Ari Marmell

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About Ari Marmell
When Ari Marmell has free time left over between feeding cats and posting on social media, he writes a little bit. His work includes novels, short stories, role-playing games, and video games, all of which he enjoyed in lieu of school work when growing up. He’s the author of the Mick Oberon gangland-fantasy-detective series, the Widdershins YA fantasy series, The Goblin Corps, and many others, with publishers such as Del Rey, Pyr Books, Wizards of the Coast, Omnium Gatherum, and Titan Books.
Ari currently resides in Austin, Texas. He lives in a clutter that has a moderate amount of apartment in it, along with George—his wife—and the aforementioned cats, who probably want something.
You can find Ari online, if you’re not careful.
Website: mouseferatu.com
Twitter: @mouseferatu
Facebook: facebook.com/mouseferatu/
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Books By Ari Marmell
Fantasy heroes endure. They are embedded in our cultural fabric, dwarfing other literary figures and the mere men and women of history. Achilles and Odysseus, Gilgamesh and Beowulf. King Arthur and Robin Hood, Macbeth and Sherlock Holmes, Conan and Luke Skywalker. They dominate our legends, and tower over popular culture.
The stories we tell each other begin and end with fantasy heroes, and the 21st Century is as thoroughly captivated with them as ever. From Batman to Gandalf, Harry Potter to Tyrion Lannister, the heroes of fantasy speak to—and for—whole generations.
But what makes a fantasy hero? How do the best writers create them, and bring them to life on the page? In WRITING FANTASY HEROES some of the most successful fantasy writers of our time—including Steven Erikson, Brandon Sanderson, Janet Morris, Cecelia Holland, Orson Scott Card, Paul Kearney, and Glen Cook—pull back the curtain to reveal the secrets of creating heroes that live and breathe, and steal readers' hearts.
Whether you're an aspiring writer or simply a reader who loves great fantasy and strong characters, this book is for you.
Along with other scattered survivors, astronaut Cynthia Han and the remainder of ISS Expedition 81 have finally learned what happened to the people they’d left behind, and it’s worse than any of them could have imagined.
But even if life as Cynthia knew it is over, her struggles most certainly are not. Joshua Lamb, granted strange and inhuman abilities even as civilization died around him, directs his zealots to scoop up every pocket of survivors, to offer them the simplest choice: Join or die. The nightmarish Crooked Men still hunt the darkened, hollowed cityscapes. And towering over it all, the mind-breaking obelisks with their unreadable alien message.
At stake are not just the lives of Cynthia and her companions, but the last flickering embers of the human race. To succeed, not only must she learn the true purpose of the obelisks, she must come to understand that the worst of humanity’s instincts and sins were never limited to us alone.
Until the morning they wake up to silence. All communication with Earth, gone. From half a dozen different agencies with multiple installations and redundancies across the globe, there is simply... nothing.
And through the viewports of the ISS, only the thick veil of churning, lightning-veined dust to suggest the Earth remains at all.
Now, without ground control, without the proper telemetries or calculations or even reliable visuals, Cynthia and the rest of Expedition 81 must make their way home. It will be the most fraught and the most frightening task of their lives.
But it will be nothing compared to the world that now awaits them beyond the dust.
Except now, something has changed. Something anomalous has arisen from a lengthy slumber, something even the machines cannot comprehend. Something they, with their artificial cameras and sensors, cannot even see. Something with impossible powers, impossible strength.
Something ancient that hunts only in the dark of night.
Magdalena is about to discover a truth she never dared dream possible: Things yet exist in the world that may be more powerful even than the machines. For the first time in her life, she might have reason to hope for something more.
But is this “anomaly” truly a potential escape, or does it promise merely a new and even more horrific sort of servitude?
In the ruins of the world that was, Magdalena and the last remnants of humanity will find themselves caught in an impossible war between the mechanical and the mystical—between the unliving and the undead.
The mysterious disappearance of a gifted student at Miskatonic University spurs his troubled roommate, Elliot Raslo, into an investigation of his own. But Elliot already struggles against the maddening allure of a ceaseless chant that only he can hear… When Elliot’s search converges with that of a Greenland Inuk’s hunt for a stolen relic, they are left with yet more questions. Could there be a connection between Elliot’s litany and the broken stone stele covered in antediluvian writings that had obsessed his friend? Learning the answers will draw them into the heart of a devilish plot to rebirth an ancient horror.
From acclaimed author Ari Marmell comes a tale of blood, courage, and deception set in the award-winning world of the Pathfinder Roleplaying Game.
