Koren Bladewell now knows he is a wizard, but he is lost in the wilderness, cut off from help, and unable to use his powers. The enemy is poised at the border with an overwhelming invasion force, and it will take wizards, soldiers and a young, untested princess to hold off defeat long enough for Koren to be trained and grow into his power. But he might not wish to help those who deceived him and destroyed his life.
The Wizard's Council of Tarador was supposed to tell young Koren Bladewell that he is a wizard. They were supposed to tell everyone that he is not a jinx, that all the bad things that happen around him are because he can't control the power inside him, power he doesn't know about. The people of his village, even his parents, are afraid of him, afraid he is cursed. That he is a dangerous, evil jinx.
The world is falling to the burning shadow of the Possessed and only the power of a battle mage can save it. But the ancient bond with dragonkind is failing. Of those that answer a summoning too many are black. Black dragons are the enemy of humankind. Black dragons are mad. Falco Dante is a weakling in a world of warriors, but worse than this, he is the son of a madman. Driven by grief, Falco makes a decision that will drive him to the brink of despair. As he tries to come to terms with his actions Falco follows his friends to the Academy of War.
Tricked into a world of banished gods, demons, goblins, sprites and magic, Richter must learn to meet the perils of The Land and begin to forge his own kingdom. Actions have consequences across The Land, with powerful creatures and factions now hell-bent on Richter's destruction. Can Richter forge allegiances to survive this harsh and unforgiving world or will he fall to the dark denizens of this ancient and unforgiving realm? A tale to shake "The Land" itself, measuring 10/10 on the Richter scale, how will Richter's choices shape the future of The Land and all who reside in it? Can he grow his power to meet the deadliest of beings of the land? When choices are often a shade of grey, how will Richter ensure he does not become what he seeks to destroy?
Koren Bladewell now knows he is a wizard, but he is lost in the wilderness, cut off from help, and unable to use his powers. The enemy is poised at the border with an overwhelming invasion force, and it will take wizards, soldiers and a young, untested princess to hold off defeat long enough for Koren to be trained and grow into his power. But he might not wish to help those who deceived him and destroyed his life.
The Wizard's Council of Tarador was supposed to tell young Koren Bladewell that he is a wizard. They were supposed to tell everyone that he is not a jinx, that all the bad things that happen around him are because he can't control the power inside him, power he doesn't know about. The people of his village, even his parents, are afraid of him, afraid he is cursed. That he is a dangerous, evil jinx.
The world is falling to the burning shadow of the Possessed and only the power of a battle mage can save it. But the ancient bond with dragonkind is failing. Of those that answer a summoning too many are black. Black dragons are the enemy of humankind. Black dragons are mad. Falco Dante is a weakling in a world of warriors, but worse than this, he is the son of a madman. Driven by grief, Falco makes a decision that will drive him to the brink of despair. As he tries to come to terms with his actions Falco follows his friends to the Academy of War.
Tricked into a world of banished gods, demons, goblins, sprites and magic, Richter must learn to meet the perils of The Land and begin to forge his own kingdom. Actions have consequences across The Land, with powerful creatures and factions now hell-bent on Richter's destruction. Can Richter forge allegiances to survive this harsh and unforgiving world or will he fall to the dark denizens of this ancient and unforgiving realm? A tale to shake "The Land" itself, measuring 10/10 on the Richter scale, how will Richter's choices shape the future of The Land and all who reside in it? Can he grow his power to meet the deadliest of beings of the land? When choices are often a shade of grey, how will Richter ensure he does not become what he seeks to destroy?
Koren Bladewell's future was stolen from him, by wizards who chose to lie, to conceal the fact that Koren is a wizard. Crown princess Ariana Trehayme must find a way to become queen before her 16th birthday - before her indecisive mother allows all of Tarador to be conquered.
The second captivating installment of Aleron Kong's Chaos Seeds series. "We are life takers and heartbreakers," Richter shouted. "Let's go!" Richter and Sion are at it again! Even more of what you loved in the first book. Leveling, world building, awesome items, and what's that you say? Sure! Why not? What's a little necrophilia between friends? Join your favorite Chaos Seed as he answers the call of adventure and deals with the invaders, greedy dwarves, and a wood elf that keeps telling him he has a pretty mouth.
They are the fatemarked. Misunderstood. Worshipped. Hated. Murdered at birth. Their time to step into the light has come. An ancient prophecy foretold their coming, the chosen few who will bring peace to a land embroiled in a century of mistrust and war. When kings start dying, that hope and belief swiftly turns to fear. Roan Loren is one of the fatemarked, but has hidden his mark of power his entire life, fearing the damage it might cause to those around him. A great evil is coming. He can't hide anymore.
