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A MINNESOTA BOOK AWARDS FINALIST IN NOVEL & SHORT STORY In Benjamin Percy's new thriller, a post-apocalyptic reimagining of the Lewis and Clark saga, a super flu and nuclear fallout have made a husk of the world we know. A few humans carry on, living in outposts such as the Sanctuary-the remains of St. Louis-a shielded community that owes its survival to its militant defense and fear-mongering leaders. Then a rider comes from the wasteland beyond its walls. She reports on the outside world: west of the Cascades, rain falls, crops grow, civilization thrives. But there is danger too: the rising power of an army that pillages and enslaves every community they happen upon. Against the wishes of the Sanctuary, a small group sets out in secrecy. Led by Lewis Meriwether and Mina Clark, they hope to expand their infant nation, and to reunite the States. But the Sanctuary will not allow them to escape without a fight.
"The Marshal's Handbook is the setting book for Deadlands Reloaded." -- From back cover
David Gerrold burst onto the science fiction scene in the late sixties with more Hugo and Nebula nominations than any other writer had ever received at the beginning of his career. His first collection of stories, With a Finger in My I, showcased his remarkable range. The jewel in that collection was "In the Deadlands," a bizarre and disturbing journey into a landscape of madness—not so much a story as a sculpture made of words. Nominated for the Nebula award for best novelette of the year, "In the Deadlands" has been out of print for 40 years. This new collection contains all the stories from With a Finger in My I, plus four other works written in the same period, with revealing notes from the author.
"'Deadlands' created by Shane Lacy Hensley"--Colophon.
From New York Times bestselling author Jonathan Maberry, the first in a thrilling series of novels based on Deadlands, a hugely successful role-playing game (RPG) set in the Weird, Weird West. Welcome to the Deadlands, where steely-eyed gunfighters rub shoulders with mad scientists and dark, unnatural forces. Where the Great Quake of 1868 has shattered California into a labyrinth of sea-flooded caverns . . . and a mysterious substance called "ghost rock" fuels exotic steampunk inventions as well as plenty of bloodshed and flying bullets. In Ghostwalkers, a gun-for-hire, literally haunted by his bloody past, comes to the struggling town of Paradise Falls, where he becomes embroiled in a deadly conflict between the besieged community and a diabolically brilliant alchemist who is building terrible new weapons of mass destruction . . . and an army of the living dead! Deadlands is one of the most popular RPGs in history, with over a million Deadlands gaming books sold. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
First in the post-apocalyptic series from the Bram Stoker Award-winning author who “writes zombies like he's been gunning them down all of his life” (Weston Ochse, author of A Hole in the World). A Handful of Survivors For thirty years, they have avoided the outbreak of walking death that has consumed America's heartland. They have secured a small compound near the ruins of Little Rock, Arkansas. Isolated from the world. Immune to the horror. Blissfully unaware of what lies outside in the region known as the “Dead Lands.” Until now . . . A New Generation of Explorers Led by a military vet who's seen better days, the inexperienced offspring of the original survivors form a small expedition to explore the wastelands around them. A biologist, an anthropologist, a cartographer, a salvage expert—all are hoping to build a new future from the rubble in the Dead Lands. Until all hell breaks loose . . . A Land of Death The infected are still out there. Stalking. Feeding. Spreading like a virus. Wild animals roam the countryside, hunting prey. Small pockets of humanity hide in the shadows: some scared, some mad, all dangerous. This is the New World. If the explorers want it, they'll have to take it. Dead or alive . . . Praise for Joe McKinney and Dead City “A merciless, fast-paced and genuinely scary read that will leave you absolutely breathless.” —Brian Keene, Bram Stoker Award-winning author “A rising star on the horror scene.” —Fearnet.com “Zombie fans will enjoy this!” —The Parkersburg (WV) News and Sentinel
"Set in a land where magic can be terrifying, Chasing the Valley combines the friendship and camaraderie of Ranger s Apprentice with the hardship and survival of The Hunger Games with spectacular results. Danika is used to struggling for survival. But when the tyrannous king launches an attack to punish her city echoing the alchemy bombs that killed Danika s family she risks her life in a daring escape over the city s walls. Danika joins a crew of desperate refugees who seek the Magnetic Valley, a legendary safe haven. But when she accidentally destroys a palace biplane, Danika Glynn becomes the most wanted fugitive in Taladia. Pursued by the king s vicious hunters and betrayed by false allies, Danika also grapples with her burgeoning magical abilities. And when she meets the mysterious Lukas, she must balance her feelings against her crew s safety. Chasing the Valley is the first book in an epic trilogy of magic, treachery and survival."
Kidnapped by the notorious rebel group, Provstat, Brexley finds her connection goes deeper than she ever imagined. Reunited with old acquaintances and an uncle she never knew, Brexley is thrown into the vicious world of politics, where human and fae leaders will do anything to come out on top. Here dangerous associations and meticulous plots are far more dangerous and cutthroat than any game she survived in Halálház.If her life wasn't complicated enough, her relationship with the infamous legend is growing stronger. The more she tries to untangle the link between Warwick and her, the thicker it wraps around them both, entwining them in a world between life and death, where brutal passion and fury collide. When whispers of a coveted magical substance, called the nectar, start buzzing louder, Brexley's strange bond to the fae book leads her on an unexpected journey. One that brings her closer to the answers she seeks. But once she opens the door, all the secrets and lies of her past come flooding out.Truths she's not ready to face.And betrayals that cut bone deep.
Welcome to the Deadlands, where life is a lottery. Since the apocalypse, Cape Town's suburbs have become zombie-infested Deadlands. Human survivors are protected from the living dead by sinister, shrouded figures - the Guardians. In return, five teenagers are 'chosen' and handed over to them for a mysterious purpose: this year, Lele de la Fontein's name is picked. But Lele will not stick around and face whatever shady fate the Guardians have in store for her. She escapes, willing to take her chances in the Deadlands. Alone, exiled and unable to return home, she runs into a misfit gang of renegade teens: Saint, a tough Batswana girl; Ginger, a wise-cracking Brit; and handsome Ash, a former child soldier. Under their tutelage, Lele learns how to seriously destroy zombies and together they uncover the corruption endemic in Cape Town, and come to learn the sickening truth about the Guardians . . .
Deadlands: The Weird West, Pinnacle's award-winning game of supernatural horror in the Old West continues to roll along. In 2000, new products allow players to take on the role of operatives for the Agency, wrestle with the curses of lycanthropy and vampirism, and learn the secrets of the latest developments in the New Science. Mad Scientists and their weird gizmos are the focus of this jam-packed sourcebook done in the format of a certain famous catalog of yesteryear. Alongside traditional weapons and equipment, player's can find rules for fantastic devices and the madmen (um, geniuses) who create them.