Kelder had always dreamed of a life more exciting than what waited for him on the family farm. So when a fortune-teller predicted a glorious future, that he'd roam free and unfettered and be a champion of the lost and forlorn, he immediately set out on the fabled Great Highway to Shan in search of adventure. But once he was on the road, life was hardly as exciting as he'd hoped - until he met Irith. She was the most beautiful girl, and the only girl with wings, Kelder had ever seen. They teamed up to see the world, and then Kelder found adventures aplenty: there were bandits and demons, and there were curses to lift, wizards to seek spells from, orphans to champion, and legendary cities to visit. For the young and carefree, life on the Great Highway was filled with fun, action, and magic. But Kelder began to wonder about his beautiful companion. Irith certainly had seen a lot of the world for one so young - and everyone along the highway seemed to know her . . . Soon, discovering Irith's secrets became Kelder's greatest adventure of all . . .
Lawrence Watt-Evans, author of the acclaimed Legends of Ethshar and Worlds of Shadows novels invites readers to embark on a rollicking journey in a brand-new fantasy series. Anrel Murau is a scholar, a young man with no magical ability even though he is the son of two powerful sorcerers. Anrel's lack of talent bars him from the ruling classes, but he is content to be a simple clerk. Upon returning to his childhood home after years of study in the capital, Anrel finds his friends and family held under the thumb of the corrupt local lord. When this lord murders a dear friend, Anrel finds that although he's not a sorcerer, he is not without other means to demand justice. If he can survive life on the run, that is. Carrying only his sword, a few coins, and his wit, Anrel must leave behind everything he has ever known, trust himself to unexpected allies, and outmaneuver leagues of enemies who will stop at nothing to keep his dangerous ideas from ever being heard. Magic and intrigue collide in a swashbuckling tale of daring escapes, beautiful witches, and one quiet young man's rise to hero—or traitor. Nothing will ever be simple for Anrel again, as his personal quest may provide more peril for those he holds dear. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
One night Ed Smith thought he was having a waking nightmare when he saw a monstrous face at his window, but in the morning his neighbors were missing. The people who later turned up were not quite right, and gradually Smith realized they not only weren't his neighbors, but weren't even human ... they were the creatures he had seen! In "The Nightmare People," Lawrence Watt-Evans has created a terrifying new monster in the classic tradition of Frankenstein and Dracula! Born and raised in Massachusetts, Lawrence Watt-Evans has been a full-time writer and editor for more than twenty years. The author of more than thirty novels, over one hundred short stories, and more than one hundred and fifty published articles, Watt-Evans writes primarily in the fields of science fiction, fantasy, horror, and comic books. His short fiction has won the Hugo Award as well as twice winning the Asimov's Readers Award. His fiction has been published in England, Germany, Italy, Japan, Spain, Poland, France, Hungary, and Russia. He served as president of the Horror Writers Association from 1994 to 1996 and after leaving that office was the recipient of HWA's first service award ever. He is also a member of Novelists Inc., and the Science Fiction Writers of America. Married with two children, he and his wife Julie live in Maryland.
The overman named Garth sought immortal fame. The oracle told him to serve the Forgotten King to get that fame. But this King sent Garth after a basilisk whose gaze could turn men to stone. What sane use could anyone have for a monster like that?
The sword that Garth had stolen from Dusarra marked him as the chosen of Bheleu, god of destruction, and gave him immense power. This power could only be used to destroy, and Garth wanted to build. He chose to refuse the god's gift. Bheleu did not intend to allow that.
Lawrence Watt-Evans may be best known for his fantasy and science fiction novels, particularly the Ethshar series, but he has published a significant body of short fiction, too, including the Hugo Award-winning "Why I Left Harry's All-Night Hamburgers." This MEGAPACK(R) collects his fantasy stories -- 2 dozen great tales!
