A fantasy board game for two to four players, ages 8 and up, that takes just a few hours to play. El-Ankara is being besieged by Murdraak the goblin warlord, and your quest group, led by your wizard and dowdy crew, must recapture the Golden Orb of Prosperity, slay Murdraak and his black fire-breathing dragon, Bracco, and save the day! Do you have what it takes? With a 73 page rulebook, 83 page Card Compendium List, maps, charts, indices, appendices, 13 Engagements, 13 kinds of dice, 22 decks, chips, cubes, a Magical Spells Chart, a history of El-Ankara, and much, much more, it's simply impossible to have more fun!
Three dark empires ally as three dark gods merge into one unholy trinity. Concepts concerning life cycles, evolving, revolving into passing seasons, yin and yang, are all immersed into a ballistic journey laden with symbolism. The Christian Crusades were a skirmish in comparison as some deep journeys are inevitably drenched in blood. Dark dragons seize the moment to defy their god given tasks to protect the lower races from genocidal tendencies. Evil dragons were to protect the darker races of ogre, troll, goblin and such, while good dragons protect elf, dwarf, and human. Dragons no longer wish to play their protective roles. Instead, evil dragons intend to captivate and cultivate elves, humans and dwarves like sheep, cattle or pigs. An island sets in the center of the World Sea that provides the perfect rest stop for flying dragons. Rampaging evil denizens dominate the isle, but both an elf and a human empire have naval outposts upon the fringes of the rocky coastline. Between the two military installations sets the finest trading city that elf and man has ever established together. Neither of the two empires intends to let this fair city fall without a bloody rumble.
The Outstretched Shadow, the first book in The Obsidian Trilogy from Mercedes Lackey and James Mallory Kellen Tavadon, son of the Arch-Mage Lycaelon, thought he knew the way the world worked. His father, leading the wise and benevolent Council of Mages, protected and guided the citizens of the Golden City of the Bells. Young Mages in training--all men, for women were unfit to practice magic--memorized the intricate details of High Magic and aspired to seats on the council. Then he found the forbidden Books of Wild Magic--or did they find him? The three slim volumes woke Kellen to the wide world outside the City's isolating walls. Their Magic was not dead, strangled by rules and regulations. It felt like a living thing, guided by the hearts and minds of those who practiced it and benefited from it. Questioning everything he has known, Kellen discovers too many of the City's dark secrets. Banished, with the Outlaw Hunt on his heels, Kellen invokes Wild Magic--and finds himself running for his life with a unicorn at his side. Kellen's life changes almost faster than he can understand or accept. Rescued by a unicorn, healed by a female Wild Mage who knows more about Kellen than anyone outside the City should, meeting Elven royalty and Elven warriors, and plunged into a world where the magical beings he has learned about as abstract concepts are flesh and blood creatures-Kellen both revels in and fears his new freedom. Especially once he learns about Demons. He'd always thought they were another abstract concept-a stand-in for ultimate evil. But if centaurs and dryads are real, then Demons surely are as well. And the one thing all the Mages of the City agreed on was that practicing Wild Magic corrupted a Mage. Turned him into a Demon. Would that be Kellen's fate? Deep in Obsidian Mountain, the Demons are waiting. Since their defeat in the last great War, they've been biding their time, sowing the seeds of distrust and discontent between their human and Elven enemies. Very soon now, when the Demons rise to make war, there will be no alliance between High and Wild Magic to stand against them. And all the world will belong to the Endarkened. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Remember it is always wise to look to the light that guides you before you go seeking darkness. Jenna of Moontree desperately wished she had heeded this advice before her decision to chase after an evil artifact causes her to inherit magic that is poisonous to her body. The danger is compounded when the magics owner, a power hungry black dragon named Kitara, wants it back. Alexis life as an assassin had come to an abrupt halt when a failed assassination attempt ended with his sentence to life as a dragon rider and assigned as guardian of the Eye of Kitara. When the Eye is stole, Alexi is charged with its return and is thrust into Jennas path. Together they must stop the rogue black dragon's plans to retrieve her magic and take over the world. Will the aid of friends, family and unexpected allies be enough to save the day?
