Speculative fiction, alternative worlds, futuristic, supernatural, horror
Nov 2nd, 2019, 7:31 am
The Guild Wars series by Chris Kennedy, Mark Wandrey, Alex Rath, Tim C. Taylor, Jon R. Osborne, Jason Cordova, Marisa Wolf, Kacey Ezell, Ian J. Malone (#1-11,14-15)
Requirements: .ePUB reader, 6.4 MB
Overview: A bestselling Science Fiction/Fantasy author, speaker, and publisher, Chris Kennedy is a former naval aviator and elementary school principal. Chris' stories include the "Theogony" and "Codex Regius" science fiction trilogies and stories in the "Four Horsemen" military scifi series.

Bestselling author of military sci-fi, space opera, and zombie apocalypse, Mark Wandrey has been creating new worlds since he was old enough to hold a pen. He's a 3 time DragonCon Award finalist.

Tim C. Taylor lives with his family in an ancient village in England. When he was a youngster, between 1977 and 1978, he encountered several mind-altering substances: 2000AD, Star Wars, Blake's 7, and Dungeons & Dragons. Consequently, he now writes science fiction novels for a living.

Alex Rath is a Military Science Fiction and Fantasy author, currently residing in Columbia, South Carolina, with his wife and daughter. He has been creative in one form or another since childhood. He got his start in fantasy with Dungeons and Dragons in 1979, and kept going from there. Some of the ideas that he writes come from his extensive experience in Role Playing Games, starting with D&D, and onward through other games like Star Fleet Battles, Battletech/Mechwarrior, Shadowrun, Masquerade, and too many more to name.
Genre: Fiction > Sci-Fi/Fantasy

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1. Storm Clouds
The Omega War ended, not with a bang, but with a whimper.

The Peacemaker-enforced ceasefire brought an end to the hostilities, but not a resolution, and now it’s up to the Four Horsemen to forge a lasting peace. Alexis Cromwell, despite her pregnancy, heads off to Capital with Nigel Shirazi to obtain justice from the enigmatic Mercenary Guild Council, but when they arrive, they’re quickly embroiled in galactic politics, and find out the situation is far, far worse than they could possibly have imagined.

On Earth, Jim Cartwright has been given the task of ‘fixing’ the world government, which was complicit in General Peepo and the Merc Guild’s invasion. He has some good ideas, but so do Peepo’s agents who have stayed behind to foment rebellion. Sansar Enkh has her formidable intelligence service to watch his back…but will it be enough?

Additionally, a new force is emerging on Earth, and it is raising far more questions than it is answering. What is the enigmatic Section 51, and what are their ultimate goals?

As the Horsemen work for peace, the clouds of war are on the horizon. A greater war is looming as the other guilds, sensing weakness in the Mercenary Guild, begin their fight for supremacy. Who will be left when the storm clouds clear?

2. Between Two Worlds
The Omega War is over, but conflict continues.

The Peacemaker-enforced ceasefire brought an end to the hostilities, but the Mercenary Guild’s moratorium on new contracts has given the other guilds time—and freedom—to redress long-standing grievances. It has also led to a mindset of “while the cat’s away, the mice will play,” and many are taking liberties they would have not normally.

On Earth, the Golden Horde continues to rebuild, because Sansar Enkh has a good idea of what’s coming. In addition to rebuilding her forces, she knows the Humans will need all the advanced tech they can get their hands on, so she sends Captain Markus “Spartan” Nicolos to search the home world of the SalSha for remnants of Kahraman tech.

The mission is a two-pronged one, as the SalSha leader Thorb needs to return to the world of his birth to recruit new pilots for his war-depleted bomber wing. He also needs to stop along the way at Capital Planet in hopes of getting the SalSha recognized as a mercenary race.

Nothing is as it seems, though, and forces are jockeying in the shadows for power, through all means possible—both legal and not. The team of Spartan and Thorb leave Earth heavily armed and armored…but will it be enough?

3. Endless Night
In the aftermath of the Great Galactic War, the Veetanho assumed control of the Mercenary Guild’s Inner Council, and with it, power over the guild’s affairs. The Goltar were marginalized, and the Veetanho did everything they could to make the galaxy forget the Goltar had ever existed.

The Goltar went quietly, pretending to sulk and accept their fate…but they never did. They worked in the shadows, amassing power and resources, always looking for the right time—and right opportunity—where they could re-emerge and strip the hated Veetanho of everything they owned.

