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Ari Marmell

    22 marzo 1974

    Ari Marmell crea narrazioni avvincenti attraverso romanzi, racconti e scrittura di videogiochi, attingendo alla sua passione per la fantasy e le ambientazioni urbane. Il suo lavoro è caratterizzato da un'intricata costruzione del mondo e da una narrazione coinvolgente che immerge i lettori in regni vibranti e immaginari. Marmell possiede una voce distintiva che fonde abilmente elementi di genere per creare personaggi memorabili e trame accattivanti. Affronta la sua scrittura con dedizione ai dettagli e una visione chiara dei mondi che porta in vita.

    Ari Marmell
    The Goblin Corps
    Draconomicon
    The Serpent, the Scepter
    The Serpent Citadel
    In Truth and Claw (a Mick Oberon Job #4)
    The Iron Devils
    • The Iron Devils

      • 366pagine
      • 13 ore di lettura

      Born into the horrors of a post-Pacification world, Magdalena Suarez never expected much of a life. A few decades, at best, in the slave camps, until some injury or illness rendered her upkeep "no longer efficient" for her machine overseers and their rulers, the all-seeing Eyes. Day after day of drudgery and servitude and, on occasion, danger, as she and her fellow survivors went about their assigned tasks. Except now, something has changed. Something anomalous has arisen from a lengthy slumber, something even the machines cannot comprehend. Something they, with their artificial cameras and sensors, cannot even see. Something with impossible powers, impossible strength. Something ancient that hunts only in the dark of night. Magdalena is about to discover a truth she never dared dream possible: Things yet exist in the world that may be more powerful even than the machines. For the first time in her life, she might have reason to hope for something more. But is this "anomaly" truly a potential escape, or does it promise merely a new and even more horrific sort of servitude? In the ruins of the world that was, Magdalena and the last remnants of humanity will find themselves caught in an impossible war between the mechanical and the mystical-between the unliving and the undead.

      The Iron Devils
    • The Serpent Citadel

      • 56pagine
      • 2 ore di lettura

      A ritual gone horribly awry leads to a pursuit through the warped Hornsaw, where the Serpent Mother herself was torn asunder. With their own might and the assistance of unlikely allies, the heroes must recover a lost treasure and somehow stop the machinations of Mormos children, lest they awaken the titan.An epic adventure for characters of 7th to 8th levels, The Serpent Citadel stands alone or serves as the dramatic final chapter in the Serpent Amphora Cycle.

      The Serpent Citadel
    • Armed with the lore gained from ancient ruins, the heroes venture forth once again - this time to discover the True Ritual that will allow them to destroy the unwholesome Serpent Amphora and its contents. This may prove more difficult than anticipated, however, for the dead harbor many secrets... and they are often loathe to give them up.Usable alone or as part of the ongoing Serpent Amphora Cycle - which begins with 'The Serpent Amphora,' The Serpent and The Scepter is an adventure for characters of 4th-5th level.

      The Serpent, the Scepter
    • Draconomicon

      Metallic Dragons

      • 223pagine
      • 8 ore di lettura

      A menacing menagerie of dragons for your D&D® campaign Draconomicon 2: Metallic Dragons describes several varieties of dragons, including gold, silver, copper, iron, and adamantine dragons. It also introduces several other kinds of metallic dragons suitable for any D&D campaign. This supplement presents dragons both malevolent and benign, and gives details on each dragon’s powers, tactics, myths, lairs, servitors, and more. In addition, this book provides new information about draconic nations and organizations, and the roles that metallic dragons fill in a D&D game. Story and campaign elements in the book give Dungeon Masters ready-to-play material that is easily incorporated into a game, including adventure hooks, quests, and pregenerated treasure hoards.

      Draconomicon
    • Morthul, the Charnel King, has failed after centuries of plotting from the Iron Keep. His plans were thwarted by a foolish group of so-called heroes, who are described as brainless and overly muscular, unable to see the hopelessness of their cause.

      The Goblin Corps
    • Ride with the Horsemen of the Apocalypse as they seek to unearth a plot that could plunge all of Creation into chaos! Ages before the events of Darksiders and Darksiders II, two of the feared Horsemen—Death and War—are tasked with stopping a group of renegades from locating the Abomination Vault: a hoard containing weapons of ultimate power and malice, capable of bringing an end to the uneasy truce between Heaven and Hell . . . but only by unleashing total destruction. Created in close collaboration with the Darksiders II teams at Vigil and THQ, Darksiders: The Abomination Vault gives an exciting look at the history and world of the Horsemen, shining a new light on the unbreakable bond between War and Death.

      Darksiders: The Abomination Vault
    • The Spear of Lugh, one of the four Kingly Hallows of Ireland, is in Chicago. And everyone, everyone wants it, for it is said that he who carries the spear into battle cannot be defeated. Among those who seek it are an agent of the infamous Wild Hunt; a mobster who knows far more about these things than he should; and of course the Unseelie Courts.

      Hallow Point: A Mick Oberon Job # 2
    • Litany of Dreams

      • 352pagine
      • 13 ore di lettura

      Dark incantations expose the minds of Miskatonic University students to supernatural horrors, in this chilling mystery novel of Arkham Horror

      Litany of Dreams
    • Agents of artifice

      • 400pagine
      • 14 ore di lettura

      Fantasy-roman. With the balance of power shifting precariously in the Multiverse, the Planeswalkers confront the past, present, and future as their choices could forever alter their fates

      Agents of artifice