It is now being developed as one of the most ambitious television miniseries of all time. Executive Producer Sam Raimi (director of the three Spider-Man movies), in collaboration with Disney/ABC, is creating a 22-episode adaptation of the book to be filmed in New Zealand.
Richard and Kahlan’s story unfolds over ten more novels, collectively known as the Sword of Truth series, concluding with Confessor in 2007. Placing Goodkind in the elite club of #1 New York Times bestselling authors, the series has sold more than twenty million copies to date worldwide.
In Wizard’s First Rule, Goodkind introduced the world to an ordinary forest guide, Richard Cypher, and the mysterious, powerful woman he comes to love, Kahlan Amnell. Learning his true identity, Richard accepts his destiny as the one man who can stop the bloodthirsty tyrant Darken Rahl. Hunted relentlessly, betrayed and alone, Kahlan calls upon Richard to reach beyond his sword and invoke something more noble within himself as the final confrontation with Darken Rahl looms.
The importance of Wizard’s First Rule is sourced in Goodkind taking on the toughest of all literary challenges: to tell an electrifying story of action, violence, and adventure that also makes people think, and that would influence the choices and actions of its readers.
Their world is one in which those who die in glory return as gods to live confined to a pantheon in Hallandren's capital city and where a power known as BioChromatic magic is based on an essence known as breath that can only be collected one unit at a time from individual people.
By using breath and drawing upon the color in everyday objects, all manner of miracles and mischief can be accomplished. It will take considerable quantities of each to resolve all the challenges facing Vivenna and Siri, princesses of Idris; Susebron the God King; Lightsong, reluctant god of bravery, and mysterious Vasher, the Warbreaker.
Other Tor books by Brandon Sanderson
The Stormlight Archive
The Way of Kings
Words of Radiance
The Mistborn trilogy
Mistborn: The Final Empire
The Well of Ascension
The Hero of Ages
Mistborn: The Wax and Wayne series
Alloy of Law
Shadows of Self
Bands of Mourning
Other Cosmere novels
The Alcatraz vs. the Evil Librarians series
Alcatraz vs. the Evil Librarians
The Scrivener's Bones
The Knights of Crystallia
The Shattered Lens
The Dark Talent
The Rithmatist series
Other books by Brandon Sanderson
At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Her name is Auri, and she is full of mysteries.
The Slow Regard of Silent Things is a brief, bittersweet glimpse of Auri’s life, a small adventure all her own. At once joyous and haunting, this story offers a chance to see the world through Auri’s eyes. And it gives the reader a chance to learn things that only Auri knows....
In this book, Patrick Rothfuss brings us into the world of one of The Kingkiller Chronicle’s most enigmatic characters. Full of secrets and mysteries, The Slow Regard of Silent Things is the story of a broken girl trying to live in a broken world.
The Color of MagicM is Terry Pratchett's maiden voyage through the now-legendary land of Discworld. This is where it all begins -- with the tourist Twoflower and his wizard guide, Rincewind.
Behind its walls, the Convent of Sweet Mercy has trained young girls to hone their skills for centuries. In Mystic Class, Novice Nona Grey has begun to learn the secrets of the universe. But so often even the deepest truths just make our choices harder. Before she leaves the convent, Nona must choose which order to dedicate herself to--and whether her path will lead to a life of prayer and service or one of the blade and the fist.
All that stands between her and these choices are the pride of a thwarted assassin, the designs of a would-be empress wielding the Inquisition like a knife, and the vengeance of the empire's richest lord.
As the world narrows around her, and her enemies attack her through the system she is sworn to, Nona must find her own path despite the competing pulls of friendship, revenge, ambition, and loyalty.
And in all this only one thing is certain: there will be blood.
A War Game--an all-out proxy war between gods, and the winner takes all. But what is it that Apollo wants? Hestia's beloved Bell Cranell, of course! With a week to go until the Game, things are bleak enough, but then Lilly is kidnapped by the Soma Familia. The outlook isn't good , but Bell has made many friends through his adventures, and they won't stand idly by. The familia myth continues!
