Set in the medieval fantasy kingdom of Valdemar, this unique and exciting novel continues the story of Talia. Having mastered the powers necessary to become a guardian of the kingdom, she faces the final preparation for her initiation as adviser and protector of the Queen.
Chosen by the Companion Rolan, a mystical horse-like being with the powers beyond imagining, Talia, once a runaway, has now become a trainee Herald, destined to become one of the Queen's own elite guard. For Talia has certain awakening talents of the mind that only a Companion like Rolan can truly sense. But as Talia struggles to master her unique abilities, time is running out. For conspiracy is brewing in Valdemar, a deadly treason which could destroy Queen and kingdom. Opposed by unknown enemies capable of both diabolical magic and treacherous assassination, the Queen must turn to Talia and the Heralds for aid in protecting the realm and insuring the future of the queen's heir, a child already in danger of becoming bespelled by the Queen's own foes
Growing up in a repressive, puritanical environment, young Talia dreams of service as a Herald--one of the Queen's elite special guard, who act as lawgivers, peacekeepers, and even warleaders. Chosen by one of the mysterious and powerful Companions, Talia is awakened to her own unique mental powers and magical abilities, and assumes a vital role in the efforts to save the kingdom of Valdemar from disaster.
United by sword-spell and the will of the Goddess, Tarma and Kethry swore a blood oath to carry on their mutual fight against evil. Together they set forth to fulfill their destiny.
FROM THE BACK COVER: MAGE-CRAFT-- Though Vanyel has been born with near-legendary abilities to work both Herald and Mage magic, he wants no part of such things. Nor does he seek a warrior's path, wishing instead to become a Bard. Yet such talent as his if left untrained may prove a menace not only to Vanyel but to others as well. So he is sent to be fostered with his aunt, Savil, one of the famed Herald-Mages of Valdemar. But, strong-willed and self-centered, Vanyel is a challenge which even Savil can not master alone. For soon he will become the focus of frightening forces, lending his raw magic to a spell that unleashes terrifying wyr-hunters on the land. And by the time Savil seeks the assistance of a Shin'a'in Adept, Vanyel's wild talent may have already grown beyond anyone's ability to contain, placing Vanyel, Savil, and Valdemar itself in desperate peril.
Tarma and Kethry set out in search of their vanished leader Idra, who failed to return from a journey to her home kingdom of Rethwellan.
Valdemar, the once peaceful kingdom, is now besieged. The king lays dying, the neighboring kingdom of Karse wages war on it, and the dark magic forces are massing for the final blow.
The Wild Magic is taking its toll on the land. Many Heralds and Herald-Mages have died, and Vanyel is almost at the end of his strength, in need of a long respite.
In Storm Warning, the first volume of the Mage Storms trilogy,
Granddaughter of the sorceress Kethry, Kerowyn had been forced to run the family keep since her mother's death. Kerowyn's plans for peace were shattered when her home was attacked, her father killed, her brother gravely wounded, and his new bride kidnapped. Facing her family's foes sets Kerowyn upon the road that eventually leads her to the Kingdom of Valdemar at the head of her own company of mercenaries.
1st book in the Halfblood series.
Teenage passion meets centuries-old magic ... Prom night is going to be hell! Diane Tregarde hadn't expected to find a malevolent combo of sex and blood magic at Tulsa's Jenks High.
Lackey, who has enchanted readers since the publication of her first novel, Arrows of the Queen in 1987, scores another hit with the paperback release of the first book in an exciting new series. High magic had been lost to Valdemar when he gave his life to save his kingdom from destruction by the dark sorceries. Now it falls to Elspeth Herald, heir to the throne, to take up the challenge and seek a mentor who will awaken her mage abilities.
There are elves out there. And more are coming. But even elves need money to survive in the "real" world. The good elves, intrigued by the thrills of stock car racing, are manufacturing new, light-weight engines (with, incidentally, very little "cold" iron); the bad elves run a kiddie-porn and snuff-film ring, with occasional forays into drugs. Ranged on the other side of all that's good - Keighvin: elf lord with a problem, and the victim of a vendetta. -- Tannim: a human mage with a taste for fast cars and loud music. -- Sam Kelly: mild-mannered retired engineer with an Irish temper. -- Ross Canfield: a good old Southern boy who just happens to be dead. The people trapped in between: three runaways. Good kids already in serious trouble and about to get into more. Unwitting pawns in a deadly game, they will either be saved -- or led into a fate worse than death....