When Magic Goes Awry . . . What is an aspiring apprentice wizard to do when she finds her mentor and master frozen in his tracks by mysterious magics? Kilisha of Eastgate, a promising young student of wizardry in the city of Ethshar of the Rocks, still has much to learn before she can assume the robes of a journeyman enchanter. But when her teacher, the venerable Ithanalin the Wise, is overcome by a peculiar spell that scatters his soul amongst a collection of runaway household furnishings, it is up to Kilisha to find the cause and restore him to his former self. Adventure and mayhem abound.
Pel Brown has troubles in his basement. But it's not water leaking in -- it's magic. Sword-carrying barbarians are spilling through, demanding that Pel help them defeat Shadow, a dark force taking over their world. Meanwhile, on the other side of town, a spaceship has crashed in Amy Jewell's backyard, and the aliens want Amy's help against the Shadow seeking to conquer their world. When Pel and Amy go through the basement portal into the world of magic, the Shadow attacks and traps them inside. Now Pel and Amy find themselves entangled in escapades that will make them into heroes . . . or corpses.
Ethshar and the Northern Empire have been at war for hundreds of years. No one remembers why anymore or over what. No one dreams it could ever end until a wizard creates a sword that makes its user unbeatable.
A SINGLE SPELL Tobas had been lucky to find a wizard to take him on as apprentice. But then the wizard died suddenly and unexpectedly after teaching Tobas only a solitary spell, and the youth was too old to find a new master. How could he earn a living when all the magic he could do was light fires? A DESTINY UNFOLDING In the Small Kingdoms there were dragons to be slain, princesses and gold to be won, magic castles, witches who knew the secret of immortality, and other treasures. But how could a wizard with a single, simple spell hope to find them and win them?
If You Can Trust No One-Then Trust a Nobody. A new Carlisle Hsing adventure, and a return to Nightside City. Detective Carlisle Hsing counted herself lucky to escape Nightside City before dawn came and destroyed everything there. Unfortunately, just by surviving, and escaping to the planet of Prometheus, she has attracted the attention of a certain business magnate. Someone is trying to kill him, and it looks like an inside job. He needs an outsider to investigate the case -- an expendable outsider. He offers Carlisle a deal. Risk her life and everything she has, return to Nightside City, save those she left behind, unmask her client's deadly enemy, and have riches showered upon her -- or else die in the attempt. Unfortunately, there's a catch: by the time her client has explained the situation, she knows too much. Of course, the dead tell no tales-and it's all too easy for a nobody to end up dead. And if she should die-well, she was a nobody, after all... Return with Hugo-winning author Lawrence Watt-Evans to the universe of the classic SF detective-noir novel Nightside City, and to the casebook of hard-boiled, soft-hearted Carlisle Hsing. "For years, when people asked me what was my favorite 0f all the novels I'd written (which is, by the way, not a good question to ask-it's very much like, 'Which is your favorite of your children?'), if I answered at all, I would name Nightside City." -Lawrence Watt-Evan
A STAR RISES IN THE SOUTH When the foreigners confronted Sterren in Ethshar of the Spices he was uneasy; when they all but abducted him, taking him to an obscure kingdom in the south, he knew he was in a terrible predicament. A predicament some might actually find appealing - he was by heredity the Ninth Warlord of Semma, least of the small kingdoms; he was a noble, and his rank afforded him material privileges, even in a place as insignificant and obscure as Semma. But the office also carried certain terrible responsibilities: he was to win the war the stupid King had stirred up by his arrogance. Two larger and stronger Kingdoms were preparing to invade Semma. And if the country lost, the first thing likely to be forfeit was the life of the Warlord. And if it won . . . if it won, the fate and shape of Ethshar would change forever. For deep in the south there are secrets of magic not even Sterren can imagine. A LEGEND OF ETHSHAR
The Calling. Sooner or later, it claimed every powerful warlock ... a growing magical compulsion to go north to the mysterious land of Aldagmor that nothing could stop. None ever returned. Hanner the Warlock knew his days were numbered. The Calling pulled at him ceaselessly now, and his ability to resist had begun to crumble. So he determined to find a place where the Calling couldn't reach him . . . another world, located through a magic tapestry. Every warlock knew that the farther he was from Aldagmor, the weaker the Calling was - and the weaker his magic was, as well, but that was only a secondary consideration. That weakening had given Hanner the idea to find, or make, a place so distant from Aldagmor that the Call couldn't reach it at all. Unfortunately, the Call took him anyway. And that's where his story really gets interesting. Because the Calling wasn't what everyone believed. And when the warlocks who had been Called over the decades suddenly woke up again beside the object doing the calling - and found themselves without their powers - their world may never be the same!
