Empfehlungen basierend auf "Earth Called: Tales of a New World (Tales of a New World, 4)"
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The Dark Tower - The Dark Tower VII - The Epic Journey Draws to a Close: Complete the Quest (The Dar
von Stephen King
At the outset of the final installment of our saga, Roland’s ka-tet is scattered across several different wheres and whens. Susannah Dean (still in the clutches of the demon Mia) is in End-World’s Fedic a chamber of horrors where magic and technology can be merged and where a monstrous half-human child can be brought forth into the world. Eddie Dean and Roland Deschain are in Maine, 1977, searching for the site of otherworldly walk-in activity, and a possible doorway back to Mid-World. Jake Chambers, Father Callahan, and the bumbler Oy are battling vampires and low men in New York’s Dixie Pig Restaurant, circa 1999, a place where long pig is definitely on the menu. As soon as our tet reunites, they must journey to the headquarters of Thunderclap’s Wolves in order to discover exactly why the Crimson King’s minions have been culling the brains of young children for twin-telepathy enzymes. The answer is more horrible than they realized, and bears directly upon Roland’s quest to reach the Dark Tower.
von Steven Erikson
Savaged by the K'Chain Nah'Ruk, the Bonehunters march for Kolanse, where waits an unknown fate. Tormented by questions, the army totters on the edge of mutiny, but Adjunct Tavore will not relent. One final act remains, if it is in her power, if she can hold her army together, if the shaky allegiances she has forged can survive all that is to come. A woman with no gifts of magic, deemed plain, unprepossessing, displaying nothing to instill loyalty or confidence, Tavore Paran of House Paran means to challenge the gods -- if her own troops don't kill her first. Awaiting Tavore and her allies are the Forkrul Assail, the final arbiters of humanity. Drawing upon an alien power terrible in its magnitude, they seek to cleanse the world, to annihilate every human, every civilization, in order to begin anew. They welcome the coming conflagration of slaughter, for it shall be of their own devising, and it pleases them to know that, in the midst of the enemies gathering against them, there shall be betrayal. In the realm of Kurald Galain, home to the long lost city of Kharkanas, a mass of refugees stand upon the First Shore. Commanded by Yedan Derryg, the Watch, they await the breaching of Lightfall, and the coming of the Tiste Liosan. This is a war they cannot win, and they will die in the name of an empty city and a queen with no subjects. Elsewhere, the three Elder Gods, Kilmandaros, Errastas and Sechul Lath, work to shatter the chains binding Korabas, the Otataral Dragon, and release her from her eternal prison. Once freed, she will be a force of utter devastation, and against her no mortal can stand. At the Gates of Starvald Demelain, the Azath House sealing the portal is dying. Soon will come the Eleint, and once more, there will be dragons in the world. And so, in a far away land and beneath indifferent skies, the final cataclysmic chapter in the extraordinary 'Malazan Book of the Fallen' begins. From the Trade Paperback edition.
von Terry Brooks
“That is Brooks’ way of casting spells—transporting his readers into plausible realms where sorcery is alive, whether those places are in other ages or right in the middle of our own. As a result, he's reaped more than a few magical moments . . .”—Seattle Times As a Knight of the Word, John Ross has struggled against the dark forces of the Void and his minions for twenty-five years. The grim future he dreams each night—a world reduced to blood and ashes—will come true, unless he can stop them now, in the present. The birth of a gypsy morph, a rare and dangerous creature that could be an invaluable weapon in his fight against the Void, brings John Ross and Nest Freemark together again. Twice before, with the fate of the world hanging in the balance, the lives of Ross and Nest have intersected. Together, they have prevailed. But now they will face an ancient evil beyond anything they have ever encountered, a demon of ruthless intelligence and feral cunning. As a firestorm of evil erupts, threatening to consume lives and shatter dreams, they have but a single chance to solve the mystery of the Gypsy morph—and their own profound connection. “Superior to most of the fantasy fiction being published today.”—Rocky Mountain News
von Greg Weisman
An epic action-adventure series set in Blizzard's popular World of Warcraft® game franchise. Features a young cast of characters discovering the mysteries and majesty of the world around them.It's been years since twelve-year-old Aramar Thorne, a clever boy who is never without his precious sketchbook, has seen his father. So when Captain Greydon Thorne comes ashore and asks his son to join him at sea, it feels as if someone has redrawn Aram's entire world. At sea, Aram struggles to get along with the Wavestider's crew--especially second mate Makasa, a tough teenaged girl. Just as Aram starts to get his head above water, a band of vicious pirates attack the Wavestrider, turning his world upside down once again. As Aram and Makasa try to find their way home, they encounter creatures both terrible and wondrous, and Aram will seek to understand Azeroth's denizens as he draws them in his sketchbook. But the journey is hindered by Greydon's compass, which never points north. If the compass isn't leading Aram and Makasa home--to safety--to what destiny is it leading? Includes twenty illustrations from the acclaimed Blizzard artist, Samwise Didier.
