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Hellburner

Alliance-Union: Company Wars: Book 2

C. J. Cherryh

Lt. Ben Pollard thinks he's traded the perils of the Belt for security as an Earth-based computer jockey for United Defence Command. Then he's forced to perform a mission of mercy – and lands on an isolated, intrigue-riddled space station.

When Pollard finds himself stranded on the Sol II battle installation without his orders, I.D., and possessions, he discovers something equally disturbing. He's been named next-of-kin to a man he never wanted to even see again: Paul Dekker, a young pilot who attracts crises like dead flesh draws flies. The centerpiece of a top-secret war project, Dekker has just lost his entire crew in a mysterious freak accident and lost his mind to amnesia from an attempted suicide. Or attempted murder.

Suddenly two more faces from Dekker and Pollard's past are shanghaied to Sol II: their occasional lovers, renegade pilots Meg Kady and Sal Aboujib. Together they had once smashed the criminal cover-ups of a mining cartel. Now, they're all caught in a shadowy, deadly maze of power-mongering rivalries between UDC and Fleet Strategic Operations, the Senate and Peace Lobby, and the corporate lords of both Earth and Mars. In this subtle, dark contest with mysteries that deepen by the hour and rules that change without warning, Pollard, Kady, Aboujib and Dekker must survive kidnapping, sabotage, ambush, riots, kangaroo courts, conspiracy, and treason - only to become lab animals in the frontline of an endless war for humanity's soul. The two couples are being programmed to crew an experimental deathship no one has been able to control. And to escape the quagmire of manipulation, Pollard and his companions must master and wield the awesome power of – Hellburner.

Downbelow Station

Alliance-Union: Company Wars: Book 3

C. J. Cherryh

The Beyond started with the Stations orbiting the stars nearest Earth. The Great Circle the interstellar freighters traveled was long, but not unmanageable, and the early Stations were emotionally and politically dependent on Mother Earth. The Earth Company which ran this immense operation reaped incalculable profits and influenced the affairs of nations.

Then came Pell, the first station centered around a newly discovered living planet. The discovery of Pell's World forever altered the power balance of the Beyond. Earth was no longer the anchor which kept this vast empire from coming adrift, the one living mote in a sterile universe.

But Pell was just the first living planet. Then came Cyteen, and later others, and a new and frighteningly different society grew in the farther reaches of space. The importance of Earth faded and the Company reaped ever smaller profits as the economic focus of space turned outward. But the powerful Earth Fleet was sitll a presence in the Beyond, and Pell Station was to become the last stronghold in a titanic struggle between the vast, dynamic forces of the rebel Union and those who defended Earth's last, desperate grasp for the stars.

Finity's End

Alliance-Union: Company Wars: Book 7

C. J. Cherryh

With a truce declared between the major powers, war hero Captain James Robert Neihart returns to the Alliance station of Pell to reclaim one of the Merchanters' own. During the Company Wars, Finity's End had to leave a pregnant crew member on Pell and was unable to retrieve her orphaned son.

The Neiharts want their lost cousin back out of love, but also because the war has cost Finity's End a generation. No babies have been born, while half the crew – half the family – are dead, making the prodigal youth even more precious.

But Fletcher Neihart has left Pell for the planet Downbelow where, after a childhood spent in uncaring foster homes, he's found happiness working with the hisa – Downbelow's mystic, peaceful natives. He even has a beautiful girlfriend. The last thing he wants is to be dragged into space. He has no choice.

Fletcher is reunited with a home he's never seen. From having no family, he's now surrounded by kinfolk – all battle-scarred strangers more alien than the non-human hisa. Like Jeremy, the hero-worshipping twelve-year-old, JR, groomed to be a captain and growing into leadership, Madelaine, ship's attorney, and Fletcher's great-grandmother.

And the Neiharts must deal with a resentful hostage who bears their name and features, but knows nothing of their history, traditions or lives.

Meanwhile, Finity's End flies toward conflict and danger. For Captain Neihart is forging a treaty among the worlds, stations and Merchanters; and opponents will try ambush, sabotage, and murder to stop him. By journey's end, the hope for peace will depend on whether JR, Jeremy and the crew can uphold Merchanter honor; and whether Fletcher, guided by a gift from the hisa, can learn to trust... and find his true place in the universe.