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The White Hart Series: Complete Boxed Set


Sarah Dalton - 2015
    Born a lowly peasant girl, Mae has to come to terms with being the only person left in the world with the ability to use magic. Can Mae face her destiny, and rid the kingdom of Aegunlund from its oppressors? Book One - White Hart Mae never asked to be craft-born. She never wanted that burden. The realm needs magic again, and the the King of Aegunlund has been waiting for the first craft-born girl to marry his son, Prince Casimir. In Mae's town of Halts-Walden, the ambitious miller claims his daughter Ellen is craft-born. Mae knows this is a load of hogwash, but she's glad Ellen will have the unfortunate pleasure of becoming queen instead of her. All she has to do is sit back and wait until Casimir and Ellen are married, then she will finally be free of the threat of her fate. But on that day an event so shocking and terrible occurs that Mae finds herself entering the neighbouring cursed forest on a quest she never thought she'd have to follow. Join Mae as she rides her white stag through the Waerg Woods with a pampered prince at her heels. She's out for revenge and nothing, no one, will get in her way. Book Two - Red Palace I am here when you run from me, You cannot touch me, but I make you cold. I am there in the faint of heart, But rarely with the daring, and bold. One by one the members of court fall, cursed into a deep sleep. Silence spreads through the castle, and only Mae Waylander stands. To break the curse, Mae must face a formidable opponent. She is the only one with a chance to restore order to the Red Palace, but she is unprepared for the trials that await her. She is brave at heart, but is her bravery enough? In this thrilling follow up to White Hart, Mae faces her toughest challenge yet. With temptation, fear, and evil in her path, can she complete her task? And what will she lose in doing so? Book Three - Black Crown I will survive. I will become stronger. I will reach my destiny. Weakened, but not broken, Mae must face her destiny in this thrilling conclusion to the White Hart trilogy. Heroic Mae Waylander travels across the desert in search of a way to defeat the tyrannical king and stop him finding immortality. With dangerous beasts and a war in her way, can Mae achieve her goal and set the kingdom of Aegunlund free?

Honor Bound Trilogy Box Set


Jon Kiln - 2016
     Captain Berengar is returning to his home village to enjoy a quiet retirement. He is accompanied by his trusted sword-brother and lieutenant, Nisero. Unbeknownst to Berengar, a local bandit leader has razed the village, killing his wife and son, and kidnapping his daughter. Berengar, with the help of Nisero, will go to the ends of the earth to bring her back. And nothing will stand in his way. Contains all three books in the series: Forsaken Betrayal Dominion

Spaceships and Spellcasters


Glynn Stewart - 2018
    A mage cop on his first assignment learns the world isn't as black and white as hopedA jump mage and a starship with matching needs turn out to be a magnet for troubleDigging in 1940s New York City awakens a monster--and brings in the elite of the FaeThe protected heir of an interstellar dictatorship is called to a battle no one expected him to fightAn explosive collection of four novellas from science fiction and fantasy author Glynn Stewart, spanning his ONSET, Starship's Mage, Changeling Blood and Exile universes, including two brand new urban fantasy novellas.  Includes:ONSET: Murder by MagicStarship's Mage: Episode 1Fae, Flames and FedorasAshen Stars

Ed Greenwood Presents Elminster's Forgotten Realms: A Dungeons & Dragons Supplement


Ed Greenwood - 2012
    Through the alter ego of Elminster, Archmage of Shadowdale, Ed Greenwood presents the Realms as a setting where companies of crazed adventurers are born and have rich lives, and where they get to call the shots. In this book, Ed presents a world where friendships are forged, endless intrigues unfold, and heroes wage war against the monstrous inhabitants of famous dungeons and untamed wildernesses.For the FORGOTTEN REALMS fan, this book provides a rare glimpse into the setting as imagined by its creator, with new information on its visible and clandestine rulers, various merchant and trade princes, the churches and mercenary companies of the Realms, renown magic-users and secret societies, adventuring companies, and the web of alliances and enmities that connect them. The book is aimed at all Forgotten Realms enthusiasts, including players of every edition of the DUNGEONS & DRAGONS game.

