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von Benedict Jacka
Alex Verus faces his dark side in this return to the bestselling urban fantasy series about a London-based mage.To protect his friends, Mage Alex Verus has had to change--and embrace his dark side. But the life mage Anne has changed too, and made a bond with a dangerous power. She's going after everyone she's got a grudge against--and it's a long list.In the meantime, Alex has to deal with his arch-enemy, Levistus. The Council's death squads are hunting Alex as well as Anne, and the only way for Alex to stop them is to end his long war with Levistus and the Council, by whatever means necessary. It will take everything Alex has to stay a step ahead of the Council and stop Anne from letting the world burn.
von Benjamin Liar
From a debut voice comes a genre-breaking blend of apocalyptic sci-fi and epic fantasy about a scattered group of unlikely heroes traveling across their broken mechanical planet to stave off eternal darkness. A tightly-coiled puzzle of a thrill ride, The Failures launches The Wanderlands trilogyWelcome to the Wanderlands.A vast machine made for reasons unknown, the Wanderlands was broken long ago. First went the sky, splintering and cracking, and then very slowly, the whole machine—the whole world—began to go dark.Meet the Failures.Following the summons of a strange dream, a scattering of adventurers, degenerates, and children find themselves drawn toward the same place: the vast underground Keep. They will discover there that they have been called for a purpose—and that purpose could be the destruction of everything they love.The end is nigh.For below the Keep, imprisoned in the greatest cage ever built by magicians and gods, lies the buried Giant. It is the most powerful of its kind, and its purpose is the annihilation of all civilization. But any kind of power, no matter how terrible, is precious in the dimming Wanderlands, and those that crave it are making their moves.All machines can be broken, and the final cracks are spreading. It will take only the careless actions of two cheerful monsters to tip the Wanderlands towards an endless dark...or help it find its way back to the light.
von K.A. Knight
The first time I met Venture’s latest team, I was a nobody, but it only took one crazy stunt to change my life and turn my idols into enemies…Five years later, I’m at the top of my game, competing with the best of the best. My stunts are bigger and better, so much so that even Venture’s golden boys have begun to take notice.When we are all offered the same contract to find a legendary island, we must vie to be the first to the finish line. The jungle, however, can’t be controlled or predicated, and when things go wrong, all you have is yourself and those around you.When Mother Nature decides it’s time to reclaim her land, you either get out of her way or sink into the torrent, never to be seen again.Here we go, right into the storm.
von R. A. Salvatore
Something terrible, unspeakable, immense, has come to Menzoberranzan and is leaving death and destruction in its wake. The primordial of Gauntlgrym stirs, sending Cattie-brie and Gromph to Luskan, and the ruins of the only power that can keep the beast in check. The damage of the Darkening, of war, and of a demon-ravaged Underdark has sent cracks out across the North. Some of this damage may never be repaired. And Drizzt is going home. But not to Mithral Hall. Not to Icewind Dale. He's going to Menzoberranzan. Bruenor is ready to march with him bringing along an army of dwarves to end the scourge of Menzoberranzan, but Drizzt needs to see what's happening there. The dwarf army may not be necessary. The City of Spiders might already have fallen to the demons and their wicked prince. But even if that's true, what's to say the demons will stop there? Maestro picks up where Archmage left off, plunging Drizzt into his most dangerous adventure yet, and with all the action, adventure, beloved characters, dark elves, monsters, and demon princes Drizzt fans adore.
von James Frey
This second thrilling digital prequel novella to Endgame: The Calling follows the lives of four of the twelve Players before they were chosen as the one to save their ancient bloodline—and win Endgame. Before the Calling . . . Twelve Players-in-training are tested to the very edge of their physical and mental abilities. Endgame: The Training Diaries Volume 2: Descendant follows Baitsakhan, Maccabee, Shari, and Aisling, as they prepare for the apocalyptic game they may or may not be chosen to take part in. They must shed their normal lives and transform into the Players they were meant to be. They must train, learn, prepare. To Play, survive, and solve. To kill or be killed. Endgame is real. Endgame is coming. And only one can win.
