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This town's only big enough for one sorcerer... Jane Fortune is a talented young businesswoman, having turned her hobby of making candles and bath bombs into a decently lucrative career. The north Georgia mountains attract tourists, after all, and who doesn't like to smell nice? But Ragged Gap's witchier townsfolk know about some of Jane's other talents. Rumor has it that she can make problems disappear, especially if someone is being abused. Jane doesn't advertise her gifts, nor does she take payment for her "special" jobs, but she's highly effective. Unbeknownst to her neighbors, Jane is a sorcerer, the real deal. It's a pity that her existence is evidence of a crime, at least by Pactlands standards. Jane's never been into the pocket world her long-missing mother called home, as her father was merely human-and the adopted father who raised her, a sorcerer in his own right, didn't turn her mother in when he had the chance. While Jane's curious about the Pactlands, she doesn't want to put her dad in danger by exposing herself. But then she finds a dead faun in her yard, and a stranger with talent of her own begins promising Jane's neighbors magical power beyond their wildest dreams. Ragged Gap is Jane's town, and she'll defend it...even if that means revealing her existence to the people who could cost her everything she holds dear.
She's new to this princess gig... Learning to run a kingdom wasn't part of Susan Cole's-now Susan Fulquir's-career plan. Muddling through foreign languages, frustrating her tutors, and squaring off against tightly laced dresses would be complicated enough without throwing in the slight issue of Susan's frosty relationship with her mother. Not only has Susan exposed Erianthe's lies, but she's also supplanted her favored half brother in the line to the throne of Daril. Susan's greatest ally is a surprise: Terj, who, though having regained his freedom, remains close to her. While she wants him to be happy, she dreads the day he finally takes his leave, as her feelings toward the elemental have shifted far from mere camaraderie. But Susan's existence has political ramifications beyond Daril. When Erianthe signed her own marriage treaty, it was expected that one of her Cirivanti husband's children would rule after her. Now unable to uphold the terms, and desperate to keep Cirivant happy, Erianthe proposes another marriage-Susan's. If Susan refuses...well, Erianthe has other options. And when it comes to the child the queen has twice failed to kill, nothing is off the table.
No one ever said questing would be simple... All Susan Cole wanted was for someone to free her from the cursed sword she inherited. Now she's hiding far from home, on the run from her filicidal mother. Her friends are stuck with her, sucked into a larger problem than any of them signed up to face. Complicating matters, Susan has newly acquired powers she's barely begun to explore-not to mention she's the rightful crown princess of a kingdom she didn't know existed three weeks ago. Oh, and the cursed sword imprisons an elemental, who's been trapped in constant pain for centuries. If no one is willing to free Susan, then she'll have to free herself and her elemental partner. All she needs to do is destroy the monsters the sword was forged to kill...who come from the Outside, a place from which no explorer has ever returned. No biggie. But one way or another, Susan needs answers. Even if that means a journey far beyond the edges of the map...
When the waters rise, you either swim or drown. Expelled from the Pactlands and cut off from the man she loves, Rose Thorn is left reeling and desperate to find a way back to Yven. But as months pass without a reprieve, she struggles to keep hope alive. Until Lord ti'Cren comes to call. Rose's great-grandfather disowned his son for daring to love a human woman. Now his youngest daughter has vanished, a potential scandal for image-conscious Hall ti'Cren. Rather than go public with her disappearance and damage the Hall's reputation, he instead demands that Rose help him with her farsight-and keep her silence. Though Lord ti'Cren's disdain for Rose wounds her, she sees a chance. If she can earn her great-grandfather's favor, then perhaps he'll acknowledge her into the Hall-the one thing she needs to legally be with Yven. But as Rose begins to search for the missing woman, her farsight takes her in unexpected directions. Deadly directions. Rose's gift may be the key to bringing down one of the Pactlands' most dangerous criminals...but only if she survives Floodtide.
No one holds a grudge quite like a faerie . . .All Colin Leffee wants is to be left alone: to run his used bookstore in peace, and to quietly drink himself to sleep every night in an attempt to drown out the memories of eight-hundred-plus years of existence.Unfortunately, when a sullen teenage changeling is flung out of Faerie and onto his doorstep, the long-suffering, wayward son of Titania knows his dreams of solitude are dust. Colin?or Lord Coileán, as he is known to the Faerie court?must track down Meggy, the love of his life, and figure out how her child ended up in Titania's clutches to begin with.But with family, it's never simple. He finds Meggy, only to have her yanked into Faerie?and the doors between the realms slammed and locked behind her. Now, it's not just her life at stake . . . but the fate of magic itself. Always the loner, Colin reluctantly joins forces with an intensely stubborn wizard, a young priest-in-training who fancies himself a knight, and his half brother Robin (the last most definitely not by choice) on a quest to reopen the doors and restore the balance between the realms. And with exiled queen Mab plotting in the shadows to take Titania's throne, and the wizards of the governing Arcanum hiding their own agenda, Colin can't be sure whom to trust?or whether he'll live long enough to see the mission through.
