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The Beginner's Guide to Necromancy, Book 1Grier Woolworth spends her nights weaving spooky tales of lost souls and tragedies for tourists on the streets of downtown Savannah. Hoop skirt and parasol aside, it's not a bad gig. The pay is crap, but the tips keep the lights on in her personal haunted mansion and her pantry stocked with ramen.Life is about as normal as it gets for an ex-necromancer hiding among humans. Until the society that excommunicated Grier offers her a second chance at being more than ordinary. Too bad no one warned her the trouble with being extraordinary is it can get you killed.Warning: This book contains one ex-con heiress with a pet zombie parakeet who lives next door to her ex-army crush. Brace yourselves, we're talking more exes than a pirate treasure map here.
In his new novel, John Ajvide Lindqvist does for zombies what his previous novel, Let the Right One In, did for vampires. Across Stockholm the power grid has gone crazy. In the morgue and in cemeteries, the recently deceased are waking up. One grandfather is alight with hope that his grandson will be returned, but one husband is aghast at what his adored wife has become. A horror novel that transcends its genre by showing what the return of the dead might really mean to those who loved them.
"A collection of philosophical essays about the undead: beings such as vampires and zombies who are physically or mentally dead yet not at rest. Topics addressed include the metaphysics and ethics of undeath"--Provided by publisher.
The Beginner's Guide to Necromancy, Book 5When a fledgling vampire arrives at Woolworth House searching for his maker, Grier is forced to relive her time in Atramentous. Most of those years are as dark and empty in her memory as she was in her cell. She can't remember her progeny, or the night she resuscitated him, but she can protect him from the Society. As long as she's willing to barter with her grandfather to do it.But Lacroix has plans of his own. He envisions the city-her city-under his rule, and Grier under his thumb. Now all he needs is the right leverage to force her cooperation, and he has just the person in mind. Grier is ready to trade her freedom until a grim truth is revealed that splits her heart in two. Yet another person she loves has betrayed her, and Grier is left agonizing over how much of their relationship was real and how much is a lie.
Grier finally has the one thing she’s always wanted: Boaz Pritchard. Too bad her dream boyfriend is keeping her up nights, just not in a sweaty or fun way. Boaz has dialed down the Southern charm and stopped returning her calls. His job forces him to keep secrets, but his radio silence is cranking up her suspicions.
The Beginner's Guide to Necromancy, Book 6Savannah has fallen to the vampires, and it's up to Grier to take out their leader, Gaspard Lacroix, and restore peace. Lacroix might be more powerful and immune to her magic, but she's got a plan. Too bad it's got holes big enough for a new threat to waltz through while the city is on her knees.Now Grier must risk her very soul if she hopes to slay her enemies and prevent her world from going up in flames. But salvation comes at a steep price, and she's not the only one who will pay. The cost just might break her, and the man who owns her heart.
The Beginner's Guide to Necromancy, Book 2Life was simpler for Grier when she was flat broke and a social pariah. Now she's carrying the baggage that goes along with the title of Dame Woolworth, and shouldering that weight is giving her a serious crick in the neck. Her work as a Haint is the one thing that makes her feel normal, but even that's more paranormal than usual.Spirits are vanishing from well-known hot spots on the ghost tour circuit, and vampires are turning up as shriveled husks. Grier takes it upon herself to uncover what's preying on Savannah's supernatural community, and what she uncovers is bigger than a few flickering lampposts gone dark. It's a deadly threat unleashed by one of their own, and saving her city just might kill her.
As monster theory highlights, monsters are cultural symbols, guarding the borders that society creates to protect its values and norms. Adolescence is the time when one explores and aims at crossing borders to learn the rules of the culture that one will fit into as an adult. Exploring the roles of monsters in coming-of-age narratives and the need to confront and understand the monstrous, this work explores recent developments in the presentation of monsters--such as the vampire, the zombie, and the man-made monster--in maturation narratives, then moves on to discuss monsters inhabiting the psychic landscapes of child characters. Finally, it touches on monsters in science fiction, in which facing the monstrous is a variation of the New World narrative. Discussions of novels by M. R. Carey, Suzanne Collins, Neil Gaiman, Theodora Goss, Daryl Gregory, Sarah Maria Griffin, Seanan McGuire, Stephenie Meyer, Patrick Ness, and Jon Skovron are complemented by analysis of television series, such as Buffy the Vampire Slayer and Westworld.
Join the vampire queen and king of Peregrin, Shelly and Eddie Van Helsing, in a spine-chilling adventure as they unravel the mystery of Shelly's missing parents and a string of abductions across Zephyr and beyond. The plot thickens as even their trusted secretary, Gunther Hornicus, goes rogue and disappears. Can they crack the case, unearth Gunther's secret, and save the day? Get ready for a blood-curdling ride!
Dice and Glory is a complete, self-contained pen & paper role-playing system for those yearning for more creativity and flexibility. This book provides all the basic parts of the D&G system to craft your own unique worlds. This game system was designed to be ultimately flexible for any campaign type needing no rewrites to the core system to function in either sci-fi or high fantasy settings or in any other imaginable setting! It was also written with maximum customization of all characters in mind allowing Players almost complete freedom in customizing their own characters. It boasts a detailed but easy-to-use Combat system using its own class-like level system. A skill system that is easy to use and adapt to any situation. A unique and in depth Magic system which allows for custom Player-made spells and a skill based Psionics system that distinguishes itself from the magic system! Also there is a full chapter on constructing monsters and races for GM's.