In the depths of the Spine Nebula—a fly-over region known only for the bad luck of its inhabitants and the dangers that lurks in its fringes—the Goltar have a secret weapon. Known only as the “Infinite Flow,” it’s the source of their riches, and the crux on which their plans rest.

But when a shadowy group learns of its existence and comes to wrest control of it from the Goltar, the crew of the Midnight Sun is thrown into its defense, and they find out that they may not have known their employers quite as well as they thought they did.

As the guild wars heat up, the battle for ultimate power may well be fought in the Spine Nebula…with the Midnight Sun Free Company in the middle of it!

4. An Axe To Grind
The Omega War may have ended, but neither Earth nor the galaxy are at peace. Bjorn Tovesson III, commander of Bjorn’s Berserkers has returned to Earth. Bear Town is a smoldering ruin, and the Berserkers’ reputation is in the gutter. As Bjorn tries to chart a course for the Berserkers’ future, ghosts from the past haunt him.

Meanwhile, the Information Guild and the Union Credit Exchange clash over the future of the Galactic Union’s economy. The Information Guild seeks to eliminate the red diamond standard, giving it sole control of the currency system, but the Union Credit Exchange harbors ambitions to become a guild in its own right. Both sides wage battle by weaponizing politics, piracy, and disinformation.

While Bjorn hunts the aliens responsible for murdering his father and slaughtering many of the Berserkers trapped on Earth during Peepo’s invasion, he receives an offer too good to pass up. Despite the Mercenary Guild suspending contracts, Bjorn could make the credits needed to bring his plans to fruition. Can Bjorn put aside the past? Who will control the galaxy’s economy? The Omega War may be over, but everyone still has an axe to grind.

5. The Dark Before the Light
It’s always darkest before the light…

Defeated in battle, the fractious alliance of Goltar, Spine Patriots, and the Midnight Sun Free Company are chased across the Spine Nebula by the Endless Night and their sea monster allies, the Tyzhounes.

Abandoning the nebula is not an option. For the free trader skipper, Lenworth Jenkins, the people of its fifteen tormented worlds are the cause he’s been searching for all his life.

The Midnight sisters, Sun and Blue, can’t abandon their people trapped in the nebula or its fabulous prospects of wealth and opportunity.

On a water world behind enemy lines, Branco, the former Binnig spy is dying. Can he make a difference one last time?

As Endless Night stretches across the nebula, those who still resist must dig deep and believe that however dire the situation, this is the dark before the light.

6. Daughter of the Pride
The lioness prowls where only darkness reigns.

Months after the fall of Liberia, Lieutenant Sunshine of the Kakata Korps Mercenary Company finds herself adrift in the galaxy. Her last remaining mission, which she has sworn to complete, is to find a member of the Peacemaker Guild and pass along a message from the dead. There’s just one problem—nobody can find the message hidden inside the old, broken-down CASPer in which she escaped the final battle.

As more time passes, the dead she chooses to honor are tossed into the dustbin of forgotten history. Footnotes and nothing more, the so-called “Lions of Liberia” will only be remembered for their apparent betrayal of Earth, not for their brave sacrifice in an effort to save their people and their homeland.

Sunshine will not let their deaths be in vain, and she swears to complete her mission. It is her only goal in life…until a cry for help in the dark is heard that changes everything.

And the galaxy will soon learn why a pride of lions is more dangerous than the solitary one.

7. Gale Force
In the aftermath of Peepo’s war against humanity, the Mercenary Guild is still in chaos. On Earth, the moratorium on mercenary contracts is disrupting Jim Cartwright’s efforts to stand up the new Terran Federation. Making matters worse, Jim has received intelligence that someone is squatting on asteroids in our Solar System...and Sansar Enkh is pretty sure they don’t have Earth’s best interests in mind. Fearing the aliens have plans for another invasion—or worse—Jim takes his ship, Bucephalus, and sets off to investigate.

While the mercenary guild is in recess, Nigel Shirazi has an opportunity to make some credits, and when he leaves to pursue an illicit contract, Alexis Cromwell decides to follow up on some information she’s received on the mysterious Weapons Conglomerate. Nigel wouldn’t approve of her running off, especially eight months pregnant, but Alexis has never been one to listen to instructions—or orders for that matter. She gathers a squadron of Hussars and heads off on her quest.

