The Dawn of Magick is the first story of Donothor. The tragic fantasy chronicles the lives and deeds of many ilks of the world Sagain. Threads of fate and Magick intertwine the doomed world of sorcery with three other worlds. When the story begins, Sagain is a pastoral mundane world dominated by preternatural beings called Old Ones. Nature's most powerful forces foment a cataclysm and kindle the flicker of Magick. The flicker grows into a blaze and creates great artifacts. The power of Magick descends along family lines. As sorcerers live longer and grow more powerful, greed and competition lead to conflict. Orders of Light and Dark Sorcery choose leaders and allies, create citadels and seven fantastic wonders, and rip Sagain and its people through their ageless conflict. Spells cast by avaricious sorcerers bring forces of evil to Sagain. This begins a conflict that stretches across space and time. Powerful spells enable the imprisonment of consummate evil and facilitate the escape of a fortunate few from the doomed world. What is the source of Magick? What are the powers of the thirteen and two staves? What roles have the mysterious Old Ones, the old wanderer Confusious, Iyaca Vassi, and the Orders of Light and Dark Sorcery in the story? Does only evil lurk behind the dark walls of Koorlost, the citadel of Dark Sorcery? Does only good reside within the alabaster walls of the Laurels and its Tower of Radiance, the citadel of Light Sorcery? Are dragons, the great wyrms of the skies, good or evil? What threads connect four worlds? Ripples that began long ago in a doomed world create great waves in Donothor, Parallan, and...a blue world. The story continues in Deathquest to Parallan, the Orb of Chalar, the Death of Magick, and the Chalice of Mystery.
A young prince struggles with his identity and role when his land and family are attacked by mysterious assailants. He must become a leader and assemble a party of the land of Donothor’s strongest characters. Fighting skills, a magic sword, friends, Magicks, and unexpected allies are needed to accomplish the task before him. The quest leads the Donothorians to a new night-less world of three suns, where new allies and many enemies are found. His party becomes eyewitnesses to and participants in a great conflict. But where does the greatest evil lie? What is their role in the conflict? Is the fate of this world tied to their own? Can they succeed against impossible odds and succeed in the Deathquest to the world of three suns?
Envision a naive young man beguiled, robbed, and ridiculed by a beautiful sorceress. Imagine the young man became the greatest assassin that ever lived. See in your mind's eye an assassin consumed by hatred of all things Magick and committed to their destruction. Visualize the creation- through the power of a Wish- of an artifact of great power to assist his quest. Picture the assassin's second Wish- a Wish for more time and a labyrinth to keep his treasure forever secure from any that might seek the artifact. Realize the consequences of the imperfect Wish- albeit difficult, a path to the assassin's treasure, the Death of Magick. Envision the struggle across space and time between a just and powerful sorceress with rainbow tresses and a demon of timeless evil. The sorceress must seek the weapon created to bring about her destruction.The strongest and wisest of two very different worlds attempt to unravel the mysteries of ancient parchments and devise a plan to defeat the demon threatening both worlds. A new generation of Donothor and Parallan- empowered by Light, Dark, and Illusory Magick- accepts the challenge and assists their king and mentors. What roles have a beautiful mysterious red-haired elf, the bloodline of an enemy, and an artifact of evil? Will the sacrifices of generations be for naught? If they find the Death of Magick, will the weapon destroy them before they face the demon?
The Wandmaker's Burden continues the Elfdreams series. The First Wandmaker and his followers translocate from their beloved Lost Sons, establish a new home in a great underworld cavern, and cross paths with. the mysterious Dream Raiders. The transplanted Drelves encounter Carcharians, Duoths, Shellies, Bugwullies, Pollywoddles, Boxjellies, sea lions, Mountain Giants, cave wargs, and sea elves. Yannuvia has drunk from the Cup of Dark Knowledge, sipped the Seventh Nectar, walked in the gray light, and used the Dream Master's wand. Mender's blood has touched him. 13 limbed monsters, perplexing enemies, steadfast friends, and seductive temptresses complicate the Wandmaker's life. Are Carcharians allies? Are Duoths enemies? How will the Central Sphere and its 88 satellites aid the First Wandmaker? What powers will the Omega Stones bestow? What of the mysterious graparbles and beautiful sea elf Piara? What is the cost of the Dream Raider's help? Will Yannuvia make the right choices?Can he bear the Wandmaker's burden?
