"A droid and his boy, on a search for a legendary weapon. Daslakh is an AI with a problem. Its favorite human, a young man named Zee, is in love with a woman who never existed - and he will scour the Solar System to find her. But in the Tenth Millennium a billion worlds circle the Sun-everything from terraformed planets to artificial habitats, home to a quadrillion beings. Daslakh's nicely settled life gets more complicated when Zee helps a woman named Adya escape a gang of crooks. This gets the pair caught up in the hunt for the Godel Trigger, a legendary weapon left over from an ancient war between humans and machines-which could spell the end of civilization. In their search, they face a criminal cat and her henchmen, a paranoid supermind with a giant laser, the greatest thief in history, and a woman who might actually be Zee's lost love. It's up to Daslakh to save civilization, keep Zee's love life on the right track-and make sure that nobody discovers the real secret of the Godel Trigger"--
It is the year 2063 and all energy sources have been depleted or declared unsafe. An ice age has begun, China's world dominance is growing, and America is sliding into impotence. Only Ben Belson, a New York financier, has any hope of reversing the decline of civilization. Undaunted by the apathy around him, haunted by emotional problems that are driving him toward suicide, he embarks on a highly publicized search for an extraterrestrial fuel supply. Though he sleeps through the long night of space, fate brings him to his star. What happens there shocks him back into sanity and life.
"Once, Lan had a different name. Now she goes by the one the Elantian colonizers gave her when they invaded her kingdom, killed her mother, and outlawed her people's magic. She spends her nights as a songgirl in Haak'gong, a city transformed by the conquerors, and her days scavenging for what she can find of the past. Anything to understand the strange mark burned into her arm by her mother in her last act before she died. The mark is mysterious-an untranslatable Hin character-and no one but Lan can see it. Until the night a boy appears at her teahouse and saves her life. Zen is a practitioner-one of the fabled magicians of the Last Kingdom. Their magic was rumored to have been drawn from the demons they communed with. Magic believed to be long lost. Now it must be hidden from the Elantians at all costs. When Zen comes across Lan, he recognizes what she is: a practitioner with a powerful ability hidden in the mark on her arm. He's never seen anything like it-but he knows that if there are answers, they lie deep in the pine forests and misty mountains of the Last Kingdom, with an order of practitioning masters planning to overthrow the Elantian regime. Both Lan and Zen have secrets buried deep within-secrets they must hide from others, and secrets that they themselves have yet to discover. Fate has connected them, but their destiny remains unwritten. Both hold the power to liberate their land. And both hold the power to destroy the world. Now the battle for the Last Kingdom begins."--förlagstext
If you ever lost a sock, you'll find it here. If you ever wondered where your favourite toy from childhood ended up, it's probably sitting on a shelf in the back. And the headphones that you swore that this time you'd keep safe? You guessed it… Antoinette has lost her father. Metaphorically. He's not in the shop, and she'll never see him again. But when Antsy finds herself lost (literally, this time), she finds that however many doors open for her, leaving the Shop for good might not be as simple as it sounds. Lost in the Moment and Found tells us that childhood and innocence, once lost, can never be found.
"A caravan flying the flag of the Nation of Darkness has been attacked by a noble who hails from the Re-Estize Kingdom. Coincidence... or conspiracy? Either way, Nazarick interprets this as an act of brazen hostility and readies for war! The people of the kingdom, still reeling from the disastrous battle at Katze Plain, reluctantly prepare themselves for another bloody day. When a ruthless campaign of extermination begins sweeping through the entire country, and near-certain doom looms over them all, every single living being within the kingdom's borders must decide for themselves how to weather the storm that is Ainz Ooal Gown!" --
Vanu Francoeur is a novice in the Kinship of the Suffering God, a religious community whose mandate is to seed new stars within a stellar nursery. Vanu feels confused about hir neutral gender, and is also conflicted in hir relationships, especially with hir own sibs. An encounter with an exotic outsider stirs up a storm of conflicts within the usually quiet community. Vanu discovers that the authoritarian culture of the Kinship has deeply troubling flaws. In protest, zhe and hir sibs are drawn towards a dramatic resolution deep within the fires of a star, with consequences that could stretch across the decades and centuries to come. --Text från utgivaren
