Recommendations based on "Noa in the Flesh (World of the Changed Book #3): LitRPG Series (English Edition)"
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By Nick Harkaway
A post-apocalyptic feast of words that is completely unique - a shoot-from-the-hip comparison would involve Lord of Light, Mad Max and Alice in Wonderland - for grownups, and with ninjas.
By Mark Lawrence
Two people living in a world connected by an immense and mysterious library must fight for those they love in the second book in a new trilogy from the international bestselling author of The Book That Wouldn’t Burn. The Library spans worlds and times. It touches and joins distant places. It is memory and future. And amid its vastness Evar Eventari both found, and lost, Livira Page. Evar has been forced to flee the library, driven before an implacable foe. Livira, trapped in a ghost world, has to recover the book she wrote—one which is the only true threat to the library’s existence—if she's to return to her life. While Evar's journey leads him outside into a world he's never seen, Livira's path will taker her deep inside her own writing, where she must wrestle with her stories in order to reclaim the volume in which they were written. The secret war that defines the library has chosen its champions and set them on the board. The time has come when they must fight for what they believe, or lose everything.
By 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.
By Neal Shusterman
Teens fight for their humanity in this thrilling third book in the "New York Times" bestselling Unwind dystology by Neal Shusterman. Connor and Lev are on the run after the destruction of the Graveyard, the last safe haven for AWOL Unwinds. But for the first time, they're not just running away from something. This time, they're running towards answers, in the form of a woman Proactive Citizenry has tried to erase from history itself. If they can find her, and learn why the shadowy figures behind unwinding are so afraid of her, they may discover the key to bringing down unwinding forever. Cam, the rewound boy, is plotting to take down the organization that created him. He knows that if he can bring Proactive Citizenry to its knees, it will show Risa how he truly feels about her. And without Risa, Cam is having trouble remembering what it feels like to be human. With the Juvenile Authority and vindictive parts pirates hunting them, their paths will converge explosively--and everyone will be changed. Neal Shusterman continues the adventure that VOYA called "poignant, compelling, and ultimately terrifying."
By Mark Anthony
From an acclaimed new master of fantasy fiction comes Book Four in the continuing saga of magic, adventure, courage, and fate on parallel worlds–mystical Eldh and modern Earth. Blood of Mystery A twist of time has left Runebreaker Travis Wilder and three of his otherworldly friends stranded on 1880s Earth in a lawless Colorado mining town. As they search for a way back to their own time, Grace Beckett–in present-day Eldh–journeys to a frozen kingdom where she learns her own terrifying destiny: to oppose the Pale King and his monstrous army in the coming cataclysmic battle that will decide Eldh’s future forever. If the Pale King emerges victorious, his master Mohg, the dread Lord of Nightfall, will return from exile, break the First Rune, and remake Eldh in his own dark image. And Earth itself, Eldh’s sister world, will be the next to fall under shadow. Even if Travis returns to Eldh in time to align his calling as Runebreaker with Grace’s destiny as Blademender, how can two mere humans hope to defeat an evil more ancient than any world, more powerful than all existence?