Underdark (Dungeons & Dragons d20 Fantasy Roleplaying, Forgotten Realms Accessory)


Bruce R. CordellVance Kovacs - 2003
    In addition to 25 new regional feats as well as new prestige classes, spells, monsters, and magic items, there is also background content on 60 cities and sites of interest, including extensive story content gathered from a multitude of Forgotten Realms products and articles.To help both players and dungeon masters use the book without players stumbling onto things they shouldn't, additional material for running a campaign is isolated in a single section of the book and includes adventure hooks.To use this accessory, you also need the Forgotten Realms Campaign Setting, the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.

Ravenloft Campaign Setting:


Bruce Nesmith - 1994
    Other lords of darkness have embraced the Demiplane of Dread as their own, and woe to heroes who wander there. Creatures of the night prey freely upon the living in this land, and day is but a prelude to another night of horror.This new edition of the RAVENLOFT game combines the original Realm of Terror boxed set with elements of Forbidden Lore and updated rules from other accessories. Domains destroyed in the infamous Grand Conjunction have been deleted, new domains added, and key personalities detailed.This boxes set includes: Realm of Terror - a 160-page book of rules concerning the reshaping of character classes; fear, horror, madness, and powers checks; curses; spells and magical items,both new and old; psionics; techniques of terror; and more. Domains and Denizens - a 128-page book describing the dark lands of the Core, the islands of terror, and many nefarious personages. Two maps depicting the reshaped Core domains and the islands of terror.A poster featuring a painting by artist Robh Ruppel. A tarokka deck of beautifully illustrated cards for role-playing fortunetelling.A DM screen specifically designed to be used with a RAVENLOFT campaign.

A Hunter and His Legion (The Praetorian Series: Book III)


Edward Crichton - 2013
    Joined now by a team of Special Forces operators from an alternate and skewed timeline with their own agendas and motivations, Hunter now finds himself without direction. Since escaping Ancient Rome four years earlier, his only goal was to survive long enough to enact his scheme to remove Agrippina from power and place Vespasian, a once and future emperor of Rome, on the throne in her place. But all his well laid plans came to a fruitless end when he and his friends narrowly escaped a grisly fate at the hands of Agrippina. However, there was one thing that survived Hunter’s encounter with the empress to focus his mind. The orb. He has often thought on it, but has never really understood it, yet now comes the moment when he must come to grips with the fact that only by understanding its nature will he be able to harness its power and send everyone home. The orb should have been his sole source of focus from the very beginning, but it was only after his recent failure to apprehend Agrippina that this fact was fully realized. Found in the rubble of Agrippina’s villa was a note left for him by his deceased friend Marcus Varus, tasking him with a mission to track down ancient Druids who may be able to help him. Now, after years trapped in Antiquity, Hunter must finally seek answers to the central mystery that has plagued him since becoming history's first recorded time traveler. Armed with fresh clues and a final destination, Hunter and his company embark on a new quest, one that will take them beyond the boundaries of the Roman Empire in search of centuries old information about a relic few even know exists. But a darkness accompanies them. While the orb is a powerful tool, it is also a deadly device in the hands of those who underestimate or do not understand its dark potential. With its ability to grant certain users the ability to manipulate time, also comes a degenerative property that can reduce an individual into a simpering, doddering fool, or warp him into a tyrannical despot. The orb’s ability to do this is well documented in both Caligula and Claudius, and perhaps Agrippina too, but it is Hunter who should be most concerned by its influence. He has interacted with it far more than anyone else, and as he and his friends begin their odyssey, his challenge will be greater than simply discovering the truth about the orb’s origins, but overcoming and surviving its ill effects as he struggles to maintain control of his mind.

Adventures Through the Over World, Book One (An Unofficial Minecraft Book for Kids Ages 9-12 (Preteen): The Creeping Transformation


Mark Mulle - 2015
    The weather is fine as well as their surroundings. But their peaceful living was suddenly disrupted by something dark and sinister. Shelby is struck by a strange creature that made the dog ill while also absorbing some of the creature’s powers. Steve is forced to travel far and wide in search of a cure. During this time he discovers that Herobrine is behind sending the strange creature to Steve’s village. li> Will Steve be able to find a cure for Shelby before it becomes too late? Find out the answers in this new story of adventure and friendship brought to us by Mark Mulle, one of Amazon’s best-selling author. Grab this book now and be amazed as you enter the exciting journey of Steve and Shelby in the Over World. This unofficial Minecraft book is not authorized, endorsed or sponsored by Microsoft Corp., Mojang AB, Notch Development AB or any other person or entity owning or controlling the rights of the Minecraft name, trademark or copyrights. All characters, names, places and other aspects of the game described herein are trademarked and owned by their respective owners. Minecraft®/ /TM & ©2009-2016 Mojang/Notch.