“One of my favorite fantasy series.” —George R. R. Martin • “Groundbreaking.” —Patrick Rothfuss • “One of the great fantasy epics of all time.” —Christopher Paolini
Tad Williams introduced readers to the incredible fantasy world of Osten Ard in his internationally bestselling series Memory, Sorrow, and Thorn. The trilogy inspired a generation of modern fantasy writers, including George R.R. Martin, Patrick Rothfuss, and Christopher Paolini, and defined Tad Williams as one of the most important fantasy writers of our time.
BOOK TWO: STONE OF FAREWELL
It is a time of darkness, dread, and ultimate testing for the realm of Osten Ard, for the wild magic and terrifying minions of the undead Sithi ruler, Ineluki the Storm King, are spreading their seemingly undefeatable evil across the kingdom.
With the very land blighted by the power of Ineluki’s wrath, the tattered remnants of a once-proud human army flee in search of a last sanctuary and rallying point—the Stone of Farewell, a place shrouded in mystery and ancient sorrow.
An even as Prince Josua seeks to rally his scattered forces, Simon and the surviving members of the League of the Scroll are desperately struggling to discover the truth behind an almost-forgotten legend, which will take them from the fallen citadels of humans to the secret heartland of the Sithi—where near-immortals must at last decide whether to ally with the race of men in a final war against those of their own blood.
After the landmark Memory, Sorrow, and Thorn trilogy, the epic saga of Osten Ard continues with the brand-new novel, The Heart of What Was Lost. Then don’t miss the upcoming trilogy, The Last King of Osten Ard, beginning with The Witchwood Crown!
Praise for Osten Ard:
"Inspired me to write my own seven-book trilogy.... It’s one of my favorite fantasy series."
—George R. R. Martin, New York Times-bestselling author of A Game of Thrones
"Groundbreaking...changed how people thought of the genre, and paved the way for so much modern fantasy. Including mine."
—Patrick Rothfuss, New York Times-bestselling author of The Name of the Wind
"Tad Williams is a master storyteller, and the Osten Ard books are his masterpiece." —Brandon Sanderson, New York Times-bestselling author of Mistborn
"Memory, Sorrow, and Thorn is one of the great fantasy epics of all time."
—Christopher Paolini, New York Times-bestselling author of Eragon
“The Ally is there, but only ever as a shadow, unexplained catastrophe or murder committed at the behest of a dark vengeful spirit. Sorting truth from myth is often a fruitless task.”
After fighting back from the brink of death, Queen Lyrna is determined to repel the invading Volarian army and regain the independence of the Unified Realm. Except, to accomplish her goals, she must do more than rally her loyal supporters. She must align herself with forces she once found repugnant—those who possess the strange and varied gifts of the Dark—and take the war to her enemy’s doorstep.
Victory rests on the shoulders of Vaelin Al Sorna, now named Battle Lord of the Realm. However, his path is riddled with difficulties. For the Volarian enemy has a new weapon on their side, one that Vaelin must destroy if the Realm is to prevail—a mysterious Ally with the ability to grant unnaturally long life to her servants. And defeating one who cannot be killed is a nearly impossible feat, especially when Vaelin’s blood-song, the mystical power which has made him the epic fighter he is, has gone ominously silent…
From the Hardcover edition.
But while riches and renown are incentive enough for most, Bell Cranel, would-be hero extraordinaire, has bigger plans.
He wants to pick up girls.
Is it wrong to face the perils of Dungeon alone, in a single-member guild blessed by a failed goddess? Maybe. Is it wrong to dream of playing hero to hapless maidens in Dungeon? Maybe not. After one misguided adventure, Bell quickly discovers that anything can happen in the labyrinth--even chance encounters with beautiful women. The only problem? He's the one who winds up the damsel in distress!
