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Legends II: New Short Novels by the Masters of Modern Fantasy

Legends II: New Short Novels by the Masters of Modern Fantasy List Price: $28.95
By: Del Rey
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Total reviews: 18 Average rating: 4.0 of 5

Editorial Review:

Fantasy fans, rejoice! Seven years after writer and editor Robert Silverberg made publishing history with Legends, his acclaimed anthology of original short novels by some of the greatest writers in fantasy fiction, the long-awaited second volume is here. Legends II picks up where its illustrious predecessor left off. All of the bestselling writers represented in Legends II return to the special universe of the imagination that its author has made famous throughout the world. Whether set before or after events already recounted elsewhere, whether featuring beloved characters or compelling new creations, these masterful short novels are both mesmerizing stand-alones—perfect introductions to the work of their authors—and indispensable additions to the epics on which they are based. Beyond any doubt, Legends II is the fantasy event of the season.

ROBIN HOBB returns to the Realm of the Elderlings with “Homecoming,” a powerful tale in which exiles sent to colonize the Cursed Shores find themselves sinking into an intoxicating but deadly dream . . . or is it a memory?
GEORGE R. R. MARTIN continues the adventures of Dunk, a young hedge knight, and his unusual squire, Egg, in “The Sworn Sword,” set a generation before the events in A Song of Ice and Fire.
ORSON SCOTT CARD tells a tale of Alvin Maker and the mighty Mississippi, featuring a couple of ne’er-do-wells named Jim Bowie and Abe Lincoln, in “The Yazoo Queen.”
DIANE GABALDON turns to an important character from her Outlander saga—Lord John Grey—in “Lord John and the Succubus,” a supernatural thriller set in the early days of the Seven Years War.
ROBERT SILVERBERG spins an enthralling tale of Majipoor’s early history—and remote future—as seen through the eyes of a dilettantish poet who discovers an unexpected destiny in “The Book of Changes.”
TAD WILLIAMS explores the strange afterlife of Orlando Gardiner, from his Otherland saga, in “The Happiest Dead Boy in the World.”
ANNE McCAFFREY shines a light into the most mysterious and wondrous of all places on Pern in the heartwarming “Beyond Between.”
RAYMOND E. FEIST turns from the great battles of the Riftwar to the story of one soldier, a young man about to embark on the ride of his life, in “The Messenger.”
ELIZABETH HAYDON tells of the destruction of Serendair and the fate of its last defenders in “Threshold,” set at the end of the Third Age of her Symphony of Ages series.
NEIL GAIMAN gives us a glimpse into what befalls the man called Shadow after the events of his Hugo Award–winning novel American Gods in “The Monarch of the Glen.”
TERRY BROOKS adds an exciting epilogue to The Wishsong of Shannara in “Indomitable,” the tale of Jair Ohmsford’s desperate quest to complete the destruction of the evil Ildatch . . . armed only with the magic of illusion.

The Fires of Heaven (The Wheel of Time, Book 5)

Robert Jordan, George R. R. Martin, Terry Goodkind

The Fires of Heaven (The Wheel of Time, Book 5) Robert Jordan, George R. R. Martin, Terry Goodkind Amazon Price: $47.22
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Total reviews: 245 Average rating: 4.0 of 5

Editorial Review:

The fifth audio volume of the Wheel of Time series is now available in unabridged format on CD
In this sequel to the phenomenal New York Times bestseller The Shadow Rising, Robert Jordan again plunges us into his extraordinarily rich, totally unforgettable world:
...Into the forbidden city of Rhuidean, where Rand al’Thor, now the Dragon Reborn, must conceal his present endeavor from all about him, even Egwene and Moiraine.
...Into the Amyrlin’s study in the White Tower, where Amyrlin, Flaida do Avriny a ‘Roihan, is weaving new plans.
...Into the luxurious hidden chamber where the Forsaken Rahvin is meeting with three of his fellows to ensure their ultimate victory over the Dragon.
...Into the Queen’s court in Caemlyn, where Morgase is curiously in thrall to the handsome Lord Gaebril.
For once the Dragon walks the land, the fires of Heaven fall where they will, until all men’s lives are ablaze. And in Shayol Ghul, the Dark One stirs...

The Ice Dragon

George R.R. Martin

The Ice Dragon George R.R. Martin Amazon Price: $5.99
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Subjects -> Children's Books -> Literature -> Fairy Tales, Folk Tales & Myths -> Dragons

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Total reviews: 26 Average rating: 3.5 of 5

Editorial Review:

The ice dragon was a creature of legend and fear, for no man had ever tamed one. When it flew overhead, it left in its wake desolate cold and frozen land. But Adara was not afraid. For Adara was a winter child, born during the worst freeze that anyone, even the Old Ones, could remember.

