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When the Lord of Tarsis finds himself with a politically volatile murder on his hands, he turns to the three most expendable inhabitants of the city of a solution. A mercenary, a poet-assassin, and a thief might not be everyone's first choice for detectives. But they find they're quite good at bringing murderers to justice.
Vinas Solamnus: soldier, nobleman, priest. Vinas Solamnus: rebel, commander, conqueror. Vinas Solamnus: author of The Oath and the measure and founder of the Solamnic Knights. No knight was ever nobler, more spiritual, more idealistic than Vinas Solamnus...but he wasn't always that way. The story of his early years, his education, and his crucible is truly one of the most famous....
A mage's soul is forged in the crucible of magic. Raistlin Majere is six years old when he is introduced to the archmage who enrolls him in a school for the study of magic. There the gifted and talented but tormented boy comes to see magic as his salvation. Mages in the magical Tower of High Sorcery watch him in secret, for they see shadows darkening over Raistlin even as the same shadows lengthen over all Ansalon. Finally, Raistlin draws near his goal of becoming a wizard. But first he must take the drea Test in the Tower of High Sorcery. It will change his life forever - if he survives.
The Knights of Solamnia were the greatest order of chivalry in the history of Krynn. All those who wish to become Solamnic Knights must first enter as squires of the Knights of the Crown, with whom they begin their training in the virtue of loyalty. This is the story of Sir Pirvan the Wayward, whose reluctant and inauspicious beginnings as Pirvan the Spell Thief bore few clues to his potential as a Knight of the Crown.
Forests cover Ansalon. Under the legendary Silvanos, the elves of Krynn begin to tame the wilds and raise their crystal cities. But as the Elderwild Kaganos journeys toward a mystical encounter high in the mountains, he knows that, for his tribe, the woodlands must remain their eternal home. As centuries pass and Dragonwars rage, the tribe of Kaganos battles encroaching humans and the minions of the Dark Queen, aided by a potent lgacy guided by revered pathfinders.... Until the wild elves stand upon the brink of the deadliest challenge of all - a challenge that marks a choice between annihilation and survival.
Explores the folklore and history of the dwarven clans of Krynn through the bickering clans' reconciliation and the construction of the legendary Thorbardin. By the author of Gates of Thorbardin.
When the Lord of Tarsis finds himself with a politically volatile murder on his hands, he turns to the three most expendable inhabitants of the city of a solution. A mercenary, a poet-assassin, and a thief might not be everyone's first choice for detectives. But they find they're quite good at bringing murderers to justice.
Vinas Solamnus: soldier, nobleman, priest. Vinas Solamnus: rebel, commander, conqueror. Vinas Solamnus: author of The Oath and the measure and founder of the Solamnic Knights. No knight was ever nobler, more spiritual, more idealistic than Vinas Solamnus...but he wasn't always that way. The story of his early years, his education, and his crucible is truly one of the most famous....
A mage's soul is forged in the crucible of magic. Raistlin Majere is six years old when he is introduced to the archmage who enrolls him in a school for the study of magic. There the gifted and talented but tormented boy comes to see magic as his salvation. Mages in the magical Tower of High Sorcery watch him in secret, for they see shadows darkening over Raistlin even as the same shadows lengthen over all Ansalon. Finally, Raistlin draws near his goal of becoming a wizard. But first he must take the drea Test in the Tower of High Sorcery. It will change his life forever - if he survives.
The Knights of Solamnia were the greatest order of chivalry in the history of Krynn. All those who wish to become Solamnic Knights must first enter as squires of the Knights of the Crown, with whom they begin their training in the virtue of loyalty. This is the story of Sir Pirvan the Wayward, whose reluctant and inauspicious beginnings as Pirvan the Spell Thief bore few clues to his potential as a Knight of the Crown.
Forests cover Ansalon. Under the legendary Silvanos, the elves of Krynn begin to tame the wilds and raise their crystal cities. But as the Elderwild Kaganos journeys toward a mystical encounter high in the mountains, he knows that, for his tribe, the woodlands must remain their eternal home. As centuries pass and Dragonwars rage, the tribe of Kaganos battles encroaching humans and the minions of the Dark Queen, aided by a potent lgacy guided by revered pathfinders.... Until the wild elves stand upon the brink of the deadliest challenge of all - a challenge that marks a choice between annihilation and survival.
Explores the folklore and history of the dwarven clans of Krynn through the bickering clans' reconciliation and the construction of the legendary Thorbardin. By the author of Gates of Thorbardin.
