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A Legendary Artifact Hidden away in a tomb dedicated to Hecate, the evil goddess of magic, the Sword of Air awaits those bold or foolish enough to seize! Do you dare enter the trapped halls of Hecate? Can you win the fabled blade? And at what cost? Only those seeking fame or infamy should dare enter this lair of certain doom! In a Tomb of Unsurpassed Horrors The second module in our "D" series of stand-alone dungeons, The Sword of Air, published under the D20 System, is designed for 4-8 characters of 10th to 16th level. The Sword of Air is an exceedingly difficult adventure in the style of a certain classic 1 st-Edition adventure, and is sure to rekindle fond memories for veteran gamers -- except that this dungeon has six levels, not just one. Bring your holy symbol....
"Wonderful . . . J. V. Jones is a striking writer." So says Robert Jordan, the author of The Wheel of Time epic fantasy series. And Jones lives up to that praise in the highly charged epic adventure of Ash March and Raif Sevrance, two outcasts whose fate are entwined by ancient prophecies and need, in the cold, dark world that threatens to be torn asunder by a war to end all wars. Isolated by their birthrights, they are but two who fight the dreaded Endlords, and their strength and courage will be needed if the world is to be saved from darkness." Raif, wrongly accused and cut off from his clan by the treachery of their new headsman, has a talent for killing that is part of his curse and his burden. But he bears another burden of greater weight. Ash is a sacred warrior to the Sull, an ancient race whose numbers have declined. Raised as a foundling, never knowing her true history, she must learn to accept the terrible gifts of her heritage. But as Ash learns more of her greater fate, Raif's task looms dark and desperate, for he must journey through the nightmare realm of the Want, a place where even the Sull now fear to tread. For deep within the Want is the Fortress of Grey Ice, and there he must heal the breach in the Blindwall that already threatens the world. Should he fail, not even Ash's powers can save them. . . . At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
In the pantheon of air power spokesmen, Giulio Douhet holds center stage. His writings, more often cited than perhaps actually read, appear as excerpts and aphorisms in the writings of numerous other air power spokesmen, advocates-and critics. Though a highly controversial figure, the very controversy that surrounds him offers to us a testimonial of the value and depth of his work, and the need for airmen today to become familiar with his thought. The progressive development of air power to the point where, today, it is more correct to refer to aerospace power has not outdated the notions of Douhet in the slightest In fact, in many ways, the kinds of technological capabilities that we enjoy as a global air power provider attest to the breadth of his vision. Douhet, together with Hugh “Boom” Trenchard of Great Britain and William “Billy” Mitchell of the United States, is justly recognized as one of the three great spokesmen of the early air power era. This reprint is offered in the spirit of continuing the dialogue that Douhet himself so perceptively began with the first edition of this book, published in 1921. Readers may well find much that they disagree with in this book, but also much that is of enduring value. The vital necessity of Douhet’s central vision-that command of the air is all important in modern warfare-has been proven throughout the history of wars in this century, from the fighting over the Somme to the air war over Kuwait and Iraq.
This brilliant reconception of the Arthurian epic cuts through the familiar myths and tells the story of the real King Arthur: Artos the Bear, the mighty warrior-king who saved the last lights of Western civilization when the barbarian darkness descended in the fifth century. Artos here comes alive: bold and forceful in battle, warm and generous in friendship, tough in politics, shrewd in the strategy of war—and tender and tragically tormented in love. Out of the interweaving of ancient legend, fresh research, soaring imagination, and hypnotic narrative skill comes a novel that has richly earned its reputation as a classic.
Kamikaze Kill Sweep! The Rat Bastards face the deadliest battle of all as the war draws to an explosive end. The Japanese launch a final, desperate attack – a blood-hungry suicide mission. And the Rat Bastards finally meet their match. Kicking, clawing, shooting, stabbing - whatever it takes to kill the battle-crazed enemy – The Rat Bastards will do it. The tougher the opposition, the harder the Rat Bastards fight back. And the deadliest group of killers in the world – with one exception… The Rat Bastards
The Lost Oasis tells the true story behind The English Patient. An extraordinary episode in World War II, it describes the Zerzura Club, a group of desert explorers and adventurers who indulged in desert travel by early-model-motor cars and airplanes, and who searched for lost desert oases and ancient cities of vanished civilizations. In reality, they were mapping the desert for military reasons and espionage. The club's members came from countries that soon would be enemies: England and the Allied Forces v. Italy and Germany. When war erupted in 1939, Ralph Bagnold founded the British Long Range Desert Group to spy on and disrupt Rommel's advance on Cairo, while a fellow club member, Hungarian Count Almasy, succeeded in placing German spies there. Ultimately, the British prevailed. Saul Kelly's riveting history draws on interviews with survivors and previously unknown documentary material in England, Italy, Germany, Hungary, and Egypt. His book reads like a thriller -- with one key difference: it's all true.