On November 2, 1983, Sam and Dean Winchester lost their mother to a demonic supernatural force. In the wake of the tragedy, their father, John, set out to learn everything he could about the paranormal evil that lives in the dark corners and on the back roads of America . . . and how to kill it. In his personal journal, he not only compiled folklore, legend, and superstition about all manner of otherworldly enemies but he also recorded his experiences—hunting the creature that killed his wife even as he raised his two sons.
Part prequel, part resource guide, John Winchester's Journal finally gives fans the ultimate companion book for Supernatural. It's all here: the exorcism Sam and Dean used in "Phantom Traveler," John's notes on everything from shape-shifters to Samuel Colt, Dean's first hunt, Sam's peewee soccer team . . . and John's single-minded pursuit of a growing and deadly evil.
In "Sleepy Hollow," a supernatural twist on Washington Irving's classic short story, Ichabod Crane has been pulled two-and-a-half centuries through time to find that he and detective Abbie Mills are humanity's last hope in the war against evil. Passionate, intelligent, and wryly funny, Crane has always used journals to collect thoughts and documents that may prove useful later, and The Secret Journal of Ichabod Crane offers an unprecedented look at the battle also raging inside his fascinating mind.
On the pages within, Crane shares new memories of the American Revolution; more amusing reflections on modern-day phenomena, from the Internet to Election Day; and private thoughts about Abbie, Katrina, and others. He also includes hidden case files; secret Freemason puzzles; selections from George Washington's mysterious Bible; and photos, letters, and drawings he has collected along the way. Filled with detail about past battles and vanquished monsters, as well as clues about those he and Abbie have yet to face, this journal is not just the ultimate repository for fans, but the key to Sleepy Hollow’s future—and the world’s.
For twenty-five years the colossal battle between Megatron and Optimus Prime has captivated Transformers fans around the world. Yet the full story of the conflict between the two most famous Transformers—everything that happened before Optimus and Megatron arrived on planet Earth—has always been a mystery . . . until now. Here, for the first time told in its entirety, is the thrilling saga of Optimus and Megatron before they were enemies, before they even knew each other.
“Freedom is every Cybertronian’s right!” After Megatron utters these immortal words, the caste-bound planet of Cybertron is rocked to its foundations. Megatron, an undefeated gladiator thug, gives voice to the unspoken longings of the oppressed masses—and opens the mind of an insignificant data clerk to possibilities previously unthinkable.
Long before becoming the honorable Optimus Prime, Orion Pax is a mere office underling, an unlikely candidate to answer an outlaw’s call to revolution. But Orion is determined to meet this defiant enemy of all that Cybertron stands for, no matter what he has to do, or how many laws he has to break.
What happens between Orion Pax and Megatron forever changes the destiny of all Transformers. This gripping, action-packed novel reveals all the loyalties and treacheries, trust and betrayals, deadly violence and shining ideals, as well as the pivotal roles played by other characters, including Starscream, Sentinel Prime, Omega Supreme, and one of the thirteen original Primes, the last link to Cybertron’s glorious Golden Age.
Discover how meek disciple Orion Pax becomes the fearless leader Optimus Prime; follow the tantalizing clues about the lost Matrix of Leadership and the lore surrounding it; find out why the two allies fighting a corrupt regime suddenly turn on each other, and what triggers their epic war. Transformers: Exodus provides everything fans ever wanted to know about one of the fiercest rivalries of all time.
Once allies, Optimus and Megatron are now enemies in a civil war. To prevent Cybertron from falling into Megatron’s hands, Optimus jettisons the planet’s heart, the AllSpark, into space, then sets out to find it with Megatron hot on his heels. Optimus is determined to defeat Megatron, bring the AllSpark home, and restore Cybertron to its former glory.
But a saboteur lurks aboard Optimus’s spaceship, and ahead lie lost colonies, some of them hostile. Optimus needs help of the highest caliber, but from whom? Heroes such as Solus, Nexus, and Vector Prime are just names from make-believe stories of long ago. Or are they? Maybe it’s time for Optimus Prime to find out. Maybe it’s the only chance he has to vanquish mighty Megatron.
Join the action as this Super Hero fights for the American way against Iron Monger and Whiplash in his ongoing saga as told in Iron Man and Iron Man 2. Re-live all of The Avengers' individual stories before they reassemble in Marvel's Avengers: Age of Ultron. © 2014 MARVEL
For the first time in print, experience the excitement of the complete origin story as told in Marvel's: Guardians of the Galaxy.
©2015 MARVEL. All Rights Reserved.
One hundred years from now, with Americans hooked into an Internet far more expansive and intrusive than today’s, the world has become a seamless market-driven experience. In this culture of capitalism run amok, entrepreneurs and politicians faced with rampant overcrowding in the nation’s penal system turn to a controversial new method of cutting costs: life-term buyouts. In theory, buyouts offer convicted murderers the chance to atone for their crimes by voluntarily allowing themselves to be put to death by the state in exchange for a one-time cash payment, shared among their heirs and victims, based on a percentage of what it would have cost taxpayers to house and feed them for the rest of their natural lives. It’s a win-win situation.
At least that’s what Martin Kindred believes. And Martin is a man who desperately needs something to believe in, especially with his marriage coming apart and the murder of his brother, an L.A. cop brutally gunned down in the line of duty, unsolved.
As the public face of the buyout program, Martin is a lightning rod for verbal and physical abuse–but he embraces every challenge, knowing his motives are pure. But when evidence comes to light that a felon in line for a buyout may have been involved with his brother’s death, Martin’s professional detachment threatens to turn into a personal vendetta that will jeopardize everything–and everyone–he holds dear. Inspired by today’s politics, Buyout is an unforgettable look at an all-too-believable future . . . and one man’s struggle to do the right thing.
