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The Abduction Cycles Box Set: Books 1-3
J. S. Arquin
Spieldauer: 31 Std. und 57 Min.
0 out of 5 stars
0 out of 5 stars
0 out of 5 stars
One minute Ethan Gower was an average computer technician, playing online games with his friends. Now he’s been abducted and dropped into a strange world with others who have been taken from their homes. And magic and monsters are real. Now Ethan is a wizard and must convince his new companions to band together in order to survive in this strange new world as they level up, gain abilities, and try to unravel the mystery of why they were abducted and how to find a way home. But things are never easy.
Madison only joined the Koyesta Online's early access because her brother begged her. Of course, the fact that they're awarding brand-new cryptocurrency to the early players for in-game actions might have something to do with it too. Thrust inside the world's most immersive fantasy VRMMORPG, Madison, her brother, and two cousins find themselves in some backwater little town. Determined to make the most of it, they set out on a series of adventures and stumble upon hidden ruins and a secret quest capable of reshaping the face of the game before it's even been officially released.
Lasadi doesn't like strangers on her ship, but she'll need a bigger crew if she's going to steal a mysterious artifact from a dead pirate's long-lost space station. She takes a chance on a charming grifter named Raj, along with a skilled hacker and her genius little brother. And it's...nice? If Lasadi isn't careful, she's going to start enjoying having a crew aboard. Raj's last bit of luck capsized right before he ran into Lasadi, and this job could finally get his life back on track—as long as Lasadi never learns the truth about his past.
Charlie Johns has been snatched from his home on Earth and delivered to the strange future world of Ledom. Technology has triumphed over hunger, overpopulation, pollution, and even time and space. But there is a change Charlie finds even more shocking: Gender is a thing of the past. Gone are the tensions between male and female. Gone is the human preoccupation with sex.
Merlin is alive! Ethan, Guinevere, and his friends must rescue the legendary wizard. But first, they have to find him. With only vague clues to give them direction, Ethan must pool all of his resources and knowledge before it is too late. At the same time, there's a magic-using Ogre who wants him dead, a corrupted city trying to summon an evil goddess, and the strange insect queen who wants to eat his brain. Ethan will need to use all of his cunning and unravel the mystery of the strange dragon glyph before his world collapses around him.
Floating in a sentient space balloon with his pants around his ankles, Geddy watched a competing salvage trawler swallow his one-of-a-kind ship. Could it get any worse? Most definitely.The For Sale Make Offer's fateful trip to Kigantu ended with a daring escape, but Geddy's checkered past as a partly reformed henchman came back to haunt him. Now, the Penetrator is gone, and he doesn't know where. The newly expanded crew of the Fizmo welcomes him as their new captain, but it'll take more than a can-do attitude and witty repartee to be a working ship.
Ethan has tracked down the sword Excalibur to an ancient tomb now controlled by the orc nation. They will let him see it, but he just has to do one simple task: Talk to a rampaging dragon! Did they forget to mention that the shamans they previously sent never returned? The companions must make it to the dragon's lair through the troll and giant infested forest while being harried by more fishmen. And there's the magic eating fairies to deal with! Supposedly, they can drain the Mana right out of a wizard!
For years, Geddy didn't need anything or anyone but a custom-made blaster and a couple fingers of Old Earth whisky. But since triggering the industrial accident that forced the evacuation of Earth Two, he's only had Eli for company. A daring escape off-planet lands him aboard a creaky salvage trawler with a plucky crew and the galaxy's worst business model. But stalwart friends are better than any weapon. With the help of Eli, his oddball crew, and their trusty trawler, Geddy must traverse the cosmos in order to track down his ship and save the universe.
Trouble is dead. Long live trouble. Killing the leader of a violent cult was supposed to make the city a safer place, but instead it created a power imbalance that’s left a deadly war raging in the streets of Bulari. When Willem Jaantzen is approached for help by local casino magnate Phaera D, he has the sinking feeling the only way to end this war is to betray the people he loves the most. And he’s starting to suspect that Phaera wants more from him than just his help. Whatever decision he makes feels like the wrong one.
