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Alisha Steele

The enemy may be his only hope. . . Fallen angel Kasdeya hates all mortals. They're little more than playthings, as far as he's concerned. But when he finds himself facing a thousand-year prison sentence, he has no choice but to call on the one woman who might set him free: the Summoner. His plan is simple. . .seduce her for his own purposes, then throw her away. If only she weren't so argumentative, so intelligent. If only she weren't so damned sexy! 77,141 Words

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Gail Z. Martin

The comfortable world of Martris Drayke, second son of King Bricen of Margolan, is shattered when his older half-brother, Jared, and Jared¿s dark mage, Foor Arontala, kill the king and seize the throne. Tris is the only surviving member of the royal family aside from Jared the traitor. Tris flees with three friends: Soterius, captain of the guard; Carroway, the court¿s master bard; and Harrtuck, a member of the royal guard. Tris harbors a deep secret. In a land where spirits walk openly and influence the affairs of the living, he suspects he may be the mage heir to the power of his grandmother, Bava K¿aa, once the greatest sorceress of her age. Such magic would make Tris a Summoner, the rarest of magic gifts, capable of arbitrating between the living and the dead.

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Layton Green

A United States diplomat disappears in front of hundreds of onlookers while attending a religious ceremony in the bushveld of Zimbabwe. Dominic Grey, Diplomatic Security special agent, product of a violent childhood and a worn passport, is assigned to investigate. Aiding the investigation is Professor Viktor Radek, religious phenomenologist and expert on cults, and Nya Mashumba, the local government liaison. What Grey uncovers is a terrifying cult older than Western civilization, the harsh underbelly of a country in despair, a priest seemingly able to perform impossibilities, and the identity of the newest target. Himself. The first work in a globe-hopping series whose protagonists investigate the world's most bizarre and dangerous cults, The Summoner is a stylish, haunting novel of mystery and suspense that will linger long after the last page is turned. “. . . A blend of action, history, anthropology, thrills, and chills, all delivered with a mature, polished voice. I am eager for more from this author.”— Scott Nicholson, Bestselling Author

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Layton Green

"The first work in a globe-hopping thriller series whose protagonists investigate the world's most bizarre and dangerous cult... When a United States diplomat disappears in front of hundreds of onlookers while attending a religious ceremony in the bushveld of Zimbabwe, Dominic Grey, Diplomatic Security special agent, product of a violent childhood and a worn passport, is assigned to investigate. Aiding the investigation is Professor Viktor Radek, religious phenomenologist and expert on cults, and Nya Mashumba, the local government liaison. What Grey uncovers is a terrifying cult older than Western civilization, the harsh underbelly of a country in despair, a priest seemingly able to perform impossibilities, and the identity of the newest target. Himself..."--

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J. M. Nelson

When a former city-dweller is forced to move to the small, isolated town of Daven, he plots to murder his wife and claim her inheritance as a means of escaping his boredom. However, when a traveling band of gypsies enter into the town, a curse placed on his murdered wife awakens her undead body and she begins to roam the uncharted American wilderness. Enlisting the aid of the town's simpleton, the narrator uses a book of black magic in order to track down and find his undead wife. He will stop at nothing to claim what he believes is rightfully his, even if it means losing his sanity along the way.

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Joshua Mcarthur

The worlds are changing. In a world far from our own, where magic and myth are one in the same, a declaration of war is announced. The announcement sets in motion a chain of events that tear into the very fabric of time and space. An ancient legacy has returned to the magical world of Ivane, which had been thought long extinct. Since anyone can remember, there have always been two lines of magic. The first is the essence of the Sorceress. It has been ten years since the last reincarnation of the Sorceress, ten years since very her essence has poisoned an undeserving woman. But suddenly, it has returned. Now, to fight off the evil, three heroes are called upon to help vanquish the essence for good. Legend tells of the one who can manage this seemingly impossible feat. The one who can achieve this is graced with the essence's lighter equivalent, the Summoner. Alizé Dominio, a beautiful, gifted young mage from the Alinta Aces; Gogora's only army joins forces with Eddy Seamer. Eddy is a tough but loveable bladesman, and they are joined by one of their mentors, Keryn Blackhart, a patriotic perfectionist who cannot be beaten with a rifle. Together, they embark on a quest that pans the wondrous world they have all grown up in. Only the Summoner can call forth the ancient sceptre of the Gods. This ancient artefact is said to hold the power to vanquish the Summoner's evil counterpart and restore peace, if only for a while. But something is different this time around and deep in Alizé's heart a horrible truth is beginning to emerge . . . In old times, a prophecy was made. It spoke of the two ancient lines of magic and how they once belonged to the one who the people of Ivane consider God. It tells of the two lines of magic reuniting in one being, who will ultimately become a God among men. As Alizé and her friends reach their target, the heart wrenching truth is exposed. The true identity of the Sorceress is revealed, and the events that follow are truly catastrophic. When one inherits the essence of the Sorceress, their soul is twisted and corrupted beyond imagining. The darkness within becomes too strong and is unleashed, releasing chaos in its never-ending pursuit for power. It is a wicked burden to bear, and when Alizé inherits this unwanted gift, her soul is thrust into oblivion, and she emerges as the new goddess, forever thirsty for dominance. Now it is up to Alizé's boyfriend, Eddy, and his new friend Keryn to help Alizé. The only option seems bleak, and Eddy drowns in despair. But in a world where anything is possible, can there be a way to pull somebody back from the abyss? Do our heroes try and spit in the face of destiny? Or can destiny be changed? And if they do change destiny, then what?