What's that you say? You want more village growth? Well be careful where you stand, because the Mist Village just took a Viagra-Cialis sandwich and there is a stiff breeze blowing! (I can make some more references if you're still not getting the point ... did you see what I did there?) Please join the author on Facebook by simply typing "Aleron Kong" into the search bar.
From a master of comedy and fantasy comes the long-awaited audiobook that lets you bring adventure and wonder with you wherever you go. In *The Land, *Aleron Kong has sculpted a world of joy, horror, and wonder, forging together the best elements of American LitRPG. Quests, mystery, action, and adventure spill forth with every word.
The time of hiding has passed. The Mist Village will make itself known. Goblins have invaded Richter’s lands. Though the first incursion has been defeated, the anger of Chaos Seed remains. Those who challenge Richter’s power will learn there is a reason all creatures fear the mist.... It is the home of monsters. For the first time, Richter takes the battle to his enemies. He will live up to his name, and the very Land will shake with this power.
When Soren is plucked from the streets and given a place at the prestigious academy of swordsmanship, he thinks his dream of being a great swordsman has become a possibility. However, with great intrigues unfolding all around him, Soren discovers that he is little more than a pawn to the ambitions of others.
Rezkin is an elite warrior who aims to restore order in Ashai after Caydean's attack on the King's Tournament transformed former allies and trading partners into enemies. With no army and only a ragtag group of refugees, Rezkin must wrest control of the kingdom from the mad and powerful usurper, who seems bent on destruction, and this may not be the biggest challenge. If he fails, the kingdom will be ripped apart, and Rezkin will have violated Rule 1 - to protect and honor his friends.
When the Magelord Minalan, the Spellmonger's two apprentices, Tyndal and Rondal, were knighted after the battle of Timberwatch, they were dubbed Knights Magi: a new class of nobility for distinguished High Magi. Designed to combine the pursuit of arcane knowledge with the noble aspirations of chivalry, it elevated them above common warmage...in theory. The problem was they had no idea how to be a Knight Mage...because no one had ever been one before.
Mankind has lorded over the land of Illian for a thousand years, enjoying what was left to them by the elves, as if it were their birthright. A thousand years is a long time for an immortal race to see the error of their ways and realize a truth that has remained unsaid for a millennia - elves are superior! They are faster, stronger, and connected to the magical world in a way that man could never grasp. Illian is their birthright. The six kingdoms of man are fractured, unallied and always clawing at each other's doors for more power.
The post of Head Girl of Whitehall looks fantastic on anyone's resume. It places the lucky winner on equal terms to the staff, granting them authority, power, and responsibility that no other student can even dream of possessing. Naturally, Emily doesn't want it. But when she returns to Whitehall for her sixth and final year, she discovers that the staff has elected her to the post - and refusal isn't an option. Reluctantly, she starts to carry out her new duties, unaware that deadly enemies are waiting in the shadows, preparing themselves to strike at her when her back is turned.
The epic battle between humankind and their godlike rulers finally ignites in the masterful follow-up to Age of Myth and Age of Swords. The alliance of humans and renegade Fhrey is fragile - and about to be tested as never before. As the Fhrey overlords marshal their army and sorcerers to crush the rebellion, old loyalties will be challenged while fresh conspiracies will threaten to undo all that Persephone has accomplished.
While Annise Gäric and her forces march on Castle Hill to retake the northern throne, her cousin, Rhea Loren, wages a naval war against Blackstone. Meanwhile, Roan Loren and Gwendolyn Storm struggle to breach the gnarled, vine-choked undergrowth of the Tangle in their quest to reach Knight's End and learn more of the true purpose of the fatemarked. In the south, a Calypsian empress is murdered, and her daughters fight to claim the empire and wage a civil war against their estranged father's armies. In Phanes, slavery runs rampant while a rebel group fights to free the oppressed people.
The Malazan Empire simmers with discontent, bled dry by interminable warfare, bitter infighting, and bloody confrontations with ancient and implacable sorcerers. Even the imperial legions, long inured to the bloodshed, yearn for some respite. Yet Empress Laseen’s rule remains absolute, enforced by her dreaded Claw assassins. For Sergeant Whiskeyjack and his squad of Bridgeburners, and for Tattersail, their lone surviving mage, the aftermath of the siege of Pale should have been a time to mourn the many dead. But Darujhistan, last of the Free Cities, yet holds out.
