Two-Space War series by Dave Grossman, Leo Frankowski, Bob Hudson (Books #1-2)
Requirements: ePUBreader, 1.6 MB
Overview: Lt. Col Dave Grossman is the author of On Killing and On Combat as well as several science fiction books.
In 1998 Lt. Colonel Grossman retired from the military as Professor of Military Science at Arkansas State University. Grossman’s first book, ”On Killing: The Psychological Cost of Learning to Kill in War and Society” is an analysis of the physiological processes involved with killing another human being. His second book, ”On Combat: The Psychology and Physiology of Deadly Conflict in War and in Peace”, is an extension of the first, intended to provide coping strategies for dealing with the physiological and psychological effects of violence for people forced to kill in their line of work.
Grossman uses blunt language that draws the ire of gamers – during the heights of video game controversy, he was interviewed on the content of his books, and repeatedly used the term "murder simulator" to describe first-person shooter games.
Genre: Fiction » Sci-Fi/Fantasy
1. The Two-Space War
It is six hundred years in the future and mankind has learned to move between the stars . . . by going into Two-Space, the vast realm where sentient wooden ships travel beneath canvas sails in a universe that is corrosive to technology. As they charged headlong into the galaxy, humans discovered others who were already there: The elven Sylvans who live in the vast forests of low-gravity worlds, the dwarven Dwarrowdelf who thrive deep in the mines of high-gravity worlds, and other, far more alien races. The ancient Sylvan race is enchanted by the human culture, embracing Tolkien as prophecy and taking "classic" human science fiction as a guide. Against this stellar backdrop, Lt. Thomas Melville’s ship is mortally wounded in a cowardly surprise attack. With his captain killed, Melville must capture a feral, sentient enemy ship, then must fight his way across the galaxy to warn of the vast invading armada. In an odyssey of turmoil and battle he forges his ship and crew into a mighty weapon of war and earns the love of an alien princess. Now, if he can only survive the attacks of two very angry alien empires, and avoid being court martialed by his own nation of Westerness for getting them involved in a vast intergalactic war, he might live to enjoy the fruits of his labor.
2. The Guns of Two-Space
A fragile wooden Ship, complete with canvas sails, was sailing between the stars. This was patently, embarrassingly impossible, of course, but fortunately the Ship didn’t know that, and neither did her crew.
Actually, it was more like two, old-fashioned three-masted sailing ships, cut off at the waterline and joined together like some bizarre ‘siamese twin’ of a Ship. And if you happened to be out in interstellar space as the Ship whizzed by, you couldn’t actually see it, because it was in another dimension and it was going far, far faster than the speed of light. But it was there, take our word for it.
It is six hundred years in the future and mankind has learned to move between the stars . . . by going into Two-Space, the vast realm where sentient wooden ships travel beneath canvas sails in a universe that is corrosive to technology.
As they charged headlong into the galaxy, humans discovered others who were already there: The elven Sylvans who live in the vast forests of low-gravity worlds, the dwarven Dwarrowdelf who thrive deep in the mines of high-gravity worlds, and other, far more alien races. The ancient Sylvan race is enchanted by the human culture, embracing Tolkien as prophecy and taking classic human science fiction as a guide.
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