The Sacred Band [Kindle Edition]
Janet Morris (Author), Chris Morris (Author)
Janet Morris (Author), Chris Morris (Author)
C. Brill (Author), Ayla Page (Editor)
When a metallic cube with unusual controls inside is unearthed during the building of an amusement park, the developer decides to build it into an attraction.
Giancarlo, Quinn, Tyrell and their families are among the first to visit this attraction when they find themselves trapped in the room.
But the strange controls are more than mere window dressing.
And the room is intended for other purposes than entertainment. Purposes the group is not prepared for.
The situation they’re locked in seems impossible and spirals out of control, placing everyone in danger. Giancarlo is forced to take the role of leader, facing an ever-more dangerous adversary when one of the group members takes his control too far as they attempt to find a way out.
George Wier (Author), Billy Kring (Author)
It’s 1889. Eleven people are on a strange steam-powered anti-gravity spaceship to the Moon. Included in the crew are such unlikely passengers and crew as: Billy The Kid, Nikola Tesla, Jack The Ripper, a Sioux warrior out for the blood of George Armstrong Custer (who did not die at the Little Bighorn), a Cossack warrior-princess, a battery of robots, a half-man and half-cyborg engineer, a Punjabi mathematician and linguist, a big-game hunter from Africa, and the great-grandson of Blackbeard the Pirate, not to mention the genius who designed the ship. There are aliens on the Moon with evil intentions, the robots are wound a little too tightly, and no one knows that the Ripper is along for the ride except the Londoner himself.
What could possibly go wrong?
Accolades for 1889: Journey to the Moon:
Kring & Wier vault to the head of the burgeoning steampunk genre with this hyper-extrapolated, richly detailed saga. Every nut and bolt is tightened in place, and the cast of characters is a rogue’s gallery of 19th Century mad scentists, outlaws and adventurers. I haven’t had this much fun going to the Moon since H. G. Wells sent Bedford and Cavor into the sky.
K. W. Jeter, author of Infernal Devices and Fiendish Schemes
Reads in the best way like a lost Jules Verne and H.G. Wells collaboration. Sense of wonder and the magic of great storytelling drive this fast-paced, steam-driven tale to a stunning conclusion with some adventurous stops along the way.
Joe R. Lansdale
1889: Journey to the Moon is a rip-roaring steampunk thrill-ride with a wonderful cast of characters. Bring on the sequel!
Bill Crider, author of the Sheriff Dan Rhodes Mysteries.
Kring and George Wier elevate the Steampunk genre to its pinnacle in 1889: Journey to the Moon. More than Verne, more than Wells, these two have created a thrill-a-minute adventure with a menagerie of unlikely characters, such as Billy the Kid, Nikola Tesla, George Custer and so many others. And what’s truly amazing, the science is plausible! This book will astound and entertain. Add in the special bonus of authentic language, dress and mannerisms, and you have the makings for a classic SF/steampunk novel that will go down in history—or rewrite it!
T.R. Harris, author of The Fringe Worlds
Cleve Sylcox (Author), Elizabeth Mackey (Illustrator)
Thomas Hardwick has problems – He cannot remember his involvement in the scant wars. Scratchy memories with feelings of dread link him to a past he wants to forget. A nightmare hangs over him, casting an evil shadow. Thrums invade the planet threatening to murder all its inhabitants whose hatred for each other dates back centuries. Thomas must unite them in order for the planet to survive. A battle for possession, conquest and survival ensues.
Nucor – Season of the Moons Who Will Survive
Jack Conner (Author)
In the glorious empire of Qazradan, the youngest son of the Emperor seems to have it all — youth, ability, intelligence — and he’s poised on the brink of a great destiny. Not only that, but his family seems ideal, the perfect royal family — not oppressive but nurturing to their empire, almost democratic. But the royal family has a dark secret, and after Davril proves himself with a military victory over a minor rival, his father decides to reveal the family’s secret ahead of time. Davril had been meant to learn it at sixteen, but instead he’ll learn it at fifteen. Would the extra year of maturation have made a difference? One thing is certain — everything is about to change, and not for the better.
When that happens, the wheels of fate begin to turn. The great and awful being that was supposed to be appeased is now wrathful, and its absence and unwillingness to help Qazradan opens the empire — and the world — up to strange new horrors. For the being had been keep OTHER entities at bay, even darker and more terrible, and with it gone they descend upon the world.
The worst of them all, their supreme deity, is the one known as the Worm, and somehow Davril must prevent its coming, or at least its dominion, but how can he with the empire collapsing into chaos and a vicious cult out for his blood?
This is Part Two of two. Find Part One of the Sword & Sorcery Adventure here . . .
. . . in the US: http://www.amazon.com/dp/B007MB7BRU
. . . in the UK: https://www.amazon.co.uk/dp/B007MB7BRU
Or buy the Box Set edition here . . .
. . . in the US: http://www.amazon.com/dp/B00J19FMGS
. . . in the UK: https://www.amazon.co.uk/dp/B00J19FMGS
People who love “Weird Tales”, the works of Robert E. Howard, horror fiction, epic fantasy, dark fantasy, epic battle fantasy, epic war fantasy, sword and sorcery, H. P. Lovecraft, and other weird fiction writers are likely to enjoy “Empire of the Worm: Two One (of Two)”. It’s sword and sorcery adventure with a dose of horror.