On steamy Pryan, never-ending sunlight and plentiful rain have created a jungle so vast that humans and elves dwell high in the trees and only dwarves live anywhere near the ground. From the treetops the aristocratic elves sell weapons to the other races, whose incessant warfare sends a steady steam of profits and essential resources skyward. Now, generations of dissent and race hatred will not heal -- not even under the threat of annihilation at the hands of legendary Titans. Armed with little more than their wits and prophecy, an elf, a human, and a dwarf must unite to try to save the world from destruction.
The Daughters of the Dryad have been found and are about to attempt their greatest magic yet. Cameron is a fey prince who has chosen to live in the mortal realm, sworn to fight evil wherever he finds it. Sir Cameron le Fey is on a mission to track down the final dryad granddaughter. He has to get to her before the enemy does, but when he finds her, she surprises him. She’s not really like the others. Kaleen is an unexpected power with knowledge far beyond her years. Kaleen Fairchild doesn’t think she’s in any danger when Cameron shows up in her back yard, but she begins to believe when she’s attacked in her own garden by a mage up to no good. Together they will find a rare and special love, rediscover forgotten magic, and do their best to free the trapped dryad. They will face danger together and bond over shared magic. He’s never met anyone like her and she finds herself attracted to him in ways she’s never felt before. Together they will join with the others to perform the Elven Star spell to try to help Leonora. After that, only Fate can tell where they wind up. Each has a legacy of magic and duty, but they will have to choose where that legacy leads them -- to their family duty in the fey realm, or to battle evil in the mortal one? Together or apart, they need to decide where and when, and if their feelings can last through all their immortal days.
On steamy Pryan, never-ending sunlight and plentiful rain have created a jungle so vast that humans and elves dwell high in the trees and only dwarves live anywhere near the ground. From the treetops the aristocratic elves sell weapons to the other races, whose incessant warfare sends a steady steam of profits and essential resources skyward. Now, generations of dissent and race hatred will not heal -- not even under the threat of annihilation at the hands of legendary Titans. Armed with little more than their wits and prophecy, an elf, a human, and a dwarf must unite to try to save the world from destruction.
"The Elven Star Oracle" is an original divinatory system created by the Silver Elves invoking the 88 major astrological constellations and the blessings of the Shining Ones for guiding one through the world and ever closer to the realization of Faerie. It is called "The Elven Star Oracle" because it is based upon the seven pointed Elven Star, sometimes called the Faery Star, and the areas between the points, overlaid on the dimensional manifestation of Faerie and the realms that are linked to it.
Ages ago, sorcerers of unmatched power sundered a world into four realms—sky, stone, fire, and water—then vanished. Over time, magicians learned to work spells only in their own realms and forgot the others. Now only the few who have survived the Labyrinth and crossed the Death Gate know of the presence of all four realms—and even they have yet to unravel the mysteries of their severed world. . . . In Arianus, Realm of Sky, humans, elves, and dwarves battle for control of precious water—traversing a world of airborne islands on currents of elven magic and the backs of mammoth dragons. But soon great magical forces will begin to rend the fabric of this delicate land. An assassin will be hired to kill a royal prince—by the king himself. A dwarf will challenge the beliefs of his people—and lead them in rebellion. And a sinister wizard will enact his plan to rule Arianus—a plan that may be felt far beyond the Realm of Sky and into the Death Gate itself.
Faerie Stones explores the Faerielore and Folklore associated with different stones and various crystal formations, from the ancient Neolithic arrows known as Elfshot to magical Faerie dusted geodes known as Fairy Cavern Quartz. It deals with the metaphysical aspects of the stones, their traditional uses and healing qualities, and discusses which types of Faerie and which Deities/Faerie Monarchs are associated with each stone. It also offers practical tips and two meditations for working with Faeries and stones for spiritual development. Aimed at all those who love Faeries and Crystals, it is ideal for the beginner or the more experienced practitioner.
Unlock the hidden meanings of the world’s ancient and modern signs and symbols with this huge A-Z reference book on symbolic objects. The Encyclopedia of Secret Signs and Symbols is the definitive A-Z guide to the ancient meanings of signs and symbols, some of which have been lost for thousands of years. From different cultures and religions across the world, within these illustrated pages are signs of magic and mystery, secret alphabets, scripts, and numerology. Find out why Masonic temples have black-and-white checkered floors, where in the natural world the golden mean can be found, why the pentagram is considered a magical symbol of power, and more.
The Ultimate Book of Shadows for the New Generation This book has everything a teen Witch could want and need between two covers: a magickal cookbook, encyclopedia, dictionary, and grimoire. It relates specifically to today's young adults and their concerns, yet is grounded in the magickal work of centuries past. Information is arranged alphabetically and divided into five distinct categories: (1) Shadows of Religion and Mystery, (2) Shadows of Objects, (3) Shadows of Expertise and Proficiency, (4) Shadows of Magick and Enchantment, and (5) Shadows of Daily Life. It is organized so readers can skip over the parts they already know, or read each section in alphabetical order. Features By the author of the best-selling Teen Witch and mother of four teen Witches A jam-packed learning and resource guide for serious young Witches All categories are discussed in modern terms and their associated historical roots Includes endnotes and footnotes that cite sources or add clarification A training companion to Teen Witch and To Ride a Silver Broomstick
This is the exciting fourth volume of Jay P. Newcomb’s epic, Visigothic Saga. In book three, Adawulf Hister, the tyrannical sorcerer of Dakkia, had engineered the kidnapping (by the centaurs and the satyrs) of the four-year-old leprechaun child Liam O’Hurleyhune and imprisoned him in Mandraki Castle on Cyclops Island in the far-off Hellene Sea. Also taken was the faun woman Amberwose and her five-year-old faunling Rockwose. Hister demands that in exchange for the lives of the hostages, Molly O’Hurleyhune travel to Cyclops Island and hand over to his servants the Heart of the Sea, which is the all-important eighth piece of the All-Seeing Eye—a powerful device of magic, which, if Hister is able to reassemble, will spell disaster for the world. With the All-Seeing Eye in place in his new Tower of Babel, Hister hopes to accomplish his evil scheme of bringing about the Gotterdammerung (twilight of the gods) and his conquest of all Midgard! But the forces of good have risen to the challenge and have assembled a force of gallant knights, the Knights of Víðarr (Vitharr). This new order of knights are aptly named—named after the angel of vengeance from Asgard called Víðarr; for Queen Gwynnalyn Volsungsdottir (who is the grandmaster of the Order of the Knights of Víðarr) has vowed an oath of revenge against the sorcerer and his minions who’ve committed this outrage. But it is a race against time for the gallant knights on their legendary journey. They must travel thousands of miles o’er land and sea and, along the way, fight off barbarians, confront King Minus of the Cyclopses, as well an evil sea dragon in order to save the hostages—before Hister has them cruelly executed! Meanwhile, King Sigurd will take the Tervingian Army and all his thanes on a legendary journey of their own to strike at the minions of the dark powers within their own territory. To do this, he must traverse a vast forest called Myrkvidr, which is the haunt of a wicked dragon named Fafnir. Sigurd must confront Fafnir in a life-or-death battle for the survival of him and his army. The elves, too, have their own legendary journeys to accomplish, and the soul of the world is hanging in the balance.