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John's Book List


Necroscope
1)Necroscope
1.1)Necroscope
Dead Men Tell No Tales.
Except to Harry Keogh, Necroscope. And what they tell him is horrifying.

In the Balkan mountains of Rumania, a terrible evil is growing. Long buried in hallowed ground, bound by earth and silver, the master vampire schemes and plots. Trapped in unlife, neither dead nor living, Thibor Ferenczy hungers for freedom and revenge.

The vampire's human tool is Boris Dragosani, part of a super-secret Soviet spy agency. Dragosani is an avid pupil, eager to plumb the depthless evil of the vampire's mind. Ferenczy teaches Dragosani the awful skills of the necromancer, gives him the ability to rip secrets from the mind and bodies of the dead.

Dragosani works not for Ferenczy's freedom but world domination. He will rule world with the knowledge raped from the dead.

His only opponent: Harry Keogh, champion of the dead and the living.

To protect Harry, the dead will do anything - even rise from their graves!
1.2)Vamphyri
Not the end of life, Harry Keogh discovered - and not the end of his battle against the terrible evil of the vampires.

In a secluded English village, Yulian Bodescu plots his takeover of the world. Imbued with a vampire's powers before his birth, Bodescu rules men's minds and bodies with supernatural ease. He is secretly creating an army of vampiric monsters, things that once were men but now are walking masses of destructive hunger!

Harry Keogh, necroscope, thought that the war with the vampires had ended with the destruction of Boris Dragosani - and of Harry's body! But the man who talks to the dead lives on, more powerful than ever, able to transport himself instantly to any spot on the globe and to speak mind-to-mind with both the living and the dead.

Are Harry's new powers enough to defeat Yulian Bodescu and his legion of monsters - or will the vampire army overrun the living earth?
1.3)The Source
Russia's Ural mountains hide a deadly secret: a supernatural portal. Soviet scientists and ESP-powered spies, in a secret military base, study the portal - and the powerfully evil creatures that emerge from it, intent on ravaging mankind.

When Jazz Simmons, a British agent sent to infiltrate the base, is captured by the KGB esp-ionage squad and forced through the portal, his last message tells Harry Keogh, necroscope, that the vampires are preparing for a mass invasion.

Harry has only one option: to strike first. He must carry the human-vampire war to the vampires' own lands. But his strongest psychic power will be useless there - what good the power to summon the dead, in a country where nothing ever dies, where every man, woman, and child becomes a half-dead servant of the Vamphyri?
1.4)Deadspeak
Atop a perilous cliff, deep in the Balkan mountains, rises the castle of the Ferenczy. Once it was the stronghold of the Vamphyri... and now it will be so again, for Janos Ferenczy, vampire and black magician, has risen from his ages-long sleep. Powerful and evil, Janos conjures dead men and women into a semblance of life and subjects them to fiendish tortures.

But the shrieks of the dead do not satisfy Janos's lust for blood - for that he needs living humans. His terrifying armies of the risen dead will soon overwhelm a helpless, defenseless mankind...

Helpless and defenseless because a terrible battle against the vampires has destroyed Harry Keogh's deadspeak, leaving the Necroscope deaf to the teeming dead... and to their warnings of Janos's reign of terror.

To save the world, Harry must join forces and link minds with the most powerful, and deadliest, vampire of all!
1.5)Deadspawn
There's a maniacal murderer on the loose, brutally slaughtering young women with a ferocity that rivals that of the vampires Harry Keogh has spent his life combating. The Necroscope's been asked to solve the crimes... asked by the spirits of the madman's victims.

Harry cannot turn down a request from the dead... even if it costs him his soul. In the climactic battle with the vampires, mankind prevailed and purged the vampires from the earth - thanks to Harry, his team of psychically-gifted spies, and Faethor Ferenczy, long-dead 'father' of the world's vampires, who betrayed his own kind.

But Harry's alliance with the Faethor has a terrible cost - Harry's very humanity is under attack from the vampire evil coiled in his mind!
2)Vampire World
2.6)Blood Brothers
Missing Info, will get back to you
2.7)The Last Aerie
Nestor and Nathan Kiklu are the twin sons of Harry Keogh, the Necroscope, the man who talked to the dead, rallying them to mankind's side for great battles against the vampires.
The twins, linked by blood and the unique mental powers they inherited from their father, are driven apart by their love for the same woman...and their very different attitudes toward the vampires who prey upon their people.

