As the Empire reels from its critical defeats at the Battle of Endor, the Rebel Alliance—now a fledgling New Republic—presses its advantage by hunting down the enemy’s scattered forces before they can regroup and retaliate. But above the remote planet Akiva, an ominous show of the enemy’s strength is unfolding. Out on a lone reconnaissance mission, pilot Wedge Antilles watches Imperial Star Destroyers gather like birds of prey circling for a kill, but he’s taken captive before he can report back to the New Republic leaders.
Meanwhile, on the planet’s surface, former rebel fighter Norra Wexley has returned to her native world—war weary, ready to reunite with her estranged son, and eager to build a new life in some distant place. But when Norra intercepts Wedge Antilles’s urgent distress call, she realizes her time as a freedom fighter is not yet over. What she doesn’t know is just how close the enemy is—or how decisive and dangerous her new mission will be.
Set between the events of Return of the Jedi and The Force Awakens, the never-before-told story that began with Star Wars: Aftermath continues in this thrilling novel, the second book of Chuck Wendig's New York Times bestselling trilogy. The Emperor is dead, and the remnants of his former Empire are in retreat. As the New Republic fights to restore a lasting peace to the galaxy, some dare to imagine new beginnings and new destinies. For Han Solo, that means settling his last outstanding debt, by helping Chewbacca liberate the Wookiee’s homeworld of Kashyyyk.
Meanwhile, Norra Wexley and her band of Imperial hunters pursue Grand Admiral Rae Sloane and the Empire’s remaining leadership across the galaxy. Even as more and more officers are brought to justice, Sloane continues to elude the New Republic, and Norra fears Sloane may be searching for a means to save the crumbling Empire from oblivion. But the hunt for Sloane is cut short when Norra receives an urgent request from Princess Leia Organa. The attempt to liberate Kashyyyk has carried Han Solo, Chewbacca, and a band of smugglers into an ambush—resulting in Chewie’s capture and Han’s disappearance.
Following Star Wars: Aftermath and Star Wars: Life Debt, Chuck Wendig delivers the exhilarating conclusion to the New York Times bestselling trilogy set in the years between Return of the Jedi and The Force Awakens.
Hannah Stander is a consultant for the FBI—a futurist who helps the Agency with cases that feature demonstrations of bleeding-edge technology. It’s her job to help them identify unforeseen threats: hackers, AIs, genetic modification, anything that in the wrong hands could harm the homeland.
Hannah is in an airport, waiting to board a flight home to see her family, when she receives a call from Agent Hollis Copper. “I’ve got a cabin full of over a thousand dead bodies,” he tells her. Whether those bodies are all human, he doesn’t say.
What Hannah finds is a horrifying murder that points to the impossible—someone weaponizing the natural world in a most unnatural way. Discovering who—and why—will take her on a terrifying chase from the Arizona deserts to the secret island laboratory of a billionaire inventor/philanthropist. Hannah knows there are a million ways the world can end, but she just might be facing one she could never have predicted—a new threat both ancient and cutting-edge that could wipe humanity off the earth.
An exhilarating thrill-ride through the underbelly of cyber espionage in the vein of David Ignatiusâ€™s The Director and the television series Leverage, CSI: Cyber, and Person of Interest, which follows five iconoclastic hackers who are ...
In the third installment of the suspenseful Miriam Black series, Miriam is on the road again, having transitioned from â€śthiefâ€ť to â€śkiller.â€ť Miriam Black is being developed as a TV series on Starz with the producers of Breaking Bad.
Miriam Black is trying to live an ordinary life, keeping her ability to see how someone dies hidden...until a serial killer crosses her path. This is the second book in the Miriam Black series.
“Visceral and often brutal, this tale vibrates with emotional rawness that helps to paint a bleak, unrelenting picture of life on the edge.” —Publishers Weekly
Miriam is trying. Really, she is. But this whole “settling down thing” just isn’t working out.
She lives on Long Beach Island all year in a run-down, double-wide trailer. She works at a grocery store as a checkout girl. And her relationship with Louis—who’s on the road half the time in his truck—is subject to the mood swings Miriam brings to everything she does. It just isn’t going well.
Still, she’s keeping her psychic ability—to see when and how someone is going to die just by touching them—in check. But even that feels wrong somehow. Like she’s keeping a tornado stopped up in a tiny bottle. Then comes the one bad day that turns it all on her ear.
Cael McAvoy, living in the corn-overrun Heartland below extravagant sky flotillas, grows tired of scavenging and living in the Empyrean Empire's shadow and vows to do something to change his lot in life.
The Ventrue—ancient kings and cutting-edge moguls—have a simple reputation. They win. They always win. They are known as Lords, and across all the World of Darkness, wherever you find vampires, you'll find Ventrue behind them, pulling the strings.
Ventrue: Lords over the Damned includes:
• Learn the true, secret history of the Ventrue—the clan that always wins.
• Be there for the return of the Malkavians: Vampires driven insane by a supernatural plague.
• See what the Ventrue look like first-hand, from accounts written by Kindred from across the globe. This is a rich, vivid, and frightening tour through the World of Darkness for players and readers alike.
