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The storms are increasing. The Hounds are on the move. Gahlmorag approaches Earth. The time has come for the Hunt to reunite and return home. Somehow. There will always be unanswered questions, but, after years of searching and investigating, all the members of the Hunt have been accounted for: dead or alive; faithful or traitor. Energy builds up in Neighborlee and something is about to happen, whether for good or ill...
Karen Montgomery was an ordinary woman until she stumbled into the extraordinary... A bargain with elves worth its weight in gold. A plague of sinister ladybugs. Rogue vampire hunters, including one who tries to turn over a new leaf--with disastrous consequences. A ghostly huntsman of the Wild Hunt wishing for redemption. Karen's life will never be the same again. One wrong turn sends Karen down a road that shouldn't exist, to the site of an old accident and an even older mystery. With reformed vampire hunter Russell Moore's help, Karen finds the key to the mystery. But Russ keeps his own secrets...some of which are deadly. When old friends from Russ' past come to call, Karen realizes his secrets might just mean his doom. After a terrible incident three years ago, before Karen met him, Russ wants only to live the rest of his life quietly in Beth-Hill. But his secret might not allow him the new lease on life Russ longs for.
Cinden Lai is a firstborn, a member of the Hunt. She finds sanctuary with a reclusive old woman when the Hounds of Hamin bring her to Earth, but now her dreams and the increasing storms mean it's time to leave her safe haven and seek out members of the Hunt. When a rich old man claims she's his missing granddaughter, Cinden knows he is lying but she can't prove it--not without endangering the Hunt. He knows too much about her and claims he has her brothers and sister. That's reason enough for her to investigate. Are the other three part of a trap or in need of rescue? When four members of the Hunt come together, amazing things can happen...but they also uncover treachery, and learn a countdown has started: Time is running out for the Hunt and life on Earth can be fatal for them in more ways than one.
Starblue Ash, daughter of Rhianni Day and Petroc Ash, is well aware of the burden of her heritage. She has sworn never to join the Rovers or leave Mallachrom. Blue learns the hard way that swearing never to do something just challenges the universe to work against her. Her two closest friends are the twins, Neona and Keegan Creed, children of Nureen Keala and Tedrin Creed. The three have shared a psionic bond since childhood. The twins are Rover pilots. Commander General Day of the Rovers is determined to make Blue a Rover, because she is the last of their family line. If he has to use her friends against her, he will. Fate intervenes when a team of Rovers discovers a world inhabited by creatures uncannily similar to the Shadows of Mallachrom. The Creed twins' duty takes them to this world, to investigate. Neona is entranced by the creatures, called Shades. When the Shades make mental captives of Neona and other Rovers, the bond between the twins is stretched to the point of breaking. Blue's bond with the twins might be the only hope they have of freeing the prisoners.
Lord Edrix Faxinor regrets his brilliant diplomatic insight it lands him in the role of ambassador to Sendorland, the hereditary enemy of his country, Reshor. Still aching from the death of his betrothed, he sets sail in hopes of bringing peace between the two warring nations. Arriena of Traxslan is the lowest of the low--a poor relation, living on the charity of her domineering, cruel cousin, Lord Mordon Traxslan. She has dreams of being a scholar despite the "sin" of being born a woman, with supposedly limited intelligence. Her cousin offers Arriena choices in her own future. Both could cost her life. Because she resembles Edrix's dead betrothed, she's ordered to enchant and ensnare him, to give Sendorland power over him and force him to betray Reshor. Arriena has grown up unable to trust anyone. Could she trust Edrix with the truth...and possibly her heart? To save Arriena, can Edrix risk becoming a traitor?
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... When Alban's father Terrin appeared at the castle door with a vampire in tow and apologies on his lips, Alban fell under his spell just like everyone else and welcomed him home. But Terrin didn't return to live quietly in his brother's kingdom. He had other plans and, with Alban's untrained powers at his disposal, he begins his ruthless plan to destroy the Seven Kingdoms and rule them all, beginning with his brother's death. Terrin engineers events to cast the blame on his nephew, Teluride, intending to see the boy executed for his father's murder. But there are those who would thwart Terrin in his mad plan for power, and Alban forms an unlikely alliance with Skade, the reclusive Queen of Iomar, and Terrin's slave, a young vampire with no memory of his name or origins. Although the future looks grim, Alban and the vampire attempt to stop Terrin...and they almost succeed. A darker history lies at the heart of Terrin's treachery, and only Skade knows the true reason why Terrin would murder his own brother and attempt to destroy both Alban and the vampire to achieve his goals. The Ghost who resides in Skade's mirror--her servant and thrall--holds one of the keys to Terrin's madness. Unfortunately, more than one person wishes for the past to remain the past and the future to hold no shadows of what might have been...
Bree has lived with the burden of knowing she's born to be a Taksearhe, the highest level of strength among all the Talents, with the ability to travel between worlds. Yet childhood trauma has blocked her gifts. She knows she travels to other worlds in her dreams yet can't remember where she went or how when she wakes up. The exiles from Rehdonna are depending on her, and she's willing to do whatever it takes to learn what's going on in her brain and dreams to awaken her gifts. When she joins a dream and sleep study program at Lyndvale University, she's relieved when Dr. Harland, the man her mother is dating, takes her under his wing to protect and guide her. With the help of her roommates and then contacts in other worlds, she learns to awaken and control her gift, but not before she attracts the attention of evil forces that want to use her to open the doorway to Earth. Bree's wishes come true, but the cost if she takes just one wrong step could deprive her of friends, her heritage, and the soulmate who's reached out to her from another world.
The colony world of Rensler remains under occupation by enemy forces. Erion Rensler, governor, and his father, Elbarto, the former governor, are still prisoners, their location unknown. All that stands between the invaders and success are the Rensler brothers, Eryk and Edrian. Eryk leads the resistance fighters in the forests of Rensler. Edrian stays under the watchful eye of the enemy, playing a dangerous game of deception. At night, he sheds his pretense of being a sickly book-head and becomes the Talon, defender of the colony, riding on a deadly Nightskimmer...
The legend of the Talon continues to grow. When Edrian Rensler regains contact with a hidden village that provides a plant vital to his family's protective elixir, he gains new allies in the battle to defend Rensler. In coming years, the colony world deals with invaders trying to change Rensler's society and soul for their own profit and power. He and the Nightskimmer, Aeza, grow even closer as adulthood brings new challenges. Edrian thinks about the future in new ways, when Aeza takes a mate and urges him to finalize his soul-bond with Aura. Then a series of crises and losses strike the planet, the colony, and the Rensler family, and Edrian risks death to protect and avenge those who hold his heart and soul.
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.