From the Trade Paperback edition.
Join the action as these Super Heroes battle against Loki and his army for the fate of mankind as told in Marvel's The Avengers. Re-live all of The Avengers' individual stories before they reassemble in Marvel's Avengers: Age of Ultron.
© 2015 Marvel. All Rights Reserved.
Join the action when this Super Hero protects the free world against the Red Skull and Hydra in this complete origin story as told in Captain America: The First Avenger. Re-live all of The Avengers' individual stories before they reassemble in Marvel's Avengers: Age of Ultron. © 2014 MARVEL
In the 1950s, they’re still waiting. . . .
At the turn of the twentieth century, a baseball player named George Gibson embarks upon a mystical journey to the Congo. His mission: to shepherd a powerful relic to its home in Abyssinia. But poet—turned—grail seeker Arthur Rimbaud is after what Gibson possesses–as others before him have been for millennia.
A half-century later, after receiving an honorable discharge from the Korean War, twenty-year-old Lance Porter vows to put his civilian life back together–which means heading to commie-infested Berkeley to see his high school sweetheart, Ellie. But after Lance gets cold feet, he encounters instead a drunk, gay poet named Jack Spicer, who spews crazy stories about Lance being the Fisher King.
It appears that the bearing of the grail has been bequeathed to young Lance, much to his shock and disbelief. Can a legacy born in the deserts of Ethiopia truly be reemerging in the bohemian bars of New York City and San Francisco? And is a vet with a lost soul really worthy of its care?
ALEXANDER C. IRVINE has breathed a refreshing burst of air into the Arthurian legend. In One King, One Soldier, ancient characters and Irvine’s pitch-perfect historical accuracy merge with a gritty, dark portrait of America in the Cold-war ‘50s. Here, three stories come brilliantly together in an edgy mix of baseball, imperialism, poetry, and grail mythology.
From the Trade Paperback edition.
Join the action as this Super Hero fights against Abomination in his complete origin story as told in The Incredible Hulk. Re-live all of The Avengers' individual stories before they reassemble in Marvel's Avengers: Age of Ultron.
© 2015 Marvel. All Rights Reserved.
Join the action as this Super Hero battles for mankind in this complete origin story as told in Thor. Re-live all of The Avengers' individual stories before they reassemble in Marvel's Avengers: Age of Ultron. © 2014 MARVEL
Spared fighting in Europe because of a bum hand, Jared wishes he could join the cause, instead of mindlessly sifting clay to be made into golems. But there is something that preys on his dreams: the devilish dwarf known as the Nain Rouge. In his youth, Jared once actually saw the Dwarf–a chilling creature that shows itself to individuals just before their demise. Now the Nain Rouge appears to be coming back for Jared himself.
Many have a profound interest in Jared’s childhood run-in with the Dwarf–including a German spy, Jared’s hateful foreman at the golem factory, and a shape-shifting Indian shaman. But what could a simple man who earns a meager living possibly have to do with espionage and dark deeds? While Jared toils invisibly in the bowels of Ford’s plant, the answer is about to reveal itself in a cataclysm of mythic and sinister proportions.
From the Trade Paperback edition.
This bundle includes the following novels:
A GAME OF THRONES
A CLASH OF KINGS
A STORM OF SWORDS
A FEAST FOR CROWS
Legends are not simply born...they are willed into existence.
Humanity has expanded beyond the Sol System. There are hundreds of planets we now call "home."
The United Nations Space Command now struggles to control this vast empire.
After exhausting all strategies to keep seething insurrections from exploding into interplanetary civil war, the UNSC has one last hope.
At the Office of Naval Intelligence, Dr. Catherine Halsey has been hard at work on a top secret program that could bring an end to all this conflict...and it starts with seventy-five children, among them a six year old boy named John.
Halsey never guessed that this little boy would become humanity's final hope against a vast alien force hell-bent on wiping us out.
This is the story of John, Spartan-117...the Master Chief, and of the battles that brought humanity face to face with its possible extinction.
This new Tor edition will serve as the definitive version of the novel that started Halo fans reading the series, and features brand-new material, including:
Excerpts of Office of Naval Intelligence interrogations of the Covenant.
Missives and mandates issued by the Covenant
Declassified transmissions regarding the defense of Reach
A personal insight into the Spartan program
The Official Evacuation Order for all inhabitants of Reach.
Five sketches of cover art by 343 Industries artist, Robogabo
At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Hoping for a new listing, Elizabeth visits the home of Clara Williams, an elderly widow, and is both amused and uncomfortable when Clara starts asking pointed questions about her marriage and faith. But it’s Clara’s secret prayer room, with its walls covered in requests and answers, that has Elizabeth most intrigued . . . even if she’s not ready to take Clara’s suggestion that she create a prayer room of her own. As tensions at home escalate, though, Elizabeth begins to realize that her family is worth fighting for, and she can’t win this battle on her own. Stepping out in blind faith, putting her prayers for her family and their future in God’s hands, might be her only chance at regaining the life she was meant for.
But just how many Spartans are left?
While the Master Chief defends a besieged Earth, and the myriad factions of the Covenant continue their crusade to eliminate humanity, an ultrasecret cell of the Office of Naval Intelligence known as "Section Three" devises a plan to buy the UNSC vital time. They're going to need hundreds of willing soldiers, though . . . and one more Spartan to get the job done.
The planet Onyx is virtually abandoned and the perfect place to set this new plan in motion. But when the Master Chief destroys Halo, something is triggered deep within Onyx: Ancient Forerunner technology stirs, and fleets of UNSC and Covenant race to claim it to change the course of the Human-Covenant War.
But this reawakened and ancient force may have plans of its own . . .