Adara could not remember the first time she had seen the ice dragon. It seemed that it had always been in her life, glimpsed from afar as she played in the frigid snow long after the other children had fled the cold. In her fourth year she touched it, and in her fifth year she rode upon its broad, chilled back for the first time. Then, in her seventh year, on a calm summer day, fiery dragons from the North swooped down upon the peaceful farm that was Adara’s home. And only a winter child—and the ice dragon who loved her—could save her world from utter destruction.
The Ice Dragon marks the highly anticipated children’s book debut of George R.R. Martin, the award-winning author of the New York Times best-selling series A Song of Ice and Fire and is set in the same world. Illustrated with lush, exquisitely detailed pencil drawings by acclaimed artist Yvonne Gilbert, The Ice Dragon is an unforgettable tale of courage, love, and sacrifice by one of the most honored fantasists of all time.

Hunter's Run

George R. R. Martin, Gardner Dozois, Daniel Abraham

Hunter's Run George R. R. Martin, Gardner Dozois, Daniel Abraham Amazon Price: $17.13
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Total reviews: 16 Average rating: 4.0 of 5

Editorial Review:

Like so many others, Ramón Espejo ran from the poverty and hopelessness of the Third World to the promise of a new world—joining a host of like-minded workers and dreamers aboard one of the great starships of the mysterious, repulsive Enye. But the life he found on the far-off planet of São Paulo was no better than the one he had abandoned.

Tough, volatile, and angry—a luckless prospector hoping for that one rich strike that will make him wealthy—Ramón is content only when on his own out in the bush, far from the dirty, loud, bustling hive of humanity that he detests with sociopathic fervor. Then one night his rage and too much alcohol get the better of him, resulting in sudden bloodshed and a high-profile murder. Ramón is forced to flee into the wilderness for however long it will take for the furor to die down.

Here, mercifully, almost happily alone, Ramón is once again free. But while searching for his long-elusive lode, he stumbles upon something completely unexpected: a highly advanced alien race in hiding; fugitives like himself on a world not their own. Suddenly in possession of a powerful, dangerous secret, Ramón must battle for his freedom from alien captors and also against the hostile and unpredictable planet. And so the chase begins.

Police, fugitive aliens, and a human murderer weave a web of shifting alliances as Ramón enters the greatest manhunt the alien world of São Paulo has ever known. If he is to survive, Ramón must overcome inscrutable aliens and deadly predators, but his greatest enemy is himself. With every move in the desperate game, he struggles to outwit his enemies and solve the mystery of a murder he himself committed.

A rip-roaring adventure tale and character study of a fascinating and twisted mind, Hunter's Run showcases three masters of the form at their best.

Dying of the Light

George R.R. Martin

Dying of the Light George R.R. Martin Amazon Price: $10.20
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Customer Reviews:
Total reviews: 38 Average rating: 4.0 of 5

Leaves you wanting more... 5 out of 5 stars.
1 of 1 people found this review helpful.

I have to say, when I bought this book, I was skeptical. I love GRRM's series, 'A Song of Ice and Fire', and being his latest work, in contrast to 'Dying of the Light' which is over two decades older, I had very high expectations.

However, my expectations were most definately fulfilled. I was left with a permanent engraving of Worlorn and it's people, and I have fleeting memories, as if I'd spent time where myself.

As always, GRRM's ability to draw in his readers is well shown, and my permanent attachment to Dirk, and "Jenny" will last long long after I turned that last page.

Thank you again George!

Editorial Review:

A whisperjewel summoned him to Worlorn, and a love he thought he’d lost. But Worlorn isn’t the world Dirk t’Larien imagined, and Gwen Delvano is no longer the woman he once knew. She is bound to another man, and to a dying planet that is trapped in twilight, forever falling toward night. Amid this bleak landscape is a violent clash of cultures in which there is no code of honor—and the hunter and the hunted are often interchangeable.

Caught up in a dangerous triangle, Gwen is in need of Dirk’s protection, and he will do anything to keep her safe, even if it means challenging the barbaric man who has claimed her—and his cunning cohort. But an impenetrable veil of secrecy surrounds them all, and it’s becoming impossible for Dirk to distinguish between his allies and his enemies. While each will fight to stay alive, one is waiting for escape, one for revenge, and another for a brutal, untimely demise.

