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)
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)
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)
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.
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)
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.
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.
Destiny awaits the world of Metelaze. Mighty will be our future. To us will come the races of the galaxy. To us will come the wealth of a universe. Too long have we rested beneath the Terran heel. Very soon now we shall strike off the chains of our oppressors. Metelaze shall be free!" This sort of propaganda was always common among the demagogues of backward planets that had received help from Terra. But Metelaze was different. For there the promise held out was that secrets of the ancient pre-galactic science were becoming available, that an offer was being made that "could not be refused." To Cap Kennedy fell the task of finding out. Were there really unknown scientific marvels available on Metelaze? Who was behind these offers of total power and absolute wealth? What, in fact, was the monster of Metelaze? And how could such a monster out of time and space be stopped?
FREE ACTING TERRAN ENVOY F.A.T.E. Alien scientists had learned how to release the ravening beast-instincts buried in the recesses of the human brain from the far distant past. Now they were willing to sell their knowledge to the highest bidder in exchange for an alliance against Terra. And they had many willing to bargain with them. Captain Kennedy, the top man of the Free Acting Terran Envoys - FATE - was assigned to stop this terrifying menace. But he knew immediately that his greatest danger lay within himself - and that by challenging the alien scientists he could turn himself and his friends into beasts beyond imagining!
FREE ACTING TERRAN ENVOY F.A.T.E. Captain Kennedy lay between life and death after his mind had been hurled a million years into the past. To break the spell of the Jewel of Jarhen which held the Captain in its thrall, three members of FATE had to pit all their formidable skills against a terrible enemy. The danger to Captain Kennedy's life was matched by the peril to an entire world. It was an inexorable race against time for the FATE team as they tried to break the mystery of the pre-galactic artifact on which all the horror hinged.
FREE ACTING TERRAN ENVOY F.A.T.E. Seetee is the most dangerous substance in the universe - bring it into contact with the most stable of normal material and it explodes with enormous energy and destruction. When Captain Kennedy and his crew, the top men of F.A.T.E. - Free Acting Terran Envoys - accidentally brush against some Seetee they not only thank their lucky stars for their escape, but realise it signals an emergency of the highest order. Because such a swarm as they have encountered could cause the destruction of an entire solar system. And thy have reason to believe it is directed at out Sun - including particularly the Earth!
DOORWAY TO UTOPIA "Beyond that curtain of darkness lies paradise" That was the promise of the doorway known as the Gholan Gate, a doorway so ancient that its makers had vanished millions of years before the first Earthly life crawled out of the primeval oceans. It was still functioning in the possession of its discoverers. To go through it was to enter a universe where all your dreams came true - where your every wish was obeyed, every fantasy became reality, where you could play God to your heart's content. But there was a price, for once beyond the Gholan Gate, you would live only in hopes for a second visit, and a third. . . . And to get the right for that return to paradise a man would sell his soul, his people, his world. Cap Kennedy entered THE GHOLAN GATE once . . . and the result became cosmic history.