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She drove the carving knife directly into the center of it, shattering the glass which encased the compass needle. She pushed the knife into it even further, trying to open it from the outside, as glass clattered to the floor. She had broken her most precious keepsake so her wish would be granted. There had to be something within it, something which would point her in the right direction, and all this time she truly believed she lacked the courage to find it. Now the power of the compass would become hers! "Come on, just a little bit more," Quincy said, trying to remove the needle from the center. That was when the whole world seemed to come to a standstill. She kept trying to shimmy the knife in deeper until she could no longer move. She held her breath out of fear. She felt an immense pressure of heat, an overpowering presence of some sort. Her eyes followed the glowing light of the compass as it had risen from where she had shattered it on top of the wardrobe. It began to burn brighter with heat and light. The metal that comprised the compass began to turn red-hot until it was molten white, superheated from the concentrated energy flow. She watched in awe as the compass reassembled itself after having been broken to pieces. The chains Quincy once wore around her neck began to move fluidly on their own, and the white-hot links wrapped themselves around that of her wrist and left hand as she cried out in excruciating pain. The molten metal melded with flesh as it began to sink beneath her skin. It felt as if her very hand was being torn apart and was melting to pieces. The sharp, unbearable pain was indescribable. Sparks began to fly from the burning compass as it flew closer toward the palm of her left hand. Quincy believed she was going to die. She could not breathe. She felt as if she were being burned alive from the inside out as her body became irradiated with the unbearable heat. The compass seeped into the scalding wound which had been gouged into her hand.
As a vast Holy War begins, a powerful new force emerges in the second book of this “violent, passionate, darkly poetic” fantasy series (SFSite.com). The first battle against the heathen has been won, but while the Great Names squabble over the spoils, Kellhus draws more followers to his banner. The sorcerer Achamian and his lover, Esmenet, submit entirely—only to face an unimaginable test of faith. The warrior Cnaiur falls ever deeper into madness. The skin-spies of the Consult watch with growing trepidation. And across the searing wastes of the desert, a name—a title—begins to be whispered among the faithful. Who is the Warrior-Prophet? A dangerous heretic who turns brother against brother? Or the only man who can avert the Second Apocalypse? With the fate of the Holy War hanging in the balance, the great powers will have to choose between their most desperate desires and their most ingrained prejudice. Between hatred and hope. Between the Warrior-Prophet and the end of the world . . .
A "massive work of dizzying originality" (Boston Globe), XX is an inventive and boldly designed science-fiction epic by acclaimed graphic designer Rian Hughes—now in paperback The battle for your mind has already begun. At Jodrell Bank Observatory in England, a radio telescope has detected a mysterious signal of extraterrestrial origin—a message that may be the first communication from an interstellar civilization. Has Humanity made first contact? Is the signal itself a form of alien life? Could it be a threat? If so, how will the people of Earth respond? Jack Fenwick, artificial intelligence expert, believes that he and his associates at tech start-up Intelligencia can interpret the message and find a way to step into the realm the signal encodes. What they find is a complex alien network beyond anything mankind has imagined. Drawing on Dada, punk, and the modernist movements of the 20th century, XX is assembled from redacted NASA reports, artwork, magazine articles, secret transcripts, and a novel within a novel. Deconstructing layout and language in order to explore how ideas propagate, acclaimed designer and artist Rian Hughes's debut novel presents a compelling vision of humanity's unique place in the universe, and a realistic depiction of what might happen in the wake of the biggest scientific discovery in human history. Propulsive and boldly designed, XX is a gripping, wildly imaginative, utterly original work.
The second novel in the awe-inspiring Malazan Book of the Fallen series. "Gripping, fast-moving, delightfully dark, with a masterful and unapologetic brutality reminiscent of George R. R. Martin." -- Elizabeth Haydon In the vast dominion of Seven Cities, in the Holy Desert Raraku, the seer Sha'ik and her followers prepare for the long-prophesied uprising known as the Whirlwind. Unprecedented in size and savagery, this maelstrom of fanaticism and bloodlust will embroil the Malazan Empire in one of the bloodiest conflicts it has ever known, shaping destinies and giving birth to legends . . . Set in a brilliantly realized world ravaged by dark, uncontrollable magic, Deadhouse Gates is a novel of war, intrigue and betrayal confirms Steven Eirkson as a storyteller of breathtaking skill, imagination and originality--a new master of epic fantasy. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
This book is a close taxonomic study of the pivotal role of games in early modern drama. The presence of the game motif has often been noticed, but this study, the most comprehensive of its kind, shows how games operate in more complex ways than simple metaphor and can be syntheses of emblem and dramatic device. Drawing on seventeenth-century treatises, including Francis Willughby’s Book of Games, which only became available in print in 2003, and divided into chapters on Dice, Cards, Tables (Backgammon), and Chess, the book brings back into focus the symbolism and divinatory origins of games. The work of more than ten dramatists is analysed, from the Shakespeare and Middleton canon to rarer plays such as The Spanish Curate, The Two Angry Women of Abington and The Cittie Gallant. Games and theatre share common ground in terms of performance, deceit, plotting, risk and chance, and the early modern playhouse provided apt conditions for vicarious play. From the romantic chase to the financial gamble, and in legal contest and war, the twenty-first century is still engaging the game. With its extensive appendices, the book will appeal to readers interested in period games and those teaching or studying early modern drama, including theatre producers, and awareness of the vocabulary of period games will allow further references to be understood in non-dramatic texts.
