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Brave heroes have banded together to take a perilous journey through the war-torn Overworld to defeat the Arch-Illager and his formidable army. But how did that army come to be? And just where did the Arch-Illager come from?
The terrible truth behind the Arch-Illager is that he never asked for ultimate power. Known as Archie, this little Illager is bullied by his fellow Illagers and mistrusted by fearful Villagers. Archie only ever wanted a place to call home, but he finds himself shunned by all. As he wanders through deep forests and up craggy mountains, he stumbles upon a dark cavern—with a sinister secret waiting inside.
Archie discovers an object that whispers to him promises of power: the Orb of Dominance. With it, Archie realizes he can wield incredible magic and reshape a world that turned its back on him. All he needs to do is exactly what it tells him . . .
After all, it’s called the Orb of Dominance for a reason, right? But is it named for the way Archie uses it—or is it using him?
Just hours following their climactic battle on the Forerunner planet Genesis, the Spartans of Blue Team and Fireteam Osiris find themselves running for their lives from the malevolent machinations of the now-renegade artificial intelligence Cortana. But even as they attempt to stay one step ahead, trouble seems to find Spartan Edward Buck no matter where he turns.
A secret mission enacted by the Office of Naval Intelligence could possibly help turn the tide, and has Buck reluctantly agreeing to reform his old team, Alpha-Nine. Because if the band is really getting back together for this one, that means everybody—including the Spartan who Buck never wants to see again, the one who committed the ultimate betrayal of trust…
While Spartans get all the glory, no soldier―not even the legendary Master Chief―wins a war on their own. Gunnery Sergeant Edward Buck and his team of Orbital Drop Shock Troopers (ODSTs) played a major role in saving the Earth from all-out invasion at the end of the Covenant War―acts of bravery and ingenuity that did not go unnoticed by the United Nations Space Command.
Now, after many Spartans have been killed in battle and the Master Chief is listed as MIA, the UNSC decides to create a new generation of Spartans to defend humanity from threats both outside―and within. When they come to Buck with an extraordinary proposition, he is forced to make a life-altering decision. With the Covenant War finally over, is it time for him to finally retire to the sidelines for a life he could only dream about…or is he prepared to step up and become part of the military’s new blood?
Copyright © 2015 by Microsoft Corporation. All Rights Reserved. Microsoft, Halo, the Halo logo, Xbox, and the Xbox logo are trademarks of the Microsoft group of companies.
Molly Patel was only seven-years-old when the alien alliance known as the Covenant destroyed her homeworld and killed her family. As one of the few to escape the glassing of Paris IV, and despite the United Nations Space Command winning the war on behalf of humanity, Molly never forgot how much she had lost.
Nine years later, when her adoptive parents—research scientists specializing in ancient Forerunner technology—are called to the mysterious and wondrous place known as Onyx, Molly vehemently objects. It’s not so much that Molly’s concerned about relocating to inside a spherical construct the diameter of an entire solar system, but the fact that she also has to live alongside members of the same alien species that murdered her family. And when the Servants of the Abiding Truth—a violent ex-Covenant sect under the guidance of the notorious Pale Blade—somehow makes its way inside this supposedly impregnable sphere, Molly is now forced to consider if she and her new parents have made a terrible and fatal mistake in coming here....
Launch once more into galaxy-spanning conflict and legendary heroism…shards of an ever-expanding journey where human and alien alike find their finest hours in facing their greatest challenges. These scattered stories span untold millennia, from the age of the ancient custodial race known as the Forerunners…to the aftermath of the Covenant’s bloody war against humanity…and even the shocking events surrounding the resurrection of the mysterious Guardians. Halo: Fractures explores mythic tales of bravery and sacrifice that blaze brightly at the very heart of the Halo universe.
Featuring electrifying works from such acclaimed authors as:
Tobias Buckell • Troy Denning • Matt Forbeck • Kelly Gay • Christie Golden • Kevin Grace • Morgan Lockhart • John Jackson Miller • Frank O’Connor • Brian Reed • Joseph Staten • James Swallow
You want your games to be many things: Creative. Innovative. Playable. Fun. If you're a designer, add "published" to that list.
