The wheel turns. Laurence figured he'd be planning his wedding as soon as he got home; instead he's pulled away from his fiancé to track down Rufus' missing mom. Worse, the last person he'd ever want help from is on his side, and Laurence can't afford to say no. Surrounded by strands of fate that rapidly became a web, Laurence's only hope is to aim for the spider at its heart, but Vincent Harrow has been weaving it since before Laurence was born. Trapped between two evils, neither of which are lesser, Laurence is about to discover that there really are fates worse than death.
In fifteenth-century London, the child-king is not the only one under threat - 1483. Amidst the chaos following the death of King Edward IV, Roger the Chapman is called to London to investigate a threat to the Godslove family. In the past year, there have been two deaths and a mysterious poisoning. Roger dismisses their worries at first but, when another member of the family disappears, he stumbles across a shocking secret that threatens to destroy the entire Godslove family . . .
In fifteenth-century London, the child-king is not the only one under threat - 1483. Amidst the chaos following the death of King Edward IV, Roger the Chapman is called to London to investigate a threat to the Godslove family. In the past year, there have been two deaths and a mysterious poisoning. Roger dismisses their worries at first but, when another member of the family disappears, he stumbles across a shocking secret that threatens to destroy the entire Godslove family . . .
A strange Western world, where Lodge was once a legend. The mission on his shoulders gave him an extraordinary destiny. The encounter of fate, looking back, stirred the throbbing in his heart. Acacia tears, the wheel of fate will let them hand in hand for the rest of their lives? And the fate of the body, the magic of the hand, the magic of the hand, can you change the fate? Luo Qi had his own master. The magic power in his hands condensed bit by bit. As for me, Loki, I will not admit defeat! This was a completely different magical world, a completely different fantasy story! [Previous Chapter] [Table of Contents] [Next Chapter] Close]
Young Mara came to Ambergrove at age sixteen and soon began her Ranger trial. Given the order from the goddess Aeun to set the wheel turning to begin healing that broken world, she sailed to the forbidden lands. Little does she know, the ruler of chaos she was tasked with defeating—who turned out to be her grandmother Gaele—has taken her recent loss in stride. Unity does not come without a price, and Mara has lost her way. A battle rages between family and duty as Mara learns her sister Kara has come to that dark land and fallen in with the very evil Mara set out to defeat. To save her sister, defeat her grandmother, and to banish chaos from Ambergrove forever, Mara must summon strength she’s never dreamed of and fight an enemy beyond her skill. Evil rarely fights fair, and it will take all Mara’s courage to free Kara—and Ambergrove—from Gaele’s poisonous hold. Gaele won’t abandon her cause or release her granddaughters without a fight, but will fighting her grandmother allow chaos to finally seep into Mara, or will she find a new way to move forward? In this final installment of the Dragonwolf’s journey, Mara faces warriors of chaos, discovers magic thought to have been lost forever, learns once and for all what family means, and—for good or ill—the wheel of fate comes full circle. For more about Ambergrove, visit the series website, www.talesofambergrove.com.
Randy Miller loves Halloween, just like every other sixth-grader at Rosemary Middle School. He loves dressing up in costumes with his three best friends and playing practical jokes on his younger sister, Missy. But Randy's life changes when he sees something strange one creepy night: the bluish-white figure of a boy who points accusingly at Randy! To make matters worse, Mrs. Rosenberg, Randy's homeroom teacher, tells her class that this Halloween is the ten-year death anniversary of a young boy named Brian Mead. Randy realizes that the figure he saw must be the ghost of Brian Mead. Randy also knows he's got a real problem on his hands. As Halloween approaches, the ghost gets scarier, haunting Randy more and more. But Randy doesn't want to live in fear. Putting the ghost of Brian Mead behind him, Randy takes his friends to trick-or-treat at a mysterious neighbor's house. The neighbor, Miss Donna, is an old carnival worker who still keeps a "Wheel of Fate" as a souvenir of her days as a fortune-teller. When Randy spins the Wheel of Fate as a Halloween party game, all hell breaks loose, and the kids discover the real reason the ghost is coming after Randy!
Dr. Rosalind Olchawski is an expert on Shakespeare, Nineteenth century poetry, and being the best friend you've ever had. She's been described so often as warm, Rosalind has come to think of herself as a sweater or a pair of mittens. One night on a blind date at a drag club in downtown Buffalo, Rosalind is mesmerized by the performance of the drag king Taryn. Can a grown woman go mad over a girl who looks like a boy? One night of adventure threatens to tear down everything Rosalind has come to believe about herself. Of Drag Kings & the Wheel of Fate is a novel about history, sex, drag, paganism, death, and the formation of family. Using an ancient myth reset in the queer community in Buffalo, New York, Smith explores gender fluidity, sexual diversity, and the deeper questions of love and identity that make us who we are.
Mythic Game Master Emulator Create dynamic role-playing adventures without preparationFor use as a supplement with other systems NOTE: This product provides the Game Master Emulation rules found in Mythic, a product that contains emulation rules and a full, universal role playing game. Mythic Game Master Emulator is for those who do not want the universal role-playing rules, but just the game master emulator at a reduced price. Mythic Game Master Emulator is a supplement meant to be played with your favorite role-playing games. Most Role-Playing Games operate under the principle that there are players and there is a Game Master. The GM prepares all the details of an adventure, and then "runs" the players through that adventure. This usually requires a great deal of preparation on the part of the GM. Mythic is different in that it requires no preparation from the GM. Mythic adventures are meant to be played off the cuff, with perhaps a few minutes of brainstorming to come up with the initial setup. Mythic can also be played entirely without a GM. The same mechanics in Mythic that allow a GM to run an adventure without preparation also allows a group of players to do without the GM. In a Mythic adventure, the GM (or players without a GM) can start an evening's entertainment with about five minutes of preparation. As the adventure unfolds, the GM is just as surprised by the twists and turns as the players are. There are various ways in which Mythic can be used: No GM, multiple players Players decide on an opening scenario, and perhaps a few details or two, and Mythic takes it from there. All action is decided through the asking of yes/no questions and the application of logical principles. By answering questions, the adventure moves along, with the occasional random event throwing players a curve ball. The action is broken into scenes, just like in a movie, to keep everything straight. No GM, one player Mythic can be used to go solo. Solo play in Mythic works the same as group play. You're just alone. One GM, any number of players For those who like to be a GM, we have something for you, too. The same tools that allow Mythic to automatically generate adventures on the fly without a GM also work with a GM. This means very little to zero preparation, if you don't want to prepare. Simply create an opening scenario (hey, you can come up with that on the drive over!) and follow Mythic as it guides you along. Mythic will throw in its own twists and turns, so the GM will be just as shocked as the players.