Meet Rossamünd?a foundling, a boy with a girl?s name who is about to begin a dangerous life in the service of the Emperor of the Half-Continent. What starts as a simple journey becomes a dangerous and complicated set of battles and decisions. Humans, monsters, unearthly creatures . . . who among these can Rossamünd trust? D. M. Cornish has created an entirely original world, grounded in his own deft, classically influenced illustrations. Foundling is a magic-laced, Dickensian adventure that will transport the reader.
Arbitrator, Jim Brown is returning to Earth after completing a successful mission to put down a revolution on and also thwarting an invasion of the planet Pirrus, an Earth colony. While there he found out that he is part alien and this secret had been hidden from him since birth.
Brown finds that an alien species has successfully assimilated themselves with the humans on Earth and is ruling over them covertly. When an attempt is made to kidnap him, he realises he has become a target in a hidden game where different groups are vying for power, complicated by the introduction of artificial humans and super androids to boost Earth’s population and armies.
Some ruling factions are preparing for war against the planet Levita and re-conquest of a group of planets, former colonies in the Delta Quadrant, who have declared their independence from Earth.
Brown realises that he is also running the gauntlet of former enemies who are out to get him. He is desperate to thwart the prospects of war against Levita, where he has a son he has never met and is also against re-colonisation after his recent experiences on Pirrus.
Aboard The Space Adventurer, the cruise ship on which he is returning, he meets two beautiful women. Marika, who has been sent as his minder, by the EPA, Earth Policy Administration, to keep an eye on Brown as they don’t fully trust him and Leela, the daughter of Earth’s biggest industrialist, who is secretly building the super androids on a space hub, where the ship makes a stop.
He soon realises that he is in a desperate battle for survival, before he can even reach Earth and the big bash the EPA is throwing for him, for successfully completing his mission on Pirrus.
For more than twenty years West Canvia and Lemuria have battled one another in a constant war. From the safety of his laboratory, weapons designer Thomas Riley has cleverly and proudly empowered the West Canvian forces with his brilliant designs. But when a risky alchemy experiment goes horribly wrong, Thomas and his wily assistant, Cynthia Bassett, are thrust onto the front lines of battle. Forced into shaky alliances with murderous sky pirates in a deadly race to kidnap the only man who can undo the damage--the mad genius behind Lemuria's cunning armaments--Thomas' own genius is put to the ultimate test.
When Molly Templar witnesses a brutal murder at the brothel she has just been apprenticed to, her first instinct is to return to the poorhouse where she grew up. But there she finds her fellow orphans butchered, and it slowly dawns on her that she was in fact the real target of the attack. For Molly carries a secret deep in her blood, a secret that marks her out for destruction by enemies of the state. Soon Molly will find herself battling a grave threat to civilization which draws on an ancient power thought to have been quelled millennia ago.
Oliver Brooks has led a sheltered life in the home of his merchant uncle. But when he is framed for his only relative's murder he is forced to flee for his life. He is accompanied by Harry Stave, an agent of the Court of the Air -- a shadowy organization independent of the government that acts as the final judiciary of the land, ensuring that order prevails.
Chased across the country, Oliver finds himself in the company of thieves, outlaws and spies, and gradually learns more about the secret that has blighted his life, but which may also offer him the power to avert the coming catastrophe. Their enemies are ruthless and myriad, but Molly and Oliver are joined by indomitable friends in this endlessly inventive tale full of drama, intrigue and adventure.
Everett Singh has escaped from his enemies with the Infundibulum – the key to all the parallel worlds. But his freedom has come at a price: the loss of his father to one of the billions of parallel universes in the Panopoly.
E1 was the first Earth to create the Heisenberg Gate, the means to jump between worlds, but it was quarantined long ago. No one goes in... and nothing comes out. But E1 has something that Everett needs: the means to find his father.
It's lucky that he has the support of Captain Anastasia Sixsmyth, her daughter Sen and the unique crew of the airship Everness, because Everett is about to discover the horrifying secret of E1 and, with it, his deadliest enemy.
Fever Crumb is a girl who has been adopted and raised by Dr. Crumb, a member of the order of Engineers, where she serves as apprentice. In a time and place where women are not seen as reasonable creatures, Fever is an anomaly, the only female to serve in the order.
