Christopher G. Nuttall’s novel of human fear and survival, set in the thrilling world of his Angel in the Whirlwind series. A year after the Commonwealth won the war with the Theocracy, the interstellar cruise liner Supreme is on its maiden voyage, carrying a host of aristocrats thrilled to be sharing in a wondrous adventure among the stars. The passengers include the owner and his daughters, Angela and Nancy. Growing up with all the luxuries in the world, neither sister has ever known true struggle, but that all changes when a collision with a pirate ship leaves the cruiser powerless and becalmed in hyperspace. And they’re not alone. Now, the mysterious force that’s living on this floating graveyard is coming for Supreme’s crew and passengers. As madness starts to tear at their minds, they must fight to survive in a strange alien realm. And there’s no way out...
Liam is reading
Page 9
Here are the books Liam has read or listened to, they are ordered by the date he last listened to them on. This is page 9 of 26.
After the passage of two decades, the Omnians discovered a second, critical clue about the Nua'll, humankind's enemy, while investigating Celus-4, the home world of the intelligent, canine-like aliens, the Dischnya. This striking discovery, combined with the final broadcast of the Nua'll sphere at Libre, prior to its detonation, gave Alex Racine and company the means to narrow the search for the Nua'll home world. Alex has a consuming desire to locate the point of origin of the Nua'll before another gigantic sphere arrives to destroy more colonies. The first sphere's incursion into the Confederation burned billions of humans to ash. Six scout ships are constructed by the Omnians and crewed by SADEs, self-aware digital entities, to search the stars along a narrow path defined by the two clues. During its search, a scout ship, the Vivian, is captured by an alien warship in a faraway system that the SADEs dub Vinium. The two ships, locked tightly together in a form of electronic warfare, achieve an impasse. The scout ship calls for help, and Alex Racine receives the strange message. According to the SADEs, the aliens aboard the warship appear to be plant people. Rescuing the scout ship presents Alex and his companions the opportunity to meet the plant people, the Vinians, on their home world. It leads the Omnians to one more incredible discovery about the Nua'll, which, unfortunately, proves Alex's worst fears.
United Nations Special Operations Command sent an elite expeditionary force of soldiers and pilots out on a simple recon mission, and somehow along the way they sparked an alien civil war. Now the not-at-all-merry band of pirates is in desperate trouble, again. Their stolen alien starship is falling apart, thousands of light years from home. The ancient alien AI they nicknamed Skippy is apparently dead, and even if they can by some miracle revive him, he might never be the same.
A stand-alone set during the Ark Royal Era. The Royal Navy never expected to fight a full-scale interstellar war. Everyone knew the Great Powers would never risk everything on armed conflict when there was plenty of room for everyone in outer space. But when a hostile alien force stumbles across humanity's handful of colony worlds, the Great Powers must set aside their differences and fight to preserve humanity from utter destruction. Desperate for starships and manpower, the Royal Navy embarks upon an ambitious plan of converting freighters into makeshift carriers and recruiting reservists and criminals to fill the ranks. Classed as expendable, the small carriers will be given the most dangerous missions to slow a remorseless alien foe.... And the pardons their crews have been offered will be meaningless if they die.
Alex Racine, who led an elite group of humans and SADEs (self-ware digital entities), left the newly discovered planet of Celus-5 under difficult circumstances. Few of the Harakens with Alex thought there was little he could do to bring peace to the embroiled planet. From their viewpoint, the demands of the Celus-5 Swei Swee, the six-legged aliens of the ocean, and the Dischnya, the warring, doglike, intelligent creatures who inhabited the dry plains, were too convoluted to solve. Except Alex doesn't see fulfilling the desires of the two sentient species, identifying the third species hiding in the green, and gaining permission for humans and SADEs to settle the planet as challenges. To Alex, these are merely stepping-stones to what he seeks. Two centuries ago Swei Swee escaped from their masters, the Nua'll, and landed their dark travelers on the shoreline of Celus-5. This was the first clue the Harakens had received in 20 years as to the direction the enormous and deadly alien sphere of the Nua'll originated before it attacked the first Confederation colony. Alex was intent on solving the thorny issues of Celus-5 so he could garner the Dischnya's support to help him solve the burning questions: When and from which direction did the Nua'll sphere enter the Celus system? To do this and prevent potential future attacks on human worlds, Alex realizes he must shed the responsibilities of the past years and return to the foundations on which he built Haraken, which were city-ships, Independents, and SADEs.
