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The Light of Burning Shadows

by Chris Evans

Konowa Swift Dragon was once commander of the Iron Elves, the legendary Elven regiment of the human army of the Calahrian Empire. Now recalled from exile and disgrace, he is second-in-command of the reconstituted regiment -- a motley band of misfits who are elves in name alone. Konowa's destiny is to stand against the looming threat of the Shadow Monarch, whose destructive ambitions have called down an alien power from the stars and riven the land with all manner of ancient evils. The same Shadow Monarch whose tainted mark he bears. . . His quest leads Konowa deep into the desert wastes: the burning lands to which the original Iron Elves were banished. There he and his current companions must face trials beyond their imagining, to learn how to defeat the Shadow Monarch for all time.

Hourglass

by Myra Mcentire

One hour to rewrite the past . . . For seventeen-year-old Emerson Cole, life is about seeing what isn’t there: swooning Southern Belles; soldiers long forgotten; a haunting jazz trio that vanishes in an instant. Plagued by phantoms since her parents’ death, she just wants the apparitions to stop so she can be normal. She’s tried everything, but the visions keep coming back. So when her well-meaning brother brings in a consultant from a secretive organization called the Hourglass, Emerson’s willing to try one last cure. But meeting Michael Weaver may not only change her future, it may change her past. Who is this dark, mysterious, sympathetic guy, barely older than Emerson herself, who seems to believe every crazy word she says? Why does an electric charge seem to run through the room whenever he’s around? And why is he so insistent that he needs her help to prevent a death that never should have happened? Full of atmosphere, mystery, and romance, Hourglass merges the very best of the paranormal and science-fiction genres in a seductive, remarkable young adult debut.

Waking Nightmares

by Christopher Golden

When chaos erupts in the small coastal town of Hawthorne, Massachusetts, former vampire-turned-mage Peter Octavian and earthwitch Keomany Shaw arrive to investigate. Years ago, Octavian helped expose the secret existence of vampires to the world, dismantling the Vatican's sorcery corps in order to save his fellow shadows from destruction. But without the Vatican sorcerers, the magical barriers they spent centuries constructing to keep the forces of darkness out of our world are beginning to fail, and things are slipping through. Now an ancient god of chaos is awakening in Hawthorne, its influence spreading. . . and it's Octavian's fault. If he can't stop it, the blood of all human kind will be on his hands.

Lara Croft: The Man of Bronze

by James Alan Gardner

NEW ADVENTURES BASED ON THE WORLD'S BESTSELLING VIDEO GAMEAfter completing a near-fatal mission in the mysterious cloud forests of Peru, Lara Croft flies to Warsaw to tackle her next assignment-and finds herself in the middle of an epic battle for the ultimate power.Reuben Baptiste needs Lara Croft's help transporting precious cargo. But before Reuben can reveal any details, he is murdered-and Lara signs on with Reuben's employer, the mysterious Order of the Bronze, to avenge his death. The Order shares with Lara its greatest treasure: a bronze android, thousands of years old, with uncanny abilities. But the android is crippled, missing a leg, and whoever finds that leg will gain astonishing powers. Hot on the trail is Lara's nemesis, Lancaster Urdmann, now working for an unknown employer with strange abilities. As Lara jets from Siberia to Australia to Rio de Janiero, she is drawn into an age-old conflict of secret societies, intrigue, and death. . . .From the Paperback edition.

Bran Mak Morn

by Robert E. Howard

From Robert E. Howard’s fertile imagination sprang some of fiction’s greatest heroes, including Conan the Cimmerian, King Kull, and Solomon Kane. But of all Howard’s characters, none embodied his creator’s brooding temperament more than Bran Mak Morn, the last king of a doomed race. In ages past, the Picts ruled all of Europe. But the descendants of those proud conquerors have sunk into barbarism . . . all save one, Bran Mak Morn, whose bloodline remains unbroken. Threatened by the Celts and the Romans, the Pictish tribes rally under his banner to fight for their very survival, while Bran fights to restore the glory of his race. Lavishly illustrated by award-winning artist Gary Gianni, this collection gathers together all of Howard’s published stories and poems featuring Bran Mak Morn–including the eerie masterpiece “Worms of the Earth” and “Kings of the Night,” in which sorcery summons Kull the conqueror from out of the depths of time to stand with Bran against the Roman invaders. Also included are previously unpublished stories and fragments, reproductions of manuscripts bearing Howard’s handwritten revisions, and much, much more. Special Bonus: a newly discovered adventure by Howard, presented here for the very first time. From the Trade Paperback edition.

