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EverQuest: The Rogue's Hour by Scott Ciencin
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Age of Conan: Blood of Wolves: Legends of Kern, Volume 1
Loren L. Coleman - 2005
Tales of Grimnir's fury spread as refugees scatter throughout the land to escape his wrath.In the village of Gaud, the young warrior Kern, the "Wolf-Eye," has been exiled, an outcast from clan and kin. It is he who is fated to confront the dreaded Grimnir. But as loyal friends and desperate fighters rally to his side, even Kern does not know whether he leads his people to deliverance, or certain death.
Cursed City
C.L. Werner - 2021
Its vampiric rulers have indulged their bloodlust in every shadow-clad alley, turning the once-proud metropolis into a charnel house. Already crushed beneath the tyranny of Radukar the Wolf and his Thirsting Court, a spate of vicious murders plunges the mortal inhabitants into fresh terror. Emerging to uncover a connection between the attacks is an unlikely group of heroes: a vampire hunter from Carstinia, a slum-born vigilante, a ruthless wizard, and a soldier who is the last survivor of her noble bloodline. Arrayed against them are the undead monsters that thrive upon Radukar's gory regime. But a daring search for answers turns into a fight for survival when the Wolf himself descends his Ebon Citadel and joins the carnage in the streets…
Rage of a Demon King/Shadow of a Dark Queen/Rise of a Merchant Prince
Raymond E. Feist
Sharn: City of Towers
Keith Baker - 2004
The city of Sharn is a source of great intrigue and adventure on Eberron, making it the launching point for most campaigns and adventures. Sharn: City of Towers describes how Sharn looks and works, from power and politics to trade and commerce, and with four-color illustrations throughout. There are detailed geographical descriptions of every part of the city, with a complement of maps for visual reference. Monsters and villains prevalent in the city make an appearance, and there is detailed information on what characters can do and obtain in Sharn to improve their adventuring skills. Dungeon Masters will find a wealth of information on running campaigns in Sharn, and adventure hooks are provided for immediate gameplay.
Men of Mars
Edgar Rice Burroughs - 2006
With this exclusive omnibus, the third in our series, the SFBC gathers three more of these classic tales, adventures set on a brutal world where fierce green warriors roam the dead sea bottom and red men rule a civilization of decaying splendor.A Fighting Man of Mars: When a nobleman's daughter is abducted at the point of a gun that can disintegrate metal, it portends great danger for the empire of Helium. To rescue the woman he loves and locate the source of the gun, Hadron of Hastor must run the gauntlet of giant Martians, man-eating apes and a xenophobic city where he is sentenced to "The Death" - a place of roiling horror that will carry him to the weapon's mad inventor...and a surprising twist of fate.Sword of Mars: John Carter hires on as bodyguard to Fal Sivas, a scientist who steals ideas from other inventors and then has them killed. Sivas' greatest invention - a spaceship run by a mechanical brain - come in handy when Carter's wife, Dejah Thoris, is taken hostage on a moon of Mars. There, inside a castle built of precious gems, the Carters' fate may be sealed...unless they can foil invisible foes, cannibalistic cat-men and a powerful guild of assassins.Synthetic Men of Mars: In a vat on an island in the Toonolian Marshes, a grand experiment has gone awry. Ras Thavas, the Master Mind of Mars, has learned the secret of growing humans from a single cell, but now these invulnerable warriors have taken control and cloned an army to conquer the world. As John Carter and young warrior Vor Daj discover, the only thing worse than a monster that cannot die is a giant writhing mass of them - a grotesque mutation that will grow to consume everything in its path.
Shadow Lords & Get of Fenris
Gherbod Fleming - 2001
In Shadow Lords, we see how the fractious Garou struggle for dominance over one another, and in Get of Fenris, at a Concolation - the largest gathering of Garou - we see them standing together in their endless war against the Wyrm. But how long can the Garou continue to fight this war? Their numbers are diminishing, and as this seven-book series will reveal, their past is being taken from them as well.
