent patterns of magic and myth, rite and religion. Brave images scar the ancient hills, the clash of swords and the ageless power of sexuality sign-post another, bloodsoaked path to civilisation.KITEWORLD: Powerful churches have long kept their grip on the people with a theology of fear that makes formidable demons out of the poor, weak mutants of the surrounding badlands. To ward off these specters, an elaborate, tradition-encrusted system of kites with hex signs or armed observers fly over the realm. The men of this Kite Corps, performing hazardous duty to sustain a myth, are driven to find a separate peace, to transform, if they can, disillusionment into enlightenment, to move forward from an assumption of guilt to an assumption of responsibility.THE GRAIN KINGS: They call them The Grain Kings. Gigantic mechanical monarchs of the wheat-bearing plains that were once the frozen Alaskan wastes. Whole eco-systems in themselves, they can supply the food so desperately needed by the teeming millions of our overpopulated planet. But even now, as the whole world waits in hungry suspense, the great powers battle for control of the prairies and two competing combine harvesters find they are heading on a course of collision.
By James E. Gunn
The college of the future has just one purpose: endless battle. Political organizations urge ruthless combat with an invisible opponent and each student is challenged to be more extreme than the rest. One man finds his fame by kidnapping and killing a professor. Instantly he is immersed into the world of grease-guns and grenades, where the anarchy is suspiciously formulated. The professors have forgotten their pursuit of knowledge, midnight groping at the point has turned into isolated sex with keyboards and the only goal is to compete in deadly political games. By becoming a shining example of academic excellence, Tom Gavin has tapped into the secrets inside the private chambers of the university. He finds it is either play the game or die beneath the latest revolutionary fire.
The Knight and Knave of Swords
By Fritz Leiber
Ramsey Campbell, the highly regarded British horror author called him, "the greatest living writer of supernatural horror fiction". Drawing many of his own themes from Shakespeare, Edgar Allen Poe, and H.P Lovecraft, master manipulator Fritz Leiber is a worldwide legend within the Fantasy genre, actually having coined the term "Sword and Sorcery" that would describe the sub-genre he would more than help create. While THE LORD OF THE RINGS took the world by storm, Leiber's fantastic but thoroughly flawed anti-heroes, Fafhrd and Grey Mouser, adventured and stumbled deep within the caves of Inner Earth as well, albeit a different one than Tolkien's. They wondered and wandered to the edges of the Outer Sea, across the Land of Nehwon and throughout every nook and cranny of gothic Lankhmar, Nehwon's grandest and most mystically corrupt city. Lankhmar is Leiber's fully realized, vivid, incarnation of urban decay and civilization's corroding effect on the human psyche. Fafhrd and Mouse are not innocents; their world is no land of honor and righteousness. It is a world of human complexities and violent action, of discovery and mystery, of swords and sorcery.
The Kruton Interface
By John DeChancie
Assigned to the Repulsive, the lowest rated ship in the Space Forces, Captain David Wanker faces his greatest challenge when an army of alien lawyers sues the entire human race.
King of the Dead
By R. A. MacAvoy
Book Two of the award-winning LENS OF THE WORLD trilogy, this volume finds the dwarf-like Nazhuret a modest and fastidious lens grinder. Although he could have chosen an exalted and wealthy life as a noble member of the court, he wishes to live in humble and undisturbed poverty with his lady Arlin. But the ordinary life that Nazhuret wants is abruptly shattered when a vicious attack by paid assassins forces him to run. With possible enemies on all sides, the only place to go is the neighboring kingdom of Rezhmia, where Nazhuret has an ancient blood-tie. However, he finds that Rezhmia is no safe haven, for dark clouds are gathering there, intent on destruction of the homeland of Nazhuret's heart. Evil tidings, treacherous family members and powerful sorcery threaten to overtake him, but Nazhuret must survive for the sake of those he loves.
