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Lynx is a mercenary with a sense of honour; a dying breed in the Riven Kingdom. Failed by the nation he served and weary of the skirmishes that plague the continent's principalities, he walks the land in search of purpose. He wants for little so bodyguard work keeps his belly full and his mage-gun loaded. It might never bring a man fame or wealth, but he's not forced to rely on others or kill without cause. Little could compel Lynx to join a mercenary company, but he won't turn his back on a kidnapped girl. At least the job seems simple enough; the mercenaries less stupid and vicious than most he's met over the years. So long as there are no surprises or hidden agendas along the way, it shou...
Lynx and the rest of the Cards are heading south. There's money in their pockets, beer in their hands and a simple job ahead - sun, sea and not getting shot at much. Throw in the prospect of a bar fight and it's almost a holiday. But the volatile Mage Islands are a powder-keg, one just waiting for a spark. A bloody-handed exile perhaps, or the agent of a foreign power preparing for war. Maybe even a bunch of trigger-happy drunks who've upset the balance of magic across the Riven Kingdom. Or all three together, that'd definitely work...
There is a new Saviour in the Land - but the people may come to regret the 'peace' he offers ... Lord Isak is dead, his armies and entire tribe in disarray. It falls to King Emin to continue the war alone, and the Menin are only too happy to meet his challenge. In Byora, Ruhen is developing his 'Saviour' persona. The Harlequins start preaching in his name and many of the pilgrims who flock to him are recruited to be 'Children', disciples who spread Ruhen's message. All over the Land people are starting to see Ruhen as the answer to their troubles. A showdown is coming: battle lines are finally drawn and the atrocities quickly mount. The spectre of the Great War looms, but in this age the Gods cannot and will not come to King Emin's aid. With the peoples of the Land turning against Emin and his few remaining allies, their only chance for survival lies in the hands of a dead man.
The time for heroes has come, but all the Riven Kingdom has is bastards. With war between the Militant Orders looming, the entire continent may soon be on fire. The very nature of magic has changed and the horrors of the deepest black are rising, but an even greater danger threatens to eclipse it all. Turning the tide of history may require a gamble only a bunch of drunken lunatics are willing to take. The old ways need breaking and that's one thing the Cards are good at. Just be careful what you wish for.
WAR DRAGONS. FEARSOME RAIDERS. A DAEMONIC WARLORD ON THE RISE. '5/5 stars' SFX Magazine When the citizens of Black Keep see ships on the horizon, terror takes them because they know who is coming: for generations, the keep has been raided by the fearsome clanspeople of Tjakorsha. Saddling their war dragons, Black Keep's warriors rush to defend their home only to discover that the clanspeople have not come to pillage at all. Driven from their own land by a daemonic despot who prophesises the end of the world, the raiders come in search of a new home . . . Meanwhile the wider continent of Narida is lurching toward war. Black Keep is about to be caught in the crossfire - if only its new mismatc...
The final reckoning has come: the future of the Land will be decided now and written in the blood of men. After his pyrrhic victory at Moorview, King Emin learns the truth about the child Ruhen - but he is powerless to act. Instead, he must mourn his dead friends while his enemy promises the beleaguered peoples of the Land a new age of peace. The past year has taken a grave toll: the remaining Menin troops seek revenge upon Emin, daemons freely walk the Land, and Ruhen's power is increasing daily. And yet, a glimmer of hope remains. There is one final, desperate chance for victory: a weapon so terrible only a dead man could wield it, and only a madman would try. But if they do not grasp this opportunity, King Emin and his allies will be obliterated as Ruhen's millennia-old plans are about to bear terrible fruit. If his power continues unchecked, Ruhen will achieve total dominion - and not just over mankind, but over the Gods themselves.
For Isak, the time for heartless decisions and ruthless action has come if he is to save the Land from its oppressors ... Scree has been wiped from the face of the Land in a brutal demonstration of intent. While those responsible scatter to work on the next step in their plan, the stakes are raised - all the way to the heavens - as the Gods themselves enter the fray. Returning home to a nation divided by fanaticism, Lord Isak is haunted both by the consequences of his actions in Scree and by visions of his own impending death. As the full extent of Azaer's schemes become clearer, he realises prophecy and zealotry must play their part in his battle-plans if there is to be any chance of surviving the coming years. As a white-eye, Isak has had to embrace the darker parts of his own soul, but now the savage religious fervour sweeping his nation must also be accepted and turned to purpose, in the name of survival. With the battle lines vague and allegiances uncertain, the time for heartless decisions and ruthless action has come. Two figures oppose Isak and his allies: the greatest warrior in history, who dreams of empire and Godhood, and a newborn baby whose dreams have no limit.
There's a new Card in the Mercenary Deck - one Lynx isn't sure if he's happy to see or not. The assassin Toil now wears the Princess of Blood on her jacket and even Lynx would admit she's a woman cloaked in chaos and bloodshed. Their new mission is to escort a dignitary to the pious and ancient city of Jarrazir - beneath which lies a fabled labyrinth. Having barely survived their last underground adventure the mercenaries aren't keen for another, but Toil has other plans. Under threat of siege and horrors rising from the labyrinth, even the Mercenary Deck may have to accept that Jarrazir's prohibition laws aren't their biggest problem.
Author's preferred edition. In a land ruled by prophecy and the whims of Gods, a young man finds himself at the heart of a war he barely understands, wielding powers he may never be able to control Isak is a white-eye, feared and despised in equal measure. Trapped in a life of poverty, hated and abused by his father, Isak dreams of escape, but when his chance comes, it isn't to a place in the army as he'd expected. Instead, the Gods have marked him out as heir-elect to the brooding Lord Bahl, the Lord of the Fahlan. Lord Bahl is also a white-eye, a genetic rarity that produces men stronger, more savage and more charismatic than their normal counterparts. Their magnetic charm and brute streng...