Kevin J. Anderson is the author of 165 novels, 56 of which have appeared on national or international bestseller lists; he has over 23 million books in print in thirty languages. Anderson has coauthored fourteen books in the DUNE saga with Brian Herbert, over 50 books for Lucasfilm in the Star Wars universe. He has written for the X-Files, Star Trek, Batman and Superman, and many other popular franchises. For his solo work, he's written the epic ; SF series, The Saga of Seven Suns, a sweeping nautical fantasy trilogy, "Terra Incognita," accompanied by two progressive rock CDs (which he wrote and produced). He has written two steampunk novels, Clockwork Angels and Clockwork Lives, with legendary drummer and lyricist Neil Peart from the band Rush. He also created the popular humorous horror series featuring Dan Shamble, Zombie P.I., and has written eight high-tech thrillers with Colonel Doug Beason.

Anderson holds a physics/astronomy degree and spent 14 years working as a technical writer for the Lawrence Livermore National Laboratory. He is now the publisher of Colorado-based WordFire Press, a new-model publisher using innovative techniques and technologies to release books worldwide in print and eBooks. They have released over 300 titles. Anderson is also one of the founders of the Superstars Writing Seminar, which has been one of the premiere professional and career development seminars for writers. He is also an accomplished public speaker on a wide range of topics.

He and his wife, bestselling author Rebecca Moesta, have lived in Colorado for 20 years; Anderson has climbed all of the mountains over 14,000 ft in the state, and he has also hiked the 500-mile Colorado Trail.

Gamearth - Book 1 by Kevin J. Anderson

Gamearth: It was supposed to be just another Sunday night fantasy role-playing game for David, Tyrone, Scott, and Melanie. But after years of playing, the game had become so real that all their creations—humans, sorcerers, dragons, ogres, panther-folk, Cyclops—now had existences of their own. And when the four outside players decide to end their game, the characters inside the world of Gamearth—warriors, scholars, and the few remaining wielders of magic—band together to keep their land from vanishing. Now they must embark on a desperate quest for their own magic—magic that can twist the Rules enough to save them all from the evil that the players created to destroy their entire world.

CURATOR'S NOTE

GAMEARTH was my first novel (but second published, after RESURRECTION, INC.), a great fantasy based on a very long-standing Dungeons & Dragons game I participated in for many years (with a Dungeon Master who would grow up to be bestselling author Kristine Kathryn Rusch, who has also been in many of my bundles.) – Kevin J. Anderson

 

REVIEWS

  • "If you enjoy the fantasy genre then this book is for you."

    – Stephen Riddle, Amazon Review
  • "Are you a table top gamer? If so you need to read this series."

    – Amazon Review
  • "Very well done. I enjoyed the book immensely and couldn't stop reading it until I finished it. I always enjoy when a book pulls me through it like this one did."

    – Amazon Review
 

BOOK PREVIEW

Prologue

Sunday night, like every Sunday night, they played the Game.

Melanie carried four glasses of soda to the table, hating the real-world role of hostess. "We can make popcorn later, if you guys want." She flipped a strand of brown hair behind her ear and stared at the master map on the table. Gamearth, their beautiful fantasy world.…

"Forget popcorn—try my dip instead," Tyrone said. "Black bean and shrimp this week. And I brought some sesame crackers, too."

David arrived, late as usual. He stuck the keys from his Mustang in the pocket of his denim jacket. His dark hair looked soft, but his eyes were hard. "We ready to play?" he asked, finding a seat at the table. He bent over to frown at the map and did not say hello. Melanie made him get his own glass of soda.

Her parents had found someplace else to go, as they always did when the group met at Melanie's house. At first her mother and father had stood on the sidelines to watch, curious and condescending. But the concept of a role-playing game seemed beyond them—where it was all pretend and no one really won or lost. The group played the parts of characters through adventure after adventure in a world created from their own imaginations.

The colorful map beckoned from the table. Flat, with precise hexagonal sections of forest, grasslands, mountains, ocean. She touched the smooth paint and thought of the characters they had played, generation after generation after generation. In her father's study, she had used the computer to generate scores and to keep track of all their characters.

Scott cracked his knuckles. "Hey, Tyrone—you know when geese fly south for the winter, how they always fly in a V-formation, right? And one side of the V is always longer than the other, right? Why do you suppose that is?"

Tyrone pondered and shrugged. "Why don't you tell us, Mister Science?"

"Because there's more geese on that side!"

Tyrone coughed on his own dip. Melanie found Tyrone's reaction more amusing than the joke itself. Scott blinked behind his glasses, looking proud of himself but baffled, as if he hadn't considered the joke very funny in the first place.

Their group, the same group for two years, had started out playing with hexagonal graph paper, scrawling haphazard terrain markings with colored pencils. They were playing for fun, for something to do. But Melanie spent a month painting and color-coding each hexagon of terrain with bright acrylics to make a permanent master map on wood. She had looked at real maps to develop geography that made sense, deserts where the weather patterns might leave the air dry, forests where the climate should have been hospitable.

"Everybody's here. Can we start playing then?" David drummed his fingers on the tabletop. "Where were we last week?"

Melanie talked as fast as she could, trying to outrun his impatience. "My characters Delrael and Vailret were just about to go into the swamp terrain to rescue Bryl, their half-Sorcerer friend." Melanie pointed to the map. "He was captured by an ogre, remember?"

"Well, go ahead and play," David said.

Melanie looked at him, but he kept his expression neutral. His brown eyes contained no emotion, his face showed no smile whatsoever. Something was bothering him. She didn't know what it could be, but Melanie thought he might try to take it out on the Game.

She gripped the dice in her hand. Twenty-sided. Eight-sided. Six-sided. Four-sided. They seemed to exude a kind of power, so much that she almost dropped them in surprise.

Melanie marked on the graph paper where her characters would begin their movement. She threw the dice.

***

Always remember this: every character on Gamearth was created by the Outsiders. We exist solely for the amusement of those who Play our world. Our ambitions, our concerns mean nothing—everything is determined by the roll of the dice."

The Book of Rules