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When Master Mechanic Mari and Mage Alain took down the Dark Mechanics and Dark Mages at Dorcastle, they thought they’d covered their involvement well enough to divert their Guilds’ suspicions. The assassins sent after them by their Guilds, which had trained them from childhood, indicate otherwise. Armed with the knowledge that their respective Guilds are now trying to kill them, and knowing their strengths are greater together, they reunite. Rumor has it the key to saving their world from the Guilds’ iron-fisted rule is in the dead city of Marandur. But before they can even attempt to traverse the empty wastelands and avoid the imperial guards surrounding Marandur, they’ll have to survive the Guilds’ agents, who are determined to capture them at any cost, and by any means necessary.
The second book of the exciting The Pillars of Reality epic fantasy series, by New York Times bestselling author Jack Campbell! Someone wants to kill Mari, a young steam mechanic in the guild that controls all technology. She has learned that her world of Dematr is headed for a catastrophe that will destroy civilization and that mages really can alter reality for short periods. Someone also wants to kill Alain, a young mage who has learned that mechanics are not frauds, as his guild teaches, and that mechanic Mari is the only person who can prevent the oncoming disaster. Narrowly escaping death, the mechanic and the mage stay alive thanks to their combined skills, an alliance never before seen. But it becomes clear that both of their guilds, the most powerful forces in the world, are trying to destroy them. Other powers, like the great empire and a mysterious secret order, also seek to kill or capture them using every weapon from imperial legions to mage-created trolls, dragons, and rocs. Trying to survive and learn the truth about their world so they will know how to save it, Mari and Alain realize the answers they seek may lie in the dead city of Marandur. But Marandur is guarded by the legions that have sealed it off from the rest of the world for more than a century. Mari and Alain's only hope may rest with the unseen masters of Marandur.
Dematr is a world ruled by the diametrically opposed Mage and Mechanic Guilds. For centuries, the two Great Guilds have been bitter rivals. But now a Storm approaches, one that could sweep away everything that humans have built. Only one person has any chance of uniting enough of the world behind to stop the Storm. Mari is a brilliant young Mechanic, just out of the Guild Halls, where she has spent most of her life learning how to run the steam locomotives and other devices of her Guild. Alain is the youngest Mage ever to learn how to change the world he sees with the power of his mind. Each has been taught that the works of the other's Guild are frauds. But when their caravan is destroyed, they must join forces. Their union could save the world from the approaching Storm, but it could also upend the Great Guilds who will stop at nothing to preserve their power. Mari and Alain will have to choose between protecting their lives and their Guilds, or risking everything to protect Dematr from the coming Storm.
You’ve heard the story before: an orphaned boy, raised by a wise old man, comes to a fuller knowledge of his magic and uses it to fight the great evil threatening his world. But what if that hero were destined to become the new dark lord? The Academy of Chaenbalu has stood against magic for centuries. Hidden from the world, acting from the shadows, it trains its students to detect and retrieve magic artifacts, which it jealously guards from the misuse of others. Because magic is dangerous: something that heals can also harm, and a power that aids one person may destroy another. Of the academy’s many students, only the most skilled can become avatars—warrior thieves, capable of infiltrating the most heavily guarded vaults—and only the most determined can be trusted to resist the lure of magic. More than anything, Annev de Breth wants to become one of them. But Annev carries a secret. Unlike his classmates who were stolen as infants from the capital city, Annev was born in the village of Chaenbalu, was believed to be executed, and then unknowingly raised by his parents’ killers. Seventeen years later, he struggles with the burdens of a forbidden magic, a forgotten heritage, and a secret deformity. When Annev is subsequently caught between the warring ideologies of his priestly mentor and the Academy’s masters, he must finally decide whether to accept the truth of who he really is ... or embrace the darker truth of what he may one day become.
In Jack Campbell’s New York Times bestselling Lost Fleet series, Campbell takes his readers through a grand adventure in space. In Borrowed Time, seven stories take readers on an equally grand journey through time. A new author’s note accompanies each story. The centerpiece of Borrowed Time is “Betty Knox and Dictionary Jones in the Mystery of the Missing Teenage Anachronisms.” When you’ve traveled through time and are stuck in the body of your 15-year-old self, it isn’t the best time to have some other time travelers looking to kill you. Especially when the person who’s supposed to be keeping an eye out for the bad guys is stuck in his own 15-year-old body. And it’s 1964: when you’re both 15 and your parents don’t want you spending time alone, how are you going to save your lives? SFRevu called this story “one of the most enjoyable reads I’ve had in a long time.” In four interlinked short stories, Temporal Interventionists Tom and Pam meet cute, then work together to solve some of history’s greatest mysteries. Discover the real origin of the Spanish Flu. Learn why a massive and mysterious explosion in 1908 happened to occur in the world’s least-inhabited region. Consider the possibility that the development of ironclad warships by both the South and the North at the exact same time during the American Civil War might have been more than coincidence. And why don’t we know exactly who fired the Shot Heard Round the World, the lone gunshot that started the American Revolution? In “Joan,” Kate is a time-traveling researcher who’s gotten a little too close to Joan of Arc both in time and emotionally. With no distance, scientific or otherwise, what will happen when she has a chance to rescue Joan from being burnt at the stake? Our journey through time concludes with “Crow’s Feat,” when a skeptical writer goes back to Elizabethan England to discover the true author of Shakespeare’s plays. Borrowed Timeis the second in a series of short story collections from Jack Campbell.
