Legacy of the Ten Saga by Scott D. Muller (Books 1, 2 & 3)
Requirements: epub reader 1.98mb
Overview: Scott lives in Colorado with his lovely wife and two children. A true renaissance man, he is an accomplished artist, mountaineer, snowboarder, home brewer and persnickety wine snob. He moved to heaven (a.k.a. Colorado) in the early 1980s from Michigan and has never looked back, although he reluctantly admits he sometimes misses the colors in the fall and being on a sailboat on a ‘real’ lake in the summer. His free time is currently occupied teaching his kids how to ride two-wheelers, how to fish. This year, Scott will brave the world of tent camping and force his kids to rough it, bugs, dirt, and all. Scott has three engineering degrees, including a Master’s Degree in Environmental Eng. from Colorado School of Mines. As a self-professed curmudgeon he criticizes code that software engineers design–in other words, he breaks things for a living. He has always enjoyed storytelling and writing. Scott has finished three books and is busy working on the fourth in the series, The Legacy of the Ten. Scott hopes to escape cubeville before donuts become illegal, or he becomes an old fogey. Please help him.
Genre: Fantasy
Eyes of the Keep, Book 1
The demons have returned and are ravaging the countryside. The realms appear to be under siege by unknown forces, and the Kings have dispatched armies to march in their defense. The powerful wizards are oblivious, and remain in their Keep with their noses buried in their studies. Once, the wizards of the Havenhold Keep ruled the world and were considered gods, now, they are irrelevant and forgotten. Ja’tar, the Keeper of the wizards, is concerned. Tragic events lead him to believe that all is not right in the realms. Mayhap it is time for the wizards to re-enter society. Zedd’aki, another surviving mage from the days of yore, cautions him against rash action, but Dra’kor and his followers, long for adventure and are willing to risk all to have it. Unfortunately, they are not free to act. Their actions are controlled and constantly monitored by an all powerful Guild. For over sixteen-hundred years, the wizards of the Keep have followed the Guild’s strict rules without question. They remain secluded, don’t dabble in politics and never performed magic in public. They have withdrawn from the world and occupied themselves solely with their studies, in part, out of fear of the Zola’far, the Guild’s nameless assassins. They trust in the wisdom of the elders; that if they followed the law, they will never again be forced to fight their brethren. Perhaps they had erred. Mayhap those dark times have returned.
The Third Sign, Book 2
The saga continues. Ja’tar, the Keeper of the Havenhold Keep, knows his wizards must take action to prevent cataclysm, but they have been paralyzed by demon uprisings and devious spells that have crippled their magic. Their nemesis has been slowly scheming, but has yet to reveal themselves and remains shrouded in mystery. Ja’tar secretly believes that he is facing more than one enemy, but he hasn’t the proof to make his case public. In a desperate move, Ja’tar put his own life on the line by going against the wishes of the Guild. They have chastised him and threatened him with removal from his role as Keeper of the Wizards. They have also reminded him that their assassins, the Zola’far, will be called in to take care of the situation, if he does not comply with their edicts. Follow Ja’tar, Zedd’aki, Dra’kor, Grit and Men’ak as they race against time to discover the old magic before their world collapses.
Darkhalla, Book 3
And so the bloody battle continues… The Havenhold Keep, the last sanctuary of magic-users, has been infiltrated by the demon lord, Warvyn, and his underworld horde. Caught by surprise, the wizards cobble together a defense and put up a valiant effort. But, the wizards grow weary and are losing ground; their casualties are high. Their magic, once all-powerful, was now practically ineffective against their enemies. They die in droves. Ja’tar, an impetuous wizard and leader of the Keep has read the signs and suspects foul play. Against the will of the Guild, he sent a band of three upstart wizards out into the realms to investigate. Their reports confirmed his suspicions that the Ten, the self-absorbed founders of the Keep, had sabotaged their art. As magic weakens, darkness gains a foothold, and the balance of power shifts, causing a dark mage to rise from the chaos. Consumed with thoughts of revenge for ills committed against her long ago, she has consummated deals with the Master of the Underworld, the nameless-one, for the magic she now controls. She has used her newly found powers to summon demons and beasts from the underworld realm of Darkhalla, and has unleashed them on the land of the Kings, known as the Seven Realms. Her mind is so twisted, that she is willing to pay any price to see her desires fulfilled. The nameless-one is more than willing to see that she gets what she deserves. With the realms in disarray, most of the Keep destroyed, and but a handful of wizards surviving to fight on, the fate of the Seven Realms totters precariously on the brink of destruction.
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