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Under a previous sun, Athas teemed with life. The sorcerer-king, after obtaining immortality for himself, united all lands under the power of his magic. But power-hungry overlords have carved the lands into pieces - setting themselves up as sorcerer-kings--and survival depends on the optimism of three steadfast people.
A remorseless ranger. A sentient hell hound pelt with a penchant for pyromania. An irksome pixie who sells intrigue and information. Three companions who find themselves trapped in a city filled with warring priestly factions, devious machinations, and an angry fiend. To save the city, they must find three weapons of power, which lie in the most trap-laden, monster-infested place this side of Acererak's tomb: White Plume Mountain.
Imprisoned in the void of a ruined universe by vengeful gods, Tharizdun - the Chained God, the Elder Elemental Eye - shares his exile with the Progenitor, a pool of liquid crystal that is all that remains of the Abyss that destroyed his universe. Enter our heroes Albanon, Shara and Uldane - all three adventurers readers will know from The Mark of Nerath. They thought their quests were over and done with, but danger still burns like the embers of a smoldering fire in the tall grass.
Sequestered in the blackness of the dreaded Tower of High Sorcery in Palanthas, surrounded by nameless creatures of evil, Raistlin Majere weaves a plan to conquer the darkness - to bring it under his control. Crysania, a beautiful and devoted cleric of Paladine, tries to use her faith to lead Raistlin from the darkness. She is blind to his shadowed designs, and he draws her slowly into his neatly woven trap. Made aware of Raistlin’s plan, a distraught Caramon travels back in time to the doomed city of Istar in the days before the Cataclysm.
Some of the parchment pages were the color of cream, thick and substantial, made to last many, many lifetimes. Other pages were thin and desiccated, positively yellow from age, and crackled alarmingly as Van Richten turned them over. There were no ornate illuminations, no fussy borders, only lines of plain text in hard black ink. The flowing handwriting was a bit difficult to follow at first; the writer's style of calligraphy had not been in common use for 300 years. No table of contents, but from the dates it looked to be some kind of history.
Lifelong friends, they went their separate ways. Now they are together again, though each holds secrets from the others in his heart. They speak of a world shadowed with rumors of war. They speak of tales of strange monsters, creatures of myth, creatures of legend. They do not speak of their secrets. Not then. Not until a chance encounter with a beautiful, sorrowful woman, who bears a magical crystal staff, draws the companions deeper into the shadows, forever changing their lives and shaping the fate of the world.
Under a previous sun, Athas teemed with life. The sorcerer-king, after obtaining immortality for himself, united all lands under the power of his magic. But power-hungry overlords have carved the lands into pieces - setting themselves up as sorcerer-kings--and survival depends on the optimism of three steadfast people.
A remorseless ranger. A sentient hell hound pelt with a penchant for pyromania. An irksome pixie who sells intrigue and information. Three companions who find themselves trapped in a city filled with warring priestly factions, devious machinations, and an angry fiend. To save the city, they must find three weapons of power, which lie in the most trap-laden, monster-infested place this side of Acererak's tomb: White Plume Mountain.
Imprisoned in the void of a ruined universe by vengeful gods, Tharizdun - the Chained God, the Elder Elemental Eye - shares his exile with the Progenitor, a pool of liquid crystal that is all that remains of the Abyss that destroyed his universe. Enter our heroes Albanon, Shara and Uldane - all three adventurers readers will know from The Mark of Nerath. They thought their quests were over and done with, but danger still burns like the embers of a smoldering fire in the tall grass.
Sequestered in the blackness of the dreaded Tower of High Sorcery in Palanthas, surrounded by nameless creatures of evil, Raistlin Majere weaves a plan to conquer the darkness - to bring it under his control. Crysania, a beautiful and devoted cleric of Paladine, tries to use her faith to lead Raistlin from the darkness. She is blind to his shadowed designs, and he draws her slowly into his neatly woven trap. Made aware of Raistlin’s plan, a distraught Caramon travels back in time to the doomed city of Istar in the days before the Cataclysm.
Some of the parchment pages were the color of cream, thick and substantial, made to last many, many lifetimes. Other pages were thin and desiccated, positively yellow from age, and crackled alarmingly as Van Richten turned them over. There were no ornate illuminations, no fussy borders, only lines of plain text in hard black ink. The flowing handwriting was a bit difficult to follow at first; the writer's style of calligraphy had not been in common use for 300 years. No table of contents, but from the dates it looked to be some kind of history.
Lifelong friends, they went their separate ways. Now they are together again, though each holds secrets from the others in his heart. They speak of a world shadowed with rumors of war. They speak of tales of strange monsters, creatures of myth, creatures of legend. They do not speak of their secrets. Not then. Not until a chance encounter with a beautiful, sorrowful woman, who bears a magical crystal staff, draws the companions deeper into the shadows, forever changing their lives and shaping the fate of the world.
The author of the Mistborn trilogy and Elantris, Brandon Sanderson is winning abundant praise for this rollicking - and unusual - tale. Alcatraz Smedry can’t exactly be described as someone who doesn’t break things. In fact, he breaks lots of things. The truth is, he’s a major klutz. Breaking things, however, might just be the ace in the hole he needs when he goes up against a cabal of nefarious (gasp!) librarians.
