Regular price: $2.99
Once a student of alchemy with the dark scholars of the Technic League, Alaeron fled their arcane order when his conscience got the better of him, taking with him a few strange devices of unknown function. Now in hiding in a distant city, he's happy to use his skills creating minor potions and wonders - at least until the back-alley rescue of an adventurer named Jaya lands him in trouble with a powerful crime lord.
After a century of imprisonment, demons have broken free of the wardstones surrounding the Worldwound. As fiends flood south into civilized lands, Count Varian Jeggare and his hellspawn bodyguard, Radovan, must search through the ruins of a fallen nation for the blasphemous text that opened the gate to the Abyss in the first place - and that might hold the key to closing it.
With strength, wit, rakish charm, and a talking sword named Hrym, Rodrick has all the makings of a classic hero - except for the conscience. Instead, he and Hrym live a high life as scoundrels, pulling cons and parting the weak from their gold. When a mysterious woman invites them along on a quest into the frozen north in pursuit of a legendary artifact, it seems like a prime opportunity to make some easy coin - especially if there's a chance for a double-cross.
Pirate captain Torius Vin’s navigator, Celeste, isn’t your typical crew member. She’s a naga - half woman, half serpent - and can read the night skies like an open book. When Celeste is kidnapped during a trade run to legendary Katapesh, Torius and his crew must race to unravel a web of betrayal and evil magic in the bazaars of the dangerous City of Trade.
A reluctant servant of Pharasma, Salim is no missionary. Yet when a desperate eidolon seeks his help in saving his master's soul, Salim has little choice in the matter. Saddled with a strange curse, this mysterious snake-man's creator is no longer in control of his actions - yet they may still weigh on his soul when it comes time for Pharasma's judgment. Only Salim can put a stop to events before they go too far. But are some souls really worth saving?
For charming con man Rodrick and his talking sword, Hrym, life is all about taking what you can and getting away clean. But when the pair are arrested in the crusader nation of Lastwall, Rodrick faces immediate execution, with Hrym spending the rest of eternity trapped in an enchanted scabbard. Their only hope lies in a secret government program in which captured career criminals are teamed up and sent on suicide missions too sensitive for ordinary soldiers.
Once a student of alchemy with the dark scholars of the Technic League, Alaeron fled their arcane order when his conscience got the better of him, taking with him a few strange devices of unknown function. Now in hiding in a distant city, he's happy to use his skills creating minor potions and wonders - at least until the back-alley rescue of an adventurer named Jaya lands him in trouble with a powerful crime lord.
After a century of imprisonment, demons have broken free of the wardstones surrounding the Worldwound. As fiends flood south into civilized lands, Count Varian Jeggare and his hellspawn bodyguard, Radovan, must search through the ruins of a fallen nation for the blasphemous text that opened the gate to the Abyss in the first place - and that might hold the key to closing it.
With strength, wit, rakish charm, and a talking sword named Hrym, Rodrick has all the makings of a classic hero - except for the conscience. Instead, he and Hrym live a high life as scoundrels, pulling cons and parting the weak from their gold. When a mysterious woman invites them along on a quest into the frozen north in pursuit of a legendary artifact, it seems like a prime opportunity to make some easy coin - especially if there's a chance for a double-cross.
Pirate captain Torius Vin’s navigator, Celeste, isn’t your typical crew member. She’s a naga - half woman, half serpent - and can read the night skies like an open book. When Celeste is kidnapped during a trade run to legendary Katapesh, Torius and his crew must race to unravel a web of betrayal and evil magic in the bazaars of the dangerous City of Trade.
A reluctant servant of Pharasma, Salim is no missionary. Yet when a desperate eidolon seeks his help in saving his master's soul, Salim has little choice in the matter. Saddled with a strange curse, this mysterious snake-man's creator is no longer in control of his actions - yet they may still weigh on his soul when it comes time for Pharasma's judgment. Only Salim can put a stop to events before they go too far. But are some souls really worth saving?
For charming con man Rodrick and his talking sword, Hrym, life is all about taking what you can and getting away clean. But when the pair are arrested in the crusader nation of Lastwall, Rodrick faces immediate execution, with Hrym spending the rest of eternity trapped in an enchanted scabbard. Their only hope lies in a secret government program in which captured career criminals are teamed up and sent on suicide missions too sensitive for ordinary soldiers.
