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Bill Fawcett

    Bill Fawcett's writing is deeply informed by a life spent managing creative endeavors and individuals, bridging the worlds of games, publishing, and narrative creation. As a co-founder of a notable gaming company and an experienced book packager, he demonstrates a unique ability to shape concepts into successful published works. His early contributions to game publications introduced novel elements that significantly impacted the development of popular role-playing and board game genres.

    Jak przegrać II wojnę światową
    You said what? : lies and propaganda throughout history
    The Crafters. Blessings and Curses. Book Two
    Elfwood
    By Tooth and Claw
    Hunters & Shooters
    • Hunters & Shooters

      • 350 pages
      • 13 hours of reading

      Fifteen SEALs, trained in guerrilla warfare, describe their experiences in Vietnam

      Hunters & Shooters
      4.3
    • By Tooth and Claw

      • 416 pages
      • 15 hours of reading

      New York Times best-selling authors S.M. Stirling, Mercedes Lackey, Eric Flint, and Jody Lynn Nye return with four novellas. The cat-like Mrem, our heroes, battle the deep reptilian intelligence of humanoid dinosaurs in a Bronze Age world. SEQUEL TO CLAN OF THE CLAW .Second entry in a series with four linked novellas from multiple best-sellers S.M. Stirling, Mercedes Lackey, Eric Flint and Jody Lynn Nye! After the extinction asteroid does not strike Earth, the dinosaurs keep evolving–but so do the mammals. We mammals have achieved humanlike shapes, but now it’s cold-blooded, magic-using reptiles against the hot-blooded, hot-tempered descendants of cats.In a heroic, Bronze Age world similar to 300 , the Mrem Clans expand their rough-and-tumble territory, but now they face the Lishkash, reptilian masters of a cold-blooded empire of slave armies and magic. It’s mammalian courage and adaptation against reptile cunning in a clash of steel and will that determine who shall inherit the Earth.The Change Series Clan of the ClawBy Tooth and Claw

      By Tooth and Claw
      3.6
    • Elfwood

      • 228 pages
      • 8 hours of reading

      The defense of Castle Elfwood, hidden in an enchanted forest in Albion, from barbarians and the unearthly Orcs depends on four young people--a lord, a magician, a druidess, and an orphan--in the first book of the series. Original.

      Elfwood
      3.6
    • The descendants of Amer Crafter must come to terms with their Talent as they struggle to survive in an age of science and reason in a collaborative work by such writers as Morgan Llywelyn, Robert Sheckley, and Christopher Stasheff. Original.

      The Crafters. Blessings and Curses. Book Two
      3.5
    • A fascinating, fun, and fact-filled compendium of the greatest lies, deceptions, propaganda, and frauds ever perpetrated Throughout history—from the dawn of man to the War on Terror—governments, corporations, historians, and high-level braggarts of every stripe have freely engaged in the time-honored pastime of lying for fun and profit. You Said What? is an endlessly entertaining and outrageously edifying look at some of the biggest whoppers of all time, chock-full of deceptions, trickery, and incredible untruths both infamous and obscure. The press conspiracies that protected FDR's legs, as well as JFK's sex addiction and failing health Lies that caused the Knights Templar fall, the Salem witch trials, and the Black Death Big lies that changed history: Vietnam's Gulf of Tonkin, the Cuban missile crisis, the “Polish” raid that kicked off WWII . . . and remember the Maine? The self-made, self-serving myths we still believe today of Davy Crockett, Lawrence of Arabia, and Napoleon Plus our own personal pick for History's #1 Biggest Liar . . . and much more! The lies will out! You Said What? is an indispensable treasure trove of true falsehoods, and an irreverent introduction to the world's greatest lies and the liars who told them.

      You said what? : lies and propaganda throughout history
      3.2
    • Jak przegrać II wojnę światową

      • 320 pages
      • 12 hours of reading

      Autor podjął się zadania opracowania zbioru 39 analitycznych artykuł�w. Bardzo przejrzysty układ książki z zachowaniem chronologii wydarzeń pozwala prześledzić okres od 1936 do 1945. Wiele przegranych bitew i kampanii miało znaczenie dla przebiegu wojny, ale te, omawiane na kartach niniejszej książki miały bezpośredni wpływ na ostateczne rozstrzygnięcie. Wiele złych decyzji po obu stronach, zar�wno Aliant�w (Amerykan�w, Brytyjczyk�w, Rosjan), jak i państw Osi, decyzji, kt�re spowodowały tysiące ofiar, pozostało bez śladu. Winni nie zawsze tracili stanowiska, a często, dzięki p�źniejszym sukcesom, pozostali w pamięci jako wybitni wodzowie. Inspiracją do wydania tej książki jest wojskowa zasada , kt�ra głosi, że 'Na wojnie zwycięzcą jest ten, kto popełnia najmniej błęd�w'. Przykłady decyzji podejmowanych na r�żnych frontach, od Rosji po Normandię, od p�łnocnej Norwegii po Afrykę, Grecję i Kretę, w trakcie realizacji r�żnych operacji. Nie ma tu skomplikowanych map przebiegu operacji wojskowych, kt�re nie zawsze są zrozumiałe dla przeciętnego Czytelnika. Jest natomiast wartka opowieść, pełna celnych sformułowań i wniosk�w. Polski czytelnik z uzasadnioną dumą znajdzie na kartach tej książki informacje o rodakach walczących pod Narvikiem, Monte Cassino, Falaise czy Arnhem.

      Jak przegrać II wojnę światową