Legends of Dune Trilogy
Brian Herbert - 2006
Anderson. Working from Frank Herbert's own notes, the acclaimed authors reveal the chapter of the Dune saga most eagerly anticipated by readers: the Butlerian Jihad.Throughout the Dune novels, Frank Herbert frequently referred to the war in which humans wrested their freedom from "thinking machines." In Dune: The Butlerian Jihad, Brian Herbert and Kevin J. Anderson bring to life the story of that war, a tale previously seen only in tantalizing hints and clues. Finally, we see how Serena Butler's passionate grief ignites the struggle that will liberate humans from their machine masters; here is the amazing tale of the Zensunni Wanderers, who escape bondage to flee to the desert world where they will declare themselves the Free Men of Dune. And here is the backward, nearly forgotten planet of Arrakis, where traders have discovered the remarkable properties of the spice melange. . . . Dune: The Machine Crusade More than two decades have passed since the events chronicled in Dune: The Butlerian Jihad. The crusade against thinking robots has ground on for years, but the forces led by Serena Butler and Irbis Ginjo have made only slight gains; the human worlds grow weary of war, of the bloody, inconclusive swing from victory to defeat.The fearsome cymeks, led by Agamemnon, hatch new plots to regain their lost power from Omnius--as their numbers dwindle and time begins to run out. The fighters of Ginaz, led by Jool Noret, forge themselves into an elite warrior class, a weapon against the machine-dominated worlds. Aurelius Venport and Norma Cenva are on the verge of the most important discovery in human history-a way to "fold" space and travel instantaneously to any place in the galaxy.And on the faraway, nearly worthless planet of Arrakis, Selim Wormrider and his band of outlaws take the first steps to making themselves the feared fighters who will change the course of history: the Fremen.Here is the unrivaled imaginative power that has put Brian Herbert and Kevin Anderson on bestseller lists everywhere and earned them the high regard of readers around the globe. The fantastic saga of Dune continues in Dune: The Machine Crusade. Dune: The Battle of Corrin It has been fifty-six hard years since the events of Dune: The Machine Crusade. Following the death of Serena Butler, the bloodiest decades of the Jihad take place. Synchronized Worlds and Unallied Planets are liberated one by one, and at long last, after years of victory, the human worlds begin to hope that the end of the centuries-long conflict with the thinking machines is finally in sight.Unfortunately, Omnius has one last, deadly card to play. In a last-ditch effort to destroy humankind, virulent plagues are let loose throughout the galaxy, decimating the populations of whole planets . . . and once again, the tide of the titanic struggle shifts against the warriors of the human race. At last, the war that has lasted many lifetimes will be decided in the apocalyptic Battle of Corrin.In the greatest battle in science fiction history, human and machine face off one last time. . . . And on the desert planet of Arrakis, the legendary Fremen of Dune become the feared fighting force to be discovered by Paul Muad'Dib in Frank Herbert's classic, Dune.
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.
The Elven Nations Trilogy
Paul B. Thompson - 2005
Other nations see only weakness in the elves, and the brothers cannot lay aside their own differences to lead their people when a bitter territory war begins. It becomes a war of elf against elf, of isolation versus connection, until Kith-Kanan and his followers found the homeland of Qualinost. But their troubles do not stop there.
The Road to Lisdoonvarna
Charles de Lint - 2001
Mulengro, Angel of Darkness and From a Whisper to a Scream (the latter two first published under the pen name of Samuel M. Key) were all, at their heart, police procedurals, sparked mostly, I'd guess, from years of reading Ed McBain. I'd also touched on spy thrillers (the RCMP sections of Moonheart), tropes such as organized crime (the Mafia in Greenmantle), and various hardboiled characters who've shown up in the pages of various novels and stories. "But this was the first time that I sat down to deliberately write a mystery novel, with a PI as a lead character, and no fantasy elements whatsoever, hedging my bets only slightly by giving Jevon "Jake" Swann a love for Celtic music. (It doesn't matter where you put Celtic music; it always holds a touch of magic to it.) And then I set the story in Ottawa, because that's where I was living at the time and I liked having my characters walk around in the same neighbourhoods that I did, or could."--Charles de LintThe Road to Lisdoonvarna is published only by Subterranean Press, and features full-color dustjacket art by David Mack (of Kabuki fame).
Star Wars: Classic Trilogy
Ryder Windham
Become entranced with the basic struggle of good vs. evil as you travel to a galaxy far, far away.
Songs Of Muad'dib
Frank Herbert - 1992
This collection of evocative and powerful poems from the pages of his phenomenal bestseller Dune echoes the richness found in Herbert's epic sagas of sandworms and mystical power struggles on the planet Arrakis.
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.
Sagramanda
Alan Dean Foster - 2006
Depahli, the fabulously beautiful woman from the "untouchable class" would die for him, just as surely as his father would like to kill him for shaming the very traditional family for such a relationship. Chalcedony "Chal" Schneemann doesn't want to kill Taneer, if he doesn't have to, but it wouldn't upset him terribly much if it came to it, and he'll stop at nothing to recover the stolen property for the company that pays him very, very well to solve big problems discreetly and quickly. Sanjay Ghosh, a poor farmer-turned-merchant in the big city of Sagramanda would like to help Taneer unload his stolen items, for the $30 million dollars his 3 percent fee is worth. Jena Chalmette, a crazy French woman pledged to Kali, simply wants to kill for the glory of her god, and she's very good at it. Chief Inspector Keshu Singh would like to put this sword-wielding serial killer away as quickly as possible before the media gets a hold of the story. Then there's a man-eating tiger, come in from the nearby jungle reserve and just looking for his next meal. A fast-paced and gripping techno-thriller set in an India just around the corner from today.