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A hunt for a magical treasure that could pay a dowry - or win a war. Raltarn and his uncle are entrepreneurs, struggling to make an honest living - or failing that, any sort of living - as Raltarn scrapes together a dowry for his fiancée Shanu. Shanu's father, tired of waiting, gives Raltarn an ultimatum - double your fortune in three months or the wedding is off. While clearing junk from a dead man's house, Raltarn finds a magic mirror that can communicate instantaneously with an identical mirror over great distances. The pair could provide him with a dowry - and might give his country the edge it needs in the long war with its neighbour. When the other mirror proves to be thousands of miles away, across dangerous seas and unexplored lands, Raltarn and his uncle decide the risks are worth it, but they soon discover they are not the only ones who see the opportunity for power and profit...
After their adventures in Elangir, Raltarn and his comrades on Silver Dolphin begin the voyage home to Asdanund. Raltarn hopes that his share of the treasure will be enough for a dowry for his fiancée Shanu. The warship Glorious has gone ahead with a cargo of magical weapons that might help to win the long war against Nuhys. Disaster strikes Glorious, and the only survivor refuses to say what happened. Halfway home, they discover they’re too late. The war is over, and Asdanund is now under Nuhysean rule. A retired Asdanundish admiral recruits Silver Dolphin to carry a raiding party to Asdanund. He asks Raltarn to join the party, as he’s the only magician they have. Raltarn agrees, hoping to be reunited with Shanu. But what hope does a man with no military experience have in a country that’s now overrun with dragons?
Simon and the Birthday Wish is a hilarious and heart-warming tale for children and grown-ups of all ages. It features fifteen illustrations drawn by the author. What Simon wanted for his seventh birthday was a set of action figures from Planet Patrol, his favourite cartoon. What he got was a tatty second-hand teddy bear. What Simon doesn't know is that the teddy bear is alive and can do magic. What the bear doesn't know is that he's not as good at magic as he thinks he is. When the bear tries to grant a wish for Simon, everything goes wrong, and poor Simon's life is turned inside out, upside down, and sideways. Will things ever go back to the way they were?
"We don't do miracles here. Only magic." All four novels of the Barefoot Healer series in one volume. When apprentice wizard Adramal leaves home, her plan is to complete her training at a new school. But she soon finds herself caught up in bigger and more dangerous events than she could have imagined. She'll have to catch a murderer, rescue a village from plague, and find her way into a secret magical well - while staying ahead of a God who wants her dead and keeping her ever-more complicated love life on track. Meanwhile, Lelsarin, the immortal being who lives in Adramal's head, has her own ideas about how to solve these problems, and they might not involve keeping Adramal safe and sane... This book contains all four novels of the Barefoot Healer series - Death & Magic, Plague & Poison, Dust & Water, and Stone & Silence - along with background material, a glossary, and a bonus short story, The Shortest Distance Between Two Points.
Adramal is now a detective with the City Watch. But someone wants her dead - during a routine investigation, she is poisoned, and only her magic and quick thinking save her life. Her father suspects followers of the evil god Zorian are to blame. He insists Adramal leave for the island kingdom of Salmar, beyond Zorian's influence, while the Watch investigates. The Salmarian priests trick her into revealing herself as a wizard, and sentence her to death for practising magic. Desperate, she chooses to assist a plague-stricken village rather than be executed. But not all the villagers welcome her help, and Zorian's reach may well be longer than she thought...
Captain Tagahra of the Kyer Altamar Watch has a lot of missing people to find. He doesn't expect one of them to be a wizard who's escaped from the city's prison, leaving a dead priest in his place. He learns the disappearances might be part of a plan by the evil God Zorian to take control of the city, and his orders are to help with the defences. But how do you defend against something you don't believe in? The wizard Adramal is racing home to Kyer Altamar to fight Zorian. She drank from a magical well and received a vision that claims to reveal her purpose in life. Clues in the vision suggest it may contain knowledge that will help in the battle... if she can crack its code in time. Meanwhile, Lelsarin, the immortal being who lives in Adramal's head, has her own ideas about how to deal with Zorian, and keeping those around her alive doesn't seem to be a priority. How far is she willing to go to rid the world of one God?
The fastest guide to Klang Valley. A guide to the essentials of Klang Valley that helps you hit the ground running on your trip. A practical e-book of things to do and see in Klang Valley.
The fastest guide to Klang Valley. A guide to the essentials of Klang Valley that helps you hit the ground running on your trip. A practical e-book of things to do and see in Klang Valley.
The fastest guide to Klang Valley. A guide to the essentials of Klang Valley that helps you hit the ground running on your trip. A practical e-book of things to do and see in Klang Valley.