Empfehlungen basierend auf "Echoes of Destiny"

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von Peter F. Hamilton

The Confederation is starting to collapse politically and economically, allowing the 'possessed' to infiltrate more worlds. Quinn Dexter is loose on Earth, destroying the giant arcologies one at a time. As Louise Kavanagh tries to track him down, she manages to acquire some strange and powerful allies whose goal doesn't quite match her own. The campaign to liberate Mortonridge from the possessed degenerates into a horrendous land battle, the kind which hasn't been seen by humankind for six hundred years; then some of the protagonists escape in a very unexpected direction.Joshua Calvert and Syrinx fly their starships on a mission to find the Sleeping God - which an alien race believes holds the key to overthrowing the possessed.

von RIORDAN RICK

Thor's hammer is missing again. The thunder god has a disturbing habit of misplacing his weapon - the mightiest force in the Nine Worlds. But this time the hammer isn't just lost, it has fallen into enemy hands. If Magnus Chase and his friends can't retrieve the hammer quickly, the mortal worlds will be defenseless against an onslaught of giants. Ragnarok will begin. The Nine Worlds will burn. Unfortunately, the only person who can broker a deal for the hammer's return is the gods' worst enemy, Loki - and the price he wants is very high.

von Darren Shan

The stunning finale to the "New York Times" bestselling series brings Darren face-to-face with his archenemy, Steve Leopard. One of them will die. The other will become the Lord of the Shadows and destroy the world. Is the future written, or can Darren trick destiny?

von Paul Stewart, Chris Riddell

In the second novel in the Rook Barkwater sequence, the young knight librarian attempts to stop the dark might of the Most High Academe. High in the crumbling Palace of Statues, oily Vox Verlix is brewing a terrible plot to take over power in Edgeworld once again. Can Rook foil Vox's plan and save the lives of his librarian colleagues?From the Hardcover edition.

von Stephen King

At the outset of the final installment of our saga, Roland’s ka-tet is scattered across several different wheres and whens. Susannah Dean (still in the clutches of the demon Mia) is in End-World’s Fedic a chamber of horrors where magic and technology can be merged and where a monstrous half-human child can be brought forth into the world. Eddie Dean and Roland Deschain are in Maine, 1977, searching for the site of otherworldly walk-in activity, and a possible doorway back to Mid-World. Jake Chambers, Father Callahan, and the bumbler Oy are battling vampires and low men in New York’s Dixie Pig Restaurant, circa 1999, a place where long pig is definitely on the menu. As soon as our tet reunites, they must journey to the headquarters of Thunderclap’s Wolves in order to discover exactly why the Crimson King’s minions have been culling the brains of young children for twin-telepathy enzymes. The answer is more horrible than they realized, and bears directly upon Roland’s quest to reach the Dark Tower.

von James Rollins

What if you could bio-engineer the next great world prophet: scientifically produce the next Buddha, the next Mohammed, or even the next Jesus? Would it mark the Second Coming or initiate a chain reaction with disastrous consequences? A master at combining historical and religious intrigue with edge-of-your-seat adventure, New York Times bestselling author James Rollins brings back SIGMA Force to battle a group of rogue scientists who've unleashed a bio-engineering project that could bring about the extinction of mankind. From ancient Greek temples to glittering mausoleums, from the slums of India to the radioactive ruins of Russia, two of SIGMA's finest must race against time to solve a mystery that dates back to the first famous oracle of history—the Greek Oracle of Delphi.

von Alan Dean Foster

Born was a child of the rain forest that covered Midworld, part of the primitive society that the peaceful jungle planet had sustained for hundreds of years. He was wise in the ways of his world, and he knew well the precarious natural balance that governed all things. Then one day the aliens came. Giants. They knew nothing of the Upper or Lower Hell -- and they cared less. Born had risked his life to save them, to guide them through the myriad tangled boughs, past unseen, unsuspected dangers lurking in the underbrush. But worse than their ignorance of how to survive, the aliens had plans for Midworld, plans that could utterly destroy the globe-spanning forest that his people called home. As the days passed, Born realized his mistake. And as he had once hunted only to live, he knew now that he would be forced to live only to kill...

von Stephen Lawhead

Stephen R. Lawhead’s acclaimed Bright Empires series—now available in one volume! The Skin Map It is the ultimate quest for the ultimate treasure. Chasing a map tattooed on human skin. Across an omniverse of intersecting realities. To unravel the future of the future. The Bone House Kit Livingstone met his great-grandfather Cosimo in a rainy alley in London where he discovered the truth about alternate realities. Now he’s on the run—and on a quest—trying to understand the impossible mission he inherited from Cosimo: to restore a map that charts the hidden dimensions of the multiverse. Survival depends on staying one step ahead of the savage Burley Men. The Spirit Well The Search for the Map—and the secret behind its cryptic code—intensifies in a quest across time, space, and multiple realities. The Shadow Lamp The quest for answers—and ultimate survival—hinges on finding the cosmic link between the Skin Map, the Shadow Lamp, and the Spirit Well. The Fatal Tree It started with small, seemingly insignificant wrinkles in time: A busy bridge suddenly disappears, spilling cars into the sea. A beast from another realm roams modern streets. Napoleon’s army appears in 1930s Damascus ready for battle. But that’s only the beginning as entire realities collide and collapse.

von Greg Weisman

An epic action-adventure series set in Blizzard's popular World of Warcraft® game franchise. Features a young cast of characters discovering the mysteries and majesty of the world around them.It's been years since twelve-year-old Aramar Thorne, a clever boy who is never without his precious sketchbook, has seen his father. So when Captain Greydon Thorne comes ashore and asks his son to join him at sea, it feels as if someone has redrawn Aram's entire world. At sea, Aram struggles to get along with the Wavestider's crew--especially second mate Makasa, a tough teenaged girl. Just as Aram starts to get his head above water, a band of vicious pirates attack the Wavestrider, turning his world upside down once again. As Aram and Makasa try to find their way home, they encounter creatures both terrible and wondrous, and Aram will seek to understand Azeroth's denizens as he draws them in his sketchbook. But the journey is hindered by Greydon's compass, which never points north. If the compass isn't leading Aram and Makasa home--to safety--to what destiny is it leading? Includes twenty illustrations from the acclaimed Blizzard artist, Samwise Didier.

von Darren Shan

When Grubbs Grady first encounters Lord Loss and his evil minions, he learns three things: the world is vicious, magic is possible, demons are real. He thinks that he will never again witness such a terrible night of death and darkness. He is wrong.