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As the demons's power continues to grow, Keo travels to the mountains in the north, seeking the aid of the legendary Dracones, a race of shape shifters who can change from dragon to human form and back at will. He also seeks answers to his own true nature, which he believes only the Dracones may hold. But receiving the aid of the Dracones becomes difficult when Keo learns of the sordid history between humanity and the Dracones. In addition, he soon finds himself caught between the remnants of the Dracones and a small but determined group of humans who claim the mountains as their own territory and will not give it up without a fight. Keo must find a way to bring peace between the Dracones and humans before all-out war breaks out between them while trying to stop the person manipulating both sides. If Keo fails, then it will be impossible to stop the demons from rising again.
A thousand years ago, the Good King rose and defeated the demons that had oppressed his people for centuries. After his final victory, he imprisoned the demons deep beneath the earth with a seal that will hold so long as his descendents hold the throne. Unfortunately, every dynasty comes to an end. And as time went on, people forgot about the demons, treating them as nothing more than scary tales meant to frighten disobedient children. And when the last king was killed and left no heir to succeed him, the once-proud Kingdom of Lamaira splintered into three factions that have fought for decades in their attempt to conquer what is left of the kingdom. Without a king on the throne, the demons will rise again and destroy the people of Lamaira. And when twenty-three-year-old swordsman Keo kills a demon in the woods, he realizes that the demons are returning. To prevent the demons' return, Keo must travel to the capital of his country to show the country's rulers the proof of the demons' return so they can prepare for the ancient threat. Keo must fight robbers, demons, and other threats on his way to the capital, but little does he know that there exists a traitor among the leaders who threatens to destroy the country from the inside.
When an attempt to restore his magical powers goes wrong, Braim Kotogs must win the Tournament of the Gods in order to ascend to godhood and avoid certain death. But with time running out, and a sudden attack on the Tournament by an enemy that wishes to consume the whole world, Braim might not live long enough to win the Tournament. Raya Mana also wishes to win the Tournament of the Gods, but to do so, she must not only complete the final challenge in her bracket, but also survive a sudden interruption in the Tournament from an enemy who desires to kill her. If she fails to win the final challenge in her bracket, then she will not only lose her one and only chance at godhood, but her life as well. With the golems rampaging across Ruwa, Carmaz Korva must work with a human-eating god to save his people and the world from the golems' invasion. But when it turns out that the golems have the support of an enemy even stronger than the gods, Carmaz might not be able to save his homeland from the enemy within. In the final Tournament of the Gods book, Braim, Raya, and Carmaz face their most difficult challenge yet, because not only must they win the Tournament of the Gods, but they also must save the world from an enemy whose power dwarfs that of the gods.
Book Four in the Mages of Martir series With the gods scattered and afraid and Uron now closer than ever to fulfilling his sinister plans, Darek Takren and his ragtag band of allies are now the only obstacle standing between Uron and the complete destruction of their world. Yet defeating Uron appears utterly impossible until one of Darek's allies suggests a plan so dangerous, so deadly, that no sane human would even dream of trying it: Travel to the afterlife and convince the gatekeeper of the afterlife to summon Uron's soul back to where it belongs. With no choice but to go with this plan, Darek races to the afterlife to defeat Uron once and for all, although he may not be ready for what he discovers beyond the grave.
The mage known as Braim Kotogs is the first human to return from the dead, a fact which brings him more attention-and trouble-from mortals and gods alike than he wants. He doesn't remember who he is or much about his past, nor is he interested in winning the Tournament of the Gods. But when a mysterious assassin nearly takes his life, Braim must enter the Tournament in order to survive and learn the identity of his assailant. As the princess of a powerful nation, Raya Mana believes that she is destined to win the Tournament and become the new ruler of the world. But when she is assigned to a bracket that she loathes, Raya must deal with shattered expectations, in addition to an anonymous letter writer who claims to know all her darkest secrets. Carmaz Korva has known only poverty and hopelessness his whole life, having grown up on an island that the gods have abandoned. But when he is offered the chance to enter the Tournament of the Gods, he sees an opportunity to restore his people to their original glory while remaining ignorant of the tragedy that awaits him at the end. And with a mysterious and malevolent force plotting their destruction in the background, winning the Tournament of the Gods may be the least of their troubles.
Breaking the law is sometimes the most lawful thing to do. Having been framed for crimes he did not commit, the robotic law enforcer known as J997 must break even more laws as he attempts to stop the secret organization called Reunification from reuniting the worlds. He and his allies-the surviving members of the organization known as the Foundation-will need the aid of the best agent in the Foundation in order to stop Reunification once and for all. But when it turns out that this agent has been arrested and thrown into the most secure prison in the world, J997 and his allies must break him out of prison before his scheduled execution. If they fail to rescue this agent, then their chances of defeating Reunification and saving the world will become nearly hopeless.
