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Books : Science Fiction & Fantasy : Authors, A-Z : ( W ) : Watt, Evans Lawrence
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From the banks of the river Ankh to the walls of Sto Lat, the entirety of Terry Pratchett’s renowned Discworld series is explored in this expansive resource. Essays discussing a range of topics—among them Pratchett’s place in literary canon, the nature of the Disc itself, and the causes and results of the Discworld phenomenon—accompany a chronological account of the more than three dozen novels in the series. Perfect for veteran fans and neophytes alike, this is the complete guide to the world on the cosmic turtle’s back.
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Limited to only 500 copies, this is the hardcover edition of the new Ethshar novel from Hugo Award-winning author Lawrence Watt-Evans!
Every wizard in Ethshare knew that if you needed something special, something difficult to find, that Gresh the Supplier was the man to see. He was expensive, but always delivered. So when the Wizards' Guild finally got fed up with the little green nuisances that called themselves "spriggans," the Guild hired Gresh to fetch them the magic mirror that had created the troublesome imps in the first place. The wizards thought finding it looked impossible. Gresh thought his methods would do the job.
But no one had asked the spriggans what they thought!
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All of the world is kept in a delicate balance under the supervision of the Wizard Lord. It is his duty to govern lightly and protect his domain…but if he should stray from the way of the just then it is up to the Chosen to intercede. The Chosen are the Leader, the Seer, the Swordsman, the Beauty, the Thief, the Scholar, the Archer, and the Speaker, magically infused mortal individuals who for the term of their service have only one function--to remove an errant Wizard Lord.But the new Wizard Lord has now changed the playing field by neutralizing all magic in his domain (both his own and that of the Chosen) and has successfully killed and/or blocked his adversaries and their challenges to his omnipotence. Sword (now on the run) must work alone to restore order to their fair land and unravel the mystery of the Ninth Talisman--which might be the salvation or downfall of all that is good in their well ordered land.
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When Magic Goes Awry . . .
What is an aspiring apprentice wizard to do when she finds her mentor and master frozen in his tracks by mysterious magics?
Kilisha of Eastgate, a promising young student of wizardry in the city of Ethshar of the Rocks, still has much to learn before she can assume the robes of a journeyman enchanter. But when her teacher, the venerable Ithanalin the Wise, is overcome by a peculiar spell that scatters his soul amongst a collection of runaway household furnishings, it is up to Kilisha to find the cause and restore him to his former self. Adventure and mayhem abound. -
All of the world is kept in a delicate balance under the supervision of the Wizard Lord. It is his duty to govern lightly and protect his domain…but if he should stray from the way of the just, then it is up to the Chosen to intercede.The Chosen are the Leader, the Seer, the Swordsman, the Beauty, the Thief, the Scholar, the Archer, and the Speaker. These are magically infused mortal individuals who for the term of their service have only one function--to remove an errant Wizard Lord.The Chosen fulfilled this role when they removed the previous Wizard Lord and exposed treachery from within their own ranks.
Since their last adventure, the world has returned to apparent peace and prosperity. The new Wizard Lord rules benevolently...but with an eye towards modernization through technology, instead of magic.Do such plans jeopardize the delicate balance of power?
Is a Wizard Lord who is able to rule without magic a threat to the Chosen? -
After many years of peace in the Lands of Men, there came Dragon Weather: a wave of incredible heat, oppressive humidity, dark angry clouds . . . and dragons. Dragons with no remorse, no sympathy, no use for humans; dragons who destroyed an entire village and everyone in it. Everyone, that is, except the young boy Arlian. Orphaned and alone, Arlian was captured by looters and sold as a mining slave. He finally escaped, fueled by years of hatred and a personal vow to bring justice to all who had wronged him.
After killing those who enslaved him, Arlian sought out The Dragon Society, whose sworn purpose was to stand against the dragon menace. It was there, among his peers, that Arlian discovered he is humanity's best hope for defeating the dragons . . . permanently.
Now, Arlian seeks his final vengeance: death to all of dragonkind. But as he begins to destroy the evil beasts, wild magic seeps into the Lands of Men, sowing chaos and destruction in its wake. Will Arlian's all-consuming quest for justice consume humanity as well? The answer may lie within his ancient foe's most lethal weapon: Dragon Venom -
The Wizard Lord’s duty is to keep the world in its delicate balance. He must govern lightly to protect his domain from power-hungry interlopers, such as certain wizards who previously fought to rule the world…But if the Wizard Lord himself strays from the way of the just, then it is up to the Chosen to intercede.
The Chosen ones are the Leader, the Seer, the Swordsman, the Beauty, the Thief, the Scholar, the Archer, and the Speaker. Each are magically-infused mortal individuals who, for the term of their service, have only one function--to be available to remove an errant Wizard Lord, whether by persuasion or by stronger means.
