Pearlbreaker Jesse Fisher is on a mission to free as many Drifters as he can—ignoring the direct orders of Captain Alkine. When Jesse is mysteriously freed from the Skyship brig, he rescues Cassius from Theo. Cassius and Jesse learn they are the children of Haven rebels, sent to Earth to continue the battle against Haven’s totalitarian regime.
A devastated Earth’s last hope is found in Pearls: orbs from space that can power entire cities. The Skyship dwellers—political dissidents who live in the Earth’s stratosphere—are battling the corrupt Surface government to control the Pearls. An unexpected encounter triggers remarkable and dangerous powers in the two enemies.
Earth is under attack by the alien Authority from the planet Haven. Cassius and his brother Jesse are the keys to defending Earth. But the enemy’s new weapon sends the resistance into turmoil. Alliances shift, traitors are revealed, and soon Earth’s last chance at salvation lies in the hands of one brother who must make the ultimate sacrifice.
This book covers all Australian science fiction and fantasy authors, books and stories, as well as important magazines, sub-genres and works published electronically.
Urza’s Legacy Unfolds Urza Planeswalker has enlisted the most brilliant minds from across Dominaria to study at his academy on Tolaria. Together they work to bring to life the greatest artifact weapon Urza has ever devised, hoping to use it to defend their home from an imminent Phyrexian invasion. But treachery and tragedy stalk the tiny island, as Urza and his followers seek to manipulate time itself.
One of the most ambitious works of paranormal investigation of our time, here is an unprecedented compendium of pre-twentieth-century UFO accounts, written with rigor and color by two of today's leading investigators of unexplained phenomena. In the past century, individuals, newspapers, and military agencies have recorded thousands of UFO incidents, giving rise to much speculation about flying saucers, visitors from other planets, and alien abductions. Yet the extraterrestrial phenomenon did not begin in the present era. Far from it. The authors of Wonders in the Sky reveal a thread of vividly rendered-and sometimes strikingly similar- reports of mysterious aerial phenomena from antiquity through the modern age. These accounts often share definite physical features- such as the heat felt and described by witnesses-that have not changed much over the centuries. Indeed, such similarities between ancient and modern sightings are the rule rather than the exception. In Wonders in the Sky, respected researchers Jacques Vallee and Chris Aubeck examine more than 500 selected reports of sightings from biblical-age antiquity through the year 1879-the point at which the Industrial Revolution deeply changed the nature of human society, and the skies began to open to airplanes, dirigibles, rockets, and other opportunities for misinterpretation represented by military prototypes. Using vivid and engaging case studies, and more than seventy-five illustrations, they reveal that unidentified flying objects have had a major impact not only on popular culture but on our history, on our religion, and on the models of the world humanity has formed from deepest antiquity. Sure to become a classic among UFO enthusiasts and other followers of unexplained phenomena, Wonders in the Sky is the most ambitious, broad-reaching, and intelligent analysis ever written on premodern aerial mysteries.
HOW DO YOU WANT TO DO THIS? A war brews on a continent that has withstood more than its fair share of conflict. The Dwendalian Empire and the Kryn Dynasty are carving up the lands around them, and only the greatest heroes would dare stand between them. Somewhere in the far corners of this war-torn landscape are secrets that could end this conflict and usher in a new age of peace—or burn the world to a cinder. Create a band of heroes and embark on a journey across the continent of Wildemount, the setting for Campaign 2 of the hit Dungeons & Dragons series Critical Role. Within this book, you’ll find new character options, a heroic chronicle to help you craft your character’s backstory, four different starting adventures, and everything a Dungeon Master needs to breathe life into a Wildemount-based D&D campaign… · Delve through the first Dungeons & Dragons book to let players experience the game as played within the world of Critical Role, the world’s most popular livestreaming D&D show. · Uncover a trove of options usable in any D&D game, featuring subclasses, spells, magic items, monsters, and more, rooted in the adventures of Exandria—such as Vestiges of Divergence and the possibility manipulating magic of Dunamancy. · Start a Dungeons & Dragons campaign in any of Wildemount’s regions using a variety of introductory adventures, dozens of regional plot seeds, and the heroic chronicle system—a way to create character backstories rooted in Wildemount. Explore every corner of Wildemount and discover mysteries revealed for the first time by Critical Role Dungeon Master, Matthew Mercer.