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.
From the Hardcover edition.
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.
Elsewhere, deep in the Gamma Quadrant, an ancient mystery is solved. One of Earth's first generation of starships, lost for centuries, has been found dead and empty on a desolate planet. But its discovery so far from home has raised disturbing questions, and the answers harken back to a struggle for survival that once tested a captain and her crew to the limits of their humanity.
From that terrifying flashpoint begins an apocalyptic odyssey that will reach across time and space to reveal the past, define the future, and show three captains -- Jean-Luc Picard of the U.S.S. Enterprise, TM William Riker of the U.S.S. Titan, and Ezri Dax of the U.S.S Aventine -- that some destinies are inescapable.
Ten years after graduating from high school in Neptune, California, Veronica Mars is back in the land of sun, sand, crime, and corruption. She’s traded in her law degree for her old private investigating license, struggling to keep Mars Investigations afloat on the scant cash earned by catching cheating spouses until she can score her first big case.
Now it’s spring break, and college students descend on Neptune, transforming the beaches and boardwalks into a frenzied, week-long rave. When a girl disappears from a party, Veronica is called in to investigate. But this is no simple missing person’s case; the house the girl vanished from belongs to a man with serious criminal ties, and soon Veronica is plunged into a dangerous underworld of drugs and organized crime. And when a major break in the investigation has a shocking connection to Veronica’s past, the case hits closer to home than she ever imagined.
In Veronica Mars, Rob Thomas has created a groundbreaking female detective who’s part Phillip Marlowe, part Nancy Drew, and all snark. With its sharp plot and clever twists, The Thousand-Dollar Tan Line will keep you guessing until the very last page.
From the Trade Paperback edition.
“I was spellbound by the hooded man at work. Mesmerized by this agent of death, who had ignored the carnage around him by biding his time and waiting to strike.”
It is the golden age of piracy and the New World beckons. Edward Kenway—the brash young son of a wool merchant—dreams of gold and cannot resist the lure of a life of glory on the high seas.
When his family homestead is attacked, there seems like no better time to escape, and Kenway soon establishes himself as one of the deadliest privateers of his day.
But greed, ambition and betrayal follow closely in his wake. And when evidence of a crippling conspiracy begins to surface, threatening to destroy everything that he holds dear, Kenway can’t resist the urge for retribution.
An Original Assassin's Creed Novel Based on the Multiplatinum Video Game from Ubisoft
From the Paperback edition.
The Walking Dead original novel series, set in the universe of Robert Kirkman's iconic comic book, comes to a shattering conclusion with The Fall of the Governor – Part Two. From co-authors Kirkman, creator of the Eisner Award-winning comic as well as executive producer of AMC's blockbuster TV series, and Jay Bonansinga, Stoker Award-finalist and internationally acclaimed author, comes this stunning finale to their ambitious chronicle of human survival amid the plague of undead, which began with The Walking Dead: Rise of the Governor.
In Rise of the Governor, uber-villain Philip Blake journeyed from his humble beginnings directly into the dark heart of the zombie apocalypse, and became the self-proclaimed leader of a small town called Woodbury. In The Road to Woodbury, an innocent traveler named Lilly Caul wound up in the terrifying thrall of Phillip Blake's twisted, violent dictatorship within Woodbury's ever tightening barricades. In The Fall of the Governor – Part One, Philip Blake finally revealed himself to be the true monster that he is, and the battle lines were drawn between the Governor and the desperate, beleaguered inhabitants of a nearby prison.
Now, in The Fall of the Governor Part Two, the Governor's dark journey reaches its shocking, heartrending conclusion. In a roller coaster finale, war breaks out, all of the plot lines from the previous three novels converge, tensions boil over into unthinkable mayhem, and the dark destinies of those few left standing are sealed in a series of stunning twists.
1862: With London in the grip of the Industrial Revolution, the world’s first underground railway is under construction. When a body is discovered at the dig, it sparks the beginning of the latest deadly chapter in the centuries-old battle between the Assassins and Templars.
Deep undercover is an Assassin with dark secrets and a mission to defeat the Templar stranglehold on the nation’s capital.
Soon the Brotherhood will know him as Henry Green, mentor to Jacob and Evie Frye. For now, he is simply The Ghost...
An Original Novel Based on the Multiplatinum Video Game from Ubisoft
A BRAZEN HEIST
Captain Jean-Luc Picard and the Enterprise crew race to find out who has stolen Data’s android brother B-4—and for what sinister purpose.
A BROKEN PROMISE
One desperate father risks all for the son he abandoned forty years ago—but is he ready to pay the price for redemption?
A DARING MISSION
Against overwhelming odds, and with time running out, Commander Worf has only one chance to avert a disaster. But how high a price will he pay for victory?
She gnawed her lower lip, thinking.
It was the greatest challenge the dragonflights would face, but she did not know against whom they would be fighting. It might come soon . . . or aeons from now. Could it have something to do with the return of Deathwing? Surely it had to . . . did it not? This breaking of the world was one of the worst things that had ever happened to Azeroth.
How could she persuade others of the direness of the situation when she herself could not articulate it? She uttered a little noise of annoyance and frustration.
One thing she knew for certain. There were many pieces missing from this puzzle, but there was one core piece that was necessary before any of the others could fall into place. It was a very strange piece, an unlikely one at best, and she was uncertain as to how he would fit in. She only knew that he had to.
Ysera had seen him, floating in and out of her dreaming. She had thought she understood his role in things, but now, peculiar as it seemed, something—some inner certainty that even she did not fully understand—was leading her to think she had not seen the full breadth of his contribution to Azeroth.
