Her father's been pronounced dead. Destructive earthquakes ravage the countryside. An invading army looms over the horizon. And Zaira's day is just getting started...
Abandoned at an early age, Zaira von Monocle found life as the daughter of a great adventurer to be filled with hard work and difficulty. She quickly learned to rely on only herself. But when a messenger brought news that her father was dead and that she was the heir to his airship, her world turned upside down.
Zaira soon finds herself trapped in the midst of a war between her home country of Rislandia and the cruel Wyranth Empire, whose soldiers are acting peculiarly—almost inhuman. With the enemy army advancing, her newfound ship’s crew may be the only ones who can save the kingdom.
For Steam and Country is the first book in the Adventures of Baron Von Monocle series by top-10 Amazon bestselling space opera author, Jon Del Arroz.
"Witty, charming and downright thrilling! Del Arroz nails the feel of good old fashioned Steampunkery with wit, aplomb and of course... panache." - Nick Cole, author of the Dragon Award winner, CTRL ALT Revolt
"FOR STEAM AND COUNTRY is a rousing girl-powered fantasy tale. I thoroughly enjoyed this action-packed airship adventure!" - Laurie Forest, author of The Black Witch
The people we save look at us like we’re superheroes, or guardian angels, but we bleed.
And sometimes, we even die. Becoming a paladin means sacrifice of self.
Saving innocents is always top priority, so when the vampire Adam asks for Agent Seven's services to rescue children from L.A.’s reigning vampire, The Agency won't let her refuse. Company motto is the only good vampire is a dead one, so what makes this guy different from all the rest? This feels like a trap.Will Adam prove her wrong, or be her downfall?
This story is intended for readers over the age of 18 due to adult situations.
What would you get if you mixed Edgar Allan Poe, Alfred Hitchcock and Stephen King? The answer might be something resembling Howard Phillips (H.P.) Lovecraft (1890-1937), an extremely influential poet and author who mixed science fiction, horror and fantasy into a subgenre known as weird fiction. Perhaps none encapsulates weird fiction like his creation of the monster Cthulhu, which has been used by other writers to spawn a fictional universe and mythology centered around Cthulhu.
"We should expect this young woman to be more powerful than our average novice, possibly even more powerful than the average magician."
This year, like every other, the magicians of Imardin gather to purge the city of undesirables. Cloaked in the protection of their sorcery, they move with no fear of the vagrants and miscreants who despise them and their work—until one enraged girl, barely more than a child, hurls a stone at the hated invaders . . . and effortlessly penetrates their magical shield.
What the Magicians' Guild has long dreaded has finally come to pass. There is someone outside their ranks who possesses a raw power beyond imagining, an untrained mage who must be found and schooled before she destroys herself and her city with a force she cannot yet control.
Taziem is a magnificent dragon: sexy, powerful, intelligent. Like other dragons, she hoards diamonds, but unlike other dragons, she covets knowledge as well. So when the local villagers offer her one of their younglings as a sacrifice, she decides to take it home with her and study it so she might learn all there is to know about humans. If the youngling satisfies her curiosity, she’ll set it free eventually. If it disappoints, she’ll feed it to her soon-to-be-born dragonets.
As it so happens, the youngling is fearless, clever, and dragon-smart. She quickly exceeds Taziem’s wildest expectations and winds up bonding with the newborns. Lathwi, The Soft One, they call her, and accept her as a tanglemate. As they live and grow and play together, Lathwi forgets that she was ever human. After a time though, Taqziem must banish Lathwi from her territory for her own safety.
Forced into the human world again, Lathwi begins a journey of re-discovery, stumbling onto a plot to revive dragonkind’s ancient nemesis. She withstands sorcerous attacks and an onslaught of demons, but without her mother’s help, she knows she cannot defeat the evil that threatens to consume the world.
The question is, can she return to Taziem’s mountain in time to prevent an apocalypse?
The Conclave of Shadows has smashed the Nighthawks' dread plot to destroy the Empire of Great Kesh through civil war, putting an end to the murderous brotherhood's reign of terror. But there is no time for the victors to celebrate, for the mad sorcerer, Leso Varen, has taken refuge with the Magicians of the Assembly on the world of Kelewan, and is lost among the most powerful men and women of that empire. And a devastating new threat looms on the horizon: hordes of the Dasati—the most vicious warriors in the known universe—are massing to overrun both Kelewan and Midkemia.
The great sorcerer Pug knows of no power that will vanquish the invaders. And he realizes he must now enter another realm of reality if his world is to survive—and make his way to the poisonous heart of the Dasati Empire to find the answers he needs to defeat the fearsome enemy. Joining him on his quest into the dark unknown will be the brave Magnus and Nakor . . . and a disturbing young stranger named Bek, whose terrifying bloodlust and uncanny strength attest to a host of sinister secrets waiting to be revealed. But the champions of Midkemia will need every ally they can muster if their mission is to succeed in the most terrible place they have ever ventured—as they and all Midkemians prepare for battle against the encroaching doom that would swallow their world.
The Ghost Archipelago has returned. A vast island chain, covered in the ruins of ancient civilizations, the Archipelago appears every few centuries, far out in the southern ocean. At such times, pirates, adventurers, wizards, and legendary heroes all descend upon the islands in the hopes of finding lost treasures and powerful artefacts. A few, drawn by the blood of their ancestors, search for the fabled Crystal Pool, whose waters grant abilities far beyond those of normal men. It is only the bravest, however, who venture into the islands, for they are filled with numerous deadly threats. Cannibal tribes, sorcerous snake-men, and poisonous water-beasts all inhabit the island ruins, guarding their treasure hordes and setting traps for the unwary.
In this new wargame, set in the world of Frostgrave, players take on the role of Heritors, mighty warriors whose ancestors drank from the Crystal Pool. These Heritors lead their small, handpicked teams of spellcasters, rogues, and treasure hunters into the ever-shifting labyrinth of the Ghost Archipelago. Using the same rules system as Frostgrave, this standalone wargame focuses on heroes who draw on the power in their blood to perform nigh-impossible feats of strength and agility. This game also includes 30 spells drawn from five schools of magic, a host of soldier types, challenging scenarios, treasure tables, and a full bestiary of the most common creatures that inhabit the Lost Isles.
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