A collection of the guiding principles of the galaxy's most successful entrepreneurs, using coveted Ferengi wisdom and recounting legendary tales of profit. For centuries the famous Ferengi "Rules of Acquisition" have been the guiding principles of the galaxy's most successful entrepreneurs. But the wisdom behind them was not won without a high cost in lives and latnium. Now at last these inspiring tales of avaricious Ferengi wresting monetary gain from the jaws of poverty are available to the profit-hungry across the galaxy!
A collection of the guiding principles of the galaxy's most successful entrepreneurs, using coveted Ferengi wisdom and recounting legendary tales of profit. For centuries the famous Ferengi "Rules of Acquisition" have been the guiding principles of the galaxy's most successful entrepreneurs. But the wisdom behind them was not won without a high cost in lives and latnium. Now at last these inspiring tales of avaricious Ferengi wresting monetary gain from the jaws of poverty are available to the profit-hungry across the galaxy!
“If kinging were easy, everyone would do it.” With help from his friends, Billy Smith—the unlikeliest of heroes—overthrew the corrupt General Sawtooth and claimed the Goblin Crown. But his perilous journey to save the goblin race has just begun. The powerful Hanorian Army is gathered at the gates of Kiranok, threatening to invade the goblin city and wipe out everyone within. So the inhabitants of Mother Mountain must draw on their deepest strengths for the battle to come: Billy, a burgeoning leader, crafts military strategy while fending off foes from within the goblin ranks; Lexi, her magic growing, trades firepower with the mighty wizard Mig; and steadfast Hop and stalwart Kurt set off in pursuit of a mysterious Fallen Star, perhaps their only hope for defeating the enemy—but did it awaken an even darker force in the universe? Billy, Lexi, Kurt, and the goblins soon realize the true meaning of duty, death, and destiny—and that the wages of war come at a steep price.
Billy Smith is having a rough first day of high school. The new kid at exclusive Francis Drake Prep, Billy embarrasses himself in front of fiery, beautiful Lexi Aquino. He makes an instant enemy in Kurt Novac, the school’s surly star quarterback. Then suddenly Billy, Lexi, and Kurt are mysteriously transported to an underworld teeming with goblins, strange animal hybrids, and powerful magic—the fact that they’re stuck there is probably Billy’s fault, too. With help from an unlikely goblin leader named Hop, the teens soon discover that goblins can be both fierce and friendly, with their own rich language, culture, and history—a history that foretells of a human arriving to claim the Goblin Crown and lead them to victory against the deadly, invading Hanorians. Could Billy—anxious, awkward Billy—be the mythical Goblin King? Could saving the goblin race be his destiny and the key to getting him, Lexi, and Kurt back home?
THE KLINGONS ARE HUNGRY FOR WAR...THEIR TARGET: THE ENTERPRISE! When Captain Kirk and his crew are ordered to Alnath 11 to challenge the deadliest Klingon starship Terror, they're ready for anything -- or so they think. But the defenseless Vulcan crew of a Federation science ship has been wiped out. The remaining members of the Alnath II mission have discovered a fabulous ancient city -- but their report doesn't make sense. The Klingon battle cruiser has the Enterprise in its sights, and is ready to destroy it. But Captain Kirk can't seem to make decisions. Spock has started to throw temper tantrums. And Chekov has disobeyed vital orders. The crew of the Enterprise are losing their minds...one by one...all victims of... THE KLINGON GAMBIT
After being magically transported to another world with two other high school students, perennial outsider Billy Smith has become the unlikely king of a goblin civilization. With the help of his first day of high school crush, Lexi Aquino, now a powerful wizard, quarterback turned warrior Kurt Novac, and a cowardly but wily goblin named Hop, Billy has successfully repelled a human invasion of the goblins’ underground city, Kiranok. But the leader of the attacking Hanorian Army, Lord Marshal Jiyal, has returned to the Hanorian capital, Gran Hanor, where he’s preparing for a second invasion. Billy decides the only way to end the war is to neutralize Jiyal’s powerful ally, a young wizard named Mig. Billy and Kurt set off for Gran Hanor to find Mig and trick her into drinking a potion called the Final Drop which will nullify her magic forever. But after their departure, the Dark Lady, the mad elven wizard who started the war, reappears in Kiranok and reclaims her place as the goblins’ leader. She coerces Lexi, who’s struggling with madness from using too much magic, into helping her raise a skeletal army, then she and her Marching Dead force the goblins to march on Gran Hanor. Now Billy must find a way to stop the Dark Lady and her skeletal army, neutralize Mig, help Lexi regain her sanity, save the goblins, and make peace with the Hanorians before a cataclysmic final battle destroys them all.
