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von James Islington
It has been twenty years since the end of the war. The dictatorial Augurs - once thought of almost as gods - were overthrown and wiped out during the conflict, their much-feared powers mysteriously failing them. Those who had ruled under them, men and women with a lesser ability known as the Gift, avoided the Augurs' fate only by submitting themselves to the rebellion's Four Tenets. A representation of these laws is now written into the flesh of any who use the Gift, forcing those so marked into absolute obedience.As a student of the Gifted, Davian suffers the consequences of a war fought – and lost – before he was born. Despised by most beyond the school walls, he and those around him are all but prisoners as they attempt to learn control of the Gift. Worse, as Davian struggles with his lessons, he knows that there is further to fall if he cannot pass his final tests.But when Davian discovers he has the ability to wield the forbidden power of the Augurs, he sets into motion a chain of events that will change everything. To the north, an ancient enemy long thought defeated begins to stir. And to the west, a young man whose fate is intertwined with Davian’s wakes up in the forest, covered in blood and with no memory of who he is…
von Tad Williams
Second book in New York Times-bestselling author Tad Williams's cyberpunk fantasy series • “Tad Williams is the brightest and best of the fantasists.” ―Neil Gaiman, author of American GodsOtherland. In many ways it is humankind's most stunning achievement: a private, multidimensional universe built over two generations by the greatest minds of the twenty-first century. But this most exclusive of places is also one of the world's best kept secrets, created and controlled by an organization made up of the world's most powerful and ruthless individuals, a private cartel known—to those who know of their existence at all—as The Grail Brotherhood.Though their purpose in creating Otherland is still a mystery, it may not remain so for long. For they have exacted a terrible price from humanity in the process, and even their highly organized global conspiracy cannot hide the nature of their crimes forever.And now a small band of adventurers has penetrated the veil of secrecy that prevents the uninitiated from entering Otherland. But having broken into the amazing worlds within worlds that make up this universe, they are trapped, unable to escape back to their own flesh-and-blood bodies in the real world.And as dangers and circumstances split their party into small, widely scattered groups, their only hope of reuniting lies in returning again and again to the River that flows—in one form or another—through all the worlds.But the odds seem to be completely against them as they—and the one outsider with whom they might join forces—become hopelessly lost in realms where an Ice Age tribe's fears can only be quenched in blood...where insects are as large and deadly as dinosaurs...where they are caught in the war between a man made of straw and one made of tin...where cartoon ads take on a life of their own...where humans strive to survive in the aftermath of an alien invasion...and where one among their party is actually The Grail Brotherhood's most terrifying weapon—a sociopathic killer who has never failed and whose current mission is to make certain that not even one member of this little invasion force lives long enough to reveal the truth about Otherland to the people of Earth...
von Joseph Goodman
Glory & Gold Won by Sorcery & Sword! You’re no hero. You’re an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them. Return to the glory days of fantasy with the Dungeon Crawl Classics Role Playing Game. Adventure as 1974 intended you to, with modern rules grounded in the origins of sword & sorcery. Fast play, cryptic secrets, and a mysterious past await you: turn the page DCC RPG is a 504-page self-contained role playing game. A free PDF is included with print purchase (digital code printed on inside cover of book). The latest printing has a sewn-in satin ribbon bookmark in the hardcover edition.
von Drew Hayes
Gifted with metahuman powers in a world full of capes and villains, Tori Rivas kept away from the limelight, preferring to work as a thief in the shadows. But when she's captured trying to rob a vault that belongs to a secret guild of villains, she's offered a hard choice: prove she has what it takes to join them or be eliminated.Apprenticed to one of the world's most powerful (and supposedly dead) villains, she is thrust into a strange world where the lines that divide superheroes and criminals are more complex than they seem. The education of a villain is not an easy one, and Tori will have to learn quickly if she wants to survive. On top of the peril she faces from her own teacher, there are also the capes and fellow apprentices to worry about, to say nothing of having to keep up a civilian cover.Most dangerous of all, though, are those who loathe the guild's very existence. Old grudges mean some are willing to go to any length to see the guild turned to ash, along with each one of its members. Even the lowly apprentices
von Henry H. Neff
Reeling from a personal tragedy but determined to stop the demon Astaroth, twelve-year-old Max McDaniel sets out from Rowan, where magic and nature flourish so long as the people do not oppose the demon, and travels through the preindustrial nightmare Astaroth has created using the Book of Origins.
von Neil Gaiman
The #1 New York Times bestselling author’s ultimate edition of his wildly successful first novel featuring his “preferred text”—and including the special “Neverwhere” tale “How the Marquis Got His Coat Back.”Published in 1997, Neil Gaiman’s darkly hypnotic first novel, Neverwhere, heralded the arrival of this major talent and became a touchstone of urban fantasy. Over the years, a number of versions were produced both in the U.S. and the U.K. Now, this author’s preferred edition of his classic novel reconciles these versions and reinstates a number of scenes cut from the original published books.Neverwhere is the story of Richard Mayhew, a young London businessman with a good heart and an ordinary life, which is changed forever when he is plunged through the cracks of reality into a world of shadows and darkness—the Neverwhere. If he is ever to return to the London Above, Richard must join the battle to save this strange underworld kingdom from the malevolence that means to destroy it.
von Brian Lumley
The twin sons of Harry Keogh, the Necroscope, have taken very different paths. Nathan as his father's powers--to talk to the dead, to travel instantly through space. Like Harry, this new Necroscope fights evil wherever he finds it.His twin, Nestor, has become the most horrifying evil imaginable: a shape-shifting, blood sucking Wamphyi Lord! Devoid of human feeling, Nestor and his companion, the beautiful, malevolent Wratha the Risen, hunt without mercy.The battle between the brothers mirrors the war between vampires and humans. On mankind's side: terrible weapons brought from Earth by Nathan's allies. But the vampires are numerous and powerful, and neither side has a clear advantage...until Nathan and his legions of the dead discover a way to destroy the vampires forever.In the midst of a titanic battle, Nathan makes a desperate move that forever changes millions of lives and two worlds: the vampire world...and earth.
von D. J. MacHale
Bobby Pendragon, now fifteen, is a loyal friend, sports star, devoted pet owner, and traveler. Along with his uncle Press, Bobby has visited the alternate dimension of Denduron and the watery world of Cloral. Now he flumes to a territory that is rather familiar, First Earth, and then to the seemingly perfect world of Veelox, where reality is more virtual than real.
von Jerry B. Jenkins, Tim LaHaye, Chris Fabry
The continuing adventures of the four teenagers caught in a world in chaos. After being left behind at the Rapture, they struggle to grow in their newfound faith, live boldly for Christ, and battle for their lives.
von Tim F. LaHaye
A New York Times BestsellerThis is the fifth volume in the Left Behind series of novels based on New Testament prophecies about the end of life on Earth. In this book, the world has been visited by a plague of demon locusts that attack anyone without the seal of God etched on their foreheads. Internet communication is becoming the primary means of maintaining unity within the underground resistance movement of believers. New global warfare threatens a third of the world's population. And the Tribulation Force members deal with personal crises, including pregnancies and lost family members.