Young Corban watches enviously as boys become warriors, learning the art of war. He yearns to wield his sword and spear to protect his king’s realm. But that day will come all too soon. Only when he loses those he loves will he learn the true price of courage.
The Banished Lands has a violent past where armies of men and giants clashed in battle, the earth running dark with their heartsblood. Although the giant-clans were broken in ages past, their ruined fortresses still scar the land. But now giants stir anew, the very stones weep blood and there are sightings of giant wyrms. Those who can still read the signs see a threat far greater than the ancient wars. Sorrow will darken the world, as angels and demons make it their battlefield. Then there will be a war to end all wars.
High King Aquilus summons his fellow kings to council, seeking an alliance in this time of need. Prophesy indicates darkness and light will demand two champions, the Black Sun and the Bright Star. They would be wise to seek out both, for if the Black Sun gains ascendancy, mankind’s hopes and dreams will fall to dust.
At the Convent of Sweet Mercy, young girls are raised to be killers. In some few children the old bloods show, gifting rare talents that can be honed to deadly or mystic effect. But even the mistresses of sword and shadow don’t truly understand what they have purchased when Nona Grey is brought to their halls.
A bloodstained child of nine falsely accused of murder, guilty of worse, Nona is stolen from the shadow of the noose. It takes ten years to educate a Red Sister in the ways of blade and fist, but under Abbess Glass’s care there is much more to learn than the arts of death. Among her class Nona finds a new family—and new enemies.
Despite the security and isolation of the convent, Nona’s secret and violent past finds her out, drawing with it the tangled politics of a crumbling empire. Her arrival sparks old feuds to life, igniting vicious struggles within the church and even drawing the eye of the emperor himself.
Beneath a dying sun, Nona Grey must master her inner demons, then loose them on those who stand in her way.
Years have passed since humanity’s destruction emerged from the Breach.
Friendless and alone he walks across a desolate, war-torn landscape.
As each day passes the world tumbles further into depravity, bent and twisted by the new order, corrupted by the Usurper, the enemy, and his infernal horde.
His purpose is to reach the Shining City, last bastion of the human race, and deliver the only weapon that may make a difference in the ongoing war.
What little hope remains is dying. Abandoned by its leader, The Seven, and its heroes, The Seraph Knights, the last defences of a once great civilisation are crumbling into dust.
But the Shining City is far away and the world is a very dangerous place.
Lyr might be a powerful elven lord in charge of thousands, but his personal life is a disaster. Just the month before, a daughter he’d never known existed arrived from Earth, giving him news of his lost love’s death. Since then, he has been betrayed, captured, and almost murdered. And though his enemy was defeated, Lyr’s wounds never seem to heal. He certainly doesn’t need more conflict.
A perilous journey
Amid the glittering perfection of Alfheim, Meli is a dismal failure. Haunted by visions of people and places she’s never seen, she struggles to find her place. So when her king orders her to lead an expedition to another world, Meli is caught between shock and terror. How can she navigate the Veil between worlds with no magic of her own? But with Alfheim threatened by strange, dark energy, she has no choice.
A threat that spans worlds
The last thing Lyr expects is the arrival of the Ljósálfar, the reclusive Norse elves of Alfheim. More surprising? One among them, Meli, is a possible soulbonded, a link he’d believed lost with his previous love. But wounded and besieged with problems on every side, he can’t let himself be distracted. Poisoned energy is flooding into the closely connected realms of the fae, causing sickness, and Lyr must rush to find the source of the threat.
Only Moranaia remains untouched—leading Lyr to suspect one of his own people might be to blame.
After their journey down the river, Satou and crew finally arrive at the old capital just in time for the martial arts tournament, along with some fireworks, a ball at the castle, and sightseeing in the Ougoch Duchy. But the followers of the demon lord are plotting in the shadows...
In the south, the Breach stirs.
Gamma’s sword, the Malice, wakes, calling to be taken to battle once more.
But the Vagrant has found a home now, made a life and so he turns his back, ignoring its call.