• New Merits, bloodlines, Discipline powers, and clan secrets that every Vampire: The Requiem player will want to have.
Ventrue: Lords over the Damned is a clanbook for Vampire: The Requiem
It’s been a year since the Saranyu flotilla fell from the sky, and life in the Heartland has changed. Gone are the Obligations and the Harvest Home festivals. In their place is a spate of dead towns, the former inhabitants forced into mechanical bodies to serve the Empyrean—and crush the Heartland.
When Cael awakens from a Blightborn sleep, miles away from the world he remembers, he sets out across the Heartland to gather his friends for one last mission. As the mechanicals, a war flotilla, and a pack of feral Empyrean girls begin to close in on the Heartland, there isn’t much time to make their next move. But if they can uncover a secret weapon in time, Cael and his friends might just find themselves with the power to save the world—or destroy it—resting in their hands.
The Gangrel Clan Book for Vampire: The Requiem™
At the edges of civilization, they prowl. Their Beasts rise close to the surface, sniffing for sustenance. Loners and pack animals alike, the Gangrel are the untamed Savages among the Kindred. Though they are primal blood-drinkers and howlers at the moon, their animalistic allure is not to be denied. From the urban jungle to the wild places un-walked by other vampires, the Gangrel are there. Prepare yourself
—it's time to run with the pack.
A Clan book for Vampire: The Requiem™
• Discover the origins of the Gangrel, in the days before Rome, in the deep wildernesses of the steppes and great forests.
• Delve into the secrets of the Red Surrender, the Gangrel technique for riding the razor's edge between true Frenzy and iron-clad self control.
• Be immersed in the lore and tales of the Gangrel from contributors both mortal and immortal from around the globe. Discover what else the World of Darkness holds, wicked and growling, in its nights.
• New Merits, bloodlines, Discipline powers and clan se-crets that every Vampire: the Requiem player will want to have.
When Atlanta Burns saves a pair of teens from bullies, another teen ends up dead by an apparent suicide, while Atlanta hopes to avoid further trouble by investigating the killing of a local dog, which leads her to more bullies associated ...
Along with his pals Lane and Rigo, Cael journeys to the Empyrean to rescue his sister and Gwennie, risking everything while outmaneuvering Boyland, while Gwennie makes a bold move that changes the course of an Empyrean man's life.
It’s Atlanta’s senior year of high school, and she is officially infamous. Not only has she saved herself from a predator, brought down an untouchable dogfighting ring, and battled a pack of high-school bullies, but she’s also proclaimed to the Internet her willingness to fight for anyone who needs help. And Atlanta can’t believe what’s coming out of the woodwork. From an old friend to a troop of troubled girls with connections to a local fracking company, there’s definitely fire in the water. As always, the girl with the unforgettable name is not afraid to burn it all down if it means making things right. But as high school races toward its inevitable end and the hornets begin to swarm from all directions, Atlanta must decide how much of herself and her growing group of friends she is willing to risk…before it’s too late.
Demons walk the Earth. They hide in the hearts of the tormented and the depraved, hungry for the faith of mankind. In an age of cynicism and science, they believe themselves forgotten, free to work their wiles without fear of reprisal. But there are those who recognize the signs of the infernal in the world, men and women who see the spirits of the Abyss for what they truly are and realize what must be done. For the sake of the world, they confront the fallen and return them to the Pit of Hell, no matter the cost. Demon: Saviors and Destroyers details the origins and desperate struggles of the world's demon hunters, men and women who place their lives -- and souls -- on the line to pull the Earth back from the brink of ruin. Character creation guidelines included in this book present these exorcists as an optional character type for players and as a new breed of antagonist for Storytellers to use in their Demon chronicles.
Author(s): Lee, Chuck Wendig, Rick Chillot, Jacob Docmertu
When hunters are first awakened to the supernatural, all they know is terror, paranoia and chaos. The unseen world is a nightmare. But the imbued have a dream. They imagine a paradise free from monsters' grip, a world of humanity's own. And they set out to achieve it, even if it means sacrificing everything they -- and the rest of humanity -- hold dear. Hunter: Utopia explores ways in which hunters might strive to break monsters' hold over humanity, whether in a neighborhood, throughout a city or across the world. But can such a Utopia be achieved? Can the monsters be defeated or is it an unattainable dream? You decide.
Wizards. Warlocks. Witches. Myths and legends describe them as powerful magicians, wise sages and humanity's helpful guides. Hunters know better. In the modern world, wizards make the impossible possible, changing the very face of reality on a whim for their own mysterious purposes. What kind of hold do they have over mankind? Hunters intend to find out -- and break it. Hunter: The Spellbound explores the magical realm of wizards as hunters perceive it, learning warlocks' strengths, fears and weaknesses. But enchanters have discovered hunters, too. Can these occult masters weave their spell and command the will of even the imbued? Not if hunters can help it. Let the witch-hunt begin.
Author(s): Wayne Peacock, Kraig Blackwelder, Chuck Wendig