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Zachary Jennings

Betrayal. Suffering. Helplessness. The warm continent does little to shelter from the cold feeling down from the Council Tower. Those that left in the night and arrived in the morning may not shake off the cold from the journey. They shall need to take comfort in uncertainty and fellowship of their fellow man. Soon plans come to fruition and conflicts stand center stage. Those that take part and those that watch bind together in onslaught of the truth. A light's embrace shall contain a shadowed warning but none will take heed. A war, a war of souls, souls yearning for power and greatness and of triumph and victory. Events during the course of this story lay groundwork for the conclusions of the next. Strung together by the flesh and blood of the characters drawn to the burning comfort of the fire. The conclusion stands as an illusions to the sands of time and soon words echo in ancient tongue. They shall give praise where none should. May our heroes stand strong in death.

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Zachary Jennings

For the mercenary group employed by the city of Jenaut, Demons seem to remain as the only great threat they would ever see. Five years and the burden of life begin to set and stress bonds. Yet, a lone power sits upon the horizon and grows ever increasingly hostile towards them. A tense anger carried on the air in whispers and remains on the tips of tongues. A constricting and fearful power, it seems the mercenaries stand powerless before it. Aid comes from places unexpected and emerges from shadows of nightmares only to disappear when they turn. Shortly, they begin to understand that Sylsteruin, their world, contains more frightening entities than they ever could dream. One such entity, watching with a growing hunger, begins to question the very foundations the Gods set forth as the world tips closer to war between Summoners, heralds of Gods. Will they find themselves lost in the maws of creatures mad? Will they change the words as Fate reads them? She cannot know, no one can know.

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Geoffrey Chaucer

Part Seven Once reviled as an example of Chaucer at his most tasteless and omitted from some editions of The Canterbury Tales, this scatological anecdote has over time been accorded genuine admiration, first grudging and finally unabashed. As in The Miller’s Tale, Chaucer has elaborated a simple fart joke into pungent satire against human foibles. Here too, through subtle references to religious lore, Chaucer transforms mere vulgarity into a truly clever jest and, in the opinion of some critics, a serious commentary on important issues. The particular target of the tale’s satire is a friar who is so blinded by greed, hypocrisy, and anger that he cannot see how others perceive him.

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Joshua D. McArthur

The worlds are changing. In a world far from our own, where magic and myth are one in the same, a declaration of war is announced. The announcement sets in motion a chain of events that tear into the very fabric of time and space. An ancient legacy has returned to the magical world of Ivane, which had been thought long extinct. Since anyone can remember, there have always been two lines of magic. The first is the essence of the Sorceress. It has been ten years since the last reincarnation of the Sorceress, ten years since very her essence has poisoned an undeserving woman. But suddenly, it has returned. Now, to fight off the evil, three heroes are called upon to help vanquish the essence for good. Legend tells of the one who can manage this seemingly impossible feat. The one who can achieve this is graced with the essence’s lighter equivalent, the Summoner. Alizé Dominio, a beautiful, gifted young mage from the Alinta Aces; Gogora's only army joins forces with Eddy Seamer. Eddy is a tough but loveable bladesman, and they are joined by one of their mentors, Keryn Blackhart, a patriotic perfectionist who cannot be beaten with a rifle. Together, they embark on a quest that pans the wondrous world they have all grown up in. Only the Summoner can call forth the ancient sceptre of the Gods. This ancient artefact is said to hold the power to vanquish the Summoner’s evil counterpart and restore peace, if only for a while. But something is different this time around and deep in Alizé's heart a horrible truth is beginning to emerge . . . In old times, a prophecy was made. It spoke of the two ancient lines of magic and how they once belonged to the one who the people of Ivane consider God. It tells of the two lines of magic reuniting in one being, who will ultimately become a God among men. As Alizé and her friends reach their target, the heart wrenching truth is exposed. The true identity of the Sorceress is revealed, and the events that follow are truly catastrophic. When one inherits the essence of the Sorceress, their soul is twisted and corrupted beyond imagining. The darkness within becomes too strong and is unleashed, releasing chaos in its never-ending pursuit for power. It is a wicked burden to bear, and when Alizé inherits this unwanted gift, her soul is thrust into oblivion, and she emerges as the new goddess, forever thirsty for dominance. Now it is up to Alizé's boyfriend, Eddy, and his new friend Keryn to help Alizé. The only option seems bleak, and Eddy drowns in despair. But in a world where anything is possible, can there be a way to pull somebody back from the abyss? Do our heroes try and spit in the face of destiny? Or can destiny be changed? And if they do change destiny, then what?

