There have been no communiques from Earth post Singularity. The Martian colonists wonder if the race abandoned space-time altogether.
But for now, they have bigger problems.
Their sun is going supernova well ahead of schedule.
The two greatest minds of the time, one a scientist, the other a philosopher, concoct a two-pronged plan to save the human race. Frakas, the bioengineer, will continue to seed humanoid and increasingly alien lifeforms across the heavens using space warping ships. But higher consciousness isn’t exactly his specialty. And the one man who can be bothered to think beyond mean survival, his philosopher friend, Draxor, must be cloned before he passes. Only he can continue to uplift the ragtag worlds of hearty pioneers with little time to savor the finer things in life. Only he can ensure that, for those who choose to remain in the physical universe post Singularity, evolution will win out against the increasingly stronger pull towards barbarism.
Thus is born the first of The Hundred Year Clones who reigns before passing the torch to the next in line.
There is just one problem.
The Hundred Year Clones are just prototypes–and they’re flawed.
The Hundred Year Clones: The Warlords of Andromeda
Three hundred years after Earth’s sentient internet takes the planet into Singularity–and out of space-time–to avoid a sun going supernova ahead of schedule, the fleeing Martian colonists have found another kind of liberation. Using space warping ships they spread their seed across Andromeda. But if Frakas, the genius bioengineer who created a new Cambrian explosion of humanoid life, and Draxor, the first of the hundred year clones designed to uplift souls, were enough to see them through the first leg of their journey, they are not around to be leaned on anymore.
So begins the second saga of The Hundred Year Clones, THE WARLORDS OF ANDROMEDA, and the reign of Dargan, the latest clone.
But will the ingenious tactics of Dargan’s warlords be enough to unseat the powers threatening the empire from within as well as from without? Or will these highly evolved humanoid species merely use their genetic and cybernetic enhancements to make better war on a scale never before imagined, using creative methods only such technological breakthroughs–not to mention sprawling space armadas–could accommodate?
Six hundred years into mankind’s unexpected exodus from Earth’s solar system due to a prematurely exploding sun, humanoid species have spread far and wide to form a trans-galactic empire. This is in part due to the pioneering genius of Frakas and his bioengineering prowess which allows humanoids to accommodate to new planets readily. It is also secondary to special pod ships and spirit ships left behind by long dead civilizations that allow for teleportation across massive chasms of space-time.
But the empire is torn. War wages in four sectors. The gods of war governing each sector want to unite the entire kingdom under one banner, theirs. But each of the sectors has unique challenges and pitfalls that stymie the other warlords, maintaining a stalemate seemingly without end.
Enter Raikin and his entourage of followers. In his teens, he is the youngest of the hundred year clones to intervene in celestial matters, and he may also have his hands the most full. Will he and his followers (all in their late teens by the time they insert themselves into the four sectors wars) be enough to upset the stalemate and bring peace to the universe? Or will the intense fusion of cutting edge science and magic he introduces to the equation simply spread these battles beyond this universe into parallel universes, and the multiverse as a whole?
More ominously still, there appear to be outside forces influencing matters in the four sectors beyond anyone’s knowledge or ability to grasp. Some of the tech bequeathed to them by long dead civilizations may have a life and a mind of its own, begging the question, are these distant parties relegated to history, or just to a dimension beyond their current reach?
Note: The 5 novels in the Renaissance 2.0 series form a continuous story arc, as with Game of Thrones. So they must be read in order.
Humpty Dumpty Had a Great Fall (Renaissance 2.0: Carnival of Characters, Crusades, and Causes, #1)
A collapsed global economy. And a world gone to hell. People going postal. There seems but two things to do: cave into the herculean pressures, or use them to transform from the human to the transhuman. So are born the Renaissance types of the early twenty-first century.
One in particular, Robin Wakefield, may be destined to lead them. If only he can steepen his learning curve, and keep his own mind from imploding, before one of them, in the absence of proper mentoring, takes out the rest of the planet.
His first challenge will be to survive the trials by fire that will transform him from a person of modest means into someone who is beyond even genius. On the other side of the initiations lies a realm of magic and wonder only a handful of Zen masters throughout history have reputedly ever reached. A place where teleportation, being in more than one place at once, and other miracles are commonplace. But so far, no one living has survived all the tests.
Karma Chameleon (Renaissance 2.0: Carnival of Characters, Crusades, and Causes, #2)
After barely just surviving his encounter with an ingenious serial killer, Robin Wakefield is left to pick up the broken pieces of his psyche. As he does so, he finds madness looming, one the one hand, and remarkable new psychic abilities on the other. Can he manage the self-annealing process to emerge better than before? And what about directing these newfound superhuman and paranormal abilities toward powering his investigations as he goes after adversaries such as the world has never seen? The new Renaissance age, taking root amid the dark age of a collapsed world economy and the moribund thinking of centralized power, brings a true carnival of bright and colorful souls into the light of day. But underneath some of the masks lurk super-powered minds that aren’t exactly out to celebrate life.
The Renaissance Comes of Age (Renaissance 2.0: Carnival of Characters, Crusades, and Causes, #3)
Robin, only partly recovered from the trauma incurred at the hands of a serial killer, finds a trip abroad, allegedly for R&R, holds even greater challenges. Encounters with the European underground movement, and psychic intuitions regarding awesome adversaries stepping onto the stage portend potential increases in global disasters. Not to mention murmurings of a now sentient internet meddling in human affairs. As the Renaissance comes of age, Robin’s abilities need to grow by leaps and bounds in order to keep up with the superhuman abilities of the Renaissance types, many of whom wish the world harm.
Into the Godhead (Renaissance 2.0: Carnival of Characters, Crusades, and Causes, #4)
Robin deliberately invites another breakdown to force Humpty Dumpty to put himself together again better than before. Continuing to skirt the lines between increasing madness and augmented superpowers in order to better track the Renaissance types means finding a way to tip the scales in the desired direction. To this expressed end, Robin relies on Zen and ancient esoteric meditative techniques few have mastered in the last three thousand years. Despite making huge inroads, the formula proves highly combustible. Meanwhile, the powers of the Renaissance types themselves quickly reach the level where the entire planet, not just one or another corner of it, is threatened. Robin, what’s more, unable to hide in the shadows anymore, comes under direct attack.
Reckoning (Renaissance 2.0: Carnival of Characters, Crusades, and Causes, #5)
Having mastered the esoteric Zen practices and the psychic abilities that put Robin on a par now with the most powerful Renaissance types on the planet, it is time to go after those wreaking havoc with the world. But chasing them down quickly leads to complications that Robin didn’t foresee. Some of the ones who pose the greatest danger to the planet switch allegiance, while others take their game to the next level, threatening not just the planet, but the multiverse, and in more than one timeline.
Note: Books 1 through 5 of Renaissance 2.0 are part of a single story arc and so are meant to be read in sequence. With book 6 comes the opportunity to jump into the series anew, as it begins an entirely new story arc, even if you haven’t read the 5 books that comprise volume 1.