Casper Beech is a corporate drone. One day his boss sends him in for neural imprinting but a computer glitch loads the wrong file, and Casper is programmed with something that has nothing to do with his job. Instead of learning a new software package, he learns a new way of thinking - a mindset designed by a secret government agency for use in enemy nations, and never meant to be unleashed in the United States. Lethal government agents seek to correct the error in a steadily-escalating conflict, while Casper struggles to survive and to find out just what was in the Spartacus File.
Once, not so long ago,a warlock named Vond built an empire in the southern part of the Small Kingdoms. Vond is gone, but his empire survives under the rule of a seven-person Imperial Council and a young regent named Sterren. The Empire of Vond was hardly trouble-free after Vond's departure. Its neighbors are understandably wary of further expansion, there are questions about how Vond's magic became so potent, and so on. Most of the World, though, doesn't care -- Vond is off there in the southeastern corner of the World, far away from anywhere important. But one day a dockworker named Emmis watches a Vondish ship arrive in Ethshar of the Spices and finds himself hired as native guide and aide to someone who claims to be Vond's ambassador plenipotentiary to the overlords of the Hegemony of the Three Ethshars. But who is the Vondish ambassador, really, and what is his true business in Ethshar? And who has followed him to the city?
Lawrence Watt-Evans may be best known for his fantasy and science fiction novels, particularly the Ethshar series, but he has published a significant body of short fiction, too, including the Hugo Award-winning "Why I Left Harry's All-Night Hamburgers." This MEGAPACK® collects his fantasy stories -- more than 400 pages of terrific reading! Included are: THE TEMPLE OF LIFE MEHITABEL GOODWIN HEART OF STONE THE FINAL CHALLENGE BETH'S UNICORN THE BRIDE OF BIGFOOT KEEPING UP APPEARANCES DROPPING HINTS THE BOGLE IN THE BASEMENT 2 THE MAN FOR THE JOB CHAPERONE OUT OF THE WOODS GHOST STORIES THE FROG WIZARD HORSING AROUND SPIRIT DUMP ARMS AND THE WOMAN MITTENS AND HOTFOOT JUST PERFECT TRIXIE IN RE: NEPHELEGERETES IN FOR A POUND SOMETHING TO GRIN ABOUT BEST PRESENT EVER! If you enjoy this ebook, don't forget to search your favorite ebook store for "Wildside Press Megapack" to see more of the 300+ volumes in this series, covering adventure, historical fiction, mysteries, westerns, ghost stories, science fiction -- and much, much more!
The great wizard Nabal's death offers many opportunities, both for those who knew him and those who did not. For young conmen Ezak and Kel, it means a chance to loot the wizard's estate... if they can win the confidence of Nabal's widow, Dorna. But Dorna has plans of her own. She means to leave the tiny village for a better life in the city. And all of Nabal's wizardly artifacts and talismans will pay for that new life - if she can only get them there intact!
The cyborg code-named "Slant" was sent out as an Independent Reconnaissance Unit during an interstellar war between Earth and its colonies. The fighting ended three hundred years ago, but Slant's computer does not admit this - he is compelled to carry on as if the war were still raging. Then he comes across a planet where his sensors register "gravitational anomalies." The computer interprets these as enemy weapons research. The local inhabitants call the anomalies "magic.
