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Jeff Grubb

    This author and game designer brings his unique storytelling abilities to the literary world. His works are known for their engaging style and depth.

    Jeff Grubb
    The gathering dark
    3x Forgotten Realms - dárkový box
    Spell Compendium
    The Warcraft: The Last Guardian
    WarCraft Archive
    Star Wars Scourge. Scourge
    • In the heart of crime-ridden Hutt Space, a Jedi Scholar searches for justice. While trying to obtain the coordinates of a secret, peril-packed, but potentially beneficial trade route, a novice Jedi is killed—and the motive for his murder remains shrouded in mystery. Now his former Master, Jedi archivist Mander Zuma, wants answers, even as he fights to erase doubts about his own abilities as a Jedi. What Mander gets is immersion into the perilous underworld of the Hutts as he struggles to stay one step ahead in a game of smugglers, killers, and crime lords bent on total control.

      Star Wars Scourge. Scourge2012
      5.0
    • Kobold Guide to Worldbuilding

      • 124 pages
      • 5 hours of reading

      The Essential Elements for Building a World Roleplaying games and fantasy fiction are filled with rich and fascinating worlds: the Forgotten Realms, Glorantha, Narnia, R'lyeh, Middle-Earth, Barsoom, and so many more. It took startling leaps of imagination as well as careful thought and planning to create places like these: places that readers and players want to come back to again and again. Now, eleven of adventure gaming's top designers come together to share their insights into building worlds that gamers will never forget. Learn the secrets of designing a pantheon, creating a setting that provokes conflict, determining which historical details are necessary, and so much more. Take that creative leap, and create dazzling worlds of your own! Essays by Wolfgang Baur, Keith Baker, Monte Cook, Jeff Grubb, Scott Hungerford, David "Zeb" Cook, Chris Pramas, Jonathan Roberts, Michael A. Stackpole, Steve Winter, with an introduction by Ken Scholes.

      Kobold Guide to Worldbuilding2012
    • Guild Wars: Ghosts of Ascalon

      • 384 pages
      • 14 hours of reading

      250 years ago, Ascalon burned . . . Desperate to defend his land from advancing hordes of bestial charr, King Adelbern summoned the all-powerful Foefire to repel the invaders. But magic can be a double-edged sword—the Foefire burned both charr and human alike. While the charr corpses smoldered, the slain Ascalonians arose again, transformed by their king’s rage into ghostly protectors and charged with guarding the realm . . . forever. The once mighty kingdom became a haunted shadow of its former glory.Centuries later, the descendants of Ascalon, exiled to the nation of Kryta, are besieged on all sides. To save humankind, Queen Jennah seeks to negotiate a treaty with the hated charr. But one obstacle remains. The charr legions won’t sign the truce until their most prized possession, the Claw of the Khan-Ur,is returned from the ruins of fallen Ascalon.Now a mismatched band of adventurers, each plagued by ghosts of their own, sets forth into a haunted, war-torn land to retrieve the Claw. Without the artifact, there is no hope for peace between human and charr—but the undead king who rules Ascalon won’t give it up easily, and not everyone wants peace!

      Guild Wars: Ghosts of Ascalon2010
      3.7
    • The Starcraft Archive

      • 722 pages
      • 26 hours of reading

      In a distant future, a confederacy of terran exiles battles between two powerful alien races: the enigmatic protoss and the ruthless zerg swarm. As conflicts erupt across the Koprulu sector, investigative reporter Mike Liberty seeks to uncover the truth behind the zerg and protoss attacks. Each revelation deepens the mystery, placing him in a precarious position amid a war that could determine humanity's fate. On the bleak world of Bhekar Ro, human colonists struggle for survival until a violent storm uncovers an alien structure, turning the planet into a bloody battleground as zerg, protoss, and terran forces vie for its secrets. Meanwhile, Ardo Melnikov, once dreaming of peace on the colony of Bountiful, faces the harsh reality of defending the Terran Confederacy after the zerg annihilate his loved ones. He must confront painful memories and unsettling truths about his future. Amidst this chaos is the Queen of Blades, Sarah Kerrigan, whose legend brings death to those who oppose the swarm. Once a remarkable human and a merciless psionic assassin for the Terran Confederacy, her fate takes a dramatic turn, leading to a destiny that no one could foresee. This tale explores Kerrigan's shadowy origins and the war fought for her very soul.

      The Starcraft Archive2007
    • WarCraft Archive

      • 624 pages
      • 22 hours of reading

      This volume encompasses four original novels that reveal the rich backstory of the worldwide bestselling computer game--an essential omnibus for the millions of WarCraft game players. Includes "Day of the Dragon, Lord of the Clans, The Last Guardian" and "Blood and Honor."

      WarCraft Archive2006
      4.2
    • Spell Compendium

      • 285 pages
      • 10 hours of reading

      An important reference to the most popular spells in the Dungeons & Dragons(R) game. A must have at every D&D game table! "Spell Compendium" provides players and Dungeon Masters with quick access to the D&D spells they need most. Drawing from a treasure trove of sources, "Spell Compendium" is the one place to find spells that are referenced time and again: the best, most iconic, most popular, and most frequently used. This convenient reference introduces a new spell format that includes descriptive text.

      Spell Compendium2005
      4.0
    • Daleká budoucnost, 60 000 světelných let od planety Země. Nejednotná Konfederace terranských vyhnanců se ocitá uprostřed zuřící bitvy mezi záhadnými Protossy a nemilosrdným hejnem Zergů. Každá rasa usiluje o přežití ve válce, která otevírá úvodní kapitolu nejdůležitější části lidských dějin - nebo předpovídá její násilný a krvavý konec. Mike Liberty byl dobrý reportér... příliš dobrý. Díky jedné své reportáži byl odsunut na pozici válečného zpravodaje mezi mariňáky. Z relativně poklidné rutiny se však rázem dostává do centra nepředstavitelného válečného běsnění. Bojují lidé proti lidem, Protossové proti Zergům, Zergové proti lidem... Umírají celé planety. A Mike Liberty na své Křížové cestě odhaluje zrůdnou pravdu o pozadí tohoto válečného konfliktu...

      StarCraft 1. Křížová cesta2005
      3.8
    • The Warcraft: The Last Guardian

      • 308 pages
      • 11 hours of reading

      In the mist-shrouded haze of the past, long before the beginning of recorded time, there stood the world of Azeroth. Every kind of magical being strode the countryside among the tribes of man, and all was at peace — until the arrival of the demons and horrors of the Burning Legion and their baneful Lord Sargeras, dark god of chaotic magic. Now Dragons, Dwarves, Elves, Goblins, Humans, and Orcs all vie for supremacy across the scattered kingdoms -- part of a grand, malevolent scheme that will determine the fate of the world of The Guardians of Tirisfal: a line of champions imbued with godlike powers, each one through the ages charged with fighting a lonely secret war against the Burning Legion. Medivh was fated from birth to become the greatest and most powerful of this noble order. But from the beginning a darkness tainted his soul, corrupting his innocence and turning to evil the powers that should have fought for good. Torn by two destinies, Medivh's struggle against the malice within him became one with the fate of Azeroth itself...and changed the world forever.

      The Warcraft: The Last Guardian2002
      4.0