Events in the galaxy are happening at a frantic pace as the guilds battle each other in the shadows…and sometimes in the open. The Four Horsemen are once again at the center of it all, and as the guilds squabble, the Dusman aren’t sitting on the sidelines. They have their own plans, and humanity is only part of them.

The Guild Wars aren’t over; they’ve only just begun.

8. One Minute to Midnight
Don’t go gently into that Endless Night…

Having destroyed the starkiller located at Aneb-4, the alliance of Goltar, Spine Patriots, and the Midnight Sun Free Company have gained a bit of breathing space from the criminal organization known as the Endless Night.

But the Endless Night isn’t done. They have two more starkillers in their possession, and they are ready to use them against a civilization that no one—especially the Mercenary Guild—is going to miss. Their target: Sol.

Although victorious on Aneb-4, the alliance only has the façade of combat power; they need time to re-equip and rearm…time they don’t have. They need help.

When the Speaker of the Mercenary Guild offers the job to Nigel Shirazi, he is already busy and mentions it to the one person who knows something awful is coming—Sansar Enkh, who has had a vision of the Sun blowing up. In the aftermath of the Omega War, though, the Golden Horde isn’t ready to take the field, either, and Sansar will have to recruit anyone who’s available, and somehow find a way to put together a working team if they are to be successful.

But time—as Gray Wolf operative Beowulf knows—is rapidly running out. The Endless Night are readying the weapons, and it is only a matter of time until they fire them. Can the forces arrayed against the Endless Night get there in time, or will the clock strike midnight for Earth?

9. Night Song
Fourteen years ago, Alan Porter returned from a contract with a hefty payday for his company, Silent Night, and a surprise: five orphaned Zuul pups. Although Humans and Zuul have faced off on many battlefields, little was known of the ancient mercenary race, and Alan and his wife, Dana, raised them the best they could. The five pups, Rex, Ripley, Drake, Sonya, and Shadow grew to maturity in Australia, happy with their lives.

Until a Zuul with the Winged Hussars happens across the strange family and carries news of them home.

In the aftermath of the Omega War, Silent Night is barely holding on. Most of the company’s mercs and its only starship didn’t return from a contract before the war, and—with the Merc Guild’s prohibition on new contracts—they’re on the edge of collapse when a Zuul cruiser arrives. They, too, are missing personnel, and their leader offers to help find all the missing troops, Human as well as Zuul. Despite Alan’s worry for his family, it’s an offer he can’t refuse.

For the pups, it’s a voyage of learning what it means to be Zuul. What they find, though, is much more than they bargained for as the Guild War catches them in its growing conflict, and power and credits turn friends into bitter enemies. For it to all end, Night Song must be whole once more. And the galaxy will sing.

10. Sword of Minerva
Taiki Sato had long been the genius behind the Winged Hussars’ success. He spent years innovating, discovering new technologies, and generally making a nuisance of himself. But when he took his first trip to 2nd Level Hyperspace, everything changed. He created an innovative pinplant design, which he had Nemo, the Hussar’s Wrogul physician, install. A short time later, he executed a perfectly planned escape, disappearing from New Warsaw.

The new pinplants had awakened memories previously forgotten. A thought here, a scene there. Bit by bit, he began to realize he was missing a huge part of his life’s memories. Maybe most of it. So, with one of the clones of Rick Culper, a deceased marine Nemo had resurrected to experiment on, Sato snuck away to find out how far down the rabbit hole his memories would take him.

With Rick’s body installed in a new, incredibly powerful suit of armor known as an Æsir, the two return to Earth, where Sato was born. But he’s not the only one interested in his history; powerful entities from his past are very curious where he’s been.

The journey of rediscovery will take Sato back to the beginning, not just of himself, but of how he’d changed the course of humanity’s involvement in the Galactic Union. And—if he and Rick didn’t have enough to deal with—they have a stowaway.

In the end, he will find out who and what he was. The Sword of Minerva.

11. Eye of the Storm
It’s hard to fight when you don’t know who’s the enemy…

The Dusman offered to let humanity become their servitors, but the leaders of Earth’s Four Horsemen were unified in their decision: no thanks.

With the Dusman returning in strength, though, and steadily growing their influence and armed presence, humanity finds itself in a difficult place. The Guild War continues to rage, with planets becoming increasingly desperate for nonexistent help, while the Mercenary Guild continues to sit on its hands, despite Nigel Shirazi’s attempts to break the deadlock.

