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Annev has avoided one fate. But a darker path may still claim him . . . After surviving the destruction of Chaenbalu, new mysteries and greater threats await Annev and his friends in the capital city of Luqura. As they navigate the city’s perilous streets, Annev searches for a way to control his nascent magic and remove the cursed artifact now fused to his body. But what might removing it cost him? As Annev grapples with his magic, Fyn joins forces with old enemies and new allies, waging a secret war against Luqura’s corrupt guilds in the hopes of forging his own criminal empire. Deep in the Brakewood, Myjun is learning new skills of her own as apprentice to Oyru, the shadow assassin who attacked the village of Chaenbalu—but the power of revenge comes at a daunting price. And back in Chaenbalu itself, left for dead in the Academy’s ruins, Kenton seeks salvation in the only place he can: the power hoarded in the Vault of Damnation . . .
You’ve heard the story before: an orphaned boy, raised by a wise old man, comes to a fuller knowledge of his magic and uses it to fight the great evil threatening his world. But what if that hero were destined to become the new dark lord? The Academy of Chaenbalu has stood against magic for centuries. Hidden from the world, acting from the shadows, it trains its students to detect and retrieve magic artifacts, which it jealously guards from the misuse of others. Because magic is dangerous: something that heals can also harm, and a power that aids one person may destroy another. Of the academy’s many students, only the most skilled can become avatars—warrior thieves, capable of infiltrating the most heavily guarded vaults—and only the most determined can be trusted to resist the lure of magic. More than anything, Annev de Breth wants to become one of them. But Annev carries a secret. Unlike his classmates who were stolen as infants from the capital city, Annev was born in the village of Chaenbalu, was believed to be executed, and then unknowingly raised by his parents’ killers. Seventeen years later, he struggles with the burdens of a forbidden magic, a forgotten heritage, and a secret deformity. When Annev is subsequently caught between the warring ideologies of his priestly mentor and the Academy’s masters, he must finally decide whether to accept the truth of who he really is ... or embrace the darker truth of what he may one day become.
When the fate of the Multiverse is at stake, what game will the scheming Master of Metal play? Tezzeret of Esper, the cruel artificer now free from his former master Nicol Bolas, the God-Pharaoh of Amonkhet, has traveled across the Multiverse seeking the answer to a question only he knows. Once he finds it, he will manipulate anyone necessary and do whatever it takes to claim his prize... but to what end?
Explore the lands of Eberron in this campaign sourcebook for the world’s greatest roleplaying game. This book provides everything players and Dungeon Masters need to play Dungeons & Dragons in Eberron—a war-torn world filled with magic-fueled technology, airships and lightning trains, where noir-inspired mystery meets swashbuckling adventure. Will Eberron enter a prosperous new age or will the shadow of war descend once again? • Dive straight into your pulp adventures with easy-to-use locations, complete with maps of floating castles, skyscrapers, and more. • Explore Sharn, a city of skyscrapers, airships, and noirish intrigue and a crossroads for the world’s war-ravaged peoples. • Include a campaign for characters venturing into the Mournland, a mist-cloaked, corpse-littered land twisted by magic. • Meld magic and invention to craft objects of wonder as an artificer—the first official class to be released for fifth edition D&D since the Player’s Handbook. • Flesh out your characters with a new D&D game element called a group patron—a background for your whole party. • Explore 16 new race/subrace options including dragonmarks, which magically transform certain members of the races in the Player’s Handbook. • Confront horrific monsters born from the world’s devastating wars.
The ultimate magic sourcebook for the newest Dungeons & Dragons(R) world. "Magic of Eberron" explores the variety of magic available in the Eberron world. It introduces a wealth of new arcane and divine spells, and artificer infusions. Chapters explore the more unusual manifestations of magic in Eberron, such as elemental binding, dragonshards and dragon magic, and the corrupted magic of the daelkyr. A chapter on lost magic explains how to make the discovery of new magical secrets a central feature of any Eberron campaign.
