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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.
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?
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.
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...
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.
The Wild Hunt roamed the forest outside of Beth-Hill until the Council bound them for a hundred years. Nevertheless, a century of existence has made an indelible mark not easily forgotten for these ghostly myths that are no longer so ghostly or myth-like... Twelve-year-old Arthur Morgan is small and slight, forced into a life of fairy taxidermy by his father. As a member of the cruel Morgan Household of vampires, Arthur has spent a lifetime being abused by his father and grandmother. In this family, all kowtow to the monstrous duo's iron will in sheer terror of what will be done to them if they disobey. When Arthur meets Iris, a cousin not highly-placed in the Morgan hierarchy, he sees himself in a light he's never wanted to before. He's becoming as cruel as his father, having trapped and killed fairies out in the forest for years. With Iris's influence, Arthur decides to free one of them and, in doing so, meets Maya, a water fairy, who shows him just how horrible and twisted the household he's grown up is--for both the innocent, defenseless fairies and family members that have been unjustly imprisoned by his father and grandmother. Deciding to smuggle those caged out of the household and to safety gives Arthur a sense of power he's never had before. But his secret can't be hidden long. With the help of water fairy and an adult vampire, Arthur and Iris attempt to escape. Even though Arthur is determined not to let his father win this time, he wonders if it's possible to become something other than what his family has decreed he must be to serve them.
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.
Pepin reclaims his title as DragonMaster, not fully understanding the ramifications of such a move. Is his allegiance with the elves, or with Mere Odain? The announcement of his decision couldn't have come at a worse time – the Crown Prince is to leave the next day on a diplomatic visit to Dalziel. Once in Dalziel, things rapidly begin to fall apart. Politically, Kyel and Jansson are at each other's throats, Vantann and Thomlin make friends in the wrong places, and Treyas finds out that his SoulMate and squire, Druce Sinclair, suffers from a horribly painful and incurable disease. To top it off, Treyas discovers that Dalziel has been overrun with Nydiri with the power of Illusion in their grasp. When Vantann, Thomlin and others disappear, Treyas must find a way to free the captives and destroy the Nydiri threat once and for all...
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.
In a world where hostile nations wield magic in combat, twin sorceresses separated at birth and brought up on opposing sides of the war find each other. Together, they face persecution for using wild magic, fight against traitors and assassins, explore family secrets, and discover the hidden origins of magic itself. Above all, to protect their world, they must deal with ancient, powerful dragons that most people don't even believe exist. Most people in the country of Saphradea admire sorcerers and dream of having magical powers. Not Merina, a young woman who detests magic because she thinks it ruined the life of her mother, a failed sorceress candidate who abandoned her in infancy. When Merina's fiance, Trinames, announces he's decided to go for training as a Healer sorcerer, her personal world turns upside down. Merina is heiress to a tract of rich farmland, and she wants only to manage her own property and bring up a family in peace--a dream she thought Trinames shared. Yet events conspire to force her into a realm of magic and intrigue she never wanted. When Trinames is kidnapped and she strikes out across the wilderness to rescue him, in company with a wandering trader who turns out to be more than he appears, she runs into a crisis that awakens magical powers she shouldn't even possess.