If Rune could get the proper training, she could become one of the finest bards her world has ever seen. But her advantages are few, so when she decides to play her fiddle for the Ghost of Skull Hill, he agrees to a bargain--an arrangement that could mean silver for her future quest . . . or her death at the hands of the ghost.
All is well in San Francisco with the elf-lord, his human bard companion, and the mage who brought them all together, until it turns out that the City is doomed by an earthquake.
In the age of the Mazonians women rule through magic - and men suffer what they must.
THE FOUNDING: A "lost ship" of Terran origin, in the pre-Empire colonizing days, lands on a planet with a dim red star, later to be called Darkover. DARKOVER LANDFALL THE AGES OF CHAOS: 1,000 years after the original landfall settlement, society has returned to the feudal level. The Darkovans, their Terran technology renounced or forgotten, have turned instead to freewheeling, out-of-control matrix technology, psi powers and terrible psi weapons. The populace lives under the domination of the Towers and a tyrannical breeding program to staff the Towers with unnaturally powerful, inbred gifts of laran. STORMQUEEN! HAWKMISTRESS! THE HUNDRED KINGDOMS: An age of war and strife retaining many of the decimating and disastrous effects of the Ages of Chaos. The lands which are later to become the Seven Domains are divided by continuous border conflicts into a multitude of small, belligerent kingdoms, named for convenience "The Hundred Kingdoms." The close of this era is heralded by the adoption of the Compact, instituted by Varzil the Good. A landmark and turning point in the history of Darkover, the Compact bans all distance weapons, making it a matter of honor that one who seeks to kill must himself face equal risk of death. TWO TO CONQUER THE HEIRS OF HAMMERFELL
For the first time in paperback, a new solo novel by a fantasy great. Set in the same world as Bardic Voices, Book I: The Lark and the Wren, this fantasy novel is "deft and readable . . . as lively as one might wish, and the reappearances of the Skull Hill Ghost from The Lark and the Wren are especially well-rendered" (Dragon).
This remarkable sequel to the bestselling Winds of Fate continues the beloved story of Princess Elspeth of Valdemar and Darkwind k'Sheyna of the Tayledras Clan as they come to discover their hidden magical powers and as they learn to rely on each other in a world on the brink of chaos.
Exciting conclusion to the Mage-Winds trilogy. Elspeth & Darkwind return to Valdemar for a final confrontation with Ancar of Hardorn, the evil Adept Hulda, and a surprising ending for Falconsbane!
A Cast of Corbies is the first book in the Bardic Choices series. A strange pall has settled over Alanda. Everyewhere representatitves of the Church seek to ferret out unauthorized magic- and music, because it is magic at its roomts, has come under suspicion. And that which is suspect, if it cannot be crushed altogether, must be stripped of its mystery, made tame and answerable to the power of the priests. Throughout the lands the Free Bards, those who will not or cannot join the priest-condoned Guild, are being driven away. But all who are Free are free to chose: to flee or to fight.
Jennifer Talldeer is Osage and Cherokee, granddaughter of a powerful Medicine Man. She walks a difficult path: contrary to tribal custom, she is learning a warrior's magics. A freelance private investigator, Jennifer spends hours tracking down stolen Indian artifacts. The construction of a new shopping mall uncovers fragments of human bone, revealing possible desecration of an ancient burial ground. the sabotage of construction equipment implicated Native American activists - particularly Jennifer's old flame, who is more attractive, and more dangerous, than ever. Worst of all, the grave of Jennifer's legendary medicine Man ancestor has been destroyed, his tools of power scattered, and a great evil freed to walk the land. Jennifer must stand against the darkness. If she wavers even for an instant, she will be annihilated, and the world will fall into oblivion.
While Shana, her dragon friends Kalamedea and Keman, Mero, and others look for a new home for the halfbloods, the elven princess Sheyrena - daughter to the ambitious Lord Tylar - escapes a unwanted marriage with her half-blood brother Lorryn and maid Myre, a shape-changed dragon in disguise.
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