Gør som tusindvis af andre bogelskere
Tilmeld dig nyhedsbrevet og få gode tilbud og inspiration til din næste læsning.
Ved tilmelding accepterer du vores persondatapolitik.Du kan altid afmelde dig igen.
Putting the Grand Quest behind them, the party rides onward in search of answers. Between one member's unexpected new condition and the mysteries of the Bridge, their only hope appears to be gaining entrance to Lumal, said to hold the greatest collection of knowledge in all the kingdoms. But when a curious path appears in a seemingly uninhabited forest, the party finds themselves in a place set apart from the kingdoms, and the world at large: a hidden hamlet, filled by unusual people, all of whom have long histories of their own. Soon sealed inside the town by unseen forces, the former NPCs will have to uncover what brought them there --and who is keeping them trapped-- while there's still time to fight back. Because something more is brewing, something involving the very gods themselves. With unknown enemies to the front and supposed allies at their rear, the party will need more than their usual tricks if they hope to see the outside world once more.
My name is Drew Hayes, and for the past six years I've made my living as a writer. In that time, I've published twenty books, written hundreds of thousands of words, and made countless mistakes - most of which I like to think I've learned from.Underqualified Advice (and Other Amusing Diversions) is my attempt to compile those lessons and share them with others, as well as have some fun along the way. Half of the book is dedicated to detailing specifics about writing, maneuvering the industry, and keeping fiscally afloat in largely unstable waters. The other half, however, is dedicated to pure fun: essays on extremely specific topics, flash fiction, and some bits that not even I know how to classify.If this unique, hopefully entertaining, premise sounds up your alley, crack open to the first chapter and read the full breakdown. Even if you don't particularly need the advice, we could all use an amusing diversion from time to time.
After surviving countless perils and dangers, including an examination by the Blood Council, Fred is preparing to take on his most important adventure to date: marrying Krystal. That is, if he can get everything handled in time. Visiting Boarback, hiring new staff, clearing out his schedule for a honeymoon; there's no shortage of tasks to check off before the big day arrives.But not everyone views the occasion in such a happy light. With new dangers looming, old debts raised, and grudges rekindled, it'll take everything Fred has to finally make it down the aisle.
What happens when the haggling is done and the shops are closed? When the quest has been given, the steeds saddled, and the adventurers are off to their next encounter? They keep the world running, the food cooked, and the horses shoed, yet what adventurer has ever spared a thought or concern for the Non-Player Characters? In the town of Maplebark, four such NPCs settle in for a night of actively ignoring the adventurers drinking in the tavern when things go quickly and fatally awry. Once the dust settles, these four find themselves faced with an impossible choice: pretend to be adventurers undertaking a task of near-certain death or see their town and loved ones destroyed. Armed only with salvaged equipment, second-hand knowledge, and a secret that could get them killed, it will take all manner of miracles if they hope to pull off their charade. And even if they succeed, the deadliest part of their journey may well be what awaits them at its end.
Fleeing from a vengeful king has sent the former NPCs across Solium's borders, into the kingdom of Alcatham. As wanted fugitives, they head to the small farming village of Briarwillow, hoping to blend in, lay-low, and avoid trouble at all costs. Unfortunately, Briarwillow has problems all its own, and its troubles quickly become theirs. If they hope to survive long enough to escape, they'll have to tackle an all-but-forgotten mystery buried at the town's border, as well as seek the wisdom of a mysterious group of mages. With time, magic, and at least one god against them, it will take everything they've got to save Briarwillow, and themselves.
Knowledge is power. That would be the motto of Lander University, had it not been snatched up and used to death by others long before the school was founded. For while Lander offers a full range of courses to nearly all students, it also offers a small number of specialty classes to a very select few. Lander is home to the Hero Certification Program, a curriculum designed to develop students with superhuman capabilities, commonly known as Supers, into official Heroes. Five of this year's freshmen are extra special. They have a secret aside from their abilities, one that they must guard from even their classmates. Because for every one person in the world with abilities they can control, there are three who lack such skill. These lesser beings, Powereds as they are called, have always been treated as burdens and second class citizens. Though there has been ample research in the area, no one has ever succeeded in turning a Powered into a regular human, let alone a Super. That is, until now.