Rodrick is a con man, as charming as he is cunning. Hrym is a talking sword of magical ice, with the soul and spells of an ancient dragon. Together the two travel the world parting the gullible from their gold and freezing their enemies in their tracks. But when the two get summoned to the mysterious island of Jalmeray by a king with genies and elementals at his command, they'll need all their wits and charm if they're going to escape with the greatest prize of all - their lives.
When the leader of the ruthless Technic League calls in a favor, the mild-mannered alchemist Alaeron has no choice but to face a life he thought he'd left behind long ago. Accompanied by his only friend, a street-savvy thief named Skiver, Alaeron must head north into Numeria, a land where brilliant and evil arcanists rule over the local barbarian tribes with technology looted from a crashed spaceship.
Elyana is an elven adventurer devoted to helping innocents escape the madness of revolutionary Galt. Together with her band of bold human companions, she is a powerful force for freedom, and one that many Galtan leaders would happily see tied up at the bottom of a guillotine. When one of their allies is gravely injured, it's up to Elyana and the wizard Arcil to buy time by leading the enemy on a wild chase into the dark depths of the Verduran Forest.
The Shadowcallers of Nidal are some of the most feared spellcasters on Golarion, known for their remorseless cruelty and ruthlessness. When the newly minted Shadowcaller Isiem agrees to accompany his estranged friend Ascaros on a journey to investigate his aunt's death and reclaim her possessions, he finds himself face to face with a powerful artifact of great interested to the pair's academy, the infamous Dusk Hall of Pangolais.
Roshad is a sorcerer and street thief in the great caravan city of Ular Kel. Bors is a nomadic warrior and heir to the Horse Throne. As a pair, the two are members of the mysterious Iridian Fold, an organization in which lovers seek to perfectly blend their consciousness to become an elite combat unit. But when Bors’ father forbids their union, are Bors and Roshad willing to start a war to defend their love?
Faith is the greatest battle. To fallen paladin Ederras, right and wrong aren't as clear as they once were, and even the forces of good seem tainted by sin. Lost and broken, the formerly righteous warrior joins up with the crusaders of Mendev, the last bastion of civilization fighting desperately against the demonic tides of the Worldwound. There he plans to rediscover his faith - or die trying.
Roguish swordsman Korm and his cyclops companion, Aebos, are no strangers to death, yet neither would have expected that starvation on the high seas would be the foe to eventually lay them low. When a beautiful spellcaster in a magical ship arrives just in time to save them from being roasted alive by mutinous sailors, it seems like their luck may finally be turning around - yet are they jumping from the frying pan into the fire?
An unlikely vigilante slips through the alleys of Old Korvosa, the armor of the insidious Gray Maidens - former stormtroopers of an insane queen - imprisoning her within a past she can neither forget nor atone for. But when an innocent comes to her in need, this mercenary avenger must test her mettle against a foe just as resolute and merciless as she once was.
The sister of the pharaoh, Jasilia could easily spend her life at court, being waited on hand and foot. Instead, she and her twin brother Ojan are adventuring archaeologists, scouring Osirian’s deserts for relics of the ancient past, accompanied only by their elite bodyguard Nekhtep. Not all ruins are content to stay buried, however, and when Ojan is captured by the walking dead, it’s up to Jasilia and Nekhtep to free him before the tomb he was exploring becomes his own...
For elven pathfinder Varian Jeggare and his devil-blooded assistant Radovan, things are rarely as they seem. Yet not even the notorious crime-solving duo is prepared for what they find when a search for a missing pathfinder takes them into the mist-shrouded mountains of gothic Ustalav.
Jendara is a woman of many roles: trader, pirate, islander - and mother. Having left behind her life of piracy, Jendara and her young son, Kran, are back in her native Ironbound Archipelago, looking to make an honest living as seaborne traders. But when Kran goes missing and the threat of a goblin attack looms, Jendara has no choice but to take up her ax once more if she wants to save her new friends - and her son.
The aristocratic Pathfinder Varian Jeggare and his hellspawn bodyguard, Radovan (Pathfinder's answer to Sherlock Holmes and Watson), return for their fifth standalone novel. When Varian is bequeathed a dangerous magical book by an old colleague, he and Radovan are pulled into a mystery that will set them on the path of a powerful necromancer seeking to become the new avatar of an ancient and sinister demigod - one of the legendary Runelords. But in saving the world, will Varian and Radovan lose their souls?
What begins as a trip to unlock the secrets of famed healing springs transforms into far more when Alaeron, an alchemist and explorer, learns of a tomb full of ancient relics and wealth. There's only one problem - the other would-be tomb robbers got there first. Can Alaeron talk his way to treasure, or would he have been better off staying in the healing pools?