Dumarest continues his restless wandering - combing the spaceways for an ancient and almost forgotten planet called Earth. Then, on a primitive world, he fights a giant mutant for the life of the lovely psychic Lallia - and wins a vital clue that could lead him to the end of his quest . . . (First published 1971)
Dumarest has traced the lost planet of Earth to one remote corner of the galaxy, but he still lacks its precise co-ordinates. Somewhere on the cyber-dominated police-world of Technos lives the mysterious woman who can help him. And the only way to find her is to become a slave . . . (First published 1972)
Earl Dumarest, trans-galactic soldier of fortune, is still seeking his birthplace, the fabled planet Earth. On the distant, decadent planet Dradea, he meets the mysterious, mutant woman Veruchia. She selected him from the gladiators' arena to become her servant. . . and more. Soon, Dumarest discovers that she too is engaged in a quest - and that the fate of her planet hangs in the balance. Fascinated, compelled, he agrees to help her. But then he must face bizarre perils which make the gladiatorial arena seem a haven of safety. . . (First published 1973)
Earl Dumarest still seeks the mythical planet Earth . . . still roams alien and violent worlds. With him goes Mayenne, whose songs create joy and passion - or forgetfulness. Together they are cast up on Tormyle, a planet from another galaxy; a planet unique throughout the Universe. For Tormyle is sentient - the most powerful intelligence in the Cosmos, constantly recreating itself. Tormyle can be Paradise or Hell. Tormyle can manifest as a dragon or a knight on horseback, faceless behind the helmet. Tormyle understands nothing of humanity, of men and women, of emotion. And Tormyle will let no-one escape who cannot answer the unanswerable. (First published 1973)
Earth is real,' Dumarest insisted. 'A world old and scarred by ancient wars. The stars are few and there is a great single moon which hangs like a pale sun in the night sky.' In the quest for his legendary birthplace, Earl Dumarest has traversed galaxies. Now, at least, he reaches Ourelle, a planet close to Earth - out along a far arm of the Milky Way. There he finds Jondelle, a boy who may hold the key to Earl's search. But then Jondelle is kidnapped. And Dumarest's pursuit of the imperilled boy leads him to a city of paranoiac killers - madmen whose terrible violence is always on a hair-trigger! (First published 1973)
Earls Dumarest's quest for his homeland - the legendary planet Earth - had been long and dangerous. Trekking across the galactic wastelands of the Milky Way, he had been pursued and hindered at every step by the deadly Cyclan. Now, just as his search seems to be nearing its close, Dumarest is once again side-tracked - forced to lead an army for Zenya in the deadly feuds of the alien planet of Paiyar . . . (First published 1974)
Earl Dumarest, now a vanquished and captive mercenary, is offered the choice of surrender to the fearsome Cyclan or the chance of freedom by the beautiful and ruthless Lady Delphine. The risks are terrifying - but has Dumarest a choice? Intent on finding the legendary world of Terra - Earth - the planet of his birth; pursued by the brilliant and ruthless megalomaniac race, the Cyclan, whose secret key to Galactic domination only he possesses; trapped on a plague ship hurtling through a universe determined to destroy it, and captained by a madman - Earl Dumarest is tempted by the irresistible but fatal promise of Delphine. The choice is simple - to abandon his dreams or perish by them, just as they promise fulfilment. (First published 1976)
As guardian of the Universe's freedom from the domination by the Cyclan, Earl Dumarest is ruthlessly hunted by their agent, Cyber Broge, as he searches for the fortune necessary to finance his epic quest for Terra - the planet of his birth. Hunter and fugitive, predator and victim, Earl Dumarest lands on the planet Zakym. ZAKYM - a cadaverous, twin-sunned world where the spectres of the dead daily claim the lives of the living; a decadent world that threatens to explode with the unparalleled violence of civil war and broken taboos. ZAKYM - home of the beautiful, haunted Lavinia whose soul is claimed and condemned by a power-crazed madman. Both Lavinia and her planet are doomed until a man appears who promises to be their saviour. Dumarest is the only person capable of challenging the terrifying menace of the Cyclan and the terrors of Zakym. But can even he triumph against such foes? (First published 1977)
There was only one way out of Harge: to find a singing jewel, the greatest prize on that world of sand dunes. But the jewels were hidden deep in the burrows of Harge's most vicious predator. Earl Dumarest could fight humans, could match wits with the implacable Cyclan. But now, in his galaxy-spanning quest for the lost planet Earth, he must face the WEB OF SAND. (First published 1979)