At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
A GAME OF THRONES
A CLASH OF KINGS
A STORM OF SWORDS
A FEAST FOR CROWS
A DANCE WITH DRAGONS
“One of the best series in the history of fantasy.”—Los Angeles Times
Winter is coming. Such is the stern motto of House Stark, the northernmost of the fiefdoms that owe allegiance to King Robert Baratheon in far-off King’s Landing. There Eddard Stark of Winterfell rules in Robert’s name. There his family dwells in peace and comfort: his proud wife, Catelyn; his sons Robb, Brandon, and Rickon; his daughters Sansa and Arya; and his bastard son, Jon Snow. Far to the north, behind the towering Wall, lie savage Wildings and worse—unnatural things relegated to myth during the centuries-long summer, but proving all too real and all too deadly in the turning of the season.
Yet a more immediate threat lurks to the south, where Jon Arryn, the Hand of the King, has died under mysterious circumstances. Now Robert is riding north to Winterfell, bringing his queen, the lovely but cold Cersei, his son, the cruel, vainglorious Prince Joffrey, and the queen’s brothers Jaime and Tyrion of the powerful and wealthy House Lannister—the first a swordsman without equal, the second a dwarf whose stunted stature belies a brilliant mind. All are heading for Winterfell and a fateful encounter that will change the course of kingdoms.
Meanwhile, across the Narrow Sea, Prince Viserys, heir of the fallen House Targaryen, which once ruled all of Westeros, schemes to reclaim the throne with an army of barbarian Dothraki—whose loyalty he will purchase in the only coin left to him: his beautiful yet innocent sister, Daenerys.
“Long live George Martin . . . a literary dervish, enthralled by complicated characters and vivid language, and bursting with the wild vision of the very best tale tellers.”—The New York Times
With the Covenant War over, the Office of Naval Intelligence faces old grievances rising again to threaten Earth. The angry, bitter colonies, still with scores to settle from the insurrection put on hold for thirty years, now want justice -- and so does a man whose life was torn apart by ONI when his daughter was abducted for the SPARTAN-II program. Black ops squad Kilo-Five find their loyalties tested beyond breaking point when the father of their Spartan comrade, still searching for the truth about her disappearance, prepares to glass Earth's cities to get an answer. How far will Kilo-Five go to stop him? And will he be able to live with the truth when he finds it? The painful answer lies with a man long dead, and a conscience that still survives in the most unlikely, undiscovered place.
At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
If the past is prologue, then George R. R. Martin’s masterwork—the most inventive and entertaining fantasy saga of our time—warrants one hell of an introduction. At long last, it has arrived with The World of Ice & Fire.
This lavishly illustrated volume is a comprehensive history of the Seven Kingdoms, providing vividly constructed accounts of the epic battles, bitter rivalries, and daring rebellions that lead to the events of A Song of Ice and Fire and HBO’s Game of Thrones. In a collaboration that’s been years in the making, Martin has teamed with Elio M. García, Jr., and Linda Antonsson, the founders of the renowned fan site Westeros.org—perhaps the only people who know this world almost as well as its visionary creator.
Collected here is all the accumulated knowledge, scholarly speculation, and inherited folk tales of maesters and septons, maegi and singers, including
• full-color artwork and maps, with more than 170 original pieces
• full family trees for Houses Stark, Lannister, and Targaryen
• in-depth explorations of the history and culture of Westeros
• 100% all-new material, more than half of which Martin wrote specifically for this book
The definitive companion piece to George R. R. Martin’s dazzlingly conceived universe, The World of Ice & Fire is indeed proof that the pen is mightier than a storm of swords.
Yet the cautious, fussy Norrell is challenged by the emergence of another magician, the brilliant novice Jonathan Strange. Young, handsome, and daring, Strange is the very opposite of Norrell. He becomes Norrell's student, and they join forces in the war against France. But Strange is increasingly drawn to the wildest, most perilous forms of magic, straining his partnership with Norrell, and putting at risk everything else he holds dear.
Time #1 Book of the Year
Book Sense Book of the Year
People Top Ten Books of the Year
Winner of the Hugo Award
New York Times Notable Book of the Year
Salon.com Top Ten of 2004
Winner of the World Fantasy Award
Nancy Pearl's Top 12 Books of 2004
Washington Post Book World's Best of 2004
Christian Science Monitor Best Fiction 2004
San Francisco Chronicle Best Books of 2004
Winner of the Locus Award for Best First Novel
Chicago Tribune Best of 2004
Seattle Times 25 Best Books of 2004
Atlanta Journal-Constitution Top 12 Books of 2004
Village Voice "Top Shelf"
Raleigh News & Observer Best of 2004
Rocky Mountain News critics' favorites of 2004
Too little, too late, the legal rate of Juridicals is only now investigating possible crimes by the Master Builder and others. Evidence-gathering agents known collectively as Catalog have been dispatched to collect testimony from the Librarian and both Didacts: the Ur-Didact, treacherously abandoned in a Flood-infested system, and the Bornstellar Didact, who accompanies the Librarian as she preserves specimens against the dire possibility of Halo extermination.
Facing the imminent collapse of their civilization, the Librarian and the Ur-Didact reveal what they know about the relationship between the long-vanished Precursors and the Flood.
The Precursors created many technological species, including humanity and the Forerunners. But the roots of the Flood may be found in an act of enormous barbarity, carried out beyond our galaxy ten million years before...
Because of that barbarism, a greater evil looms. Only the Ur-Didact and the Librarian--husband and wife pushed into desperate conflict--hold the keys to a solution.
Facing the consequences of a mythic tragedy, one of them must now commit the greatest atrocity of all time-to prevent an insane evil from dominating the entire universe ... in Greg Bear's Halo: Silentium.
