Elegy


Christie Golden - 2018
    This limited edition hardback version collects two new World of Warcraft novellas from the point of view of the Alliance (Elegy, by Christie Golden) and the Horde (A Good War, by Robert Brooks). These two tales explore the Horde and the Alliance versions of a fateful event, but only you can decide which faction tells it best. Each story includes original artwork exclusive to this edition.

Bound


Mark Lawrence - 2018
    It should be read between Grey Sister and Holy Sister. Again, I stress SHORT STORY.

Antihypoxiant


Andy Weir - 2014
    

Black Dog


Neil Gaiman - 2016
    This American Gods world novella will thrill Games of Thrones devotees and Terry Pratchett fans alike. Illustrations by celebrated artist Daniel Egnéus.'It followed me home,' he said, conversationally.In a rural northern village, legend tells of a ghostly black dog that appears from the darkness before you die.Shadow Moon has been on the road a while now but he can't walk any further tonight, not with the rain lashing down. Gratefully, he heads home with a nice English couple, who offer a box room, hot whisky and local tales.But when the man collapses en route, Shadow realises that something about this place has been left untold.Something ancient, something within the very walls of the village.Something shadowing them all.

Dungeons & Dragons: Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures


E. Gary Gygax - 1974
    Boxed set containing three paperback volumes:Volume 1: "Men & Magic"Volume 2: "Monsters & Treasure"Volume 3: "The Underworld & Wilderness Adventures"Information regarding the various print runs of the Original D&D boxed sets can be found at http://www.acaeum.com/ddindexes/setpa...(Note: The three volumes in this boxed set were not offered for separate sale.)

Debt of Bones


Terry Goodkind - 1998
    Abby is trapped, not only between both sides of the war, but in a mortal conflict between two powerful men. For Zedd, who commands power most men can only imagine, granting Abby's request would mean forsaking his sacred duty. With the storm of the final battle about to break, both Abby and Zedd are caught in a desperate fight to save the life of a child....but neither can escape the shadow of an ancient betrayal. With time running out, their only choice may be a debt of bones. The world-for Zedd, for Abby,for everyone-will never again be the same.

Ice Study


Maria V. Snyder - 2009
    Ice Study tells a short story after Fire Study and another short story Power Study. After the events of Fire Study, Yelena and Valek's sabattical is cut short when they become entangled in a plot to prevent the Ice Moon from falling into the hands of a rogue magician.

Starfinder: Core Rulebook


James L. SutterJason Keeley - 2017
    Will you delve for lost artifacts in the ruins of alien temples? Strap on rune-enhanced armor and a laser rifle to battle undead empires in fleets of bone ships, or defend colonists from a swarm of ravenous monsters? Maybe you'll hack into the mainframe of a god-run corporation, or search the stars for clues to the secret history of the universe or brand new planets to explore. Whether you're making first contact with new cultures on uncharted worlds or fighting to survive in the neon-lit back alleys of Absalom Station, you and your team will need all your wits, combat skill, and magic to make it through. But most of all, you'll need each other.This massive 528-page hardcover rulebook is the essential centerpiece of the Starfinder Roleplaying Game, with rules for character creation, magic, gear, and more—everything you need to play Starfinder as either a player or Game Master! The next great adventure in science-fantasy roleplaying takes off here, and the Starfinder Core Rulebook is your ticket to a lifetime of adventure amid the stars!Inside this book, you'll find:- All of the rules you need to play or run a game of Starfinder.- Seven character classes, from the elite soldier and stealthy operative to the physics-hacking technomancer and mind-bending mystic.- Character races both new and classic, from androids, insectile shirrens, ratlike ysoki, and reptilian vesk to the dwarves and elves of the distant future.- An in-depth exploration of the Starfinder setting, including its planets, gods, factions, and threats.- Hundreds of weapons, spells, technological gadgets, magic items, and other options to outfit any character.- Complete rules for starships, including customization and starship combat.- Rules and tips on using Pathfinder RPG content with Starfinder.Cover art by Remko Troost

Job Placement


Jim Butcher - 2020
    Set between Skin Game and Peace Talks, but doesn’t require knowledge of either.

The Silent Blade


R.A. Salvatore - 1998
    Winner of the Origins Award for best game-related novel of 1998, "The Silent Blade" marked the return of Drizzt to the wind-swept tundra of the Forgotten Realms world. This deluxe reissue features a new Todd Lockwood cover and an introduction from "The New York Times" best-selling author Philip Athans, who has served as Salvatore's editor for almost a decade, starting with the original release of this book. "From the Hardcover edition."

