He wanders the stars in search of a home. Instead, he got a girl without one. When Jeremiah arrived at Megiddo Station, all he wanted was to make some trades and resupply his starship. He never thought he'd come away with a wife. Before he knows it, he's back on his ship, alone with his accidental bride. Since neither of them speak the same language, he has no way to tell her that there's been a terrible mistake. And because of the deadly famine ravaging her home, there's no going back. She's entirely at his mercy, and that terrifies him more than anything. Jeremiah isn't ready to take responsibility for anyone. He's a star wanderer, roaming the Outworld frontier in search of his fortune. Someday he'll settle down, but for now, he just wants to drop the girl off at the next port and move on. As he soon finds out though, she has other plans.
Kaska rids himself of Earth, a "hopeless ball of poisoned mud" and its greedy, futile remnants. Secretly he jumps ship from a Corporate Explorer to build a new world of his own on Gam. Abruptly, Kaska is confronted by crystalline aliens with a drama and agenda of their own. Powerful masters of light, spurred by a religion of intellect, their existence defies known science. He joins their frantic mission in pursuit of a catastrophic monster. Through terror and enlightenment, Gam allows its visitors little respite, drawing them within a new illumination beyond their dreams.
When the Ferengi plan to enslave the people of Megara and use them to destroy the Federation, Captain Jean-Luc Picard of the Starship Enterprise must try to convert a duplicitous ambassador to the planet to good. Original.
At first, Karl Gray was a POW who wandered down the wrong tunnel underneath a church in the Balkans. That fateful turn took him to Amlydar, the world where his parents had been Empress and Lord-Protector. To survive, Karl Gray has to restore an exiled Princess to her throne, become a Stonekin friend of the trolls, and survive the warlocks who murdered his parents. Even after leaving Amlydar to heal from an assassination attempt, Karl Gray returns to the forested world to quell the rebellion of insane Imperator Nargon and the Tyrant of Tash. Even as he settles the problems of northern Amlydar, he encounters a trio of deadly vampires, a warlock still learning his craft, and the Apenecks who extirpated the Graywolf Clan in Amlydar and the Outworld. If he can bring peace to Amlydar, he may start new dynasties and reunite with the long lost son he has not seen in decades.
Life on Earth was nearly eradicated in World War III, but using alien technology, the Patriarch of the Church of the Resurrection built a new society from the ashes. He created what he called the Constructed Reality MMORPG, Primacy Online, a world so real that the players could not distinguish it from reality. After outlawing wars between the city-states on Earth, he declared that all wars would be fought inside the world of Primacy Online. Thirteen hundred years later, the release of Primacy Online VI: Legacy of Balor signals the beginning of World War IX. Players from Earth's city-states will be locked in cryogenic capsules and play Primacy Online in War Mode. Their achievements in the game will determine the victory rankings of their city-states, but if they die in the game, they will die for real. Patrick Armagh found flaws in the game mechanics of Primacy Online and exploited them to rise to the peak of the game. But when the Church declared he was cheating, he was perma-banned from the game. Now, the Church has declared that Patrick and all the other perma-banned cheaters will be included in a special Church group for World War IX, where they can earn redemption for their sin of cheating. However, Morgan Danan, Speaker of the City of Mann, and the generally acknowledged number one player of Primacy Online, has a deal for Patrick. With her help and his method of cheating, he has the chance to become a virtual god within Primacy Online, but by taking up her offer, he will become an enemy of the Church. Like a significant percentage of Primacy Online players, Patrick suffers from an ultimately fatal, degenerative nervous system disorder. He has less than five years to live. With death staring him in the face and nothing to live for, he accepts Morgan Danan's offer, and once again, enters Primacy Online as Crom Cruach, a disgraced legend. Will Crom Cruach, once again, become a legend, or will he be destroyed by the Church? What secrets has the Church hidden inside the game?
Alek Fitz is the lead reaper for Valkyrie Collections, an agency that gathers debts for the paranormal elements of the world. Bound into modern-day slavery by a contract he cannot break, sold by parents he never knew, Alek works alongside demons, spirits, witches, and even Death himself to collect on deals made with humanity. When Alek is forced to take a job from a local vampire hunting down a run-away thrall, he is immediately thrust into a world of blackmail and backstabbing, where the Rules are nothing more than an inconvenience to ancient, supernatural predators. For the first time, Alek has more to fear from his clients than from his debtors. But Alek is the best in the business. It’ll take more than a Vampire Lord to keep a good reaper down.
The first book in a witty and innovative fantasy series in which nemeses—a Supervillainess and a Hero—must team up when stranded in a strange new world. It's not easy being the most famous and attractive villain in the United States, but somebody has to do it. And it might as well be Via Rodriguez, aka "Empress." Via's used to outsmarting the ever-so-arrogant Heroes that come her way. Her wicked schemes take an unexpected turn, however, after a getaway gone wrong lands both her and her current foe—the annoyingly perky Electra—in the middle of an unknown land that is definitely not Earth. Silverwall is bizarre, to put it bluntly. Via is suddenly imbued with diabolical magical powers; an annoying menu keeps popping up to tell her about mana and Status Points; and no one has even heard of the Internet. Stripped of her usual gadgets, carefully laid plans, and social cred, Via will have to rely on her wits, charm, and newfound demonic skills to navigate tricky local politics and amass enough allies and minions to survive. But if she ever wants to actually make it back home, she'll need to cooperate with the last person in the world she'd ever want to team up with: Electra. Fast-paced and snarky, Be Thou My Good turns some of the most popular tropes from role-playing games and genre novels alike on their heads to present an irresistible new take on the eternal battle between do-gooders and evil geniuses. The first volume of the hit LitRPG fantasy series—with more than one million views on Royal Road—now available on Audible and wherever ebooks are sold!
Seventh in the hot series from the national bestselling author that Jayne Anne Krentz hails as ?fabulously fresh.? Eight brothers, born in four sets of twins, two years apart to the day?they fulfill the Curse of Eight Prophecy. Though no longer trapped in exile, their growing family faces new problems. Now that it?s his turn to look for a bride, Koranen, the seventh-born brother, cursed with a flame that courses beneath his flesh, must find a woman able to endure the literal heat of his passion. Then Danau the Aquamancer arrives, and as everyone knows, fire and water create steam.
For some people, Amlydar was the setting of favorite heroic tales heard as a child. For Colonel Karl Gray, Amlydar is his lost homeworld. His parents, as Lord-Protector and Empress, once ruled a peaceful Amlydar. Till Valocer, Ancient Alchemist, has his family murdered. Karl Gray just found his way home and he is looking to claim his throne and restore peace to Amlydar. First, he has to place Princess Elsa DeCrown on her throne as he needs her country's army to battle Valocer. Warlocks, Apenecks, and Manslayers stand between Elsa and her thone. The Lord-Protector must help Elsa first, but he will not forget the problem of Valocer.