Disenchanted (Land of Dis)

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Orconomics: A Satire (The Dark Profit Saga)

A disgraced Dwarven hero. A band of deadbeat adventurers. His last shot at redemption could get him killed. If Gorm Ingerson really wanted to drink himself to death, he never should have helped the Goblin. When his good deed lands Read more

Disenchanted (Land of Dis)
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Robert Kroese’s Disenchanted comes fully loaded with the wit and charm of The Princess Bride and a sense of humor all its own. This clever take on the traditional fantasy includes footnotes that keep the narrator honest, a cast of characters that resembles something out of the Island of Misfit Toys, and a fantastic setting filled with words and names that test pronunciation skills.

Being assassinated doesn’t have many upsides, so when King Boric is felled by a traitor, the king comforts himself with the knowledge that, like all great warriors, he will spend eternity carousing in the Hall of Avandoor.

There’s just one problem: to claim his heavenly reward, Boric must release the enchanted sword of Brakslaagt.

Now, to avoid being cursed to walk the land of Dis forever as an undead wraith, he must hunt down the mysterious Lord Brand who gave him the sword twenty years ago. So begins Boric’s extraordinary journey across the Six Kingdoms of Dis, a walking corpse who wants nothing more than to be disenchanted and left in peace.

Along the way he’s advised by the Witch of Twyllic, mocked by the threfelings of New Threfelton, burned, shot at, and nearly blown to bits. But nothing can prepare him for coming face-to-face with Lord Brand. For in that moment, Boric discovers that nothing—in life, in death, or in between—is exactly what it seems.

Critical Failures (Caverns and Creatures Book 1)

Critical Failures (Caverns and Creatures Book 1)
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What if you and your friends got to live the game for real? What if you and your friends were assholes? After relentlessly mocking their strange new Game Master, Tim and his friends find themselves trapped in the bodies of their fantasy game characters, in a world where the swords, the magic, and the gastrointestinal issues are all too real.

They learn hard lessons about tolerance and teamwork, and a new meaning for the term “dump stat”. Ha ha. Just kidding. They don’t learn shit. Never before have comedy and fantasy come together so much like a train wreck, in which each train was carrying a shipment of burning dumpsters.

You just can’t help but continue to stare. Don’t be the last of your circle of nerds to read this book. Shake the Dorito crumbs out of your neck beard, grab your large sack, and prepare to enter the world of Caverns & Creatures. Get it NOW!

Age of Ash (The Kithamar Trilogy)

Age of Ash (The Kithamar Trilogy)
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From Hugo award-winning, and New York Times bestselling co-author of the Expanse, Daniel Abraham, Age of Ash is the first book in an epic fantasy trilogy that unfolds within the walls of a single great city where every story matters —and the fate of the city is woven from them all.

“An atmospheric and fascinating tapestry, woven with skill and patience.” – Joe Abercrombie, New York Times bestselling author of A Little Hatred

Kithamar is a center of trade and wealth, an ancient city with a long, bloody history where countless thousands live and their stories unfold.

This is Alys’s.

When her brother is murdered, a petty thief from the slums of Longhill sets out to discover who killed him and why.  But the more she discovers about him, the more she learns about herself, and the truths she finds are more dangerous than knives.

Swept up in an intrigue as deep as the roots of Kithamar, where the secrets of the lowest born can sometimes topple thrones, the story Alys chooses will have the power to change everything.

“An outstanding series debut, which instantly hooks readers with Paul mysteries . . . Readers will eagerly anticipate the sequel.” – Publishers Weekly (starred review)

The Dragon Lords: Fool’s Gold

The Dragon Lords: Fool's Gold
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Guardians of the Galaxy meets TheHobbit in this rollicking fantasy adventure.

It’s not easy to live in a world ruled by dragons. The taxes are high and their control is complete. But for one group of bold misfits, it’s time to band together and steal back some of that wealth.

No one said they were smart.

The Drop of a Hat: A Humorous High Fantasy (Hat Trick Book 1)

The Drop of a Hat: A Humorous High Fantasy (Hat Trick Book 1)
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A powerful wizard and a lowly kobold experience a magical meeting of the minds in the first book of a comedic fantasy-adventure for fans of Terry Pratchett.

Absalom Scryne, the greatest wizard of his generation, has been murdered. There’s no other explanation for why his consciousness now resides in his well-worn but perfectly pointed hat.

Well, he isn’t going to take that lying down . . . or hanging from a branch, as the case may be. Instead, he’ll hop on the head of the first foul-smelling kobold that comes along and convince it that it’s in everyone’s best interests for them to undertake the epic journey through the Badlands—past horny necromancers, rustic werewolves, and rampaging ogres—back to the shining city of magic at the heart of civilization, where he will promptly kick the backside of whoever it was that finally managed to stab him in the back.

Assuming, that is, he can teach a kobold how to use magic, survive all the roaming adventurers who consider a kobold to be a very minor payday, and prevent anyone else from claiming the wealth of arcane knowledge that is now bound within the rather handsome piece of haberdashery that he has become.

