In a technologically suppressed future, information demands to be free in the debut novel from Hugo Award-winning author Charlie Stross. In the twenty-first century, life as we know it changed. Faster-than-light travel was perfected, and the Eschaton, a superhuman artificial intelligence, was born. Four hundred years later, the far-flung colonies that arose as a result of these events—scattered over three thousand years of time and a thousand parsecs of space—are beginning to rediscover their origins. The New Republic is one such colony. It has existed for centuries in self-imposed isolation, rejecting all but the most basic technology. Now, under attack by a devastating information plague, the colony must reach out to Earth for help. A battle fleet is dispatched, streaking across the stars to the rescue. But things are not what they seem—secret agendas and ulterior motives abound, both aboard the ship and on the ground. And watching over it all is the Eschaton, which has its own very definite ideas about the outcome...
The “brilliantly realized” (The New York Times Book Review) breakthrough novel from visionary author Neal Stephenson, a modern classic that predicted the metaverse and inspired generations of Silicon Valley innovators Hiro lives in a Los Angeles where franchises line the freeway as far as the eye can see. The only relief from the sea of logos is within the autonomous city-states, where law-abiding citizens don’t dare leave their mansions. Hiro delivers pizza to the mansions for a living, defending his pies from marauders when necessary with a matched set of samurai swords. His home is a shared 20 X 30 U-Stor-It. He spends most of his time goggled in to the Metaverse, where his avatar is legendary. But in the club known as The Black Sun, his fellow hackers are being felled by a weird new drug called Snow Crash that reduces them to nothing more than a jittering cloud of bad digital karma (and IRL, a vegetative state). Investigating the Infocalypse leads Hiro all the way back to the beginning of language itself, with roots in an ancient Sumerian priesthood. He’ll be joined by Y.T., a fearless teenaged skateboard courier. Together, they must race to stop a shadowy virtual villain hell-bent on world domination.
Vividly imagined, stunningly prophetic, and epic in scope, The Diamond Age is a major novel from one of the most visionary writers of our time Decades into our future, a stone’s throw from the ancient city of Shanghai, a brilliant nanotechnologist named John Percival Hackworth has just broken the rigorous moral code of his tribe, the powerful neo-Victorians. He's made an illicit copy of a state-of-the-art interactive device called A Young Ladys Illustrated Primer Commissioned by an eccentric duke for his grandchild, stolen for Hackworth's own daughter, the Primer’s purpose is to educate and raise a girl capable of thinking for herself. It performs its function superbly. Unfortunately for Hackworth, his smuggled copy has fallen into the wrong hands. Young Nell and her brother Harv are thetes—members of the poor, tribeless class. Neglected by their mother, Harv looks after Nell. When he and his gang waylay a certain neo-Victorian—John Percival Hackworth—in the seamy streets of their neighborhood, Harv brings Nell something special: the Primer. Following the discovery of his crime, Hackworth begins an odyssey of his own. Expelled from the neo-Victorian paradise, squeezed by agents of Protocol Enforcement on one side and a Mandarin underworld crime lord on the other, he searches for an elusive figure known as the Alchemist. His quest and Nell’s will ultimately lead them to another seeker whose fate is bound up with the Primer—a woman who holds the key to a vast, subversive information network that is destined to decode and reprogram the future of humanity.
The Culture - a human/machine symbiotic society - has thrown up many great Game Players, and one of the greatest is Gurgeh. Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game...a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life - and very possibly his death. Praise for Iain M. Banks: "Poetic, humorous, baffling, terrifying, sexy -- the books of Iain M. Banks are all these things and more" -- NME "An exquisitely riotous tour de force of the imagination which writes its own rules simply for the pleasure of breaking them." -- Time Out