Young Baytel, overshadowed by his imperious father, King Vokat, and by his increasingly demonic twin brother, Ravek, is being tutored by a Tree Faerie, Cyr. Fueled with idealistic courage and no knowledge of the land outside his father's realm, Baytel abandons his birthright and duties and begins a journey to fulfill the destiny he senses within himself. His quest leads him to become a Citadel Druid, skilled in the healing arts and self-reliance. He devotes himself to enabling peaceful coexistence among the many sects of humanity who inhabit the One Land. All this is in grave conflict with his father's and brother's plans of conquest. Through mysteries and battles that leave him severely at odds with his father's ideas of domination, Baytel's quest leads him to learn of his grandfather he had never met, his ancestry in a powerful sect, and a magic of the ages emerging within him. His adventures unite him with a group of men and women with particular individual skills and resourcefulness. To bring peace requires violent counteraction, brilliant quick thinking, steadfastness, a bit of humor, and magical happenings, all enveloped in their devotion to the quest and the ripening of friendships. Baytel's globe is breathtakingly real, in an era of castles, blacksmiths, pulsing forests and swamps, magic and spirits, self-sustaining villages, and diverse beings and creatures--a living earth with individuals of honor and evil. 1
The Masters hosted by the Dragonute Empire have grown increasingly concerned about their lack of knowledge surrounding the emergence of the Great Tower as well as the sudden disappearances of former members of the Concord of the Tribes, so they hatch a scheme to find out who exactly they are up against. Their plan is to get the Beastfolk Federation to declare war on the Great Tower while they watch on from afar to learn about their opponents without the need to reveal themselves. For their part, the beastfolk have their own reasons for going to war with the Great Tower. Light’s lieutenant, Ellie—aka the Wicked Witch of the Tower—has successfully conquered the elves and the dark elves, freeing the human slaves suffering under their heels in the process. Not wishing to share the same fate, the beastfolk are determined to destroy the Great Tower. But how can a relatively weak nation fight a sorceress who has her own personal army of dragons? By fighting dirty, that’s how.
Dagdron, Earl, Elloriana, and Lita have set out on their own to fulfill their first quests, but the threat of Avooblis still looms large over the land. As the four adventurers use their unique skills to assist their respective quest cities, they soon find that Mazannanan’s reach extends much farther than they expected. In addition to an obsessed mayor, arguing barons, a devilish familiar, and an annoying village girl, who won’t stop talking, they must battle to stop the Minions of Avooblis. With the help and hindrance of friends and enemies from the Adventurers’ Academy, each of the adventurers is put to the test as they realize that if they fail in their quests, their hopes of ever becoming heroes may come to a nightmarish end because the entire land may be on the brink of ruin if Avooblis is released from Wendahl’s net.
Wit’ch War is the dazzling third volume in the epic saga of The Banned and the Banished In her hands, the young wit’ch Elena holds the awesome energies of blood magick—and more. For the fate of all Alasea hinges on her recovery of the Blood Diary, a potent talisman forged five hundred years ago, then locked away behind wards too strong for any mage to break. But only with the secrets recorded in its pages can Elena defeat the evil magicks of the Dark Lord. The challenge? The Diary lies hidden in A’loa Glen, the fabled city that belongs to Shorkan, chief lieutenant of the Dark Lord, and his fearsome army. Now, with the aid of the ocean-dwelling Sy-wen and her great dragon, Elena prepares a desperate invasion of A’loa Glen. At her side stands the one-armed warrior Er’ril, her faithful protector and the only man who knows how to unlock the wards surrounding the Blood Diary—a man who also happens to be the brother of the dreaded Shorkan. Meanwhile, Elena's brother, whose magick brings him prophetic dreams, has glimpsed a future in which Elena falls by the deadly sword of . . . Er'ril. But his visions do not always come true. How can he act against his sister's trusted guardian on the basis of a future betrayal that may never happen? For Elena's sake, and for the sake of all Alasea, how can he afford not to?
Ryo’s life does a 180 after arriving in the city of Lune, where he spars with an expert sword-wielding elf, takes on guild jobs with Abel (his partner-in-adventuring), Abel’s party, and his roommates, and much more! Ryo never could have imagined discovering a whole different side of this new world! But then monsters spill out of the dungeon in droves and plunge the city into an unprecedented crisis. When Abel and his party set out to investigate, they’re forcibly transferred to the lowest level of the dungeon. There, they encounter a life-and-death situation against devils—creatures who eventually awaken as demon lords. The Handalieu Federation’s meddling and a confrontation with the Inferno Magician ratchet tensions up even more... With the dangers racking up one by one, Ryo finally gets serious?! “I won’t let you lay a single finger on this city or my friends.” Here comes the explosive second volume recounting the adventures of the strongest, freewheeling water magician!
Remaining steadfast to their quest to bring peace to the One Land, the Druid Baytel and his varied companions are tested against unexpected forces as well as horrific flying goblins dispatched by Baytel’s twin brother, Prince Ravek. Meanwhile, the master Tree Faerie, Yar, is being hunted by these horrific creatures and Baytel’s grandfather, Calidor, pursues the creatures into the uncharted eastern lands where a struggle of might and magic could tear the One Land apart. Dread and treachery stalk Baytel and his allies. A massive army led by a traitor member of the Citadel threatens to ruin Baytel’s courageous efforts. And the land itself trembles anxiously. Yet with the growing realization that Baytel is a descendant of a legendary magical sect of warriors, the fiefdoms and kingdoms of the north unite to follow him through the blistering cold winter months toward his homeland, the castle that now throbs with evil. As Baytel learns to reconcile anxiety with determination, wariness with trust, and impulse with wisdom, he and his companions and allies push tensely toward an all-out battle with the powerful dominating forces assembled by his father and brother.