Tales of Dune

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by Brian Herbert; Kevin J. Anderson


  The Fremen muttered as superstitious fear dampened their vengeful pleasure. Stilgar intoned the ancient chant, while others drew designs in the sand, labyrinthine power-shapes that would bind the spirits of the cursed men to the dunes forever.

  Out across the moonlit sands they could still see the clumsily running figure of the remaining trooper. “That one is our offering to Shai-Hulud,” Stilgar said, finishing his chant. The tal hai curse was complete. “The world will be at balance, and the desert will be pleased.”

  “He’s chugging like a broken crawler.” Liet stood next to Stilgar, drawing himself up, though he was still small compared to the commando leader. “It won’t be long now.”

  They gathered their supplies. As many as possible piled into the patrol ’thopter, while the remaining Fremen slipped back across the sands. They used a well-practiced random gait so that their footsteps made no sound that was not natural to the desert.

  The Harkonnen sidegunner continued to flee in a blind panic. By now, he might be entertaining a hope of escape, though the direction of his flight across the ocean of dunes would take him nowhere.

  Within minutes, a worm came for him.

  The End

  Look for These & Other Digital Works from WordFire Press

  by Brian Herbert & Kevin J. Anderson

  Tales of Dune (with Bonus Material)

  Three previously uncollected stories set in the Dune universe by Brian Herbert & Kevin J. Anderson, includes the all-new tale “Wedding Silk,” a story of young Paul Atreides, as well as “Sea Child” and “Treasure in the Sand.” Bonus material includes “Dune: Blood and Water” and “Dune: Fremen Justice.”

  by Brian Herbert

  The Timeweb Chronicles 1: Timeweb

  Brian Herbert creates a universe of wondrous possibilities that is populated by sentient spaceships, shapeshifters, intriguing robots, and miniature aliens with mysterious powers. Humanity has become a mercantile society that has spread throughout the galaxy, ruled by wealthy merchant princes who live in decadent splendor—entirely unaware of another realm just beneath the fabric of the universe.

  When galactic ecologist Noah Watanabe discovers the cause of a strange, cosmic disintegration, he embarks on an epic journey to restore the ancient balance to the crumbling galaxy. Noah must work with warring, alien races to unlock the secrets to a vast celestial puzzle.

  The Timeweb Chronicles 2: The Web and the Stars

  In Timeweb, Brian Herbert introduced readers to the fantastically beautiful galactic web of space and time that interconnects the cosmos, which can be used as a transportation infrastructure for sentient starships. But the web is unraveling, threatening to plunge the universe into oblivion.

  Galactic ecologist Noah Watanabe is struggling to hold the cosmic filigree together, while the evil shapeshifter race of Mutatis threatens to use a doomsday weapon against humanity. Noah has his own paranormal ability to journey into the depths of the universe, but he has made enemies of his own, including a third powerful force determined to destroy humans and Mutatis alike.

  The Timeweb Chronicles 3: Timedancers

  The conclusion to Brian Herbert’s epic Timeweb trilogy. As the human race and the sinister shape-shifting Mutatis continue their epic war, the connecting filigree of Timeweb strands that hold the universe together, begins to unravel. Sentient podships travel the strands of the web, but the cosmos itself is disintegrating.

  Galactic ecologist Noah Watanabe, possessed of special powers, is the one person who has a chance of saving all races. He is immortal, and faced with the crisis to the universe, he is also evolving, changing both mentally and physically . . . but into what? Noah is swept on a tidal wave of destiny and knows there is no turning back.

  by Frank Herbert

  Direct Descent

  Earth has become a library planet for thousands of years, a bastion of both useful and useless knowledge—esoterica of all types, history, science, politics—gathered by teams of “pack rats” who scour the galaxy for any scrap of information. Knowledge is power, knowledge is wealth, and knowledge can be a weapon. As powerful dictators come and go over the course of history, the cadre of dedicated librarians is sworn to obey the lawful government . . . and use their wits to protect the treasure trove of knowledge they have collected over the millennia.