It's not every assignment that ends in a quest... For Kitty Connolly, family is a complicated subject. Her father died when she was a child. Her mother, a powerful but disgraced magus, wants nothing to do with her. Her baby sister, Beth, hardly knows her but hates her all the same. But Kitty has found her own sort of family along the way. Maria, her best friend, is more like a sister. Her colleagues on the Arcanum's Away Team respect her, even though she's barely a witch. And then there's Marcus, her...well, that's complicated. When her boss announces yet another of his grail quests, Kitty goes along with her work family, no matter how hopeless the mission. Though the Away Team has uncovered moldering books of magic, long-lost wands and other artifacts, and even an ensorcelled faerie lord in the field, everyone knows that the hunt for the grail is a fool's errand. Stumbling onto an ancient secret, however, sets Kitty on a quest of her own-one that will change her family forever. Of course, no quest was ever easily won, and Kitty's journey takes her deep into the Gray Lands, a place where her paltry talent for magic is useless...and whose queen, having once been humiliated, is eager for revenge. For Kitty to succeed, she'll need more than a little help from her friends, if not a miracle. And for the Arcanum to survive the coming storm, she'll need to uncover an extraordinary sort of magic.
The only constant is change... On the surface, the realms coexist more peacefully than they ever have. The Three of Faerie keep the chaotic elements of their courts in check by holding their people on a tight leash. Arik, the young king of Conota, enjoys calm in his land and eagerly anticipates the birth of his first child. And while Toula's quarter-century as the Arcanum's grand magus hasn't always been easy, her tenure has brought stability to the mortal realm's magical factions. But placid waters can hide nightmares in their depths. In Faerie, long-brewing resentment against the Three is poised to boil over, and a new power on the ascent threatens old alliances and the tenuous peace. While Toula attempts triage, a movement from within the Arcanum sees a prize within its grasp: the grand magus's chain of office. Meanwhile, the Away Team stumbles across a forgotten artifact from Eadwig's past, a weapon of war with catastrophic potential. Regimes that rise must one day fall, and this time, magic may not be enough to avert the impending disaster...
Ruling Faerie isn't all it's cracked up to be...Colin Leffee-Lord Coileán these days-has it all. His once-lost love is back in his life and willing to give him another chance, their daughter's magical bind and fake memories seem secure, and his hold on his mother's vacated throne hasn't wavered during his six-month reign. True, ruling a faerie court comes with the headache of superintending his quarrelsome people and placating his hostile siblings, but Coileán envisions smooth sailing ahead.But then his resident would-be knight stumbles onto a baby dragon. A sea monster in south Florida sends the merrow into a panic. The captain of his guard learns a secret with consequences for the future of the courts. Meanwhile, the Arcanum has its own nasty surprise in store for the novice king.And with Mab's demise, a new power is rising in the Gray Lands-one willing to do whatever it takes to seize his birthright.For Coileán, the cost of his throne may be everything-and everyone-he holds dear.
Some secrets should stay buried... From where Kitty Connolly is standing, the summer looks promising in Glastonbury. With her boyfriend by her side, her sisters preparing for glory at the Arcanum's annual Games, and the Away Team's resident dragon off on paternity leave, Kitty sees smooth sailing ahead, a season unbothered by pesky fires in need of smothering. But that's before Kitty meets Quinn Dellucci, a young wizard in desperate need of remedial training. All Quinn wants is a job in art conservation. Unfortunately, her stress can blow up cars. She never expected to stumble across magic, much less the nasty surprise hiding in her family tree. And Quinn's not the only concerning discovery. A mundane archaeological excavation in the west of Ireland draws the Away Team's attention when a stone coffin wrapped in spells is found deep beneath a parking lot. Inside that coffin lies the key to one of the Arcanum's greatest cover-ups...and a clue to the location of a legendary grail. The Away Team excels at retrieving misplaced magical items. But sometimes, things go missing for a reason, and not all that is lost should be found...
Fleeing her fate was the easy part... One year ago, Lady Imaranta of High Vale escaped Conota-the so-called Gray Lands-and joined her human mother in the mortal realm. Living in a small Oklahoma town as Hope Lozano, keeping her true appearance masked by magic, she's tried to blend in and make a life for herself as she adjusts to her freedom. But the locals still regard her with suspicion, she knows precious little about her new home, and then there's the tiny matter of the dead to consider. Cynaeli are natural mediums, and Hope, who's particularly gifted, has to contend with a constant stream of requests from the departed. Still, even if Hope's path forward isn't entirely clear, she thinks she has matters under control. That is, until Arik shows up. Another highborn cynaeli in Oklahoma would be dangerous enough, but Arik is wounded and weakening...and he carries an ominous message. Back in Conota, no one has yet stepped forward to claim the late queen's throne, and the rival factions are massing their armies. Worse still, Arik's father fears that another of his sons might be the missing monarch-a son who, like Hope, fled Conota. Now, an insatiable force is loose in the mortal realm, hunting him down, and no one in its path is safe. If Hope and Arik want to save Arik's brother from a bloody end, they'll need to go on the run-and with lives and a throne in the balance, they'll need help from the living and the dead.
Abonner på vårt nyhetsbrev og få rabatter og inspirasjon til din neste leseopplevelse.
Ved å abonnere godtar du vår personvernerklæring.