The sword cries out, frustrated, until another answers.
Her name is Vesper.
The paperback edition of The Children of Húrin includes eight color paintings by Alan Lee and a black-and-white map.
Why had twelve-year-old Jack Sawyer’s mother frantically moved the two of them from Rodeo Drive to a New York City apartment to the Alhambra, a fading ocean resort and shuttered amusement park in New Hampshire? Who or what is she running from? She is dying . . . and even young Jack knows she can’t outrun death. But only he can save her—for he has been chosen to search for a prize across an epic landscape of dangers and lies, a realm of innocents and monsters, where everything Jack loves is on the line.
In this fantasy world, everything's a game--and these gamer siblings play to win!
Meet Sora and Shiro, a brother and sister who are loser shut-ins by normal standards. But these siblings don't play by the rules of the "crappy game" that is average society. In the world of gaming, this genius pair reigns supreme, their invincible avatar so famous that it's the stuff of urban legend. So when a young boy calling himself God summons the siblings to a fantastic alternate world where war is forbidden and all conflicts--even those involving national borders--are decided by the outcome of games, Sora and Shiro have pretty much hit the jackpot. But they soon learn that in this world, humanity, cornered and outnumbered by other species, survives within the confines of one city. Will Sora and Shiro, two failures at life, turn out to be the saviors of mankind? Let the games begin...!
But that was before DEATH started pondering the existential. Of course, the last thing anyone needs is a squeamish Grim Reaper and soon his Discworld bosses have sent him off with best wishes and a well-earned gold watch. Now DEATH is having the time of his life, finding greener pastures where he can put his scythe to a whole new use.
But like every cutback in an important public service, DEATH's demise soon leads to chaos and unrest -- literally, for those whose time was supposed to be up, like Windle Poons. The oldest geezer in the entire faculty of Unseen University -- home of magic, wizardry, and big dinners -- Windle was looking forward to a wonderful afterlife, not this boring been-there-done-that routine. To get the fresh start he deserves, Windle and the rest of Ankh-Morpork's undead and underemployed set off to find DEATH and save the world for the living (and everybody else, of course).
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.
GO BIG OR GO HOME
When Monster Hunter International's top hunter, Owen Zastava Pitt, was given a tip about some hunters who had gone missing in action, he didn’t realize their rescue mission would snowball into the single biggest operation in MHI's history. Their men are being held prisoner in a horrific nightmare dimension, and the only way to reach them is through the radioactive ruins of a monster-infested war zone.
As if that wasn't bad enough, it’s also the home base of the powerful creature behind the devastating attacks on the Last Dragon and Copper Lake. It turns out ancient gods of chaos really hate trespassers. But this god picked a fight with the wrong crew, and now MHI wants payback. Calling on their allies, a massive expedition is formed, and with the odds stacked against them, a legion of hunters goes to war.
It’s D-Day at the City of Monsters.
At the publisher's request, this title is sold without DRM (Digital Rights Management).
About Larry Correia’s Monster Hunter series:
“[E]verything I like in fantasy: intense action scenes, evil in horrifying array, good struggling against the darkness, and most of all people—gorgeously flawed human beings faced with horrible moral choices that force them to question and change and grow.”—Jim Butcher
“…once it grabs a hold of you it can be a tough fight to put [it] down.” –iGeekOut
“[A] no-holds-barred all-out page turner that is part science fiction, part horror, and an absolute blast to read.”—Bookreporter.com
“If you love monsters and action, you’ll love this book. If you love guns, you’ll love this book. If you love fantasy, and especially horror fantasy, you’ll love this book.”—Knotclan.com
“A gun person who likes science fiction—or, heck, anyone who likes science fiction—will enjoy [these books]…The plotting is excellent, and Correia makes you care about the characters…I read both books without putting them down except for work…so whaddaya waitin’ for? Go and buy some…for yourself and for stocking stuffers.”—Massad Ayoob
“This lighthearted, testosterone-soaked sequel to 2009's Monster Hunter International will delight fans of action horror with elaborate weaponry, hand-to-hand combat, disgusting monsters, and an endless stream of blood and body parts.”—Publishers Weekly
The Monster Hunter Series
Monster Hunter International
Monster Hunter Vendetta
Monster Hunter Alpha
Monster Hunter Legion
Monster Hunter Nemesis
Monster Hunter Siege
Monster Hunter Memoirs: Grunge
The Monster Hunters
(Omnibus contains Monster Hunter International, Monster Hunter Vendetta, and Monster Hunter Alpha)
This bundle contains the following four novels:
Night of Wolves
Clash of Faiths
The Old Ways
The Broken Pieces
Dawn of Dragons, an epic fantasy trilogy, tells the story of Requiem's birth, wars, and hope. This bundle includes all three novels in the trilogy.