Inner Circle depicts the life of Evelyn Lozada’s off-camera alter ego Eve Inez. Much like on The Basketball Wives, Inner Circle reveals everything athlete’s wives live through complete with the cheating, scandal, manipulation and gossip. However this time, nothing is being held back.
None of the wives are prepared for how addictive their rich lifestyles can be and find themselves stooping to unimaginable levels of deception to preserve their social status. Eve encourages the wives to band together and becomes the mastermind behind the drastic measures these women are willing to take to maintain their celebrity, until she herself comes face to face with a reality that shakes her to the core. The riveting ending will leave readers dying for more.
Across the galaxy, a woman thought to have died on Reach is actually very much alive. Chief scientist Dr. Catherine Halsey broke every law in the book to create the Spartans, and now she's broken some more to save them. Marooned with Chief Mendez and a Spartan team in a Forerunner slipspace bubble hidden in the destroyed planet Onyx, she finds that the shield world has been guarding an ancient secret—a treasure trove of Forerunner technology that will change everything for the UNSC and mankind.
As Kilo-Five joins the hunt for Halsey, humanity's violent past begins to catch up with all of them as disgruntled colony Venezia has been biding its time to strike at Earth, and its most dangerous terrorist has an old, painful link with both Halsey and Kilo-Five that will test everyone's loyalty to the limit.
Halo: Glasslands by Karen Traviss is thrilling, action-packed science fiction that longtime Halo fans and newcomers alike will enjoy.
Among them is a great dreamer, an immigrant who pulled himself from the depths of poverty to become one of the wealthiest and admired men in the world. That man is Andrew Ryan, and he believed that great men and women deserve better. And so he set out to create the impossible, a utopia free from government, censorship, and moral restrictions on science--where what you give is what you get. He created Rapture---the shining city below the sea.
But as we all know, this utopia suffered a great tragedy. This is the story of how it all came to be . . .and how it all ended.
THE COVENANT WAR MACHINE RAGES ON.
HUMANITY'S LAST HOPE LIES WITH THE CREW OF THE PILLAR OF AUTUMN—THE INDOMITABLE CAPTAIN JACOB KEYES, STAFF SERGEANT AVERY JOHNSON, THE AI CORTANA, HUNDREDS OF FEARLESS MARINES . . . AND SPARTAN 117, THE MASTER CHIEF.
Having barely escaped the battle for Reach, the crew of the Pillar of Autumn is forced to make a jump into Slipspace in hopes of evading the vast alien alliance hell-bent on wiping out humanity. But their destination brings them to an ancient mystery and an even greater struggle.
In this far-flung corner of the universe floats a magnificently massive artificial ring world . . . a construct from a long lost race. The humans' only hope of survival is to crash land on its surface and take the battle against the Covenant to the ground.
But they soon discover that this enigmatic ring world is much more than it seems. Built 100,000 years ago by a civilization known as the Forerunners, this "Halo" is worshipped by the Covenant---a sacred artifact that they hope will complete their religious quest for supposed transcendence. They will stop at nothing to control it.
Engaged in a fierce ground battle, Master Chief and Cortana go deep into the Halo Construct to uncover a dark secret; this enigmatic ring world is also the universe's most dangerous weapon. Its purpose: the destruction of all sentient life. For the Forerunners built the Halo to battle the universe's most vicious enemy---a virtually unstoppable and suddenly reawakened force known as The Flood.
A mystical killer stalks the halls of the White Spire, the heart of templar power in the mighty Orlesian Empire. To prove his innocence, Rhys reluctantly embarks on a journey into the western wastelands that will not only reveal much more than he bargained for but change the fate of his fellow mages forever.
But one species--eons beyond all others in both technology and knowledge--achieved dominance.
They ruled in peace but met opposition with quick and brutal effectiveness.
They were the Forerunners--the keepers of the Mantle, the next stage of life in the Universe's Living Time.
And then they vanished.
This is their story.
Bornstellar Makes Eternal Lasting is a young rebellious Forerunner. He is a Manipular, untried--yet to become part of the adult Forerunner society, where vast knowledge and duty waits. He comes from a family of Builders, the Forerunners' highest and most politically powerful rate. It is the Builders who create the grand technology that facilitates Forerunner dominance over the known universe. It is the Builders who believe they must shoulder the greatest burden of the Mantle--as shepherds and guardians of all life.
Bornstellar is marked to become a great Builder just like his father.
But this Manipular has other plans.
He is obsessed with lost treasures of the past. His reckless passion to seek out the marvelous artifacts left behind by the Precursors--long-vanished superbeings of unknowable power and intent---forces his father's hand.
Bornstellar is sent to live among the Miners, where he must come to terms with where his duty truly lies.
But powerful forces are at play. Forerunner society is at a major crux. Past threats are once again proving relentless. Dire solutions--machines and strategies never before contemplated--are being called up, and fissures in Forerunner power are leading to chaos.
On a Lifeworker's experimental planet, Bornstellar's rebellious course crosses the paths of two humans, and the long lifeline of a great military leader, forever changing Bornstellar's destiny ...and the fate of the entire galaxy.
Halo: Cryptum by Greg Bear is a tale of life, death, intergalactic horror, exile, and maturity. It is a story of overwhelming change--and of human origins. For the Mantle may not lie upon the shoulders of Forerunners forever.
Dragon Age: The Stolen Throne
After his mother, the beloved Rebel Queen, is betrayed and murdered by her own faithless lords, young Maric becomes the leader of a rebel army attempting to free his nation from the control of a foreign tyrant.
His countrymen live in fear; his commanders consider him untested; and his only allies are Loghain, a brash young outlaw who saved his life, and Rowan, the beautiful warrior maiden promised to him since birth. Surrounded by spies and traitors, Maric must find a way to not only survive but achieve his ultimate destiny: Ferelden's freedom and the return of his line to the stolen throne.