The Kobold Guide to Board Game Design gives you an insider's view on how to make a game that people will want to play again and again. Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.
Featuring a cover and interior art by John Kovalic, the book’s 15 contributors include:
Richard Garfield (Magic: The Gathering)
Steve Jackson (Munchkin)
Dale Yu (Dominion)
James Ernest (Kill Doctor Lucky)
Lisa Steenson (Redneck Life)
Whether you're a game enthusiast who wants a deeper understanding of the hobby, an aspiring designer looking to break into the industry, or a seasoned pro who knows there's always more to learn, there's something for you in the Kobold Guide to Board Game Design.
Desperate to defend his land from advancing hordes of bestial charr, King Adelbern summoned the all-powerful Foefire to repel the invaders. But magic can be a double-edged sword—the Foefire burned both charr and human alike. While the charr corpses smoldered, the slain Ascalonians arose again, transformed by their king’s rage into ghostly protectors and charged with guarding the realm . . . forever. The once mighty kingdom became a haunted shadow of its former glory.
Centuries later, the descendants of Ascalon, exiled to the nation of Kryta, are besieged on all sides. To save humankind, Queen Jennah seeks to negotiate a treaty with the hated charr. But one obstacle remains. The charr legions won’t sign the truce until their most prized possession, the Claw of the Khan-Ur,is returned from the ruins of fallen Ascalon.
Now a mismatched band of adventurers, each plagued by ghosts of their own, sets forth into a haunted, war-torn land to retrieve the Claw. Without the artifact, there is no hope for peace between human and charr—but the undead king who rules Ascalon won’t give it up easily, and not everyone wants peace!
When a disreputable dealer starts swindling aged and ailing comic-book creators out of their wealth—and their high-valued comics and artwork—the daughter of one victim comes to ex-insurance investigator Nathan Ford and his team of counter-crooks for help.
Their scheme: run a con at the Comic-Con International, where the crook intends to sell the goods. But there’s more going on than simple theft. An arson plot is in motion that will not only destroy countless rare collectibles, but may end up costing lives.
With time short, the team must take down a ruthless mark whose true motives have yet to be revealed…
Welcome to a delightfully twisted fantasy world where humans, elves, goblins and ogres work out their aggressions not on the battlefield, but on the football field. When talented scout Slick Fullbelly spots Dunk bringing down a Chimera with a spear from a hundred paces, he's sure that his search is over. Slick works for the Bad Bay Hackers, and they need a new thrower. Dunk is about to be plunged headfirst into the insane world of Blood Bowl, the fastest, meanest sport in this dark and brutal world. Dunk puts down his sword and steps off the battlefield... and onto the football field.
First he has to rescue an old pal from murder charges. Next he has a run-in with the corrupt Imperial Dragon's Guard and the dwarven mafia that run the city's under-mountain. After that, things get much worse, and Max soon finds himself wrapped up in a plot that involves the Dragon Emperor's young offspring and the fabled leader of the undead hordes herself, the legendary Ruler of the Dead.
With the fate of Dragon City and all its occupants in his hands, what will Max do? Who does he truly care about? And what is he willing to destroy to protect them?
This omnibus edition contains all six Shotguns & Sorcery stories written to date. This includes:
• Friends Like These (short story)
• Goblintown Justice (short story)
• Hard Times in Dragon City (novel)
• Bad Times in Dragon City (novel)
• End Times in Dragon City (novel
Plus, a brand-new story written for this book:
• The Job Never Ends (novella)
Book 3 in the riotous Blood Bowl series. In a fantasy kingdom where violence is a way of life, the number one sport is Blood Bowl - gridiron football where anything goes. Dirk 'Dunk' Hoffnung and the rest of the Bad Bay Hackers thought they'd taken everything the game of Blood Bowl could throw at them, but now they literally have to play the game of their lives to prevent the destruction of their kingdom. With laugh out loud dialogue and ludicrous characters, this is definitely a departure from the usual grim and dark world of Warhammer. All the rough and tumble football you've come to love from the Blood Bowl series is now played in the realm of Chaos. It's a battle to save their kingdom from ultimate destruction and the survival rate is slim to none. Check it out if you love a bit of ludicrous violence mixed with tons of laughs.