War in Heaven


Robert E. Weinberg - 1998
    The mages of both the Nine Traditions and the Technocracy are under attack by a mysterious willworker who calls himself Heylel Teomin, the Ascension Warrior. His challenge: Join me or be destroyed Only a small band of unlikely allies stands against him. If they fail, humanity is doomed.

GURPS Space


Jon F. Zeigler - 2006
    Design alien races and monsters.Create campaigns of every style, from science fantasy to space opera to star merchants. Build worlds, from asteroids to Dyson spheres.With this book, you can create anything from a single alien beast to a whole galaxy of civilizations and star systems... quickly and randomly, or with a detailed step-by-step process that's true to biology and astrophysics as we understand them today.

Garro: Shield of Lies


James Swallow - 2015
    But in the course of her daily duties, humble adept Katanoh Tallery discovers evidence of a conspiracy within the Administratum - surely, this can only be the precursor to a traitor attack on the Solar System itself! Fleeing into the shadows, she soon finds herself at the mercy of the mysterious Knight Errant Nathaniel Garro. Will this stalwart defender of mankind be her saviour, or her executioner?

Star Wars: The New Jedi Order - Dark Journey


Elaine Cunningham - 2012
    In the process, she learns something new about how to fight the alien invaders, but she must also remember that revenge is not the way of the Jedi - even which it seems the only way to fight the enemy.

Space Jockey; The Green Hills of Earth


Robert A. Heinlein - 1947
    "The green hills of Earth" is the fascinating tale of the Blind Singer of the Spaceways, a legend from Marsopolis to the Jovian asteroids. Jake Pemberton is a "Space jockey" on the regular run from Earth to the moon-- when disaster strikes, it takes guts to ride his ship home safely.~~~Warner Audio Publishing : 2145.Duration: 70 mins.Reader: Colin Fox.

Dungeons & Dragons Fantasy Roleplaying Game: An Essential D&D Starter Set


James Wyatt - 2010
    Learning the game has never been so easy! Several different character races (dwarf, elf, halfling, and human) and classes (cleric, fighter, rogue, and wizard) are presented, along with powers for each race and class. As the players’ heroes advance in level, they acquire new abilities, and the adventures become more challenging. This boxed game is designed for characters of levels 1–3. Game components: • 32-page book for players, with rules for character creation and a solo adventure• 64-page book for Dungeon Masters, with the rules of the game, advice on how to run the game, and adventure content• 2 sheets of die-cut tokens for characters and monsters• Cardstock character sheets and power cards• Double-sided dungeon map• 6 polyhedral dice

Tom Swan and the Last Spartans: Part One Florence


Christian Cameron - 2015
    Tom Swan is not a professional soldier. He's really a merchant and a scholar looking for remnants of Ancient Greece and Rome - temples, graves, pottery, fabulous animals, unicorn horns. But he also has a real talent for ending up in the midst of violence when he didn't mean to. Having used his wits to escape execution, he begins a series of adventures that take him to street duels in Italy, meetings with remarkable men - from Leonardo Da Vinci to Vlad Dracula - and from the intrigues of the War of the Roses to the fall of Constantinople.

RuneQuest


Steve Perrin - 1978
    These early chapters show the secret workings of the 'world machine.'• Combat Skills - contains information on use, cost, training, and problems with weaponry. It provides a unique combat system free of ambiguities.• Battle Magic - everyday spells available to all characters. You can enhance weapons or armor, detect items, or combat spirits• Other Skills - available in a wide variety are such useful personal skills as Riding, Tracking, and Picking Pockets.• Rune Magic - provides spells which deliver the power of the the gods to their devoted followers; also discusses the cults which channel such powers and the deadly tribal shamans.• Monsters — from Aldryami to zombies, this extensive chapter gives stat' guidelines for a menagerie of beast (dumb and smart) which can menace players and make life difficult.• Treasure - there are complete guidelines for compiling treasure which is commensurate with the comparative 'toughness' of the monsters to be dealt with.• Referee Notes - useful guidelines for the novice or professional referee, including optional rules.• Charts and Tables - included are play-aids for running a campaign in the Dragon Pass area; among others are encounter, reaction, and experience tables.• Convenient Pull-outs - the center sheets of the book make up a digest of the most important charts, tables, rules, and procedures, which can be lifted from the book for easy access.

Ant-Man & Wasp: Small World


Tim Seeley - 2011
    But now, Eric is the only one who knows about a secret AIM plot to steal Pym's greatest invention! Can the two men get along long enough to save the day?Collects Ant-Man & Wasp #1-3.

Player's Option: Spells and Magic (Advanced Dungeons & Dragons, First Printing, Rulebook/2163)


Richard Baker - 1995
    Within these pages you will find new spells and proficiencies for wizards and priests, plus further rules on spell research and magical item creation, new options for designing spellcasters, an alternate system of gaining and using spells, and much more. Use this book to bring out the full power and potential of any spellcasting character!

