Kirjailija
Tracy Hickman
Kirjat ja teokset yhdessä paikassa: 37 kirjaa, julkaisuja vuosilta 1987-2026, suosituimpien joukossa Wayne of Gotham. Vertaile teosten hintoja ja tarkista saatavuus suomalaisista kirjakaupoista.
37 kirjaa
Kirjojen julkaisuhaarukka 1987-2026.
New gods are challenging the old high god, Torval, for rulership of the world. The only way to stop these brash interlopers lies with the five Bones of the Vektia Dragons--the five primal dragons hidden away by the dragon goddess, Vindrash, during the creation of the world. Without these dragons, one of the new gods, Aelon, cannot seize power. The only hope of the Vindrasi lies in finding the dragon bones before the followers of Aelon can use them to destroy the old gods. But the Vindrasi gods have a traitor in their midst...In the land of mortals, Raegar, a Vindraisi turned Aelon warrior-priest, searches for the spirit bones. The gods have a champion of their own--Skylan Ivorson, sea-raider and high chief of the Vindrasi clans, and sworn enemy to Raegar. But Skylan is a prisoner on his own ship. The ship's dragon, Kahg, has vanished and some believe he is dead. Skylan and his people are taken as captives to Sinaria, where they must fight in a game known as the Para Dix. The fates of men and gods and are dragons are rushing headlong to destruction. Skylan can stop the calamity, but only if he discovers the secret of the dragon.
Desparate, and forced to plead for help from other nations of the kingdom, King Helmos turns to face the powerful undead armies of his evil brother Prince Dagnarus, Dominion Lord, who seeks to overthrow his brother's rule and become master of the entire land.
Gustav has discovered the lost portion of the Sovereign Stone but, badly injured by Dagnarus' servant, he entrusts the stone to Bashae who must deliver the jewel to New Vinnengael. But then Dagnarus unleashes war, hoping to seize the Stone in the conflict.
Gareth is just a frightened lad when he is chosen as whipping-boy for Prince Dagnarus of Vinnengael. Desperately shy, Gareth finds security in the ruthlessly ambitious prince's shadow. Destiny decrees that they will become the two most powerful - and feared - men in the kingdom.
Now the people know that the dragon minions of Takhisis, Queen of Dragons, have returned. The people of all nations prepare to fight to save their homes, their lives, and their freedom. But the races have long been divided by hatred and prejudice. Elven warriors and human knights fight among themselves. It seems the battle has been lost before it begins. The companions are separated, torn apart by war. A full season will pass before they meet again--if they meet again. As the darkness deepens, a disgraced knight, a pampered elfmaiden, and a rattle-brained kender stand alone in the pale winter sunlight. Not much in the way of heroes.
It is twenty years since the once-magical land of Thimhallan was shattered by the forging of the Darksword. The survivors of that catastrophe now live on Earth, bereft of magic and hope, forbidden to return home.Only Joram remains behind on the world ravaged by his Darksword. Although the magic weapon has been destroyed--and with it, Joram's power--rumors have risen that Joram has forged a second Darksword.Now, as a merciless alien race threatens Earth with annihilation, Earth's desperate leaders look to Joram as their only hope. But even as his old friend Saryon begins the perilous journey to seek his aid, the embittered Joram has his own plans for the weapon.And Joram is not the only one. Soon a new menace looms, foreshadowing betrayal, enslavement, and death to humans and Thimhallans alike.Returning to one of their best-loved fantasy series, Margaret Weis and Tracy Hickman bring alive a sweeping tale of intrigue and magic.
/Margaret Weis and Tracy Hickman Joram and his wife, Gwendolyn, return from beyond the Border to reclaim their rightful place in Merilon. Rejoined by Saryon, Mosiah and Simkin, Joram must confront the evil sorcerer, Menju, and his army of Technologists in a final apocalyptic battle to fulfill the ancient prophecy of the Darksword--to either save the world
The Seventh Gate is the thrilling conclusion to the New York Times bestselling Death Gate Cycle by Margaret Weis and Tracy Hickman. In this tale of treachery, power, and heroism, Alfred, Haplo, and Marit embark on a journey of death and discovery as they seek to enter the dreaded Seventh Gate. Encountering enemies both old and new, they unleash a magic no power can control, damning themselves to an apocalypse of unimagined proportion in a final struggle between good and evil.
Thousands of years ago, the mad emperor Lokan controlled the Nightsword--and imposed his twisted desires on all that lived. Then Lokan mysteriously vanished behind the Maelstrom Wall, into the quantum chaos of the galactic core. But legend says that somewhere behind the Wall, the Nightsword is hidden, its awesome energies waiting to be used again . . . for good or evil. When Earther astronaut Jeremy Griffiths donned the Mantle of Kendis-Dai and became blessed--and perhaps cursed--with infinite knowledge, he learned the exact direction of Lokan's ill-fated route. And now the secrets stored in his head have made him the target of everyone who has ever coveted the Nightsword for their own ends. Griffiths wants only to get his crew safely home to Earth--and to impress the bewitching, bewildering Merinda Neskat. Yet he is caught firmly in the middle of galactic agendas beyond his control, and this new quest will prove to be the challenge of a lifetime . . .