However, events have transpired in the galaxy which have, once again, forced humanity into the center of the storm. We have been deemed a danger, and thus a target for neutralization. But not by the Mercenary Guild this time; instead, we’re in the cross hairs of the Science Guild, as our technological innovation cannot be allowed to continue unchecked.

Deadly plots have been unleashed not only to cripple Earth, but to assassinate Alexis Cromwell and her Winged Hussars, humanity’s only reliable space navy. And even if Alexis survives, that’s only the start of the Science Guild’s plan to turn Earth’s people against themselves. As the galaxy continues to splinter, there may not be any option but to take the fight to the Science Guild.

The Guild Wars aren’t over; this is only the eye of the storm.

14. Cartwright's Cavaliers: Descent
The Guild Wars seemed to be winding down…until you left Earth.

Jim Cartwright, commander of Cartwright’s Cavaliers and Minister of War for the Terran Federation, has been struggling with all the hats he has to wear. Merc commander, minister, and leader of Earth’s Raknar forces for their allies, the Dusman. The strain’s causing him…issues, and he decides to visit the surviving Human colonies to get away for a bit.

What he finds isn’t what we was expecting, as he encounters the newest result of the Guild Wars—fighting between non-merc races. In the absence of Mercenary Guild contracts, many races have decided to fight it out themselves, and someone is happily supplying them with the weapons they need.

Meanwhile, Jim’s longtime friend, Splunk—or J’asa as she’s known to the Dusman—has returned to the 2nd Level Hyperspace home where the Dusman have spent the last 20,000 years hiding. She goes there to research more about the Raknar, hoping to find some answers for what’s happening to Jim.

What she finds is a plot within her own race’s leadership which will result in changes to her entire life, and not all for the better. It’s time for the Dusman to descend from 2nd Level Hyperspace and rejoin the rest of the galaxy.

The Guild Wars aren’t quite over yet, though, and there are still depths for civilization to sink further…

15. Three Steps to Oblivion
It’s hard to live when you’re on the run…

Taylor Van Zant, the owner of Swamp Eagle Security, thought he was doing a good thing when he destroyed the slave ring operating out of Droxis, even though the slavers blew up the red diamond mine there as they tried to escape.

Unfortunately, the mine belonged to the synthetic intelligence running the Merchant Guild, and it was…displeased with the mine’s destruction, so it put out a death contract on all the members of Swamp Eagle Security.

Sometimes, though, the best way to get rid of a price on your head is to kill the person—or the SI—who put the mark on you in the first place, and when Sansar Enkh, the head of the Golden Horde mercenary company, invites Taylor into a group that is trying to dispatch the SI, all he can say is, “Yes.”

But the SI has amassed a huge fleet and has the ability to take over any person that opposes its will, so getting close enough to kill the SI will be perilous. As the Guild Wars draw to a close, it is quickly becoming a matter of “us or them,” and it will take all of Taylor’s experience, Sansar’s intel, and the help of a number of merc companies for them to have even a small chance of success…if indeed they have any at all.

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#12: viewtopic.php?f=1293&t=4306757
#13: viewtopic.php?f=1293&t=4406241
Nov 2nd, 2019, 7:31 am

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Jan 23rd, 2020, 12:56 pm
Added 2. Between Two Worlds
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Feb 13th, 2020, 4:12 am
Added 3. Endless Night
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Mar 26th, 2020, 11:29 am
Added 4. An Axe To Grind
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Jun 17th, 2020, 6:59 am
Added 5. The Dark Before the Light
Jun 17th, 2020, 6:59 am

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Aug 6th, 2020, 11:48 am
Added 7. Gale Force
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Oct 21st, 2020, 12:19 pm
Added 9. Night Song
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Jan 21st, 2021, 2:59 am
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6. Daughter of the Pride
8. One Minute to Midnight
10. Sword of Minerva
Jan 21st, 2021, 2:59 am

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Apr 29th, 2021, 7:46 am
Added 11. Eye of the Storm
Apr 29th, 2021, 7:46 am

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Aug 18th, 2021, 11:46 am
Added 14. Cartwright's Cavaliers: Descent
Aug 18th, 2021, 11:46 am

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Nov 24th, 2021, 9:01 am
Added 15. Three Steps to Oblivion
Nov 24th, 2021, 9:01 am

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