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When Flint Fireforge becomes the reluctant king of the gully dwarves, he learns the true meaning of heroism and leadership Flint Fireforge, paternal dwarven member of the Heroes of the Lance, returns to his sleepy boyhood village in the foothills near Solace to investigate his brother’s murder. Upon his arrival, he finds Hillhome unexpectedly booming with commerce. But when he stumbles upon the ominous source of this prosperity—an alliance with an enemy dwarf race—he is pushed to the death in the Beast Pit. Even more unexpectedly, the gully dwarves and an interesting—and interested—female dwarf come to his rescue. Made their monarch against his will, Flint struggles to unite the scruffy dwarves into one fighting force that will not only thwart the agents of the Dark Queen but help him bring his brother’s killer to justice.
The reader and two animal companions face deadly dangers in a test to prove their readiness for adulthood by discovering the source of a mysterious light atop a mountain.
With the onslaught of a vicious plague, the fate of a Thonvil town rests in the hands of the man its villagers have scorned: Guerrand DiThon The name Guerrand DiThon has been cursed by his family since the day he disappeared. When a mysterious plague strikes their beleaguered village, Guerrand's name is invoked again—as the cause of the disaster. Bram DiThon, Guerrand's nephew, is more like his uncle than the family would care to admit. A skilled herbalist, Bram has unknowingly turned his skills toward magic. It is to Bram the villagers turn when the plague changes their eyes to onyx, their limbs to snakes, and their flesh to stone. Unable to stop the unexplainable deaths, Bram sets out to find his missing uncle. He learns that Guerrand is the High Defender of Bastion, the last stronghold before the Lost Citadel. But in finding him, Bram has unwittingly given an evil mage—once Guerrand's friend, now his archenemy—the key to destroy the three orders of sorcery.
The first book in an exciting Dragonlance trilogy that explores the many secrets of sorcery in the world of Krynn 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. One of these foes would not only see Guerrand dead, but the three orders of sorcery destroyed with him.
The second exciting installment in the Dragonlance saga Meetings Sextet—from husband and wife team Steve Winter and Mary Kirchoff One spring day Tasslehoff Burrfoot comes to Solace, accidentally pockets a copper bracelet, and (forcibly) makes the acquaintance of Tanis Half-Elven and dwarf Flint Fireforge. It’s a simple tale—except that the fate of the entire race of Dargonesti sea elves hangs in the balance. How does this piece of kender-coveted jewelry lead the companions and a sea elf princess to ally with the phaethons, creatures with wings of flame? The answer lies with a mysterious mage, a broker of souls, who knows the bracelet's secret and has a hideous plan to rule the Black Robes . . .
Before the War of the Lance, carefree kender Tasslehoff Burrfoot is enjoying the company of his friends at the Inn of the Last Home when a bounty hunter arrives and charges him with desertion for violating the kender laws of prearranged marriage. But Tasslehoff’s intended has pulled a disappearing act of her own. The race is on to see who gets dragged to the altar first in a tale of adventure replete with magic, monsters, and mayhem.
Dungeons & Dragons. It’s the fantasy role-playing game first conceived over fifty years ago by the now-legendary company TSR ,which has enthralled millions of devoted gamers around the world for generations. It’s a test of skill, intelligence, audacity, and survival. But no D&D game ever played could compare to the stunning behind-the-scenes melee for power and dominance that was the true story of TSR. Slaying the Dragon chronicles the rise and fall of TSR (Tactical Studies Rules), how the brilliant and wild minds of the legendary Gary Gygax and his co-creator Dave Arneson gave birth to a game that would capture the imagination of outsiders and underdogs throughout the world. From its hu...
The reader's decisions will determine whether Gersham Cullen, a young cleric at Olwen Abbey, can defeat the evil and powerful Vampire King.