Once he was an orphan called Pug, apprenticed to a sorcerer of the enchanted land of Midkemia.. Then he was captured and enslaved by the Tsurani, a strange, warlike race of invaders from another world.
There, in the exotic Empire of Kelewan, he earned a new name–Milamber. He learned to tame the unnimagined powers that lay withing him. And he took his place in an ancient struggle against an evil Enemy older than time itself.
An alternate cover edition of this ISBN can be found here.
To the forest on the shore of the Kingdom of the Isles, the orphan Pug came to study with the master magician Kulgan. His courage won him a place at court and the heart of a lovely Princess, but he was ill at ease with normal wizardry. Yet his strange magic may save two worlds from dark beings who opened spacetime to renew the age-old battle between Order and Chaos.
CAPTIVES OF SORCERY... It began as just another evening of fantasy gaming, with James, Karl, Andrea, and the rest ready to assume their various roles as wizard, cleric, warrior, or thief. But sorcerous gamemaster Professor Deighton had something else planned for this unsuspecting group of college students. And the "game" soon became a matter of life and death as the seven adventurers found themselves transported to an alternate world and into the bodies of the actual characters they had been pretending to be.
Cast into a land where magic worked all too well, dragons were a fire-breathing menace, and only those quick enough with a sword or their wits survived, the young gamers faced a terrible task. For the only way they would ever see Earth again was if they could find the legendary Gate Between Worlds - a place guarded by the most terrifying and deadly enemy of all.... THE SLEEPING DRAGON
As the Stone Raiders come into a time of peace, they set upon building up their guild hall and getting back to raiding.
Without the worries of immediate battles and constant quests, Dave and Party Zero are free to pursue their passions. New discoveries will be made and advances taken. They've got big plans and ideas for the future what they start now will form and shape that future.
In this time of change, possibilities will rise and opportunities will be grasped. It's time to build for the future.
Total war is coming bringing hunger, sword and flame.
The game of The Greenwood isn't just life or death, it's far more important than that.
I’m Barcud, Sergeant at Arms of the Rangers’ Guild in the virtual reality RPG, The Greenwood. By taunting our enemies, I’d provoked a war, and now those enemy hordes threatened our very existence. In a race against time, I had to level my village and build up the high stone walls to keep them out.
I knew I had the tricks, I thought I had the guile, and my friends were counting on me. Maybe those weeks playing Total War weren't wasted after all because our foes were many, our allies were few and time was running out.
We devised a cunning strategy, gathered our friends, trained our armies, and waited.
Then they attacked with knights, beast-men, warlocks, sorcerers and their orc allies, unleashing War in the Greenwood.
War in the Greenwood is the third book in The Greenwood series.
If you like Dungeons and Dragons and Real Time Strategy games, you should like War in the Greenwood. Go grab a copy now.
A California medieval scholar is pulled into a far-off magical world—and a fight to save mankind—in this novel by a New York Times–bestselling author.As a student of medieval history, Gil Patterson is a woman familiar with dark stories. She knows well the Crusades, the Black Death, and the other horrors of the Middle Ages, but it is another kind of atrocity that has begun to haunt her dreams. She sees forces of evil assaulting a beleaguered kingdom, whose kind people are on the brink of annihilation, and awakes each morning in a cold sweat. Gil dismisses the dreams until a wizard appears in her apartment. He has crossed into her dimension, passing through the fraying fabric of the universe, to ask her help. For mankind to survive he must protect an infant prince, whom he plans to hide in Gil's world. The student of history is about to get much closer to evil than she ever imagined.
Jade has spent her life fighting boredom in the terminally ill ward. Surfing the net or reading, she always envied the ability of others to go out and experience the world. She knew her wish to live a normal life was far beyond her reach, but after waking up one morning without the sounds of her life support, she opens her eyes and finds herself with a weak but healthy body in a magical world.
As blue game-like system notifications fill her vision, she knows that she'll have to adapt quickly in order to survive… but this is all she ever dreamed of, so Jade is up to the challenge. She will soon realize that you need to be careful what you wish for.
This is Andara, where her true adventure finally begins.
Professional heroes kill and loot deadly monsters every day, but Gorm Ingerson's latest quest will be anything but business as usual.
Making a Killing in Professional Heroics
The adventuring industry drives the economy of Arth, a world much like our own but with more magic and fewer vowels. Monsters’ hoards are claimed, bought by corporate interests, and sold off to plunder funds long before the beasts are slain. Once the contracts and paperwork are settled, the Heroes’ Guild issues a quest to kill the monster and bring back its treasure for disbursement to shareholders.
Life in The Shadows
Of course, while professional heroics has been a great boon for Humans, Elves, Dwarves, and all the other peoples of light, it's a terrible arrangement for the Shadowkin. Orcs, Goblins, Kobolds, and their ilk must apply for to become Noncombatant Paper Carriers (or NPCs) to avoid being killed and looted by guild heroes. Even after getting their papers, NPCs are treated as second class citizens, driven into the margins of society.
An Insane Quest
Gorm Ingerson, a Dwarven ex-hero with a checkered past, has no idea what he's getting himself into when he stands up for an undocumented Goblin. His act of kindness starts a series of events that ends with Gorm recruited by a prophet of the mad goddess Al'Matra to fulfill a prophecy so crazy that even the Al'Matran temple doesn't believe it.
Money, Magic, and Mayhem
But there’s more to Gorm’s new job than an insane prophecy: powerful corporations and governments, usually indifferent to the affairs of the derelict Al’Matran temple, have shown an unusual interest in the quest. If his party of eccentric misfits can stop fighting each other long enough to recover the Elven Marbles, Gorm might be able to turn a bad deal into a golden opportunity and win back the fame and fortune he lost so long ago.
So reads the sign outside of The Wandering Inn, a small building run by a young woman named Erin Solstice. She serves pasta with sausage, blue fruit juice, and dead acid flies on request. And she comes from another world. Ours.
It’s a bad day when Erin finds herself transported to a fantastical world and nearly gets eaten by a Dragon. She doesn’t belong in a place where monster attacks are a fact of life, and where Humans are one species among many. But she must adapt to her new life. Or die.
In a dangerous world where magic is real and people can level up and gain classes, Erin Solstice must battle somewhat evil Goblins, deadly Rock Crabs, and hungry [Necromancers]. She is no warrior, no mage. Erin Solstice runs an inn.
She’s an [Innkeeper].
Welcome Back!
Track your reading progress and sync your library.