A supplement for Oathmark: Battles of the Lost Age, giving players rules for creating elite units of warriors known as battlesworn and charting their progress from battle-to-battle.
In the horror and chaos of battle, the outcome can often hang on the briefest of moments. It is at these times that the actions of one unit can make the difference between victory and defeat. Wise kings know this, and realize that it is often prudent to hold back their best units until they can make the greatest difference. These elite units, called the 'battlesworn', are more than just powerful combatants, they are symbols of the glory and honour of a kingdom. All young warriors hope to one day join their ranks and add their oathmarks beside those legendary fighters.
This supplement for Oathmark: Battles of the Lost Age contains rules for adding elite units to your armies and charting their progress from battle to battle. Will they grow even more powerful as they gain renown, or be broken in the face of tremendous odds, perhaps someday to be reformed when their kingdom needs them most? Also included are rules for rivers and boats as well as campaigns, featuring all-new scenarios that will give your battlesworn the chance to lead their kingdom to new heights of power and prestige.
My father had an expression for a thing that turned out bad. He'd say it had gone west. But going west always sounded pretty good to me. After all, westwards is the path of the sun. And through as much history as I know of, people have moved west to settle and find freedom. But our world had gone north, truly gone north, and just how far north I was beginning to learn.Out on the frontier of a failed state, Makepeace—sheriff and perhaps last citizen—patrols a city's ruins, salvaging books but keeping the guns in good repair.
Into this cold land comes shocking evidence that life might be flourishing elsewhere: a refugee emerges from the vast emptiness of forest, whose existence inspires Makepeace to reconnect with human society and take to the road, armed with rough humor and an unlikely ration of optimism.
What Makepeace finds is a world unraveling: stockaded villages enforcing an uncertain justice and hidden work camps laboring to harness the little-understood technologies of a vanished civilization. But Makepeace's journey—rife with danger—also leads to an unexpected redemption.
Far North takes the reader on a quest through an unforgettable arctic landscape, from humanity's origins to its possible end. Haunting, spare, yet stubbornly hopeful, the novel is suffused with an ecstatic awareness of the world's fragility and beauty, and its ability to recover from our worst trespasses.A Macmillan Audio production.
A newly repaired ship . . .
A willing and eager crew . . .
A host of new technologies . . .
A long anticipated return home . . .
The crew of the UES Aurora finally has the chance to fulfill their mission, but first they must complete a long and dangerous journey across a thousand light-years of unexplored space.
Early victories by the USSR in a global nuclear war cause the United Nations government to retreat to the moon leaving behind troops and fierce autonomous robots called “Claws”, which reproduce and redesign themselves in unmanned subterranean factories. After six bloody years of conflict the Soviets call for an urgent conference and UN Major Joseph Hendricks sets out to meet them. Along the way he will discover what the Claws have been up to, and it isn’t good… - Second Variety was first published in the May 1953 edition of Space Science Fiction Magazine. (Summary by Gregg Margarite)
Young Jarrod Blackwell is able to read minds and create things out of his imagination that become real. Jarrod meets Tony Magellan, a young boy like himself that has a vivid imagination and is superbly creative and inquisitive, but in a normal human way. Jarrod’s ability is supernatural and he enjoys creating “dark things” for excitement. He invites Tony to his home, a fantastic green crystal root, which is an extension of his powers. Both boys like to create stories, but Jarrod’s creations are real for the time he allows them to exist. He must keep them contained inside the root. When one dark thing escapes the room, the boys must find it and overcome it...
Rachel, a werewolf/accountant, is asked to keep one eye on Vampire Queen Betsy Taylor and the other peeled for a rogue werewolf who's itching to start a war. But her attention is mostly on a sexy, mysterious stranger she wishes she could trust.
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