"SFWA Grand Master Silverberg (Voyagers) demonstrates why he merits that plaudit in this superior collection of three novels and one short story linked by the theme of humanity encountering intelligent alien life, or, as he puts it in his introduction, "reach out to meet others with uncertain hands." "Those Who Watch" begins with an explosion over New Mexico that turns out to be a crashing spaceship; the ship's three crew members survive and successfully pose as humans until three Earthlings see through their disguise. "The Man in the Maze" offers a less traditional story line, inspired by Sophocles's tragedy Philoctetes and centered on diplomat Richard Muller. Muller's the first human to contact the inhabitants of Beta Hydri IV—and he becomes a pariah upon his return to Earth. Silverberg shifts gears dramatically in "Tom O'Bedlam," in which all of Earth's governments have collapsed, and the eponymous lead has visions of fantastic crystalline beings that others dismiss as psychotic episodes. The anthology is enhanced by Silverberg's introductions to each piece, which provide the personal and editorial background to the stories. Lovers of first contact fiction owe it to themselves to pick this up."--Publishers Weekly
"Ally is a Ukrainian bride who married a wealthy Californian, Carl Morris. Everything is strange in her new home: the shadowy redwoods; the peculiar neighbors; and the mystery surrounding the death of Carl's first wife. But Ally is determined to leave her own tragic past behind and to be a good wife and a good American. Escaping darkness is not so easy. Ally discovers that her house is on the border of Nightwood, where fairy tales become nightmares and nightmares are real. When Carl is abducted, Ally follows him into the land where the Red, Black, and White Horsemen drag the sun in their wake. There, Little Mother takes her prisoner, and Ally is forced to labor in a filthy farmyard filled with deformed human livestock. But the ghoulish Little Mother is not the most terrifying creature in Nightwood. The Ogre, squatting in the Castle with no Windows, is poised to invade our world. He has Carl; and he wants Ally. To save her husband and the world, she'll have to brave the horrors of Nightwood and face the truth of her past."--Baksidestext
"Herne the hunter, mischief-maker, spirit of the forest, leader of the wild hunt, hurtles through the centuries pursued by his creator. A shapeshifter, Herne dons many guises as he slips and ripples through time - at candlelit Twelfth Night revels, at the spectacular burning of the Crystal Palace, at an acid-laced Sixties party. Wherever he goes, transgression, debauch and enchantment always follow in his wake. But as the forest is increasingly encroached upon by urban sprawl and gentrification, and the world slides into crisis, Herne must find a way to survive - or exact his revenge. With its intoxicating, chameleonic voice and boundless imagination, Mischief Acts is British folklore as you've never read it before: dangerous, sexy, troubling, daring, savage, an exhilarating race through time and space, weaving together the ancient and the contemporary."--Publisher description.
"The Dark Days have returned. The Demon of Carnage mercilessly cuts through villagers and armies. The Demon of Corruption poisons/rots the land. The Serene Empire and the Witch Lords race towards war. And in the middle of it all stands Rxyander, the Warden of Gloamingard. Burdened by conflicting loyalties and guilt, Ryx searches desperately for a way to defeat the demons before the world she loves is completely destroyed. To find answers, she'll have to return to where it all started...the black tower at the heart of Gloamingard"--
Ghosts are converging on the cursed Mount Tonglu for a massive battle royale, the sole survivor of which may become a Ghost King, a being of unimaginable power. Xie Lian is sent to secretly infiltrate and try to prevent this--by destroying any ghosts strong enough to stand a chance. His heavenly powers are weakened near the cursed mountain, but he has one trump card on his side--Hua Cheng, who has survived Mount Tonglu before. As they struggle against murderous ghosts and the mountain's strange defenses, Hua Cheng's knowledge of the area may prove invaluable. But can they even begin to unravel the cursed peak's secrets?--baksidestext
A legend amongst the people, told to children to get them to bed, told to young mothers as a warning to watch over their young. Some believe it is how the children of the woods grow their numbers, others chalk it up to explanations of plague, and some think the moon calls to the young. If it happened with regularity they could try to stop it; but without apparent reason, sometimes night will fall, the parents will sleep, and the children will walk out of the city into the wyrd and wild. The woods do not care for you. Never forget that. The book contains: Three adventures, Two short stories, Design notes from Charles Fergusson-Avery, Concepts art, sketches, doodles and creator commentary for Into the Wyrd and Wild. --Text från www.sfbok.se
