From all corners, bitter conflicts reignite, intimate betrayals are perpetrated, and a grand cast of outlaws and priests, soldiers and skinchangers, nobles and slaves, will face seemingly insurmountable obstacles. Some will fail, others will grow in the strength of darkness. But in a time of rising restlessness, the tides of destiny and politics will lead inevitably to the greatest dance of all.
It is a time when the wise and the ambitious, the deceitful and the strong will acquire the skills, the power, and the magic to survive the stark and terrible times that lie before them. It is a time for nobles and commoners, soldiers and sorcerers, assassins and sages to come together and stake their fortunes . . . and their lives. For at a feast for crows, many are the guests—but only a few are the survivors
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Sweeping from a harsh land of cold to a summertime kingdom of epicurean plenty, A Game of Thrones tells a tale of lords and ladies, soldiers and sorcerers, assassins and bastards, who come together in a time of grim omens. Here an enigmatic band of warriors bear swords of no human metal; a tribe of fierce wildlings carry men off into madness; a cruel young dragon prince barters his sister to win back his throne; a child is lost in the twilight between life and death; and a determined woman undertakes a treacherous journey to protect all she holds dear. Amid plots and counter-plots, tragedy and betrayal, victory and terror, allies and enemies, the fate of the Starks hangs perilously in the balance, as each side endeavors to win that deadliest of conflicts: the game of thrones
King Robert Baratheon is dead, and the lands of Westeros brace for battle. In the second edition of A Game of Thrones: The Board Game, three to six players take on the roles of the great Houses of the Seven Kingdoms of Westeros, as they vie for control of the Iron Throne. Based on the best-selling A Song of Ice and Fire series by George R.R. Martin, A Game of Thrones is an epic board game in which it will take more than military might to win. Through strategic planning, masterful diplomacy, and clever card play, spread your influence over Westeros!
Across the Seven Kingdoms, the Great Houses of Westeros struggle to control the Iron Throne. As the influential House Baratheon, honorable House Stark, treacherous House Lannister, and fierce House Targraryen vie in a life-or-death struggle for the future of the realm, dark and supernatural forces amass outside the kingdom’s defensive wall. Winter is coming. Do you have what it takes to emerge victorious in the only game that matters, A Game of Thrones?
Before Tyrion Lannister and Podrick Payne, there was Dunk and Egg. A young, naïve but ultimately courageous hedge knight, Ser Duncan the Tall towers above his rivals—in stature if not experience. Tagging along is his diminutive squire, a boy called Egg—whose true name is hidden from all he and Dunk encounter. Though more improbable heroes may not be found in all of Westeros, great destinies lay ahead for these two . . . as do powerful foes, royal intrigue, and outrageous exploits.
The third volume in George R. R. Martin’s magnificent cycle of novels that includes A Game of Thrones and A Clash of Kings. As a whole, this series comprises a genuine masterpiece of modern fantasy, bringing together the best the genre has to offer. Magic, mystery, intrigue, romance, and adventure fill these pages and transport us to a world unlike any we have ever experienced.
As commander of the River Police, Monk is accustomed to violent death, but the mutilated female body found on Limehouse Pier one chilly December morning moves him with horror and pity. The victim’s name is Zenia Gadney. Her waterfront neighbors can tell him little—only that the same unknown gentleman had visited her once a month for many years. She must be a prostitute, but—described as quiet and kempt—she doesn’t appear to be a fallen woman.
What sinister secrets could have made poor Zenia worth killing? And why does the government keep interfering in Monk’s investigation?
It’s not easy being a superhero’s daughter….Carrie Vaughn has captured legions of fans with her wildly popular Kitty Norville novels. Now she uses her extraordinary wit and imagination to tell a sensational new story about superhuman heroes―and the people who have to live with them.
IN THE WORLD OF ALCHERINGA YOUR DREAMS
BECOME REALITY, BUT WHAT HAPPENS WHEN
DARKNESS WAGES WAR?
Alcheringa is a multimedia comic about a young woman named Madelyn who is troubled by reoccurring nightmares. It isn’t until Madelyn enters the Dream World that she
soon discovers what her true purpose is, in a realm polluted by nightmares.
Samantha Madison is just your average sophomore gal living in DC when, in an inadvertent moment sandwiched between cookie-buying and CD-perusing, she puts a stop to an attempt on the life of the president. Before she can say “MTV2” she’s appointed Teen Ambassador to the UN and has caught the eye of the very cute First Son.
Diana Gabaldon’s brilliant storytelling has captivated millions of readers in her bestselling and award-winning Outlander saga. In An Echo in the Bone, the seventh volume, Gabaldon continues the extraordinary story of the eighteenth-century Scotsman Jamie Fraser and his twentieth-century time-traveling wife, Claire Randall