After the events of the last book, Braim Kotogs now wants to move up in the Tournament of the Gods in order to secure his own safety from anyone who wants to take his life. To win his sub-bracket challenge, Braim must defeat his opponent-a shy, unassuming woman with a mysterious past and agenda-in battle, but when Braim learns of a terrible secret about his true nature, he will have to do more than simply win the sub-bracket challenge in order to survive. Raya Mana finds herself kidnapped by a violent and crazy mage who intends to use her for her own vile ends. But when Raya escapes the mage, she must now work with the mysterious Hermit of the Swamp in order to return to World's End, although with the violent mage and her half-god pet chasing her, Raya will have to use all of her wits and intelligence to make it back alive. Shunned and hated by his people, Carmaz Korva now lives alone in the Ruwan wilderness when he stumbles upon a plot by a mysterious race of golems to invade the surface and kill everyone on his home island of Ruwa. Carmaz must work with a legendary-and insane-mage and his son in order to stop the golems' invasion before it begins, because if he does not, then everyone and everything he loves will be destroyed.
Powerless and in the clutches of a mad god who desires the secrets of his resurrection, Braim Kotogs must escape the god's island in order to return to the Tournament of the Gods. But when the god's experiments leave him unable to trust his senses, escaping the deity's clutches suddenly becomes harder than it first seemed. Raya Mana wants a dress, which a famed katabans tailor has agreed to trade her for in exchange for one of her own dresses. Yet there is more to this famous tailor than meets the eye and Raya must break into his shop so she can to uncover his secrets before his dark plan can come to fruition. In exchange for learning the secrets of resurrection so he can bring back his deceased friend, Carmaz Korva helps a mad god kidnap Braim and spirit him away from the Tournament. Now Carmaz must ensure that no one knows that Braim is missing or that he is behind Braim's disappearance, otherwise he will be disqualified from the Tournament and be unable to ascend to godhood and help his people. And once this is all over, their lives-and their friendships-will never be the same.
The end is here. In the fifth and final Two Worlds novel, Rii, a heroic knight, and J997, a law enforcement robot, must work separately and together to stop the reunification process that is bringing the two worlds together. At stake are the lives of the billions of innocent people on both worlds, including Rii's siblings and J997's fellow law enforcement officers, who will not survive the forcible reunification of the worlds. But with Reunification's leader and his followers blocking their every step, Rii and J997 must use their strength, cunning, and intelligence to save the two worlds from certain doom. And if they fail, then the consequences will be truly apocalyptic.
Persistent doubt is not easily ignored. As the newest agent of the secret organization known as Reunification, Rii firmly believes in the Mission laid out in the organization's goals. He works alongside his formerly long-lost sister, who has changed much since her disappearance six years ago, and dreams about bringing the Mission to completion some day soon. But when Rii stumbles upon the true nature of the organization, he finds himself torn between continuing to serve the Mission and quitting Reunification entirely. The matter is complicated by his loyalty to his sister, who he does not wish to betray, despite his gradually weakening loyalty to the cause. With his conscience and loyalty battling each other in his mind, Rii finds himself faced with a diffcult dilemma, one that, regardless of his choice, will change his life-and the lives of his family-forever.
His allies are not always who they seem to be. The law enforcement robot known as J997 travels to the magical and mystical world of Dela after a criminal wanted on his homeworld of Xeeo. His mission is simple: Find the criminal and bring her back to his world to be judged for her crimes. With an entire database in his head that contains information on everything in the two worlds, and an unflappable desire to pursue the criminal, J997 is certain that this job will be quick. But the mission becomes more complicated when J997 is caught between two secret organizations whose conflict goes back to the dawn of the two worlds themselves. J997 must now avoid getting caught in the crossfire if he is going to return home to Xeeo in one piece. Unless the two organizations have anything to say about it.
Book One in the Two Worlds series When one knight travels to a another world to find his long-lost sister, he is drawn into a conflict deeper than he knows. With three photographs of his sister as his only clues, Rii, a Knight of Se-Dela, travels to Xeeo, a world of science and technology completely unlike his magical and mystical home world of Dela, where he hopes to reunite with his sister after her mysterious disappearance six years ago. It soon turns out that the disappearance of Rii's sister is linked to a vaster conflict between two ancient organizations that stretches back to the dawn of the two worlds themselves. And when Rii finds himself stranded on this world, he must race to find his sister before the mysterious figures who want him dead end his life.
Dale Bennett's best friend, Jill Franklin, is a psychic. At least, that's the only way Dale can explain her apparent premonitions. Whenever they enter a new town, Jill not only knows where the best weapons and items are sold, but how much they cost and what kind of weapon they need for the inevitable boss battle that always follows. If they are trying to solve a new puzzle no one in their party has run into before, Jill instantly knows how to complete it, and in good time, too. Yet Jill's apparent psychic powers are put to the test when Dale's hometown vanishes into thin air without warning, forcing her to reveal the truth: She, Dale, and their friends are characters in a video game, a game Jill has played through so many times that she has memorized everything, from the locations of secret items to helpful glitches that make beating the game so much easier. But now a new glitch has infected the game and Jill doesn't know what caused it, forcing her, Dale, and the other members of their party to go on a quest to find out what caused this glitch and how to fix it. Yet as the glitch consumes more and more of their world, it may be too late for Dale and his friends to save everyone and everything they know and love from its destructive reach.
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