He was not a dragon. But he had the interests of the dragonflights in his heart—whether he knew it or not. He straddled worlds—but did not seek to rule or command or destroy them. He was unique.
She tilted her head, let the wind play with her long green hair. Perhaps that was why he fit in. Even the Aspects were not singular beings, although each had unique abilities. Not one but five there had been at the beginning, when the titans had come and shared their power for the good of Azeroth. Four there were now, but there would soon be five again, when the blues determined how to choose the one who would lead them.
But there was only one like this being.
There was only one Thrall.
A full chapter offers a delving biographical study of Patterson, including a brief timeline, that traces his early literary and personal interests and later professional achievements. Another chapter discusses the genres of detective and mystery writing, and situates Patterson 's contributions within this framework. Patterson's sociological writings are also considered. Whether for personal pursuits or school assignments, this volume provides ample insight and extensive bibliographic information on Patterson's work, including critical sources and reviews.
Fourteen novels. Fourteen poisons. Just because it's fiction doesn't mean it's all made-up ...
Agatha Christie revelled in the use of poison to kill off unfortunate victims in her books; indeed, she employed it more than any other murder method, with the poison itself often being a central part of the novel. Her choice of deadly substances was far from random – the characteristics of each often provide vital clues to the discovery of the murderer. With gunshots or stabbings the cause of death is obvious, but this is not the case with poisons. How is it that some compounds prove so deadly, and in such tiny amounts?
Christie's extensive chemical knowledge provides the backdrop for A is for Arsenic, in which Kathryn Harkup investigates the poisons used by the murderer in fourteen classic Agatha Christie mysteries. It looks at why certain chemicals kill, how they interact with the body, the cases that may have inspired Christie, and the feasibility of obtaining, administering and detecting these poisons, both at the time the novel was written and today. A is for Arsenic is a celebration of the use of science by the undisputed Queen of Crime.
Preview of this summary: Part1
Down-on-his-luck, Augie Odenkirk helps homeless Janice Cray care for her baby as they wait in the early morning fog for a job fair. A gray Mercedes plows into the crowd. Augie, Janice and the baby are among the victims.Part 2
About a year after the Mercedes crash, Retired Detective K. William Hodges watches more grubby reality shows, fails to enjoy his beer, and thinks, again, of shooting himself. The arrival of the mail distracts him. A letter, allegedly from the driver of the killer Mercedes, stuns him. The writer brags about killing eight and wounding many. He says that he got off sexually at he drove into the crowd. He wore a condom and used bleach to get rid of any DNA. He wore a hair net under a clown mask for the same reason. He knows Hodges is miserable and hopes the letter cheers him up. He gives Hodges a website where they can talk, including a username: kermitfrog19.
Hodges wonders if he should turn the letter over to his former partner, Pete Huntley. He believes the writer is the killer because he knows inside information about the condom and the bleach. The idea of using this letter, and chats on line, to catch the killer gives Hodges a reason to live.
Hodges analyzes the letter and sees that the writer has several identifying traits, including misusing perk for perp and peppering his words with an image of a smiley face. The same smiley face was glued onto the steering wheel of the Mercedes. Hodges calls Pete and makes a lunch date....
Fueled by copious mugs of black coffee, Lee Child squares off against the blank page (or, rather, computer screen), eager to follow his wandering imagination in search of a plot worthy of the rough and ready Reacher. While working in fits and starts, fine-tuning sentences, characters, twists and turns, Child plies Martin with anecdotes and insights about the life and times that shaped the man and his methods: from schoolyard scraps and dismal factory jobs to a successful TV production career and the life-changing decision to put pencil to paper. Then there’s the chance encounter that transformed aspiring author James Grant into household name “Lee Child.” And between bouts at the keyboard in an office high above Manhattan, there are jaunts to writers’ conventions, book signings, publishing powwows, chat shows, the Prado in Madrid, American diners, and English pubs.
“Can I—the storyteller—get away with this?” Lee Child ponders, as he hones and hammers his latest nail-biter into fighting trim. Numerous bestsellers and near worldwide fame say he can. Jack Reacher may be a man of few words, but Reacher Said Nothing says it all about a certain tall man with a talent for coming out on top.
Praise for Reacher Said Nothing
“Martin, an unabashed fan of Child’s work, conveys his excitement at hanging out with Child.”—Publishers Weekly
“In more than seventy tight vignettes . . . Child, his backstory, and his work come alive. Martin’s irrepressible glee about the project is infectious. Recommended for fans of Child’s work or aspiring novelists who could benefit from an insider’s view of the messy, complicated, and transcendent act of writing.”—Library Journal
“Amazingly enjoyable and genuinely enlightening, largely because Lee Child is as thoughtful and as amusing as you’d think from reading his great thrillers.”—Sullivan County Democrat
“An unusual entry in the annals of literary biography . . . fascinating . . . I could not stop reading.”—Sarah Weinman, The Crime Lady
“One-of-a-kind . . . It’s funny, serious, a kind of mock-heroic and heroic together. It’s quizzical and respectful, sophisticated and self-deprecating.”—Professor Dame Gillian Beer
“Andy Martin is no mere ‘Reacher Creature,’ as fans of Lee Child’s Jack Reacher are known. He’s something of a Reacher Teacher. Martin’s book is the perfect accompaniment to all things Reacher. It explores, it explains, and it entertains. Like a detective novel, Reacher Said Nothing takes you down alleys and lanes and streets cast in shadow—but the journey isn’t urban, it’s in the boulevards and byways between your own ears. Andy’s writing is a brainiac’s delight.”—Sam Fussell, author of Muscle
From the Hardcover edition.