Only Earl Dumarest himself believed that there was ever a planet called Earth. He had been seeking it a long time - but nobody else at the crowded galactic centre believed in it. During his quest he had acquired some bits of information - a Terrestrial zodiac, and authentic painting of Luna, a general series of hints that he was getting closer. The he learned of a man on Elysius who knew where Earth was, and who had the special coordinates that would take a starship directly to it. Though the man was dead, his widow knew where the data lay. But she demanded a price from Dumarest - a chore that involved a mining expedition which would bring her back a fortune . . . and for him the information he sought. But the Terra Data would not be so easily come by! (First published 1980)
Ascelius was an academic world, whose primary business was teaching the knowledge of the thousands of worlds, and housing great universities and colleges, populated by students and scholars from all over the galaxy. Such a world was surely the place to learn of the legendary planet called Earth. And Dumarest discovered that there had once indeed been a study-group of Earth lore. But to find the remnants of it was not easy. Not when the dreaded Cyber already had a toe-hold on Ascelius - and genetic engineering of man and monster was the latest fad. But Dumarest was not a quitter. Whatever the tests might demand, he would not give up . . . although it might mean death for others - or even for himself. (First published 1980)
The Terridae believed the lost Earth was heaven and utopia combined. In their artificial planet, they moved slowly through the universe in search of it. And in their eyes, the rediscovery of Earth was to be the Event. Now they said the Event was coming! Earl Dumarest - who was born on Earth and knew the truth - was an unwelcome visitor among them. If they knew of Earth's whereabouts, they were not telling him. But another Event was already on its way. A Cyclan ship was rapidly approaching the Terridae's world, confident that this time Dumarest would fall into their heartless clutches. Dumarest was not ready to flee - but if he stayed there would be no Earth for him, only a long, lingering doom. (First published 1982)
Clues from Angado, clues from the lady Govinda, all leading Dumarest on in his search for the lost Planet Earth. But first they lead him to a collector of ancient wisdom called Tama Chenault. But Chenault is not all that he seems, and Dumarest is forced to bargain for the information he seeks. In return he must pledge allegiance to Chenault's deadly plan . . . (First published 1984)
There was something eerie about the storm . . . The blizzard had risen too fast, the wind howling as if from the throat of a rabid dog . . .the entire world had turned into a featureless hell of ubiquitous white. A world in which Malkar knew himself . . . to be completely lost.
From the opening reared a head, wide, flat, huge. Below it stretched a body beautiful with iridescent scales of gold edged with ruby. Nictitating membranes lifted over enormous eyes, deep, limpid pools of ancient wisdom, catching and reflecting the light of the miniature sun, turning the glowing orb into a scatter of stars shimmering in an ebon sea. From open jaws a forked tongue flickered with a soft susurration. Its scent was dry, acrid, tinged with that of living fur on a summer's day. The head rose higher, swaying over the three men on the ledge, the sinuous length of the body almost filling the passage through which it had come. From it radiated an impression of incredible age. "A serpent," whispered Thagamista. "A creature from the beginning of time. Somehow surviving to find this place and feast on those who well here. It was inevitable they should think it a god." THE SLEEPING CITY continues the dynamic saga of the Chronicles of Malkar, E.C. Tubb's newest fantasy hero!
Wilner pointed, his finger trembling as he stared at the screen. "There, ships, hundreds of them! A space fleet!" These were the vessels which had vanished in space over many years. This was the centre of hyperspace, the resting place of derelict star ships, the Sargasso of Space . . .
All Verrill wanted to do was to get to Mars, to Port Mercham where a ship was getting ready to take the Big Jump to the stars. But he was stranded on Venus, without money, papers, or weapons, with nothing but a keep-sake between him and starvation and the revengeful fury of the powerful Brotherhoods - and charity was a forgotten word. How, with foreign papers, he fought and won the right to a berth, discovered a subtle plot to smuggle narcotics and defeated a mutiny. How he fought a desperate battle with the menace of the Sun and escaped from Mercury, and how, at last, he managed to reach his objective, make a story of high adventure. This is a fast-moving, hard-hitting tale of the future, of rocket ships and the men who guide them across the wastes of space, of the perils and dangers waiting at every turn. A story which paints bright colours across the pages of unwritten history, and brings to life the lives of those yet unborn.