Nathan takes up the struggle against the vampires, defending home and family, while Nestor, fascinated by the vampires' unearthly powers and eerie evil, has become his twin's worst nightmare: a vampire Lord!

Nathan is imprisoned by a megalomaniac ESPer who plans to invade the vampire world. Rescued by the members of E-Branch, the British psychic-powered spy organization once led by Harry Keogh, Nathan finds himself fighting side by side with his father's oldest friends.

Nathan Kiklu, like Harry Keogh, is a necroscope. He must win the friendship of the dead before he can return to his own world.

Nestor, growing ever more powerful among the vampire hierarchy, plots the ruination of all his enemies and the complete domination of the human race.

Harry Keogh's sons have become the bitterest of enemies, each determined to destroy the other. When next they meet, one will surely die!
2.8)Bloodwars
Nestor and Nathan Kiklu are twins, united by blood and by a psychic bond inherited from their father, Harry Keogh, the Necroscope. Once so close each knew when the other breathed, they have become the bitterest of enemies, divided by the terrible evil of the Wamphyri.
Nestor, now a vampire Lord, rules a portion of the great tower known as the Last Aerie, from which he and the beautiful but deadly vampire Lady, Wratha the Risen, hunt the humans once defended by the Necroscope.

Nathan, flung through the Gate to Earth, discovers that he shares not only Harry Keogh's ability to talk to the dead but his power to travel effortlessly and instantly through space and time. Joining forces with Britain's E-Branch, a super-secret organization of psychics, Nathan returns to the vampire world to save his people.

Nathan desperately seeks a way to redeem his twin, but despite the solace he finds in the arms of his childhood sweetheart, knows his fight with Nestor must end in death - and the death of all the vampires. Blood - both living and undead - is spilled as Earthly weapons are brought to bear against the metamorphic alien Wamphyri.

The psychic powers of two worlds are united in the titanic final battle that forever changes the vampire planet...and Earth!
3)The Lost Years
3.9)The Lost Years
As a young man, Harry Keogh discovered that he was a necroscope - that he could talk to the dead and converse with the great minds from centuries past. Harry Keogh wrote novels, composed symphonies, and patented inventions - all creations of the dead men and women who were his friends. He even learned how to transport himself instantly to any place in the world.

His most horrifying discovery was that vampires stalked the earth, seeking human blood and human victims, and that they were a thousand times more terrible than anyone had ever imagined.

Joining forces with a super secret organization of people with psychic powers, Harry Keogh made it his life's work to battle the undead vampires and the evil they spawned, no matter where that journey might take him or what penalties he might have to pay.

In the heat of the war against the vampires, Harry's wife and infant son disappeared. For eight years Harry searched for his family, scouring the Earth for even a trace of his loved ones.

The story of those years has never been told - until now.
3.10)Resurgence: Vol. 2
When young Harry Keogh discovered that he was a Necroscope - someone who can communicate with the dead - he was astonished. He grew more astonished as the years passed and his dead friends - the world's great artists, scientists, inventors, and thinkers, not to mention ordinary folks like Harry's own dear, departed ma - bestowed upon him their knowledge and their love. With their help, Harry wrote novels and symphonies, created marvelous inventions, and stretched the boundaries of science, completing projects left unfinished centuries earlier.

He also learned how to transport himself instantaneously through time and space, with the power of his mind alone. But not all the gifts he received were so wonderful. There was terrible knowledge to be had.

Mankind was being preyed upon by terrible vampires who hunted humans for their blood. Some people became victims of macabre "experiments" that rendered them unrecognizable as human beings. Others were kept as servants or playthings.

For centuries the vampires had wrought havoc. Only periodic wars between the monsters had kept them from overrunning the earth. Harry Keogh swore that he would become man's greatest defender, that he would destroy every last vampire.

But the price of this war was high. Many of those Harry loved and respected were corrupted, killed, or lost - including his own wife and son - vanished in the heat of the battle. Harry's search for his family began in Necroscope: The Lost Years. It ends here.
4)E-Branch
4.11)Invaders
Three great vampires - two Lords and a Lady - fall upon an unsuspecting Earth, a world teeming with defenseless human life. easy prey for the marauding vampires, mankind will quickly be laid waste, or so they think.

But Earth has defenders. Though the Necroscope is gone, the ESP-powered spy organization he once led still exists. Mentally alert for the slightest sign of vampire taint, the men and women of E-Branch have already moved against the fringes of vampire infestation.

