About this series
Wizard Kadmeion’s magician-for-hire business has improved, plus the harpies and certain fey-folk flourish under his magical care. All is well until a dragon named Lady Betrayal summons him.
Kadmeion owes the dragon a favor. He agrees to fetch the book Dragon Lore and cast its spells for Betrayal. Career-enhancing magic fills the book. If Kadmeion acquires it, then his reputation will bring wealthier customers.
Dragon Lore has a deadly guardian. To help their quest, Kadmeion, Bright, and Furgo first enlist the help of Luck, who they discover is no lady. Then they must convince the bickering egos of War to give them a weapon. The last task is visiting Death’s library, where a wizard may check out the Dragon Lore and keep it until the end of his days.
The problem with visiting Death’s island is coming back alive.
A wizard may roll dice with Sir Death for a safe return passage or fight his way out. Even with Luck and War helping, Kadmeion might not succeed. Despite their cleverness, Death’s blue eyes might be the last thing the wizard and his friends ever see.
Titles in the series (3)
- Forever Boy
1
Life is dirty, difficult, and all too short for the dogs digging up the deadly mandrake roots that wizards animate with minor demons. A pup named Go Fer has an odd magical talent. He does not die from the fatal screams of newly-unearthed mandrakes. Go Fer’s master, a prideful minor magician, sees Go Fer’s talent as a fluke saving him the cost of replacing dogs killed by the mandrakes’ cries. One morning, a young Wizard Kadmeion and his half-elf assistant Bright watch Go Fer at work. This mandrake extraction goes horribly wrong, and Go Fer runs away during the hubbub. After seeking out the wizard, the dog’s life is not the same. In fact, Kadmeion discovers Go Fer is no longer a dog. An exciting life as the wizard’s familiar awaits Go Fer. Bright built clever clockwork men who pilot Kadmeion’s wonderful airship. Go Fer would have a new name, a new boy appearance, and he would fly with his new master between islands that float above the sea. But Magic Guild law makes the mandrake harvester Go Fer’s master, and Kadmeion will not go against the guild. Go Fer must return to the dog-murderer, lose his wondrous boy form, and dig mandrake roots until he dies. Which will be the very next time, unless the clever clockwork man and the kindly wizard can get him out of this fatal mess.
- Ephraim's Curious Device
2
Wizard Kadmeion struggles with getting his magician-for-hire business off the ground. With their funds running low, and his familiar Furgo missing, the wizard and his clockmaker assistant Sir Bright answer a summons from a powerful local lord. Finally, they have a job. Not true. His Lordship has kidnapped Furgo. Kadmeion must find the magical gadget called Ephraim’s Curious Device and use it to buy Furgo’s freedom. He and Bright have a few short weeks before the noble executes Kadmeion’s familiar. With no information except a coded map, clues lead them to an oracle’s riddle with three impossible tasks. Even worse, they must go to one of the dying lands--a floating island heading for oblivion in the Rim Winds of their plate-shaped world. The island’s magic has soured, and Kadmeion struggles to save his companions and the island’s desperate fey-folk. Fighting off seductive swamp inhabitants who feed on wizard’s flesh, and keeping His Lordship’s thick-witted bodyguards from getting them all killed, are constant inconveniences. Bloodthirsty harpies and worse opponents delay Kadmeion and Bright from locating Ephraim’s Curious Device and saving their kidnapped friend. The wizard and his clockworks man know that time is not on their side. They must deliver Ephraim’s Curious Device to His Lordship before time runs out. If they fail, then tick tock. Furgo dies.
- Old Bony Blue Eyes
Wizard Kadmeion’s magician-for-hire business has improved, plus the harpies and certain fey-folk flourish under his magical care. All is well until a dragon named Lady Betrayal summons him. Kadmeion owes the dragon a favor. He agrees to fetch the book Dragon Lore and cast its spells for Betrayal. Career-enhancing magic fills the book. If Kadmeion acquires it, then his reputation will bring wealthier customers. Dragon Lore has a deadly guardian. To help their quest, Kadmeion, Bright, and Furgo first enlist the help of Luck, who they discover is no lady. Then they must convince the bickering egos of War to give them a weapon. The last task is visiting Death’s library, where a wizard may check out the Dragon Lore and keep it until the end of his days. The problem with visiting Death’s island is coming back alive. A wizard may roll dice with Sir Death for a safe return passage or fight his way out. Even with Luck and War helping, Kadmeion might not succeed. Despite their cleverness, Death’s blue eyes might be the last thing the wizard and his friends ever see.
Lita Burke
I’m an indie fantasy author. I’m an avid reader and enjoy downloading titles by new writers onto my Kindle. I work a day job and write my novels early in the morning before the day clutters up my brain.
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