Lawrence Watt-Evans may be best known for his fantasy and science fiction novels, particularly the Ethshar series, but he has published a significant body of short fiction, too, including the Hugo Award-winning «Why I Left Harry's All-Night Hamburgers.» This MEGAPACK® collects his fantasy stories – more than 400 pages of terrific reading! Included are:<P> THE TEMPLE OF LIFE<BR> MEHITABEL GOODWIN<BR> HEART OF STONE<BR> THE FINAL CHALLENGE<BR> BETH'S UNICORN<BR> THE BRIDE OF BIGFOOT<BR> KEEPING UP APPEARANCES<BR> DROPPING HINTS<BR> THE BOGLE IN THE BASEMENT<BR>2 THE MAN FOR THE JOB<BR> CHAPERONE<BR> OUT OF THE WOODS<BR> GHOST STORIES<BR> THE FROG WIZARD<BR> HORSING AROUND<BR> SPIRIT DUMP<BR> ARMS AND THE WOMAN<BR> MITTENS AND HOTFOOT<BR> JUST PERFECT<BR> TRIXIE<BR> IN RE: NEPHELEGERETES<BR> IN FOR A POUND<BR> SOMETHING TO GRIN ABOUT<BR> BEST PRESENT EVER!<P> If you enjoy this ebook, don't forget to search your favorite ebook store for «Wildside Press Megapack» to see more of the 300+ volumes in this series, covering adventure, historical fiction, mysteries, westerns, ghost stories, science fiction – and much, much more!
Philadelphia, some time in the 21st century–Casper Beech is a corporate drone, a man beaten down by debt, a wage-slave to the Consortium that dominates the American economy. One day his boss sends him in for neural imprinting – to have new job skills implanted directly in his brain, because it's faster and cheaper than training him by older methods. But a computer glitch loads the wrong file, and Casper is programmed with something that has nothing to do with his job. Instead of learning a new software package, he learns a new way of thinking – a mindset designed by a secret government agency for use in enemy nations, and never meant to be unleashed in the United States. Lethal government agents seek to correct the error in a steadily-escalating conflict, while Casper struggles to survive, to remain true to himself despite his new programming, and to find out just what was in…THE SPARTACUS FILE
Garth had given the mighty Sword of Bheleu into the Forgotten King's keeping. Now he needed it back, and the King demanded that Garth bring him the Book of Silence in exchange – but Garth feared that the King would use the Book to bring about an Age of Death.
The sword that Garth had stolen from Dusarra marked him as the chosen of Bheleu, god of destruction, and gave him immense power. This power could only be used to destroy, and Garth wanted to build. He chose to refuse the god's gift. Bheleu did not intend to allow that.
The overman named Garth sought immortal fame. The oracle told him to serve the Forgotten King to get that fame. But this King sent Garth after a basilisk whose gaze could turn men to stone. What sane use could anyone have for a monster like that?
Tabaea the Thief stole something more precious than Dragons' Blood from the enchanted old house: evesdropping on the doddering wizard who owned the place, she stole the secret of wizardry itself.
Dumery of Shiphaven was a lad with a love of wizardry–and no magic at all. He dreamed of apprenticing himself to a great wizard, but because he had not even a touch of the talent, it was a dream he could never fulfill. He would never apprentice himself to a great wizard, nor even a meager one; no matter how he loved magic and the magical arts, he would never work with wizards or wizardry. That's what Dumery was beginning to think, anyway–until he spied a great wizard humbling himself before a man selling dragon's blood, the precious stuff that made difficult spells work. If Dumery couldn't be a wizard, he could still become a dragon-hunter–and have all those condescending wizards crawling to him. And so Dumery set off on a quest–a quest in search of dragons and dragon-hunters, and ultimately the secret that lay beneath all the wizardry in Ethshar. Before he reached its end, he would uncover the terrible mystery of the dragon-hunters–and scheme a scheme that would change the face of Ethsharitic magic forever.
She was everything he wanted, and everything he had been promised. A fortune-teller's prophecy had sent Kelder of Shulara to seek adventure along the Great Highway. He had been ready to give it up, and dismiss the seer as a fraud, when he met Irith. Irith was the most beautiful girl he had ever seen. She was bright and charming and cheerful. And she had wings. Kelder tried to earn Irith's love and respect. He tried to please her, and to fulfill the prophecy that seemed to say he would one day marry her. But as he came to know her, he began to realize that she was not quite what she appeared to be. She was not just a lovely young woman. She was not even entirely human. She had ruined men's lives. And he needed to learn what she truly was before she destroyed him, as well. What he would learn, and where he would go, would makes its mark on the destiny of Ethshar.
Garth of Ordunin had been set a new task by the Forgotten King: Bring back to Skelleth whatever he found upon the altars of the seven temples of Dusarra. As he went about his blasphemous errand he learned more about the Dark Gods–and more about his own destiny!