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All three novels in The Age of Magic story arc - Alterverse; Warriors & Wizards; and Return of the Djinn are collected in one huge omnibus edition. A perfect companion to the Halos & Horns Omnibus and the Fangs & Fur Omnibus, this volume is 7x10 like its predecessors and features brand new cover artwork and an interview with the author. Clocking in at 586 pages, The Age of Magic Omnibus contains the complete third story arc in the Halo & Horns fantasy saga.
All three novels in the Fangs & Fur story arc - Flashbacks; Nightstalkers; and Nosferatu, Inc. are collected in one huge omnibus edition. A perfect companion to the Halos & Horns Omnibus, this volume is 7x10 like its predecessor and features brand new cover artwork and an interview with the author. Clocking in at just over 600 pages, the Fangs & Fur Omnibus fills the gap between the previous Halos & Horns story arc and the subsequent The Age of Magic story arc.
The Wonderland Trilogy Omnibus Edition collects all three novels in the Wonderland series -- Wonderland, Oz, and Neverland -- into a single volume! More than 600 pages with a stunning wrap-round cover! This is one rabbit hole you'll want to tumble down!
Collecting the entire trilogy in one volume! The 25th Hour; The Tomorrow Paradox; All the Time in the World; and a bonus short story. Mackenzie Mortimer is a typical junior high geek. He’s shy, awkward, a bit clumsy, late with his homework, and always late for class. There’s never enough time to do everything he needs to do; after all, there are only 24 hours in a day. But when Mac finds his grandfather’s pocket watch buried deep inside a trunk, he discovers his days have an extra hour. According to the eccentric inventor’s journal, the pocket watch can add up to 60 minutes to a single day by freezing time around whomever holds the watch and presses its button. Time is running out... but fortunately, Mackenzie Mortimer has a few more minutes than anyone else.
Zebediah Hugson books passage on The Wizard of Odds with Cap'n Bill and his first mate Trot to sail from Emerald City, Kansas downriver to Wonderland in search of his missing cousin, newspaper reporter Dorothy Gale. Meanwhile Tinka Belle, guilt-ridden over having overdosed Wendy's sister Detective Alice Dodgson on the hallucinogen fairy dust, has fled Peter Pan's luxury penthouse that towers over the futuristic art deco city of Wonderland. Tinka Belle returns to her roots in the dark underbelly of the city of tomorrow – the slums of Wonderland, where she shares an alley squat with her young friend Tip, a boy with a long-held secret and a hidden past. This sequel to Wonderland reveals what lies in the shadows of the glitz and glamor of the art deco architectural marvel of Wonderland, where the Yellow Brick Road leads through the dangerous Tenement Row, home of Old Mombi who sells abducted children and young women to the highest bidder; the local brothel, Glinda Goodwitch's Palace of Pleasure; The Quadling, the seedy bar belonging to ex-prizefighter Jack Pumpkinhead, whose face resembles a smashed gourd; and the territory claimed by Gen. Jinjur and her army of punk rock lesbians.
Mackenzie Mortimer is a typical junior high geek: shy, awkward, late with his homework, and always late for class. He's never got enough time to do everything he needs to do; after all, there are only 24 hours in a day. But when Mac finds his grandfather's pocket watch, he discovers his days have an extra hour. The eccentric inventor's journal reveals the watch can add up to 60 minutes to a single day by freezing time around whomever controls it. When a crisis looms for Mac and his friends, time is running out... but fortunately, Mackenzie Mortimer has a few more minutes than anyone else.
2025 – A new coronavirus, COVID-25, spreads across the globe killing hundreds of thousands before disappearing. They thought the worst was over… until four years later, when the more virulent COVID-29 strikes, wiping out 80% of the world’s population. The government rapidly constructs an underground complex – the bunker – to safeguard 50 specially selected infants and young children to be mankind’s last hope. When the bunker’s last adult dies 12 years later, the quarantined teenagers must form their own society within the bunker or venture out into the post-plague world.
Halos & Horns: The Omnibus Edition "There are more things in Heaven and Earth, Horatio, than are dreamt of in your philosophy." - Hamlet (Act 1, Scene 5). A naïve angel and amoral demon discover the truth of Shakespeare's words, when a wager between God and the Devil lands them on Earth. In the guise of Las Vegas private eyes "Gabe Horn" and "Lou Cypher", the archangel Gabriel and trickster demon Lucifer embark on personal quests of their own in search of their humanity. Their personal journey is also a physical one, spanning both time and dimensions, through the centuries to Camelot and 17th century Salem, exploring the seven Heavens, the nine levels of Hell, the Dark Dimension of the ancient Dark Gods, Thenesia - an ancient land of swords and sorcery, the somnolent realm of the Dreamscape, and the eerie emptiness of Limbo. Beneath the prosaic veneer of urban life, mortal humans live in blissful ignorance alongside preternatural and supernatural creatures: warlocks and witches, vampires, werewolves, the Fae, kitsune, and creatures whispered of in myths of African, Irish, and Japanese cultures. Seers gaze at the Sands of Time as the golden grains tumble through the mystical hourglass, seeking to divine what the Fates have woven. Through these memorable characters and exotic settings, the author explores the nature of good and evil, free will versus predetermination, man's inhumanity to man, universal versus moral relativism, nature versus nurture, loss of innocence, coming of age, death, love and friendship, the quest for power, individualism, sacrifice, and faith versus doubt, among other literary themes. This Omnibus Edition collects all four volumes in the Halos & Horns fantasy saga, replete with 61 new color illustrations; the "Guide to the Halos & Horns Multiverse" detailing each character, place, and object; previously unpublished essays by the author; and the novelette The Pandora Chronicles, a preview of the forthcoming spin-off trilogy, Fangs & Fur.
"In The Age of Magic, Anything is Possible." What would the Age of Magic be without the Arabian Nights? Aladdin and his magic lamp; Ali Baba and the 40 thieves; genies and djinns and ifrits, oh my! Flying carpets, desert palm trees, and harems filled with voluptuous women. That Moorish architecture, and oh the clothes: turbans, fezzes, and curled pointy shoes. Belly dancers, and the Dance of the Seven Veils. The bazaar and the café. The magical city of Baghdad, with its spires, keyhole arches, and minarets glittering more brightly than the Emerald City of Oz. And then there's vampire Sharon Mordecai, a prominent character in every Halos & Horns novel since the first book but noticeably absent in the previous installment, the ninth book in the series. Where was Sharon? All we were told was that she was on a case with her spectral private investigator partner Kara Islington. Readers got a clue at the very end of the previous book when Ursula Fenris, teenage daughter of Sharon's BFF Pandora, was polishing an oil lamp she had been given by the mysterious proprietor of an even more mysterious curio shop. Kara's ghostly form wafted from the lamp's spout with the dire message that she and Sharon had been captured by a djinn. But how on Earth did they end up in such a predicament?
Neverland isn't a place -- It's a state of mind! The final book in the Wonderland trilogy! Peter Pan is enticed into joining a river pirate on his quest for buried treasure: casks of water from the legendary Fountain of Youth that hold the promise of eternal youth.