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C. J. Cherryh


Heavy Time

Alliance-Union: Company Wars: Book 1

C. J. Cherryh

Bird and Ben are free-runners, prowling the asteroid belt for that one major strike that will make them rich. When they come across another free-runner ship, adrift and inhabited by a half-crazy spacer named Dekker, they decide to tow him in and claim his ship for salvage. Then the body of Dekker's partner is discovered, and Bird and Ben find more than their livelihood is in danger.

Hellburner

Alliance-Union: Company Wars: Book 2

C. J. Cherryh

Lt. Ben Pollard thinks he's traded the perils of the Belt for security as an Earth-based computer jockey for United Defence Command. Then he's forced to perform a mission of mercy – and lands on an isolated, intrigue-riddled space station.

When Pollard finds himself stranded on the Sol II battle installation without his orders, I.D., and possessions, he discovers something equally disturbing. He's been named next-of-kin to a man he never wanted to even see again: Paul Dekker, a young pilot who attracts crises like dead flesh draws flies. The centerpiece of a top-secret war project, Dekker has just lost his entire crew in a mysterious freak accident and lost his mind to amnesia from an attempted suicide. Or attempted murder.

Suddenly two more faces from Dekker and Pollard's past are shanghaied to Sol II: their occasional lovers, renegade pilots Meg Kady and Sal Aboujib. Together they had once smashed the criminal cover-ups of a mining cartel. Now, they're all caught in a shadowy, deadly maze of power-mongering rivalries between UDC and Fleet Strategic Operations, the Senate and Peace Lobby, and the corporate lords of both Earth and Mars. In this subtle, dark contest with mysteries that deepen by the hour and rules that change without warning, Pollard, Kady, Aboujib and Dekker must survive kidnapping, sabotage, ambush, riots, kangaroo courts, conspiracy, and treason - only to become lab animals in the frontline of an endless war for humanity's soul. The two couples are being programmed to crew an experimental deathship no one has been able to control. And to escape the quagmire of manipulation, Pollard and his companions must master and wield the awesome power of – Hellburner.

Downbelow Station

Alliance-Union: Company Wars: Book 3

C. J. Cherryh

The Beyond started with the Stations orbiting the stars nearest Earth. The Great Circle the interstellar freighters traveled was long, but not unmanageable, and the early Stations were emotionally and politically dependent on Mother Earth. The Earth Company which ran this immense operation reaped incalculable profits and influenced the affairs of nations.

Then came Pell, the first station centered around a newly discovered living planet. The discovery of Pell's World forever altered the power balance of the Beyond. Earth was no longer the anchor which kept this vast empire from coming adrift, the one living mote in a sterile universe.

But Pell was just the first living planet. Then came Cyteen, and later others, and a new and frighteningly different society grew in the farther reaches of space. The importance of Earth faded and the Company reaped ever smaller profits as the economic focus of space turned outward. But the powerful Earth Fleet was sitll a presence in the Beyond, and Pell Station was to become the last stronghold in a titanic struggle between the vast, dynamic forces of the rebel Union and those who defended Earth's last, desperate grasp for the stars.

Merchanter's Luck

Alliance-Union: Company Wars: Book 4

C. J. Cherryh

His name was Sandor and he was the owner and entire crew of a tramp star-freighter that flew the Union planets under false papers and fake names. Her name was Allison and she was a proud but junior member of the powerful family whose mighty starship, Dublin Again, was the true queen of the spaceways. They met at Viking Station, she seeking a night’s dalliance, he desperately in search of a spacer assistant. Their fateful meeting was to lead to a record-breaking race to Pell Station, thereby catching the calculating eye of the grim commander of the Alliance battlecraft Norway, and a terrifying showdown at a deadly destination off the cosmic charts.

Rimrunners

Alliance-Union: Company Wars: Book 5

C. J. Cherryh

Meet Elizabeth Yeager, "Spacer, machinist, temp." A refugee waiting for a ship to call home, Bet Yeager was once a marine.