Created by the incalculably ancient Iconians, whose transcendent technology is quantum levels beyond that of the Federation and its allies, the Gateways offer instantaneous transport across unimaginable distances. Throughout the known galaxy, from Deep Space Nine™ to the New Frontier, from the Delta Quadrant to the bridge of the Starship Enterprise™, the sudden reactivation of the Gateways has destabilized interstellar relations between planets and cultures previously separated by countless light-years. Starfleet's finest have coped with the crisis as best they can, but circumstances have forced several valiant commanders to leap through separate Gateways into the unknown. Captain James T. Kirk of the original Starship Enterprise Captain Jean-Luc Picard of Star Trek: The Next Generation® Colonel Kira Nerys of Deep Space Nine Captain Kathryn Janeway of the U.S.S. Voyager™ Captains Calhoun and Shelby of Star Trek : New Frontier Commander Nick Keller of the U.S.S. Challenger All of these heroes, for their own reasons, have taken the ultimate gamble: hurling themselves personally through a Gateway without any knowledge or forewarning of what lay beyond. Each must face their own unique challenge, struggling to find a way back to the ships and homes they left behind. And waiting behind at least one of the Gateways are the ageless Iconians themselves, the primordial architects of the mysterious portals causing chaos throughout the Milky Way galaxy. Where did they disappear to, many long eons ago, and what do they want now? The answer lies on the other side.... What Lay Beyond brings the Gateways saga to a spectacular finish, in an all-star collaboration by six popular, bestselling Star Trek authors. Among them, Diane Carey, Peter David, Keith R.A. Decandido, Christie Golden, Robert Greenberger, and Susan Wright have written dozens of Star Trek novels. This is their first mega-collaboration.
On a mission to an unexplored planet near the Klingon/Romulan border, the U.S.S. Enterprise™ travels to the planet Eloh to negotiate Federation memebership. But upon arrival, Captain Jean-Luc Picard and his diplomatic team find themselves face to face with Commander Sela, an old Romulan enemy -- who's there to convince the Elohsians to join the Romulan Empire. When a series of fatal indidents casts suspicion on both delegations, Data must form an uneasy alliance with Sela to prove the innocence of the Starship Enterprise™ crew -- or lose a sprategic stronghold to the Federation's greatest enemy.
Mutiny On The Enterprise The ship is crippled in orbit around a dangerous, living, breathing planet, and a desperate peace mission to the Orion Arm is stalled. Kirk has never needed his crew more. But a lithe, alien women is casting a spell of pacifism -- and now mutiny -- over the crew. Suddenly Captain Kirk's journey for peace has turned into terrifying war--to retake command of his ship!
More than 200,000 years ago, the ancient Iconians created a network of interdimensional Gateways providing instantaneous transportation across unimaginable distances. Once known as the "Demons of Air and Darkness," the Iconians mysteriously vanished many millennia ago, never to return -- or so it was believed. Summoned to an emergency brieÞng at Starþeet Headquarters, Captain Jean-Luc Picard is stunned to discover that the legendary Iconians have returned at last, and are offering to sell the secrets of their advanced technology to the Federation. To prove their sincerity, they have reactivated their long-abandoned Gateways, but the results have been strife and chaos throughout the entire Alpha Quadrant. Now Picard and his crew must contend with feuding Klingons and Romulans as the captain seeks to discover the sinister truth behind the Iconians' unexpected rebirth!
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