Rules Compendium


Chris Sims - 2007
    The definitive reference guide of Dungeons & Dragons(R) core rules.Tired of hauling all of your D&D rules supplements to the gaming table? Having trouble finding the rule you need? The Rules Compendium supplement takes all of the game's most important rules and presents them in a single comprehensive, easy-to-reference volume for players and Dungeon Masters.In addition to presenting the rules of the game, the Rules Compendium incorporates official errata as well as behind-the-scenes designer and developer commentary explaining how the rules system has evolved and why certain rules work the way they do.

The Madness Within


Steve Lyons - 2011
    Their only hope remains with a Librarian on the edge of sanity, a potentially tainted Astartes who they are forced to trust. His psychic abilities can lead them to the daemon, where Estabann and Cordoba can avenge their brothers’ deaths. But is the greatest threat a foul denizen of the warp, or the power contained within a psyker’s mind?

Manual of the Planes


Jeff Grubb - 1987
    From the depths of Hell to the heights of Mount Celestia, from the clockwork world of Mechanus to the swirling chaos of Limbo, these strange and terrifying dimensions provide new challenges to adventurers who travel there. Manual of the Planes is your guidebook on a tour of the multiverse.This supplement for the D&D game provides everything you need to know before you visit other planes of existence. Included are new prestige classes, spells, monsters, and magic items. Along with descriptions of dozens of new dimensions, Manual of the Planes includes rules for creating your own planes.To use this supplement, a Dungeon Master also needs the Player's Handbook, the Dungeon Master 's Guide, and the Monster Manual. A player needs only the Player's Handbook.

Arcana Unearthed: A Variant Player's Handbook


Monte Cook - 2003
    IntroductionChapter 1 - AbilitiesChapter 2 - RacesChapter 3 - ClassesChapter 4 - SkillsChapter 5 - Feats and TalentsChapter 6 - EquipmentChapter 7 - Playing the GameChapter 8 - MagicChapter 9 - SpellsAppendix (Index)Intended as a full (drop-in) replacement for D&D 3.x PHB; published under the Open Game License.

D20 Modern Roleplaying Game: Core Rulebook


Bill Slavicsek - 2000
    This product is designed to be the sole core rulebook for all modern roleplaying game settings using the d20 System, which is the basic rules system for the Dungeons & Dragons&reg roleplaying game. Thematically aligned with the highly popular heroic fantasy and horror genres, this book will build on the strength of the growing d20 System while attracting new players. The product contains everything needed to run an entire campaign, as well as four campaign models and adventure hooks to add to existing campaigns. Author Biography: Bill Slavicsek is the vice president and director of roleplaying game design at Wizards of the Coast, Inc. His most recent credits include the Star Wars&reg Roleplaying Game Revised Rulebook and the Dungeons & Dragons Clue&reg game for USAopoly. Jeff Grubb is an award-winning game designer whose recent credits include Manual of the Planes and Enemies and Allies for D&D and the Ice Age Cycle novels, which are set in the Magic: The Gathering&reg universe. Rich Redman is a member of R&D at Wizards of the Coast whose recent credits include Deities and Demigods, Defenders of the Faith, and the Monster Manual II.

The Mage with the Dragon Magic


Irfan Mirza - 2016
    When Taro, a young orphaned mage, attempts to heal a stranger in the middle of a storm, his life is changed forever when he begins to tamper with foreign magic known only to most fierce and dangerous creatures of all: dragons.

The Rebellion


Jean Rabe - 2007
    A fast and deadly rebellion erupts, pitting the Dark Knights against their slaves... and against the still-rumbling ground. Casualties on both sides climb as a leader emerges among the slave force --Direfang, a hobgoblin foreman with deep scars and a long, brutal history of servitude. He must rally the surviving goblins and hobgoblins and lead them out of Neraka, turning his rag-tag force into an army that will not allow itself to be enslaved again.