Murder in Tarsis


Book Description

When the Lord of Tarsis finds himself with a politically volatile murder on his hands, he turns to the three most expendable inhabitants of the city for a solution.




Murder in Tarsis


Book Description

02 Who killed Ambassador Bloodarrow? When the Lord of Tarsis finds himself with a politically volatile murder on his hands, he turns to the three most expendable inhabitants of the city of a solution. A mercenary, a poet-assassin, and a thief might not be everyone's first choice for detectives. But they find they're quite good at bringing murderers to justice. Perhaps a little too good . . . Who killed Ambassador Bloodarrow? When the Lord of Tarsis finds himself with a politically volatile murder on his hands, he turns to the three most expendable inhabitants of the city of a solution. A mercenary, a poet-assassin, and a thief might not be everyone's first choice for detectives. But they find they're quite good at bringing murderers to justice. Perhaps a little too good . . .




Green Light for Murder


Book Description

A mad director, off his meds, is making a movie about how he murders the producers who ruined his career. The movie is in his mind. The murders are real. Tommy Veasy, a pot-smoking homicide detective--our hero--who writes poetry to help him solve cases and ward off despair, thinks he sees a pattern in these seemingly accidental deaths. His colleagues think he's being dramatic. But the bodies keep piling up. The staff of a syndicated TV show in its tenth year, formerly an international hit but now only being aired in Montenegro and Botswana, worries about how they will maintain their Hollywood lifestyles when they become unemployable. How will the producer finance his two-hooker-a-weekend habit? How will the staff writer pay private school tuition, an underwater mortgage, tennis club dues, the housekeeper, the gardener, cable TV bills, the couples' therapist, et al.? Not a big problem: the mad director has planted a bomb in the office phone and is frantically trying to set it off. And meanwhile, a home invader keeps invading the wrong homes, to everyone's perplexity. In other words: it's just another day in paradise.




Murder in Cormyr


Book Description

Tired of the political machinations of his egotistical fellow wizards, Benelaius retires from the College of War Wizards to take up residency in Cormyr, where he lives peacefully until he and his legman, Jasper, are forced to investigate the murder of a messenger from King Azoun.




Dalamar the Dark


Book Description

Dalamar Argent, the elf, is only a servant in the house of an elvish lord, not worthy of the High Art of Sorcery. As war simmers on the borders of Silvanesti, Dalamar will find a way to become a wizard. His quest will take him along dark paths toward an awesome destiny. 2 illustrations.




The Citadel


Book Description

Weapon of the Dark Queen Against a darkened cloud it comes, framed by thunder and lightning, soaring over the ravaged land: the flying citadel, mightiest power in the arsenal of the dragon highlords. In an age of war, an evil wizard learned the secret of creating these castles in the air and sought to use them to gain power over all Krynn. Against him were ranged a red-robed magic-user, a cleric, an ancient warrior, and -- naturally -- a kender. Their battle shook the skies of Krynn.




Murder in LaMut


Book Description

Available in the U.S. for the first time, ehre is the second volume in the exceptional Legends of the Riftwar series from “a master storyteller who weaves exciting, sweeping epic tales” (SF Site) Durine, Kethold, and Pirojil are mercenaries who have spent 20 years fighting other people’s battles, defeating the Tsurani and the Bugs and the goblins. Yet now it seems, there are no more enemies to vanquish, leaving them with a few months of welcomed garrison duty as the Riftwar rages on west in Crydee. When the trio are ordered to accompany a lady and her husband safely to the city of LaMut, it looks like an easy—even cushy—assignment. But in Midkemia, nothing is that simple. . . .




The Gully Dwarves


Book Description

From one of the most reviled races on Krynn emerges a dwarven hero whose destiny lies on the battlefields of the War of the Lance When the god Reorx recites a mystical prophecy to Verden Leafglow—a reformed green dragon rejected by Takhisis, the queen of villainy—there is no disobeying him. But though Verden is given specific instructions, he is still left to wonder: Who is the new hero Reorx speaks of? Determined to uncover the truth of the prophecy, Verden sets out on a quest for answers. He finds them in Bron, son of the leader of the gully dwarf tribe of Bulp. With the dragon’s encouragement, Bron must prove his mettle as the first Aghar hero when the gully dwarves are caught up in the struggles that follow the War of the Lance.




War in Tethyr


Book Description

Accompany a colorful cast of new characters as they battle to the death—and beyond—against a nefarious wizard and an evil unlike any they have seen before Zaranda Star never intended to bring the incessant Tethyrian Civil War to a head. All she planned to do was take a caravan of goods into the war-torn capital—but then the ambitious would-be king, Baron Hardly, confiscated her shipment. Little does he know, Zaranda is a retired warrior and wizard—and she isn't one to turn the other cheek. Marshaling a motley company of an adolescent mage named Scab and an orcish paladin, Zaranda declares her own private war. But she alone must reckon with the machinations of the mysterious wizard Nyadnar—and the unearthly evil that lurks deep within the city of Zazesspur.




The Siege of Mt. Nevermind


Book Description

A miraculous machine . . . and a nightmare! Innova, a young gnomish recluse finds himself in a terrible situation. Tried in a gnomish court for an unfortunate accident and sentenced to spend months at the bottom of Mt. Nevermind tuning gnomeflingers, young Innova makes an incredible discovery. The whole gnomish society is changed by one machine that, unlike any other gnomish invention, makes the entire mountain run like clockwork. In the face of this, Commander Halion Khargos of the Knights of Tahkisis must fulfill his Vision, sent to him by the Dark Queen Tahkisis. He must take Mt. Nevermind. Fergus Ryan tells the amazing story of the gnomes of Mt. Nevermind during the upheval of the Chaos War. And because they're gnomes, their adventures are punctuated with two or three explosions.