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A disgraced dwarven hero. A band of deadbeat adventurers. His last shot at redemption could get him killed. Orconomics: A Satire is the first book in The Dark Profit Saga of humorous epic fantasy novels. If you like down-and-out heroes, sidesplitting misadventures, and ingenious world-building, then you’ll love J. Zachary Pike’s dark and delightful ribbing of high fantasy. Version 2.2.1
PROFESSIONAL HEROES KILL AND LOOT deadly monsters every day, but Gorm Ingerson's latest quest will be anything but business as usual. The adventuring industry drives the economy of Arth, a world much like our own but with more magic and fewer vowels. Monsters' hoards are claimed, bought by corporate interests, and sold off to plunder funds long before the Heroes' Guild actually kills the beasts. Of course, that's a terrible arrangement for the Shadowkin; orcs, goblins, kobolds, and their ilk must apply for to become Noncombatant Paper Carriers (or NPCs) to avoid being killed and looted by heroes. When Gorm Ingerson, a Dwarven ex-hero with a checkered past, stands up for an undocumented goblin, he inadvertently singles himself out for recruitment by a prophet of the mad goddess to undertake a suicidal quest. But there's more to Gorm's new job than an insane prophecy: powerful corporations and governments have shown an unusual interest in the quest. If his party of eccentric misfits can stop fighting each other long enough to recover the Elven Marbles, Gorm might be able to turn a bad deal into a golden opportunity.
A doubly disgraced dwarven hero. A band of accident-prone adventurers. Giving redemption a second shot may have been a grave mistake… Son of a Liche is the second book in The Dark Profit Saga, a trilogy of humorous epic fantasy novels. If you like rib-tickling shenanigans, second-rate heroes, and imaginative new takes on tired tropes, then you’ll love J. Zachary Pike’s hilarious blend of finance and high fantasy. Version 1.1.2
Those who see the dead soon join them. From the author of the critically-acclaimed Blackwing trilogy comes Ed McDonald's Daughter of Redwinter, the first of a brilliant fantasy series about how one choice can change a universe. Raine can see—and speak—to the dead, a gift that comes with a death sentence. All her life she has hidden, lied, and run to save her skin, and she’s made some spectacularly bad choices along the way. But it is a rare act of kindness—rescuing an injured woman in the snow—that becomes the most dangerous decision Raine has ever made. Because the woman is fleeing from Redwinter, the fortress-monastery of the Draoihn, warrior magicians who answer to no king, and who will stop at nothing to reclaim what she’s stolen. A battle, a betrayal, and a horrific revelation force Raine to enter the citadel and live among the Draoihn. She soon finds that her secret ability could be the key to saving an entire nation. Though she might have to die to make it happen . . . At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Lions, and tigers, and bears, not quite! This “fast-paced series opener” (Kirkus Reviews) tells the origin story of the world’s most iconic Good Witch, Glinda, as she embarks on a brave adventure in Oz against the Wicked Witches. On her Declaration Day, a day meant for celebration and happiness, Glinda’s peaceful life in Oz is shattered when her mother is imprisoned for practicing forbidden Magic. As she is ripped from her home by a fearsome bounty hunter sent by Aphidina, the Witch of the South, Glinda soon uncovers a startling truth: the Oz she’s always known is not good and right—it’s a world governed by the wickedest of the wicked, overrun with tyranny, corruption, and dark power. And Glinda’s mother? She is actually a high-ranking member of a secret society whose mission is to overthrow the four Wicked Witches and set the stage for the return of the rightful ruler of Oz. With the help of a feisty, purple-haired girl named Locasta, Glinda sets across the unforgiving landscape to rescue her mother. They are soon joined by Ben, a revolutionary New Yorker, and a mysterious girl called Shade. Armed with their individual gifts, these unlikely heroes mount an epic attack on Aphidina to free Glinda’s mother…and save the future of Oz from the Wickeds before it’s too late.
Morgan's life is not easy. Growing up on the streets of City Four, he is constantly shunned by the other citizens. Morgan doesn't mind being ignored. What he does mind, though, are the constant beatings from the city guards due to his friendship with Sarah, the city lord's only daughter. Lord Simon wants him dead, but the laws of the kingdom are on Morgan's side and even the guards won't kill him, just for being seen near his manor.Morgan's time is running out, though. Lord Simon has deep pockets and his last visit to the manor may just have put him over the edge. Worse, he is nearing his sixteenth birthday, and has yet to awaken any abilities. In a world where might makes right, he has never been one of the mighty. What will he do when faced with a life altering decision and just how will his decision impact those around him?Warning: This book contains profanity, gore and content that may not be suitable for children. This book also contains GameLit elements such as stat sheets, and a form of leveling and experience gain.
The great war cannot be stopped. The tyrant Geder Palliako had led his nation to war, but every victory has called forth another conflict. Now the greater war spreads out before him, and he is bent on bringing peace. No matter how many people he has to kill to do it. Cithrin bel Sarcour, rogue banker of the Medean Bank, has returned to the fold. Her apprenticeship has placed her in the path of war, but the greater dangers are the ones in her past and in her soul. Widowed and disgraced at the heart of the Empire, Clara Kalliam has become a loyal traitor, defending her nation against itself. And in the shadows of the world, Captain Marcus Wester tracks an ancient secret that will change the war in ways not even he can forsee. Return to the critically acclaimed epic by master storyteller Daniel Abraham, The Dagger and the Coin. For more from Daniel Abraham, check out: The Dagger and the Coin The Dragon's Path The King's Blood The Tyrant's Law The Widow's House The Spider's War
How an ex-Army medic became butler to a demented wizard.
A mute elven archer known only as Killer. Azyrin, a half Winter-orc shaman and his human swordswoman bride, Makha. Drake, the charming, swashbuckling rogue. The fireball-slinging pixie-goblin, Rahiel, and her mini-unicorn, Bill. These are the Gryphonpike Companions. Arriving in Strongwater Barrow, the Companions find the town riddled with plague and death. Ending the curse and saving the survivors means going into the swamps where monsters lurk and witches wait. Sounds like exactly their kind of day. Witch Hunt is an adventure fantasy novella. Also in the Gryphonpike Chronicles series: The Barrows (omnibus edition containing all four novellas) Key Themes: Fantasy, Epic Fantasy, Sword and Sorcery, Elves, Archery, Adventure, Action, Dragon, Witch
What is an orc? An orc is an 18 stone fighting machine, made of muscle, hide, talon and tusk, with a villainous disposition and a mean sense of humour. And, of course, an orc is a poor dumb grunt - the much abused foot soldier of the Evil Horde of Darkness. The usual last battle of Good against Evil is about to begin. Orc Captain Ashnak and his war-band know exactly what they can expect. The forces of Light are outnumbered, full of headstrong heroes devoid of tactics - but the Light's still going to win. Orcs - the sword fodder in the front line - will die by the thousands. Life's a bitch.