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After surviving Skyhold's deadly labyrinth, Hugh and his friends are looking forwards to an uneventful summer. Their teacher Alustin has chartered a sandship for a training expedition into the vast sea of sand known as the Endless Erg, aiming for the wealthy and powerful desert city of Theras Tel. Hugh's happier than he's been in a long, long time, and he's quite excited for the fresh air, sunshine, and quiet.Of course, given Hugh's luck, their summer is going to be anything but quiet. They're about to be plunged into a morass of pirates, monsters, warring cults, flesh-tearing sandstorms, and a conspiracy against Indris Stormbreaker, the dragon queen of Theras Tel herself.At least Hugh's going to get plenty of fresh air and sunshine.
Hugh of Emblin is, so far as he's concerned, the worst student that the Academy at Skyhold has ever seen. He can barely cast any spells at all, and those he does cast tend to fail explosively. If that wasn't bad enough, he's also managed to attract the ire of the most promising student of his year- who also happens to be the nephew of a king. Hugh has no friends, no talent, and definitely doesn't expect a mage to choose him as an apprentice at all during the upcoming Choosing. When a very unexpected mage does choose him as apprentice, however, his life starts to take a sharp turn for the better. Now all he has to worry about is the final test for the first years- being sent into the terrifying labyrinth below Skyhold.
The Havath Dominion is marching to war. Humiliated in the ruins of Imperial Ithos, the Exile Splinter stolen from their grasp by the ancient sphinx Kanderon Crux, Havath's Duarchs have assembled an army that dwarfs the entire population of Skyhold. Led by their Great Powers, monsters and mages individually capable of leveling a city, they pose a threat that even Kanderon, one of the mightiest of Great Powers, and her equally monstrous allies might be unable to stop. As the Havathi forces push closer and closer to Skyhold, Hugh and his friends train relentlessly, hoping to make a difference in the oncoming siege. While they venture into dangerous realms of untested experimental magic, though, they're already caught up in currents far beyond their control. Once you're a pawn in the games of the Great Powers, there's no escape.
Hugh and his friends have, to his great displeasure, become the center of attention among the student body at Skyhold. It turns out that surviving the depths of the labyrinth and helping stop a coup both tend to draw a good bit of attention. If Hugh had his way, he'd happily go back to being just another anonymous student. He has more than enough to deal with already as he starts his second year, between his crushing load of schoolwork, training as a prospective candidate to the Librarians Errant, and navigating a long distance relationship.Oh, and the fact that Hugh and company have been dragged into trying to catch a traitor on the Skyhold Council doesn't make life any easier. Nor does it help that the traitor is working with the demon Bakori, who lurks in the depths of the labyrinth below Skyhold, waiting for his chance at revenge.
Half a millennium ago, the sphinx Kanderon Crux and her allies banished the city of Imperial Ithos from the world of Anastis, in a desperate attempt to defeat the Ithonian Empire. Her dread weapon, the Exile Splinter, even erased the memory of its location from the universe. Now it's returning, bringing the Exile Splinter back with it. The great powers of the continent are desperately hunting for the site of the lost city, knowledge lost even to Kanderon herself. None know what ancient Ithonian weapons and enchantments might still be found in the ruins, but even the Exile Splinter alone would be a prize justifying war. Hugh and his friends find themselves dragged along on the search, where they'll face enemy warlocks, sea monsters, liches, unnatural storms, and even a man-eating tiger. There's something they're not being told about the lost city, however. Something that has even Kanderon and the other great powers terrified.
Writers, game designers, teachers, and students ~this is the book youve been waiting for! Written by storytellers for storytellers, this volume offers an entirely new approach to word finding. Browse the pages within to see what makes this book different:
We all are told or somehow made to believe that "Future Predictions = Nostradamus". So many books and TV serials have been made on his prophecies. But what very few people know is that India, in her history of millennia has produced so many future tellers and scriptures that predicted everything about the future so accurately. This book is a compilation of the lives of all those beings, their writings and predictions about the "Future of Time" in the modern context.
Plague has come to the continent of Teringia.As the Wrack makes its slow, relentless march southwards, it will humble kings and healers, seers and merchants, priests and warriors. Behind, it leaves only screams and suffering, and before it, spreads only fear.Lothain, the birthplace of the Wrack, desperately tries to hold itself together as the plague burns across it and its neighbors circle like vultures. The Moonsworn healers would fight the Wrack, but must navigate distrust and violence from the peoples of Teringia. Proud Galicanta readies itself for war, as the Sunsworn Empire watches and waits for the Wrack to bring its rival low.And the Wrack advances, utterly unconcerned with the plans of men.
Gravedigger Volke Savan, desperate to leave his tiny home island and impress the most beautiful girl he's ever known, breaks every tradition of the bonding ceremony just to become an arcanist. But when he's tasked with killing a hero, he's uncertain.
Your indispensable field-guide! • Two types of maps–terrain/landmark & monster/NPC! • Realm maps–the world at a glance • Region maps–all monsters and levels • City and town maps–merchant & NPCs • Dungeon maps–includes Darkness Falls • RVR maps–invader danger zones • Tips from Guest-Consultant Kirstena