BOOK 1: REQUIEM'S SONG: Weredragons, men call them. Monsters. Cursed ones. People who can turn into dragons. Can these lost souls bind together and forge a kingdom of their own?
BOOK 2: REQUIEM'S HOPE: Requiem is birthed in blood and fire, but enemies rise to destroy it. Raem, King of the Abyss, leads a host of demons to crush Requiem. Can this fledgling kingdom of dragons survive?
BOOK 3: REQUIEM'S PRAYER: Requiem burns. Raem, the Demon King, sends forth monstrous sphinxes to slay every last dragon. To survive, Requiem's dragons must fly to their darkest battlefield–the unholy Abyss itself.
In 2011, the Song of Dragons trilogy introduced readers to mythical Requiem, a kingdom whose people can become dragons. The Requiem novels have gone on to sell hundreds of thousands of copies, captivating readers around the world. Dawn of Dragons goes back in time to Requiem's earliest days, telling an epic story—for both new readers and old fans—of loss, hope, and dragonfire.
Dawn of Dragons -- an epic fantasy trilogy. For fans of dragons, shapeshifters, swords and sorcery, A Game of Thrones, Eragon, The Hobbit and The Lord of the Rings.
THE REQUIEM SERIES:
Requiem: Dawn of Dragons
Book 1: Requiem's Song
Book 2: Requiem's Hope
Book 3: Requiem's Prayer
Requiem: Song of Dragons
Book 1: Blood of Requiem
Book 2: Tears of Requiem
Book 3: Light of Requiem
Book 1: A Dawn of Dragonfire
Book 2: A Day of Dragon Blood
Book 3: A Night of Dragon Wings
Requiem: The Dragon War
Book 1: A Legacy of Light
Book 2: A Birthright of Blood
Book 3: A Memory of Fire
Requiem: Requiem for Dragons
Book 1: Dragons Lost
Book 2: Dragons Reborn
Book 3: Dragons Rising
Requiem: Flame of Requiem
Book 1: Forged in Dragonfire
Book 2: Crown of Dragonfire
Book 3: Pillars of Dragonfire
Requiem: Dragonfire Rain
Book 1: Blood of Dragons
Book 2: Rage of Dragons
Book 3: Flight of Dragons
Earl Harbinger may be the leader of Monster Hunter International, but he's also got a secret. Nearly a century ago, Earl was cursed to be a werewolf. When Earl receives word that one of his oldest foes, a legendarily vicious werewolf that worked for the KGB, has mysteriously appeared in the remote woods of Michigan, he decides to take care of some unfinished business. But another force is working to bring about the creation of a whole new species of werewolf. When darkness falls, the final hunt begins, and the only thing standing in their way is a handful of locals, a lot of firepower, and Earl Harbinger's stubborn refusal to roll over and play dead.
At the publisher's request, this title is sold without DRM (Digital Rights Management).
Lexile Score: 730
The Condition is led by a fanatical necromancer known as the Shadow Man. The government wants to capture the Shadow Man and has assigned the enigmatic Agent Franks to be Owens full time bodyguard, which is a polite way of saying that Owen is monster bait.