A long time ago, I was a living, breathing human being. I went mad. I served my enemies. They became my only friends.
Since then, I've traveled back and forth across this galaxy, and out to the spaces between galaxies--a greater reach than any human before me.
You have asked me to tell you about that time. Since you are the last true Reclaimer, I must obey. Are you recording? Good. Because my memory is failing rapidly. I doubt I'll be able to finish the story.
Once, on my birth-world, a world I knew as Erde-Tyrene, and which now is called Earth, my name was Chakas...
In the wake of apparent self-destruction of the Forerunner empire, two humans--Chakas and Riser--are like flotsam washed up on very strange shores indeed.
Captured by the Master Builder, misplaced during a furious battle in space, they now find themselves on an inverted world where horizons rise into the sky, and where humans of all kinds are trapped in a perilous cycle of horror and neglect. For they have become both research animals and strategic pawns in a cosmic game whose madness knows no end--a game of ancient vengeance between the powers who seeded the galaxy with life, and the Forerunners who expect to inherit their sacred Mantle of duty to all living things.
In the company of a young girl and an old man, Chakas begins an epic journey across a lost and damaged Halo in search of a way home, an explanation for the warrior spirits rising up within, and for the Librarian's tampering with human destiny.
This journey will take them into the Palace of Pain, the domain of a powerful and monstrous intelligence who claims to be the Last Precursor, and who now has control of both this Halo and the fate of Forerunners and Humans alike.
Called the Captive by Forerunners, and the Primordial by ancient human warriors, this intelligence has taken charge of, and retasked, the Master Builder's cruel researches into the Flood--which it may have itself unleashed on the galaxy more than ten thousand years before.
By 2021, the World War has killed millions, driving entire species into extinction and sending mankind off-planet. Those who remain covet any living creature, and for people who can’t afford one, companies built incredibly realistic simulacra: horses, birds, cats, sheep. They’ve even built humans. Immigrants to Mars receive androids so sophisticated they are indistinguishable from true men or women. Fearful of the havoc these artificial humans can wreak, the government bans them from Earth. Driven into hiding, unauthorized androids live among human beings, undetected. Rick Deckard, an officially sanctioned bounty hunter, is commissioned to find rogue androids and “retire” them. But when cornered, androids fight back—with lethal force.
Praise for Philip K. Dick
“The most consistently brilliant science fiction writer in the world.”—John Brunner
“A kind of pulp-fiction Kafka, a prophet.”—The New York Times
“[Philip K. Dick] sees all the sparkling—and terrifying—possibilities . . . that other authors shy away from.”—Rolling Stone
Fighting with the legendary skill of the Orlesian Chevaliers, Grand Duke Gaspard has won countless battles for the empire and the empress. But as the Circle fails and chaos looms, Gaspard begins to doubt that Celene's diplomatic approach Orlais' problems will keep the empire safe. Perhaps it is time for a new leader, one who lives by the tenets of the Chevalier's Code, to make Orlais strong again.
Briala has been Celene's handmaid since the two of them were children, subtly using her position to help improve the lives of elves across Orlais. She is Celene's confidante, spymaster, and lover, but when politics force the empress to choose between the rights of the elves and the Orlesian throne, Briala must decide where her true loyalties lie.
In this thrilling tie-in to the award-winning Dragon AgeTM games, alliances are forged and promises broken as Celene and Gaspard battle for the throne of Orlais. But in the end, the elves who hide in the forests or starve in the slums may decide the fate of the masked empire.
Out beyond the Outer Colonies lies the planet Hesiod, a gas giant surrounded by a vast asteroid belt. As the Covenant continues to glass the human occupied planets near Hesiod, many of the survivors, helped by a stronghold of human Insurrectionists, are fleeing to the asteroid belt for refuge. They have transformed the tumbling satellites into a tenuous, yet ingenious, settlement known as the Rubble--and have come face-to-face with a Covenant settlement of Kig-Yar . . . yet somehow survived.
News of this unlikely treaty has spread to the warring sides. Luckily for the UNSC, this uneasy alliance is in the path of the Spartan Gray Team, a three-man renegade squad whose simple task is to wreak havoc from behind enemy lines in any way they see fit. But the Prophets have also sent their best---an ambitious and ruthless Elite, whose quest for nobility and rank is matched only by his brutality . . . and who will do anything to secure his Ascendancy and walk the Path.
The zombie plague unleashes its horrors on the suburbs of Atlanta without warning, pitting the living against the dead. Caught in the mass exodus, Lilly Caul struggles to survive in a series of ragtag encampments and improvised shelters. But the Walkers are multiplying. Dogged by their feral hunger for flesh and crippled by fear, Lilly relies on the protection of good Samaritans by seeking refuge in a walled-in town once known as Woodbury, Georgia.
At first, Woodbury seems like a perfect sanctuary. Squatters barter services for food, people have roofs over their heads, and the barricade expands, growing stronger every day. Best of all, a mysterious self-proclaimed leader named Philip Blake keeps the citizens in line. But Lilly begins to suspect that all is not as it seems. . . . Blake, who has recently begun to call himself The Governor, has disturbing ideas about law and order.
Ultimately, Lilly and a band of rebels open up a Pandora's box of mayhem and destruction when they challenge The Governor's reign . . . and the road to Woodbury becomes the highway to hell in this riveting follow-up to Robert Kirkman and Jay Bonansinga's New York Times bestselling The Walking Dead: Rise of the Governor.
This is how it began...