"This is the Blade Runner Roleplaying Game. It's a neon noir wonderland that will take your breath away, one way or another—an evocative world of conflicts and contrasts that dares to ask the hard questions and investigate the power of empathy, the poison of fear, and the burden of being human during inhumane times. It's an iconic and unforgiving playground of endless possibilities that picks you up, slaps you in the face, and tells you to wake up. Time to live. Or time to die. The official Blade Runner RPG will propel players into the streets of Los Angeles as Blade Runners with unique specialties, personalities…and memories. The core game and its line of expansions will push the boundaries of investigative gameplay in tabletop RPGs, giving players a range of tools to solve an array of cases far beyond retiring Replicants. Beyond the core casework, the RPG will both in setting and mechanics showcase key themes of Blade Runner—action, corporate intrigue, existential character drama, and moral conflict—that challenge player characters to question their friends, empathize with their enemies, and explore the perseverance of hope and humanity." --Baksidestext
"An apocalyptic RPG based off of MÖRK BORG. CY_BORG Core Rulebook, A Nano-infested Doomsday RPG about cybernetic misfits and punks raging against the relentless corporate hell. CY_BORG is a complete rules-light, rage-heave tabletop roleplaying game based on and compatible with MÖRK BORG. A world constantly in flux; shifting, distorting, always reborn as something worse. Destruction by catastrophes, the fallout of history's belligerence; by modern man-made miseries or the blook spilled by the reckless machine of capitalist supremacy. Mankind's greatest ability truly is to destroy itself in creative ways. Designer demise, consumer-customized death, endlessly on repeat. Poisonous space rocks, nuclear weapons, cyclical revolutions, warring nations, warring corporations, warring neighbors; pandemics, tsunamis, volcanoes, In Between it all: direct person-machine interfaces, tactical neural implants, and bacteria from outer space hijacking intercellular nanorobotics. And the sky is full of ads." --Sammanfattning från utgivaren
"Bastion is the only city that matters. In its industrial age, it sits as the smoke-shrouded hub of mankind, surrounded by a world of lurking horrors and cosmic interference. The Underground spreads beneath our feet and the stars loom above. You are an Explorer, braving places too far for maps and too old for records. Your expeditions touch the bizarre, wondrous, and horrific. You search for riches, but also Arcana, mysterious devices with unnatural powers. The remastered version of the 2014 TTRPG revisits Industrial Bastionland, giving the original Into the Odd a lavish hardback, full-colour restoration with expanded content." --Text från utgivaren
"Welcome to Tal'Dorei, a fantasy-filled continent brimming with grand tales of heroes and adventure - and eagerly awaiting your own epic stories. Soar on a skyship from the metropolis of Emon to the distant haven of Whitestone, venture into wilderness rife with terrifying monsters and wayward mages, and uncover magic items that range from simple trinkets to the legendary Vestiges of Divergence. The hit series "Critical Role" first explored this continent through the epic adventures of Vox Machina. Now the world moves on in their wake. This campaign setting is newly revised and expanded to cover the exciting conclusion of the Vox Machina campaign and the characters' lives in the years following. Let your footsteps, too, shape the fate of Tal'Dorei and perhaps the wider world of Exandria. This definitive, art-filled tome is revised and expanded, containing everything you need to unlock the rich campaign setting of Tal'Dorei and make it your own: - A guide to each major region, with story hooks to fuel your campaign - Expanded character options, including 9 subclasses and 5 backgrounds - Magic items such as the Vestiges of Divergence, legendary artifacts that grow in power with their wielders - Dozens of creatures, including many featured in the "Critical Role" campaigns - New lore and updated stat blocks for each member of Vox Machina The adventure begins. Where will you take it?"--
"Root: The Tabletop Roleplaying Game is a game of woodland creatures fighting for money, justice, and freedom from powers far greater than them. Based on the Root: A Game of Woodland Might & Right board game and officially licensed by Leder Games, Root: The TTRPG brings the tales of the Woodland to your RPG table! In Root, you play vagabonds, outcasts from the normal society of the woodlands who have come to live in the spaces between, whether that's in the forests themselves or on the fringes of society. You are competent and skilled-you have to be to survive as vagabonds-and you aren't tied down to any particular place or faction. You might be a badger arbiter, serving many sides in resolving conflicts and defending their interests. You might be a cat scoundrel, sliding on your mask before you sneak out into the darkness to cause mischief and mayhem. You might be a wolf ranger, at home in the wilds and the untamed places of the woodland. Root is based on the Powered by the Apocalypse system used by tabletop RPGs like Apocalypse World, Dungeon World, and many of Magpie Games's own games like Masks: A New Generation, Urban Shadows, and Zombie World. It uses the core framework of that system and provides a strong, simple way to tell your own stories of adventure in the woodland. You'll create a character using one of several vagabond archetypes, and then you'll take action, rolling two six-sided dice to resolve the outcomes of desperate situations." --Text från förlaget
