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FROM THE BEST-SELLING AUTHOR OF THE RULES OF SUPERVILLAINY: There are no good guys in the world of shadows … but maybe some bad men are better than others. Derek Hawthorne was born to be an agent of the Red Room. Literally. Raised in a conspiracy which has protected the world from the supernatural for centuries, he's never been anything other than a servant of their agenda. Times are changing, though, and it may not be long before their existence is exposed. When a routine mission uncovers the latest plan of the magical terrorist, the Wazir, Derek finds himself saddled with a new partner. Who is the mysterious but deadly Shannon O'Reilly? What is her agenda? Couple this with the discovery the Red Room has a mole seeking to frame Derek for treason and you have a plot which might bring down a millennium-old organization. Can he stop the Wazir's mission to expose the supernatural? And should he? *** "If you’re a fan of the Archer cartoon on FX, then I highly recommend you give this series a try." - Hotlistens.com "Snarky humor everywhere!" - Dab of Darkness "Undead, magic, and spies. Heck yeah!" - My World...in words and pages. "All I have left to say is, read this book!!!!! In fact read this authors books!!! He is phenomenal." - A Book Lovers Life "Esoterrorism is a testosterone fueled urban fantasy, the perfect novel for fans of who are tired of the paranormal romance trope, and who want to see more of the action and adventure element. It's big, it's frantic, it's violent, and it's very often funny as well." - Beauty in Ruins "If you are looking for a fast-paced, action heavy thriller, then Esoterrorism will hit the bullseye." - Fantasy Book Critic
There are no good guys in the world of shadows...but maybe some bad men are better than others. Derek Hawthorne was born to be an agent of the Red Room. Literally. Raised in a conspiracy that has protected the world from the supernatural for centuries, he's never been anything other than a servant of their agenda. Times are changing, though, and it may not be long before their existence is exposed. When a routine mission uncovers the latest plan of magical terrorist the Wazir, Derek finds himself saddled with a new partner. Who is the mysterious but deadly Shannon O'Reilly? What is her agenda? Couple this with the discovery that the Red Room has a mole seeking to frame Derek for treason and you have a plot that might bring down a millennium-old organization. Can he stop the Wazir's mission to expose the supernatural? And should he?
Paganism is rapidly becoming a religious, creative, and political force internationally. It has found one of its most public expressions in popular music, where it is voiced by singers and musicians across rock, folk, techno, goth, metal, Celtic, world, and pop music. With essays ranging across the US, UK, continental Europe, Australia and Asia, 'Pop Pagans' assesses the histories, genres, performances, and communities of pagan popular music. Over time, paganism became associated with the counter culture, satanic and gothic culture, rave and festival culture, ecological consciousness and spirituality, and new ageism. Paganism has used music to express a powerful and even transgressive force in everyday life. 'Pop Pagans' examines the many artists and movements which have contributed to this growing phenomenon.
Cthulhu Confidential is a roleplaying game designed for one player and one game master. Its powered by the GUMSHOE One-2-One game system which retunes, rebuilds and reimagines the acclaimed GUMSHOE investigative rules set, as seen in such hit roleplaying games as Trail of Cthulhu and Nights Black Agents, for one player and one GM. Together, you create a story that evokes the classic solo protagonist mystery format. Cthulhu Confidential drops your hero into the noir nightscape of hardboiled-era Los Angeles, New York or Washington, DC. Meet powerbrokers and politicians, rub shoulders with Hollywood studio bosses and fiery evangelists. Face narrow-eyed G-Men, bent cops and dangerous crime lords. But beneath it all, under the scrim of all this human endeavor, lives corruption so old and inhuman youll need all your courage and resourcefulness to face it. Choose one of three heroes with their own settings and adventures: Langston Wright is an African-American war veteran and scholar in WW2-era DC with a keen intellect. Dex Raymond is a hard-boiled private detective in 1930s Los Angeles with a nose for trouble. And Vivian Sinclair is The New York Heralds most determined scoop-hound. Each is a lone investigator, equipped with smarts, fists, and just maybe a code of honor, uncovering their towns secret truths. But what happens when you scratch the veneer of human malfeasance to reveal an eternal evilthe malign, cosmic indifference of HP Lovecrafts Cthulhu Mythos? Made in the U.S.
It is the 1960s. The stars are coming right.
Western esotericism has been a pervasive presence in Western culture from late antiquity to the present day, but until recently it was largely ignored by scholars and surrounded by misconceptions and prejudice. This accessible guide provides readers with the basic knowledge and tools that will allow them to find their way in this bewildering but fascinating field. What is it that unites phenomena as diverse as ancient gnosticism and hermetism, the "occult sciences" of astrology, alchemy, and magic, rosicrucianism, as well as Christian theosophy, occultism, spiritualism, and the contemporary New Age spiritualities? What can the study of them teach us about our common cultural and intellectual heritage, and what is it that makes them relevant to contemporary concerns? How do we distinguish reliable historical knowledge from legends and fictions about esoteric traditions? These and many other questions are answered clearly and succinctly, so that the reader can find his way into the labyrinth of Western esotericism and out of it again.
A wave of terror has swept through the Empire and Chaos is on the move. Mutations are increasing and strange creatures roam the streets at night. Against this backdrop of terror, battlefield looter Angelika Fleischer meets up with a group of Pilgrims heading for a remote monastery in the dangerous Blackfire Pass. Original.
"Despair stalks the streets of Paragon City. Five decades after Statesman and his allies first formed the Freedom Phalanx, that legendary group of heroes is no more and power-mad villains stand poised on the brink of ultimate victory. The fledgling hero Positron has a plan to stop them: rebuild the Freedom Phalanx. But the world's mightiest champions no longer see the point of battling alongside others, not when they have their own private wars to wage and personal demons to conquer. For Positron to forge a new Freedom Phalanx and save Paragon City from the schemes of the dreaded Tyranny Legion, he must first save Statesman, Manticore, and the other crime-busting legends from their greatest enemies--themselves."--Back cover.
omeone stole my kid brother's bike...Someone sabotaged the pep rally...Someone destroyed the Homecoming queen's reputation...The world is full of mysteries. It's up to your group of intrepid teen sleuths to solve them. In Bubblegumshoe, players step into the shoes of high-schoolers solving mysteries in a modern American small town. Discover clues, solve problems, and throw down with enemies in this streamlined RPG based on the GUMSHOE system.In this stand-alone game, you'll find:Rules to create your Sleuth's web of relationships and make the most of GUMSHOE's resource-managementA simple setting system designed for large scale town creation all the way down to scene locations, plus extensive information on Drewsbury, a ready-to-go settingA variety of short mystery starters, including a full introductory mystery: Hey! That's My Bike!Extensive support to help GMs create their own mysteries using pre-established characters and settingsRules for social Throwdowns as well as physical altercations to reflect the drama of high school noirA slimmed-down list of investigative abilities vs GUMSHOE's default to make for faster decision makingBubblegumshoe. The secrets will out.