High-Opp
by Brian Herbert
The Garbage Chronicles
In the super-consumer society of the future, recycling is illegal, and Earth’s garbage is catapulted into deep space. But as humankind reluctantly learns, what goes up must come down. . . .
In this rollicking, thought-provoking, highly imaginative exploration, Brian Herbert shares the environmental concerns of his father, Frank Herbert, the world-famous author of Dune.
Man of Two Worlds (with Frank Herbert)
Frank Herbert’s last published novel, a charming and witty science fiction adventure coauthored with his son Brian. What if the entire universe were the creation of alien minds? After an unfortunate spaceship accident, the hedonistic and ambitious human Lutt Hansen, Jr., finds himself sharing his body and mind with a naive alien dreamer. The two have to survive numerous dangers, schemes and assassination attempts . . . but can they survive each other?
The Race for God
Who needs Heaven?
God, it turns out, lives on the planet Tananius-Ofo in the distant galaxy 722C12009. And now, after countless millennia, He’s invited us to come visit Him.
Not everybody, mind you. Just an odd assortment of heathens, heretics, pantheists, perverts, and true believers of every sect and creed—all crammed into a single white spaceship piloted by a slightly crazed biocomputer. Each pilgrim is determined to be the first to reach God and learn His secrets . . .
If they don’t all kill each other on the way there.
Sidney’s Comet
Bestselling author Brian Herbert’s hilarious first novel. For centuries the slops that inhabit the Earth have been rocketing their refuse into the Galaxy, carelessly littering the cosmos with wrappers and peelings and bottles and cans. But now the universe is about to get even. An immense comet of garbage has been sighted on a collision course for Earth! Only one man can stop it: a human discard, a lowly government worker who dreams of becoming a Space Patrol Captain but could never pass the physical—the unheroic, the imperfect, the one-and-only Sidney Malloy!
Sudanna, Sudanna
On the peanut-shaped planetoid of Ut, a 150-million-year-old computer named Mamacita rules with dictatorial control. Her every whim is a steadfast rule, and no command is stronger than the ban of Sudanna, the wind that sweeps across Ut spreading the liberating sounds of music.
Hiley OIV is one of Ut’s most conscientious inhabitants, a man so afraid of losing his head (Utpeople have very precarious necks) that a Bad Thought almost never enters his mind. But now his teenage daughter has fallen in love with Prussirian BBD—Ut’s most notorious outlaw—a man who has broken Mamacita’s cardinal rule: he makes music.
Timeweb Trilogy Omnibus
Timeweb—Brian Herbert creates a universe of wondrous possibilities that is populated by sentient spaceships, shapwshifters, 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 Web and the Stars—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.
Webdancers—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.
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: Webdancers
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 Brian Herbert & Kevin J. Anderson
House Atreides (Prelude to Dune 1)
Frank Herbert’s Dune chronicles became an enduring classic and the most popular science fiction series of all time. Working from recently discovered files left by his father, Brian Herbert and best-selling novelist Kevin J. Anderson bring us Dune: House Atreides, the prequel, which captures all the complexity and grand themes of the original work while weaving a new tapestry of great passion and momentous destiny into a saga that expands the tale written by Frank Herbert more than thirty years ago.
Complex, brilliant, and prophetic, Frank Herbert’s award-winning Dune chronicles captured the imaginations of millions of readers worldwide—and transformed their perception of what the future could be. By his death in 1986, Frank Herbert had completed six novels in the Dune series. But much of his vision—vast, sprawling, and multilayered—remained unwritten. Now, working from recently discovered files left by his father, Brian Herbert and bestselling novelist Kevin J. Anderson collaborate on a new novel, the first volume in the prequel to Dune—where we step onto planet Arrakis.
House Harkonnen (Prelude to Dune 2)
Brian Herbert and Kevin J. Anderson return to the vivid universe of Frank Herbert’s Dune, bringing a vast array of rich and complex characters into conflict to shape the destiny of worlds. . . .
As Shaddam sits at last on the Golden Lion Throne, Baron Vladimir Harkonnen plots against the new Emperor and House Atreides—and against the mysterious Sisterhood of the Bene G
esserit. For Leto Atreides, grown complacent and comfortable as ruler of his House, it is a time of momentous choice: between friendship and duty, safety and destiny. But for the survival of House Atreides, there is just one choice—strive for greatness or be crushed.
House Corrino (Prelude to Dune 3)
In Dune: House Corrino Brian Herbert and Kevin J. Anderson bring us the magnificent final chapter in the unforgettable saga begun in Dune: House Atreides and continued in Dune: House Harkonnen.
Here nobles and commoners, soldiers and slaves, wives and courtesans shape the amazing destiny of a tumultuous universe. An epic saga of love and war, crime and politics, religion and revolution, this magnificent novel is a fitting conclusion to a great science fiction trilogy . . . and an invaluable addition to the thrilling world of Frank Herbert’s immortal Dune.
Dune: House Corrino—Fearful of losing his precarious hold on the Golden Lion Throne, Shaddam IV, Emperor of a Million Worlds, has devised a radical scheme to develop an alternative to melange, the addictive spice that binds the Imperium together and that can be found only on the desert world of Dune.
In subterranean labs on the machine planet Ix, cruel Tleilaxu overlords use slaves and prisoners as part of a horrific plan to manufacture a synthetic form of melange known as amal. If amal can supplant the spice from Dune, it will give Shaddam what he seeks: absolute power.
Tales of Dune
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 Bill Ransom
Burn
A vivid and gritty thriller in the vein of Michael Crichton and Tom Clancy, BURN takes today’s genetic research one step into a terrifying future, a “Hot Zone” world gone mad about a man-made contagion that literally leaves no one untouched. It is called GenoVax, and the death it brings is horrifying. It is the most frightening weapon mankind has ever created, and when it is unleashed, the human race will know what it is like to burn. . . . From the author of Jaguar and ViraVax and the coauthor, with Frank Herbert, of The Jesus Incident.
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.
The Jesus Incident (with Frank Herbert)
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.
ViraVax
In the private laboratory known as ViraVax, Rico Toledo has uncovered a horrifying truth. In this place, run by a mysterious group called the Children of Eden, the worst suspicions of ex-intelligence officer Toledo have been confirmed: his partner has been genetically programmed for assassination—and Toledo may have been altered too.
by Kevin J. Anderson
Alternitech
“Alternitech” sends prospectors into alternate but similar timelines where tiny differences yield significant changes: a world where the Beatles never broke up, or where Lee Harvey Oswald wasn’t gunned down after the Kennedy assassination, where an accidental medical breakthrough offers the cure to a certain disease, where a struggling author really did write the great American novel, or where a freak accident reveals the existence of a serial killer. Alternitech finds those differences—and profits from them.
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. . . .
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, ogr
es, 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.