Unknown Armies


Greg Stolze - 1999
    Completely reorganized, largely rewritten, and jam-packed with new art, the second edition of Unknown Armies isn't just better. It kicks metaphysical ass! We've remixed the book based on the level of campaign you want to play: Street, Global, or Cosmic. At street level, you're outsiders to the secret world of magick, ordinary people entering a land of mystery and peril. At global level, you're mojo-wielding cabalists in the occult underground, pursuing your arcane agendas and plotting against your rivals. At cosmic level, you're in tune with the cosmos itself, fighting to shape the next incarnation of reality. Background material is divided up as well, so new players in a street-level campaign only read what the GM wants them to know. But the beats don't stop there: Much more information for new players, to get them into the mindset of the game and help them make better characters and stronger campaigns. * New character-creation options, including Trigger Events, Paradigm Skills, and power levels scaled to match the level of campaign you're playing. * Numerous rules tweaks, including a new initiative system, Fuzzy Logic skill checks, player-directed combat modifiers, amped-up martial arts rules, a new experience system, and more, all dedicated to upgrading UA's innovative percentile system into a lean and precise tool for fast play and player empowerment. * More magick for non-adepts: Authentic Thaumaturgy, new rituals and artifacts, and revised versions of Proxy Magick and Tilts allow the freewheeling use of symbolic, sympathetic magick by anyone with the will to make it happen. * Twelve schools of magick (up from seven in UA1) for obsessed adepts, including revised versions of published schools (Bibliomancy, Personamancy, and Urbanomancy) and two new schools (Videomancy and Narcotic Alchemy). * Fourteen avatars (up from eight in UA1) for archetypalists, including revised versions of published avatars (The Messenger, The Mother, The Mystic Hermaphrodite, and the True King) and two new avatars (The MVP and The Warrior). * More resources for the GM, including specific guidance on combat, wounds, skill checks, campaign building, and other critical issues. * New cover art and design, new interior art and design, and a hardcover binding to keep this game in line.

Tome of Magic (Advanced Dungeon & Dragons: Accessory Rulebook)


David Zeb Cook - 1991
    For priests, whole new spheres have been discovered - spheres of chaos, law, numbers, thought, time, war, and wards - and powerful new quest spells lie waiting to be tapped.All characters will experience the thrill of discovering new magical items such as the claw of magic stealing, dimensional mine, crystal parrot, ring of randomness, and staff of the elements. Tome of Magic is an invaluable expansion for all the spellcasting classes.

The Executioness


Tobias S. Buckell - 2011
    But someone else will pay. Every time a spell is cast, a bit of bramble sprouts, sending up tangling vines, bloody thorns, and threatening a poisonous sleep. It sprouts in tilled fields and in neighbors' roof beams, thrusts up from between street cobbles, and bursts forth from sacks of powdered spice. A bit of magic, and bramble follows. A little at first, and then more--until whole cities are dragged down under tangling vines and empires lie dead, ruins choked by bramble forest. Monuments to people who loved magic too much.In paired novellas, award-winning authors Tobias Buckell and Paolo Bacigalupi explore a shared world where magic is forbidden and its use is rewarded with the axe. A world of glittering memories and a desperate present, where everyone uses a little magic, and someone else always pays the price.Magic has a price.In Khaim, that price is your head if you’re found using it. For the use of magic comes with a side effect: it creates bramble. The bramble is a creeping, choking menace that has covered majestic ancient cities, and felled civilizations. In order to prevent the spread of the bramble, many lose their heads to the cloaked executioners of Khaim.Tana is one of these executioners, taking the job over from her ailing father in secret, desperate to keep her family from starvation. But now her family has been captured by raiders, and taken to a foreign city.So Khaim’s only female executioner begins a quest to bring her family back together. A bloody quest that will change lives, cities, and even an entire land, forever. A quest that will create the legend of The Executioness.

The Home Crowd Advantage


Ben Aaronovitch - 2014
    It takes place during the Olympic Games in London, 2012.

Mutants & Masterminds: RPG


Steve Kenson - 2005
    Now the World's Greatest Super-hero Roleplaying Game is even better! Mutants & Masterminds, Second Edition, takes the best of the original edition and supercharges it to make it the most complete, detailed, and fun super-hero game yet! In this 256-page hardcover with a stunning new cover by Ramon Perez, you'll find a complete roleplaying game that's a perfect starting point for your own comic book adventures. Mutants & Masterminds, Second Edition, has everything you need to create your own super-heroes and villains. It also offers more than a dozen ready-made super-hero archetypes and even more ready-to-use super-villain archetypes, plus two introductory adventures so you can start playing right away. Don't let your super-powers fall behind! Mutants & Masterminds, Second Edition, will take your game (and your heroes) to the next level!