Destroying minor vampires is all well and good, but the Lords and Lady must be found and eradicated. Without Harry Keogh and his connection to the teeming dead, E-Branch seems crippled, always two steps behind it's enemies.

When a young man turns up in the triply locked "Harry's Room" in E-Branch's London HQ, no one quite knows what to make of him - least of all the young man himself. Jake remembers running for his life, thousands of miles from London...and then nothing.

Now he feels a curious whispering deep within his mind. And his dreams have become very strange, filled with visitations from dead vampires and dead people and Harry Keogh himself.

If Jake is the new Necroscope, he has to learn - fast! - how to control his powers and speak to the dead. E-Branch, with the reluctant Jake along for the ride, is about to go head-to-head with Malinari the Mind, a vampire Lord whose psychic ability is second to none.

But the dead don't trust Jake, not like they once trusted Harry. jake's spending too much time talking to a dead vampire, and too much time on personal revenge. He's got to start thinking about the future - or he won't have one!
4.12)Defilers
Jake Cutter is reluctantly learning how to be a Necroscope - how to use the Möbius continuum to travel instantly from place to place, how to talk to the dead - but the dead don't like him much. It seems Jake's got a hitchhiker in his mind, a dead vampire named Korath. Since Korath holds the key to the Möbius equations, Jake can't just kick him out...though he's certainly trying!

Jake's not sure he really wants to be a member of E-Branch, the supersecret ESP-powered organization that's dedicated to eradicating the vampire infestation of Earth. To the freewheeling, passionate Jake, the E-Branchers seem a little stuffy and hidebound - except for the lovely Liz, whom Jake wants to get to know better, body and mind. But Liz is a telepath, and if Jake's not careful, she'll find out about Korath. And that will likely be the end of Jake Cutter.

In Australia, Jake helped E-Branch destroy the aerie of the mind-master, Nephran Malinari, one of a trio of Great Vampires who came to Earth from the vampire world. Malinari escaped and went to ground with the hideously beautiful Lady Vavara. Vavara has taken over a holy monastery on a beautiful Greek island and turned the nuns into most unholy creatures of fearsome appetites of all things carnal.

Jake wants revenge against the Italian mobsters who killed the woman he loved, and nearly killed him. As far as he's concerned, E-Branch can search for Malinari, Vavara, and the metamorphic Lord Szwart without him until he's satisfied his own bloodlust. But it seems vampire-hunting is truly Jake's job now - the men he's trying to kill aren't men at all, but vampire spawn, hidden for two generations in human guise! To defeat them, Jake will need every weapon in a Necroscope's arsenal, including the power to call the unsleeping dead out of their moldering graves.
4.13)Avengers
A cruise ship is a great place to get away from the world. It's also a terrific nesting ground for a Lord and Lady of the Wamphyri on the run from E-Branch and the new Necroscope, Jake Cutter. By the time anyone figures out what happened to the suddenly silenced ship and its crew and passengers, it'll be too late, much too late...

Ben Trask, Jake Cutter, Millicent Cleary, Liz Merrick, Lardis Lidesci, and the rest of E-Branch are anxious to find the Lady Vavara and Lords Malinari and Szwart. The Wamphyri may be on the run for now, but soon they'll recover from E-Branch's attacks and be ready to attempt once again to conquer the Earth.

Jake's struggle with Korath, the vampire inhabitant of his mind, has come to a crisis point: Korath is determined to gain control of Jake's life, and Jake is equally determined not to let him have it. But the only way to win this struggle is to confide in Ben Trask - and the head of E-Branch is likely to want Jake dead once he knows of Jake's intrusive passenger.

Szwart's spore garden under London is proving to have borne bitter fruit indeed. A mysterious sleeping sickness is slowly spreading among the population of Great Britain - and the afflicted are becoming something quite other then human. And Millie Cleary was trapped down there with Szwart for a long time. A very long time.

Harry Keogh is summoned from the Great Beyond via the combined powers of E-Branch's strongest agents. Held precariously in this time and place, the oracular former Necroscope gives what aid and advice he can, putting Korath under a form of "house arrest." E-Branch action teams have almost more on their plates than they can handle - locating renegade communists who threaten nuclear homicide; cooperating with Gustav Turchin, head of Russia's mindspy organization, in trying to permanently close the Gate between the Wamphyri world and Earth; analyzing the spore plague; and always, always hunting the Wamphyri.

A terrible conflagration precedes a horrifying confrontation in the shadow of the Gate as the Wamphyri and E-Branch conduct what should be their final battle. But in the world of the Necroscope, nothing, not even death...or undeath...is necessarily forever.