Now captain of her own pirate ship, Jules of Landfall faces ambushes by Mage assassins and threats from Mechanics who can’t decide whether to kill her or try to use her for their own ends. The Emperor has made her an offer he doesn’t think she can refuse, but Jules wants nothing to do with that gilded cage. Now, the Emperor’s forces are redoubling their efforts to capture her. The free ships of the pirates have never gathered around any single leader, but when the Mechanics seek to limit the power of the Empire, Jules realizes it offers her a means to grow the strength of the free people escaping the Emperor’s grasp. Gaining access to the strange Mechanic weapons known as “revolvers”, she marshals her forces in an unprecedented attempt to capture an Imperial settlement. Ultimately, Jules must play the three greatest powers in the world against each other, in a desperate gambit to survive.
Trapped inside the Empire, Captain Jules of Landfall has to use every deadly trick and strategy she knows to avoid recapture by the Emperor’s legions, and stay alive despite every attempt the Mages make to kill her. The only chance to get away may require walking back into the trap she barely escaped the first time. But even her freedom won’t be enough. The prophecy that consumes Jules’s life demands she has an heir to carry on her line. Yet how can she satisfy that while being hunted everywhere? And what might the prophecy cause to happen if she doesn’t have a child? Battling wind, waves, implacable Mage assassins, and Imperial ships, Jules is forced to turn to an unlikely ally—the hated Mechanics. She must gather men, women, and ships from all of the new settlements to face the Imperial legionaries and galleys. For only Jules can lead the free people of the west in the final battle that could be their salvation—or the destruction of all that she’s fought for.
In the thrilling conclusion to the Legacy of Dragons trilogy, ancient weapons of mass destruction lie hidden under the city of Pacta Servanda... Remnants of the Great Guilds and rebellious factions of the Empire want to seize those weapons to allow them to regain control of the world of Dematr. Only Jason, brought by the first ship from Earth since the colony failed, might be able to disarm the threat. But he also might know how to employ those weapons, making him a danger for all sides. Standing between those threats is Kira of Dematr. But Kira, who inexplicably has been able to manifest Mage powers as well as technical skills, finds herself being consumed by the mental conflicts between those powers and skills. As rogue Mechanics, Mages, and mercenaries attack with every weapon at their disposal, Kira suffers more blackouts and begins to lose her mind. The fate of her world rests on whether she can stay alive and find answers in time to problems that no one else has ever confronted....
The world feels oddly strained, like a line pulled too taunt and apt to snap, smashing everything in its path. Master Mechanic Mari and Mage Alain have survived every attempt to stop them, but their enemies are determined to kill Mari, the only one who can save her world from a storm of destruction. As armies begin to gather and cities seethe with tension, Mari, Alain, and their friends must prepare to confront the storm in the place it first appeared: the broken kingdom of Tiae. The dangers facing them demand perilous raids, tough battles, and more than a little piracy. Beating the Mechanics Guild and the Mage Guild that have controlled the world of Dematr for centuries will require an unprecedented alliance under Mari's command of rebellious Mechanics, Mages, and common folk who know that together they can change the world, but separately they will all lose.
On the world of Dematr, the Emperor and his legions rule over the lands on the eastern side of the Sea of Bakre, and the Great Guilds rule over the Emperor and his subjects. The Mechanics Guild, whose members claim they came from the stars, controls technology far beyond that of the swords and sailing ships of the common people, while the Mage Guild wields strange powers that terrify all who face them. Jules, an orphan from the Imperial city of Landfall, has fought her way up to become an officer in training with the Emperor’s fleet. But her plans and her life are shattered when a Mage prophesizes that a daughter of her line will one day overthrow the Great Guilds and free the world. In that moment, the prophecy takes over her life. The Mages plot to kill her, the Mechanics try to find ways to use her, and the Emperor seeks to coerce her into having his children. Unwilling to surrender her life to serving the prophecy, Jules makes her escape by joining the crew of a pirate ship. As she fights for her comrades’ freedom as well as her own, she learns that the world is finally changing. But if that change triggers all-out war between the Great Guilds and the Empire, it may well devastate the world rather than free it.