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1000 tulosta hakusanalla T H James
From Nature being out of balance to apocalypses on a universal scale, and all the things that go bump in the night. Lets see whats lurking in the shadows in this anthology of more creepy and horrifying poetry.
The latest novel in the epic "Immortal Warriors" series is here Josiah Reign is a lover and a fighter, a father and a husband. He has faced off with many powerful enemies and triumphed over them all. Now, he faces a new foe that he can't see, so, how can he fight it? The losses will be devastating. Can Josiah soldier on and face his greatest enemy yet?New and old friends are here to help Josiah figure out his new path. Will his sons be on board to tackle his next adventure? Or, will it prove to be too challenging? One thing is for sure, Tommy and Yari will never let him down.See it all transpire in The Return of Josiah Reign.
Mara is a simple girl. As her sixteenth birthday approaches, all she wants is to play Dungeons & Dragons with her family and be immersed in a fantasy world. Fantasy becomes reality when she falls asleep during the game and wakes up in a strange land. Quickly, Mara learns that her father is not just any man but the Ranger, the leader, of a race of forest dwarves from a world called Ambergrove. Her father's people tell her where she came from, introduce her to their world, and train her to fight, but it's not all fun and games. To prove herself worthy to replace her father as Ranger and set in motion the healing of a broken world, Mara must earn the loyalty of three companions and sail through the Dragon's Teeth to the islands of the gods. Facing monsters, monstrous people, and her own fears, she follows her path around this new world and toward her destiny. Delve into the fantastical world of Ambergrove with Mara as she earns her companions, faces fears, and chases fate in her path to become the Ranger. For more about Ambergrove, visit the series website, www.talesofambergrove.com.
Mara is a simple girl. As her sixteenth birthday approaches, all she wants is to play Dungeons & Dragons with her family and be immersed in a fantasy world. Fantasy becomes reality when she falls asleep during the game and wakes up in a strange land. Quickly, Mara learns that her father is not just any man but the Ranger, the leader, of a race of forest dwarves from a world called Ambergrove. Her father's people tell her where she came from, introduce her to their world, and train her to fight, but it's not all fun and games. To prove herself worthy to replace her father as Ranger and set in motion the healing of a broken world, Mara must earn the loyalty of three companions and sail through the Dragon's Teeth to the islands of the gods. Facing monsters, monstrous people, and her own fears, she follows her path around this new world and toward her destiny. Delve into the fantastical world of Ambergrove with Mara as she earns her companions, faces fears, and chases fate in her path to become the Ranger. For more about Ambergrove, visit the series website, www.talesofambergrove.com.
After earning the loyalty of three companions-a forest dwarf named Teddy, a gnome named Kip, and a sea elf named Finn-and the dear friendship of a bearkin named Ashroot, young Mara believed her trials were over. Now with a real dragonwolf in tow, she must sail to the forbidden lands to face the harbingers of chaos and prevent their leader from spreading its poison through all Ambergrove. The forbidden lands were forbidden for a reason, and it will take all their strength to withstand the pull of chaos and the temptations of Earth's conveniences. Darkness and doom hang over them as they trek through the forbidden lands, facing gunslinger goblins, the perils of doomed cities, and their deepest fears before ultimately confronting an evil that brings Mara to her knees. All too soon, she will have to face the loss of her uncle, a dear friend, or someone who could be more-all while fighting her past and working to save Ambergrove's future. Within the realm of chaos, darkness has the advantage, and for the Dragonwolf of Aeunna, the losses may be more than she can bear.
After earning the loyalty of three companions-a forest dwarf named Teddy, a gnome named Kip, and a sea elf named Finn-and the dear friendship of a bearkin named Ashroot, young Mara believed her trials were over. Now with a real dragonwolf in tow, she must sail to the forbidden lands to face the harbingers of chaos and prevent their leader from spreading its poison through all Ambergrove. The forbidden lands were forbidden for a reason, and it will take all their strength to withstand the pull of chaos and the temptations of Earth's conveniences. Darkness and doom hang over them as they trek through the forbidden lands, facing gunslinger goblins, the perils of doomed cities, and their deepest fears before ultimately confronting an evil that brings Mara to her knees. All too soon, she will have to face the loss of her uncle, a dear friend, or someone who could be more-all while fighting her past and working to save Ambergrove's future. Within the realm of chaos, darkness has the advantage, and for the Dragonwolf of Aeunna, the losses may be more than she can bear.