It is the year 2524. Harvest is a peaceful, prosperous farming colony on the very edge of human-controlled space. But we have trespassed on holy ground--strayed into the path of an aggressive alien empire known as the Covenant. What begins as a chance encounter between an alien privateer and a human freighter catapults mankind into a struggle for its very existence.
But humanity is also locked in a bitter civil war known as the Insurrection. So the survival of Harvest's citizens falls to a squad of battle-weary UNSC Marines and their inexperienced colonial militia trainees. In this unlikely group of heroes, one stands above the rest...a young Marine staff sergeant named Avery Johnson.
In the Walking Dead universe, there is no greater villain than The Governor. The despot who runs the walled-off town of Woodbury, he has his own sick sense of justice: whether it's forcing prisoners to battle zombies in an arena for the townspeople's amusement, or chopping off the appendages of those who cross him. The Governor was voted "Villain of the Year" by Wizard magazine the year he debuted, and his story arc was the most controversial in the history of the Walking Dead comic book series. Now, for the first time, fans of The Walking Dead will discover how The Governor became the man he is, and what drove him to such extremes.
Now a major motion picture starring Tom Cruise!-- VIZ Media
It was caught in a hovering, jagged chunk of ice, the runes that ran the length of its blade glowing a cool blue. Below it was a dais of some sort, standing on a large gently raised mound that was covered in a dusting of snow. A soft light, coming from somewhere high above where the cavern was open to daylight, shone down on the runeblade. The icy prison hid some details of the sword's shape and form, exaggerated others. It was revealed and concealed at the same time, and all the more tempting, like a new lover imperfectly glimpsed through a gauzy curtain. Arthas knew the blade -- it was the selfsame sword he had seen in his dream when he first arrived. The sword that had not killed Invincible, but that had brought him back healed and healthy. He'd thought it a good omen then, but now he knew it was a true sign. This was what he had come to find. This sword would change everything. Arthas stared raptly at it, his hands almost physically aching to grasp it, his fingers to wrap themselves around the hilt, his arms to feel the weapon swinging smoothly in the blow that would end Mal'Ganis, end the torment he had visited upon the people of Lordaeron, end this lust for revenge. Drawn, he stepped forward.
The uncanny elemental spirit drew its icy sword. "Turn away, before it is too late," it intoned.
* * *
His evil is legend. Lord of the undead Scourge, wielder of the runeblade Frostmourne, and enemy of the free peoples of Azeroth. The Lich King is an entity of incalculable power and unparalleled malice -- his icy soul utterly consumed by his plans to destroy all life on the World of Warcraft.
But it was not always so. Long before his soul was fused with that of the orc shaman Ner'zhul, the Lich King was Arthas Menethil, crown prince of Lordaeron and faithful paladin of the Silver Hand.
When a plague of undeath threatened all that he loved, Arthas was driven to pursue an ill-fated quest for a runeblade powerful enough to save his homeland. Yet the object of his search would exact a heavy price from its new master, beginning a horrifying descent into damnation. Arthas's path would lead him through the arctic northern wastes toward the Frozen Throne, where he would face, at long last, the darkest of destinies.
In the dark recesses of Tyria, elder dragons have awoken from millennial slumbers. First came Primordus, which stirred in the Depths forcing the asura to flee to the surface. Half a century later, Jormag awoke and drove the norn from the frozen climes of the Northern Shiverpeaks, corrupting sons and brothers along the way. A generation later, Zhaitan arose in a cataclysmic event that reshaped a continent and flooded the capital of the human nation of Kryta.
The races of Tyria stand on the edge of destiny. Heroes have battled against dragon minions, only to be corrupted into service of the enemy. Armies have marched on the dragons and been swep aside. The dwarves sacrificed their entire race to defeat a single dragon champion. The age of mortals may soon be over.
This is a time for heroes. While the races of Tyria stand apart, six heroic individuals will come together to fight for their people: Eir, the norn huntress with the soul of an artist; Snaff, the asuran genius, and his ambitious assistant Zojja; Rytlock, the ferocious charr warrior in exile; Caithe, a deadly sylvari with deep secrets; and Logan, the valiant human guardian dealing with divided loyalties. Together they become Destiny’s Edge. Together they answer the call. But will it be enough?
Desperate to defend his land from advancing hordes of bestial charr, King Adelbern summoned the all-powerful Foefire to repel the invaders. But magic can be a double-edged sword—the Foefire burned both charr and human alike. While the charr corpses smoldered, the slain Ascalonians arose again, transformed by their king’s rage into ghostly protectors and charged with guarding the realm . . . forever. The once mighty kingdom became a haunted shadow of its former glory.
Centuries later, the descendants of Ascalon, exiled to the nation of Kryta, are besieged on all sides. To save humankind, Queen Jennah seeks to negotiate a treaty with the hated charr. But one obstacle remains. The charr legions won’t sign the truce until their most prized possession, the Claw of the Khan-Ur,is returned from the ruins of fallen Ascalon.
Now a mismatched band of adventurers, each plagued by ghosts of their own, sets forth into a haunted, war-torn land to retrieve the Claw. Without the artifact, there is no hope for peace between human and charr—but the undead king who rules Ascalon won’t give it up easily, and not everyone wants peace!
The beloved and bestselling novel and winner of the Booker Prize, Life of Pi.
New York Times Bestseller * Los Angeles Times Bestseller * Washington Post Bestseller * San Francisco Chronicle Bestseller * Chicago Tribune Bestseller
"A story to make you believe in the soul-sustaining power of fiction."—Los Angeles Times Book Review
After the sinking of a cargo ship, a solitary lifeboat remains bobbing on the wild blue Pacific. The only survivors from the wreck are a sixteen-year-old boy named Pi, a hyena, a wounded zebra, an orangutan—and a 450-pound royal bengal tiger. The scene is set for one of the most extraordinary and beloved works of fiction in recent years.