And as always, the future is a devious thing.



Xanth
1)A Spell for Chameleon
Xanth was the enchanted land where magic ruled - where every citizen had a special spell only he could cast. It was a land of centaurs and dragons and basilisks.

For Bink of North Village, however, Xanth was no fairy tale. He alone had no magic. And unless he got some - and got some fast! - he would be exiled. Forever, But the Good Magician Humfrey was convinced that Bink did indeed have magic. In fact, both Beauregard the genie and the magic wall chart insisted that Bink had magic. Magic as powerful as any possessed by the King or by Good Magician Humfrey - or even by the Evil Magician Trent.

Be that as it may, no one could fathom the nature of Bink's very special magic. Bink was in despair. This was even worse than having no magic at all...


2)The Source of Magic
Ordered by King Trent to determine the source of Xanth's magic, Bink and his companions were harried by an unseen enemy determined to thwart them. When even their protector turned against them, Bink still managed to reach his goal and carry out the King's orders... but the king did not expect Bink's next act - to destroy utterly the magic of Xanth!


3)Castle Roogna
Millie, a ghost for 800 years wants only one man - Jonathan, and he's a zombie. To prove himself, Magician Dor volunteers to get the potion that can restore Jonathan to full life. But he has to go back through time to do it, to a peril-haunted, ancient Xanth, where danger lurks at every turn...


4)Centaur Aisle
Into darkest Mundania.

Dor was having troubles growing up to be the next Magician-King of the magic Land of Xanth. He wanted no part of running the Kingdom. But now Good King Trent was leaving on a trade mission to non-magical Mundania, home of such weird beasts as horses and bears, so Dor had to take over as King for a week.

A week passes. No Trent. Then three weeks. King Trent still hadn't returned. Surely, something terrible had happened; he was apparently held captive in some foul dungeon, unable to escape. Dor was left with the burden of ruling - and with Irene, who was entirely too willing to be his Queen!

His only hope was to enter Mundania and free King Trent. But how could it be done without the powers of magic? Nevertheless, he started forth bravely - together with Irene, a golem, a centaur and a young ogre - heading for the far south of Xanth.

The entrance to Mundania, of course, lay to the north.


5)Ogre, Ogre
When ogre-hood was in flower.

Smash knew all about ogres. After all, despite his having a human mother, Smash was an ogre himself. Ogres were not only huge and horribly ugly, as Smash was; they were also so stupid they could hardly spea, and they spent most of their time fighting, destroying, and eating young girls.

So what was he doing here with seven assorted females looking to him to guide them and save them? Even in Xanth, where magic made anything possible, why should Tandy the Nymph trust him and seem fond of him? And how could all that high-flown conversation be coming out of his mouth?

But that, it seemed, was what he got for going to Good Magician Humphrey for an Answer - before he even knew what the Question was!


6)Night Mare
Although the Nextwave of barbarian warriors was invading Xanth, Mare Imbrium discovered that ever since she had gained the half soul, the night mare had begun to mishandle her job of delivering bad dreams. Exiled to the day world with a message for King Trent, Mare met the relentless, unforgiving Horseman. For the night mare, it began to be all a horrible nightmare!

7)Dragon on a Pedestal
Lost in the jungles of Xanth.

There was trouble in Xanth again - all kinds of trouble, in fact.

The Gap Dragon had escaped from the Gap and was ravaging across the land. The forget-spell that had covered the Gap was breaking up into small forget-whorls that wandered about, giving amnesia to all they touched. Good Magician Humfrey might have had the Answer, but he had overdosed on water from the Fountain of Youth and was only a helpless baby.

And Ivy, three-year-old daughter of King Dor and Queen Irene, was lost in the jungles south of the Gap. While Irene sought her without much hope, Ivy was wandering further into danger, her memories erased by a passing forget-whorl. Her path was leading her directly to where the Gap Dragon was seeking dinner.


8)Crewel Lye
A knight of ghosts and shadows.

Jordan was a ghost in Castle Roogna now, spending his time with little five-year-old Ivy and watching his own past unfold on the magic tapestry. But once he had been a valorous knight, riding his ghost horse Pook on a fabulous and dangerous mission.

He had been betrayed with a cruel lie by two wily magicians and the woman he loved. He had been killed at the end, and his bones had been scattered. Now he could not even remember where they had been buried.

That was important, because Jordan's talent had been to recover from almost any injury, provided enough of his body could be assembled to grow together again. But that had been four hundred years before. Nobody who was alive today knew or cared where his bones might be.

