Download Free The Striding Spire Book in PDF and EPUB Free Download. You can read online The Striding Spire and write the review.

Fresh from an involuntary crash course in the Stranger Arts, I've a new mystery on my plate: the inexplicable reappearance of a particularly fantastic magickal species. Which is great, don't get me wrong. Rescuing magickal beasts is what we do around here. But the Dappledok Pup hasn't been seen since the seventeen hundreds; so how did we find one, alive and kicking, over two hundred years later? And this beast has a talent for sniffing out treasure, no less. Happenstance? Maybe not. Is there something sinister afoot? And what does any of this have to do with an unusually perambulatory tower? Aided by a talking book, a spriggan with a taste for vintage fashion and the best Waymaster in the business, nothing can stop me from finding out the truth. Can it?
Can British magick survive? As the pace of modern life accelerates, the old ways wither and die. But to the Society for Magickal Heritage, that just isn’t good enough. The Witch: Friend to the unicorns, lover of pancakes, and wielder of potent artefacts, star agent Cordelia “Ves” Vesper will stop at nothing — okay, very little — to drag ancient magicks back out of the grave. The Waymaster: New recruit Jay Patel has some rare and powerful arts at his disposal. With a penchant for old books and motorbikes in near equal measure, he’s a force to be reckoned with. The Necromancer: Prankster Zareen Dalir may be high-spirited but she’s got a darker side. A much, much darker side. Head of the Toil and Trouble division, Zar’s the best kind of bad news. The Baron: Is Baron Alban the handsomest troll alive or... forget it, yes. Yes, he is. But he’s not just a pretty face. With the powerful Troll Court at his back and a smile to slay an army, Alban’s a staunch ally. Join these four champions, the enigmatic “Milady” of the Society, and the sentient house they call Home as they fight to keep magick alive! This new compendium brings you the first three wild adventures all in one: The Road to Farringale, Toil and Trouble, and The Striding Spire.
Four years ago, somebody pinched perhaps the most valuable book in existence. Merlin’s personal grimoire. And the price they’re offering for its return is the kind we can’t refuse, so it’s Ves and Jay on the case. Except that there aren’t any clues. Seriously, not even a little one. Nothing’s going to solve this case but a Vesper-patented Crazy Plan, and it had better be a good one, for complications are sprouting like daisies. At least it’s a straightforward mission. There’s no earthly way this one’s going to turn my entire life upside down... right?
“Fun” for all the family... I haven't heard from my mother in six years — which is why I was surprised to receive a summons from her. The peremptory kind. With nothing but a set of map co-ordinates to guide me, what exactly was I to expect? The short answer? Trouble, for Mother Dearest is in rather a lot of it. And like daughter, like mother, for there’s a shiny artefact in the offing, and only a few gigantic lindworms in the way. Who isn’t up for a minor little challenge like that? It's off to Faerie with us, for the artefact in question was once the property of the legendary King Evelaern; and who doesn't love a nice bit of ancient royal treasure? Only as it turns out, the declining kingdom of the Yllanfalen may hold some unexpected truths about my past...
Curses, Wards, and Endless Hordes prevent the casual adventurer from getting very far. At least, not without employing a Ranger... and their services do not come cheap. A Young Knight undertakes an impossible quest deep into the fabled and perilous Fenrirfang in order to protect his sister from a conspiracy that involves the Church that he has sworn to serve. A seasoned Ranger who believes she has seen everything the wilds have to offer soon discovers that she faces something altogether different with this journey. BEYOND THE SPIRE OF NAVARENE is the first entry in the DEAD MEN ARE DYING saga. Set in a world where humans born with a celestial mark are instilled with powerful, game-changing abilities. And those without... survive as best they can.
Stranded far from home, and unable to return, I am in bigger trouble than ever. I know I say that a lot, but this time it's really true. Not that there aren’t advantages to my particular predicament. If one must put up with a dangerous degree of magickal potency, one is duty-bound to… put it to use, no? Who knows what could happen? Certainly nothing insane, irresponsible and potentially life-threatening. As if. But we'll need every possible advantage in the Hyndorin Mountains. For there, hidden behind layers of secrets, could be the answers we are looking for. Answers, questions, and dangers — and the kind of disobliging foe who just won’t stop coming back. Aided by the serene Emellana (still enigmatic), the delicious Baron (still charming), and the animal-loving Miranda (still irascible), can Jay and I find the way to save modern magick?
Cast away from the Society (sort of) and out on our own, we've got a big problem on our hands - and an exciting prospect, too. They call it time travel on TV. Is this the big, fat secret the Hidden Ministry's been keeping? What's the real truth behind that wandering tower? Answers must be found — in the face of severe opposition from the Ministry, from Ancestria Magicka, and from every Fae Court in existence. Simple. If only everything wouldn’t keep going wrong. If only a house hadn’t walked off with Jay. If only there wasn’t still a traitor on the loose, and if only Ancestria Magicka wasn’t always up to no good. With our trusty trio down to two, Zareen and I are going to need some help. Handsome, aristocratic, troll-shaped help, to be precise. Our mission: track down a vanishing island, save the Striding Spire, and find the way back to 1789. Oh — and find out what exactly has become of Jay...?
Zeta Telson has found her purpose: defeating the Specters! Those absolute black, ameboid aliens with an appetite for abduction have haunted the Surya system for long enough! When things don’t go as planned at the Guardian Embassy, Zeta must find another path to her goal. Luckily, Pip-Rho and Pip-Tau have just what Zeta needs. They’re running this year’s EoE sponsored project — Interra, a medieval fantasy gameworld employing a clever tactic to discover solutions to the Specter problem. As Interrans, the Telson party battles the Specters’ in-game analogs, the wraiths, revealing the path to victory in the real world. But how far will Zeta go to reach her goals? Will she forego the promise of love for the sake of vengeance? Nobody ever said fighting aliens would be all fun and games. Interran is Rob Grafrath’s second novel. It is the second novel in the Zeta Trilogy, and the second work of the Sapiens⁶ Universe.
The fight to save British magick rages on — and it’s taking the Society’s beleaguered champions away from Home. Far, far away, to worlds long lost; worlds no one could ever have imagined existed. Dangers and mysteries abound, which is way up Ves’s street. Jay isn’t quite so sure. Severed as they are from the Society’s support, will magick’s unlikely heroes make it Home unscathed? It’ll be fine. After all, these lost magickal domains are the Society’s ultimate dream. What could possibly be so bad about that? The Society for Magickal Heritage battles modern decay in three thrilling new Modern Magick adventures: The Fifth Britain, Royalty and Ruin, and Music and Misadventure.