From the international best-selling author of the Broken Empire Trilogy comes the first in a brilliant new breakout fantasy series. A searing novel set in a brand-new world, this series follows a young girl who enters a convent where girls are selected to train in religion, combat, or magic. Nona is selected to learn combat and finds herself at the center of an epic battle for empire on the outer reaches of a dying universe.
To the north, Annise Gäric ventures into the Hinterlands to discover the truth of the Sleeping Knights, who may be the only hope for her kingdom. Meanwhile, Tarin Sheary travels to Darrin in a desperate bid to repel the eastern forces amassing at Crow's Nest. Unbeknownst to either of them, a new threat rises in Blackstone.
Clay Cooper and his band were once the best of the best, the most feared and renowned crew of mercenaries this side of the Heartwyld. Their glory days long past, the mercs have grown apart and grown old, fat, drunk, or a combination of the three. Then an ex-bandmate turns up at Clay's door with a plea for help - the kind of mission that only the very brave or the very stupid would sign up for.
After failing to completely close The Rift, Lusam and Neala travel south in search of the illusive Pearl Isle, where they hope to discover the fourth Guardian book, and return in time to try again. Time, however, is not on their side, as the dark God, Aamon, sets in motion a plan to restore his own power, and once again tear open The Rift to unleash the horrors of the Netherworld upon their world. Aysha's new inability to see his destiny, along with her prophetic warnings about a hidden realm and Neala's certain death if she enters it, all weigh heavily on Lusam's mind.
DeathWizards have been the scourge of Talohna for over 5000 years; they are executed at birth or hunted to the death. There are no exceptions. Pulled by magic and blood sacrifice into a world he can't possibly begin to understand, Kael Symes soon finds himself the focus of a Talohna-wide manhunt. Desperate and trying to stay ahead of ArchWizard Giddeon Zirakus's execution squad, Kael soon discovers that Talohna's ArchWizard may be the least of his worries.
In the vast dominion of Seven Cities, in the Holy Desert Raraku, the seer Sha’ik and her followers prepare for the long-prophesied uprising known as the Whirlwind. Unprecedented in size and savagery, this maelstrom of fanaticism and bloodlust will embroil the Malazan Empire in one of the bloodiest conflicts it has ever known, shaping destinies and giving birth to legends.....
Shroud of Eternity picks up where Terry Goodkind's New York Times bestseller Death's Mistress left off, promising a thrilling brew of bloodshed, sex, deception, and sorcery. The formidable sorceress Nicci and her companions - the newly powerless Nathan and the youthful Bannon - set out on another quest after driving ruthless Norukai slavers out of Renda Bay. Their mission: restore Nathan's magic and, for Nicci, save the world.
Vaelin Al Sorna, warrior of the Sixth Order, called Darkblade, called Hope Killer. The greatest warrior of his day, and witness to the greatest defeat of his nation: King Janus' vision of a Greater Unified Realm drowned in the blood of brave men fighting for a cause Vaelin alone knows was forged from a lie. Sick at heart, he comes home, determined to kill no more. Named Tower Lord of the Northern Reaches by King Janus's grateful heir, he can perhaps find peace in a colder, more remote land far from the intrigues of a troubled Realm.
War is set to ravage the land of Illian. The elves sail from the east, the savage Darkakin rise from the south and Valanis, the dark elf, is finally free. Valanis would see the world plunged into chaos and drowned in blood, ready for the return of the gods that still haunt him. A new hope rises in the Red Mountains, where the last remaining dragons have been discovered. Gideon and Galanor, human and elf, will have to work together. Only then might they convince Adriel, the last of the Dragorn order, to intervene in the war to come.
What happens when the haggling is done and the shops are closed? When the quest has been given, the steeds saddled, and the adventurers are off to their next encounter? They keep the world running, the food cooked, and the horses shoed, yet what adventurer has ever spared a thought or concern for the Non-Player Characters? In the town of Maplebark, four such NPCs settle in for a night of actively ignoring the adventurers drinking in the tavern when things go quickly and fatally awry.
Lee is a quiet and unassuming office worker who leads a life of solitude, comfort, and routine. Day in and day out, he shuts off his brain, keeps his head down, and goes about doing his job and minding his own business. That is, he does until a drunken god shows up randomly one day and whisks him off into another world, demanding that Lee serve as his pawn in a game between the gods. Now, trapped in a completely different world full of danger, magic, and creatures, Lee has to figure out how to stay alive long enough to make it back home.
