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The World of Null-A / The Universe Maker

A. E. Van Vogt

The World of Null-A

It is the year 2650 and Earth has become a world of non-Aristotelianism, or Null-A. This is the story of Gilbert Gosseyn, who lives in that future world where the Games Machine, made up of twenty-five thousand electronic brains, sets the course of people's lives. Gosseyn isn't even sure of his own identity, but realizes he has some remarkable abilities and sets out to use them to discover who has made him a pawn in an interstellar plot.

The Universe Maker

Did you ever hear of the Inter-Time Society for Psychological Adjustments? Well, neither had Morton Cargill in 1953 when he accidentally killed a girl. A year later that very girl turned up, apparently alive, and announced that the mysterious society had condemned him to death! Cargill's astounding adventures began when he escaped the execution chamber to find himself in the far future. Three conflicting societies were hunting for him, to use him in their own desperate schemes. There were the Floaters, a nation of aerial vagabonds. There were the Tweeners, who dreamed of world conquest. And finally, interwoven through everything, were the sinister figures of the Shadow Men-supermen without visible substance.

The World of Null-A

Null-A: Book 1

A. E. Van Vogt

Grandmaster A. E. Van Vogt was one of the giants of the Golden Age of classic SF, the 1940s. Of his masterpieces, The World of Null-A is most famous and most influential. It was the first major trade SF hardcover ever, published in 1949, and has been in print in various editions ever since. The careers of Philip K. Dick, Keith Laumer, Alfred Bester, Charles Harness, and Philip Jose Farmer were created or influenced by The World of Null-A. It is required reading for anyone who wishes to know the canon of SF classics.

The Players of Null-A

Null-A: Book 2

A. E. Van Vogt

Has also been published under the title: The Pawns of Null-A.

In this sequel to World of Null-A, Gilbert Gosseyn must learn to use both his brains and function in various bodies in order to save the universe from Enrothe Red.

Null-A Three

Null-A: Book 3

A. E. Van Vogt

The novel is a continuation of the adventures of Gilbert Gosseyn from the The World of Null-A and The Pawns of Null-A.

Gilbert Gosseyn wakes to find he is Gosseyn Three, in telepathic contract with Gosseyn Two. One of the spare bodies used in his reincarnation machinery was found and forced to life by the approach of an immense space fleet from another galaxy, manned by the primordial ancestors of man, gripped in an eon-long war with mutants equally old. The space-fleet is ruled by an unstable youngster who seems to possess many of the same powers, including a double-brain, as Gosseyn.

Gosseyn must school the youth in Null-A sanity, save the Earth from a cabal of gangsters and businessmen who oppose the return of the Games Machine, discover the secret reasons behind the endless horrifying war, and stop the intrigues of Enro the Red to return to power.