Welcome to Emaneska.
The Emaneska Series Bundle contains:
Dead Stars - Part One
Dead Stars - Part Two
"There are certain twists that will surprise the reader by genuinely coming out of the left field." – Fantasy Book Critic (Review of The Written)
"Galley's imagination is a truly beautiful thing. The plot here is rich and intricate, and the characters are a delight... I believe Mr Galley may well be one to watch." – Fantasy Bytes (Review of Pale Kings)
"If you love fantasy, action, intrigue, magic and all that goes with it then you need to read this book. There are characters you will love, ones you will hate and there will be a new revelation on each page." – The Book Geek (Review of The Written)
"Ben Galley is not yet as good an author as Gemmell but the thing that I find exciting is that I honestly think that he could be." – Fantasy Book Review (Review of The Written)
For news of future Emaneska books, stay in touch at www.bengalley.com
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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!
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.
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.
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.
When someone calls out to Bell with these words, he discovers that the voice belongs to a girl who introduces herself as Lilly. Somewhat goaded into teaming up with her despite the many doubts running through his head, Bell has a successful turn in the dungeon with his new companion.
Though their alliance is short-lived, the negative rumors swirling about the guild to which Lilly belongs, the Soma Familia, are anything but. Later Bell is confronted by the tales of a mysterious sacred wine said to steal the hearts of all who drink it, and--?!
Circumstances have prevented outright warfare.
The stunning conclusion to the Aliomenti Saga, Convergence reveals who lives, who dies, and unveils the final secrets hidden for generations.
With the help of his new supporter Lilliluka, novice adventurer Bell Cranell is making progress deeper into the Dungeon. With new equipment and new allies, he thinks things are finally starting to go his way...but he's dead wrong! Bell's in a panic, Lilliluka's being cryptic, and Hestia's drunk! The trouble never seems to end in this third volume of the hit comedy-fantasy series!
“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.
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.
And it is a time when they will learn that your greatest fears and deepest pain can have a profound and lasting influence upon the entire world.
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)
Following his defeat of the Minotaur, Bell has reached Level Two--and is the new record holder for the fastest to do so. Suddenly everyone in Orario wants to form a party with him and go adventuring! But with sudden popularity comes many a complication. How will Bell and Hestia know whom to trust? The Familia myth--written by the goddess and lived by the boy--continues!
“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.
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...!
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.
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.
On the snow-covered slopes of Utah, the unthinkable has just become a nightmarish reality: thirty Secret Service agents have been viciously executed and the vacationing president of the United States is kidnapped by one of the most lethal terrorist organizations in the Middle East -- the dreaded Fatah.
But one man, surviving agent and exNavy SEAL Scot Harvath, doesn't believe the Fatah is responsible for the attack. Driven by his professional code of duty and honor -- and a solemn vow to avenge his fallen comrades -- Scot creates his own rules to get some answers. But his search for the truth raises the blood pressure of his superiors...and casts his own life in mortal jeopardy. The deadly machinations have been set in motion by a shadowy coalition, comprising some of the highest-ranking officials in government and business -- men who operate above the law, men who realize the threat Scot poses to their hidden agenda...men who will do anything to stop him.
Now framed for murder and on the run, Scot goes for broke and takes his own brand of justice to the unlikeliest place of all -- the towering mountains of Switzerland. It is there that he finds an improbable ally in the beautiful Claudia Mueller of the Swiss Federal Attorney's Office. Together they must brave the subzero temperatures and sheer heights of treacherous Mount Pilatus -- and enter the den of the most notorious team of professional killers the world has ever known.
You are not prepared.
Illidan Stormrage is one of the most powerful beings ever to walk the lands of Azeroth. He is also one of the least understood. Behind his legend, beneath his enigmatic mission, lies a brilliant mind whose machinations are comprehended by few—and trusted by even fewer. Illidan’s righteous reign of justice and vengeance has begun.
Long ago, the night elf sorcerer Illidan infiltrated the demonic Burning Legion to ward off its invasion of Azeroth. Instead of hailing him as a hero, his own kind branded him the Betrayer, questioning his intentions after he appeared to aid the demon lords. For ten thousand years, he languished in prison—vilified, isolated, but never forgetting his purpose.
Now the Legion has returned, and there is only one champion who can truly stand against it. Released from his bonds, Illidan prepares for the final confrontation in the alien realm of Outland, gathering an army of grotesque fel orcs, serpentine naga, cunning blood elves, and twisted demon hunters to his side. He alone knows what deeply hidden motives guide his hand; he alone understands the price that must be paid to defeat the enemies of creation. Yet as before, he is assailed by those who see his schemes as a cynical quest for power, including the night elf Maiev Shadowsong, his former jailor. Warden Shadowsong and her Watchers have pursued the Betrayer to Outland to exact retribution for his crimes, and she will not rest until Illidan is in her custody . . . or in his grave.
