Frank Herbert - High-Opp

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High-Opp: краткое содержание, описание и аннотация

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A never-before-published novel by Frank Herbert, author of the international bestseller DUNE.
EMASI—Each Man A Separate Individual! That is the rallying cry of the Seps, the Separatists engaged in a class war against the upper tiers of a society driven entirely by opinion polls.
Those who score high in the polls, the High-Opps, live in plush apartments, with comfortable jobs, every possible convenience. But those who happen to be low-opped, find themselves crowded in Warrens, with harsh lives and brutal conditions.
Daniel Movius, Ex-Senior Liaitor, rides high in the opinion polls until he becomes a casualty, brushed aside by a very powerful man. Low-opped and abandoned, Movius finds himself fighting for survival in the city’s underworld. There, the opinion of the masses is clear: It is time for a revolution against the corrupt super-privileged. And every revolution needs a leader.

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From an immortal’s orbital prison to the buried secrets of a regal fortress, Kalliana and Troy seek the conspiracy that threatens to destroy their world from within. For without truth and justice, Atlas will certainly fall….

Climbing Olympus

They were prisoners, exiles, pawns of a corrupt government. Now they are Dr. Rachel Dycek’s adin , surgically transformed beings who can survive new lives on the surface of Mars. But they are still exiles, unable ever again to breathe Earth’s air. And they are still pawns.

For the adin exist to terraform Mars for human colonists, not for themselves. Creating a new Earth, they will destroy their world, killed by their own success. Desperate, adin leader Boris Tiban launches a suicide campaign to sabotage the Mars Project, knowing his people will perish in a glorious, doomed campaign of mayhem—unless embattled, bitter Rachel Dycek can find a miracle to save both the Mars Project and the race she created.

“Drumbeats”

A chilling story cowritten with Rush drummer and lyricist Neil Peart. A rock drummer bicycling through the African wilderness encounters a village that makes very special drums. This one will make your heart skip a beat. Includes essays by Neil Peart and by Kevin J. Anderson.

Alien Landscapes 1

Collection of four science fiction tales from the mind of Kevin J. Anderson, each with a short introduction by the author. Includes: “Landscapes,” “Fondest of Memories,” “Controlled Experiments,” and “Human, Martian—One, Two, Three.”

Alien Landscapes 2

Four science fiction tales from the mind of Kevin J. Anderson, each with a short introduction by the author. Includes: “Collaborators” (written with Rebecca Moesta), “Good Old Days,” “Job Qualifications,” and “Prisoner of War.”

Dark Labyrinth 1

Four dark fantasy tales from the mind of Kevin J. Anderson, each with a short introduction by the author. Includes: “Final Performance,” “Special Makeup,” “Much at Stake,” and “The Sum of His Parts.”

Dark Labyrinth 2

Four dark fantasy tales from the mind of Kevin J. Anderson, each with a short introduction by the author. Includes: “New Recruits,” “Santa Claus is Coming to Get You,” “Splinter” (written with Rebecca Moesta), and “Redmond’s Private Screening.”

Fantastic Realms 1

Four fantasy tales from the mind of Kevin J. Anderson, each with a short introduction by the author. Includes: “Loincloth” (written with Rebecca Moesta), “Frog Kiss,” “Short Straws,” and “Technomagic.”

Fantastic Realms 2

Four fantasy tales from the mind of Kevin J. Anderson, each with a short introduction by the author. Includes: “The Old Man & the Cherry Tree,” “The Ghost of Christmas Always,” “Sea Wind,” and “Sea Dreams” (written with Rebecca Moesta).

Gamearth Trilogy Omnibus

Gamearth —It was supposed to be just another Sunday night fantasy role-playing game for David, Tyrone, Scott, and Melanie. But after years of playing, the game had become so real that all their creations—humans, sorcerers, dragons, ogres, panther-folk, cyclops—now had existences of their own. And when the four outside players decide to end their game, the characters inside the world of Gamearth—warriors, scholars, and the few remaining wielders of magic—band together to keep their land from vanishing. Now they must embark on a desperate quest for their own magic—magic that can twist the Rules enough to save them all from the evil that the players created to destroy their entire world.

Gameplay —It was written in the Rules: Save the World! Over the past two years, a group of four players had given so much to their role-playing world that it had developed a magic of its own. The creatures, warriors, sorcerers, thieves—all had come alive. And now there is an odd connection between the gamers and their characters, splitting into factions to determine the fate of the Game itself and both the inside and the outside worlds.

Game’s End —It’s all-out war between the players and characters in a role-playing game that has taken on a life of its own. The fighter Delrael, the sorcerer Bryl, and famed scientists Verne and Frankenstein, use every trick in the Book of Rules to keep the world of Gamearth intact while the outside group of players does everything possible to destroy it.

Gamearth Trilogy 1: Gamearth

It was supposed to be just another Sunday night fantasy role-playing game for David, Tyrone, Scott, and Melanie. But after years of playing, the game had become so real that all their creations—humans, sorcerers, dragons, ogres, panther-folk, cyclops—now had existences of their own. And when the four outside players decide to end their game, the characters inside the world of Gamearth—warriors, scholars, and the few remaining wielders of magic—band together to keep their land from vanishing. Now they must embark on a desperate quest for their own magic—magic that can twist the Rules enough to save them all from the evil that the players created to destroy their entire world.

Gamearth Trilogy 2: Gameplay

The Gamearth Trilogy continues. It was written in the Rules—Save the World! Over the past two years, a group of four players had given so much to their role-playing world that it had developed a magic of its own. The creatures, warriors, sorcerers, thieves—all had come alive. And now there is an odd connection between the gamers and their characters, splitting into factions to determine the fate of the Game itself and both the inside and the outside worlds.

Gamearth Trilogy 3: Game’s End

The finale to the Gamearth Trilogy. It’s all-out war between the players and characters in a role-playing game that has taken on a life of its own. The fighter Delrael, the sorcerer Bryl, as well as famed scientists Verne and Frankenstein, use every trick in the Book of Rules to keep the world of Gamearth intact while the outside group of players does everything possible to destroy it.

Mythical Creatures

An original, standalone story in the TERRA INCOGNITA universe: A prester in search of penance accepts an assignment to the rugged Soeland Islands, but he must confront his faith after he is cast overboard and then rescued by a mythical creature that the Scriptures tell him cannot exist. BONUS: Also contains the complete story and lyrics (written by Kevin J. Anderson & Rebecca Moesta) for the two TERRA INCOGNITA crossover rock CDs performed by Roswell Six .

Resurrection, Inc.

In the future, the dead walk the streets—Resurrection, Inc. found a profitable way to do it. A microprocessor brain, synthetic heart, artificial blood, and a fresh corpse can return as a Servant for anyone with the price. Trained to obey any command, Servants have no minds of their own, no memories of their past lives.

Supposedly.

Then came Danal. He was murdered, a sacrifice from the ever-growing cult of neo-Satanists who sought heaven in the depths of hell. But as a Servant, Danal began to remember. He learned who had killed him, who he was, and what Resurrection, Inc. had in mind for the human race.

Saga of Seven Suns: Veiled Alliances

This prequel novella to Kevin J. Anderson’s international bestselling space opera Saga of Seven Suns, is based on his 2004 graphic novel Veiled Alliances from Wildstorm/DC Comics.

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