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He’s the king of the sea. She’s a pirate captain. Together they must save the middle realm. Two months have passed since Travion, ruler of Midniva, nearly met his demise during an attack on his kingdom. Now, he's seeking to restore his realm, but there are rumors of atrocious beasts rising from the ocean. In an attempt to soothe the riled citizens, Travion hosts a celebration to prove to them that Midniva isn’t broken. However, someone unexpected arrives. A face he never thought he would see again. Lady Sereia Ferox is the captain of a pirate ship, who left behind her life of luxury in search of freedom and adventure long ago. But when she catches wind of the attack on Midniva and the possibility her king has perished, Sereia urges her ship and crew back to her home port. Unsure of what to expect, she prepares for the worst, only to discover Travion is, in fact, alive. While their reunion is a fiery one, it is short-lived. News from the sea worsens, and knowing the Creaturae is behind the death and mayhem, Travion sets out to hunt the mysterious force wielding the book. With Sereia at his side, they must face both personal demons from their pasts, and those which are newly created. Tides of Torment is the second book in the seductive and stunning Immortal Realms trilogy. It is filled with sea-faring fae and romance for fans of Sarah J. Maas, Laura Thalassa, and Grace Draven. keywords: romance, fantasy, romantic fantasy, greek mythology retelling, poseidon and amphitrite, second chance romance, fae romance, pirate romance
An eternal war The endless Blood War rages, a never-ending battle between the fiends of the planes. Amid this horrific conflict, a single hero with no memory of his past seeks to discover his true identity. Of course, this being the planes, his companions on his quest are ... unusual. But if you can't trust a floating skull, an eccentric investor, and a succubus, who can you trust? Practically no one. Based on the best-selling computer game from Interplay.
They say there have been eight worlds before ours. Eight times the people of this Earth, over vast millennia, built their civilizations. They reached heights we cannot even imagine now: they spoke to the stars, reshaped the creatures of the world, and mastered form and essence. They built cities and machines that have since crumbled to dust, leaving only their vast outlines and barest remnants. This is the Ninth World. The people of the prior worlds are gonescattered, disappeared, or transcended. But their works remain, in the places and devices that still contain some germ of function. The ignorant call these magic, but the wise know that these are our legacy. They are our future. They are the... Two 416-page corebooks, two poster maps, a handsome and sturdy slipcase, a metal medallion, and additional play aidsall for the price of the corebooks alone. All existing Numenera supplements remain compatible with these corebooks.
A castaway on a rocky island is captured by a gang of evil men He was born Conan of Orme, but Orme is no more. When nuclear war causes the oceans to swallow up the Western world, Conan escapes by chance, washing up on a craggy, desolate isle. After years of privilege, island life is a hard adjustment, but he grows strong—learning to fish, to make fire, and to befriend the birds. On moonless nights, he screams into the darkness, tortured by a loneliness he cannot overcome. One day, a ship appears on the horizon, and Conan believes himself saved. But for this young survivor, trouble is just beginning. The ship belongs to the New Order, cruel rulers who are rebuilding Earth through brute force. They send their new slave to the cutthroat city of Industria, intending to break his spirit. But Conan finds power on the island, and with it, he will remake the world.
Science fiction adventure in a decaying far future setting in the new tie-in novel from the popular Numenera tabletop and PC roleplaying games. In the far-future Ninth World, claves of Aeon Priests help their community understand and use the mysterious technologies of the past. But what happens when a group of these priests uses this knowledge and power to exploit the people who depend on them? In the region of Steremoss, a group of brave individuals are determined to resist this oppression from the shadows. They call themselves the Night Clave. File Under: Fantasy [ Protect the Clave | Devices & Designs | Death Walkers | World's End ]
Players of the newest role-playing game from the publishers of Baldur's Gate and Fallout 2 can use this official guide to walk through every level of the game, see highly detailed maps, and learn in-depth strategies and statistics for all items, weapons, spells, and armor. Co-written by the game's lead designer and one of the lead designers for Fallout 2.
“Powers writes action and adventure that Indiana Jones could only dream of.” —Washington Post “Tim Powers is a brilliant writer.” —William Gibson The remarkable Tim Powers—who ingeniously married the John Le Carrè spy novel to the otherworldly in his critically acclaimed Declare—brings us pirate adventure with a dazzling difference. On Stranger Tides features Blackbeard, ghosts, voodoo, zombies, the fable Fountain of Youth…and more swashbuckling action than you could shake a cutlass at, as reluctant buccaneer John Shandy braves all manner of peril, natural and supernatural, to rescue his ensorcelled love. Nominated for the Locus and World Fantasy Awards, On Stranger Tides is the book that inspired the motion picture Pirates of the Caribbean: On Stranger Tides—non-stop, breathtaking fiction from the genius imagination that conceived Last Call, Expiration Date, and Three Days to Never.
Reviews over 400 seminal games from 1975 to 2015. Each entry shares articles on the genre, mod suggestions and hints on how to run the games on modern hardware.