Fired from his dream job and exiled among the misfits and mutants of the Undercity, Tak has gone from wunderkind to washed-out failure in record time. His last hope of reclaiming his life in the shining city above is to somehow prove his wild theories correct. In order to continue his research, Tak accepts a job at a shady underground laboratory, where he struggles to reconcile what he believes to be right with the things he must do to survive. But when a strange plague rips through the people of the Undercity, Tak’s knowledge becomes their only hope of survival.
How do leading companies win by changing the game? Established businesses like Amazon, Starbucks, and Tesla and emerging players like Peloton, Halo Top, and Seedlip have a secret system for winning. These and other “transcender” companies do not play the traditional brand game that every other company plays; they create their own game and force competitors to play by their rules. Brands Don’t Win reveals the proven, practical three-step transcender system that leading companies use to transcend their rivals and own their markets....
In this, the final chapter of the Bulari Saga: Willem Jaantzen has never wanted fame and never wanted notoriety. All he’s ever wanted is to keep the people he loves safe, but now the fate of Bulari - and the rest of humanity - rests on his shoulders. And he has one final play to end this game once and for all.
With a warrant out for his arrest and a price on his head, Willem Jaantzen has gone to ground, but he and his crew aren't out of the game. If they’re going to take down an opponent as powerful as a Chief Justice, they need a bulletproof plan — and that's going to take time. But as their rival’s net tightens around them, time is the one thing Jaantzen and his crew don’t have. And his goddaughter Starla is about to head out on her own on an adventure that could shake the foundations of human understanding — if it doesn’t get her killed first.
Jaantzen may have brought stability to the city of Bulari, but not everyone’s grateful. Allegiances are shifting sand, and he’s made a miscalculation that earned him a deadly new enemy - one who plays a viciously different game than the one Jaantzen is used to winning. Jaantzen and his crew fight to gain the upper hand, but secrets buried in shallow graves are coming back to haunt them. And as Starla and Toshiyo edge closer to understanding the growing mystery that’s been dropped in their laps, their search is awakening darker things than any of them can imagine.
The beautiful Sally Anne has everyone fascinated, including Tommy's best friend, George, who kisses her the first chance he gets. But it isn't just a regular kiss! Sally Anne's kiss is ice cold. Even knowing her chilling gift, Tommy can't help but get close to her and ultimately discover her big secret.
Having fled the defeat at the Green Gulch, Darius and Jerico, believing themselves the last two paladins of their kind, must separate once more in order to survive. While Jerico rushes to the aid of Lord Arthur and the siege at his Castle of Caves, Darius travels east, determined to remove the bounty on his head. But on his way, he encounters a young priest following an older way of faith, whose desire for their return will risk destruction upon all the North. Sacrifice must be made in blood.
When Valora Keri was six years old, she was tired of being bullied. So she did what any kid in her shoes would do: She freed a cat-demon in exchange for the power to fight back. She might have accidentally killed her mother in the process. Since then, she’s tried to balance the scales by living a good life in post-collapse San Francisco, tending bar in a seedy club and acting as protector for the girls who work there.
A GameLit/LitRPG Portal Fantasy Adventure (The Abduction Cycles, Book 4)
John Elijah Cressman
Spieldauer: 12 Std. und 31 Min.
5 out of 5 stars
5 out of 5 stars
5 out of 5 stars
Ethan and his companions are recovering from the Tomb of Pendragon, but a new adventure calls. They have found an ancient journal belonging to the legendary wizard, Merlin, and it has directions to the ancient city. But dangers lurk on the road to Camelot, and possibly in Camelot itself. Before they know it, Ethan and his friends are swept into an adventure that may unveil untold secrets - or release untold evil.
Willem Jaantzen didn't ask to be a hero. He just wants to keep his family safe in the shifting sands of Bulari's underground - and to get the city's upper crust to acknowledge just how far he's come since his days as an orphaned street kid. With his businesses thriving and his dark past swept into the annals of history, it looks like he has everything he could ever ask for. Until, that is, his oldest rival turns up murdered and the blame - and champagne - begins to flow.
A century ago, the world fell - but the war never ended. Now, the survivors of the apocalypse are reunited, and a new fight begins. A century after the war that destroyed the planet, the UEC and GPS remain locked in a generational conflict. Split between a vast orbital space station and a base on the moon, neither faction can return to the scorched and irradiated planet.