You may have to register before you can download all our books and magazines, click the sign up button below to create a free account.
DESPERATE TIMES… He was only a "beginner" shaman, but Sam Verner had to find a cure to break the curse on his sister. Only something of great magic would do the trick. It was this quest that took him to a mystical citadel in Australia, where, with the aid of his shadowrunner friends, he recovered a strange artifact he hoped would prove helpful. DESPERATE MEASURES… But instead of anything that even remotely resembled help, an unexpected and ancient terror was released—a terror that erupted into a shadow war for dominion over an awakened Earth. And while the evil kept growing, inexorably drawing him into battle, the curse's power over his sister was also growing, bringing her closer and closer to death. Soon a truly desperate Sam realized that the last and only hope for saving his sister was to find the greatest shaman of the Sixth World, former leader of the Great Ghost Dance—a man who may no longer exist...
THE BRIGHTER THE LIGHT… Dirk Montgomery, former Lone Star cop turned shadowrunner, knows the dark byways of Seattle and the city of Cheyenne. He knows when to take chances and when to take cover. But when a megacorporate exec demands payment of an old debt, Dirk finds himself where the familiar rules don't apply anymore. THE DARKER THE SHADOWS… The Kingdom of Hawai'i is a tropical playground...with a sinister underside. Dirk must navigate its treacherous paths as he tries to stay one step ahead of all the factions battling to control the islands: the megacorps, the government, the rebels, and the yakuza. Not to mention dragons, elves, new friends...and old enemies.
WHERE MAN MEETS MAGIC AND MACHINE... The year is 2050. The power of magic and the creatures it brings have returned to the earth, and many of the ancient races have re-emerged. Elves, Orks, Mages, and lethal Dragons find a home in a world where mana, technology, and human flesh have melded into deadly urban predators. And the multinational mega-corporations that run the world hoard the only thing of real value—information. For Sam Verner, living in the womb of the Renraku conglomerate was easy, until his sister disappeared and the façade of the corporate reality began to disintegrate. Now he wants out, but to "extract" himself he has to slide like a whisper through the deadly shadows the corporations cast, into a completely different world where his first wrong move may be his last...the world of Shadowrun.
HIDING OUT ON THE OTHER SIDE OF THE WORLD… Well, as much as a punk band that still needs to play gigs to survive can hide out. The members of Top Drek have landed in Tunisia, Africa, after fleeing UCAS due to some…local entanglements in Québec City, the band is now living in Tunis, the capital city and playing local concerts thanks to their new manager. But the shadows also reach around the globe, only this time they’re coming for Lance, the hard-drinking, blue-bearded, technomancer keyboardist. Like the other band members, Lance is running from his own demons, but they seem to have tracked him to the desert city—and will do anything to put him in the ground for good. It’s going to take every bit of skill and courage to defeat this relentless enemy…and before they’re through, the band will have to make a deal with yet another devil from their past to make it through this desert tour alive…
The human mind is the most powerful game engine – but it can always use some help. This book is meant for developers who want to create games that will evoke richer and more memorable “gameworlds” in the minds of their players. We don’t just enter such unforgettable gameworlds when we play first-person 3D RPGs with high-resolution graphics; even relatively simple 2D puzzle or strategy games with 8-bit-style visuals can immerse players in worlds that are beautiful, terrifying, mysterious, or moving, that are brutally realistic or delightfully whimsical. Indeed, good video games can transport us to incredible new worlds. The process by which a particular gameworld emerges is a symbioti...
ONCE UPON A TIME… …there was a team of shadowrunners. Toro, an ex-Urban Brawler-turned-alleyway guardian angel. Richter, a bear shaman who feels the world through spiritual fingers. C0untd0wn, an anarchist hacker with a penchant for explosives. All led by Punchline, a smiling face armed with a silver tongue and expensive tastes. They started with almost nothing in common but were fated to be so much more. Tasked to help Saoirse, a visitor from the Realm of Fae, with her clandestine mission, the team must face dangerous threats from far beyond the reality they once knew. Disian monsters from across the veil. Faustian cultists. Foolish allies—both willing and not—to their metaplanar invasion. All of this forces the team to become more than the sum of their parts, or die trying. Can this unlikely team save not one but two worlds? The Sixth World is no stranger to faerie tales…and not all of them end happily ever after...
YOU CAN’T GO HOME AGAIN… When things got a bit too hot for hard-charging rock-and-roll (and sometimes shadowrunning) band Top Drek after their latest doorbusting show in the UCAS, they decide to slip over the border into the Republic of Québec. But its capital, Québec City, is anything but a safe haven. The moment they arrive, the band’s bus—and all of their instruments—is stolen. And even stranger, the thieves soon reach out to Bleeding Blossom, Top Drek’s drummer, a Québec native who left behind some very angry mates all those years ago. Now the band is caught in an impossible situation: do a very dangerous job for their faceless nemesis, or never see the bus and their gear again. But for Blossom, this job is much more—forced to confront the ghosts of her rebel past, will she stand with the other band members to take down the people blackmailing them…or sacrifice herself to save them?
GETTING THE BAND BACK TOGETHER… Once upon a time, Chance Dragonfly, elven synthboardist, was a member of Cortex Bomb, one of the fastest-rising punk bands in Seattle, rocking out in front of adoring crowds. But those heady days are long gone, and the other members of the band are the furthest thing from Chance’s mind…until one of them reaches out to her for help. Sticks, their drummer, has gone missing under very suspicious circumstances. And now Chance has only one way to get her back—find the other members of Cortex Bomb and hope they’ll come together for one last show. And if she manages to get the band back together, that final show—facing off against one of Seattle’s deadliest gangs—could be a real killer…for all of them.
WAKE NOT THE SLEEPING BEAR… During the chaotic late years of the Dark Age, two Ghost Bear cadets find each other as conflicting loyalties threaten to drive them apart. Freeborn Strider has fought to become a MechWarrior for most of his life, and now stands on the precipice of making his dream come true. Trueborn Vespertine is a true product of Clan Ghost Bear, and also hopes to graduate into the exalted ranks of the MechWarriors. But simmering tensions between the Ghost Bears and the civilians of the Rasalhague Dominion—the only successful merging of a Clan with an Inner Sphere faction—are rising in intensity, threatening to tear the nearly century-old alliance asunder. Along with that comes the invitation from the new ilKhan to join the reborn Star League, causing further division among the populace. And with Strider and Vespertine also embracing different views of the conflict, will they fight each other if the disagreements erupt into all-out war?
Enyoy your eBooks either on your Smartphone, Tablet or Desktop.