  Destination Void

  The starship Earthling, filled with thousands of hybernating colonists en route to a new world at Tau Ceti, is stranded beyond the solar system when the ship’s three Organic Mental Cores—disembodied human brains that control the vessel’s functions—go insane. An emergency skeleton crew sees only one chance for survival: to create an artificial consciousness in the Earthling’s primary computer, which could guide them to their destination . . . or could destroy the human race.

  Frank Herbert’s classic novel that begins the epic Pandora Sequence (written with Bill Ransom), which also includes The Jesus Incident, The Lazarus Effect, and The Ascension Factor.

  The Jesus Incident (with Bill Ransom)

  A sentient Ship with godlike powers (and aspirations) delivers the last survivors of humanity to a horrific, poisonous planet, Pandora—rife with deadly Nerve-Runners, Hooded Dashers, airborne jellyfish, and intelligent kelp. Chaplain/Psychiatrist Raja Lon Flattery is brought back out of hybernation to witness Ship’s machinations as well as the schemes of human scientists manipulating the genetic structure of humanity. Sequel to Frank Herbert’s Destination: Void, the first book in Herbert & Ransom’s Pandora Sequence.

  by Kevin J. Anderson

  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.

  Kevin J. Anderson’s 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.”

  Kevin J. Anderson’s Dark Labyrinth 1

  Collection of four horror 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.”

  Kevin J. Anderson’s Fantastic Realms 1

  Collection of four fantasy tales from the mind of Kevin J. Anderson, each with a short introduction by the author. Includes: “Loincloth,” “Frog Kiss,” “Short Straws,” and “Technomagic.”

  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.

  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 p
eople 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.

  BLINDFOLD

  Atlas is a struggling colony on an untamable world, a fragile society held together by the Truthsayers. Parentless, trained from birth as the sole users of Veritas, a telepathy virus that lets them read the souls of the guilty. Truthsayers are Justice—infallible, beyond appeal.

  But sometimes they are wrong.

  Falsely accused of murder, Troy Boren trusts the young Truthsayer Kalliana . . . until, impossibly, she convicts him. Still shaken from a previous reading, Kalliana doesn’t realize her power is fading. But soon the evidence becomes impossible to ignore. The Truthsayers’ Veritas has been diluted and someone in the colony is selling smuggled telepathy. Justice isn’t blind—it’s been blinded.

  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. . . .

  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.

  by Kevin J. Anderson & Doug Beason

  ASSEMBLERS OF INFINITY

  Nebula Award Nominee. The crew of Moonbase Columbus make an amazing discovery on the far side of the Moon—a massive alien structure is erecting itself, built up atom by atom by living machines, microscopically small, intelligent, and unstoppable, consuming everything they touch. The mysterious structure begins to expand and take shape, and its creators begin to multiply.

  Is this the first strike in an alien invasion from the stars? Or has human nanotechnology experimentation gone awry, triggering an unexpected infestation? As riots rage across a panicked Earth, scientists scramble to learn the truth before humanity’s home is engulfed by the voracious machines.

  ILL WIND

  A supertanker crashes into the Golden Gate Bridge, spilling oil. Desperate to avert environmental & PR disaster, the oil company uses an oil-eating microbe to break up the spill. But the microbe, becomes airborne . . . and mutates to consume petrocarbons: oil, gas, synthetic fabrics, plastics. When all plastic begins to dissolve, it’s too late. . . .

  IGNITION

  NASA—you have a problem. In this high-tech action adventure from Kevin J. Anderson and Doug Beason, terrorists seize control of the Kennedy Space Center and hold the shuttle Atlantis and its crew hostage on the launchpad. But astronaut “Iceberg” Friese, grounded from the mission because of a broken foot, is determined to slip through the swamps and rocket facilities around Cape Canaveral and pull the plug on the terrorists. With their years of experience in the field, Anderson and Beason have packed Ignition with insider information to create an extremely plausible, action-packed thriller.