A dirty deal was struck. Humanity was allowed to keep 300 rebellious worlds. In return, we declared war on a powerful enemy from beyond the frontier. A frantic build-up of forces has begun, but the task is hopeless. Seeking allies, Earth's legions are sent to Blood World. A planet on the fringe of known space, where the people only respect masters of combat. Earth's Legions must impress them, but other alien powers have been invited to join the contest. The prize consists of billions of loyal troops - Earth must win. Fighting and dying and fighting again, the struggle is half-mad - but so is James McGill. Blood World is the eighth book in the Undying Mercenaries Series.
A stand-alone novel set in the Ark Royal Universe! The first major alien offensive against Earth has been blunted, winning humanity time to deploy new weapons and prepare new tactics as Earth's space navies prepare to take the offensive. But the enigmatic aliens have plans of their own - a full-scale attack on Earth that will either win the war in a single stroke or lose it. The stakes have never been so high. The fate of humanity itself is in the balance. And, as battle rages across the solar system, as humanity finds its back pushed firmly against the wall, millions of people - military and civilian - struggle for survival, knowing that victory will come with a very high price.... And defeat will be the end of everything humanity holds dear.
For its initial mission, Haraken's explorer ship, the Sojourn, undertook the investigation of Celus-5, a world identified by Willem, a SADE (self-aware digital entity), and his team of scientists, as the best candidate for a new colony. What should have been a routine survey mission became a disaster. To the Harakens' surprise, they discovered not one but two alien species, which were constantly engaged in conflict. One species, the Dischnya, hid their nests underground, and each nest owed its allegiance to a queen. On the grassy plains, where the Dischnya lived, the resources were scarce, and the warriors competed fiercely. Unfortunately, the Harakens' landing party was late in discovering the Dischnya's hideouts, and a shuttle and crew, including Teague, Alex Racine's son, were captured by the doglike warriors of the Tawas Soma nest. Soon the mission was mired in a standoff, and Captain Asu Azasdau fired off a comm to Haraken, pleading for a rescue from Tomas Monti, the Haraken president, and Alex Racine. The survey group might have been forgiven for their hasty landing. They were focused on investigating the three objects buried in the sands along the continent's shoreline. Smooth, dark, and silver, they were the ships belonging to the nemesis of every human - the Nua'll. The dark travelers presented another clue as to the direction of the Nua'll home world, but it also invoked the question: Where were the Swei Swee, the six-legged, whistling aliens who once were aboard the ships?
Until the Confederation created Allora, it had produced SADEs (self-aware digital entities) for hundreds of years with enormous consistency and harnessed their capabilities to power the society. But this particular young SADE was disturbed by her confinement. Trapped in metal-alloy housing on the bridge of a luxury passenger liner, Allora sought to possess the same freedom enjoyed by humans, who came and went from her starship with abandon. Allora's hope for emancipation rested on Alex Racine, the Haraken president who had freed his SADEs, and she yearned to walk the worlds a free entity, as they did. Racine had pleaded for years with the Council of Leaders to give the Confederation SADEs equal status as citizens, and it was Allora's thought to have him intercede on her behalf and bargain for her transfer to a mobile avatar so that she might live among the Harakens. But Allora's plans were thrown into disarray when she learned that Racine would soon end his presidency. Desperate, Allora, known to her fellow SADEs as the wild child, concocts a plan to kidnap the Council Leader and his associates. She intends to hold them hostage until they acquiesce to her demands. Little does Allora know that her actions will set the Confederation and the Harakens on a collision course. Quietly waiting and watching the drama unfold are tens of thousands of SADEs, who control Confederation starships, stations, and Houses and have a vested interest in the outcome.
Lazarus Cain is a member of the Grim Shadows, one of the Thieves Guilds in the city of Eberia. Unfortunately, Lazarus is having a bad day. Waking up in a torture chamber, suffering from amnesia, he'd be pretty much screwed if not for the mysterious, magical sigil burned into his chest. Sometimes a really bad day should be shared with others, especially professional torturers. Lazarus will need to use all his cunning and skill to work with his comrades, uncovering schemes within schemes, discovering that the Grim Shadows are not the only Thieves Guild in the city mired in conflict. What's more, the leaders of the other guilds, the Thief Lords, don't respond well to treachery.
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