von Darren Shan
"The girl gazes up at me. She's even younger than I thought, clutching a small teddy bear in one hand. 'Are you the bogey man?' she whispers, eyes round.'Yes,' I croak, then take hold of her head with my huge, scarred, blood-soaked hands and crush..."Beranabus and Dervish are gone. Bec has formed an unholy alliance with Lord Loss. Kernel is blind, held on Earth against his will. Grubbs is mad with grief and spinning out of control.The demons are crossing.The Disciples are falling.The Shadow is waiting.Welcome to the end.
von Mark Anthony
The Pale King has been defeated, his legions decimated. The Dark God Mohg has been destroyed. And the evil corporation, Duratek, has been disbanded, foiled in its efforts to strip-mine the world of Eldh. And for our heroes, three years have passed in relative peace. But only relative, because every one of them know in their hearts that their duties are not yet ended. For perihelion approaches, as the two worlds continue to grow nearer. And bad things are coming in its wake. In the skies over Earth, astronomers have noted an anomaly which seems to be swallowing stars whole. On Eldh, these rifts in the sky are appearing as well--and the dragon Sinfathisar tells Grace Beckett that, if left unchecked, these holes of anti-being will annihilate all of creation forever. He adds that only Travis Wilder--whom the Mournish believe is fated to raise the lost city of Morindu the Dark from the desert sands that hide and hold it--can save the world. But what is the connection between the lost city of the sorcerers and the wounds that rift the heavens? As Grace goes in search of Travis and Travis goes in search of his kidnapped daughter, all the threads of fate begin to pull together, revealing ancient mysteries on both worlds, and connections within connections that carry all the way back through time. With both worlds increasingly wracked by tempests and earthquakes and a palpable sense of hopelessness and despair, and with magic sputtering and dying around them, can our heroes patch together the missing pieces of the puzzle before all of life is annihilated?
von Dale Brown, Jim DeFelice
The beast isalive and prowling the high seas. As extremist Islamic pirates, armed and supported by a powerful Saudi terrorist, prey on civilian vessels in the Gulf of Aden, America aggressively answers with serious muscle -- a next-generation littoral warship with a full range of automated weapons systems that the enemy has dubbed "Satan's Tail." However, unforeseen technological problems combined with the suicidal tendencies of a fanatical foe mean support is needed from above -- and a pair of Dreamland's awesome Megafortresses and their Flighthawk escorts are dispatched to the war zone.But bitter professional rivalries threaten to damage, perhaps even destroy,the mission, as a vengeful opponent takes advantage of the disruption -- to strengthen his outlaw navy and set its sights horrifically high -- raising the stakes in a battle the U.S. and the world simply cannot afford to lose.
von John William
Imlod Nir is a young man caught up in a resurging conflict between primordial forces. Apprenticed to his sister¿the self-styled Queen of Earth¿in the dark art of necromancy, he hunts the wilds beyond the city of Ramfiram for those who would deny her rule. But with each passing day he becomes less sure of his role and more unable to cope with his past deeds. Is he destined to play the pawn in his sister's game until the end, or does fate have something else in store?Dragan Saedus is a bastard prince who cares nothing for thrones, desiring only glorious battle. As a peerless warrior and famed slayer of supernatural foes, he laughs at danger and answers to no one except his mother: a fanatical witch plotting to crush the West beneath her heel. Yet as the cost of retaining his dreadful power grows steeper than ever before, the DoomBringer has a decision to make. Will he stay on the path that shaped him into a living legend, or might he be drawn to another calling?
von D. Dalton
In this fourth novel of the All Things Impossible fantasy series, Derora Saxen leads her friends home to Riversbridge so that they can say their final farewell to Kelin. In the midst of celebration of a life and their victory over the Blackhound is when a new temptress comes for Tom. Meanwhile, Commander Strival orders Jakkobb to take a vacation, and worse, to visit his mother in his faraway homeland. Not all eyes and ears are friendly to this information, and the chemmen may just be hunting our heroes from the shadows. But everyone may all be unwilling and unknowing pawns in an unseen mastermind's scheme. Someone who wants to bring Tom's stone heart and the demon brother's bones together to create a more dangerous foe than even the Blackhound. They can only survive if they unite together as friends once more, but with Tom's identity and loyalties being pulled in several directions, will he stay or keep his promise to disappear forever?
von A. M. Sohma
Kit is back. And she's still stuck playing her ridiculous elf dancer character. After leading a group out of the full submersion video game, Chronicles of Retha, Kit knew she couldn't leave the remaining players to suffer their fate alone. So she returned to the game with the goal to get everyone out.There's just one problem. Forcing a system wide logout requires the defeat of the end game boss character. A boss who hasn't ever been beaten before.Solus Miles, the best player on the server, is famous for fighting solo, but Kit's return changes that. With Kit fighting for their freedom, Solus realizes that he'll have to travel with her and her motley crew and play up the charade of their "fake" relationship as pledged players if he really wants to help her in this fight. (Besides, if he goes with her, maybe he can keep her from dying all the time, too.)When the top guilds are still skeptical of Kit's plan, she turns to those whom others overlook: the non-playable characters controlled by the game mechanics.But Retha has changed. Monsters, events, and quests have shifted, complicating her task. The journey across an altered Retha tests even Kit's veteran knowledge and strains her leadership like never before.Can she leverage her NPC allies and convince the other players to join her?