  THE TRINITY PARADOX

  Activist Elizabeth Devane wished for an end to nuclear weapons. Surely, she thought, if they’d known what they were unleashing, the scientists of the Manhattan Project would never have created such a terrible instrument of destruction. But during a protest action, the unthinkable happened: a flash of light, a silent confusion, and Elizabeth awakes to find herself alone in a desolate desert arroyo . . . and almost fifty years in the past. June 1944. Los Alamos, New Mexico. While the Allies battle in the Pacific and begin the Normandy invasion in Europe, Nazi Germany deviates from the timeline Elizabeth knows and uses its newfound nuclear arsenal against America. Somehow, someway, Elizabeth has been given the chance to put the genie back in the bottle . . . yet could she—should she—attempt the greatest sabotage in history?

  Craig Kreident 1: VIRTUAL DESTRUCTION

  At the Lawrence Livermore National Laboratory in California—one of the nation’s premier nuclear-weapons design facilities—high-level physicists operate within heavy security to model and test new warhead designs. But politics can be just as dangerous as the weapons they design, and with gigantic budgets on the line, scientific egos, and personality clashes, research can turn deadly.

  When a prominent and abrasive nuclear-weapons researcher is murdered inside a Top Security zone, FBI investigator Craig Kreident is brought in on the case—but his FBI security clearance isn’t the same as a Department of Energy or Department of Defense clearance, and many of the clues are “sanitized” before he arrives. Kreident finds that dealing with red tape and political in-fighting might be more difficult than solving a murder.

  Written by two insiders who have worked at Lawrence Livermore, Virtual Destruction is not only a gripping thriller and complex mystery, but a vivid portrayal of an actual US nuclear-design facility.

  Craig Kreident 2: FALLOUT

  They call themselves Eagle’s Claw, one of the most extreme militia groups in the United States. They have infiltrated the Device Assembly Facility at the Nevada Nuclear Test Site, and the most frightening display of nuclear terrorism is about to unfold.

  Only the Nebula-nominated collaboration of Kevin J. Anderson and Doug Beason could masterfully blend hard-as-nails high-technology with hard-driving intrigue to deliver such an explosive thriller. FBI Special Agent Craig Kreident—the unforgettable hero from Virtual Destruction—returns in this breathtaking tour de force of terrorism, cutting-edge technology, and raw emotional power.

  Written by two insiders who have worked at the nation’s nuclear design laboratories and high-security research facilities, including the Nevada Nuclear Test Site, Fallout is a pulse-pounding thriller of an extremist group and stolen nuclear weapons, as well as a detailed portrait of what happens behind the fences of government facilities.

  Craig Kreident 3: LETHAL EXPOSURE

  At Fermilab near Chicago, researchers use the world’s largest particle accelerator to unlock the secrets of the subatomic universe. While working late one night, Dr. Georg Dumenico—candidate for the Nobel Prize in physics—is bombarded with a lethal exposure of radiation. He will die horribly within days.

  FBI Special Agent Craig Kreident knows it was no accident—but he has to prove it, and the clock is ticking. The nation’s most valued research is at stake, and only Dumenico himself knows enough to track down his own murderer . . . if he survives long enough to do it.

  b
y Bill Ransom

  Jaguar

  In waking life, he is a combat vet with a mysterious sleep disorder, confined to a VA hospital bed. When he sleeps, he roams the plains of another world, invading the minds of the people as they dream and forcing them to do his will. They call him . . . Jaguar.

  In both worlds, there are those who know the Jaguar’s secret. They are learning to link their minds across the void between worlds, following the dreampaths the Jaguar created—all the way back to where his body lies helpless . . . an easy target for their justice.

  Copyrighted Material

  All rights reserved. No part of this book may be reproduced or transmitted in any form or by any electronic or mechanical means, including photocopying, recording or by any information storage and retrieval system, without the express written permission of the copyright holder, except where permitted by law. This novel is a work of fiction. Names, characters, places and incidents are either the product of the author’s imagination, or, if real, used fictitiously.

  This book is licensed for your personal enjoyment only. This ebook may not be re-sold or given away to other people. If you would like to share this book with another person, please purchase an additional copy for each recipient. Thank you for respecting the hard work of this author.

 

 

 


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