From his army of the undead, Xar, Lord of the Nexus, learns of the existence of the mysterious Seventh Gate. It is said that this gate grants whoever enters it the power to create worlds--or destroy them. Only Haplo knows its location--but he doesn't know he knows it. Now an ex-lover has been sent to betray Haplo and bring back his corpse. Meanwhile, the assassin Hugh the Hand is also after Haplo, wielding the Accursed Blade. With his old companion Alfred, Haplo must seek sanctuary in the Labyrinth--a deadly prison maze whose inhabitants are condemned to death. Millennia ago a battle raged between the Sartan and the Patryn, and the Sartan sundered the world into four realms--air, fire, stone, and water--and then vanished. But now the two races have rediscovered each other through the magic of the Death Gate--and war is about to erupt anew.
Chaos is everywhere as the Lord of the Nexus orders his servant Haplo and the human child known as Bane to further their master's work on Arianus, the realm of air. But their one time companion Alfred has been cast into the deadly Labyrinth. And somehow the assassin Hugh the Hand has been resurrected to complete his dark mission. More important, the evil force that Haplo and Alfred discovered on Arianus has escaped. As Haplo's doubts about his master grow deeper, he must decide whether to obey the Lord of the Nexus or betray the powerful Patryn...and endeavor to bring peace to the universe.
After the four worlds Alfred has at last foundhis people on Chelstra, the realm of sea. But histravels have taught him to be cautious... andAlfred soon realizes his caution is justified, evenamong his own kind. The one person Alfred can trustis, strangely, Haplo the Patryn. But Haplo's lordhas decreed all Sartan to be the enemy, and Haplodares not go against his lord. Now the companionshave arrived in a land where humans, elves, anddwarves have learned to live in peace. Unaware of aneven greater threat to all the realms, it isSartan and Patryn who will disrupt this alliance of thelesser races in their struggle to gain control ofall four worlds. Only Alfred and Haplo realizethat they have a much older -- and more powerful --enemy than each other..."
Abarrach, the Realm of stone. Here, on a barrenworld of underground caverns built around a core ofmolten lava, the lesser races -- humans, elves, and dwarves -- seem to have all died off. Here, too, what may well be the last remnants of the oncepowerful Sartan still struggle to survive. For Haploand Alfred -- enemies by heritage, travelingcompanions by necessity -- Abarrach may reveal more thaneither dares to discover about the history ofSartan... and the future of all their descendants."
On steamy Pryan, never-ending sunlight and plentiful rain have created a jungle so vast that humans and elves dwell high in the trees and only dwarves live anywhere near the ground. From the treetops the aristocratic elves sell weapons to the other races, whose incessant warfare sends a steady steam of profits and essential resources skyward. Now, generations of dissent and race hatred will not heal -- not even under the threat of annihilation at the hands of legendary Titans. Armed with little more than their wits and prophecy, an elf, a human, and a dwarf must unite to try to save the world from destruction.
Ages ago, sorcerers of unmatched power sundered a world into four realms--sky, stone, fire, and water--then vanished. Over time, magicians learned to work spells only in their own realms and forgot the others. Now only the few who have survived the Labyrinth and crossed the Death Gate know of the presence of all four realms--and even they have yet to unravel the mysteries of their severed world. . . . In Arianus, Realm of Sky, humans, elves, and dwarves battle for control of precious water--traversing a world of airborne islands on currents of elven magic and the backs of mammoth dragons. But soon great magical forces will begin to rend the fabric of this delicate land. An assassin will be hired to kill a royal prince--by the king himself. A dwarf will challenge the beliefs of his people--and lead them in rebellion. And a sinister wizard will enact his plan to rule Arianus--a plan that may be felt far beyond the Realm of Sky and into the Death Gate itself.
Born without magic, Joram was one of the Dead, denied the throne of Merilon. For years, he lived among outlaws, surviving by wit and sleight-of-hand. Now, wielding the powerful, magic absorbing Darksword, Joram retums to the enchanted Kingdom that once was his home to win revenge and claim his birthright. Here he will test Bishop Vanya and his fierce army of Duuk-tsarith in a battle unlike any their world has known. Joined by the scholarly catalyst Saryon, the young mage Mosiah, and the trickster Simkin, Jorma confronts the shattering secret of his past and discovers the ancient prophecy that puts the fate of the world in his hands--the hands that forged the Darksword.
From the bestselling authors of The Rose of the Prophet and The Death Gate Cycle, the first in a majestic saga of magic, fantasy, and adventure In the enchanted realm of Merilon, magic is life. Born without magical abilities and denied his birthright, Joram is left for dead. Yet he grows to manhood in a remote country village, hiding his lack of powers only through constant vigilance and ever more skillful sleight-of-hand. Forced to kill a man in self-defense, Joram can keep his secret from the townspeople no longer: he has no magic, no life. Fleeing to the Outlands, Joram joins the outlawed Technologists, who practice the long forbidden arts of science. Here he meets the scholarly catalyst Saryon, who has been sent on a special mission to hunt down a mysterious "dead man" and instead finds himself in a battle of wits and power with a renegade warlock of the dark Duuk-tsarith caste. Together, Joram and Saryon begin their quest toward a greater destiny--a destiny that begins with the discovery of the secret books that will enable them to overthrow the evil usurper Blachloch . . . and forge the powerful magic-absorbing Darksword.