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In the mystical Kingdom of Aradair, where swords clash and magic weaves its intricate dance, emerges the captivating tale of The Saga of Haram. In a world haunted by the lingering shadows of the Great Invasion, Haram, a boy on the cusp of manhood, embarks on a journey of self-discovery amidst the enchanting landscapes and perilous creatures that define his existence.The story unfolds in the bustling city of Ifan Sor, the heart of the Kingdom, as Haram and his boyhood best friend Merrit set forth to join a band of Venturers. Under the tutelage of a diverse group - the skilled warrior Orizd, the sharp-eyed archer-scout Astaran, and the enigmatic mage Sagahan - the boys learn the art of survival, unaware of the challenges awaiting them.As the Venturers traverse the troubled interior, battling goblins, dragons, ogres, manticores, and gryphons, Haram finds himself entangled in a web of fate. A daring rescue mission unfolds when they are hired to retrieve a kidnapped merchant's daughter, Terrial, only to discover a sinister plot involving the God of Lies, Drauha.The Saga of Haram is a mesmerizing adventure that explores themes of friendship, redemption, and the indomitable spirit within us all. Prepare to be transported to a world where magic is both a blessing and a curse, and where the true test of heroism lies in confronting the darkness within.
This is a reproduction of a book published before 1923. This book may have occasional imperfections such as missing or blurred pages, poor pictures, errant marks, etc. that were either part of the original artifact, or were introduced by the scanning process. We believe this work is culturally important, and despite the imperfections, have elected to bring it back into print as part of our continuing commitment to the preservation of printed works worldwide. We appreciate your understanding of the imperfections in the preservation process, and hope you enjoy this valuable book. ++++ The below data was compiled from various identification fields in the bibliographic record of this title. This data is provided as an additional tool in helping to ensure edition identification: ++++ Ueber Die Bestrebungen, Den Elektromagnetismus Als Triebkraft Nutzbar Zu Machen: Mit 1 Tafel. Sond.-Abdr. A. D. 53. Bd. D. Sitzb. D. K. Akad. D. Wiss J. P. Wagner Staatsdruckerei, 1866
Discover a world where magic and science collide, where a courageous botanist and a wizard of medium ability must navigate perilous challenges and ancient mysteries to save their kingdoms from a devastating threat. In Plague Wizards, Alison Mackarg's journey to Scotland takes an unexpected turn when she's transported to a land with unfamiliar plant life and where people rely on magic over technology. With a magically implanted understanding of the local language and a growing fascination with the world around her, Alison gets caught up in the murder of one of the tribesmen where she is staying. Meanwhile, Royin Gredion's-Child awakens as the new Grand Master of Pangwa Household, burdened with the legacy of a catastrophic magical disaster that threatens his kingdom. All magic comes at a cost, and their world is on the brink of chaos. As Alison and Royin's paths intersect, they must confront their own traumas and differences to unravel the truth behind the impending doom. From the enigmatic kingdom of Saljashin to the peaceful village of Strick's Bolg, they face dangerous foes and unexpected allies. Plague Wizards is a riveting tale of resilience, courage, and the pursuit of knowledge in the face of adversity. Will Alison's unconventional insights into disease, Royin's mastery of magic, and a daring plan to relocate Pangwa Household be enough to thwart the devastating plagues and restore order to their lands? As ancient forces awaken and secrets unfold, they must journey beyond their worlds to secure a brighter future. This compelling and intricate fantasy novel will captivate your imagination and keep you on the edge of your seat until the very end.
Fatha's Clan symbol was that of the flower with triangle petals. But Fatha no longer bears that symbol. He's been cast out of his Clan for a crime he didn't commit. Now he must wander on the outskirts of the nomads and fight for his very survival.But is it enough to merely survive? This is a lesson Fatha must learn if he is to protect not only himself but the people he has rallied to his side.
To speak of Ardan the Grim is to speak of many things. One must tell of how he was the last in a line of men who had stood for far Tharid. A line descended from Ardan the Fair, who left Asbaln that there should be no quarrels with his brother, Randell of Avantir. Both of them being sons of the famous Guardian of the Sword of Avantir, Rorick.Wyrta the seer spoke to him in these words: "In the twentieth year, on spring's first day, seek a path to the West away. Go to the land of the Silver Hair, for thy fate does await thee there."Years after Rorick and Conel rode forth to free the land of Asbaln from the barbaric tribes, comes one man who will ride forth to save the kingdom and he will wear...The Crystal Crown.
Krinneth lay dying in a field medical tent after a fierce battle. Even so, he was granted a holding and the king's youngest daughter. Not willing to let go of her husband to be so easily, magical help was sought. A bargain was struck. And now Krinneth must spend nine years in Faerie, a strange land where Elves, Goblins and even stranger creatures dwell.
Gunpowder magic, steam-power, adventure, and intrigue...Carrtog, landless third son of Tsingallik and warrior trained in the use of powder magic, intends to make his way as a mercenary for hire. On his travels north, he and his personal guardsman stumble upon the royal christening of an expansion to Cragmor's burgeoning railway -- in this case a gift from the King as a sign of goodwill to the conquered north of old. When the gathered populace prove they are not there to be pacified, Carrtog isn't about to standby and do nothing. Cloaks sweep back, swords and pistols are drawn. Luckily for Carrtog, charging in might be his best chance of earning a name. But then the trap springs around the royal party and Carrtog realizes his eagerness may lead to his demise.Worse, if he manages to survive the ensorcelled contraption and rescue the King from the depths of the rebellious north, he might find that holding the King's favor could prove more dangerous than any duel against a combat magician in the haze of battlefield smoke. He'll need more than a little wit and inventiveness to survive this uprising.
Return to the Hidden Ways Qedrim's luck just ran out with the caravan. Wandering in the wilderness, he finds himself rescuing a strange man and his mule.In return for his generosity, Qedrim is taken on the Hidden Ways to the land of Higfrod where he must help Lady Annivristi fend off B'tlas and his monstrous army.But in order to do, so he must master his ability to move stones. So he can be...a Stonecaller.
Lusommi of Askos is the last blood heir to the throne, Thotogol is a playful ox-driver. Watch how their lives intertwine as they seek to free the Wennz-Askos empire from the iron rule of Bloody Narnash and his gruesome vizier Doctor Gobnash.
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