Arthas
Christie Golden
A tale inspired by one of the popular video game's most notorious villains reveals his origins and dark purpose in an epic adventure that incorporates elements from Blizzard's expansion set, "Wrath of the Lich King."

by Katherine Neville (2008)
Katherine Neville's groundbreaking novel, The Eight, dazzled audiences more than twenty years ago and set the literary stage for the epic thriller. A quest for a mystical chess service that once belonged to Charlemagne, it spans two centuries and three continents, and intertwines historic and modern plots, archaeological treasure hunts, esoteric riddles, and puzzles encrypted with clues from the ancient past. Now the electrifying global adventure continues, in Neville's long anticipated sequel: THE FIRE2003, Colorado: Alexandra Solarin is summoned home to her family's ancestral Rocky Mountain hideaway for her mother's birthday. Thirty years ago, her parents, Cat Velis and Alexander Solarin, believed that they had scattered the pieces of the Montglane Service around the world, burying with them the secrets of the power that comes with possessing it. But Alexandra arrives to find that her mother is missing and that a series of strategically placed clues, followed swiftly by the unexpected arrival of a mysterious assortment of houseguests, indicates that something sinister is afoot. When she inadvertently discovers from her aunt, the chess grandmaster Lily Rad, that the most powerful piece of Charlemagne's service has suddenly resurfaced and the Game has begun again, Alexandra is swept into a journey that takes her from Colorado to the Russian wilderness and at last into the heart of her own hometown: Washington D.C.1822, Albania: Thirty years after the French Revolution, when the chess service was unearthed, all of Europe hovers on the brink of the War of Greek Independence. Ali Pasha, the most powerful ruler in the Ottoman Empire, has angered the sultan and is about to be attacked by Turkish forces. Now he sends the only person he can rely upon--his young daughter, Haidee--on a dangerous mission to smuggle a valuable relic out of Albania, through the mountains and over the sea, to the hands of the one man who might be able to save it.Haidee's journey from Albania to Morocco to Rome to Greece, and into the very heart of the Game, will result in revelations about the powerful chess set and its history that will lead at last to the spot where the service was first created more than one thousand years before: Baghdad.Blending exquisite prose and captivating history with nonstop suspense, Neville again weaves an unforgettable story of peril, action, and intrigue.From the Hardcover edition.
Christie Golden
A tale inspired by one of the popular video game's most notorious villains reveals his origins and dark purpose in an epic adventure that incorporates elements from Blizzard's expansion set, "Wrath of the Lich King."
Jen Williams
There are some tall stories about the caverns beneath the Citadel - about magic and mages and monsters and gods. Wydrin of Crosshaven has heard them all, but she's spent long enough trawling caverns and taverns with her companion Sir Sebastian to learn that there's no money to be made in chasing rumours. But then a crippled nobleman with a dead man's name offers them a job: exploring the Citadel's darkest depths. It sounds like just another quest with gold and adventure ... if they're lucky, they might even have a tale of their own to tell once it's over. These reckless adventurers will soon learn that sometimes there is truth in rumour. Sometimes a story can save your life.
James Riley
Life is boring when you live in the real world, instead of starring in your own book series. Owen knows that better than anyone, what with the real world's homework and chores. But everything changes the day Owen sees the impossible happen -- his classmate Bethany climb out of a book in the library. It turns out Bethany's half-fictional and has been searching every book she can find for her missing father, a fictional character. Bethany can't let anyone else learn her secret, so Owen makes her a deal: All she has to do is take him into a book in Owen's favorite Kiel Gnomenfoot series, and he'll never say a word. Besides, visiting the book might help Bethany find her father. Or it might just destroy the Kiel Gnomenfoot series, reveal Bethany's secret to the entire world, and force Owen to live out Kiel Gnomenfoot's final (very final) adventure.
Eoin Colfer
Artemis Fowl is the first of a series of semi-realist novels produced by Eoin Colfer. They document the adventures of a precocious prodigal child of the criminal empire, Artemis Fowl. In this book, accompanied by his huge and loyal bodyguard/sidekick/advisor Butler, Artemis engages in a series of surreal activities; the absence of his missing father and the mental disorder of his mother allow him to pursue the unlikely position of a criminal mastermind. However, Artemis soon encounters more than he bargains for when his attempted capture of a member of the underground 'fairy' civilization goes terribly wrong. Be prepared for a thrilling adventure, with trolls, magic and much more! Twelve-year-old Artemis Fowl is a millionaire, a genius, and above all, a criminal mastermind. But even Artemis doesn't know what he's taken on when he kidnaps a fairy, Captain Holly Short of the LEPrecon Unit. These aren't the fairies of bedtime stories—they're dangerous! Full of unexpected twists and turns, Artemis Fowl is a riveting, magical adventure.