With supernatural assassins targeting his family, a spy in their midst, and horrific beasties lurking around every corner, Owen and the staff of Monster Hunter International dont need to go hunting, because this time the monsters are hunting them. Fortunately, this bait is armed and very dangerous...
At the publisher's request, this title is sold without DRM (Digital Rights Management).
Lexile Score: 700
Now there are those among me who whisper I am more.
They fear me even as they protect me. And who can blame them?
I’ve awakened the dazzling magic that’s slumbered in them for
thousands of years. But the thing is, I can’t figure out why.
My aunt, the Queen of Air and Darkness, is no longer distracted by her usual sadistic hobbies. Her obsession has turned unwaveringly to me. The mission to get me pregnant and beat my cousin Prince Cel to the crown is taking longer than expected. Even though I spend each night with the Queen’s Ravens, my immortal guards, no child has come of our decadent pleasures. But something else is happening. My magic courses through me uncontrollably. And as I lock my half-mortal body with their full-Sidhe blooded ones, the power surges like never before.
It all began with the chalice. I dreamed of it, and it appeared, cool and hard, beside me when I awoke. My guards know the ancient relic well—its disappearance ages ago stripped them of their vital powers. But it is here with us now. My touch resonates with its force, and they’re consumed with it, their Sidhe essences lit up by it. But even as they cherish me for this unexpected gift, there are those who loathe me for it. Me, a mongrel, only half fey and part mortal. The Unseelie court has suffered for so long, and there are some who would not have it weakened further by an impure queen. My enemies grow in number every day. But they do not know what I am capable of. Nor, for that matter, do I. . . .
In Seduced by Moonlight, Laurell K. Hamilton brings the dark, erotic reign of the immortal fey to a startling new depth. Full of sensuality and the consuming anticipation of latent powers unleashed, this world of gods, shapeshifters, and immortal souls is unveiled in all of its supreme magnificence and its treacherous deceits.
From the Hardcover edition.
On the snow-covered slopes of Utah, the President of the United States has been kidnapped and his Secret Service detail massacred. Only one agent has survived—ex-Navy SEAL Scot Harvath. He doesn’t buy the official line that Middle Eastern terrorists are behind the attack and begins his own campaign to find the truth and exact revenge. But now, framed for murder by a sinister cabal, Harvath takes his fight to the towering mountains of Switzerland—and joins forces with beautiful Claudia Mueller of the Swiss Federal Attorney’s Office. Together they must brave the subzero temperatures and sheer heights of treacherous Mount Pilatus—where their only chance for survival lies inside the den of the most lethal team of professional killers the world has ever known…
The book concentrates on the lands of Middle-earth and comprises Gandalf's lively account of how he came to send the Dwarves to the celebrated party at Bag-End, the story of the emergence of the sea-god Ulmo before the eyes of Tuor on the coast of Beleriand, and an exact description of the military organization of the Riders of Rohan and the journey of the Black Riders during the hunt for the Ring.
Unfinished Tales also contains the only surviving story about the long ages of Númenor before its downfall, and all that is known about the Five Wizards sent to Middle-earth as emissaries of the Valar, about the Seeing Stones known as the Palantiri, and about the legend of Amroth.
“The dead don’t talk. I don’t know why.” But they do try to communicate, with a short-order cook in a small desert town serving as their reluctant confidant. Sometimes the silent souls who seek out Odd want justice. Occasionally their otherworldly tips help him prevent a crime. But this time it’s different.
A stranger comes to Pico Mundo, accompanied by a horde of hyena-like shades who herald an imminent catastrophe. Aided by his soul mate, Stormy Llewellyn, and an unlikely community of allies that includes the King of Rock ’n’ Roll, Odd will race against time to thwart the gathering evil. His account of these shattering hours, in which past and present, fate and destiny, converge, is a testament by which to live—an unforgettable fable for our time destined to rank among Dean Koontz’s most enduring works.