AND AS FAR AS ANYONE KNOWS, IT IS THE LAST.
Seven decades ago, there were cities upon cities; kingdoms and nations, the remains of ancient empire. Cultures at war, cultures at trade. Humans, dwarves, elves, and others. Magic and monsters, rare but real. Regions of desolation, but also regions of plenty. And so it was for millennia, through two dynamic ages the lorekeepers and scribes called Ascensions. Until the world ended. Most call it the Fall, but whatever term a given people choose to use, it marked the point where everything changed. Nations crumbled. Races died. Magic sputtered. Nature sickened. The Dead woke.
Welcome to the first anthology set in the death-ravaged world of The Lost Citadel™. In Tales of the Lost Citadel, you’ll find 14 flights of dark speculation on the nature and people of the last city of Redoubt, courtesy of some of the finest writers working in fantasy and horror today. Come inside these dwarf-built walls and hear their tales. Come, be haunted by a bone-shaker’s daughter, a dark dressmaker, and a Forerunner; a Corpseman of the Undertaking, a desolate widow, and a witch of the wood. Introduced by editor and world-builder C.A. Suleiman, these stories combine to paint a portrait of a dark fantasy world unlike any other — one where all that’s left of civilization has come together in a struggle to survive…
Featuring stories by Kealan Patrick Burke, Brian Hodge, Elizabeth Massie, Mercedes M. Yardley, Natania Barron, Erin Evans, Jaym Gates, Jess Hartley, James Lowder, Ari Marmell, Janet Morris & Chris Morris, Malcolm Sheppard, Damien Angelica Walters, C.A. Suleiman
Trapped by Magic. Trapped by Politics. Trapped by Destiny.
Trapped in the form of the knight who supposedly slew him, the dragon Tzavalantsaval--with a loathsome goblin steward as his only true ally--struggles to navigate the Kirresci royal court and humanity itself, even as politics and intrigues he scarcely understands push the southern kingdoms ever nearer to open war.
After the tragic events that befell her and her friends, Widdershins--along with her aggravating personal god Olgun—fled her home city of Davillon searching for respite. But there is little peace to be found in the increasingly troubled land.
And no place is more troubled than the town of Lourveaux, where intrigues and conspiracies against both the church and the government buzz like flies. But Shins is more concerned with the local Delacroix family than whoever wants to take down the powers-that-be. Because her beloved, late adoptive father was a Delacroix.
Now, the last remnants of House Delacroix are under siege. Their crops are being blighted. A rival noble house is striving against them. And a ruthless criminal gang with their very own alchemist is working from the shadows to take them down. But Widdershins isn’t the kind of girl who forgets her family…
…and the enemies of the Delacroix have no idea what they’re about to come up against.
It is worse to be hunted by it…
In the realm of Imphallion, there once was a nightmare—a living nightmare known only as the Terror of the East. Nigh invulnerable in his magical black armor and aided by unholy minions, he laid waste to all in his path on his all-consuming quest to bring order to the land. His order.
Then, at what should have been his moment of triumph, his will failed. And his army fell. Taking a young noblewoman as hostage, he escaped, vanishing into darkest memory.
Years later, Corvis Rebaine is a simple man, content with his loving wife and children. The terrible deeds and glories of his past life are dead and buried along with his former name and its monstrous legacy—until his daughter is taken by fiends under a maniacal young warlord looking to complete the Terror’s conquest.
Now, spurred to action by a newborn fury and thirst for vengeance, Rebaine must do the unthinkable—don the dark armor once again, gather his once-loyal cadre of killers, and fight to save both the family he loves and the country he once almost destroyed. And all who stand in his way will have one final thought before death…
The Terror has returned.
“Action-packed…an intriguingly twisty plot, full of magic and political intrigue.”—Booklist
“Superior storytelling and deft dialog make this a top-notch choice . . . filled with dark humor as well as scenes of brutal battle and high magic.”—Library Journal
“A powerful fantasy, with well drawn heroes and delightfully wicked, yet complicated, villains. Ari Marmell has made his mark in the genre.”—Paul S. Kemp, author of the Erevis Cale trilogy
“A tale that begins where most stories end and features a most unlikely protagonist. Twists of humor leaven this story of desperate people in dangerous times, as a conqueror discovers that perhaps those who live by the sword are sometimes doomed to face the business end of one. A great mix of character and action.”—Robin Hobb, author of Dragon Keeper
The text of this edition is unchanged from that of the Del Rey edition.
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