For countless years the enigmatic city of Klagan had rested beneath the racing moons of ancient Mars. Forbidden, guarded, sheltered in the cup of the Blue Mountains and surrounded by waterless desert. It rested there, a place of a thousand rumours and whispered fantasies, and gave birth to muttered tales of incredible wealth and riches. To this city came Halmar, the guide; Lorna, the dancer from Venus; and the man called Smith. Defying the ban of the Terran Authorities, the fanatical Drylanders, and the harsh desert, they reached the crystal walls of the strange city. There they found a tremendous mystery, the deserted artefacts of a vanquished civilisation - and found themselves snared in an incredible trap. For Klagan was more than a city. It was. . . What it was and how the intrepid adventurers solved the incredible secret of the mysterious city makes this an exciting tale of science and plausible speculation, action and human motivations.
There were two: Rosslyn, the pilot, and Comain, the dreamer. Rosslyn died in space, frozen, preserved for two centuries until found and resurrected by a miracle of future surgery. Comain . . . ? Comain remained on Earth and crystallised his dreams, and when Rosslyn returned he found a civilisation beyond his wildest imaginings. Women ruled the planet, guided solely by the automatic and relentless predictions of a tremendous and frightening machine. A machine that foretold the future and determined the actions of an entire world with devastating accuracy. Into this assured and new civilisation Rosslyn came - and the impact of his presence brought near chaos. He had to be assimilated - or eliminated
Leon Vardis' whole life was keyed to revenge. If it couldn't be wreaked on the peasants who had burned his mother as a witch on the primitive planet of Rhome, then it could, most gloriously could, be let loose on the contemptuous sophisticates who rescued him from certain death, toyed with him for their own amusement and then, uncaring, cast him aside on the metropolitan planet of Joslen. But first his apprenticeship - as peasant farmer on Pharos, as space mercenary on more planets then you'd care to name. Then independence, as a stellar trader. And at last an opportunity to act as Fate, slowly, and with ironically sophisticated enjoyment, For in the hypnotic jewels of far Shergol lay the seeds of a truly cosmic vengeance. Leon's saga was complete. The ultimate leveller had been unleashed on the galaxy.
We talk of good luck and bad luck. We even wear, some of us, good luck charms and we tend to select certain lucky numbers if we enter a raffle. No, Norman, you can't tell me that we don't acknowledge the existence of something we call luck. The world, indeed the Universe, is surrounded by intangible energies of which man has, at present, only the vaguest notions. Electricity is such a force. Magnetism, gravitation . . . all once-unsuspected natural forces, now known for the realities they are. And so why not luck? And once the possibility of luck being an actual force is recognised the next step is obvious - a machine to harness its forces. But if one man can attract the good luck, someone, somewhere is due for bad luck. When the machine falls into the wrong hands, the inventors begin to wish they'd stuck to rabbits' feet and black cats . . .
For Mark Carodyne, all of life was a gamble. For money, for sport, for knowledge, for danger. That's why he had come to Krait for the skimming races he knew would make him rich. Or broke. Or dead. Krait. It was dominated by the pulsing quivering kaleidoscopic Omphalos that filled the sky above. An unmeasurable mass that was said to have the power to swallow whole planets - even galaxies. Indeed, seven ships had been sent to explore its mysteries and none had returned. Now there were those who believed that Krait was about to come into its path. And Mark Carodyne had agreed to gamble his life to obtain the scientific data that might save the planet from destruction. One man. In a single ship. Skimming the edge of the unknown . . .
Empire builder Max Feyman had ruthlessly gained control of an invention called the 'zipdrive', a system of ultra-fast space travel. But his world is shattered when his daughter Celia, vacationing on the moon, is suddenly rendered unable to walk or speak - dependent on others to remain alive. Then, across the solar system, others are also struck down. Feyman must find a cure for the mysterious affliction that threatens not only the life of his only daughter - but also humanity itself
FREE ACTING TERRAN ENVOY F.A.T.E. Captain Kennedy, Earth's trouble shooter carries the Banner of Terran against the unknown sciences and alien psychologies of a thousand worlds. The crack in the cosmos that has to be sealed! FATE is the space hero series that has become a must wherever Science Fiction is read. A solid space adventure more exciting than "Startrek" and far more real than "Perry Rhodan". Look out for further titles in this exciting series.