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The first novel in the First Law Trilogy and debut fantasy novel from New York Times bestseller, Joe Abercrombie. Logen Ninefingers, infamous barbarian, has finally run out of luck. Caught in one feud too many, he's on the verge of becoming a dead barbarian -- leaving nothing behind him but bad songs, dead friends, and a lot of happy enemies. Nobleman, dashing officer, and paragon of selfishness, Captain Jezal dan Luthar has nothing more dangerous in mind than fleecing his friends at cards and dreaming of glory in the fencing circle. But war is brewing, and on the battlefields of the frozen North they fight by altogether bloodier rules. Inquisitor Glokta, cripple turned torturer, would like nothing better than to see Jezal come home in a box. But then Glokta hates everyone: cutting treason out of the Union one confession at a time leaves little room for friendship. His latest trail of corpses may lead him right to the rotten heart of government, if he can stay alive long enough to follow it. Enter the wizard, Bayaz. A bald old man with a terrible temper and a pathetic assistant, he could be the First of the Magi, he could be a spectacular fraud, but whatever he is, he's about to make the lives of Logen, Jezal, and Glokta a whole lot more difficult. Murderous conspiracies rise to the surface, old scores are ready to be settled, and the line between hero and villain is sharp enough to draw blood. Unpredictable, compelling, wickedly funny, and packed with unforgettable characters, The Blade Itself is noir fantasy with a real cutting edge.
Give life to the beings that roam your imagination! Dragons may terrorize fantasy worlds, but they need peasants to munch on... heroes to confront... elegant elves, shrewd sorcerers and dreaded demons to battle. Following on the wings of the ferociously popular DragonArt, this book shows you how to conjure up your own fantasy realms by drawing inspiration from fairy tales, legends and (if you dare) things that go bump in the night. • Breathe the life into your beings by basing them upon fundamental human anatomy—proportions, facial expressions and gender-specific characteristics. • Color-coded, step-by-step demonstrations (simple enough that even the dullest of dwarves could follow along!) show you how to create a sordid cast of creatures, including goblins, orcs, sprites, angels, mermaids, centaurs, vampires, werewolves, banshees and more. • Accessorize each being by tailoring them with tusks, wings, hooves, daggers, armor and various apparel, from the fine garb of nobles to peasant rags. Copy each being as-is. Or, better yet, follow your own twisted imaginings to conjure up creatures from fantastic lands.
Enter the fantastic imagination of artist Jacob Glaser as you learn how to draw everything from an alien lord and a werewolf to a jester and a black knight. In this 144-page book, you'll learn how to draw fantasy characters that you didn't even know existed--except in the far-reaching corners of your mind. After being introduced to the basic tools and techniques of pencil drawing, you'll discover 60 easy-to-follow, step-by-step demonstrations, including a robot attack pod, Frankenstein, a vampire bat, an evil sorcerer, a barbarian warrior, and a damsel in distress. Many projects include a digitally colored final and color palettes so you can see just one of the many ways you can bring your characters to live in vivid color.
David and Leigh Eddings were mythmakers and world builders of the first order. With The Redemption of Althalus, the authors of the Belgariad and Malloreon sagas created a thrilling stand-alone epic—boldly written and brilliantly imagined. It would be sheer folly to try to conceal the true nature of Althalus, for his flaws are the stuff of legend. He is, as all men know, a thief, a liar, an occasional murderer, an outrageous braggart, and a man devoid of even the slightest hint of honor. Yet of all the men in the world, it is Althalus, unrepentant rogue and scoundrel, who will become the champion of humanity in its desperate struggle against the forces of an ancient god determined to return the universe to nothingness. On his way to steal The Book from the House at the End of the World, Althalus is confronted by a cat--a cat with eyes like emeralds, the voice of a woman, and the powers of a goddess. She is Dweia, sister to The Gods and a greater thief even than Althalus. She must be: for in no time at all, she has stolen his heart. And more. She has stolen time itself. For when Althalus leaves the House at the End of the World, much wiser but not a day older than when he'd first entered it, thousands of years have gone by. But Dweia is not the only one able to manipulate time. Her evil brother shares the power, and while Dweia has been teaching Althalus the secrets of The Book, the ancient God has been using the dark magic of his own Book to rewrite history. Yet all is not lost. But only if Althalus, still a thief at heart, can bring together a ragtag group of men, women, and children with no reason to trust him or each other. Praise for The Redemption of Althalus “Highly recommended . . . Featuring a cast of engaging characters, some fanciful plot twists, and a light-hearted atmosphere that should appeal strongly to fans and first-time readers alike.”—Library Journal “The story takes off. The interactions between characters, straightforward plotting, and doses of wry humor keep the tale humming.”—Booklist “An engaging young reprobate hero . . . [A] magical realm of good-natured fun.”—Publishers Weekly “A compelling, involving story.”—Science Fiction Chronicle
Offers instructions and advice for creating realistic fantasy drawings using reference photographs of models and props, with sixteen step-by-step examples.