von Jim Butcher
For one thousand years, the people of Alera have united against the aggressive and threatening races that inhabit the world, using their unique bond with the Furies--elementals of Earth, Air, Fire, Water, and Metal. But now, the unity of the Alerians hangs in precarious balance. The First Lord of Alera has fallen in his efforts to protect his people from the vicious attacks of their enemies. Now, the fate of the Alerians lies in the hands of Tavi, a young man who must use all of his courage and resourcefulness to save his people--and himself.
von Ian Irvine
The terrifying Merdrun are invading - and the world no longer has an army. Karan and Llian fled to the future to save their gifted nine-year-old daughter, but two days later Sulien far-sees the Crimson Gate reopen. The Merdrun are back, this time for good. And Santhenar, after the 160-year Lyrinx War and the decade of chaos that followed, is in ruins. Within days, its greatest cities fall to the most deadly army the world has ever faced. But before the allies can begin the fightback, the Merdrun discover the worst folly of Scrutator Xervish Flydd's long life. The location of the Council's terrible lost weapon, an intelligent killing machine - the spellcaster. A weapon the Merdrun are desperate to find, to cleanse Santhenar of the human race. And only Karan, Flydd and his handful of tormented veterans stand in their way. You won't want to miss this truly epic fantasy series by a million-selling author. What reviewers say about the Three Worlds books "A compelling adventure in a landscape full of wonders." - Locus "A page-turner of the highest order ... Formidable!" - SFX on Geomancer "It is the most engrossing book I've read in years." - Van Ikin, Sydney Morning Herald "Readers of Eddings, Goodkind and Jordan will lap this one up." - Starlog "Utterly absorbing." Stephen Davenport, Independent Weekly "For sheer excitement, there's just no one like Irvine." SFX on The Destiny of the Dead "As good as anything I have read in the fantasy genre." - Adelaide Advertiser
von A. M. Sohma
Kit is back. And she's still stuck playing her ridiculous elf dancer character. After leading a group out of the full submersion video game, Chronicles of Retha, Kit knew she couldn't leave the remaining players to suffer their fate alone. So she returned to the game with the goal to get everyone out.There's just one problem. Forcing a system wide logout requires the defeat of the end game boss character. A boss who hasn't ever been beaten before.Solus Miles, the best player on the server, is famous for fighting solo, but Kit's return changes that. With Kit fighting for their freedom, Solus realizes that he'll have to travel with her and her motley crew and play up the charade of their "fake" relationship as pledged players if he really wants to help her in this fight. (Besides, if he goes with her, maybe he can keep her from dying all the time, too.)When the top guilds are still skeptical of Kit's plan, she turns to those whom others overlook: the non-playable characters controlled by the game mechanics.But Retha has changed. Monsters, events, and quests have shifted, complicating her task. The journey across an altered Retha tests even Kit's veteran knowledge and strains her leadership like never before.Can she leverage her NPC allies and convince the other players to join her?
von Richard Austin
Rising from the south-of-the-border rubble is Sister Light. She is leading her Christian hordes on a savage crusade toward a full-auto armageddon. She must be stopped--at any cost--no matter how many have to die. And the only ones with the skills to stop her are the Guardians.
von Sam Sykes
Acclaimed author Sam Sykes returns with the exhilarating conclusion to his Bring Down Heaven trilogy.The great demon Khoth-Kapira has broken free of his prison and taken his first step upon the mortal world. And he owes it all to Lenk. Believing that the demon will heal a broken world that the gods have abandoned, Lenk serves as reluctant champion to Khoth-Kapira's cause. But as the desperate and fearful flock to Khoth-Kapira's banner, begging for salvation, Lenk begins to doubt his patron's great designs.The city of Cier'Djaal, meanwhile, has become the field for the last great battle of mortals. And as humans, shicts and tulwar prepare to tear each other apart, none are aware of the ancient horror that marches upon their tiny wars.At the tip of a spear or beneath the heel of demons, the reign of mortals ends.Bring Down HeavenThe City Stained RedThe Mortal TallyGod's Last Breath