Tiberium Wars (Command & Conquer, #1)


Keith R.A. DeCandido - 2005
    -In-depth faction stats and descriptions reveal health, attacks, damage, and defensive values for all units and structures, with data on unit special abilities-Comprehensive control scheme analysis teaches the fundamentals of commanding forces with speed and mastery on both PC and Xbox 360-Step-by-step walkthroughs for all 27 Campaign missions, complete with labeled battlefield maps for each stage-Dedicated multiplayer section provides introductory strategies for C&C beginners and advanced faction-specific tactics for veterans-Quick-reference appendix tables for swift cross-faction unit and structure comparisons-Covers both PC and Xbox 360 versions of Red Alert 3

The Mage Craft Series, Books 1-3


S.M. Reine - 2016
    Now it's time for her to take her father's place in the world - and pay for his sins. Seth is a doctor as good with a gun as he is with a scalpel. He knows a lot about the preternatural, but he's not saying why. And he's the new Voice of God's only chance of survival. This collection contains the first three books of The Mage Craft Series, amounting to over 210,000 words. About Cast in Angelfire As a half-angel, half-human mage, Marion Garin is the most powerful witch in the world. She’s been embroiled in preternatural politics since childhood and navigates the factions with ease. Or so she’s been told. Unfortunately, she’s lost her memory, and now Marion doesn’t know much of anything. Casting magic? Forget about it. It’s not an accident, either. Someone powerful wanted to take Marion out of preternatural politics, and they succeeded. She’s told that a man named Seth Wilder could help, but she’ll have to find him first. He’s been missing for years. Marion needs to track Seth down and fix her memory before her unknown enemy finishes the job… * * * About Cast in Hellfire Marion Garin is the teenage daughter of Metaraon, the former Voice of God. Now she's also the steward of the Winter Court, which has been in anarchy since a revolution five years earlier. Problem: Marion still doesn't remember anything that happened before two weeks ago. Seth Wilder has a lead on her memories. Whoever stole them and sold Marion's essence to a demon lord in Sheol. Marion wants to help steal them back, even though that means abandoning the Winter Court to war. And Seth can't seem to tell Marion no. He wants Marion nearby. Very nearby. Possibly in his teeth. See, Seth has this little problem where he's developing a killing urge, and it seems to be centered primarily on the half-angel girl who adores him. It conflicts with everything Seth believes himself to be: a moral man, a doctor who heals instead of hurts. Yet he's obsessed with Marion. She wants her memories, and he wants her to have them as much as he wants her blood. They'll work together to make Marion whole, come hell or high water. Even if it means war. Even if it means Seth might hurt Marion. And damned be the consequences... * * * About Cast in Faefire Marion Garin, the Voice of God, is due to marry the Prince of the Autumn Court by the end of the week - assuming that the world's preternatural leadership doesn't have anything to say about it. They plan to strip Prince ErlKonig of his title, ensuring that Marion can't form a god-forbidden treaty with the angels. Still injured from his final fight in Sheol, Seth Wilder is seeking a way to stay alive. If he dies, he'll lose more than his life - he'll be slave to the gods' whims for all eternity. He's ready to take drastic steps. Maybe even make a bargain with the vampires. But what the gods want, they get. And they don't appreciate being defied.

Discworld Two-Book Set: Witches Abroad and Reaper Man


Terry Pratchett
    

The Werewolf Player's Guide


Justin AchilliEthan Skemp - 1998
    Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads.Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage.At last! The long-awaited revision of the classic Werewolf Players Guide, this second edition is packed with information on the Garou, their packs, moots, caerns and duels. Also detailed are the other shapeshifters, from the merciless weresharks to the sagacious werecats. Includes plenty of Gifts, rites, fetishes, talens and totems, as well as expanded combat systems and essays on understanding the world of Werewolf: The Apocalypse.

The Swords of Calth


Graham McNeill - 2021
    Old enemies arise, as Ventris' past and present collide in brutal battle.READ IT BECAUSEOne of Black Library's longest-running series continues – and the hero's been given a new lease of life as a Primaris Space Marine. Discover how Ventris adapts to his new life even as his past comes back to haunt him.THE STORYUriel Ventris, newly ascended to the ranks of the Primaris, leads warriors of the Fourth Company from the Indomitus Crusade of Roboute Guilliman to a world on the frontiers of Ultramar. Once a battleground against the orks, Sycorax is now under furious assault from an enemy of ancient times – the necrons. The Ultramarines have faced these baleful xenos before, but Uriel senses the hand of a foe from his past at work on Sycorax, a tally unfinished and a debt to the Imperium finally come due.Trapped deep in a devastated city, Uriel leads the Swords of Calth into battle, and must adapt to his new incarnation as one of the Primaris – a challenge that will test his soul as much as it will test him as a warrior.