The First Wandmaker continues the Elfdreams series. Buoyed by Magick, Drelves prevail against the forces of Aulgmoor and their embittered leader Saligia. War costs the Drelves dearly. Leadership of the forest people falls on the shoulders of the beautiful young Teacher and even younger Spellweaver. Conflicts embroil all peoples of Parallan, including Drelves, Drolls, Kiennites, dryads, water sprites, tree sprites, tree harders, and rare healers calledMenders. Threads of Magick connect other peoples, places, and times to Parallan. Dreamraiders use the power of Translocation, meddle in the affairs of the World of the Three Suns, and pit Drelve against Drelve, brother against brother, and Spellweaver against Spellweaver. What motivates the powerfulDream Master? What secrets do mysterious gray stones hold? What roles have the mysterious Thirttene Friends and a greenish Drelvish Menderish, Spellweaverishfellow? Escape to an elfdream! Deathquest to Parallan, the Orb of Chalar, the Death of Magick, the Chalice of Mystery, the Dawn of Magick, and The Lost Spellweaver... The Donothor and Elfdreams of Parallan series...different Sci-Fi/ Fantasy.
The world of Donothor was a child feeling the pangs of growth. A just man and his family labor to unite the peoples of Donothor against beasts and lawlessness. Dark Magick of utmost power carries ancient evil to Donothor. Childhood is spoiled. Alliances of dwarves, men, gray elves, prismatic dragons and Light Sorcerers oppose the alliances of goblins, hobgoblins, ogres, giants, black dragons, dark elves, and Dark Sorcerers. An aberration of Magick creates a breach between two very different worlds. These worlds become entangled. Peoples of both worlds struggle against the forces of Dark Magick. They must face a myriad of fantastic beasts. What courses should they take? How will events in one world affect the other? Can ancient powers overcome the evil? What are the keys to victory?
Thirttene Friends is a prequel to the Elfdreams of Parallan and Donothor series and chronicles the early life of the sorcerer Rhiann Klarje and the sorcerers efforts to preserve the treasures of the world of Magick Sagain. The discovery of the source of Sagains Magick and a great spell that conquers space and time facilitates Rhianns travels to other worlds. and the establishment of the circle of Thirttene Friends in Green Vale in the World of the Three Suns. Preternatural Old Ones, including the Siren Maranna and a host of fantastic creatures, and steadfast Gnome friends help the young sorcerer in his efforts. Dark forces from within and without Sagain oppose his efforts. Thirttene Friends provides an introduction to the worlds Sagain, Donothor, and Parallan, the World of the bThree Suns. The stories continue in Lost Spellweaver, First Wandmaker, Wandmakers Burden, Emerald Islands, Menders Tomb, Deathquest to Parallan, Orb of Chalar, Chalice of Mystery, and Death of Magick.
Emerald Islands continues the Elfdreams series and chronicles events in worlds connected by threads of Magick. The Dream Master's plans are thwarted. He sends the Dreamraider to a blue world with a single sun where she seeks lost artifacts and conscripts exceptional inhabitants. Stone circles and gifts of the mysterious Sandman facilitate travel to the World of Three Suns, where the conscripts join forces with Drelves battling overwhelming odds. The Lost Spellweaver has not returned. Can another take his place? Are the Sandman and Dream Master folloming a collision course? worlds.
Drelvish Spellweavers are born during approximations of the Gray Sun Andreas. The gifts of Andreas to the People of the Forest, the ancient spell book, replicates at a Spellweavers birth. Rarely Grayness bequeaths Magick to a diverse lot, unwonted Spellweavers, who are not Drelvish, dwell in other realms, and connected to Drelvedom by wisps of Magick and threads of fate. Magick oft comes at high cost. Sometimes the unwonted gifts of Grayness are also unwanted. Albtrume . . .
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