Universally acclaimed upon publication, Life of Pi is a modern classic.
As seemingly normal mortals violently steal the magic of witches, The Charmed Ones must shield their kind while protecting themselves from a modern-day witch hunt.
Charmed: The War on Witches continues the story of the Halliwell witches, picking up where the hit television series, Charmed, left off. With only the Book of Shadows to guide them, the Halliwell sisters are the fulfillment of their ancestor Melinda Warren’s prophecy that three sisters descending from her line would become the most powerful witches of all time. As The Charmed Ones, the sisters use the Power of Three to protect the innocent and banish evil from the Earthly realm.
When New York’s most vicious gossip columnist, Cassidy Towne, is found dead, Heat uncovers a gallery of high profile suspects, all with compelling motives for killing the most feared muckraker in Manhattan.
Heat’s murder investigation is complicated by her surprise reunion with superstar magazine journalist Jameson Rook. In the wake of their recent breakup, Nikki would rather not deal with their raw emotional baggage. But the handsome, wise-cracking Pulitzer Prize-winning writer’s personal involvement in the case forces her to team up with Rook anyway. The residue of their unresolved romantic conflict and crackling sexual tension fills the air as Heat and Rook embark on a search for a killer among celebrities and mobsters, singers and hookers, pro athletes and shamed politicians.
This new, explosive case brings on the heat in the glittery world of secrets, cover-ups, and scandals.
Death Sails the Seas . . .
The lost kingdom of Orr lies beneath the ocean waves, an entire civilization swallowed by an ancient cataclysm. For centuries, it has lain dormant in the depths, its ancient secrets lost.
The Elder Dragon Zhaitan has risen. In its wake, the drowned kingdom of Orr is reborn—and another is destroyed. The city of Lion’s Arch, for generations a cornerstone of civilization in Tyria, is brutally swept beneath the waves, leaving nothing but ruins. Among the survivors is Cobiah Marriner, a human sailor shipwrecked by the tsunami and stranded at sea. When he is rescued by a ferocious charr, Cobiah knows that he’s been plunged into a world forever changed.
Now, Zhaitan’s undead servants dominate the sea, destroying port after port and slaughtering anything in their path. In the midst of ruin, Cobiah vows to see Lion’s Arch rebuilt. Amid the storm of the dragon’s rising, Cobiah must become a hero to his crew and an admiral to the pirate fleet, and face the ghosts of his past. Only then will he master the Sea of Sorrows and crush the armada of Orr.
Even so, disturbing questions arise. Khadgar learns of orcish incursions farther abroad: small groups of orcs who seem to pursue a goal other than simple conquest. Worse yet, black dragons have been sighted as well, and they appear to be aiding the orcs. To counter Ner'zhul's dark schemes, the Alliance must now invade the orcs' ruined homeworld of Draenor. Can Khadgar and his companions stop the nefarious shaman in time to stave off the destruction of two worlds?
The first volume, THE WALKING DEAD: RISE OF THE GOVERNOR, explores the heart-wrenching and horrifying origin of the comic world's most infamous villain: Philip Blake, AKA The Governor. Following Blake and his ragtag band of survivors as they carve out a terrifying path through infested subdivisions and rotting cities, RISE OF THE GOVERNOR is a fever dream of a road trip that explores the making of a super-villain, culminating in a mind-bending twist-ending.
The second volume in the series, THE WALKING DEAD: THE ROAD TO WOODBURY, delves even deeper into the dark heart of the Governor, taking readers through the fractured looking glass of a small town turned into a deadly dictatorship. As seen through the eyes of a troubled bystander, Lilly Caul, this rotting utopia crumbles under the weight of its own excesses and lurid pastimes.
The final installments, THE WALKING DEAD: FALL OF THE GOVERNOR: PARTS ONE and TWO, ties all the narrative strands and back stories together in a roller-coaster finale that spans two books—an epic conclusion that resonates for fans of the comic series in startling ways. Every dark promise made during the Governor's rise to power now pays off in a series of terrifying, dramatic confrontations. When collected as a set, these four installments tell a heart-wrenching and terrifying saga of apocalyptic horror as well as human behavior in the extreme.
With half of the club recently released from Stockton State Penitentiary, and the Galindo drug cartel bringing down heat at every turn, the MC already has its hands full. Yet Jax Teller the V.P. of SAMCRO has another problem to deal with. He just learned that his Irish half-sister Trinity has been in the U.S. for months entangled with Russian BRATVA gangsters. Now that she's abruptly gone missing, he's sure the brewing mafia war is connected to her disappearance. Jax heads to Nevada with Chibs and Opie to search for her and seek revenge. Trinity may be half-Irish, but she's also half-Teller and where Teller's go, trouble follows.
DESTINY #1: GODS OF NIGHT
THE BORG RETURN—WITH A VENGEANCE.
Blitzkrieg attacks by the Borg leave entire worlds aflame. No one knows how they are slipping past Starfleet’s defenses, so Captain Picard and the crew of the Enterprise have to find out—and put a stop to it.
Thousands of light-years away, Captain Riker and the crew of the Titan follow bizarre energy pulses to a mysterious, hidden world. But what they find there is a figure out of history: a Starfleet captain long thought dead.
At the same time, in the Gamma Quadrant, a new captain and her crew investigate the wreck of the Earth starship Columbia NX-02, missing in action for more than two centuries.
Four starships. Four captains. Four lives about to intersect—and discover their shared Destiny.
DESTINY #2: MERE MORTALS
IT’S A CLASH OF CIVILIZATIONS.
The Borg have found a secret passage through subspace and are using it to attack the Federation. But the passage is one of many that the Enterprise crew finds inside a nebula, and Captain Picard and Captain Dax must find the right one—and lead a counterstrike to stop the impending Borg invasion.