Despite having their secret revealed, the residents of Melbrook Hall return to Lander University for another year in the Hero Certification Program. Good thing the focus of this year is teamwork, because with their origins known they'll have to lean on each other more than ever. Now finally sophomores, their curriculum expands, allowing them to train in the majors that Heroes specialize in. The new classes will test their minds, bodies, and determination in ways never anticipated. In a year filled with the unveiling of secrets, unexpected entanglements, and, of course, super-powered battles, who will be left standing is anyone's guess. Because if all that weren't enough, more light is being shed on last year's kidnapping attempt, and the results point at something far bigger than mere rogue educators. Something that isn't even close to being over with.
Adventuring is a costly affair, and while the tolls are often paid in blood, gold can drain away just as quickly. The party's trek out of Solium and across the lands of Alcatham has left them with only a handful of gold between them. Fortunately, they have drawn near Camnarael, Alcatham's capital, where all manner of quests--and rewards--await. But all is not as expected in the capital. Unusual occurrences have been happening throughout Camnarael: figures in the shadows making unsavory bargains, attackers harassing innocent parishioners, and adventurers from all over the land gathering to partake in a Grand Quest offered by the royal family. Most curious of all are the rumors that speak of a strange artifact serving as the reward for this rare and legendary quest... an artifact that sounds just a bit too familiar to the former NPCs.
Junior year has come for the remaining students of Melbrook Hall, and it promises to be the most difficult one yet. With one of their own gone and another under serious investigation, none of the former Powereds knows how many days remain for them in the Hero Certification Program. The time they do have will be filled with more trials and classes, honing their skills as they work toward the increasingly difficult goal of becoming Heroes. Ample new challenges await them, and not all of them can be met on the safety of Lander's campus. Fallout from last year's final exam has stirred the interest of many parties, not all of them friendly. With enemies pressing in from all directions, it's going to take new alliances, dedication, and countless hours of training if they want to last another year.
When your fairy godmother threatens to enslave you with a curse - when a malevolent piper solves your rat problem but steals your children - when you seek revenge on the prince who turned you into a frog - who can you turn to in your hour of need? The band of scoundrels known far and wide as the Bastard Champions - the swashbuckling trio who travel a world of legend, seeking adventure and righting wrongs - as long as there's enough gold to be earned. They are Jack, the seemingly unkillable leader whose ever-present grin belies a dark past; Marie, who fights with fury but battles more fiercely to control the beast within; and Frank, the master of logistics, whose cloak hides horrific scars that are far more than skin-deep. As they slash and scheme through kingdom and village alike, the Bastard Champions uncover tantalizing clues to their ultimate quarry: the powerful Blue Fairy, who has made each of their lives a living hell.Second Hand Curses adds a dash of sly wit and a heaping portion of action to the fairy tales you thought you knew.
A mystery/road trip/buddy comedy/action adventure from the author of Second Hand Curses.A dance club full of bodies. Cause of death - a mystery. The lone survivor - a man, raving like a lunatic, wearing only a deerstalker hat. Now, the man who calls himself Sherman Holmes is being studied like a lab rat by a top-secret government agency. How is it he can be barely clinging to reality one minute - yet be a seeming genius the next? Within his brain might just be the greatest scientific breakthrough of the millennium, if anyone can figure out how to access it. Enter the agent code named Watson. Once a rising star, a deadly betrayal sent him spiraling into uncertainty and paranoia. Now saddled with moving Sherman to a more-secure facility, he must prove he's still up to the task. With enemies on their heels, a whole country to cross, and Sherman ranting in his ear, the job proves to be more of a challenge than Watson ever anticipated. With Watson's experience and the bizarre insights of his own twisted mind, Sherman just might survive. But can Watson survive Sherman?
Junior year has come for the remaining students of Melbrook Hall, and it promises to be the most difficult one yet. With one of their own gone and another under serious investigation, none of the former Powereds knows how many days remain for them in the Hero Certification Program.The time they do have will be filled with more trials and classes, honing their skills as they work toward the increasingly difficult goal of becoming Heroes. Ample new challenges await them, and not all of them can be met on the safety of Lander's campus. Fallout from last year's final exam has stirred the interest of many parties, not all of them friendly.With enemies pressing in from all directions, it's going to take new alliances, dedication, and countless hours of training if they want to last another year.
