Hob, the friendly spirit who lives under the stairs and protects the house, must do battle with a variety of evil beings trying to take control of his family's home.
Makenna is a young hedge witch, forced to flee her village the day her mother is murdered for practicing magic. In the wilds of the forest, she forms an unexpected alliance with the mysterious goblins, and together they resolve to fight back against the humans and the cruel Decree of Bright Magic. But as Makenna grows more successful and her goblin army becomes stronger, her existence threatens the ruling Hierarchy's plans for the country. She evades every trap they set, until a young knight named Tobin comes to the Goblin Wood hoping to regain his lost honour. And each of them finds something else instead...
Abernathy The Clear is the only therapist in a classic fantasy world. His patients include goblins, dragons, mermaids, and minotaurs, as well as a few humans. He practices in Sapphire City, a thriving commercial center thanks to its policy of welcoming any intelligent being who wishes to trade. When a bizarre crime takes place there, Abernathy is called in to offer insight and soon finds himself out of his comfort zone. Ultimately, he becomes enmeshed in a scandal involving one of his patients, and the legitimacy of his unique treatment method is called into question. To clear his client and himself, he has to rely not only on his old adventuring skills, but an unusual group of comrades as well.
Ivan Susanin, a typical guy and unemployed techie, is initiated by the System and transported, together with a thousand other players, to an unknown location beyond Earth. Ivan has an interface, a spear, and basic weapon skills. All he has to do to return to Earth is complete a simple quest and reach the second level. But experience points are only awarded for kills in this game, and the clock is ticking. Whoever doesn't score within 24 hours will remain in the location forever.The game takes places in the ruins of a massive city, where the undead lurk in the central districts and the outskirts are raided by the descendants of past owners. The undead are strong, while the goblins rarely move around alone and aren't worth much XP. The most valuable prey under these conditions are formal allies, i.e. the other players. If a player is capable of killing a fellow human, of course. Even if they aren't planning to go against their own nature by murdering innocents, who said that they will have a choice? It's kill or be killed!Those who complete the quest will be returned to Earth, where they can rest and prepare for the next attempt. Beyond the local objective is also a global one. In the center of the city stands a temple to a fallen god, and until one of the players captures the Altar, the mission will be repeated again and again. But when all you're holding is a spear, your allies can't be trusted, and resurrection is nearly impossible, this isn't much more than a delayed death sentence...For the first seven players, who become the Earth Gods, this mission is a chance to rapidly gain power and take charge of a united Pantheon. A chance to escape death and protect our world from invasion. Although there is only one altar and the Gods make others do their work. Ivan must make a choice and decide whose pawn he will become. Or should he take a risk, refuse their patronage and keep his options open?
Welcome to Zombay, a town full of mystery, magic and make-believe. Once upon a time, Rownie lived there with his mother and his older brother. But his mother drowned in the town's vast River; and then his brother vanished; so now Rownie runs through Zombay's riddlesome streets orphaned and all alone . . . alone except for Graba, the coddle-headed, chicken-legged witch who offers him shelter along with the other stray children she has collected - her Grubs. Rownie suspects that his brother's love of acting - which is severely outlawed in Zombay - led to his disappearance; so when Rownie encounters a theatrical troupe of goblins daring to perform a play for the townspeople (with masks and stage-tricks and everything!) he wonders whether they might hold the key to discovering what happened to his brother . . . and perhaps even help him find him again. Thus opens a dazzling heroic adventure - of immense love, loss and all-conquering courage - in which one boy's quest for the truth, leads him to learn his greatest power may lie in his mighty and boundless imagination . . .
Opening the X-Files... MeetMulder and Scully, FBI. The agency maverick and the female agent assigned to keep him in line. Their job: investigate the eeriest unsolved mysteries in modern America, from pyro-psychics to death row demonics, from rampaging Sasquatches to alien invasions. The cases the Bureau wants handled quietly, but quickly, before the public finds out what's really out there. And panics. The cases filed under "X."
When Edward takes Myrtle to the wood to see goblins, she fails to notice the strange creatures hiding among the thorn trees. Pulling tabs or turning the pages to activate pop-up figures reveals hidden goblins.