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Numeria's capital city of Starfall sprawls in the shadow of the region's most infamous ruin, Silver Mount. Here, the nation's sadistic Technic League and the Black Sovereign rule the land and control access to incredible and dangerous technological wonders, including the mysterious Silver Mount itself. Somewhere deep within that ruined starship, the greatest of the Iron Gods is rising to power. Yet, before the heroes of Numeria can oppose it, they must first defeat the Technic League and the Black Sovereign in turn, for they control access to the legendary site. A Pathfinder Roleplaying Game adventure for 13th-level characters, Palace of Fallen Stars continues the Iron Gods Adventure Path. Several new monsters, a gazetteer of the city of Starfall, an article about Zyphus (God of Graveyards), and Amber E. Scott's Pathfinder Journal round out this volume of the Pathfinder Adventure Path.
Discover the secrets of Numeria, a land of savagery and super science, where barbarians seek to master the technology of an ancient alien empire. From the robot-ravaged badlands of the Felldales to the lands of the Black Sovereign, Numeria provides endless opportunity for post-apocalyptic, science fiction-themed fantasy adventure. Perfect for use with the Iron Gods Adventure Path campaign, this invaluable gazetteer sheds new light on one of the mysterious kingdoms in the Pathfinder world, and includes new environmental hazards and over a dozen new monsters that meld magic with fantastic technology.
The heroes of Numeria must brave a remote canyonland known as the Scar of the Spider. Clues found in the Choking Tower revealed that a mysterious prophet left her legacy behind in this valley long ago... a legacy that could reveal methods to defeat the Iron God of the Silver Mount. But the heroes are neither the only, nor the first visitors to the Scar of the Spider, and as they explore, they realize that alien monstrosities have colonized the canyon and have horrific agendas of their own. Can the heroes escape with their brains intact, or will they become merely the latest addition to an otherworldly collection? A Pathfinder Roleplaying Game adventure for 10th-level characters, Valley of the Brain Collectors continues the Iron Gods Adventure Path, an exploration of the lands of Numeria, where savage barbarism clashes with the wonders and horrors of superscience. Several new monsters, an exploration of the mysterious alien empire known as the Dominion of the Black, rules for several strange types of alien technology, and Amber E. Scott's Pathfinder Journal round out this volume of the Pathfinder Adventure Path.
After decades of internecine warfare, the tribes of the Tiste Edur have at last united under the Warlock King of the Hiroth. There is peace--but it has been exacted at a terrible price: a pact made with a hidden power whose motives are at best suspect, at worst, deadly. To the south, the expansionist kingdom of Lether, eager to fulfill its long-prophesized renaissance as an Empire reborn, has enslved all its less-civilized neighbors with rapacious hunger. All, that is, save one--the Tiste Edur. And it must be only a matter of time before they too fall--either beneath the suffocating weight of gold, or by slaughter at the edge of a sword. Or so destiny has decreed. Yet as the two sides gather for a pivotal treaty neither truly wants, ancient forces are awakening. For the impending struggle between these two peoples is but a pale reflection of a far more profound, primal battle--a confrontation with the still-raw wound of an old betrayal and the craving for revenge at its seething heart. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
The Lords of Rust dominate Scrapwall, and their swiftly rising power threatens more than the town of Torch. For they have the support of one of the Iron Gods of Numeria, and what slumbers fitfully beneath the wreckage of Scrapwall could catapult the Lords of Rust into a new level of power if they're not stopped! A Pathfinder Roleplaying Game adventure for 4th-level characters, Lords of Rust continues the Iron Gods Adventure Path, an exploration of the lands of Numeria, where savage barbarism clashes with the wonders and horrors of superscience.