By John Norman
A science fiction series filled with interplanetary adventure, rebellion and mortal combat by the author the The Gorean Saga. Third in the series, The King. This is the age of the Telnarians. Their vast, corrupt empire spans galaxies, ruling by terror, slavery, and the lash. But, their corruption and brutality could spell their downfall for, on a thousand worlds of swords and science, the savage souls of true men will not be forever chained. A heroic tide is rising - and one warrior is born to lead the barbarian horde. To recruit his legion of space barbarians, the giant gladiator Otto must win their fierce loyalty, world by world, in lethal combat against monsters, men, aliens, and the beautiful, murderous slaves - while Imperial conspirators plot Otto's assassination, and an evil warlord's brutal army prepares to unleash genocidal horror across the stars.
Kur of Gor
By John Norman
Some might suppose that the Kurii are monsters, but that is distinctly unfair. They are merely another life form. The Kur is often eight to ten feet in height, if it should straighten its body, and several hundred pounds in weight, and is clawed, fanged, long armed, agile, and swift, often moving on all fours when it wishes to move most rapidly, and that is far faster than a man can run. It does not apologize for its strength, its speed, its formidableness. Nor does it attempt to conceal them.Once, it seems, the Kur race had a planet of their own, but somehow, apparently by their own hands, it was rendered unviable, either destroyed or desolate. So they searched for a new home, and in our solar system found not one but two suitable planets, planets they set their minds to conquering. But these planets, Earth and its sister planet Gor, the Counter-Earth, were not undefended. Four times have the Kur attempted their conquest, only to be beaten back by the mysterious Priest-Kings, rulers of Gor.As the Kurii lurk deep within an asteroid belt, awaiting the chance to seize their prize, their attention is drawn to a human, Tarl Cabot. Cabot was once an agent of Priest-Kings, but is now their prisoner, held captive in a secret prison facility. But what is their interest in Tarl Cabot? Whatever it may be, one thing soon becomes clear - that Tarl Cabot is a man to be taken seriously.
By Piers Anthony
Twice before, Milky Way Galaxy has been on the verge of extinction, and twice before a heroic defender has come forward to throw back the invaders from Andromeda Galaxy. In KIRLIAN QUEST the galaxies are united in an alliance of peace. But Hweeh of Weew, the Milky Way's leading research astronomer, observes that Amoeba - just beyond the galaxies' common frontier - is expanding ominously in the direction of the twin galaxies. Herald the Healer is called in. Armed only with his hyper-intense Kirlian aura, he wages an almost single-handed battle against the greatest threat ever to face the galaxies. But first he must unravel the secrets of the Ancients - astounding secrets whose import could never have been imagined...For a thousand years Sphere / of Andromeda was cursed by the other spheres because a representative, Llume of /, betrayed Andromeda during the Second War of Energy. As KIRLIAN QUEST opens, a new threat has appeared on the horizon: the Space Amoeba, a fleet of alien ships one million strong, whose intentions are definitely hostile. Herald the Healer, aural (but not literal) descendant of Flint and Melody, who is a / of Andromeda, has the chance to redeem his species' honor and save the galaxy, but in order to do so he must solve the riddle of the Space Amoeba and of the Ancients themselves.
Kajira of Gor
By John Norman
In their contentions with Priest-Kings, Kurii, savage denizens of the Steel Worlds, concealed within the asteroid belt, have frequently had recourse to human allies, and subversion. In accord with such projects, Kurii have occasionally sought to place and support congenial administrations in key cities. One such city is Corcyrus. Corcyrus is ruled by a beautiful woman, the cruel, arrogant, much-hated Sheila, an agent of Kurii. It is thought advisable to find a double for Sheila, who, in case of military or political disaster, may serve as her proxy, or substitute. For this role an unwitting young Earth girl, Tiffany Collins, is chosen and brought to Gor. She is introduced into her role and led to believe that she, somehow, she unaware of the true Sheila, is the Tatrix, or female administrator, of Corcyrus. Defeat in war, and revolution, occur, and the blood of Sheila is sought by the victors. Tiffany, fleeing for her life, finds herself alone, frightened, and unbefriended, a vulnerable Earth female, no more than a lovely, defenseless barbarian, on the beautiful, perilous world of Gor. She is a girl without a Home Stone, and such may be taken in hand, and claimed, as might be any stray animal, to be collared and owned, to be put to the pleasure of masters. The expression 'Kajira' is the most common expression in Gorean for a female slave.