Gonzo journalist and literary roustabout Hunter S. Thompson flies with the angels—Hell’s Angels, that is—in this short work of nonfiction. “California, Labor Day weekend . . . early, with ocean fog still in the streets, outlaw motorcyclists wearing chains, shades and greasy Levis roll out from damp garages, all-night diners and cast-off one-night pads in Frisco, Hollywood, Berdoo and East Oakland, heading for the Monterey peninsula, north of Big Sur. . . The Menace is loose again.” Thus begins Hunter S. Thompson’s vivid account of his experiences with California’s most notorious motorcycle gang, the Hell’s Angels. In the mid-1960s, Thompson spent almost two years living with the controversial Angels, cycling up and down the coast, reveling in the anarchic spirit of their clan, and, as befits their name, raising hell. His book successfully captures a singular moment in American history, when the biker lifestyle was first defined, and when such countercultural movements were electrifying and horrifying America. Thompson, the creator of Gonzo journalism, writes with his usual bravado, energy, and brutal honesty, and with a nuanced and incisive eye; as The New Yorker pointed out, “For all its uninhibited and sardonic humor, Thompson’s book is a thoughtful piece of work.” As illuminating now as when originally published in 1967, Hell’s Angels is a gripping portrait, and the best account we have of the truth behind an American legend.
Author of The Chronicles Of Thomas Covenant, one of the most acclaimed fantasy series of all time, master storyteller Stephen R. Donaldson retums with this exciting and long-awaited new series that takes us into a stunningly imagined future to tell a timeless story of adventure and the implacable conflict of good and evil within each of us. Angus Thermopyle was an ore pirate and a murderer; even the most disreputable asteroid pilots of Delta Sector stayed locked out of his way. Those who didn't ended up in the lockup--or dead. But when Thermopyle arrived at Mallory's Bar & Sleep with a gorgeous woman by his side the regulars had to take notice. Her name was Morn Hyland, and she had been a police officer--until she met up with Thermopyle. But one person in Mallorys Bar wasn't intimidated. Nick Succorso had his own reputation as a bold pirate and he had a sleek frigate fitted for deep space. Everyone knew that Thermopyle and Succorso were on a collision course. What nobody expected was how quickly it would be over--or how devastating victory would be. It was common enough example of rivalry and revenge--or so everyone thought. The REAL story was something entirely different. In The Real Story, Stephen R. Donaldson takes us to a remarkably detailed world of faster-than-light travel, politics, betrayal, and a shadowy presence just outside our view to tell the fiercest, most profound story he has ever written.
Author of The Chronicles Of Thomas Covenant, one of the most acclaimed fantasy series of all time, master storyteller Stephen R. Donaldson retums with the second book in his long-awaited new science fiction series--a story about dark passions, perilous alliances, and dubious heroism set in a stunningly imagined future. Beautiful, brilliant, and dangerous, Morn Hyland is an ex-police officer for the United Mining Companies--and the target of two ruthless, powerful men. One is the charismatic ore-pirate Nick Succorso, who sees Morn as booty wrested from his vicious rival, Angus Thermopyle. thermopyle once made the mistake of underestimating Morn and now he's about to pay the ultimate price. Both men think they can possess her, but Morn is no one's trophy--and no one's pawn. Meanwhile, withing the borders of Forbidden Space, wait the Amnioin, an alien race capable of horrific atrocities. The Amnion want something unspeakable from humanity--and they will go to unthinkable lengths to get it. In Forbidden Knowledge, Stephen R. Donaldson spins a galaxy-wide web of intrigue, deception, and betrayal that tightens with inexorable strength around characters and readers alike.
The only work to date to collect data gathered during the American and Soviet missions in an accessible and complete reference of current scientific and technical information about the Moon.
According to Roger Caillois, play is an occasion of pure waste. In spite of this - or because of it - play constitutes an essential element of human social and spiritual development. In this study, the author defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life.