It was hardly the proper ending for a gallant adventure!


9)Golem in the Gears
A golem to the rescue.

Grundy Golem was the size of an inconsequence, and nobody had any respect for him-including Grundy! To prove himself, he volunteered to ride the Monster Under the Bed to the Ivory Tower to find little Ivy's long-lost dragon, Stanley Steamer.

After many adventures, he reached the Tower; to learn that the evil Sea Hag kept lovely Rapunzel imprisoned there, her body destined to be used to maintain the witch's immortality. Grundy managed to free the damsel, and they fled together.

As the descendant of Jordan the Barbarian and Bluebell Elf, Rapunzel could become any size, even that of any Golem's dreamgirl. But Grundy knew she was surely fated for someone better than he. Besides, the Sea Hag still pursued them to destroy him and get her back.

And he still hadn't found Stanley Steamer.


10)Vale of the Vole
Defenders of the voles.

For young Esk, the ogre-nymph-human, what had begun as an escape from the clutches of a seductive demoness - and a pilgrimage to the Good Magician Humfrey - was now an errand of mercy. A running-river paradise and its harmless inhabitants were perishing in the wrathfull wake of a greedy demon horde. And it was up to Esk and his new-found companions - a beautiful winged centaur and a brave burrower named Volney - to search Xanth's treacherous reaches, gathering together a mind-boggling company of creatures to defend the precious vale of the vole.

11)Heaven Cent
A boy's fabulous quest.

To Xanth's precocious shape-shifter Prince Dolph, searching for Humfrey, the missing sorcerer, is a perfect chance to see the world. Setting off with his faithful companion Marrow, an enchanted skeleton, he will penetrate an island of illusion... escape a goblin kingdom... outwit a husband-hungry mermaid... nest-sit for fiery dragons... and find romance with a slinky snake princess - all on his way to discovering a magic coin with all the answers!


12)Man from Mundania
The quest continues.

There's nothing more exciting than a Quest, especially for a young princess of Xanth who's bored with sitting around Castle Roogna. But when Ivy uses the Heaven Cent, it takes her not to the top of Mount Rushmost, where the winged monsters gather, not to the sea where the merfolk swim - but to Mundania, a boring world (much like our own), where she meets a young college student so dull that he doesn't even believe in magic, or princesses, or Xanth!

Does he have a lot to learn!


13)Isle of View
Lovelorn, loveworn, love lost.

Perplexed Prince Dolph, Xanth's precocious shapeshifter, should be in love but isn't. Nonetheless, he must choose between two fiancees - Nada, the uninterested and Electra the uninteresting - or all three of them will suffer the most dire of consequences. Luckily a convenient catastrophe has popped up to distract Dolph from his dilemma - the foal-napping of young Che Centaur by goblins. The only one who knows where Che is is a nice but remarkably naive elflike girl named Jenny from the World of Two Moons. If anyone can save the missing centaur... she sure can't!


14)Question Quest
Youth is wasted on the young.

Being grown up is a drag... or so thinks Lacuna, one of the mischievous Castle Zombie twins. So she makes the Good Magician Grey an offer he can't refuse. Thirsty for a taste of the Elixr of Youth, she'll help him outwit the evil Com-Pewter if he'll send her to Hell (in a handbasket no less) to find Humfrey, the missing sorcerer. And while there, she'll learn the True History of Xanth (simplified) and help rescue a blushing Rose from the Demon X(A/N)th... with the help of a gorgon or two.


15)The Color of Her Panties
We see England, we see Xanth, we see Mela's underpanth.

In fact, Gwenny Goblin, Che Centaur, and Jenny Elf are just about the only creatures on Xanth who have been spared the sight of Mela Merwomans undergarment - preoccupied as they are with helping Gwenny beat out her awful half-brother Gobble for chieftship of the goblin horde. But first they must master space and thyme... and find the fabulous egg that sits between the Roc and the hard place. While Mela - who would gladly relinquish her oft-viewed undies for a new husband - joins the Adult Conspiracy... and quickly discovers the power of a perfect pair of panties!


16)Demons Don't Dream
Drawn into Xanth by a harmless-looking computer game, two young people find themselves competing for a precious prize: Dug, who is beguiled by a beautiful serpent-princess, and Kim, who discovers her favorite fantasy realm has suddenly become frighteningly real.