Praise for Illidan
“William King kicks off a great story with Illidan.”—BlizzPro
“For many people, new and old players alike, this book will be an eye-opening journey.”—All Things Azeroth
“I enjoyed World of Warcraft: Illidan a great deal.”—BlizzPlanet
“Damn fun . . . There’s virtually never a dull moment in Illidan.”—Cinelinx
From the Hardcover edition.
Treachery, a desperate search for the resolution of his most vexing personal concern, and an incredible network of underground facilities drive Will to his own desperate decisions. He'll figure out how to bring new life into the world... but the asking price is steep.
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.
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?
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...
After more than three hundred years on Earth, Prince Ralan has finally returned to Moranaia. But with his wicked brother Kien on the loose, the homecoming is a short one. A dire vision sends Ralan back to Earth to save his soulbonded from his dark brother. The problem? Ralan’s Sight grows more erratic by the moment even as danger closes in on every side.
A woman far from home
Ever since a failed alliance ruined her family, Cora has lived on Earth. Far from discontent, her days are spent running her clothing shop and helping newly arrived fae adapt to mundane life. Then a golden-eyed prince strides into her store, trouble stalking his heels. Big trouble.
A fate foretold
Ralan’s Sight might be broken, but one thing remains clear—stopping Kien will mean Ralan’s death. So how could the Gods choose now to introduce his soulbonded? As Ralan and Cora search for Kien, their relationship grows stronger. Unfortunately, so does the threat. Now Ralan must choose between his own life and the fate of all their worlds.
“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
Sienna Nealon has been on the run for almost two years, a fugitive for crimes she didn't commit. When her brother tells her that Angel Gutierrez, an employee of his agency, wants to talk to her, that should be the first tipoff that something is really wrong...
Soon Sienna finds herself paired up with Angel and deep in a mystery. Angel's cousin Miranda has gone missing, and following the clues leads the two of them into a clash with a Mexican drug cartel's assassins. Car chases, secrets hidden in bank vaults, and a brewing confrontation with the law are all on the horizon.
In this, the thirtieth adventure in the million-selling adventures of Sienna Nealon, surrounded by threats and battling with enemies on all sides, the heroine finds herself running out of road...and driven by desperation to do something she has never done before.
Young Fitz is the bastard son of the noble Prince Chivalry, raised in the shadow of the royal court by his father’s gruff stableman. He is treated as an outcast by all the royalty except the devious King Shrewd, who has him secretly tutored in the arts of the assassin. For in Fitz’s blood runs the magic Skill—and the darker knowledge of a child raised with the stable hounds and rejected by his family.
As barbarous raiders ravage the coasts, Fitz is growing to manhood. Soon he will face his first dangerous, soul-shattering mission. And though some regard him as a threat to the throne, he may just be the key to the survival of the kingdom.
Praise for Robin Hobb and the Farseer Trilogy
“Fantasy as it ought to be written . . . Robin Hobb’s books are diamonds in a sea of zircons.”—George R. R. Martin
“A gleaming debut in the crowded field of epic fantasies . . . a delightful take on the powers and politics behind the throne.”—Publishers Weekly, on Assassin’s Apprentice
“This is the kind of book you fall into, and start reading slower as you get to the end, because you don’t want it to be over.”—Steven Brust, on Assassin’s Apprentice
“[Robin] Hobb continues to revitalize a genre that often seems all too generic, making it new in ways that range from the subtle to the shocking.”—Locus, on Royal Assassin
“[Royal Assassin] reaches astonishing new heights. . . . The Farseer saga is destined for greatness—a must-read for every devotee of epic fantasy.”—Sense of Wonder
“An enthralling conclusion to this superb trilogy, displaying an exceptional combination of originality, magic, adventure, character, and drama.”—Kirkus Reviews (starred review), on Assassin’s Quest
“Superbly written, wholly satisfying, unforgettable: better than any fantasy trilogy in print—including mine!”—Melanie Rawn, on Assassin’s Quest
BOOK 1: BLOOD OF REQUIEM -- Requiem, a kingdom of men who could become dragons, lies in ruin. Its destroyer, the tyrant Dies Irae, leads his griffins on a hunt for survivors. Will Requiem's last children perish in the wilderness... or once more become dragons and fly to war?
BOOK 2: TEARS OF REQUIEM -- Dies Irae masters new servants: the nightshades, demons of shadow who fear no sword or arrow. They suck the souls from all who live, like a glutton sucking marrow from bones. Can Requiem's last children, a mere scattering of survivors, defeat them?
BOOK 3: LIGHT OF REQUIEM -- The world lies in ruin. Forests smolder. The crows feast. From the ashes, Dies Irae raises new soldiers: monsters sewn together from dead body parts. As the undead army marches, Requiem's survivors muster what forces they can... and prepare for their last stand.
Song 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.
For fifteen years Fitz has lived in self-imposed exile, assumed to be dead by almost all who once cared about him. But now, into his isolated life, visitors begin to arrive: Fitz’s mentor from his assassin days; a hedge-witch who foresees the return of a long-lost love; and the Fool, the former White Prophet, who beckons Fitz to fulfill his destiny.
