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Detective Kelly Porter takes on the dangerous job of exposing the dark underworld of a small tourist town in this fast-paced thriller. After a scandal forces Detective Inspector Kelly Porter out of London's Metropolitan Police, she returns to her home turf in the Lake District. There, she begins work on a cold case that shocked the local community and on an investigation of two seemingly straightforward crimes. But evidence comes to light that reveals a web of shocking criminal activity. Behind the veneer of sleepy, touristy towns lies a dark and dangerous underworld. As Kelly threatens to expose those involved, she risks paying the ultimate price for the truth. This taut and gripping debut from a crime writer to watch is perfect for fans of Carol Wyer, Patricia Gibney, and Angela Marsons.
The world is not what you think. Beneath skyscrapers' leering gargoyles, factories belching smoke and streets packed with the human throng lurk things we are not meant to see. Creatures dwell in the shadows and hidden places. They watch you, stalk you and prey upon your body and soul. The life you lead is a lie. Your darkest fears aren't make-believe. They're real. And now that you have glimpsed this world of darkness, there's no place to hide. The Storytelling System Rulebook is a stand-alone game for the World of Darkness, and is meant for use with Vampire: The Requiem, Werewolf: The Forsaken and Mage: The Awakening.
Four Against Darkness is a solitaire dungeon-delving game that may also be played cooperatively. No miniatures are needed. All you need is this book, a pencil, two dice, and grid paper. Choose four characters from a list of classic types (warrior, wizard, rogue, halfling, dwarf, barbarian, cleric, elf), equip them, and venture into dungeons created by dice rolls and your own choices. You will fight monsters, manage resources, grab treasure, dodge traps, find clues, and even accept quests from the monsters themselves. Your characters will level up, becoming more powerful with each game... IF THEY SURVIVE.
USA Today bestselling author Thea Harrison begins an all-new, darkly romantic paranormal saga, in which the fate of existence itself lies in the balance—and the key to victory may rest in the hands of two eternal lovers… In the hospital ER where she works, Mary is used to chaos. But lately, every aspect of her life seems adrift. She’s feeling disconnected from herself. Voices appear in her head. And the vivid, disturbing dreams she’s had all her life are becoming more intense. Then she meets Michael. He’s handsome, enigmatic and knows more than he can say. In his company, she slowly remembers the truth about herself… Thousands of years ago, there were eight of them. The one called the Deceiver came to destroy the world, and the other seven followed to stop him. Reincarnated over and over, they carry on—and Mary finds herself drawn into the battle once again. And the more she learns, the more she realizes that Michael will go to any lengths to destroy the Deceiver. Then she remembers who killed her during her last life, nine hundred years ago…Michael.
In the dark, a rocket is taken on a journey to the moon.
Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?
"A wealth of information in an engaging package." — Kirkus Reviews Ever since George Washington used them to help topple the British, spies and their networks have helped and hurt America at key moments in history. In this fascinating collection, Paul B. Janeczko probes examples from clothesline codes to surveillance satellites and cyber espionage. Colorful personalities, daring missions, the feats of the loyal, and the damage of traitors are interspersed with a look at the technological advances that continue to change the rules of gathering intelligence. Back matter includes source notes and a bibliography.
Jonathan Hicks, published twice in the British Science Fiction Association's writer's magazine 'FOCUS' and the mission designer/dialogue writer of the mobile telephone game of acclaimed television show 'Battlestar Galactica', presents twelve short stories about the little people in the big universe. "I grew up with the grandiose science fiction tales, in books and on film, with great galaxy-spanning adventures or life-changing technologies," said Jonathan Hicks. "In this book I concentrate on the 'little guy', the people who work behind the scenes and those who get a less than stellar deal out of the supposed adventure travelling the galaxy and exploring new technologies offers." Click on the 'preview this book' under the cover picture above to find out more about these stories. Contains strong language and some violence
Midnight Roads is a supplement for the World of Darkness Storytelling game.
"In his latest pulp horror gem, Janz channels early Stephen King to twist the story of a secluded writers’ retreat into something unique and thought-provoking." - Booklist Ten writers are selected for a summer-long writing retreat with the most celebrated and reclusive author in the world. Their host is the legendary Roderick Wells. Handsome, enigmatic, and fiendishly talented, Wells promises to teach his pupils about writing, about magic, about the untapped potential that each of them possesses. Most of all, he plans to teach them about the darkness in their hearts. The writers think they are signing up for a chance at riches and literary prestige. But they are really entering the twisted imagination of a deranged genius, a lethal contest pitting them against one another in a struggle for their sanity and their lives. They have entered into Roderick Wells’s most brilliant and horrible creation. The Dark Game. FLAME TREE PRESS is the new fiction imprint of Flame Tree Publishing. Launched in 2018 the list brings together brilliant new authors and the more established; the award winners, and exciting, original voices.