The third in the fantastically exciting trilogy set in a land of magic from the award-winning Philip Reeve. The heroes of GOBLINS and GOBLINS VS DWARVES (9781407134802) continue their adventures outside the walls of Clovenstone castle. Awaiting Skarper and Henwyn are powerful dark forces that must be vanquished, monstrous creatures to be fought, and astonishing mysteries to be solved.
Jig is a scrawny little nearsighted goblin-a runt even among his puny species. Captured by a party of adventurers searching for a magical artifact, and forced to guide them, Jig encounters every peril ever faced on a fantasy quest.
Always busy squabbling, the goblins who live in the great towers of Clovenstone spend all their time fighting and looting. Only clever young Skarper understands that dark magic created by a vanquished sorcerer is rising again. From the lands of men come fortune-seekers - and soon trolls, giants, cloud-maidens, swamp monsters, tree-warriors, humans and bloodthirsty goblins alike are swept into a fabulous magical conflict! Enter a wild world of magical creatures and heroic adventure in this thrilling new fantasy from the extraordinary imagination of Philip Reeve.
The reawakening of ancient sorcery is bringing new creatures to the world of Clovenstone. A network of tunnels is sneaking into the heart of goblin territory. Skarper and his friends try to halt this underground invasion, but the dwarves - ruthless, cunning and covered in mole-droppings - are a dangerous enemy. The hapless heroes of GOBLINS must defend their magical castle in a fabulously action-packed sequel from one of the master storytellers of children's fantasy fiction.
Heroic goblin Jig, now known as a dragonslayer, embarks on his latest adventure, along with his pet fire-spider, when he is ordered by the conniving head goblin to defeat a terrifying enemy who is determined to destroy or enslave all of ogrekind. Original.
Follow Gordon the goblin's adventures in The Quest In A Vest, the first in a new series of rhyming stories aimed at primary school children. Poor Gordon is so small that the other Goblins tease him... so one day he sets off to show he really is brave by capturing a dragon, armed only with a woolly vest! Join him on his adventure, and if you look carefully you might see that he's being followed...
Goblin, a cheerful little homebody, lives in a cosy, rat-infested dungeon, with his only friend, Skeleton. Every day, Goblin and Skeleton play with the treasure in their dungeon. But one day, a gang of "heroic" adventurers bursts in. These marauders trash the place, steal all the treasure, and make off with Skeleton—leaving Goblin all alone! It's up to Goblin to save the day. But first he's going to have to leave the dungeon and find out how the rest of the world feels about goblins.
Thrice upon a time, three worlds were in peril... New York Times bestselling author Tracy Hickman and Dragonlance cocreator Laura Hickman present the continuing story of their monumental, enthralling epic fantasy Thrice upon a time, three champions will find one destiny... In the course of more than two decades, Galen Arvad's tiny band of outlaw Mystics has grown into a nation of secret clans, despite fierce persecution by the Pir theocracy and the dragons that have enslaved humanity. On another world, the faery Dwynwyn saved her people by raising an army of the dead, but now none of the corpses can rest...and the sheer number of their tormented legions threatens the faery kingdoms. While on the third world, the tyrannical King Mimic's domination is threatened by a warrior maiden whose thirst for conquest exceeds his own. Yet through the magic of the dreams that link their worlds, a new wind blows, beckoning each of them into unknown lands with the promise of salvation, sanctuary, and power. For Galen's war-weary son, Caelith, the slender hope takes the form of a stranger's vow to lead him and his people to the sanctuary of a lost empire-the legendary ancestral home of the Mystics. Dwynwyn seeks salvation of her people through a small fellowship of Fae who must journey to a distant land of unquenchable horror-where their truth can bring peace to the living and the dead. As for the wizard-goblin Thux, newly and unwillingly appointed Technomancer to King Mimic, his journey to the Ogre citadel may bring him to the height of power and danger-if his own allies do not kill him first. Now three bands of heroes embark on odysseys beset by outer tragedy and inner betrayal. For each to survive, all must succeed-for all three worlds face the same cunning evil...
Gamers everywhere share a hidden desire deep in their hearts- that their mundane, humdrum world be replaced by the ones they play in. When freakish storms envelope the Earth, people start disappearing without a trace. Wild theories abound; is it aliens, spontaneous combustion, or perhaps quantum entanglement? The only ones who might know are those who have vanished.An average group of gamers is setting up to start a new campaign. The storms rage across the world, but they only care about the game they are about to start. Little do they know that they would be next to disappear from the face of the Earth.Shifted to a different world, the group of friends find that the gamer's dream they had always harbored has come true, but not in the way they would have hoped. They are not there as themselves, but as the level one characters they had been preparing to play. Standing on a road with smoke rising in the distance, they would soon be given their first quest- but not the one they would have chosen.(This series contains dark themes, including but not limited to: suicide, torture, slavery, and worse.)