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David Mosey

Albion´s most powerful occult professional, the black mage Montmorency, wants a "Designated Opposite" that is a fellow professional against whom he can test his skills in friendly (and not so friendly) competition. He has applied several times to the free Dragons (the most intelligent beings in any of the known universes) requesting that under the terms of the Unified Code, they locate the appropriate master of the occult arts and sciences. All the Free Dragons have done so far is assure him that his request is receiving their attention, but now Montmorency has found a way to get their urgent attention. He has hatched a fiendish plot to impose economic efficiency, modern management systems and spreadsheets on the land of Albion. With the support of two evil and powerful noblemen he threatens to flood Albion with MBAs from the parallel world known as Earth Three-- a primitive, world where occult evolution has stalled. To ensure success, Montmorency has stolen the Ward of Summoning, an immensely potent occult artifact. There is now no way to stop him by conventional occult means. The Free Dragons know Montmorency must be stopped, and because they never (well, hardly ever) interfere directly in human affairs they have called upon Albion´s most notorious band of adventurers, Mission Implausible, to do the job. The band would normally be assigned a mage-- an expert in the theory and practice of magic-- to deal with Montmorency. But because he has the Ward, the Free Dragons have decided to use more primitive means. They have arranged to transfer a mathematician from Earth Three to invoke the Summoner of Basingstoke, and stop Montmorency´s scheme in its tracks. Unfortunately even the Free Dragons are not totally infallible... Thus it comes to pass that the totally non-mathematical Andrew Cruickshank, having gone to on sleep in a Cumbrian hotel on Earth Three on the eve of a climbing holiday, wakes up to find himself in a completely alien world, in possession of a lethally temperamental magician´s staff, and in the company of five people who expect him to do magic on demand. His talents in that area have hitherto been limited to a few transparent card tricks, so the prospects appear unpromising. And his attempts to use Tarot 5.1, Albion´s industry-standard spell system, are catastrophically unpredictable. However it soon turns out he has other valuable talents... With the help of these, and Mission Implausible?s robust, uncompromising approach to conflict resolution, the band of adventurers sweeps across Albion leaving confusion, destruction and broken glasses in their wake until they reach Basingstoke. There, deep in the bowels of the Basingstoke Old People´s Community Centre and Bingo Hall, Andrew Cruickshank finds he must fight for his life against a lethal duellist before he can invoke the Summoner of Basingstoke... MORE ABOUT ALBION Albion is a small island nation in the north temperate zone. While it seems insignificant enough, not only is it home to a pugnacious, independent-minded people, it is also home to the Free Dragons. The Free Dragons are the wisest beings in any of the possible universes; they mastered the art and science of magic at about the time everybody else was sitting around waiting for the pleistocene era to get started. They live beneath the Mountains of Dark Crystal on Albion´s west coast, a location rigorously enough isolated to deter even the most determined political canvasser; the Free Dragons like their privacy. Though they never (well, hardly ever) involve themselves in human affairs, they maintain informal contact with a number of Albion´s more senior occult professionals. The only reason the Free Dragons have not been adopted as gods is that they have never shown any interest whatsoever in turning people into stone, demanding human sacrifices, laying waste to whole cities, or c

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Taran Matharu

"The ability to summon is passed down through the blood..." Summoner: One who is gifted with the ability to summon demonic creatures that are emotionally connected to their human counterparts. As brought to life in the bestselling Summoner series, the magic of summoning is also an art, with a story of its own. The Summoner’s Handbook reveals the story of James Baker -- the epic journal that inspired the series hero, Fletcher, to discover his own summoning abilities. Along with a complete demonology, a guide to the basics of summoning, and glorious artwork from the world of the Hominum Empire, this is the volume that fans of the acclaimed and bestselling series must own.