Starlady and Fast-Friend

George R. R., Martin

Starlady and Fast-Friend George R. R., Martin Amazon Price: $13.60
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Editorial Review:

Two novelettes by the award-winning author of A SONG OF ICE AND FIRE, bound like the Ace Doubles of yesterday.

Tuf Voyaging

George R. R. Martin

Tuf Voyaging George R. R. Martin List Price: $16.00
By: Meisha Merlin Publishing, Inc.
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Total reviews: 37 Average rating: 4.5 of 5

Editorial Review:

From the multiple award-winning, best-selling author of The Song of Ice and Fire series: Haviland Tuf is an honest space-trader who likes cats. So how is it that, in competition with the worst villains the universe has to offer, he's become the proud owner of the last seedship of Earth's legendary Ecological Engineering Corps? Never mind, just be thankful that the most powerful weapon in human space is in good hands-hands which now control cellular material for thousands of outlandish creatures. With his unique equipment, Tuf is set to tackle the problems human settlers have created in colonizing far-flung worlds: hosts of hostile monsters, a population hooked on procreation, a dictator who unleashes plagues to get his own way... and in every case the only thing that stands between the colonists and disaster is Tuf's ingenuity-and his reputation as an honest dealer in a universe of rogues... Tuf Voyaging interior illustrations by Janet Aulisio. Included will be her original eight illustrations, along with 28 newly commissioned ones.

Dead Man's Hand (Wild Cards, Book 7)

George R.R. Martin, John J. Miller

Dead Man's Hand (Wild Cards, Book 7) George R.R. Martin, John J. Miller List Price: $4.95
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Customer Reviews:
Total reviews: 2 Average rating: 5.0 of 5

A thrilling ride 5 out of 5 stars.
11 of 12 people found this review helpful.

Wild Cards 7, written by George R. R. Martin and John J. Miller is one of the best Wild Cards books so far. Eventhough I don't generally like the mosaic novels, this is a prime example on how it should be done.

It's possible that it is so succesful because there are only two writers, which clearly helps the pace. And ofcourse, the fact that half the book is written by my favorite writer George R. R. Martin, speaks for itself.

Dead Man's Hand is a 'parallel novel' to Wild Cards VI: Ace in the Hole. It follows a plotline that was mentioned in WC6, but not exploared - Chrysalis's murder, and the attempts by Martin's Jay 'Popinjay' Acroyd and Miller's 'Yeoman' Brennan to find the killer.

Popinjay, previously meerely a secondary character, proves to be a classic Martin hero - witty, clever and seemingly superficial, there is more to him than meets the eye, although that is only revealed slowly. I must admit I was disappointed that we won't see the Turtle in this story, but Jay was a suitable compensation.

Yeoman was a different story. Although I have allways liked him, his new love affair with Jennifer 'Wraith' Maloy, is not only unlikely but uninteresting, unlike his past relation with Chrysalis. Now Brennan is little but your average action hero running aroung beating people up and delivering one liners.

As a mystery, the novel works rather well. Certainly the identity of the killer is unexpected. On the other hand, the authors don't quite let you feel this is a Mystery novel - you're too focused on the action/thrilelr plots resolving the story of T-Malice, the master that enslaved so many Wild Cards characters, and the Shadow Fist gang - who try to benefit from Chrysalis's murder.

One of the things I liked best about this novel was the focus on jokers. Although the heros are an ace and a nat, there are more Jokers active in this Wild Cards novel than in any other, many of them showing strength and courage. The Wild Cards series tends to focus on Aces, but I personnaly like the Jokers at least as much, and quite possibly more. The dark side of the Virus, so to speak, can be more fascinating than the more obvious Superhero stuff.

Overall Dead Man's Hand is a thrilling ride, filled with action, advanture, cool ideas, and an extremely powerful climax, in which there is a confrontation between several major characters. The confrontation at the end is one of the Wild Cards' strongest moments, and this novel certainly holds up there with DOWN AND DIRTY, as the best of the Wild Cards so far.

A Game of Thrones: D20-Based Open Gaming RPG

A Game of Thrones: D20-Based Open Gaming RPG List Price: $49.95
By: White Wolf Publishing
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Total reviews: 5 Average rating: 5.0 of 5

A review by a gamer for gamers 5 out of 5 stars.
50 of 53 people found this review helpful.

