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![]() | CROWN CONSPIRACY [Michael J Sullivan] In The Crown Conspiracy, Royce Melborn, a skilled thief, and his mercenary partner, Hadrian Blackwater, make a profitable living carrying out dangerous assignments for conspiring nobles until they become the unwitting scapegoats in the murder of the king. Sentenced to death, they have only one way out and so begins this epic tale of treachery and adventure, sword fighting and magic, myth and legend. Whether you are looking for a single novel, or a multi-book saga, The Crown Conspiracy is the place to begin. It is a heroic fantasy adventure written for a general audience and conceived as a single epic tale. This series is told through six self-contained episodes, each complete in its own right. Across the entire chronicle, mysteries build, characters deepen, and plots thicken, but none of the books end in a disappointing cliffhanger or require you to read a previous book to fully enjoy the one you are on. { 310pp, 140x215mm, October 2008; PB, £7.99, 0980003431:9780980003437 , AtlasBooks (Aspirations Media Inc) } |
![]() | GAMBIT'S END [Chad Corrie; Illustrated by Ed Waysek III] In the spirit of Eragon, Lord of The Rings, Dragonlance and Sword of Shanara, 'Gambit's End' is the final book in 'The Divine Gambit Trilogy'. A fantasy/action-adventure following up the two well-received previous volumes of the series (Seer's Quest and Path of Power), 'Gambit's End' is a powerful and perfect end to this three part story. Though written for a slightly older market, it can still be enjoyed by tweens to teens and adults of all ages. In 'Gambit's End', The Divine Gambit Trilogy draws to a close when the mercenaries who have been drawn together since Seer's Quest, face off with The Master one last time. Unable to stop him from claiming his goal of Godhood, those that survive discover the full scope of his plans and ultimately see just how large this gambit really is. With this greater revelation the three surviving mercenaries go on a desperate journey to try and find a way to stop The Master from not only claiming Tralodroen as his own but all the power of the Tralodroen Pantheon as well. They are not alone in this as the gods have taken action, and sides, adding more complexity and uncertainly to the outcome. Between the various divine factions and alliances, surviving members of a mercenary band desperate to find the key to a weapon they hope to use against The Master, and two cosmic forces who are playing everyone as pawns in their own game, the gambit comes to an end that many had not been expecting. { 492pp, 140x215mm, June 2007; PB, £10.99, 0977604357:9780977604357 , AtlasBooks (Aspirations Media Inc) } |
![]() | LAST RESORT [John E Carson] Takes a unique look at time travel and ghosts while solving a 60-year-old mystery and putting the present back on track. Along the way, the main character, Christopher Evans re-examines his beliefs and learns about concepts bigger than himself. Told in first person, the main character uses wit and charm to deal with the overwhelming events he encounters. { 282pp, 140x215mm, November 2006; PB, £7.99, 0977604330:9780977604333 , AtlasBooks (Aspirations Media Inc) } |
![]() | PATH OF POWER [Chad Corrie; Illustrated by Ed Waysek III] Following the events from Seer's Quest, Book One of the Divine Gambit Trilogy the mercenaries Dugan, Vinder, Cadrissa, Clara, Rowan, Gilban, and Hoodwink have gone their separate ways, being loyal to their own causes and money they have spread across The World of Tralodren. However, they are drawn back together by forces larger than any of them can imagine and compelled, through various means, to stand up against The Master, who is now set to make a claim for godhood. Should he succeed not only would Tralodren be in danger, but the gods and even the cosmos could be faced with a great threat. As each is drawn together to stand before this threat, the staggering forces behind the Divine Gambit and it's meaning are finally revealed. { 442pp, 140x215mm, July 2006; PB, £9.99, 0977604322:9780977604326 , AtlasBooks (Aspirations Media Inc) } |
![]() | QUIT BUGGING ME [Karen Laven] For ages 9+. Thirteen-year-old Emily hated the bug book with its gigantic millipede under the title. She hated it so much that just looking at it gave her the creeps. It appeared so gross, so life-like it was unnerving. She wanted absolutely nothing to do with it! So, of course her mischievous older brother, Bud, decided to hide it under her pillow. He figured it would be his brotherly duty to have his sister wake up nestled above the book -- jam-packed with millions of disgusting bugs -- all night. What Bud didn't realise, however was that those pages upon pages of bugs looked incredibly realistic for a very good, and terrifying reason. The truth is that this book had legs, and wings, and teeth, and bulging eyes, and flitting antenna and slime -- and the power to attack children from inside -- and out. And thanks to Bud's antics, unlucky Emily discovered it first-hand. If Emily, Bud, and their teen friends don't uncover what the book really is, and how to untangle themselves from the bizarre bug book world, they could end up completely buggy. Or dead. { 150pp, 140x215mm, August 2007; PB, £5.99, 0977604365:9780977604364 , AtlasBooks (Aspirations Media Inc) } |