Anrel Murau, a simple scholar, is secretly the notorious revolutionary Alvos the Orator--the Empire's most wanted man. On the run and nearly penniless, Anrel finds himself forced to seek refuge in the capital city's Pensioner's Quarter, a den of thieves, murderers, and con men. Barely scraping out an existence on the fringe of respectable society, Anrel never forgets his demands for justice, nor the love of the woman he left behind. The civil unrest that has long been simmering in the Empire is beginning to boil over into violent protests and Anrel's enemy, Lord Allutar, continues to corrupt the Grand Council. But Anrel's alter-ego, Alvos the Orator, has taken on a life of his own and many factions of the Grand Council seek a way to harness his followers' political might for their own ends. Which means they need Anrel to take on a surprising new role and gain access to one of the Empire's greatest secrets to stop the rampant evil. The adventure of Alvos the Orator continues with more action, more intrigue, and more suspense than ever before as Anrel seeks to at last clear his name and seek retribution against his old enemy once and for all. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Garth had given the mighty Sword of Bheleu into the Forgotten King's keeping. Now he needed it back, and the King demanded that Garth bring him the Book of Silence in exchange -- but Garth feared that the King would use the Book to bring about an Age of Death.
All of the world is kept in a delicate balance under the supervision of the Wizard Lord. It is his duty to govern lightly and protect his domain...but if he should stray from the way of the just, then it is up to the Chosen to intercede. The Chosen are the Leader, the Seer, the Swordsman, the Beauty, the Thief, the Scholar, the Archer, and the Speaker. These are magically infused mortal individuals who for the term of their service have only one function--to remove an errant Wizard Lord. The Chosen fulfilled this role when they removed the previous Wizard Lord and exposed treachery from within their own ranks. Since their last adventure, the world has returned to apparent peace and prosperity. The new Wizard Lord rules benevolently...but with an eye towards modernization through technology, instead of magic. Do such plans jeopardize the delicate balance of power? Is a Wizard Lord who is able to rule without magic a threat to the Chosen? At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
At the end of The Cyborg and the Sorcerers, Sam Turner was making a life for himself on the planet Dest. He thought he had left the long-lost interstellar war between Earth and its rebellious colonies behind him forever. "Forever" turned out to be eleven years. That was how long it took for another Independent Reconaissance Unit to respond to the distress call his ship had sent before it was destroyed. And this one made his own berserk killer computer look sane.
Ethshar? Some readers already recognize the name, but if you aren’t one of them, perhaps a brief explanation is in order. “Ethshar” is the invented world that has been the setting for almost a dozen novels from the pen of Lawrence Watt-Evans. Its inhabitants don’t call it that; they call it “the World.” For readers, though, that’s not specific enough. The dominant nation on the World is the Hegemony of the Three Ethshars, while the largest, richest city, where most of the stories are set, is Ethshar of the Spices, so “Ethshar” is close enough. The name itself comes from words meaning “safe harbor.” You don’t need to have read any of the novels to enjoy the stories herein; each one should stand alone. And if you've read the novels, you will enjoy this return to the world of Ethshar with 11 stories... This is the first time they have all been collected in one book!
The dragons only emerged from their deep caverns when the weather was right, with thick clouds and sweltering heat. It was on such a day that Arlian's home village was destroyed, his family and friends slaughtered. He survived, though, and swore vengeance on the dragons, and on the looters and slavers who had captured him in the ruins. But no one had ever slain a dragon; how could a mere slave hope to do so?
The Wizard Lord's duty is to keep the world in its delicate balance. He must govern lightly to protect his domain from power-hungry interlopers, such as certain wizards who previously fought to rule the world...But if the Wizard Lord himself strays from the way of the just, then it is up to the Chosen to intercede. The Chosen ones are the Leader, the Seer, the Swordsman, the Beauty, the Thief, the Scholar, the Archer, and the Speaker. Each are magically-infused mortal individuals who, for the term of their service, have only one function--to be available to remove an errant Wizard Lord, whether by persuasion or by stronger means. Breaker, a young man of ambition, has taken the mantle of Swordsman from its former bearer who wished to retire. Never did he realize that he would be called to duty so quickly, or that the balance of power in his world would be so precarious. He had a duty to perform. A world to save. So why does he still have doubts...not just about himself, but about the entire balance of power? At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Carlisle Hsing is a down-on-her-luck detective in Nightside City, a resort town on the planet Epimetheus that's going to be uninhabitable in twenty years -- so why is someone buying up soon-to-be-worthless real estate? A group of squatters hire Hsing to find out.