He held the fate of two worlds in his hands. Once he was an orphan called Pug, apprenticed to a sorcerer of the enchanted land of Midkemia. Then he was captured and enslaved by the Tsurani, a strange, warlike race of invaders from another world. There, in the exotic Empire of Kelewan, he earned a new name - Milamber. He learned to tame the unimagined powers that lay within him. And he took his place in an ancient struggle against an evil Enemy older than time itself.
Kyrus Hinterdale is about to get drawn into a conflict. His discovery that the world in his dreams is real, and that his twin within that world dreams of him, sets him off on a quest of self-discovery that could reshape two worlds. He is not alone with this special vision. Others like him had been at it far longer, working secret plots and stealing secrets from one world to take advantage in the other. Caught in the middle of an ancient conflict, Kyrus and his twin, Brannis, must discover who can be trusted, who must be watched, and who is out to kill them.
After a year of fighting across three different lands, Dante and Blays have finally brought Gladdic to justice - and in the process, they've unleashed a horror beyond all reckoning. The enemy is known as the White Lich. He is ancient. He is immensely powerful. And Gladdic believes he will soon enslave all of Tanar Atain. Their only chance to defeat him is to strike fast, before the lich has regained his power. But attacking him directly would be suicide.
Some feel the Lady, newly risen from centuries in thrall, stands between humankind and evil. Some feel she is evil itself. The hardbitten men of the Black Company take their pay and do what they must, burying their doubts with their dead - until the prophesy: The White Rose has been reborn, somewhere, to embody good once more. There must be a way for the Black Company to find her....
Aaron Jace had a normal life until they came for him. Now he's being hunted. Assassins will stop at nothing to find him. Aaron is from Earth; his family is not. He is the last scion of an ancient and powerful family. Thrust into another world, Aaron must find his way to the one man who can help him survive. The Safanarion Order includes the first three stories in the captivating epic fantasy series listeners describe as compelling and full of suspense.
The all-powerful immortal being, Trinos, created the world of Bish for her own amusement. There, an eternal war rages between good and evil under the gaze of the bored goddess. Humans battle monsters and each other in a savage, never-ending conflict. And there is one who is charged with maintaining the delicate balance between light and darkness: the warrior Venir, the Darkslayer.
Fleeing from a vengeful king has sent the former NPCs across Solium's borders, into the kingdom of Alcatham. As wanted fugitives, they head to the small farming village of Briarwillow, hoping to blend in, lay low, and avoid trouble at all costs. Unfortunately, Briarwillow has problems all its own, and its troubles quickly become theirs. If they hope to survive long enough to escape, they'll have to tackle an all-but-forgotten mystery buried at the town's border as well as seek the wisdom of a mysterious group of mages.
Avery Dunham has always been ready to follow her friend, time-traveling wizard Ignus Burke, on incredible adventures. This time, though, she has serious misgivings. It's just one week before Christmas, but she cannot get him to change his mind. The usually cool and collected magic-wielding leader is wholly obsessed by the portrait of the White Lady whom he is bent on rescuing. Almost as soon as they begin their journey, it becomes clear their mission is a trap. Avery was right: this adventure is not going to be like any other.
In the Kingdom of Estala, sorcerers called the Menti are outlawed, and religious fervour spreads throughout the realm. When Reva Avalon's parents are murdered during the Menti uprising, King Davead of Estala takes her into his care. But instead of marrying Prince Luca, as the King promised, she is sold to the severe General Unna of the King's army. When she is abruptly released from his clutches, Reva embarks on a journey through Estala, with more adventure, danger, and heartbreak than she could ever have imagined. Prince Luca, the king's second son, has always lived in the shadow of his beloved older brother. Sickly and weak, Luca fears he may be on his deathbed, but in a shocking turn of events, Luca finds himself at the centre of a power so great it may consume him. Luca must learn to control his powers in order to hide them, but can he hide his new gifts of sorcery from his father?
An ancient rift. A failing seal. A fading hope for humankind. In an age before memory, a civilization fell through a crack between worlds. Now, men and magic long-since vanished return from the void. The darkness is giving them back. Savra is a runaway with forbidden powers. Kostan is a reluctant ruler shouldered with a war-torn empire. Neither wanted the burdens they carry, but together, they are humanity's last hope.