The Dungeoneers

The Dungeoneers
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After five years as a city guard, Durham’s horizontal career trajectory adds a corkscrew when a misdelivered order assigns him to caravan duty for an eclectic group of Dwarves who hire themselves out as professional dungeoneers.
No ruler wants to leave a powerful magical weapon lying about in a dungeon where just any prophesied upstart can stumble across it and use it to overthrow the kingdom.

That’s where The Dungeoneers come in. Dungeons sacked, artifacts recovered, no job too big or too small. They’re not adventurers; they’re professionals.
With the discovery that Durham may have arrived with a destiny attached to him the Dungeoneers find themselves in the midst of some history about to happen. Will experience and Dwarven know-how be enough to carry the day?

NPCs (Spells, Swords, Stealth Book 1)

NPCs (Spells, Swords, Stealth Book 1)
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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.

Orconomics: A Satire (The Dark Profit Saga)

Orconomics: A Satire (The Dark Profit Saga)
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A disgraced Dwarven hero. A band of deadbeat adventurers. His last shot at redemption could get him killed.

If Gorm Ingerson really wanted to drink himself to death, he never should have helped the Goblin. When his good deed lands him in a bad contract, Gorm finds himself entangled in a quest that will pit him against business magnates, the king of the Freedlands, and a mad goddess trying to fulfill a suicidal prophecy.

But Gorm’s tarnished circumstances may be hiding a golden opportunity. If he and his half-baked party can overcome deep conspiracies and dark magics, he just might redeem himself and his career enough to be a professional hero once more.

Orconomics: A Satire is the first book in The Dark Profit Saga, a trilogy so funny it’s epic. If you like down-and-out heroes, sidesplitting misadventures, and ingenious world-building, then you’ll love J. Zachary Pike’s dark and delightful ribbing of high fantasy.

Buy Orconomics to join the campaign for a high-energy, hilarious fantasy adventure today!

A Spell for Chameleon (Xanth)

A Spell for Chameleon (Xanth)
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BEST NOVEL OF THE YEAR, BRITISH FANTASY SOCIETY • Discover the magical beginning of Piers Anthony’s enthralling Xanth series

Xanth was the enchanted land where magic ruled—where every citizen had a special spell only he could cast. It was a land of centaurs and dragons and basilisks.

For Bink of North Village, however, Xanth was no fairy tale. He alone had no magic. And unless he got some—and got some fast!—he would be exiled. Forever. But the Good Magician Humfrey was convinced that Bink did indeed have magic. In fact, both Beauregard the genie and the magic wall chart insisted that Bink had magic. Magic as powerful as any possessed by the King or by Good Magician Humfrey—or even by the Evil Magician Trent.

Be that as it may, no one could fathom the nature of Bink’s very special magic. Bink was in despair. This was even worse than having no magic at all . . . and he would still be exiled!

Thus begins Piers Anthony’s enthralling Xanth series. . . .

The Fall of Gondolin

The Fall of Gondolin
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“An essential historical reference for Middle-earth fans” (Entertainment Weekly), The Fall Of Gondolin is the final work of J.R.R. Tolkien’s Middle-earth fiction, completing Christopher Tolkien’s life-long achievement as the editor and curator of his father’s manuscripts.

In the Tale of The Fall of Gondolin are two of the greatest powers in the world. There is Morgoth of the uttermost evil, unseen in this story but ruling over a vast military power from his fortress of Angband. Deeply opposed to Morgoth is Ulmo, second in might only to Manwë, chief of the Valar.

Central to this enmity of the gods is the city of Gondolin, beautiful but undiscoverable. It was built and peopled by Noldorin Elves who, when they dwelt in Valinor, the land of the gods, rebelled against their rule and fled to Middle-earth. Turgon King of Gondolin is hated and feared above all his enemies by Morgoth, who seeks in vain to discover the marvellously hidden city, while the gods in Valinor in heated debate largely refuse to intervene in support of Ulmo’s desires and designs.

Into this world comes Tuor, cousin of Túrin, the instrument of Ulmo’s designs. Guided unseen by him Tuor sets out from the land of his birth on the fearful journey to Gondolin, and in one of the most arresting moments in the history of Middle-earth the sea-god himself appears to him, rising out of the ocean in the midst of a storm. In Gondolin he becomes great; he is wedded to Idril, Turgon’s daughter, and their son is Eärendel, whose birth and profound importance in days to come is foreseen by Ulmo.

At last comes the terrible ending. Morgoth learns through an act of supreme treachery all that he needs to mount a devastating attack on the city, with Balrogs and dragons and numberless Orcs. After a minutely observed account of the fall of Gondolin, the tale ends with the escape of Túrin and Idril, with the child Eärendel, looking back from a cleft in the mountains as they flee southward, at the blazing wreckage of their city. They were journeying into a new story, the Tale of Eärendel, which Tolkien never wrote, but which is sketched out in this book from other sources.

Following his presentation of Beren and Lúthien Christopher Tolkien has used the same ‘history in sequence’ mode in the writing of this edition of The Fall of Gondolin. In the words of J.R.R. Tolkien, it was ‘the first real story of this imaginary world’ and, together with Beren and Lúthien and The Children of Húrin, he regarded it as one of the three ‘Great Tales’ of the Elder Days.