Dark dwarves...darker schemes...and rising chaos. For generations the baser clans of Thorbardin have raged against Hylar, ancestral rulers of the vast underground realm. Now, the finest Hylar army has marched away to face the Knights of Takhisis - and the dark dwarves see their opportunity. Besieged in the Life Tree that is their fortress city, the Hylar struggle to survive. Magic and madness threaten from all sides as Theiwar, Daergar, and Klar press the onslaught with bloodthirsty frenzy. The forces of Chaos join the battle against all dwarvenkind.
Before the War of the Lance... The Companions have gone their separate ways, each vowing to return with news of the growing darkness in Ansalon. Sturm Brightblade, a warrior whose honor is his life, and Kitiara, a passionate woman of uncertain loyalties, travel north in search of Sturm's long-lost father. Before they reach their destination, a band of gnomes begs for their help. But nothing with gnomes ever goes as planned. The two adventurers are soon thrown into a perilous adventure that will take them beyond the realms of Ansalon, through love and hate, to darkness and light.
The Summer of Chaos has ended. Ansalon's nightmare has only just begun. The gods have departed the world, heralding a new Age of Mortals. But before the dust of war can settle, vast shadows cover the land. Dragons have come to Ansalon, larger and more powerful than any ever seen, and they will wreak havoc on nations still trembling from war. As the lands themselves begin to change under the dire magic of the new dragon overlords, new heroes arise to lead the fight for freedom.
From the mists of Krynn's earliest history came the Barbarians. A young brother and sister escape a pack of predators and strike out on their own, their lives taking parallel courses linked to the destiny of different tribes. But dark powers watch the rise of civilization with cold calculation and deadly intent.
The people of Krynn have known war in past ages. Some are still alive who remember the triumph of good at the conclusion of the War of the Lance. Still more remember the devastation of the Chaos War, which ended the Fourth Age of the world. But now a new war is about to begin, more terrible than any have known. This war is one for the very heart and soul of the world itself.
On a dark spring night, nine weeks behind schedule, the MNS Indestructible, a Class C Submersible Deepswimmer, departs Sancrist Isle with a crew of twenty and a callous disregard for the inevitable. Armed with top-secret devices, a band of intrepid gnome explorers sets out on a legendary journey to subnavigate the continent of Ansalon and determine why very large rocks float. Though the fate of the world does not hang in the balance, theirs certainly does.
It will soon be the Night of the Eye, a rare time when all three moons align in high sanction over the lands of Krynn. On the eve of Guerrand DiThon's political marriage to a rival family, the young noble is visited by a strange, powerful mage who knows more about him than he does himself. Seduced by promises of wizardly might, Guerrand slips away beneath the triple moons and journeys for the Tower of Wayreth. No one thinks he will survive the deadly trek to the tower, but he does. It's only then that Guerrand realizes that he has made many enemies in his journey....
Years have passed since the end of the War of the Lance. The people of Ansalon have rebuilt their lives, their houses, their families. The Companions of the Lance, too, have returned to their homes, raising children and putting the days of their heroic deeds behind them. But peace on Krynn comes at a price. The forces of darkness are ever vigilant, searching for ways to erode the balance of power and take control. When subtle changes begin to permeate the fragile peace, new lives are drawn into the web of fate woven around all the races.
The Kingpriests have reigned for centuries in the name of Paladine, the supreme god of good. But danger lurks in the empire's heart. The Kingpriest has foreseen his own death, and dark forces converge on the Temple, vying to control the throne. Following a prophetic dream, a high priestess of Paladine sets forth in search of a worker of miracles, one who can lead the way to the triumph of light over darkness: the Lightbringer, the true chosen of the gods.
The Icewall: Cold, forbidding, remote, it stands like a dim white cloud on the very edge of sight. There Kerrick, an elf from the golden woods of Silvanesti, has been sent, an exile in disgrace. There too, a band of barbarian villagers make their stand against the remnants of an ogre empire that is determined to once again rule the frozen wastes. In the first book of this thrilling trilogy, Douglas Niles takes his listeners to a land that most in Krynn have heard of only in legen - the legend of the Icewall.
War can get a fellow killed. The fearless draconians of the War of the Lance have retired from the field of battle to a pleasant valley in the Kharolis Mountains. Well, it would be pleasant, if it weren't for some dwarves, whose irritating feuding prevents the draconians from realizing their greatest hope - the ability to continue their doomed race. When the dwarves discover a map leading to a fortune buried in the dwarven kingdom of Thorbardin, the draconians are swept up in a feverish race for treasure.
When Flint Fireforge, dwarf and metalsmith, receives a wondrous summons from the Speaker of the Sun, he journeys to the fabled elven city of Qualinost. There he meets Tanis, a thoughtful youth born of a tragic union between elf and man. Tanis and Flint, each a misfit in his own way, find themselves unlikely friends.But a pompous elf lord is mysteriously slain, and another elf soon meets the same fate. Tanis stands accused, and if his innocence cannot be proven, the half-elf will be banished forever.