To unite a fractured kingdom, a reluctant hero must rise. Neill has been charged with the impossible task of bringing the Middle Kingdom together to fight the burgeoning threat posed by the rogue sorcerer Ansall and his dragon Zaxx. Neill longs for his old life as a mere foot soldier for his father, responsible only for his family’s well-being, and is unsure about whether he is fit to lead an army. Neill’s contemplative nature forces him to consider every aspect of the problems he faces, but often makes it difficult for him to take action.
It all began with Dragon Weather: a wave of incredible heat, oppressive humidity, dark angry clouds . . . and dragons. Dragons with no remorse, no sympathy, no use for humans. Dragons who destroyed an entire village and everyone in it. Everyone, that is, except the young boy, Arlian. Orphaned and alone, Arlian was captured by looters and sold as a mining slave. Years later he escaped, fueled by years of hatred for the dragons, bandits, and slavers that took away his youth - and a personal vow to exact retribution from those who have wronged him.
Gavin Stoutheart’s father, the baron, is missing, along with Gavin’s brother, the heir. Gavin must step up to lead his people as they flee before an invading army. His only hope is that a combination of prohibited animal magic and his knack for strategy will keep them safe as they make their way through a fractured kingdom with an army on their tail.
Avery Dunham has always been ready to follow her friend, time-traveling wizard Ignus Burke, on incredible adventures. This time, though, she has serious misgivings. It's just one week before Christmas, but she cannot get him to change his mind. The usually cool and collected magic-wielding leader is wholly obsessed by the portrait of the White Lady whom he is bent on rescuing. Almost as soon as they begin their journey, it becomes clear their mission is a trap. Avery was right: this adventure is not going to be like any other.
In the Kingdom of Estala, sorcerers called the Menti are outlawed, and religious fervour spreads throughout the realm. When Reva Avalon's parents are murdered during the Menti uprising, King Davead of Estala takes her into his care. But instead of marrying Prince Luca, as the King promised, she is sold to the severe General Unna of the King's army. When she is abruptly released from his clutches, Reva embarks on a journey through Estala, with more adventure, danger, and heartbreak than she could ever have imagined. Prince Luca, the king's second son, has always lived in the shadow of his beloved older brother. Sickly and weak, Luca fears he may be on his deathbed, but in a shocking turn of events, Luca finds himself at the centre of a power so great it may consume him. Luca must learn to control his powers in order to hide them, but can he hide his new gifts of sorcery from his father?
An ancient rift. A failing seal. A fading hope for humankind. In an age before memory, a civilization fell through a crack between worlds. Now, men and magic long-since vanished return from the void. The darkness is giving them back. Savra is a runaway with forbidden powers. Kostan is a reluctant ruler shouldered with a war-torn empire. Neither wanted the burdens they carry, but together, they are humanity's last hope.
To unite a fractured kingdom, a reluctant hero must rise. Neill has been charged with the impossible task of bringing the Middle Kingdom together to fight the burgeoning threat posed by the rogue sorcerer Ansall and his dragon Zaxx. Neill longs for his old life as a mere foot soldier for his father, responsible only for his family’s well-being, and is unsure about whether he is fit to lead an army. Neill’s contemplative nature forces him to consider every aspect of the problems he faces, but often makes it difficult for him to take action.
It all began with Dragon Weather: a wave of incredible heat, oppressive humidity, dark angry clouds . . . and dragons. Dragons with no remorse, no sympathy, no use for humans. Dragons who destroyed an entire village and everyone in it. Everyone, that is, except the young boy, Arlian. Orphaned and alone, Arlian was captured by looters and sold as a mining slave. Years later he escaped, fueled by years of hatred for the dragons, bandits, and slavers that took away his youth - and a personal vow to exact retribution from those who have wronged him.
Gavin Stoutheart’s father, the baron, is missing, along with Gavin’s brother, the heir. Gavin must step up to lead his people as they flee before an invading army. His only hope is that a combination of prohibited animal magic and his knack for strategy will keep them safe as they make their way through a fractured kingdom with an army on their tail.
Merlin - fathered by a demon, converted to good by a strong mother. This is no made up tale, but the original story of Merlin from the year 1215 AD, interpreted for readers of today. Discover the real legend of King Arthur, which begins a generation before Arthur's birth. The devil wants a man on earth to work his evil plans. He decides to bring this about by impregnating a human woman. That woman, Meylinde, finds her life turned into a nightmare as a demon picks off her family one by one until only she is left.