Douglas Adams's Starship Titanic

by Terry Jones

In this thoroughly satisfying and completely disorienting novel based on a story line by Douglas Adams (author of The Hitchhiker's Guide to the Galaxy), Terry Jones recounts an unforgettable tale of intergalactic travel and mishap. The saga of "the ship that cannot possibly go wrong" sparkles with wit, danger, and confusion that will keep readers guessing which reality they are in and how, on earth, to find their way out again.At the center of the galaxy, a vast, unknown civilization is preparing for an event of epic proportions: the launching of the greatest, most gorgeous, most technologically advanced Starship ever built-the Starship Titanic. An earthling would see it as a mixture of the Chrysler Building, the tomb of Tutankhamen, and Venice. But less provincial onlookers would recognize it as the design of Leovinus, the galaxy's most renowned architect. He is an old man now, and the creation of the Starship Titanic is the pinnacle achievement of his twenty-year career. The night before the launch, Leovinus is prowling around the ship having a last little look. With mounting alarm he begins to find things are not right: unfinished workmanship, cybersystems not working correctly, robots colliding with doors. How could this have happened? And how could this have happened without his knowing?Something somewhere is terribly wrong.On the following day, in an artificial event staged for the media, the Starship Titanic will leave its construction dock under autopilot and, a few days later, make its way to the terminal to pick up passengers for its maiden voyage. Although the ship will be deserted during its very first flight, it is nevertheless a major event, watched by all the galaxy's media.Hugely, magnificently, the fabulous ship eases its way forward from the construction dock, picks up speed, sways a bit, wobbles a bit, veers wildly, and just before it can do massive damage to everything around it, appears to undergo SMEF (Spontaneous Massive Existence Failure).In just ten seconds, the whole, stupendous enterprise is over. And our story has just begun.Somehow three earthlings, one Blerontin journalist, a semideranged parrot, and a shipful of disoriented robots must overcome their differences. It's the only way to save the Starship Titanic ("The Ship That Cannot Possibly Go Wrong") from certain destruction and rescue the economy of an entire planet-not to mention to survive the latest threat, an attack by a swarm of hostile shipbuilders. . . .From the Hardcover edition.

Magic Street

by Orson Scott Card

Orson Scott Card has the distinction of having swept both the Hugo and Nebula awards in two consecutive years with his amazing novels Ender’s Game and Speaker for the Dead. For a body of work that ranges from science fiction to nonfiction to plays, Card has been recognized as an author who provides vivid, colorful glimpses between the world we know and worlds we can only imagine. In a peaceful, prosperous African American neighborhood in Los Angeles, Mack Street is a mystery child who has somehow found a home. Discovered abandoned in an overgrown park, raised by a blunt-speaking single woman, Mack comes and goes from family to family–a boy who is at once surrounded by boisterous characters and deeply alone. But while Mack senses that he is different from most, and knows that he has strange powers, he cannot possibly understand how unusual he is until the day he sees, in a thin slice of space, a narrow house. Beyond it is a backyard–and an entryway into an extraordinary world stretching off into an exotic distance of geography, history, and magic. Passing through the skinny house that no one else can see, Mack is plunged into a realm where time and reality are skewed, a place where what Mack does and sees seem to have strange affects in the “real world” of concrete, cars, commerce, and conflict. Growing into a tall, powerful young man, pursuing a forbidden relationship, and using Shakespeare’s Midsummer’s Night Dream as a guide into the vast, timeless fantasy world, Mack becomes a player in an epic drama. Understanding this drama is Mack’s challenge. His reward, if he can survive the trip, is discovering not only who he really is . . . but why he exists. Both a novel of constantly surprising entertainment and a tale of breathtaking literary power, Magic Street is a masterwork from a supremely gifted, utterly original American writer–a novel that uses realism and fantasy to delight, challenge, and satisfy on the most profound levels. From the Hardcover edition.

Primeval: Extinction Event

by Dan Abnett

Strange anomalies are ripping holes in the fabric of time, allowing creatures from the distant past and far future to roam the modern world. Evolutionary zoologist Nick Cutter and his team must track down and capture these dangerous creatures and try to put them back where they belong.

