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Karl had gained an Empire--now what price must he pay to assure its future? He and his friends had freed many from the bonds of slavery, but now they were bound by the furious vendetta of Ahrmin of the evil Slavers Guild
It should have been so simple . . . Durine, Kethol, and Pirojil are three mercenaries who have spent twenty years fighting other people's battles, defeating the Tsurani and the Bugs and the goblins. Yet now it seems there are no more enemies to vanquish, leaving them with a few months of welcomed garrison duty as the Riftwar rages on in the west. When the trio is ordered to accompany a lady and her husband safely to the city of LaMut, it looks like an easy--even cushy--assignment. But in Midkemia, nothing is that straightforward, and the men find themselves trapped by a vicious winter storm in a castle with scheming lords and ladies, an unsolved murder, and nothing less than the political future of Midkemia at stake. . . .
Kethol--The pretty fellow, a long and lanky redhead with an easy smile and an easygoing attitude that his clever eyes deny. He is quick with a quick. . . and quicker with a sword. Durine--The big man, a head taller than most and twice as wide, built like a barrel, with a loyal heart and hands too thick to use anything more delicate than an ax handle. Pirojil--The ugly one, his face heavy-jawed, with an eye ridge that would mark him as a Neanderthal only to the most gracious. But looks deceive, and his might be the rarest gift of all. Athos, Porthos, and Aramis they're not.
Several of them, in fact. He's the heir to an empire--but he doesn't want to be. And nobody believes that he could or would walk away, and give the job of ruling the kingdom to someone else. In this roller coaster of a sequel to Not Exactly the Three Musketeers, it looks like the stage is set for a major shake-up in the kingdom. Jason's help in keeping everything from blowing up are the self-appointed soldiers of the errant Jason, sent by that wily off-worlder Walter Slovotsky to keep Jason in one piece ... more or less. There's Kethol, the long and lanky redhead with an easy smile, who's quick with a quip and quicker with a sword; Pirojil, the ugly one, whose looks deceive and whose might and loyalty are worth a kingdom; and the fledgling wizard Erenor, a man who tries to stay two steps ahead of his enemies--as well as one step ahead of his friends. They're all part of the Cullinane retinue, sworn to protect the Cullinane manse and the sometimes-heroic Jason Cullinane and they have their hands full. Because no one likes a vacuum--or one too many contenders for power, Jason's soldiers are going to have to do some fast adventuring to make it all turn out all right. Next in Joel Rosenberg's bestselling Guardians of the Flame series, Not Quite Scaramouche continues the adventures of the journeyman soldiers of Castle Cullinane (and their sometimes ill-fated leader) in all their raucous glory.
Kethol is an adventurer with an easy smile, a man who is quick with a quip and quicker with a sword. His partner, Pirojil, the ugly one, looks impressive and deceives people into thinking he's stupid to their sorrow-for his might and loyalty are worth a kingdom. And the fledgling wizard Erenor, a man who tries to stay two steps ahead of his enemies, as well as one step ahead of his friends. Loyal retainers they are, sworn to Jason Cullianane, a man who walked away from a crown, and who has been trying to convince all the almost-warring factions that he doesn't want the job back. Their lives aren't very easy, what with keeping Jason from getting killed by yet another conspiracy, rescuing some damsel or whatnot in distress, and squirreling away something for the ever-diminishing prospect of retirement. And now it looks like our heroes might wind up succeeding in none of their schemes, for there are plots within plots, and Kethol has been forced into a disguise not of his own making. There is magic aplenty in the air (and on the ground), and in order to save a kingdom, they may have to pull off a complicated scheme that could kill them all--or land them in positions of supreme power. But, hey, whoever said that a soldier's life was a cakewalk? Set in Joel Rosenberg's bestselling Guardians of the Flame series, Not Really the Prisoner of Zenda is the third adventure of the journeymen soldiers of Castle Cullianane (and their sometimes ill-fated leader) in all their raucous glory. A fun, fast-paced read, it's a rollicking roller coaster of a book that will have fantasy fans reaching for more.
This is part of a long series of books written in the same universe. This series is well-written and appeals to young adults as well as young older people.
The Nightmare Is always the same: We're trying to make our escape from Hell, a whole crowd of us running through the slimy corridors. Everybody I've ever loved is there, along with strange faces, some of which I know should be familiar.
Caught between slaver forces armed with a new magical weapon and elves trying to steal the secret of gunpowder, could Karl's human, dwarf, elf, and dragon warriors defend their Home?
A group of college students discover that their gamemaster, Prof. Deighton, has certain magical abilities. Of a sudden, the role playing game which they started in good fun has turned into reality, and they have to figure out how to get home again. There must be a Gate, but is it guarded, and by who or what?
Karl and his gang pledge to bring this incredible world the only treasure it lacked--freedom. But in this realm where a wrong step could transform friend into foe, could Karl and his band survive long enough to fulfill their pledge?
The word arrives that Karl Cullinane is dead. Jason, his son and heir, assumes command. He leads the inner circle of warriors and the dragon Ellegon against the evil Slaver's Guild. Then Jason learns his father still lives. When a dwarf appears, signaling death, Jason faces a choice and the full weight of kingship.
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