"After several years as a vampire, starting a business, founding his own clan, and proposing to his girlfriend, Fred is finally beginning to settle into life as an undead accountant. Unfortunately, not everyone is happy about his continued survival, or the dangerous friends he's made along the way. The Blood Council has dispatched a representative to determine if Fred is fit for the position he currently fills as head of a clan, and the stakes for failure are deathly serious. Worse, Fred will have to muddle through without the help of Krystal, who is off on a mysterious task of her own. Saddled with a new bodyguard, Fred will have to prove he's got what it takes to be a respectable vampire, control his abilities, and lead a clan. Because if he can't, the House of Fred will be no more"--Page 4 of cover
"When Fred formed his own parahuman clan out of necessity, he understood that it was going to come with new responsibilities. Much as he hoped those tasks would center around extra paperwork and perhaps the occasional mandatory class, enough time around the supernatural has taught him to be ready for anything. Or so he thought. As a freelance accountant for the Agency, Fred soon finds himself being tossed into new, unexpected, and perilous situations. From inventorying ghostly castles, to exploring unsettling amusement parks, to negotiating with dangerous mages, it seems there is no end to the uses for an accountant of Fred's specialty. But dangerous as the new jobs are, the greatest threat may come from the past. An old enemy is making waves once more, an enemy who would go to great lengths to destroy Fred and everyone he loves. And this time, they've brought backup. The fourth book in the hilarious series following Fred, the vampire accountant, and the misadventures he finds himself in."--Back cover
With a thriving parahuman accounting practice, a steady relationship, and a circle of trusted friends, Fred's undead life has become more enjoyable than his normal one ever was. Unfortunately, it also seems that he's no longer the only vampire to appreciate the up-and-coming city of Winslow, Colorado. A new clan of vampires is moving in, and they aren't well known for tolerating outsiders in their territory. Now, Fred must cope with the growing presence-and threat-of other vampires even as he struggles to keep up with his business's demands and make time for his friends. Between hidden parahuman towns, crazed vampire hunters, quarreling mages, and the world's least subtle spy, it will take all of Fred's wiles just to keep his head above water. And as the new clan sinks their fangs deeper and deeper into his city, the undead accountant is faced with a choice between two equally unappealing options: flee his home, or stand against an entire clan of fellow vampires.
The sequel to the Amazon bestseller THE UTTERLY UNINTERESTING AND UNADVENTUROUS TALES OF FRED, THE VAMPIRE ACCOUNTANT. After discovering just how filled with magic, intrigue, and adventure the parahuman world of being an Undead American can be, Fredrick Frankford Fletcher did exactly what was expected--he became a certified parahuman accountant. Myths and legends, as it turns out, are not so great at taking appropriate deductions and keeping their receipts, and Fred is more than happy to return to a life others view as woefully dull, expanding his accounting business to cater to various monsters and their respective financial needs. Said monsters are, unfortunately, still spectacular at pulling Fred into trouble, though. And despite merely wanting to stick with simple paperwork, Fred once again finds he is going to have to deal with enchanted weaponry, government agents, possessed houses, and one enigmatic dragon's interest. In the parahuman world, any business can turn deadly, even one as mundane as accounting.
Some people are born boring. Some live boring. Some even die boring. Fred managed to do all three, and when he woke up as a vampire, he did so as a boring one. Timid, socially awkward, and plagued by self-esteem issues, Fred has never been the adventurous sort.One fateful night - different from the night he died, which was more inconvenient than fateful - Fred reconnects with an old friend at his high school reunion. This rekindled relationship sets off a chain of events thrusting him right into the chaos that is the parahuman world, a world with chipper zombies, truck driver wereponies, maniacal necromancers, ancient dragons, and now one undead accountant trying his best to "survive." Because even after it's over, life can still be a downright bloody mess.
Tilmeld dig nyhedsbrevet og få gode tilbud og inspiration til din næste læsning.
Ved tilmelding accepterer du vores persondatapolitik.