All Satou wants is a leisurely vacation from the real world, but this time, his travels lead his party into the famously dangerous Muno Barony. Satou may be level 310, but even he has his hands full with giants, four-headed monsters, and haunted fortresses! He still finds time to help out the locals along the way, though, and when one of those people in need is Baron Muno's beautiful daughter, he may be the only one who can stop a terrible conspiracy...
And they'll need to make sure that's exactly what happens.
Prodded by memories and with the aid of future hindsight, they'll work tirelessly, take on alternate personalities, and ensure that the plan is carried out in its entirety. In the process, they'll learn that selfless sacrifice can demand a heavy price. They'll know that even high technology can't overcome the human spirit.
And they'll understand that, even with perfect hindsight, surprises beyond expectation can -- and do -- occur.
Twenty years ago, a boy named Jack Sawyer traveled to a parallel universe called the Territories to save his mother and her Territories “Twinner” from an agonizing death that would have brought cataclysm to the other world. Now Jack is a retired Los Angeles homicide detective living in the nearly nonexistent hamlet of Tamarack, Wisconsin. He has no recollection of his adventures in the Territories, and was compelled to leave the police force when an odd, happenstance event threatened to awaken those memories.
When a series of gruesome murders occur in western Wisconsin that are reminiscent of those committed several decades ago by a madman named Albert Fish, the killer is dubbed “the Fishman,” and Jack’s buddy, the local chief of police, begs Jack to help the inexperienced force find him. But are these new killings merely the work of a disturbed individual, or has a mysterious and malignant force been unleashed in this quiet town? What causes Jack’s inexplicable waking dreams—if that is what they are—of robins’ eggs and red feathers? It’s almost as if someone is trying to tell him something. As this cryptic message becomes increasingly impossible to ignore, Jack is drawn back to the Territories and to his own hidden past, where he may find the soul-strength to enter a terrifying house at the end of a deserted tract of forest, there to encounter the obscene and ferocious evils sheltered within it.
In The Light Fantastic, only one individual can save the world from a disastrous collision. Unfortunately, the hero happens to be the singularly inept wizard Rincewind, who was last seen falling off the edge of the world.
From #1 New York Times bestselling author Neil Gaiman comes a remarkable quest into the dark and miraculous—in pursuit of love and the utterly impossible.
The cunning Queen Rhin has conquered the west and High King Nathair has the cauldron, most powerful of the seven treasures. At his back stands the scheming Calidus and a warband of the Kadoshim, dread demons of the Otherworld. They plan to bring Asroth and his host of the Fallen into the world of flesh, but to do so they need the seven treasures. Nathair has been deceived but now he knows the truth. He has choices to make, choices that will determine the fate of the Banished Lands.
Elsewhere the flame of resistance is growing - Queen Edana finds allies in the swamps of Ardan. Maquin is loose in Tenebral, hunted by Lykos and his corsairs. Here he will witness the birth of a rebellion in Nathair's own realm.
Corban has been swept along by the tide of war. He has suffered, lost loved ones, sought only safety from the darkness. But he will run no more. He has seen the face of evil and he has set his will to fight it. The question is, how?
With a disparate band gathered about him - his family, friends, giants, fanatical warriors, an angel and a talking crow he begins the journey to Drassil, the fabled fortress hidden deep in the heart of Forn Forest. For in Drassil lies the spear of Skald, one of the seven treasures, and here it is prophesied that the Bright Star will stand against the Black Sun.
Long believed extinct, a superb specimen of draco nobilis ("noble dragon" for those who don't understand italics) has appeared in Discworld's greatest city. Not only does this unwelcome visitor have a nasty habit of charbroiling everything in its path, in rather short order it is crowned King (it is a noble dragon, after all...). How did it get there? How is the Unique and Supreme Lodge of the Elucidated Brethren of the Ebon Night involved? Can the Ankh-Morpork City Watch restore order – and the Patrician of Ankh-Morpork to power?
Magic, mayhem, and a marauding dragon...who could ask for anything more?