Never an ordinary dragon, Nyra grew up forbidden to breathe fire or fly. Like her mother before her, she has only known a life of enslavement, held in thrall by mountain dragons, which need Nyra’s ripening wings to secure hunting for the future. But at the cusp of her first flying lesson, new rumors whisper through the herd. Mother pursues friendships in forbidden places, blurring the succinct enemy line. In a whirlwind of realization, Nyra uncovers a secret in plain sight, one thought unknown to her enslavers and putting her at the focal point of rebellion should it come into play.
Fifteen-year-old Nara Dall has never been good at keeping secrets. Yet it seems that her life has been filled with them, from the ugly scar on her back to the strange powers she possesses. Her mysterious adoptive father refuses to say anything about her origins, and soon, she and her best friend must attend the announcement ceremony, in which youths are tested for a magical gift. A gifted youth has not been announced in the poor village of Dimmitt for decades. When Nara uncovers the reason, she uses her own powers to make things right. The decision sets her and her friend on a path.
Lady Scrapple lurks in the depths of Kanebullar Mountain, building her army of mindless slaves and waiting for the perfect moment to strike. As the final pieces are about to fall into place and secure her victory, an anomaly is born. One of her goblins, an incredibly powerful shaman, stands free of Lady Scrapple’s iron-clad hive mind. A few miles west of Kanebullar Mountain, the frontier city of Talonrend perches dangerously on the edge of anarchy. King Lucius Firesbane has disappeared without an heir and left the city leaderless.
To the north, Annise Gäric ventures into the Hinterlands to discover the truth of the Sleeping Knights, who may be the only hope for her kingdom. Meanwhile, Tarin Sheary travels to Darrin in a desperate bid to repel the eastern forces amassing at Crow's Nest. Unbeknownst to either of them, a new threat rises in Blackstone.
After the liberation of the Greenreef islands, Elias has returned to the mainland of Lonwick, a new purpose burning in his heart: hunting down and killing the Felle general who murdered his love and purging the land of the scourge that is the Felle. When he returns, he finds that the war brewing to the south is on the verge of erupting, and his allies back home have found themselves in dire situations.
To save his people and the forbidden magic they're sworn to defend, Wardin Rath surrenders his birthright and his past. For seven years, he's held at the court of his deadliest enemy, oblivious to all he's lost. Until one day, the spell that stole his memories begins to crack. On the heels of a harrowing escape, Wardin's quest for answers leads him to the last magistery, where he studied magic as a boy. But he'll find no safe haven there - or anywhere.
Seer, bard, sage, warrior...Merlin's destiny is to prepare the way for the momentous event that will unite the Island of the Mighty: the coming of a king who will usher in the Kingdom of Summer.
Alistair the Fourth was a mighty general from a long-forgotten war. Four hundred years later, Alster Lightbridge is barely a shadow of his legendary namesake. Crippled and confined to his family’s estate, he spends his days dreaming of something larger than himself - something worthy of his name. Encouraged by his tutor to explore the Lightbridge archive, Alster discovers a magical dagger with the power to cleave shadows from their bodies. Blade in hand, Alster finally understands his purpose, though he needs to find a four-centuries-old grave in order to fulfill it.
War is set to ravage the land of Illian. The elves sail from the east, the savage Darkakin rise from the south and Valanis, the dark elf, is finally free. Valanis would see the world plunged into chaos and drowned in blood, ready for the return of the gods that still haunt him. A new hope rises in the Red Mountains, where the last remaining dragons have been discovered. Gideon and Galanor, human and elf, will have to work together. Only then might they convince Adriel, the last of the Dragorn order, to intervene in the war to come.
Following the events of the novel Bitterwood, a new and untested dragon-king now rules the land. The firebrand prophet, Ragnar, has raised an army of men to overthrow the dragons, and their first target is the town of Dragon Forge, home to the foundries that supply weapons and armor for the king's soldiers. Against this back-drop of war, the legendary dragon-slayer, Bant Bitterwood, finds himself in an uneasy alliance with a sun-dragon named Hex as they race to halt the genocidal schemes of the most dangerous creature alive: Blasphet, the Murder God.
Sophie, a dressmaker and charm caster, has lifted her family out of poverty with a hard-won reputation for beautiful ball gowns and discreetly embroidered spells. A commission from the royal family could secure her future - and thrust her into a dangerous new world. Revolution is brewing. As Sophie's brother, Kristos, rises to prominence in the growing anti-monarchist movement, it is only a matter of time before their fortunes collide. When the unrest erupts into violence, she and Kristos are drawn into a deadly magical plot. Sophie is torn - between her family and her future.