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Grand Central Arena

This series throws readers into a high-octane journey filled with suspense and unexpected twists. Follow protagonists as they face relentless challenges in perilous environments where every move is a fight for survival. It masterfully blends thrilling science fiction elements with gripping adventure, promising an unforgettable experience packed with action and emotion.

Challenges of the Deeps
Grand Central Arena
Spheres of Influence

Recommended Reading Order

  1. 1

    Grand Central Arena

    • 688 pages
    • 25 hours of reading
    4.0(579)Add rating

    An unexpected journey into an alien arena turns a routine test of a new ship into a fight for survival. The characters must navigate high-stakes challenges as they confront life-or-death situations. This gripping narrative combines elements of science fiction and adventure, promising readers an exhilarating experience crafted by a co-author known for their work on Boundary.

    Grand Central Arena
  2. 2

    Spheres of Influence

    • 449 pages
    • 16 hours of reading
    4.2(281)Add rating

    "Leader of the Faction of Humanity. A ridiculous title but the Arena said that was what Captain Ariane Austin was since she'd led the crew of the Holy Grail in their discovery of the impossible, physics-violating place and their eventual return. Ariane must discover what it means to be the Leader before her enemies kill her. It will take all her luck and in the end, humanity's fate in the galaxy and beyond will hinge on a choice"--

    Spheres of Influence
  3. 3

    Challenges of the Deeps

    • 448 pages
    • 16 hours of reading

    "SEQUEL TO GRAND CENTRAL ARENA AND SPHERES OF INFLUENCE. The climax of the Arenaverse adventure SF series! The Arena: a vast alien otherspace that all species were forced to enter when they discovered faster-than-light travel. The Arena: where the lives of entire species might hang in the balance in a single Challenge. The Arena: filled with mysteries, alliances, betrayals, opportunities, and hideous dangers for individual and empire alike. And the only thing you couldn't do. was refuse to play the Arena's game. Ariane Austin and her crew had learned these lessons the hard way, and--with luck, skill, and sheer will, had managed to survive so far. But now a debt of honor to Humanity's oldest, if sometimes self-serving, ally Orphan has come due. The threat of war looms with the xenophobic Molothos, one of the five Great Factions; the dark and omnipresent legacy of the Hyperion Experiment lingers. As Leader of the Faction of Humanity, Captain Ariane Austin had to deal with all of these problems, and deal with them soon. For within her was also the alien power that the Shadeweavers and the Faith had sealed away--with a seal that would not last forever. She needed to find a way to control that power before it broke free--or more than just Humanity would pay the price. Now Ariane must travel with Orphan into the legendary Deeps of the Arena, far from any known Spheres--to a destination only the enigmatic alien knows, leaving behind one of her most trusted friends and advisors to confront whatever new trials the Arena may throw at Humanity in her absence. But before Ariane can depart, she must deal with a minor matter of a Challenge against one of the Great Factions--a Challenge with an entire species' citizenship in the Arena at stake! About Spheres of Influence: "Fast and entertaining action and a world that has the feel of Asimov's Foundation series."--Sarah A. Hoyt, author of the Darkship saga About Ryk E. Spoor's Grand Central Arena: "

    Challenges of the Deeps