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Blood and Magic continues the adventures of Celecia and Dakoran in Verdan's future. While they attempt to find a way back home, they must also deal with the growing threat from North Maroa and resurgence of an ancient enemy, the vampires. The demonic creatures from Jamut's realm are once again led by the demon who inhabits the body of Celecia's former sister, Tathiel. And with the growing presence of magic, these mystically fueled creatures will no longer be contained. In North Maroa, Wendy leads a band of rebels seeking to depose the president who came from Verdan's past. Mriccon travels to Parthea to learn the state of the religion he founded. And while the world reels from unfolding events, a forced reunion causes enemies to reveal past secrets and work together if they are to survive. Their efforts result in a better understanding of each other and of themselves. All of this leads to a cataclysmic confrontation and sets the stage for The Fifth Age.
A city in ruins, battles against vampires and a journey into the goblin-infested Khanian mountains as the fourth age continues.
The war in Verdan is over. The death of Terek at Mount Bardoom has brought the world together and made the various races realize they can no longer live in isolation. But the peace promised by The Fourth Age is one they will still need to earn. In the frozen wastelands to the north there are those who seek to cheat death. If successful, they plan to reshape the world. Standing in their way is the same wizard whose death was recently celebrated, but now may be needed to protect those he once fought. In Izmir, a mysterious theft at Mount Bardoom sends the Lady Y'Shanarra on a quest and a collision course with those same schemes and ambitions. Trevor, finally reunited with his long lost son, seeks to return to Parthea. But first, he is reunited with friends and becomes entangled in a goblin revolution. And if recent revelations are true, it is goblin history which may yet provide clues to Verdan's future.
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Contains 10-year performance and investment data for 1,081 stock funds; 641 bond funds; 280 money market funds; and 125 fund groups, comparing performances between all no-loads with the same objectives and incorporating four measures of risk. After a review of the year and excerpts from 1995 issues of The No-Load Fund Investor newsletter, sections offer no-load fund performance tables, a directory of no-load funds, and appendices on mutual fund milestones, largest fund groups, and marginal tax rates. Annotation copyright by Book News, Inc., Portland, OR
In The Fourth Age heroes from across Verdan were summoned to oppose Terek, a wizard bent on world domination. In Dark Passages those heroes led by the Lady Y'Shanarra and the brave crusader, Trevor, braved the ancient evils of Kyrotha and the unknown horrors of the Khanian caves to reach Izmir, the base of Terek's new world order. Sacrifices were made, but those that survived have finally reached their destination. In Heroes of Bardoom, those that oppose Terek find a country at odds with itself and less than fully committed to their leader's vision. Yet Terek's power and reach have brought most of the human civilization under his control. A surprise from Terek's past and a bargain struck of necessity have likewise placed the dragons in Terek's debt. Now, it appears that only the elves stand between the wizard and total control of Verdan. And so Terek has summoned the elven kings and queens to Bardoom for a council that will determine all their fates.
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This book picks up five years after Council's End. The world has settled into an uneasy peace and is still dealing with the results of previous battles. Celecia is abducted under mysterious circumstances, and Dakoran leads a party determined to find and rescue his wife even if that journey takes him to the pits of the Netherworld. Celecia, the most powerful wizard in Verdan, wakes up to find herself in a strange yet familiar world. But here she can barely sense the mystic energy field, the source of her power. Determined to return to Dakoran, she has a chance encounter with newfound friends and comes to discover that the world she now inhabits is two thousand years in the future. Dakoran will find a path to Celecia, but before the two can be reunited, he will need to contend with a past and present evil and lead a new band of heroes who fight for freedom. He will also learn the true nature of a powerful artifact bequeathed to the king of Izmira, one that may hold other secrets regarding Verdan's fate.