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A murder. A secret. A promise. Gretchen Lauterbach's grandmother asks her to fulfill a strange request that involves her older sister Rachel--who's been exiled from the family for the past five years--as well as giving her a map. In this case, instead of an X marking the spot of buried treasure, Gretchen finds buried secrets. Until now Gretchen hasn't been able to get herself emotionally ready to read her sister's letter. When she does, she gets the shock of her life. On a path that only seems to get stranger by the minute, she finds herself reuniting with family she never realized she had. She also discovers a lover's remains have been hidden in the black hills of France's Morvan forest. In order to right an old wrong--and save her own life--Gretchen must distinguish ally from foe, truth from lie. Nothing is as it seems beneath the Morvan moon.
For generations prophets have foreseen the birth of the Shadow Seer, the oracle of dark visions and fallen kingdoms. But by the time of Sorron, King of Carnia, their warnings have mostly been forgotten and his name is known only to a handful of scholars. When Sorron's grandson, Prince Candale, falls deathly ill, the Seer's legends are brought to light once again by his saviour, a witch named Mayrila. She believes that Candale is the fulfilment of those long forgotten prophecies. She believes that he is the Shadow Seer...
Who is making the crop circles? The enormous geometric designs have appeared in fields around the world for over thirty years. Novelist Risa McKensie plans to write about the fantastic works of art. When her intent becomes known, she receives an anonymous warning to drop the project. She can't imagine why. Because a fiction book might become a bestseller and draw attention to the circle phenomena? Who would care? Clearly, when the warnings multiply, more than one group. Risa meets a group of intellectual Artists who claim they make the formations using mental energy. Despite the escalation of the threats, she discounts the Artists' advice that The Meridians--a powerful consortium that thrives on war and chaos--are the ones she should most fear. Why would a novel about crop circles concern them?
For generations the prophets have foreseen the birth of the Shadow Seer, an oracle of dark visions and fallen kingdoms. Prince Candale has discovered the truth about himself. He is the Shadow Seer, foretold prophet of dark visions and fallen kingdoms. The witch Mayrila tried to teach him control but she lay dead, struck down by Candale's own hand. The ever-watching shadow has begun to speak with him, urging him to go to the Seer's Tower in the kingdom of Idryan. What he learns there will change everything. The shadow promises rewards for obedience...and severe punishment if he refuses. Does the voice of the shadow belong to the demon Ellenessia and therefore he must obey? Or does it presage the beginnings of Candale's foretold descent into madness?
A Dreamer dreams the future when the past is not yet laid to rest. Ten years ago, a plague swept across the Seven Kingdoms. Ten years ago, the Queen of Iomar's son was exiled and named the author of the magical plague. Now, in the present, Terrin works to complete his ultimate goal: Control of the Seven Kingdoms using his son's power to supplement his own... Events set in motion ten years ago come to a head as Skade, the reclusive Queen of Iomar, and Nicodemus, who is imprisoned by Skade, struggle to free Alban and the vampire from Terrin's grasp. Old secrets come to light when Skade's exiled son is forced to face his past--or die trying to redeem himself once and for all. Can the crimes of the past truly be forgiven? Only time will tell...and time is running out.
Situated in Beth-Hill, where imagination meets reality, is The Rose Emporium, owned by elderly and not-a-little-odd Rose Duncan. The large Victorian house smackdab in the middle of nowhere is a cross between a pawn shop and an antique store that caters to supernatural creatures needing to barter. Rose's twenty-something niece, Abby Duncan, discovers that the world isn't made up of just run-of-the-mill, ordinary humans but an entire spectrum of unusual beings. With her preconceptions about what's normal and what's not turned upside-down, Abby is in for a whole lot of startling truths, mysteries--about herself and the people and places around her--and danger. Abby Duncan's elderly Aunt Rose has always been a bit odd. And now she's off on a mysterious trip, leaving Abby behind to run the Rose Emporium, an unusual sort of antique shop. Such an extraordinary store would have been a perfect place for Seth and the others, her friends from the Renaissance Festival, to take a break from traveling between Faires. But when tragedy strikes and Abby and the others discover the true nature of the Rose Emporium, they'll have to travel into Faerie itself before their tightknit group is whole again. Abby doesn't know much about her family history, but she's about to find out the truth...whether she likes it or not.
The orcs of Grimwood summon an ancient evil. . . A mountaineering expedition to retrieve a griffin's egg goes horribly wrong, at least for most of the climbers. . . A soldier begins to believe his commander is not what he seems. . . A dungeon door poses a problem for an experienced party of adventurers. . . A unique trap appears to be inescapable, but for one desperate plan. . . Here are five tales set in the good old days of fantasy gaming, when friends sat around the kitchen table late into the night rolling dice and sharing adventures. Relive the spirit of the past (or even the present!) with stories of epic combat and base trickery, stories that any adventurer would be proud to tell over a mug of ale at the local tavern. Includes the short story The Trap, co-written by special guest author Tony Rudzki.
Prince Rugan Merripen, once thought to be the rightful master of the Triskelion's magic, was cast aside by the medallion itself when it chose his half-brother Treyas Beckering as master. Now Rugan is on a quest to regain the magic and power he thinks is rightfully his. Befriended and manipulated by Vaalde, an evil sorcerer who has only his own goals in mind, Rugan attempts to drain Glede of elfin magic. Once gone, only sorcery magic will remain and Vaalde can then rule the world. It is up to King Jansson and Treyas to stop him and restore the balance of magic once again. Each boy will face what seem to be insurmountable odds, and both will discover that friends are there to depend on in times of travail. And Treyas will move towards a destiny that he never envisioned.
Return to the land of Glede for new adventures with the next generation! Their heads filled with stories of adventures spun by their father and uncles, Princes Vantann and Thomlin Merripen decide to have an adventure of their own. Through an old book, they learn of the Caves of Challenge. If they can survive the challenges within the caves, they will emerge as men. Blackmailed by their young friend, Shuri, the boys agree to take her along. Before the trio has a chance to adequately prepare, however, they are sent to the Caves by haphazard magic. Once there, Shuri and Vantann are captured by War Gnomes, while Thomlin is lost in a dark swamp. His only consolation is that, somehow, he has snagged King Jansson van Tannen on the magic strand. Jansson is reassuring, telling Thomlin that there will be a rescue party sent out and all they need do is wait. But the rescue party is having trouble of their own, and they find much more than they bargained for in the Caves. The question now becomes, who will be forced to stay in the Caves of Challenge forever.
Return to the land of Glede during a time when the Nydiri intend to destroy not only Treyas but the whole of the elven empire. Elek is missing and Dukker has returned. The Nydiri will not stop until not only Treyas is destroyed but the whole of the elven empire. When the palace is infiltrated, chaos ensues. Floy, the son of a visiting dignitary, becomes an unwitting pawn in Dukker's plans. Through him, Dukker captures three of the royal youth. Treyas and his companions set out to rescue the young people, but their TravelSpell is severely compromised, sending them in different directions. They will all need to rely on new friends, and a powerful, mysterious dagger, to set things right and defeat the Nydiri.