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This graphic novel adaptation contains more than fifty pages of exclusive content not available in the original comic books, including • a new Preface by George R. R. Martin • early renderings of key scenes and favorite characters from the novels • a walk-through of the entire creative process, from auditioning the artists to tweaking the scripts to coloring the final pages • behind-the-scenes commentary from Daniel Abraham, Tommy Patterson, and series editor Anne Groell You’ve read the books. You’ve watched the hit series on HBO. Now acclaimed novelist Daniel Abraham and illustrator Tommy Patterson bring George R. R. Martin’s epic fantasy masterwork A Game of Thrones to majestic new life in the pages of this full-color graphic novel. Comprised of the initial six issues of the graphic series, this is the first volume in what is sure to be one of the most coveted collaborations of the year. Winter is coming. Such is the stern motto of House Stark, the northernmost of the fiefdoms that owe allegiance to King Robert Baratheon in far-off King’s Landing. There Eddard Stark of Winterfell rules in Robert’s name. There his family dwells in peace and comfort: his proud wife, Catelyn; his sons Robb, Brandon, and Rickon; his daughters Sansa and Arya; and his bastard son, Jon Snow. Far to the north, behind the towering Wall, lie savage Wildings and worse—unnatural things relegated to myth during the centuries-long summer, but proving all too real and all too deadly in the turning of the season. Yet a more immediate threat lurks to the south, where Jon Arryn, the Hand of the King, has died under mysterious circumstances. Now Robert is riding north to Winterfell, bringing his queen, the lovely but cold Cersei, his son, the cruel, vainglorious Prince Joffrey, and the queen’s brothers Jaime and Tyrion of the powerful and wealthy House Lannister—the first a swordsman without equal, the second a dwarf whose stunted stature belies a brilliant mind. All are heading for Winterfell and a fateful encounter that will change the course of kingdoms. Meanwhile, across the Narrow Sea, Prince Viserys, heir of the fallen House Targaryen, which once ruled all of Westeros, schemes to reclaim the throne with an army of barbarian Dothraki—whose loyalty he will purchase in the only coin left to him: his beautiful yet innocent sister, Daenerys.
Law & Order meets Men in Black in this graphic novel adaptation of an unproduced TV pilot script by the author of A Game of Thrones—a never-before-seen story brought to life for the first time! SECOND CITY. FIRST CONTACT. Ten years ago, representatives from an interstellar collective of 314 alien species landed on Earth, inviting us to become number 315. Now, after seemingly endless delays, the Starport in Chicago is operational, a destination for diplomats, merchants, and tourists alike. Inside, visitors are governed by intergalactic treaty. Outside, the streets belong to Chicago’s finest. Charlie Baker, newly promoted to the squad that oversees the Starport district, is eager to put to practical use his enthusiasm for all things extraterrestrial; he just never expected to arrive on his first day in the back of a police cruiser. Lieutenant Bobbi Kelleher is married to the job, which often puts her in conflict with Lyhanne Nhar-Lys, security champion of Starport and one of the galaxy’s fiercest warriors. Undercover with a gang of anti-alien extremists, Detective Aaron Stein has no problem mixing business with pleasure—until he stumbles upon evidence of a plot to assassinate a controversial trade envoy with a cache of stolen ray guns. Now the Chicago PD must stop these nutjobs before they piss off the entire universe. Based on a TV pilot script written by George R. R. Martin in 1994 and adapted and illustrated by Hugo Award–nominated artist Raya Golden, this bold and brilliant graphic novel adaptation at last brings Martin’s singular vision to rollicking life. With all the intrigue, ingenuity, and atmosphere that made A Game of Thrones a worldwide phenomenon, Starport launches a new chapter in the career of a sci-fi/fantasy superstar.
Jordan is visiting a museum while on a family vaction, when suddenly he is dropped into the middle of a fantasy world that he never could have imagined. When his younger siblings and parents begin to irritate him on vacation, Jordan tries to get some space. But instead of wandering around the museum, he finds himself dropped in a fantasy world of magic where he can finally have some fun and train to become a knight. Except Prince Astel and Sir Griffith are about to uncover a sinister secret kept hidden by the queen that’ll thrust Jordan in the middle of a magical battle he never could have anticipated. Join writer Kate Sheridan (Flash Gordon, Adventure Time: Fionna & Cake) and artist Gaia Cardinali (Disney Mulan’s Adventure Journal: The Palace of Secrets) on Jordan’s epic fantasy adventure that’ll test how much he really wants to get home.
A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.
One of the greatest epic fantasies of all time rises to dazzling heights in the third issue of this masterly graphic novel adaptation of George R. R. Martin’s A Game of Thrones. King Robert has come to Winterfell, accompanied by his Lannister queen, Cersei; her son, Prince Joffrey; and her brothers, Jamie and the dwarf Tyrion, called the Imp. In their train come intrigue, treachery, and attempted murder that will shake House Stark to its very foundations. Meanwhile, across the Narrow Sea, the marriage between Daenerys Targaryen and the Dothraki horselord Khal Drogo wins her brother Viserys a dangerous new ally in his quest to reclaim the Iron Throne.
