Interdimensional portals unleash alien monstrosities to feed on humanity-and transform survivors into superhumans-in this urban fantasy adventure. The Age of Rifts began thirteen years ago when the first black sphere appeared on Earth, teleporting everyone within its radius to an alien realm where they fell prey to otherworldly creatures. Those who survived and returned home found white crystal shards grafted onto their chests. Imbued with energy, these Rift shards grant people supernatural abilities. Known as Rifters, they have become Earth's first line of defense against this unpredictable invasion, able to enter the spheres and fight the monsters and evolving with greater powers after every battle. Lance Turner and Thomas Walker are nurses in London, England, when a Rift swallows their hospital and the hundreds of souls inside, including two battle-hardened Rifters. Across a toxic landscape as dangerous as the monsters who live there, the warriors do their best to protect the patients and physicians and lead them to safety. For Lance and Thomas, it is a trial by fire. Trained as healers, they risk their lives as combatants amidst unrelenting slaughter, emerging from the Rift with their white shards intact. Now Lance and Thomas are rookie Rifters, earning their stripes as porters for R.A.M., or Rift-based Advanced Metallurgy, a company that sponsors expeditions into open spheres to mine for resources. But when they're betrayed on a mission and left for dead, Lance manipulates his own uncontrollable powers to save his best friend, becoming something unnatural even among Rifters: a Death Smith, capable of reanimating corpses-and controlling them as deadly weapons . . .
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.