Acclaimed epic fantasy author John Gwynne returns with the first book in a new trilogy, perfect for fans of George R. R. Martin, Brandon Sanderson, and David Gemmell. "A Time of Dread reminds me of why I became a fantasy enthusiast in the first place." -- Robin Hobb A race of warrior angels, the Ben-Elim, once vanquished a mighty demon horde. Now they rule the Banished lands, but their peace is brutally enforced. In the south, hotheaded Riv is desperate to join the Ben-Elim's peacekeeping force, until she unearths a deadly secret. In the west, the giantess Sig investigates demon sightings and discovers signs of an uprising and black magic. And in the snowbound north, Drem, a trapper, finds mutilated corpses in the forests. The work of a predator, or something far darker? It's a time of shifting loyalties and world-changing dangers. Difficult choices need to be made. Because in the shadows, demons are gathering, waiting for their time to rise. . .
In L. E. Modesitt, Jr.'s The Magic Engineer, Dorrin, a young scion of Order magicians, is interested in forbidden knowledge—the working of machines. He is the Leonardo da Vinci of his age, but his insights violate the rules of the Order magic of Recluce, and in order to pursue his invention he must go into exile—in the lands of Chaos. Tortured by the knowledge that to preserve Order he must create new devices for war, Dorrin stands between Recluce and the forces of the Chaos that seek to destroy it. "An intriguing fantasy in a fascinating world."—Robert Jordan, New York Times bestselling author of The Wheel of Time® series Saga of Recluce #1 The Magic of Recluce / #2 The Towers of Sunset / #3 The Magic Engineer / #4 The Order War / #5 The Death of Chaos / #6 Fall of Angels / #7 The Chaos Balance / #8 The White Order / #9 Colors of Chaos / #10 Magi’i of Cyador / #11 Scion of Cyador / #12 Wellspring of Chaos / #13 Ordermaster / #14 Natural Order Mage / #15 Mage-Guard of Hamor / #16 Arms-Commander / #17 Cyador’s Heirs / #18 Heritage of Cyador /#19 The Mongrel Mage / #20 Outcasts of Order / #21 The Mage-Fire War (forthcoming) Story Collection: Recluce Tales Other Series by L.E. Modesitt, Jr. The Imager Portfolio The Corean Chronicles The Spellsong Cycle The Ghost Books The Ecolitan Matter At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Zorian Kazinski has all the time in the world to get stronger, and he plans on taking full advantage of it. A teenage mage of humble birth and slightly above-average skill, Zorian is attending his third year of education at Cyoria's magical academy. A driven and quiet young man, he is consumed by a desire to ensure his own future and free himself of the influence of his family, resenting the Kazinskis for favoring his brothers over him. Consequently, Zorian has no time for pointless distractions, much less other people's problems. As it happens, though, time is something he is about to get plenty of. On the eve of Cyoria's annual summer festival, Zorian is murdered, then abruptly brought back to the beginning of the month, just before he was about to take the train to school. Finding himself trapped in a time loop with no clear end or exit, he will have to look both within and without to unravel the mystery set before him. He does have to unravel it, too, because the loop clearly wasn’t made for his sake, and in a world of magic even a time traveler isn't safe from those who wish him ill. Fortunately for Zorian, repetition is the mother of learning…
A fresh and brilliantly told memoir from a cult favorite comic artist, marked by gothic twists, a family funeral home, sexual angst, and great books. This breakout book by Alison Bechdel is a darkly funny family tale, pitch-perfectly illustrated with Bechdel's sweetly gothic drawings. Like Marjane Satrapi's Persepolis, it's a story exhilaratingly suited to graphic memoir form. Meet Alison's father, a historic preservation expert and obsessive restorer of the family's Victorian home, a third-generation funeral home director, a high school English teacher, an icily distant parent, and a closeted homosexual who, as it turns out, is involved with his male students and a family babysitter. Through narrative that is alternately heartbreaking and fiercely funny, we are drawn into a daughter's complex yearning for her father. And yet, apart from assigned stints dusting caskets at the family-owned "fun home," as Alison and her brothers call it, the relationship achieves its most intimate expression through the shared code of books. When Alison comes out as homosexual herself in late adolescense, the denouement is swift, graphic -- and redemptive.