Bolt Action: Ostfront

by Warlord Games Peter Dennis

Take charge of Operation Barbarossa and drive towards Moscow or command the steadfast defenders of the Soviet Union. From the early battles for Leningrad and Sevastopol to the tank clash of Kursk and the bitter urban warfare of Stalingrad, this new theatre supplement for Bolt Action provides players with new scenarios and special rules that give them everything they need to focus their gaming on the Eastern Front.

Fighting Sail - Fleet Actions 1775-1815

by Peter Dennis Ryan Miller

In the years between 1776 and 1815, grand square-rigged sailing ships dominated warfare on the high seas. Fighting Sail is a tabletop wargame of fleet battles in this age of canvas, cannon, and timbers. Players take on the roles of fleet admirals from one of eight different national fleets: America, Britain, France, Spain, The Netherlands, Portugal, Russia and Sweden in battles ranging from the American War of Independence to the Napoleonic Wars and the War of 1812. Each fleet has access to different ships, tactics, and command personalities - each with its own strengths and weaknesses. Offering a unique blend between detail and simplicity, the scenarios included enable the recreation of historic actions or 'what-if' scenarios. Join the battle and experience the adventurous age of the fighting sail!

Across A Deadly Field - Regimental Rules for Civil War Battles

by John Hill

Manassas, Shiloh, Gettysburg, Atlanta, and Petersburg are just a few of the many large scale Civil War battles that gamers enjoy simulating on the tabletop. Up until now, CW (Civil War) games have either taken a regimental approach for a more tactical game or a brigade-level view for a more grand tactical game - and gamers have plenty of both regimental or brigade level CW rule sets to choose from. However, both approaches have drawbacks. The pure regimental approach - such as in Johnny Reb - can make it difficult to fight a very large battle, while the brigade approach often fails to capture the unique feel of the CW where the actions of one regiment - such as the 20th Maine at Little Round Top - could turn a battle. Across A Deadly Field offers a game system that enables gamers to fight large battles in a relatively compact space, yet maintains the regimental focus and flavor appropriate to the conflict. Across A Deadly Field uses a scale that can be described as a "telescoped" version of Johnny Reb III - with twice the ground and figure scale, and has individual regiments and batteries as the base element of maneuver:- Ground Scale: 1" = 100 yards- Time Scale: 1 turn = 20 minutes- Regiment Scale: Two stands/bases per regiment- Figure Scale: 1 figure = 60 men- Gun scale: 1 gun = 1 batteryThe big advantage of this approach is that the gamer is not required to rebase any figures from his existing Johnny Reb army, allowing for much easier conversion from the older game to Across A Deadly Field. The existing four-stand regiments become two different regiments of two stands each - his miniature army has, for gaming purposes, just doubled. This will hold an appeal for many gamers - they can either recreate smaller engagements in half the space that would once have been needed, or can game huge battles on a table that would once have only accommodated a small skirmish. In essence, Across A Deadly Field offers two games with a single, consistent basing system.

Across A Deadly Field - The War in the West

by Mark Stacey John Hill

The War in the West, the new supplement for Across A Deadly Field brings to the tabletop the bitter struggles of the Western Theatre of the American Civil War. The special rules and scenarios included in this volume give players everything they need to recreate the battles, both great and small, of this theatre of the war. Battles such as Shiloh, Stone River, Vicksburg, Chickamauga, Chattanooga and Atlanta are presented in great detail, offering players of Across a Deadly Field not only a range of scenario options, but the ability to play through a full campaign.

On the Seven Seas

by Steve Noon Chris Peers

On the Seven Seas is a set of wargames rules covering the high adventure and low morals of the world of the pirate. From Drake and his sea-rovers to Blackbeard, the Barbary Corsairs and the Wo-k'ou of the Far East, pirates have haunted seas across the globe, preying on port and vessel alike. Now you too can recreate the exploits of pirate captains or the naval commanders that hunted them. Whether you want skirmishes between crews on uncharted islands and in the alleyways of Caribbean ports or ship-to-ship duels that culminate in bloodthirsty boarding actions, the rules offer a quick-to-learn basic game. These small forces of buccaneers, commanded by captains and kept in line by trusted lieutenants, can also be scaled up with ease for larger engagements. Gameplay centers on two driving motivations that epitomize the pirate life - Fear and Greed. Cunning captains will have to balance these two elements, instilling fear in their opponents with bloodthirsty reputations, while keeping their own crews in line with the promise of loot and wealth.