Breaker, a young man of ambition, has taken the mantle of Swordsman from its former bearer who wished to retire. Never did he realize that he would be called to duty so quickly, or that the balance of power in his world would be so precarious.
He had a duty to perform. A world to save.
So why does he still have doubts…not just about himself, but about the entire balance of power? -
One Man Must Stand Against the Dragon Menace!
It all began with Dragon Weather: a wave of incredible heat, oppressive humidity, dark angry clouds . . . and dragons. Dragons with no remorse, no sympathy, no use for humans; dragons who destroyed an entire village and everyone in it. Everyone, that is, except the young boy, Arlian.
Orphaned and alone, Arlian was captured by looters and sold as a mining slave. Years later he escaped, fueled by years of hatred for the dragons, bandits, and slavers that took away his youth—and a personal vow to exact retribution from those who have wronged him.
Arlian seeks out The Dragon Society, whose sworn purpose is to stand against the dragon menace. What he learns there is shocking: that he may well be the best hope humanity will ever have for defeating the dragons . . . permanently. -
Kelder had always dreamed of a life more exciting than what waited for him on the family farm. So when a fortune-teller predicted a glorious future, that he'd roam free and unfettered and be a champion of the lost and forlorn, he immediately set out on the fabled Great Highway to Shan in search of adventure.
But once he was on the road, life was hardly as exciting as he'd hoped -- until he met Irith. She was the most beautiful girl, and the only girl with wings, Kelder had ever seen. They teamed up to see the world, and then Kelder found adventures aplenty: there were bandits and demons, and there were curses to lift, wizards to seek spells from, orphans to champion, and legendary cities to visit. For the young and carefree, life on the Great Highway was filled with fun, action, and magic.
But Kelder began to wonder about his beautiful companion. Irith certainly had seen a lot of the world for one so young -- and everyone along the highway seemed to know her . . . Soon, discovering Irith's secrets became Kelder's greatest adventure of all . . . -
The Misenchanted Sword /A Legend of Ethshar/ A LAND AT WAR / Ethshar and the Northern Empire have been at war for hundreds of years. Hardly anyone alive remembers why, or over what. The tempest, turmoil, and war are endless, and the killing more endless still. The war has become not just a way of life, but an institution; no one dares to dream that it could end. Not even Valder of Kardoret, Ethsharitic Scout, trapped behind enemy lines. / A MISENCHANTED SWORD / But now everything has changed: at a moment of great need, a hermit wizard crafted Valder a magic sword called Wirikidor -- a blade at once cursed and enchanted, a misenchanted blade that makes him unbeatable. / A LEGEND OF ETHSHAR / Soon the tides of battle will turn, and once they've turned they'll turn forever.
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Dumery of Shiphaven was a lad with a love of wizardry -- and no magic at all. He dreamed of apprenticing himself to a great wizard, but because he had not even a touch of the talent, it was a dream he could never fulfill. He would never apprentice himself to a great wizard, nor even a meager one; no matter how he loved magic and the magical arts, he would never work with wizards or wizardry.
That's what Dumery was beginning to think, anyway -- until he spied a great wizard humbling himself before a man selling dragon's blood, the precious stuff that made difficult spells work. If Dumery couldn't be a wizard, he could still become a dragon-hunter -- and have all those condescending wizards crawling to him.
And so Dumery set off on a quest -- a quest in search of dragons and dragon-hunters, and ultimately the secret that lay beneath all the wizardry in Ethshar. Before he reached its end, he would uncover the terrible mystery of the dragon-hunters -- and scheme a scheme that would change the face of Ethsharitic magic forever. -
Tabaea the Thief stole something more precious than Dragons' Blood from the enchanted old house: evesdropping on the doddering wizard who owned the place, she stole the secret of wizardry itself.
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Warlockry has been rare in Ethshar . . . until The Night of Madness, when a mysterious object falls from the heavens, sending out a wave of magic in the form of a dream. All who have the dream awaken in panic. But some of them also awaken to the power or Warlockry.
Throughout the land these newly made warlocks wreak havoc; looting and rioting, petty personal revenge, and uncontrollable madness run rampant. Worse, people are hearing a mysterious, irresistible call from which they never return.
Into this chaos steps the power-hungry Lord Faran, who seeks to use his new warlock powers to overthrow the government and take possession of the throne.
Who will dare to oppose him? -
Arlian had never left his home village in the Obsidian Mountains. The green hills, white peaks, and black glass were all he had ever known of life, and though he dreamed of travel and adventure, he knew deep in his heart that he would probably never leave.
Until the dragon weather came. Incredible heat, oppressive humidity, dark and angry clouds . . . and dragons. Dragons with no feelings, no empathy, no use for humans; dragons who destroyed his entire village and everyone in it. Everyone, that is, except Arlian.