Meanwhile, Captain Riker and the Titan’s crew are held captive by the reclusive and powerful aliens known as the Caeliar. The Titan’s freedom hinges on the action of fellow prisoner Erika Hernandez, commander of the long-lost Earth starship Columbia.
Hernandez has lived among the Caeliar for centuries—enduring disasters, accidental time-travel, and interstellar exile. After so long as their prisoner, will she dare to fight for her freedom? Or is an eternity in captivity her inescapable Destiny?
DESTINY #3: LOST SOULS
THE FINAL BATTLE HAS BEGUN.
An armada of several thousand Borg cubes has wiped out a fleet of ships sent by the Federation and its allies. The Collective’s goal this time isn’t assimilation—it’s extermination.
Captain Picard, Captain Riker, and Captain Ezri Dax unite in a final desperate bid to halt the Borg’s genocidal march through known space. But their three starships—the Enterprise, the Titan, and the Aventine—are no match for the Borg armada. Or are they?
With them is Erika Hernandez, former captain of the Columbia. She has powers and insight gained from centuries of living with the aliens known as the Caeliar. She can end the Borg threat forever—or transform it into an unstoppable menace that will devour the galaxy.
Destruction or salvation—only one can be her final Destiny.
“I have been beaten, deceived and betrayed. They murdered my father—and I will have my revenge at whatever cost!”
1789: The magnificent city of Paris sees the dawn of the French Revolution. The cobblestone streets run red with blood as the people rise against the oppressive aristocracy. But revolutionary justice comes at a high price...
At a time when the divide between the rich and the poor is at its most extreme, and a nation is tearing itself apart, a young man and woman fight to avenge all they have lost.
Soon Arno and Élise are drawn into the centuries-old battle between the Assassins and the Templars—a world with dangers more deadly than they could ever have imagined.
An Original Novel Based on the Multiplatinum Video Game from Ubisoft
From the Paperback edition.
T.I.’s explosive sequel picks up the story of Paul “Power” Clay and Tanya “Beauty” Long, as Power takes over his mentor-turned-arch-enemy’s street empire, looking to turn it legit, while Beauty rises ever-higher in a glamorous world of fashion and celebrity. An authentic voice of the street, in the vein of Sistah Souljah and other successful authors of contemporary African-American commercial fiction, T.I. is a rap music legend who has lived at every strata of society, and whose hard life experience adds truth and fire to Trouble & Triumph.
Ten years after Emergence Day, as the Locust Horde advances on humanity’s last defended area—Ephyra—in a bloody war that has seen billions die, Marcus Fenix does the unthinkable: he defies orders and abandons his post during a critical battle in a bid to rescue his father, weapons scientist Adam Fenix. But Adam is buried in the rubble during a ferocious assault on the Fenix mansion, and Ephyra falls to the enemy. Marcus, grieving for a father everyone believes is dead, is court-martialed for dereliction of duty and sentenced to forty years in the Coalition of Ordered Government’s brutal maximum security prison, known simply as the Slab.
But Adam is very much alive, snatched from the destruction by the elite Onyx Guard on Chairman Richard Prescott’s orders. He’s now a long way from home and in a prison of his own—a COG doomsday bunker on the tropical island of Azura, a place hidden from the rest of Sera since the Pendulum Wars. His own guilty secret has been exposed: Adam knew the Locust existed deep below the surface of Sera long before Emergence Day, and were being driven from their tunnels by a lethal parasite known as the Lambent. Now he has to find a way to destroy the Lambent while the dwindling COG forces fight to hold back a growing Locust army that’s threatening to overrun the city.
As Adam struggles to find redemption in his comfortable island jail, Marcus seeks his own atonement in the squalid, closed world within the Slab’s granite walls. While Dom Santiago and Anya Stroud fight to get him released, ready to make any sacrifice to free him, Marcus gradually finds unexpected kinship among Sera’s most dangerous criminals—and a way to carry on his personal war against the Locust.
“Adam, you knew this day would come.”
It was a familiar voice: silky, imperial, polished, and utterly human.
“Hello, Myrrah.” Adam Fenix found himself thinking of the terrible Locust food again. “You got my message, then.”
“And how right you were. We do need you. And we shall take you. I hope you’re not planning anything foolish. You have responsibilities, Adam.”
It would be a living death. The Locust Queen would never release him, even if he developed a countermeasure. But he didn’t deserve any better.
“I also have my service pistol.”
“And I can take your son at any time.”
He had the measure of her, then, and she had his. “You leave Marcus out of this. It’s a condition.” He opened the desk drawer and took out the handgun, a 9mm officer’s weapon. It made a distinctive clunk on the wooden desktop as he slammed it down. “If anything happens to him, I don’t care what happens to the rest of Sera.”
The Grey Wardens are heroes across Thedas once again: the Archdemon has been defeated with relative ease and the scattered darkspawn are being driven back underground. The Blight is over. Or so it seems.
Valya, a young elven mage recently recruited into the Wardens, has been tasked with studying the historical record of previous Blights in order to gain insight into newly reported, and disturbing, darkspawn phenomena. Her research into the Fourth Blight leads her to an encoded reference scrawled in the margins of an ancient map, and to the hidden diary of Issenya, one of the last of the fabled griffon riders. As the dark secrets buried in Isseyna's story unfold, Valya begins to question everything she thought she knew about the heroic Grey Wardens. . . .
A division of Electronic Arts, the world's leading electronic entertainment publisher, BioWare is the award-winning creator of some of the world's best-selling video games, including the Baldur's GateTM and Neverwinter NightsTM series, Star Wars®: Knights of the Old RepublicTM and Mass Effect.