Lion Rampant - Medieval Wargaming Rules

by Mark Stacey Daniel Mersey

Lion Rampant is a set of rules designed for fighting historical or Hollywood battles in the medieval period from the Norman Conquest to the Hundred Years' War. This period is well suited to large skirmish gaming as played with Lion Rampant as it was a time of anarchy, feuds, robbery, and raiding. Become Robin Hood, Richard the Lionheart, Gamelyn, William Wallace, Llewellyn the Last, or other legends and leaders from the colorful, dangerous medieval period. Lion Rampant is ideal for players who wish to collect medieval miniatures without wanting to muster huge forces or spend time learning complex rules.Gameplay is very simple, and requires the player to use units in the correct tactical way: knights are great at charging down enemies but less useful for guarding convoys, while spearmen are jacks of all trades and masters of none, and bowmen are to be feared at distance but easily cut down if you can get close enough. An army usually consists of 6-8 units comprised of 6-12 individually based figures (making it ideal for 15mm or 28mm games), and is led by a Leader, who may have some unique character traits that affect game play and provide some opportunity for role playing. The action, however, focuses very much on the small units involved in the battle rather than individual characters: each unit moves and fights independently, assuming that they follow your orders rather than just doing their own thing. Command and control is just as important on the battlefield as the power of a mounted knight.Some army lists are provided, and guidance given for players seeking to create their own forces, but this game is not army list-heavy. The rules include a good number of scenarios, which are important to this style of gaming.

Land of the Free

by Joe Krone

This set of rules allows players to start with small warbands of 10-20 miniatures of any scale and develop their forces over time, building them up into armies of hundreds of models! No matter the size of a player's collection, these rules will provide an enjoyable game. England and France set upon the New World with a fury, building settlements whenever they could hack a clearing out of the wilderness. Expansion brought them into contact with the natives, with whom they established trade and commerce. The New World was vast but not nearly big enough for the ambitions of these powers and conflict was inevitable. In Europe they call it the Seven Years' War, but in the New World the French and Indian War was fought for dominance over this new land. Nine long years of bloodshed saw England triumphant, but the war had placed great burdens upon colonist and King alike. Tariffs were created to pay for the war but the newly formed colonies quickly realized they were being treated unfairly. "No taxation without representation" became the rallying cry and a cultural revolution ignited into full rebellion. The American Revolution birthed a new nation that faced trials from the very beginning, not least a new conflict against England - the War of 1812. After nearly three years of warfare, the young nation stood strong and started down the road to becoming a new world power.Each player will build their forces using a unique system of command points. Throughout the game these command points will be used to perform actions, resolve morale tests, and reduce the enemy's will to fight. Resource management is determining what command points will be used for which elements and which actions. Risk management is evaluating whether you should extend your command point resources at the danger or exhausting your army and making them susceptible to counter-attack. Victory is determined by who holds the field of battle and which objectives were achieved.

Bolt Action: Armies of Italy and the Axis

by Warlord Games

While many nations flocked to the side of the Allies, others joined forces with Germany as part of the Axis. This volume is the definitive guide to the armies of Italy, Hungary, Slovakia, Croatia and Finland. Refight the Winter War against the Soviets, hold back the British in North Africa, or help shore up the German offensives on the Eastern Front with this latest supplement for Bolt Action.

Bolt Action: Battleground Europe

by Peter Dennis Warlord Games

Take the fight to the enemy with this new theatre book for Bolt Action. From the D-Day landings to the final battle for Berlin, this volume gives players everything they need to focus their gaming on these final campaigns in the ETO. Scenarios and special rules offer something for all Bolt Action players, regardless of the armies they collect.

Bolt Action: Armies of the United States

by Warlord Games Peter Dennis

With this latest supplement for Bolt Action, players now have all the information they need to field the varied military forces of the United States of America. Entering the war after the attack on Pearl Harbor, the United States immediately went to war on several fronts. In Europe and Africa, the Americans battled against the Germans and Italians, while in the Pacific the soldiers of the Army and Marines faced the forces of Imperial Japan. This book allows players to choose from dozens of different troop types including Sherman tanks, Marine raiders, and paratroopers, and build a US force to fight in any theatre of the war.

Bolt Action: Armies of the Soviet Union

by Warlord Games

Stalin's Russian Winter War against Finland, and his World War II campaigns on Nazi Germany's eastern front (around Kiev, Lenningrad, Moscow, Kharkov, Stalingrad, Kursk, Byelorussia, the Balkans, East Prussia, Warsaw, Hungary, and Berlin) constitute the largest land war in world history in terms of the number of troops engaged, and is also impressive in terms of the vast distances fought over. Russia took 20 million military and 20 million civilian casualties during a brutal four year war, and the Germans lost over 2 million military and 2 million civilian casualties as well. Bolt Action allows gamers to recreate a small part of this titanic struggle on the table-top.