Once, not so long ago, A warlock named Vond built an empire in the southern part of the Small Kingdoms. Vond is gone, but his empire survives under the rule of a seven-person Imperial Council and a young regent named Sterren. The Empire of Vond was hardly trouble-free after Vond's departure. Its neighbors are understandably wary of further expansion, there are questions about how Vond's magic became so potent, and so on. Most of the World, though, doesn't care -- Vond is off there in the southeastern corner of the World, far away from anywhere important. But one day a dockworker named Emmis watches a Vondish ship arrive in Ethshar of the Spices and finds himself hired as native guide and aide to someone who claims to be Vond's ambassador plenipotentiary to the overlords of the Hegemony of the Three Ethshars. But who is the Vondish ambassador, really, and what is his true business in Ethshar? And who has followed him to the city?
The lost colony planet Denner's Wreck was found by a group of immortal, high-tech tourists who decided it would be fun to hang around for a few centuries playing at being gods for the low-tech descendants of the original colonists. One of the Powers, Geste the Trickster, played a prank on a mere mortal, Bredon the Hunter, and Bredon didn't let it go. He held Geste to account, and found himself caught up in the affairs of the immortal Powers -- one of whom is a murderous psychopath...
Twenty stories by Hugo-winning author Lawrence Watt-Evans, exploring the infinite possibilities of traveling not just forward or backward in time, but sideways into the multiverse. Includes the award-winning "Why I Left Harry's All-Night Hamburgers.
Dragons had preyed on humans since time immemorial, and no one had ever found a way to kill them. Now, though, Arlian had learned the secrets the dragons had hidden from humanity for centuries. He knew how the dragons could be destroyed forever, and he intended to see it done. The only catch was that several humans, including Manfort's most powerful men and women, had to die to make it happen. Some of them did not intend to cooperate. Indeed, they preferred to cooperate with the dragons instead, to protect themselves, no matter how many innocents might die as a result. And Arlian would have to defeat this unholy alliance if he ever hoped to end the draconic threat.
Welcome to the 10th Science Fiction MEGAPACKTM! This time we present 30 stories (including several full-length novels) by some of the biggest and best in the science fiction field, plus 2 poems and the first (of 3) installments in our first novel serial. From David Gerrold's "The Martian Child" (winner of the Hugo Award, Nebula Award, Locus Award, and HOMer Award) to brand new works published here for the first time by David Gerrold and Lawrence Watt-Evans to modern masterpieces by Pamela Sargent and Jay Lake to classics by E.E. "Doc Smith" and Alan E. Nourse -- we have everything a science fiction fan could want. Almost 1,500 pages of great reading! Fiction: TORQUING VACUUM, by Jay Lake COLLECTORS, by Pamela Sargent VICTORY, by Lester del Rey THE TREE OF LIFE, by C. L. Moore YE OLDE RESIGNATION, by Rhys Hughes FACE TO FACE, by Adrian Cole BEYOND THE THUNDER, by H. B. Hickey CAPTIVES OF THE THIEVE-STAR, by James H. Schmitz THE DEEPS, by Keith Roberts MADMEN MUSTERED, by Connor Freff Cochran EXILE FROM SPACE, by Judith Merril THROUGH TIME AND SPACE WITH FERDINAND FEGHOOT: THE CHAIRMAN DANCES, by David Gerrold THE FROZEN PLANET, by Keith Laumer THE TAIL-TIED KINGS, by Avram Davidson THE GRAIN KINGS, by Keith Roberts HIS MASTER'S VOICE, by Randall Garrett BACK TO JULIE, by Richard Wilson BRIGHTSIDE CROSSING, by Alan E. Nourse THE SECRET OF THE SCARAB, by Ron Goulart REINVENTING CARL HOBBS, by James Glass THE OLD SHILL GAME, by H.B. Fyfe NOTES TOWARD A NEW TRAIT AS REVEALED BY CORRELATION AMONG ITEMS OF THE MMMPI, by M. Purrzillo, U. R. A. Ferball, and C. Kitirun THE SLEEPER IS A REBEL, by Bryce Walton THE TEACHER FROM MARS, by Eando Binder NIF'S WORLD, by Lawrence Watt-Evans A MAN OBSESSED, by Alan E. Nourse FIRST LENSMAN, by E.E. “Doc” Smith REINCARNATE, by Lester del Rey THE MAN WHO LIVED FOREVER, by R. DeWitt Miller and Anna Hunger THE MARTIAN CHILD, by David Gerrold Poetry: I’VE NEVER SEEN, by Hannes Bok (poem) THOUGHT AND SPACE, by Ray Bradbury Novel Serial: FIREBIRD, by Tony Rothman (part 1 of 3) If you enjoy this MEGAPACKTM, don't forget to search your favorite ebook store for "Wildside Press Megapack" to see the 240+ other entries in this series, including science fiction, fantasy, mysteries, adventure, horror, westerns -- and much, much more!