Soon though, she must say goodbye to Dr. Crumb - nearly the only person she's ever known - to assist archeologist Kit Solent on a top-secret project. As her work begins, Fever is plagued by memories that are not her own and Kit seems to have a particular interest in finding out what they are. Fever has also been singled out by city-dwellers who declare her part Scriven.
The Scriveners, not human, ruled the city some years ago but were hunted down and killed in a victorious uprising by the people. If there are any remaining Scriven, they are to be eliminated.
All Fever knows is what she's been told: that she is an orphan. Is Fever a Scriven? Whose memories does she hold? Is the mystery of Fever, adopted daughter of Dr. Crumb, the key to the secret that lies at the heart of London?
Haunting, arresting, and astonishingly original, Fever Crumb will delight and surprise readers at every fast-paced, breathless turn.
'An endlessly inventive and entertaining love letter to all of us underdogs who spent countless hours with a game controller in hand, daydreaming about how we would save the realm' Matt Dinniman, New York Times-bestselling author of the Dungeon Crawler Carl series
For thousands of years, there has been a a Demon King rises and conquers, and a Hero is reborn a hundred years later to defeat him. Each time, civilisations are ground to dust beneath the Demon King's hordes, but humanity has remained secure in the belief that a Hero of legend will always save them. There's just one slight problem. It's only been 23 years since the Demon King's latest rise, and this time, he's already conquered more than half the world. If humanity simply waits for the Hero's return, there may be no world left for him to save.
And so, Yui Shaw sets out with an ambitious plan. A 10-step plan.
She'll find a way to obtain the Hero's legendary sword. She'll earn obscure classes, gain levels, and increase her skills. She'll travel to the meticulously-crafted dungeons that seem designed for one specific Hero to complete. And, if she's truly (un)fortunate, she might even find a fairy.
How to Defeat a Demon King in Ten Easy Steps is an unmissable LitRPG fantasy adventure perfect for fans of Legends & Lattes by Travis Baldree and all your favourite RPG stories from The Legend of Zelda, Baldur's Gate, and Split Fiction to Dungeons & Dragons, Critical Role, and Dimension 20.
The LitRPG bestseller releasing in a stunning new deluxe hardcover edition, now with a new Afterword.
“How to Defeat a Demon King in Ten Easy Steps is an endlessly inventive and entertaining love letter to all of us underdogs who spent countless hours with a game controller in hand, daydreaming about how we would save the realm.” —Matt Dinniman, New York Times bestselling author of the Dungeon Crawler Carl series
For thousands of years, there has been a cycle: a Demon King rises and conquers, and a Hero is reborn a hundred years later to defeat him. Each time, civilizations are ground to dust beneath the Demon King’s hordes, but humanity has remained secure in the belief that a Hero of legend will always save them. There’s just one slight problem. It’s only been twenty-three years since the Demon King’s latest rise, and this time, he’s already conquered more than half the world. If humanity simply waits for the Hero’s return, there may be no world left for him to save.
And so, Yui Shaw sets out with an ambitious plan. A ten-step plan.
She’ll find a way to obtain the Hero’s legendary sword. She’ll earn obscure classes, gain levels, and increase her skills. She’ll travel to the meticulously-crafted dungeons that seem designed for one specific Hero to complete. And, if she’s truly (un)fortunate, she might even find a fairy.
BOOK 1 OF THE BELGARIAD, the worldwide bestselling fantasy series by master storyteller David Eddings. Discover the epic story that inspired thousands - from Raymond Feist's The Riftwar Cycle series to George R. R. Martin's A Game of Thrones.
A battle is coming...
...And in that battle shall be decided
the fate of the world
Myths tell of the ancient wars of Gods and men, and a powerful object - the Orb - that ended the bloodshed. As long as it was held by the line of Riva, it would assure the peace.
But a dark force has stolen the Orb, and the prophecies tell of war.
Young farm boy Garion knows nothing of myth or fate. But then the mysterious Old Storyteller visits his aunt, and they embark on a sudden journey. Pursued by evil forces, with only a small band of companions they can trust, Garion begins to doubt all he thought he knew...
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