Now she's on the run.

Yeager has hit bottom; she's jobless, homeless, and starving on Thule, a nearly-abandoned station in the bypassed Hinder Stars. Sleeping in toilets, killing to save her body, stealing to stay alive, she feels her hopes die... until the Loki docks. It's a spook: a mercenary warship barely legitimated by Alliance documents as a freelance bounty hunter and spy vessel – a ship whose captain has no qualms about signing on a "machinist" with no papers and a shady past, not to mention murder charges hanging over her head.

But escape from Thule is no refuge, for Loki is crewed by Bet Yeager's sworn enemies. The spooks are hunting the remnant of the outlaw Earth Company fleet... fliers considered outlaws only because they lost a war... fliers from the fleet that Bet Yeager has served loyally her whole life. Now, trapped aboard a tin can in deep space where a single wrong word might give her away, Yeager must seek and destroy her old comrades without arousing the suspicions of her crewmates.

Her position will become even more precarious when she dares to defend the ship's pariah, NG Ramey. A victim unfairly, hellishly abused by Loki's sadistic Fairst Officer, Ramey is merely a pawn in a vicious struggle between shipboared factions and ambitious officers for control of the vessel. Suddenly Yeager is in the center of the conflict. Drawing attention from all sides, she has no allies, no way to fight, nowhere to hide, no way to get out. Only Fleet training and fighting skills can save Bet Yeager now.

Because once enlisted, no one leaves a spook ship alive...

Tripoint

Alliance-Union: Company Wars: Book 6

C. J. Cherryh

Merchanter Cargo Chief Marie Hawkins has never forgiven the crime, nor sought justice. Only vengeance. And, for 23 years, the Hawkins's clan ship, Sprite, has lived with her vendetta – and with her son, Tom, the boy sired in the violent assault.

Marie's attacker, Austin Bowe, is captain of the Corinthian. When both ships dock at Mariner Station, Marie vanishes and Tom searches for his mother... only to find himself trapped on Austin's ship with a half-brother he never knew he had and a crew fanatically loyal to Bowe. Now as the Corinthian flees the pursuing Sprite and a raider guns after both, the lives on board the two Merchanter ships are in the hands of Tom Hawkins. To save them all, Tom must trust his sworn enemy...

His father.

Finity's End

Alliance-Union: Company Wars: Book 7

C. J. Cherryh

With a truce declared between the major powers, war hero Captain James Robert Neihart returns to the Alliance station of Pell to reclaim one of the Merchanters' own. During the Company Wars, Finity's End had to leave a pregnant crew member on Pell and was unable to retrieve her orphaned son.

The Neiharts want their lost cousin back out of love, but also because the war has cost Finity's End a generation. No babies have been born, while half the crew – half the family – are dead, making the prodigal youth even more precious.

But Fletcher Neihart has left Pell for the planet Downbelow where, after a childhood spent in uncaring foster homes, he's found happiness working with the hisa – Downbelow's mystic, peaceful natives. He even has a beautiful girlfriend. The last thing he wants is to be dragged into space. He has no choice.

Fletcher is reunited with a home he's never seen. From having no family, he's now surrounded by kinfolk – all battle-scarred strangers more alien than the non-human hisa. Like Jeremy, the hero-worshipping twelve-year-old, JR, groomed to be a captain and growing into leadership, Madelaine, ship's attorney, and Fletcher's great-grandmother.

And the Neiharts must deal with a resentful hostage who bears their name and features, but knows nothing of their history, traditions or lives.

Meanwhile, Finity's End flies toward conflict and danger. For Captain Neihart is forging a treaty among the worlds, stations and Merchanters; and opponents will try ambush, sabotage, and murder to stop him. By journey's end, the hope for peace will depend on whether JR, Jeremy and the crew can uphold Merchanter honor; and whether Fletcher, guided by a gift from the hisa, can learn to trust... and find his true place in the universe.

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