![]() | RAMBLIN' ROSE : The Porcelain Mines in Russia [John Carson & Marlene Carson] Especially appealing to preteen and early teen readers, this fictional action-adventure story, told in first-person, touches on world trade, politics, and the importance of thinking for yourself as 12-year-old Rose embarks on a quest to replace a rare porcelain plate and learns the truth about her grandfather's stories. Porcelain mines in Russia? Whoever heard of such a thing? Even at 6 years of age, Rose could spot a tall tale, but Grandpa had a way of making them sound real. He always told her there was some truth in every story and it was up to her to find it. { 191pp, 140x215mm, October 2007; PB, £5.99, 0977604373:9780977604371 / PB, £5.99, 097760439X:9780977604395 , AtlasBooks (Aspirations Media Inc) } |
![]() | SEER'S QUEST [Chad Corrie; Illustrated by Ed Waysek III] Seer's Quest is the first book in a fantasy action-adventure trilogy, set in the world of Traldoren. A diverse group of mercenaries are brought together to retrieve information that has been lost for thousands of years. They discover what they have been paid to do might not be so simple and straightforward as they first thought. Unwittingly, they are led on the quest with many twists, turns, and subplots. Just what the divine gambit is about, why these mercenaries have become part of it, and who really understands its full implications is obscured until it is gradually revealed in the next volumes in this trilogy. { 490pp, 140x215mm, July 2006; PB, £9.50, 0977604306:9780977604302 , AtlasBooks (Aspirations Media Inc) } |
![]() | SNAPSHOT [Samuel Kalliman; Illustrated by David Palumbo] A fast paced action adventure novel. It is written for all age groups and seems to especially appeal to the twenty and older readers. It would be well received by readers who enjoy continuous action with a well-developed plot. Tom Connor, a tough, intelligent student of engineering, visits the Montana lodge that will shortly host the controversial President of the United States. Tom takes a walk one evening with Katherine Lancaster, a beautiful girl visiting the park with her scientist uncle, Stamford Zimmerlee, and Zimmerlee's mysterious associate, Villerot. This excursion ends in surprise and plunges Tom into a whirlwind of tension, danger, and murderous attacks, culminating in a plummet down a mountain road on a runaway tour bus, and Katherine's disappearance. Scrambling to uncover the secret behind these assaults Tom discovers a strange new weapon and its role in a plot by Villerot to assassinate the President. He reports his suspicions to the authorities, but they find no evidence and disbelieve his story. Continuing to pry on his own Tom runs foul of the law and is pursued by the forces of good and evil alike through the town of East Glacier, into the wilderness beyond. Captured first by the authorities and then by the enemy, Tom escapes both. He finds and rescues Katherine, kidnapped previously by Villerot. Then, with time running out, near exhaustion, forced to choose between fleeing to preserve his life, and risking it for the greater good, Tom returns to face the weapon and its wielder in a desperate battle. Tom stops the assassination and, after a fierce struggle, knocks Villerot from a high balcony to his death below. The authorities investigate the fallen man's weapon, and believe Tom's story at last. { 300pp, 140x215mm, June 2006; PB, £7.99, 0977604349:9780977604340 , AtlasBooks (Aspirations Media Inc) } |
![]() | TALES OF TRALODREN: THE BEGINNING [Chad Corrie] This is the first graphic novel set in The World of Tralodren. The vast stretch of centuries covered in this tale encompasses the creation of the cosmos, the gods, Tralodren, and everything else in-between. Readers will be hooked from the first page as they're pulled into a rich storyline and universe that entertains as well as educates about the ancient past and foundations of the Tralodroen cosmos. And while this graphic novel ties nicely into the other novels related to The World of Tralodren, it can still be read and enjoyed by those new to the setting. With stunning art by Lee Oaks and a compelling narrative written by Corrie, this is a must-have for anybody who enjoys a good story, mythology, and/or fantasy in general. Welcome to The World of Tralodren, a place rich in history, faith, and tales of adventure of which this story is but one of many. { 134pp, 165x265mm, December 2007; PB, £11.50, 0977604381:9780977604388 , AtlasBooks (Aspirations Media Inc) } |