Orphaned and alone, Arlian the child is captured by looters and sold as a mining slave. Seven years later Arlian the man escapes, fueled by years of hatred for the dragons, bandits, and slavers that took his youth away--and a personal vow to exact retribution from those who have wronged him.
As Arlian makes his way through life, he is obsessed with the concept of justice, and that obsession informs every task, every decision. Even Black, the man he befriends and grows to love as a brother, has little influence against Arlian's obsession. His entire life has one purpose, and one purpose only: to mete out justice.
But can one righteous man change the entire world for the better? Or is he doomed by his own actions to become as unjust as those he seeks to destroy? -
Over 24 of the best "furry" fiction stories of the past 15 years. Winner of Furry Fandoms' Ursus Award. Furry fiction revolves around sentient animals or characters who have animal aspects, ranging from genetically engineered creatures to aliens to werewolves. Although related to science fiction, fantasy, and horror, this branch of speculative fiction has a style all its own. This volume, in addition to the wide-variety of entertaining stories, contains non-fiction material explaining the origin and development of furry fiction. Usually taking the form of human characteristics given to animals, anthropomorphics have been with humanity from the earliest cave painting to our modern marketing icons and sports mascots. In the last several decades, the study of and fandom for anthropomorphics (commonly called the "furry" fandom) had been recognized as unique, and deserving of attentions. From Watership Down to Redwall, fantasy fans have flocked to heroic tales of furry heroes. In Furry!, "furry fiction expert" and editor Fred Patten takes readers through some of the best-loved and most memorable furry stories ever written. This anthology of furry fiction features twenty-six of the best stories from long-running literary magazines such as Anthrolations, PawPrints Fanzine, The Ever-Changing Palace, Tales of the Tai-Pan Universe, and Yarf! Included are stories by Lawrence Watt-Evans, Watts Martin, Michael H. Payne, Gene Breshears, Brock Hoagland, Mel. White, Phil Geusz, and many others. The collection also features informative introductions and bibliographies detailing the origins and history of the sub-genre. Editor Fred Patten has a long and illustrious career in fandom, being on of the founders of the first American fan club for Japanese animation, and well asbeing active in science fiction and comic book conventions since the 1960s. He writes "Theriopangrams" for the Furrlough comics series. Patten is a founding member of Furry/Anthropormorphics fandom. He resides in California. "The stories...will make you laugh, the will make you cry...they will make you think. At least some of them will probably make you uncomfortable. Ask yourself what you'd do in one of these situations. Be honest. Share the ideas with you friends if you're bold enough. These are stories you can talk about for hours and not get tired. Most highly recommended." -Elizabeth Barrette, Infinite.com
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** COMPLETELY UNAUTHORIZED **
Trekkies and Trekkers alike will get starry-eyed over this eclectic mix of essays on the groundbreaking original Star Trek series. Star Trek writers D. C. Fontana and David Gerrold, science fiction authors, such as Howard Weinstein, and various academics share behind-the-scenes anecdotes, discuss the show's enduring appeal and influence, and examine some of the classic features of the show, including Spock's irrationality, Scotty's pessimism, and the lack of seatbelts on the Enterprise. The impact of Star Trek on subsequent science-fiction television programs is explored, as well as how the show laid the foundation for the science fiction genre to break into the television medium. -
A STAR RISES IN THE SOUTH
When the foreigners confronted Sterren in Ethshar of the Spices he was uneasy; when they all but abducted him, taking him to an obscure kingdom in the south, he knew he was in a terrible predicament.
A predicament some might actually find appealing -- he was by heredity the Ninth Warlord of Semma, least of the small kingdoms; he was a noble, and his rank afforded him material privileges, even in a place as insignificant and obscure as Semma.
But the office also carried certain terrible responsibilities: he was to win the war the stupid King had stirred up by his arrogance. Two larger and stronger Kingdoms were preparing to invade Semma.
And if the country lost, the first thing likely to be forfeit was the life of the Warlord.
And if it won . . . if it won, the fate and shape of Ethshar would change forever.
For deep in the south there are secrets of magic not even Sterren can imagine.
A LEGEND OF ETHSHAR -
Garth of Ordunin had been set a new task by the Forgotten King: Bring back to Skelleth whatever he found upon the altars of the seven temples of Dusarra. As he went about his blasphemous errand he learned more about the Dark Gods -- and more about his own destiny!
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Garth had given the mighty Sword of Bheleu into the Forgotten King's keeping. Now he needed it back, and the King demanded that Garth bring him the Book of Silence in exchange -- but Garth feared that the King would use the Book to bring about an Age of Death.
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The author returns to the setting of The Misenchanted Sword for the tale of a young wizard with one spell but scores of dreams. Original.





