Death asks a half-troll and his friends to save the world in this epic fantasy series debut by the author of the Clockwork Empire series. Although Danr is the son of a human mother, his father was one of the hated Stanes, trolls from the mountains. Now the barrel-chested teenager is condemned to hard labor on a farm where he endures taunts of “Troll boy” from the others. Yet no matter how bad things get, he always remembers the advice of his recently departed mother: be gentle and do not unleash the monster inside. One of Danr’s few friends in the village, Aisa, was sold into slavery by her father and is now controlled by an abusive man. She keeps herself covered from head to toe and dreams of a better future. She and Danr hope to escape and make their way to freedom, but a series of dark events soon stirs up chaos. Strange creatures come down from the mountains, slaughtering villagers. Spirits of the dead haunt the land, terrifying those that are still alive. As rumors spread about the Stanes’ involvement, Danr decides to find out the truth, taking Aisa and an amnesiac new friend with him. Soon they are called up by Death herself to set things right. At Death’s request, the group sets out to recover the Iron Axe. Crafted by the dwarves, it is capable of restoring balance in the world—and destroying it, too. Along the way, Danr must call upon the monster within to face fierce and fantastic creatures while discovering truths that will change their lives forever. “[Turns] common tropes on their heads. . . . [Harper’s] reinterpretations of trolls, giants, and fae folk give this series opener a fresh feeling, while his nods to Norse mythology and folklore root it strongly in fantasy tradition.Readers will be eager to see what’s in store for Aisa and Danr.” —Publishers Weekly “Brought back fond memories of a classic fantasy book while still offering a wonderfully unique take on the genre. . . . Steven Harper created a world that I never got tired of exploring.” —The Qwillery “The story holds all of the adventure, magic, and mystery I have come to expect from the genre. . . .[It] follows a hero’s journey . . . with energy and artfulness.” —Wicked Little Pixie
Another, more powerful Iron God is rising in power in the enigmatic Silver Mount, but before it can be confronted, the legacy of this strange deity's first worshiper must be recovered. Clues lead to the technophobic town of Iadenveigh, a farming community with its own need for heroes. This guide to the Pathfinder Roleplaying Game is for 7th-level characters. Discover details of quests, character strengths and weaknesses, the location of hidden clues and traps, and the secrets of each room.
"This edgy fantasy doesn't just blur boundaries of genre, of gender, of past and present, life and death--it explodes them." --Cinda Williams Chima, New York Times bestselling author of the Seven Realms series and the Shattered Realms series. Without the dead, she'd be no one. Odessa is one of Karthia's master necromancers, catering to the kingdom's ruling Dead. Whenever a noble dies, it's Odessa's job to raise them by retrieving their soul from a dreamy and dangerous shadow world called the Deadlands. But there is a cost to being raised: the Dead must remain shrouded. If even a hint of flesh is exposed, a grotesque transformation begins, turning the Dead into terrifying, bloodthirsty Shades. A dramatic uptick in Shade attacks raises suspicions and fears around the kingdom. Soon, a crushing loss of one of her closest companions leaves Odessa shattered, and reveals a disturbing conspiracy in Karthia: Someone is intentionally creating Shades by tearing shrouds from the Dead--and training them to attack. Odessa is forced to contemplate a terrifying question: What if her magic is the weapon that brings the kingdom to its knees? Fighting alongside her fellow mages--and a powerful girl as enthralling as she is infuriating--Odessa must untangle the gruesome plot to destroy Karthia before the Shades take everything she loves. Perfect for fans of Three Dark Crowns and Red Queen, Reign of the Fallen is a gutsy, unpredictable read with a surprising and breathtaking LGBT romance at its core.
The stunning sequel to instant New York Times bestseller, Wicked Saints Nadya doesn’t trust her magic anymore. Serefin is fighting off a voice in his head that doesn’t belong to him. Malachiasz is at war with who--and what--he’s become. As their group is continually torn apart, the girl, the prince, and the monster find their fates irrevocably intertwined. Their paths are being orchestrated by someone...or something. The voices that Serefin hears in the darkness, the ones that Nadya believes are her gods, the ones that Malachiasz is desperate to meet—those voices want a stake in the world, and they refuse to stay quiet any longer. In their dramatic follow-up to Wicked Saints, the first book in their Something Dark and Holy trilogy, Emily A. Duncan paints a Gothic, icy world where shadows whisper, and no one is who they seem, with a shocking ending that will leave you breathless. This edition uses deckle edges; the uneven paper edge is intentional.
The Grand Grimoire, Kabbalah, Witchcraft, Old Magic - all share a common inspiration: The Wise King Solomon. Writer of three books in the Bible; Book of Proverbs, Ecclesiastes & Song of Songs (and possibly Psalms) - he also possessed a magic ring, with which he could control and befriend daemons - giving him Ultimate Power. This is his testament. (Please note: this is not a book of negativity or the black arts, this is a historical account, an amendment if you will). Herein is the complete original article from JQR (1898) Republished with Permission. Revised forward by author, Guinness record holding performance artist, and radio personality Mikhail Tank. Original artwork by Seth Ahonen.