What happens when the haggling is done and the shops are closed? When the quest has been given, the steeds saddled, and the adventurers are off to their next encounter? They keep the world running, the food cooked, and the horses shoed, yet what adventurer has ever spared a thought or concern for the Non-Player Characters? In the town of Maplebark, four such NPCs settle in for a night of actively ignoring the adventurers drinking in the tavern when things go quickly and fatally awry.
Cthulhu Armageddon is the story of a world 100 years past the rise of the Old Ones which has been reduced to a giant monster-filled desert and pockets of human survivors (along with Deep Ones, ghouls, and other "talking" monsters).
Her name is Alias, and she is in big trouble. She is a sell-sword, a warrior-for-hire, and an adventuress. She awoke with a series of twisting, magical blue sigils inscribed on her arms and no memory of where she got them. Determined to learn the nature of the mysterious tattoo, Alias joins forces with an unlikely group of companions: the halfling bard, Ruskettle, the southern mage, Akabar, and the oddly silent lizard-man, Dragonbait.
Humanoid buffalo and armadillo bikers in postapocalyptic Oklahoma! A bio-engineered super-soldier named Hella and her mutant buffalo sidekick, Stampede, clash with armadillo bikers and inter-dimensional mutants across the ragged landscape of Gamma-Oklahoma. This is a fast-paced story of adventure, mixed with liberal doses of humor, in a postapocalyptic science-fantasy world unlike any other.
mascus awakens surrounded by corpses, at a shrine littered with traces of demonic rituals, with no memory of his past. But the Firestorm Cabal remembers him - and the demon who leads them seems to have a personal vendetta against him. Dodging knives, uncovering clues left by his past life, and dueling demons, Demascus must figure out who he is, what battles he is fighting, and who is hunting him before one of them catches up with him.
For eons, conquering dungeons has been the most efficient way to become a strong adventurer. Although not everything is as straightforward as it seems. Several questions have always plagued the minds of those who enter these mythical places of power: why are there so many monsters? Where do the amazing weaponry and heavy gold coins come from? Why does the very air fill with life-giving energies? Cal has all of the answers to these age-old questions, for a very simple reason. He is a Dungeon Heart.
The city of Luskan has always been a den of pirates, thieves, and murderers. But lately, things have gotten much worse. A ship crashes offshore with nothing but corpses. Every day, people go crazy and brutalize those around them. And the only signs that even the most hardened criminals still walk the streets at night are bones. Luskan's sister city, Waterdeep, has sent a detachment to quarantine the unclean city - to let the filth within die, rather than infect the rest of the Realms. But Myrin has slipped inside, declaring that she will save Luskan.
The Hellknights are a brutal organization of warriors dedicated to maintaining law and order at any cost. For devil-blooded Jheraal, even the harshest methods are justified if it means building a better world for her daughter. Yet when a serial killer starts targeting hellspawn like Jheraal and her child, Jheraal has no choice but to use all her cunning and ruthlessness in order to defeat an ancient enemy to whom even death is no deterrent.
The book of the Official Advanced Dungeons and Dragons computer game.
Raised and trained in seclusion at a secret fortress on the edge of the northern wilds of the Kingdom of Ashai, a young warrior called Rezkin is unexpectedly thrust into the outworld when a terrible battle destroys all that he knows. With no understanding of his life’s purpose and armed with masterful weapons mysteriously bestowed upon him by a dead king, Rezkin must travel across Ashai to find the one man who may hold the clues to his very existence.
Rumors are swirling around the dark corners of Westgate that a brutal vigilante is dealing violence and havoc in the guise of Shadowbane. Kalen and Myrin have just arrived from Luskan, in search of Kalen's former apprentice, Rhett. Though Kalen believes Rhett to be dead, Myrin won't give up hope as she in turn seeks more information about her past. And Kalen too must find his place, perhaps in the Eye of Justice - the organization that trained him - though that's the last place he wants to end up. But who are is this mysterious vigilante who wields the vaunted sword Vindicator?
Aric, a half-elf with a rare natural ability with the psionic discipline known as "the Way", must find his place in a world ruled by the tyranny of evil sorcerer kings, and dominated by the savage wilds of the Athasian desert, a world presided over by the unrelenting crimson eye of Dark Sun.
When Aric is brought into a quest to search for a priceless trove of weapons, he would rather keep his head down and live a simple life. But nothing is simple in the city of Nibenay with its reclusive ruler known as the Shadow King. And in a world where metal is the rarest of commodities, Aric’s "way" with metal is an even rarer talent.
Enlisted by the Shadow King himself to seek out this cache of metal weaponry, Aric heads into the desert with a treacherous band of adventurers. Allegiances are tested and secrets are uncovered. But sometimes the secrets hidden by the sands of time should remain undiscovered. When Aric and his band uncover an evil perhaps greater than the Shadow King himself, it is a race against time to see who will harness its power.