Dux Bellorum # Arthurian Wargaming Rules AD367-793

by Daniel Mersey Jose Pena

The Dark Age of Britain, from the middle of the 4th century to the end of the 8th, was a time of violence and warfare, when charismatic warlords such as the fabled King Arthur could gather together armies and carve out their own kingdoms. With this new set of wargames rules, players can take on the role of these warlords and command their own armies on the tabletop. Written by the author of the popular Glutter of Ravens rules set, Dux Bellorum is an element-based system, where each base of figures represents 50 fighting men. Each player has a specific number of points with which to construct his force and can choose a Late Roman, Romano-British, Welsh, Saxon, Pictish, Irish, or Sea Raider army, amongst others. The game is then played out following a set of simple, fast-paced rules. A completely self-contained gaming system, Dux Bellorum is perfect for gamers who are looking for a way into fighting Dark Age battles without investing a lot of time or money in larger rulesets.

Bolt Action: Tank War

by Peter Dennis Warlord Games

Tank War, the new supplement for Bolt Action, gives players the option to expand their games to a whole new level - armored warfare. Recreate such great engagements as the battle of Kursk with the scenarios, army options and special rules found in this book. Whether you want to add more armour to your existing armies or build an entirely armoured force, Tank War has you covered.

Bolt Action: World War II Wargames Rules

by Warlord Games

Using miniature soldiers, tanks and terrain, you can fight battles in the shattered towns of occupied France, the barren deserts of North Africa, and even the sweltering jungles of the Pacific. Written by veteran game designers Alessio Cavatore and Rick Priestley, Bolt Action provides all the rules needed to bring the great battles of World War II to your tabletop. Players get to decide which of the major or minor World War II powers they would like to represent, and then construct their armies from the lists provided. Army options are almost limitless, allowing you to build the kind of army that most appeals to your style of play, from heavily armored tank forces to lightly armed, but highly skilled. The choice is yours. Created as a joint project between Warlord Games, the premiere historical miniatures company, and Osprey Publishing, the leading independent military history publisher, Bolt Action is sure to be the most popular new wargame on the market.

Mirror of Destiny: Five Senses Set (The Five Senses Set #1)

by Andre Norton

Few authors have achieved such renown as World Fantasy Life Achievement honoree and Science Fiction Writers of America Grand Master Andre Norton. With the love of readers and the praise of critics, Norton's books have sold millions of copies worldwide.The king's lottery has determined that Twilla, a young orphaned apprentice of a renowned wise woman, must marry--for only the wedded can survive the terrible fate awaiting those who penetrate the primeval forest. Altered by a talisman of great power, she escapes her unwanted lot and joins a commander's tragically blinded son on a remarkable journey from peril to peril. For they are the chosen who must rescue the vanquished of an ancient war of magic's . . . and shape the destiny of a bloody, disputed land.

Au cœur du typhon (La saga des métamorphes #2)

by Iriam Shostakovich M. D. Grimm

La saga des métamorphes, tome 2Ryan et Caleb sont devenus les meilleurs amis au monde alors que Caleb guidait et accompagnait Ryan sur les pas d'une existence humaine. Ryan est un métamorphe né taureau sous le nom de Typhon, et recueilli par la mère de Caleb afin de le protéger. Caleb ne tarde pas à se montrer protecteur lui aussi. Au fil du temps passé ensemble, la teneur des sentiments qui lient l'humain au métamorphe taurin évolue et l'intensité ne fait que s'approfondir. Mais alors qu'ils décident enfin de donner une chance à leur relation de couple, Ryan est enlevé. Caleb est donc forcé de contacter l'Agence - une organisation qui veille sur les animorphes - s'il ne veut pas que leur nouvelle vie ne se termine avant même d'avoir pu réellement commencer.

Bolt Action: Armies of Imperial Japan

by Warlord Games

Following the assault on Pearl Harbor, the Imperial Japanese military saw action across Asia, from the capture and defense of the islands of the Pacific to the occupation of territory in China and Burma. With this latest supplement for Bolt Action, players have all the information they need to build a force of the Emperor's fanatically loyal troops and campaign through some of the most brutal battles of the war.

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