By S. M. Stirling
ALL-NEW STORIES OF THE EMBERVERSEby S.M. Stirling, Harry Turtledove, Walter Jon Williams, John Birmingham, John Barnes, Jane Lindskold, and more... " A] vivid portrait of a world gone insane,"* S. M. Stirling's New York Times bestselling Novels of the Change have depicted a vivid, utterly persuasive, and absorbingly unpredictable postapocalyptic wasteland in which all modern technology has been left in ashes, forcing humankind to rebuild an unknowable new world in the wake of unimaginable--and deliberate--chaos. Now, in this startling new anthology, S. M. Stirling invites the most fertile minds in science fiction to join him in expanding his rich Emberverse canvas. Here are inventive new perspectives on the cultures, the survivors, and the battles arising across the years and across the globe following the Change. In his all-new story "Hot Night at the Hopping Toad," Stirling returns to his own continuing saga of the High Kingdom of Montival. In the accompanying stories are fortune seekers, voyagers, and dangers--from the ruins of Sydney to the Republic of Fargo and Northern Alberta to Venetian and Greek galleys clashing in the Mediterranean. These new adventures revisit beloved people and places from Stirling's fantastic universe, introduce us to new ones, and deliver endlessly fascinating challenges to conquer, all while unfolding in a "postapocalyptic landscape that illuminates both the best and the worst of which our species is capable,"** "a world you can see, feel, and touch." *** Contributors to The Change: Tales of Downfall and Rebirth IncludeIntroduction: The Change as Setting and Secondary World by S. M. StirlingHot Night at the Hopping Toad by S. M. StirlingRate of Exchange by A. M. DellamonicaTight Spot by Kier SalmonAgainst the Wind by Lauren C. TeffeauThe Demons of Witmer Hall by M. T. ReitenBernie, Lord of the Apes by John Jos. MillerThe Seeker: A Poison in the Blood by Victor MilanGrandpa's Gift by Terry D. EnglandFortune and Glory by John BirminghamThe Venetian Dialectic by Walter Jon WilliamsThe Soul Remembers Uncouth Noises by John BarnesTopanga and the Chatsworth Lancers by Harry TurtledoveThe Hermit and the Jackalopes by Jane LindskoldThe New Normal by Jody Lynn NyeA Missed Connection by Emily Mah TippettsDeor by Diana Paxson *Statesman Journal (Salem, OR)**Science Fiction Weekly***Otherwhere Gazette
By Tim Probert
In the fourth installment of the award-winning, critically acclaimed Lightfall series, Bea, Cad, and their friends continue their quest to restore light on their dark world. Perfect for fans of Amulet and Avatar, this next book dives deeper into the magical world of Irpa, where ancient secrets and adventures abound. After surviving a shipwreck on the Fuerre Sea, Cad washes ashore on the shores of Pellidyr. There, he searches for Lorgon, the Water Spirit, but instead finds the other spirits of Irpa who question if their planet can be saved. One of them offers to help Cad and transports him to A Place Between, a strange liminal realm between the living and the dead, where Cad works to uncover the reason Lorgon summoned them to Pellidyr in the first place. Meanwhile, Bea awakens within the walls of the capital city. While Pellidyr's leader has heard the tales of Bea's derring-do and believes her to be a hero with all the answers, she's never felt more uncertain about the future. What she does know is that she can't accomplish anything without her crew. When Bea's escape plan also brings her to A Place Between, she makes a shocking discovery that changes her understanding of everything that came before her...and what could soon follow.
By James Axler
BATTLEFIELD EARTH Far in the future, mankind endures the relentless onslaught of alien oppressors, an ancient battle whose tide has begun to turn through the efforts of the Cerberus rebels. This remarkable band of warriors fights an elusive enemy, traveling through dangerous portals of time and space, where reality and un-reality collide in stunning, deadly purpose... LIGHT OF THE DAMNED The diamond mines of the Congo are ground zero for a calculated new power grab by an ancient Mesopotamian god. Darkened and depraved, Nergal intends to harness the power of light to lock humanity in the blackness of eternal damnation. But Nergal's ability to blind his opponents is only the beginning. The Cerberus rebels will have to find the human who's pulling Nergal's strings...which means venturing into the gaping mouth of hell itself.
By A. M. Sohma
Kit is back. And she's still stuck playing her ridiculous elf dancer character. After leading a group out of the full submersion video game, Chronicles of Retha, Kit knew she couldn't leave the remaining players to suffer their fate alone. So she returned to the game with the goal to get everyone out.There's just one problem. Forcing a system wide logout requires the defeat of the end game boss character. A boss who hasn't ever been beaten before.Solus Miles, the best player on the server, is famous for fighting solo, but Kit's return changes that. With Kit fighting for their freedom, Solus realizes that he'll have to travel with her and her motley crew and play up the charade of their "fake" relationship as pledged players if he really wants to help her in this fight. (Besides, if he goes with her, maybe he can keep her from dying all the time, too.)When the top guilds are still skeptical of Kit's plan, she turns to those whom others overlook: the non-playable characters controlled by the game mechanics.But Retha has changed. Monsters, events, and quests have shifted, complicating her task. The journey across an altered Retha tests even Kit's veteran knowledge and strains her leadership like never before.Can she leverage her NPC allies and convince the other players to join her?
By Sarwat Chadda
Ash Mistry is in a world of pain. A parallel world in fact, where another version of him seems to be living his life, and the evil Lord Savage - now all-powerful and adored by the nation - is about to carry out a terrible plan. Worse still, Ash's superpowers, invested in him by the Death Goddess Kali, seem no longer to be working. Without Kali, can Ash defeat Savage and save the world?