This book is a remarkable achievement in d20. It offers several innovations, and also pares away some of the more ridiculous aspects of the system as we have known it. But even more impressively, this publication is distinguished in its tastefulness, outclassing any other d20 game with its maturity of style and imagination. This is gaming for grownups.
This 495 full-color hardback is a comprehensive rulebook and campaign setting. If you didn't already own the core rulebooks, you wouldn't need to get them, because it's all here--handbook, DMG, and bestiary rolled into one. The bestiary, of course, is very small, because this is a low-fantasy (almost historical) setting. You won't find a catalog of abberations, walking funguses and extraplanar half-whosywhatsits. You won't find dozens of ridiculous, superheroic, micro-niche prestige classes. And you won't find elves, or gnomes ... or any such breeds. Who needs them? Magic and mosters are gone . . . except for a few surprises here and there, which are really special.
What do you find? The heart of the game is human drama. You have Realpolitik, war, alliances and betrayals, intrigue, spying and struggle. In order to cultivate this kind of gaming experience, they draw on the work of one of the greatest living writers of science fiction and fantasy, George R. R. Martin. (Read the novels, if you haven't already.) But the game also contributes a promising innovation with the rules for Reputation and Influence. These mechanics are to the social and political what the Base Attack Bonus is to combat. Influence points are a way of measuring a character's power in the social sphere, and of adjudicating a character's efforts to get others to do what he wants.
In standard d20 games, a character with a high Diplomacy skill may be effective in getting people to have a friendly disposition towards him, but how do you determine what a friendly disposition actually gets you. Now there is a mechanic for determining that. An Influence check is used to call in a debt, command, persuade or otherwise coerce someone to actually do what you want (whether they like you or not).
Reputation is a way of defining how you are perceived by others, in terms of specific characteristics. For example, a character may get several reputation points as a Ruthless Brute, which will come in handy when he wants to Intimidate and hinder him when he wants to gain trust.
There will be combat, of course, though perhaps not as frequently. (Wounds take time to heal when you don't have potions and spells ready at hand.) In place of lightning bolts and acid arrows, they have added more options and possibilities in hand-to-hand combat. First of all, armor gives you DR rather than an AC bonus. (Shields are different). Armor classes will tend to be not quite as high as we are used to, but on the other hand damage will be smaller too. However, if you want to deal more damage, you can opt for one of several types of called shots, which allow you to customize your attack strategy based on your opponents defences. There are also some good rules for becoming fatigued due to the encumbrance of armor. Only playtesting can tell, but it seems to me that combat strategy may be more interesting in this game. More deadly? You'll have fewer hitpoints. On the other hand, there's the Shock Value feature, which makes it a lot more likely that you'll be temporarily incapacitated long before your hitpoints are gone. Characters at first level will have about the same number of hitpoints as comparable D&D characters, but as your character advances, you'll gain fewer hitpoints. I think the reason for this is that average damage dealt by a hit will not increase as much either. It might turn out that first-level is more survivable and higher levels are more dangerous than in D&D.
Perhaps my only complaint about this game is that it may be more difficult for the Gamemaster. The setting is not nearly as static as something like the Forgotten Realms. Things change in this world, and fast! So, if the GM has any intention of staying true to the novels, he will have to think carefully about the timeline and know what's going on in the story. And Martin hasn't finished writing novels yet! If the future is being determined in the imagination of George R. R. Martin, then there are some limitations on how much the players (or the GM) can change).
Another challenge for the GM will be that without monsters and abundant treasure, he will have to keep things interesting in the story arc, or the game will fall flat.
On the up side, players should be able to plug into the drama of politics and war fairly easily. There should be less of a problem coming up with motivations for your character to "go adventuring" (Ugh!) You won't need artificial motivations, because by the nature of the game your character will have loyalties and enemies, not to mention the task of keeping his corpse from being eaten by crows!

Inside Straight (Wild Cards Novel)

George R.R. Martin

Inside Straight (Wild Cards Novel) George R.R. Martin Amazon Price: $18.21
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Total reviews: 10 Average rating: 3.5 of 5

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In 1946, an alien virus that rewrites human DNA was accidentally unleashed in the skies over New York City. It killed ninety percent of those it infected. Nine percent of those who survived mutated into tragically deformed creatures. And one percent gained superpowers. The Wild Cards shared-universe series, created and edited since 1987 by New York Times #1 bestseller George R. R. Martin along with Melinda Snodgrass, is the tale of the history of the world since then—and of the heroes among that one percent.
Originally begun in 1986, long before George R. R. Martin became a household name among fantasy readers ("The American Tolkien" --Time magazine), the Wild Cards series earned a reputation among connoisseurs for its smart reimagining of the superhero idea. Now, with Inside Straight, the Wild Cards continuity jumps forward to a new generation of major characters, entirely accessible to Martin's hundreds of thousands of new readers, with all-original stories by Martin himself, along with Daniel Abraham, Michael Cassutt, and Stephen Leigh, among others.

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