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Taran Matharu

Delve deeper into the world of Summoner, with this beautifully designed Summoner's Handbook, complete with bumper Demonology and an exclusive new story. A must-have for all Summoner fans! Read the journal that started it all, and rediscover Vocans Academy through the eyes of the commoner, James Baker. The guide contains a fully illustrated and complete demonology and spellbook, with assorted drawings, maps, diagrams and sketches throughout! You'll learn everything a Summoner should and more. Beautifully rendered in two tone colours and full of detailed sketches, this hardback is the perfect treat for new and old fans of the New York Times bestselling SUMMONER series.

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David Mosey

Albions most powerful occult professional, the black mage Montmorency, wants a "Designated Opposite" that is a fellow professional against whom he can test his skills in friendly (and not so friendly) competition. He has applied several times to the free Dragons (the most intelligent beings in any of the known universes) requesting that under the terms of the Unified Code, they locate the appropriate master of the occult arts and sciences. All the Free Dragons have done so far is assure him that his request is receiving their attention, but now Montmorency has found a way to get their urgent attention. He has hatched a fiendish plot to impose economic efficiency, modern management systems and spreadsheets on the land of Albion. With the support of two evil and powerful noblemen he threatens to flood Albion with MBAs from the parallel world known as Earth Three-- a primitive, world where occult evolution has stalled. To ensure success, Montmorency has stolen the Ward of Summoning, an immensely potent occult artifact. There is now no way to stop him by conventional occult means. The Free Dragons know Montmorency must be stopped, and because they never (well, hardly ever) interfere directly in human affairs they have called upon Albions most notorious band of adventurers, Mission Implausible, to do the job. The band would normally be assigned a mage-- an expert in the theory and practice of magic-- to deal with Montmorency. But because he has the Ward, the Free Dragons have decided to use more primitive means. They have arranged to transfer a mathematician from Earth Three to invoke the Summoner of Basingstoke, and stop Montmorencys scheme in its tracks. Unfortunately even the Free Dragons are not totally infallible... Thus it comes to pass that the totally non-mathematical Andrew Cruickshank, having gone to on sleep in a Cumbrian hotel on Earth Three on the eve of a climbing holiday, wakes up to find himself in a completely alien world, in possession of a lethally temperamental magicians staff, and in the company of five people who expect him to do magic on demand. His talents in that area have hitherto been limited to a few transparent card tricks, so the prospects appear unpromising. And his attempts to use Tarot 5.1, Albions industry-standard spell system, are catastrophically unpredictable. However it soon turns out he has other valuable talents... With the help of these, and Mission Implausible?s robust, uncompromising approach to conflict resolution, the band of adventurers sweeps across Albion leaving confusion, destruction and broken glasses in their wake until they reach Basingstoke. There, deep in the bowels of the Basingstoke Old Peoples Community Centre and Bingo Hall, Andrew Cruickshank finds he must fight for his life against a lethal duellist before he can invoke the Summoner of Basingstoke... MORE ABOUT ALBION Albion is a small island nation in the north temperate zone. While it seems insignificant enough, not only is it home to a pugnacious, independent-minded people, it is also home to the Free Dragons. The Free Dragons are the wisest beings in any of the possible universes; they mastered the art and science of magic at about the time everybody else was sitting around waiting for the pleistocene era to get started. They live beneath the Mountains of Dark Crystal on Albions west coast, a location rigorously enough isolated to deter even the most determined political canvasser; the Free Dragons like their privacy. Though they never (well, hardly ever) involve themselves in human affairs, they maintain informal contact with a number of Albions more senior occult professionals. The only reason the Free Dragons have not been adopted as gods is that they have never shown any interest whatsoever in turning people into stone, demanding human sacrifices, laying waste to whole cities, or c

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Taran Matharu

More demons, epic battles, and fights to the death: introducing the unmissable next instalment in the New York Times bestselling Summoner series described as 'Harry Potter meets Lord of the Rings meets Pokemon'. On trial for a crime he did not commit, Fletcher must face the Inquisition who will decide his future - the process is gruelling, lead by those who will do anything to see him suffer and haunted by ghosts from the past with clues to Fletcher's tragic origins. But Fletcher has little time to dwell on these new revelations when the king announces a deadly challenge to the graduating students at Vocans. One that involves entering Orc territory to complete a risky mission. With loyal demons by their sides, commoners and nobles, dwarves and elves must overcome barriers of class and race and work together to triumph. The reward: a fortune in gold, the safety of an empire and PEACE. With the entire empire watching, Fletcher has much to prove, but there are those out to get him and it soon becomes clear that there's a traitor in their midst, trying to thwart the mission and create unrest within the Empire. With everything stacked against him, Fletcher must use everything in his power to fight his way to victory. 'Friendship, loyalty, magic and political intrigue beckon ...' The Bookseller