A sultanÕs treasure, a beautiful girl, and a kingdom at your feet Ð what else could you ask for? Oh, yeah! A way past the gang of bandits, thieves, and cutthroats guarding it. A Crescent Empire adventure from Big Daddy Thwak and his Magic Lamp.
Tertius, 1669 - A disgraced Montaigne captain seeks revenge, and will go to any lengths to get it. A tale of retribution and madness in war-torn Castille.
Quintas, 1668 - An army wagon loaded with captured gold is returning to Montaigne. Can an intrepid band of patriots and adventurers stop the invaders and return their ill-gotten wealth?
Nonus 10th, 1669 - The finale to Men and Gods. Dursey and his crew have the final piece of the puzzle, and must now enter a strange and ancient land full of new terrors and old enemies in order to save all of Creation.
Julius, 1668 - The Montaigne have a new superweapon that could destroy the Castillian defenses and bring the war to s swift and terrible end. Six brave Heroes must race against time to put an end to this horrible device.
Quartus 1st, 1669 - For years, the Rilasciare have worked to throw off the yolk of oppression. Now, one extremist has decided on a course of action that will destroy a nation, and the only one who can stop him is one of his ownÉ
Corantine 17th, 1669 - ItÕs a race for a Syrneth treasure in Part One of Men and Gods, a DurseyÕs Explorers story. Swashbuckling fun from Big Daddy Thwak and the crew.
Septimus 25th, 1669 - DurseyÕs Explorers have found the next piece of the puzzle, and the race is onÉ into the very heart of the Crescent Empire. Part Two of Men and Gods, by Big Daddy Thwak.
Decimus, 1668 - An Eisen village is threatened by thieves and brigands. Their only hope lies with a motley band of adventurers and sell-swords. High-spirited fun and excitement from Big Daddy Thwak.