A retired group of legendary mercenaries get the band back together for one last impossible mission in this award-winning debut epic fantasy. "Fantastic, funny, ferocious." -- Sam Sykes Clay Cooper and his band were once the best of the best, the most feared and renowned crew of mercenaries this side of the Heartwyld. Their glory days long past, the mercs have grown apart and grown old, fat, drunk, or a combination of the three. Then an ex-bandmate turns up at Clay's door with a plea for help -- the kind of mission that only the very brave or the very stupid would sign up for. It's time to get the band back together.
Gillengaria seethes with unrest. In the south, hostility toward magic and its users has risen to a dangerous level, though King Baryn has ordered that such mystics are to be tolerated. It is whispered that he issued the decree because his new wife used her magic powers to ensnare him… The King knows there are those in the noble Twelve Houses who could use this growing dissent to overthrow him. So he dispatches the mystic Senneth to assess the threat throughout the realm. Accompanying her is a motley band of magic-users and warriors including Tayse, first among the King’s Riders—who holds a hard view of mystics in general, and Senneth in particular. But as the unlikely allies venture farther into the south, they will face death in a land under the sway of a fanatical cult that would purge Gillengaria of all magic users. And they will come to realize that their only hope of survival lies in standing together…
Create Your Own Fantastic Realms! An arduous journey leads you to a hilltop. Before you stretches a land of castles filled with noble knights, elven warriors and fearsome goblins and gargoyles. At your feet lies a book... Within its pages you will discover the secrets to sketching, drawing and coloring wondrous worlds - realms filled with creatures friendly and foul, beautiful princesses and stealthy magic-users, ancient ruins and dragons' lairs. Begin your journey by following the steps within, which will guide you from simple sketches to fully colored works of art. Take heart, brave traveler, for you'll be aided in your quest by: • Texture and coloring keys that show you exactly how to create dozens of different effects • A brainstorming game that, with a roll of the dice, allows you to mix and match character, creature and scene characteristics But beware, friend: Along the way, you will be powerless to resist the temptation to explore the strange and twisted detours of your own utterly original imaginings. Wield your pencil bravely - so begins your adventure... 30+ step-by-step demonstrations make it easy to create your own fantastic worlds! • The Characters: Human or elf, fighter or princess ... learn to outfit your characters with specialized clothing, weaponry and magical items, and tell their tales with dynamic gesture and motion. • The Creatures: Evoke dragons, demons, griffins and other edgy beasts of your own twisted imaginings, with special attention to key details that make them look regal or demented. • The Settings: Construct convincing environments that set the tone and atmosphere of your story, be it a mysterious tower, ancient ruins or a peaceful village.
Although fictional characters have long dominated the reception of literature, films, television programs, comics, and other media products, only recently have they begun to attract their due attention in literary and media theory. The book systematically surveys today ́s diverse and at times conflicting theoretical perspectives on fictional character, spanning research on topics such as the differences between fictional characters and real persons, the ontological status of characters, the strategies of their representation and characterization, the psychology of their reception, as well as their specific forms and constellations in - and across - different media, from the book to the internet.
A man broken in body and spirit, Cazaril returns to the noble household he once served as page and is named secretary-tutor to the beautiful, strong-willed sister of the impetuous boy who is next in line to rule. It is an assignment Cazaril dreads, for it must ultimately lead him to the place he most fears: the royal court of Cardegoss, where the powerful enemies who once placed him in chains now occupy lofty positions. But it is more than the traitorous intrigues of villains that threaten Cazaril and the Royesse Iselle here, for a sinister curse hangs like a sword over the entire blighted House of Chalion. And only by employing the darkest, most forbidden of magics can Cazaril hope to protect his royal charge -- an act that will mark him as a tool of the miraculous . . . and trap him in a lethal maze of demonic paradox.