Beyond the reach of roads, past the scope of mortals there is a darkened place. A shadowed tree-line where no-one dares cross and whose boundaries go undisturbed. This is not the woods of peaceful fey and beast, but the dark and twisted children's tale that kept you full of terror. It is a world of fear, madness, and bloodshed; ruled over by the uncaring watch of ancient trees. There is no bargaining with the primal forces that rule the uncivilized world, as you have nothing they could ever want. The woods do not care for you. Never forget that. Into the Wyrd and Wild is a supplemental book for those seeking to incorporate a weird and terrifying wilderness into their role-playing game. Players and GMs who enjoy a level of horror and prefer the sweeping, darkened landscapes of forest and mires to the well-trodden cobblestone of dungeons need look no further when it comes to books. Presented within the book is a light overhaul of the adventuring system, modified to fit better with a campaign centered around forays into the frightening wilderness. --Baksidestext
"Herne the hunter, mischief-maker, spirit of the forest, leader of the wild hunt, hurtles through the centuries pursued by his creator. A shapeshifter, Herne dons many guises as he slips and ripples through time - at candlelit Twelfth Night revels, at the spectacular burning of the Crystal Palace, at an acid-laced Sixties party. Wherever he goes, transgression, debauch and enchantment always follow in his wake. But as the forest is increasingly encroached upon by urban sprawl and gentrification, and the world slides into crisis, Herne must find a way to survive - or exact his revenge. With its intoxicating, chameleonic voice and boundless imagination, Mischief Acts is British folklore as you've never read it before: dangerous, sexy, troubling, daring, savage, an exhilarating race through time and space, weaving together the ancient and the contemporary."--Publisher description.
Ghosts are converging on the cursed Mount Tonglu for a massive battle royale, the sole survivor of which may become a Ghost King, a being of unimaginable power. Xie Lian is sent to secretly infiltrate and try to prevent this--by destroying any ghosts strong enough to stand a chance. His heavenly powers are weakened near the cursed mountain, but he has one trump card on his side--Hua Cheng, who has survived Mount Tonglu before. As they struggle against murderous ghosts and the mountain's strange defenses, Hua Cheng's knowledge of the area may prove invaluable. But can they even begin to unravel the cursed peak's secrets?--baksidestext
"Showcasing the grim and chilling artwork behind the fan-favorite game, Dark Souls: Design Works features key visuals, concept art, character & monster designs, rough sketches, and an exclusive interview with the game's creators."--baksidestext.
An exciting and accessible study of the genre of fantasy.One of the dominant modes of storytelling in the twenty-first century, fantasy can mirror contemporary experiences and convey our anxieties and longings better than any representation of the merely real. It is the lie that speaks truth. This book addresses two central questions about fantastic storytelling: first, how can it be meaningful if it doesn't claim to represent things as they are, and second, what kind of change can it make in the world? How can a form of storytelling that altersphysical laws and denies facts about the past be at the same time a source of insight into human nature and the workings of the world? What kind of social, political, cultural, intellectual work does fantasy perform in the world--the world of the reader, that is, not that of the characters? Focusing on various aspects of fantastic world-building and story creation in classic and contemporary fantasy, from the use of symbolic structures to the way new stories incorporate bits of significance from earlier texts, this book shows how fantasy allows writers such as Michael Cunningham, Hans Christian Anderson, Helene Wecker, C. S. Lewis, Ursula K. Le Guin, Nnedi Okorafor, Nalo Hopkinson, George MacDonald, Aliette deBodard, and Patricia Wrightson to test new modes of understanding andinteraction and thus to rethink political institutions, social practices, and models of reality.
An essential reference guide for RuneQuest players, Weapons & Equipment showcases Gloranthan culture and life, describing the items and services adventurers use everyday, exceptional and magic items, as well as how they can sell their hard-won treasure.
I den här boken hittar du fyra rysliga mysterier till Nordiska väsen - rollspelet. Spela dem som en sammanhängande kampanj under ett år, ett äventyr för varje årstid, eller använd dem där det passar i din pågående kampanj.
"Celebrate the King of Horror's 75th birthday with Stephen King: The Ultimate Companion, which explores the connections between Stephen King's life and his body of work"--