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The Widdershins Adventures come to a thrilling conclusion in an action-packed fantasy in which the young outlaw with a heart of gold (and the pesky voice of a god in her ear) returns home to face her destiny... After almost a year away from the grand city of Davillon, wandering thief Widdershins has finally come to terms with the pain and grief that drove her to leave. When she returns, all she can hope is that her old friends can forgive her hasty actions. But even that may be too much to ask...because home is not what it used to be. The entire city is on edge, with unrest and rumors of upheaval spreading through the darkened streets, and Shins is shocked to discover that she already knows ...
Dark incantations expose the minds of Miskatonic University students to supernatural horrors, in this chilling mystery novel of Arkham Horror The mysterious disappearance of a gifted student at Miskatonic University spurs his troubled roommate, Elliot Raslo, into an investigation of his own. But Elliot already struggles against the maddening allure of a ceaseless chant that only he can hear… When Elliot’s search converges with that of a Greenland Inuk’s hunt for a stolen relic, they are left with yet more questions. Could there be a connection between Elliot’s litany and the broken stone stele covered in antediluvian writings that had obsessed his friend? Learning the answers will draw them into the heart of a devilish plot to rebirth an ancient horror.
Ride with the Horsemen of the Apocalypse as they seek to unearth a plot that could plunge all of Creation into chaos! Ages before the events of Darksiders and Darksiders II, two of the feared Horsemen—Death and War—are tasked with stopping a group of renegades from locating the Abomination Vault: a hoard containing weapons of ultimate power and malice, capable of bringing an end to the uneasy truce between Heaven and Hell . . . but only by unleashing total destruction. Created in close collaboration with the Darksiders II teams at Vigil and THQ, Darksiders: The Abomination Vault gives an exciting look at the history and world of the Horsemen, shining a new light on the unbreakable bond between War and Death.
They called him the Terror of the East. His past shrouded in mystery, his identity hidden behind a suit of enchanted black armour and a skull-like helm, Corvis Rebaine carved a bloody path through Imphallion, aided by Davro, a savage ogre, and Seilloah, a witch with a taste for human flesh. No shield or weapon could stop his demon-forged axe. And no magic could match the spells of his demon slave, Khanda. Yet just when ultimate victory was in his grasp, Rebaine faltered. His plans of conquest, born from a desire to see Imphallion governed with firmness and honesty, shattered. Amid the chaos of a collapsing army, Rebaine vanished, taking only a single hostage - the young noblewoman Tyannon - ...
This third YA novel starring the young thief Widdershins combines the angst and vulnerability of any teenage girl with the high action of the best fantasy adventures. It's been six months since Widdershins and her own "personal god" Olgun fled the city of Davillon. During their travels, Widdershins unwittingly discovers that a noble house is preparing to move against the last surviving bastion of the Delacroix family. Determined to help the distant relatives of her deceased adopted father, Alexandre Delacroix, she travels to a small town at the edge of the nation. There, she works at unraveling a plot involving this rival house and a local criminal organization, all while under intense suspicion from the very people she's trying to rescue. Along the way she'll have to deal with a traitor inside the Delacroix family, a mad alchemist, and an infatuated young nobleman who won't take no for an answer.
The first novel based upon the award-winning WARMACHINE® steam-powered fantasy wargame and the world of the Iron Kingdoms® Role Playing Game is an action-packed steam-tech fantasy that combines elements of epic wartime adventure with thrilling cloak-and-dagger espionage. The Iron Kingdoms are at war--a war fought with machine guns and magic, knights of valor, and earth shaking titans of steam and steel. And now that war may hinge entirely on nothing more than a sheaf of papers. An alchemical formula, stolen by an ally they thought they could trust, could cost the brave soldiers of Cygnar everything. Their only hope: a cunning spy, a knight out of her element, and a frighteningly small unit of the best that Cygnar has to offer. Arrayed against them is not only a single, devious enemy, but the combined intelligence apparatus--and possibly the full military might--of the most brutal martial power Cygnar has ever known. © 2001 - 2013 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, and their logos are registered trademarks of Privateer Press, Inc. Used under license.
Dreaded Charnel King was foiled by the bumbling efforts of a laughable band of so-called heroes. King Dororam, accompanied by that same group of delusional upstart heroes is fielding an army unlike any seen before. "The Few, the Proud, the Obscene"
A new age dawns in the Multiverse—and the balance of power shifts—in this Magic: The Gathering novel that brings readers to the heart of a Planeswalker struggle Jace Beleren is a planeswalker who has taken the path of least resistance. He is gifted and powerful, but chooses not to push himself. Part of an inter-planar consortium that deals in magical artifacts, Jace has some power and influence. He also has a certain amount of security. That’s all about to change when Liliana—a dark temptress with demons of her own—comes into his life, bringing with her more possibilities and more problems. Under attack from external interests, a friend dies because of decisions Jace made. Upset with himself and fearing for his life, Jace sets out to find who is behind this new threat. What he uncovers along the way, an inter-planar chase filled with peril, will alter everything he knows.
The material in this supplement is appropriate for both Dungeons and Dragons players and Dungeon Masters. It features city-building rules, new options for city-based characters and encounters, and rules for urban terrain.
The war is over; Audriss the Serpent and his plans for tyranny have been put to an end. But for a man like Corvis Rebaine - whose past is full of horror and atrocities - there is no rest; especially not when word begins to spread that he's going around killing key members of the ruling aristocracy and the merchant Guilds ... because it's not actually Corvis doing it. If he's going to clear his name, and find out who's using it for their own nefarious purposes, then he will have to enter the murky world of politics and assassination once again. And he's not going to be very pleased about it ...