In her middle years, the mining dwarf Ember is well set in her ways. Her position as the master blacksmith of Eldur Hollow is a surety that has never been challenged. However, after Ember sees a green light cross the sky, she swings her hammer in her forge and sets the whole burrow ablaze, destroying all she has worked decades to create. Unbeknownst to any in Ambergrove outside the forbidden lands, the Age of Magic has begun.Kaenye, the god of fire, is Ember's only hope at learning how to control her newfound magic and return to the life she's always known. With nothing but meager supplies and a command to find a woman in a red dress in Port Albatross, Ember leaves her home behind and ventures into a world that distrusts her and the destruction that unwittingly comes at her hands.Ember is a maker, but harnessing her magic and convincing those she meets-and herself-that fire magic is not something to fear is a task for a giant, not a mining dwarf. As Ember relearns how to live, she also learns that magic has a purpose, and she is not the only one who needs to learn how to harness her fire. This mining dwarf has her heart set on returning to the forge, but as long as there is an ember, the fire will burn-and the life within the flame is not always what we expect.
In her middle years, the mining dwarf Ember is well set in her ways. Her position as the master blacksmith of Eldur Hollow is a surety that has never been challenged. However, after Ember sees a green light cross the sky, she swings her hammer in her forge and sets the whole burrow ablaze, destroying all she has worked decades to create. Unbeknownst to any in Ambergrove outside the forbidden lands, the Age of Magic has begun.Kaenye, the god of fire, is Ember's only hope at learning how to control her newfound magic and return to the life she's always known. With nothing but meager supplies and a command to find a woman in a red dress in Port Albatross, Ember leaves her home behind and ventures into a world that distrusts her and the destruction that unwittingly comes at her hands.Ember is a maker, but harnessing her magic and convincing those she meets-and herself-that fire magic is not something to fear is a task for a giant, not a mining dwarf. As Ember relearns how to live, she also learns that magic has a purpose, and she is not the only one who needs to learn how to harness her fire. This mining dwarf has her heart set on returning to the forge, but as long as there is an ember, the fire will burn-and the life within the flame is not always what we expect.
When young Mara Green first entered Ambergrove in Ranger's Odyssey and learned that what she thought was fantasy was actually another world-a real world-that was the land of her ancestors, Ambergrovian DUNGEONS & DRAGONS was the natural next step. Dawn of the Dragonwolf, a campaign and mini core book, allowed players to create Ambergrovian characters and play adventures that follow Mara's journey in Ranger's Odyssey. However, at that time, Mara's adventure was only just beginning. This full Adventurer's Guide places players in the age after Mara's adventures, the age when magic has returned to Ambergrove, and other elements that had long-since been lost to time have returned with it. Your Ambergrovian Adventurer's Guide includes: Seven playable races, ten subraces, and dozens of half-race combinations Nine classes, twenty-five subclasses, and five class spell books Seven player characters from the Dragonwolf trilogy and five player characters from Hammer and Flame The Ambergrovian language, Grovish, plus a QR code for the free downloadable font Additional worldbuilding information such as backgrounds, special items, companion creatures and other encounterable creatures, Ambergrove's pantheon, NPCs from the books, and more Want to create a half Gnome and half Mining Dwarf earth Elementalist, a generic human from Minnesota who's suddenly fighting monsters in a fantasy land, or even just play a game as a beloved book character? You can Let this comprehensive guide take you deep into Ambergrove, and experience this world for yourself.
"A REAL CREEP FEST"This anthology of poetry contains ghost's, maniacs, creatures of the night and the unnerving. Prepare for some creepy and horrifying happening, as the darkness becomes visible.
The tarot was never just a deck of cards. Once upon a time, a girl named Charity with a bit of a temper and some fire magic ran away from a secret city ruled by the living tarot. She escaped, made an awesome best friend, lived an ordinary life, and her weird, messy, magical past was never a problem. Ever. The end.Yeah, right. I don't believe that either.It's been seven years since I left the City behind, but my magical past just caught up with me - in the form of the powerful and homicidal Knight of Swords.It's time to dust off my tarot deck, summon a fireball or two, and remind everyone who is in charge of the life of Charity Waits.What could go possibly wrong?
The infinite power of the Magus. A formidable House divided. More magic, more problems...Following a magical soir e with seismic revelations, Charity Waits is tied to the beleaguered people of the House of Wands--whether they want her or not.The Wands are embroiled in a war of assassins, so now Charity is too. She must learn to control her power and use the cards of the tarot while surviving the deadly streets of her enchanted city.The stakes are rising fast, and Charity will need to meet them with all her heart--or lose the battle she's been running from for seven years.The Magus's House is Part Two of Arcana, a dark and whimsical fantasy series.
Charity's life was always complicated. Now it's broken.After an unnervingly narrow escape, Charity Waits believes her situation can't get any worse.Stranded, cut off from the magical world, Charity has nothing. No money. No ID. No friends. No tarot cards. She'll have to take whatever help is offered--from whoever is offering.While Charity struggles to find a way home and hold together a fragile alliance, she runs afoul of a truth the ordinary and magical worlds agree on: Anything that can get worse, does.The High Priestess's Vigil is Part Three of Arcana, and completes the first book of this spellbinding fantasy series.