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Ari Marmell

    March 22, 1974

    Ari Marmell crafts compelling narratives across novels, short stories, and game writing, drawing inspiration from his lifelong passion for fantasy and urban settings. His work is characterized by intricate world-building and engaging storytelling that immerses readers in vibrant, imaginative realms. Marmell possesses a distinctive voice that skillfully blends genre elements to create memorable characters and captivating plots. He approaches his writing with a dedication to detail and a clear vision for the worlds he brings to life.

    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
    • 2022

      The Iron Devils

      • 366 pages
      • 13 hours of reading

      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
    • 2021

      Litany of Dreams

      • 352 pages
      • 13 hours of reading
      3.8(185)Add rating

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

      Litany of Dreams
    • 2018
    • 2016

      Mick Oberon may look like just another 1930s private detective, but beneath the fedora and the overcoat, he’s got pointy ears and he’s packing a wand. The third title in this popular series.

      Dead to Rites
    • 2015

      Hallow Point: A Mick Oberon Job # 2

      • 400 pages
      • 14 hours of reading
      3.8(442)Add rating

      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
    • 2014

      Chicago, 1932. Mick Oberon may look like just another private detective, but beneath the fedora and the overcoat, he's got pointy ears and he's packing a wand. Oberon's used to solving supernatural crimes, but the latest one's extra weird.

      Hot Lead, Cold Iron
    • 2012

      It’s been over half a year, now, since the brutal murder of Archbishop William de Laurent during his pilgrimage to the Galicien city of Davillon. During that time, the Church of the Hallowed Pact has assigned a new bishop to the city—but it has also made its displeasure at the death of its clergyman quite clear. Davillon’s economy has suffered beneath the weight of the Church’s displeasure. Much of the populace—angry at the clergy— has turned away from the Church hierarchy, choosing private worship or small, independent shrines. And the bishop, concerned for his new position and angry at the people of Davillon, plans to do something about it. But a supernatural threat is stalking the nighttime streets—a creature of the other world has come to infiltrate the seedier streets of Davillon, to intertwine its tendrils through the lower echelons of society. Faced with both political upheaval and a supernatural threat to its citizenry, the local representatives of the Church are paralyzed and the Guardsmen are in over their heads. And then there’s Widdershins--who’s tried, and failed, to stay out of trouble since taking over Genevieve’s tavern; who’s known to the Church and the Guard both, and trusted by neither; who may, with some of her Thieves’ Guild contacts, have unwittingly played a part in the bishop’s plans; and who, along with her personal god Olgun, may be the only real threat to the supernatural evil infesting Davillon.

      False Covenant
    • 2012

      Once she was Adrienne Satti. An orphan of Davillon, she had somehow escaped destitution and climbed to the ranks of the city's aristocracy in a rags-to-riches story straight from an ancient fairy tale. Until one horrid night, when a conspiracy of forces--human and other--stole it all away in a flurry of blood and murder. Today she is Widdershins, a thief making her way through Davillon's underbelly with a sharp blade, a sharper wit, and the mystical aid of Olgun, a foreign god with no other worshippers but Widdershins herself. It's not a great life, certainly nothing compared to the one she once had, but it's hers. But now, in the midst of Davillon's political turmoil, an array of hands are once again rising up against her, prepared to tear down all that she's built. The City Guard wants her in prison. Members of her own Guild want her dead. And something horrid, something dark, something ancient is reaching out for her, a past that refuses to let her go. Widdershins and Olgun are going to find answers, and justice, for what happened to her--but only if those who almost destroyed her in those years gone by don't finish the job first.

      Thief's Covenant. A Widdershins Adventure
    • 2012

      Darksiders: The Abomination Vault

      • 368 pages
      • 13 hours of reading
      3.8(92)Add rating

      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
    • 2011

      Neverwinter Campaign Setting

      Dungeons and Dragons Supplement

      Reduced to ruins by supernatural cataclysms, Neverwinter rises from the ashes to reclaim its title as the Jewel of the North. Yet even as its citizens return and rebuild, hidden forces pursue their own goals and vendettas, any one of which could tear the city apart. Neverwinter has long been one of the most popular locations in the Forgotten Realms® campaign world. This book presents a complete heroic-tier campaign setting that plunges players into the politics, skullduggery, and peril of a city on the brink of destruction or greatness. A wealth of information about Neverwinter and its environs is provided: maps, quests, encounters, and statistics -- everything a Dungeon Master needs for his heroic tier adventures.

      Neverwinter Campaign Setting