“Told with a true storyteller’s voice: clear, singing, persuasive, and wonderfully moving . . . a truly wonderful book.”—Jane Yolen From #1 New York Times bestselling author George R. R. Martin and acclaimed author Lisa Tuttle comes a timeless tale that brilliantly renders the struggle between the ironbound world of tradition and a rebellious soul seeking to prove the power of a dream. Among the scattered islands that make up the water world of Windhaven, no one holds more prestige than the silver-winged flyers, romantic figures who cross treacherous oceans, braving shifting winds and sudden storms, to bring news, gossip, songs, and stories to a waiting populace. Maris of Amberly, a fisherman’s daughter, wants nothing more than to soar on the currents high above Windhaven. So she challenges tradition, demanding that flyers be chosen by merit rather than inheritance. But even after winning that bitter battle, Maris finds that her troubles are only beginning. Now a revolution threatens to destroy the world she fought so hard to join—and force her to make the ultimate sacrifice. “Martin and Tuttle make wonderful professional music together . . . shifting easily from moments of almost unbearable tension to others of sheer poetry and exhilaration.”—Fort Worth Star-Telegram “A powerful flight of the imagination . . . an entirely enjoyable reading experience, wrought by a pair of writers noted for excellence.”—Roger Zelazny “It’s romance. It’s science fiction. It’s beautiful.”—A. E. van Vogt “I didn’t mean to stay up all night to finish Windhaven, but I had to!”—Anne McCaffrey
A medieval saga with political intrigue reminiscent of Game of Thrones, The Golden Age is an epic graphic novel duology from Roxanne Moreil and Cyril Pedrosa about utopia and revolution. In the kingdom of Lantrevers, suffering is a way of life—unless you’re a member of the ruling class. Princess Tilda plans to change all that. As the rightful heir of late King Ronan, Tilda wants to deliver her people from famine and strife. But on the eve of her coronation, her younger brother, backed by a cabal of power-hungry lords, usurps her throne and casts her into exile. Now Tilda is on the run. With the help of her last remaining allies, Tankred and Bertil, she travels in secret through the hinterland of her kingdom. Wherever she goes, the common folk whisper of a legendary bygone era when all men lived freely. There are those who want to return to this golden age—at any cost. In the midst of revolution, how can Tilda reclaim her throne?
A New York Times bestselling epic. A blockbuster TV series. And now, George R. R. Martin’s breathtaking fantasy masterpiece makes its powerful graphic novel debut—with all the majesty, intrigue, full-blooded adventure, and sweeping, mythic vision that have made it a landmark work of imaginative literature. Beyond the legendary Wall, the vast battlement that stands between the kingdom of Winterfell and the untamed unknown, something sinister and supernatural is stirring in the frozen wastes. For the lifelong soldiers of the Night’s Watch, sworn to protect the realm, it is time to prepare for the nearly endless season of cold and snow that—along with something unspeakable—is closing in. For Eddard Stark, Lord of Winterfell and patriarch of a fierce and stoic clan, it is time to greet his king . . . and make ready for whatever destiny holds in store. For an arrogant young prince, it is time to reclaim his lost throne, by bartering his innocent sister to be a savage warlord’s bride. And for a princess bound for a strange and brutal realm, it is time to begin a journey of transformation from daughter to wife to queen. All across the Seven Kingdoms, the wheels of tumultuous, life-changing history have begun to turn.
Fall in love all over again in volume one of the graphic novel adaptation of the global phenomenon AFTER! Uncover Tessa and Hardin's love story as you've never seen it before . . . Anna Todd's original story comes to life with breathtaking illustrations by Pablo Andres. Featuring twelve pages of behind-the-scenes and character profile bonus content, After: The Graphic Novel is a great introduction to the bestselling series for new readers and the ultimate collector's item for fans everywhere! There was the time before Tessa met Hardin, and then there's everything AFTER . . . Tessa is a good girl with a sweet, reliable boyfriend back home. She's got direction, ambition, and a mother determined to keep her on course. But she's barely moved into her freshman dorm when she runs into Hardin Scott, with his tousled brown hair, cocky British accent, and tattoos. Good looking, confident, and rather rude, even a bit cruel. For all his attitude and insults, Tessa should hate Hardin, and she does - until something about his dark mood grabs her, and it's only a matter of time before he ignites a passion in her that she's never known before. He will call her beautiful, then insist he's not the one for her, making excuses and disappearing, again and again. He'll turn away from her, yet when she tries to push him aside, he'll only pull her in deeper. Despite the reckless way Hardin treats her, Tessa is drawn to his vulnerability and determined to unmask the real Hardin beneath all the lies. A good girl . . . a bad boy . . . something undeniable . . . and everything AFTER.
Inspired by the Emmy® Award–winning credits sequence that opens each episode of the hit HBO® series, Game of Thrones: A Pop-Up Guide to Westeros is guaranteed to thrill the show’s legions of fans. Featuring stunning pop-up recreations of several key locations from the series, including the formidable castle of Winterfell, the lavish capital city King’s Landing, and the Wall’s stark majesty, this book—designed by renowned paper engineer Matthew Reinhart—takes you into the world of the series like never before. Game of Thrones: A Pop-Up Guide to Westeros features a total of five stunning spreads, which fold out to create a remarkable pop-up map of Westeros that is perfect for displaying. The book also contains numerous mini-pops that bring to life iconic elements of the show, such as direwolves, White Walkers, giants, and dragons. All the pops are accompanied by insightful text that relays the rich history of the Seven Kingdoms and beyond, forming a dynamic reference guide to the world of Game of Thrones. Visually spectacular and enthrallingly interactive, Game of Thrones: A Pop-Up Guide to Westeros sets a new standard for pop-up books and perfectly captures the epic scope and imagination of the series.