Cornwall, 1844. On a lonely moorland farm not far from Jamaica Inn, farmhand Shilly finds love in the arms of Charlotte Dymond. But Charlotte has many secrets, possessing powers that cause both good and ill. When she's found on the moor with her throat cut, Shilly is determined to find out who is responsible, and so is the stranger calling himself Mr Williams who asks for Shilly's help. Mr Williams has secrets too, and Shilly is thrown into the bewildering new world of modern detection.
An abandoned church, rains of fish, and Signs from God. To save the town, they’ll need to stop the Second Coming. The supernatural is perfectly normal in eccentric Hawkinge-By-Hythe. When fish rain from the sky, it just means free dinner. Only professional sceptics, the Alumière sisters—witches, according to the locals—worry there’s worse to come... After a message from God, Reverend Gresstart enlists the righteous Mrs Pengle to spread the word. But she wants revenge more than she wants to get to heaven. As the weather worsens, literally raining cats and dogs, the Alumières race to dig up the truth. Even if no one wants them to. With the townsfolk rioting over what the Lord wants, the Alumières have their hands full. And that’s without the mystery of the whistling well, the buried catapults, or the man raising the dead with a parrot. All while running a chemist shop and becoming honorary aunts. Grab your best umbrella, salvation's in the air. So are fish. The Forgotten Creatures is the third standalone adventure in this whimsically bonkers series!
A dark threat faces the world of Erdas in this riveting new saga from the New York Times bestselling series. A heart-pounding new adventure from the New York Times bestselling series.In the world of Erdas, every child must discover if they will summon a spirit animal, a rare and incredible gift. Conor, Abeke, Meilin, and Rollan were rare even among those few. They summoned legendary animals--brave guardians who were reborn to protect their world. Now more of these legends are appearing across Erdas, bonded to special children. But a dark force has emerged. Older than memory, it has slept for centuries beneath the surface of the world. With the power to tear away spirit animals, it begins a rampage that will be felt in every corner of Erdas. If the young heroes can't stop it, the darkness will first consume the spirit animals . . . and then the world.
A dark threat faces the world of Erdas in this riveting new saga from the New York Times bestselling series. A jaw-dropping adventure from the New York Times bestselling series is here.Long before humans walked the land, it came to Erdas. Wicked, patient, and hungry, it has slept beneath the surface of the world. Now the Wyrm is awakening.Conor, Abeke, Meilin, and Rollan are four heroes who are split between worlds, braving separate paths in order to stop this evil. With a strange and unlikely new group of allies behind them, the young guardians have a real chance at saving their home--but they will have to move fast.An ancient trap exists, hidden within the folds of Erdas itself. Though it has the power to end this war for good, the means of starting the trap have been lost. The young heroes only have one shot. They must work with their spirit animals to uncover a secret older than time. If they can't, then everything will be consumed.
This entertaining and informative book describes how living things bump up against non-biological reality. "My immodest aim," says the author, "is to change how you view your immediate surroundings." He asks us to wonder about the design of plants and animals around us: why a fish swims more rapidly than a duck can paddle, why healthy trees more commonly uproot than break, how a shark manages with such a flimsy skeleton, or how a mouse can easily survive a fall onto any surface from any height. The book will not only fascinate the general reader but will also serve as an introductory survey of biomechanics. On one hand, organisms cannot alter the earth's gravity, the properties of water, the compressibility of air, or the behavior of diffusing molecules. On the other, such physical factors form both constraints with which the evolutionary process must contend and opportunities upon which it might capitalize. Life's Devices includes examples from every major group of animals and plants, with references to recent work, with illustrative problems, and with suggestions of experiments that need only common household materials.
The world of Arator. A place of myth, magic, legends, and heroes. Populated within this world are creatures, monsters, and beings that defy explanation and the imagination. Described in this full colored and illustrated volume are the monsters and creatures of the world of Arator. From how they live, to how they fight, even down to their inner biology, this tomb is an invaluable resource to your Arcanum gaming world which brings it more to life with the denizens that populate it.
The great City of Penance is the oldest settlement on the Forge, literally containing millions of years of history in its deep hulking mass. Though nearly forty million souls call the city home, less than half of one percent of the city's locations are inhabited. The bulk of the Pedestal is a madly stacked and sprawling ruin, only superficially explored by the relentless rafters and treasure-seekers of the surface world. Every home in the city has a hundred others lost beneath it, and every city street stands atop an incredible three-dimensional maze of corridors, alleyways, and crawlspaces - a maze where time has left nothing unchanged, eroding and distorting the framework of magic and even the laws of physics themselves.Long past the grasp of any human control, the ruins of Penance have become a true landscape, vast, beautiful, and unforgiving, with their own unique ecosystem and their own set of hazards and comforts. Strange plants and creatures have evolved in the eternally darkened streets below the city, and prey upon those foolish enough to step out of the city's gilded cage of civilization.Wrack and Ruin is an essential guidebook for anyone intoxicated by the forgotten secrets of the past, or by the potential power lost within the great city's crumbling majesty. Don't leave your Bloodhold without it!
This book is a semi-compilation of me; mind, heart and soul- neither complete nor (entirely) chronological. There are plenty more that can be made into another book- these are merely some of my favourites (so far). I am still writing- I will keep writing for as long as I live. You may or may not notice that there are some poems within this book that have been published and/or copyrighted on www.poetry.com and www.allpoetry.com. My name is not an alias- you can search my name on either of these sites and see everything I have listed.
The world of Arator. A place of myth, magic, legends, and heroes. Populated within this world are creatures, monsters, and beings that defy explanation and the imagination. Described in this second full colored and illustrated volume are the monsters and creatures of the world of Arator. From how they live, to how they fight, even down to their inner biology, this tomb is an invaluable resource to your Arcanum gaming world which brings it more to life with the denizens that populate it.
The Rough Guide to Unexplained Phenomena is an exploration of the zone that lies between the known and the unknown, a shadowy territory that's home to the lake monsters, combusting people, teleporting frogs and man-eating trees. Taking a Fortean path between dogmatic scientists and credulous believers, the authors trace tales of wonder back to their sources, drawing from a huge archive of observations, opinions and discussions. This updated second edition boasts new illustrations and plenty of intriguing new sections from near death experiences to ghosts, haunted houses and mysterious mass deaths. There are many things which are not yet known or understood about our world - as this guide shows there are many riddles to solve and wonders to experience. Decide for yourself with The Rough Guide to Unexplained Phenomona