High comedy combines with war and wizardry in an epic about the Ancient and Honorable Kingdom of the Hydrangeans; the mighty, though rather stupid, warrior Gudge; and the mysterious Black Weasel.
Arlian was winning his war against the dragons -- but he was discovering the costs of that victory might be far higher than he had expected, and more than he was willing to pay. Could he find a way to save humanity from both the dragons, and the wild magic the dragons had kept at bay?
After growing from humble beginnings as a Sword & Sorcery parody to more than 30 volumes of wit, wisdom, and whimsy, the Discworld series has become a phenomenon unlike any other. Now, in The Turtle Moves!, Lawrence Watt-Evans presents a story-by-story history of Discworld's evolution as well as essays on Pratchett's place in literary canon, the nature of the Disc itself, and the causes and results of the Discworld phenomenon, all refreshingly free of literary jargon littered with informative footnotes. Part breezy reference guide, part droll commentary, The Turtle Moves! will enlighten and entertain every Pratchett reader, from the casual browser to the most devout of Discworld's fans.
Hours of great reading await, with tales from some of the 20th century's most renowned science fiction authors, Here are 25 science fiction stories: WHAT’S HE DOING IN THERE? by Fritz Leiber THE MARCHING MORONS, by C.M. Kornbluth GHOST, by Darrell Schweitzer DEATH WISH, by Robert Sheckley THE WAVERIES, by Fredric Brown ADAM AND NO EVE, by Alfred Bester FOXY LADY, by Lawrence Watt-Evans THIN EDGE, by Randall Garrett COMPANDROID, by Nina Kiriki Hoffman POSTMARK GANYMEDE, by Robert Silverberg KEEP OUT, by Fredric Brown THE HATE DISEASE, by Murray Leinster UNIVERSAL DONOR, by Nina Kiriki Hoffman THE GREEN BERET, by Tom Purdom MR. SPACESHIP, by Philip K. Dick BRKNK'S BOUNTY, by Jerry Sohl THE BATTLE OF LITTLE BIG SCIENCE, by Pamela Rentz THE EGO MACHINE, by Henry Kuttner THE MAN FROM TIME, by Frank Belknap Long THE SENSITIVE MAN, by Poul Anderson REVOLUTION, by Mack Reynolds THE THING IN THE ATTIC, by James Blish KNOTWORK, by Nina Kiriki Hoffman THE DUELING MACHINE, by Ben Bova and Myron R. Lewis THE PLANET SAVERS, by Marion Zimmer Bradley And don't forget to check out all the other volumes in the "Wildside Megapack" series! Search on "Wildside Megapack" in the ebook store to see the complete list...covering adventure stories, military, fantasy, ghost stories, and more!
The sword that Garth had stolen from Dusarra marked him as the chosen of Bheleu, god of destruction, and gave him immense power. This power could only be used to destroy, and Garth wanted to build. He chose to refuse the god's gift. Bheleu did not intend to allow that.
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