Then comes the summons he cannot ignore. Prince Dutiful, the young heir to the Farseer throne, has vanished. Fitz, possessed of magical skills both royal and profane, is the only one who can retrieve him in time for his betrothal ceremony, thus sparing the Six Duchies profound political embarrassment . . . or worse. But even Fitz does not suspect the web of treachery that awaits him—or how his loyalties will be tested to the breaking point.
Praise for Robin Hobb and the Tawny Man Trilogy
“Fantasy as it ought to be written . . . Robin Hobb’s books are diamonds in a sea of zircons.”—George R. R. Martin
“[Robin] Hobb has created a world brimming with detail and complexity [and] once again proves herself a full master of the epic fantasy.”—Tulsa World, on Fool’s Errand
“Splendid . . . Despite some truly wrenching twists, there is a welcome sense of new beginnings.”—Locus, on Fool’s Errand
“[Robin Hobb] ranks near the top of the high fantasy field. . . . [She] juggles all the balls with aplomb, besides providing spot-on characterizations.”—Publishers Weekly, on Golden Fool
“Solid storytelling with warmth and heart.”—The Kansas City Star, on Golden Fool
“[Robin] Hobb’s rich, vibrant and unique world [is] filled with sentient ships, magical beasts, and fascinating characters. . . . Highly recommended.”—Library Journal, on Fool’s Fate
“Rich, enchanting fantasy from one of today’s best practitioners . . . reminiscent of Ursula Le Guin’s The Other Wind [and] Anne McCaffrey’s Pern series.”—BookPage, on Fool’s Fate
In this Discworld installment, Death comes to Mort with an offer he can't refuse -- especially since being, well, dead isn't compulsory.As Death's apprentice, he'll have free board and lodging, use of the company horse, and he won't need time off for family funerals. The position is everything Mort thought he'd ever wanted, until he discovers that this perfect job can be a killer on his love life.
The pistol appeared in his hand the way a dove appears in the hand of a good magician, as if it materialized out of thin air. “You think I won’t do it right here in the open. But you’d be surprised. . . . You’ll drop before you get the breath to scream.”
The truck driver is decked out like a rhinestone cowboy, only instead of a guitar he’s slinging a gun—and Odd Thomas is on the wrong end of the barrel. Though he narrowly dodges a bullet, Odd can’t outrun the shocking vision burned into his mind . . . or the destiny that will drive him into a harrowing showdown with absolute evil.
How do you make sure a crime that hasn’t happened yet, never does? That’s the critical question facing Odd Thomas, the young man with a unique ability to commune with restless spirits and help them find justice and peace. But this time, it’s the living who desperately need Odd on their side. Three helpless innocents will be brutally executed unless Odd can intervene in time. Who the potential victims are and where they can be found remain a mystery. The only thing Odd knows for sure is who the killer will be: the homicidal stranger who tried to shoot him dead in a small-town parking lot.
With the ghost of Alfred Hitchcock riding shotgun and a network of unlikely allies providing help along the way, Odd embarks on an interstate game of cat and mouse with his sinister quarry. He will soon learn that his adversary possesses abilities that may surpass his own and operates in service to infinitely more formidable foes, with murder a mere prelude to much deeper designs. Traveling across a landscape haunted by portents of impending catastrophe, Odd will do what he must and go where his path leads him, drawing ever closer to the dark heart of his long journey—and, perhaps, to the bright light beyond.
Praise for Deeply Odd and Dean Koontz’s Odd Thomas series
“Not since Watchers has Dean Koontz created such an endearing and enduring character as Odd Thomas. . . . One of our contemporary masters.”—San Antonio Express-News
“[A] popular series . . . Koontz asks real questions about the nature of good and evil.”—The New York Times Book Review
“Odd evokes the homespun wisdom of Forrest Gump amid the mind-spinning adventures of a Jack Bauer. . . . The ultimate Everyman . . . an avatar of hope and honor and courage for all of us—the linchpin of a rollicking good tale.”—BookPage
“There’s never anything predictable about an Odd Thomas adventure. Another satisfying entry in this wildly popular series. It’s Koontz, and it’s Odd. Class dismissed.”—Booklist
THERE’S ROOM AT THE INN. BUT YOU MIGHT NOT GET OUT.
Nestled on a lonely stretch along the Pacific coast, quaint roadside outpost Harmony Corner offers everything a weary traveler needs—a cozy diner, a handy service station, a cluster of cottages . . . and the Harmony family homestead presiding over it all. But when Odd Thomas and company stop to spend the night, they discover that there’s more to this secluded haven than meets the eye—and that between life and death, there is something more frightening than either.
“[Odd Thomas is] one of the most remarkable and appealing characters in current fiction.”—The Virginian-Pilot
“An inventive . . . mix of suspense, whimsy and uplift.”—The Washington Post
“Odd Thomas is the greatest character Dean Koontz has ever created. He’s funny, humble, immensely likable, courageous, and just a joy to read about.”—Seattle Post-Intelligencer
“Koontz gives [Odd Thomas] wit, good humor, a familiarity with the dark side of humanity—and moral outrage.”—USA Today