In a desperate race against time, Dug and Kim battle their way across the wondrous, perilous land of Xanth, testing their courage against dozens of fearsome obstacles (and their wits against a host of outrageous puns!). But when treachery, danger, and deceit place Xanth itself in peril, Dug and Kim learn some things are more important than winning or losing.


17)Harpy Thyme
Gloha is the only creature of her kind in all the world of Xanth, the beautiful offspring of a chance mating between a harpy and a goblin. As she grew to womanhood, she wondered whether she would find the one true love with whom she could share her life.

So, naturally, she sets off to find the Good Magician Humfrey to ask him for an Answer to the riddle of her heart's desire. But Humfrey, for mysterious reasons of his own, propels her instead on a perilous quest in search of truth, friendship, and, just possibly, happiness.

18)Geis of the Gargoyle
Since Xanth began, the gargoyles of that magical place have been under a magical compulsion to protect the purity of the Swan Knee River which flows into Xanth from dreary Mundania. But recently the pollution from the outside world has grown ever greater, and a young Gary Gar, latest in a long line of gargoyle guardians, is finding it ever more difficult to fufill his responsibilities.

So Gary does what any sensible Xanth resident with a dire dilemma would do. He goes to see the Good Magician Humfrey, who sends him on a peculiar quest - to transform himself into human shape, tutor a precocious child with more than her share of wild magical talents, and find a philter which can restore the river to it's previous pristine state.


19)Roc and a Hard Place
Seeking a solution to a perplexing personal problem, the delectable Demoness Metria asks for help from the wise Magician Humfrey. But before he will help her, she must perform a perilous mission: rove the length and breadth of Xanth in search of a suitable jury for the trial of Roxanne Roc-a notably noble and virtuous bird charged with a most improbable offense.

20)Yon Ill Wind
On a bet, the Demon Xanth becomes a resident of Xanth, and with his coming the interface that separates Mundania and Xanth is split, and lets in a confused Mundane family in a moving-house, and a malicious magically enhanced Hurricane set to destroy Xanth. Jim and Mary Baldwin and their children Sean, David, and Karen are determined to help the residents of Xanth save it from Hurricane Happy Bottom (Gladys in Mundane terms), even though they know nothing of this magical land and it's punnish ways.

The Demon Xanth has an even bigger problem, his bet lands him mute and in the body of a donkey-headed-dragon, no less. But that's not all, unless he gets his mean spirited companion Chlorine to shed a tear of love or sadness for him, the fate of Xanth will be in the hands of the Demon Jupiter, who cares nothing for the land or its people.

21)Faun & Games
Meet Forrest Faun. His friend has fallen into the Void and left his clog tree unprotected. Forrest, not one to leave a tree to suffer, heads to the Good Magician to find a new faun to protect the tree. He sends Forrest on a strange quest to even stranger worlds-within-worlds. Mare Imbri, a nightmare turned day-mare, is to accompany him. They go to Ptero, a strange little moon orbiting Princess Ida's head.

In Ptero, time and geography are one, to ask a favor you had better be prepared to give, and you could meet anyone who has ever existed, will ever exist, or might someday exist. If you think you like puns, watch out for the comic strips, they can drive you mad! Forrest and Imbri are sent by a miniature Good Magician to help an even tinier Dawn and Eve save the human race as they know it. They will be taken through wonderful new worlds, meet the strangest people, and Forrest still hasn't seen a faun to complete his quest!

22)Zombie Lover
To marry a zombie.

For Breanna, a beautiful young mundane girl of the Black Wave, taking that nap in the Pavilion of Love was the biggest mistake she ever made! What do you do when you have a zombie, and a king no less, determined to make you his bride? Well, you call upon a few friends! Joined by Justin Tree, King Dor, Prince Dolph, and a youthened Magician Bink, Breanna does her best to outsmart the rotting brains of King Xeth, evade his minions, and just plain survive the punny wilds of Xanth. Traveling from the insane Region of Madness, to the miniscule worlds revolving around Princess Ida's head, Breanna discovers more about life, herself, and her fondest dreams, making this new edition to every Xanth lovers collection one to remember.

23)Xone of Contention
A cataclysmic cloud hangs over the enchanted land of Xanth. Three courageous couples must venture into the O-Xone, a cybernetic interface between Xanth and our own world, to rescue the enchanted realm from destruction.


24)The Dastard
Becka was a crossbreed - the daughter of Draco Dragon and a lovely human woman who met, by chance, at a Love Spring. Now fourteen, Becka was beginning to wonder where in Xanth she belonged - on the ground with her mother's people or flying the skies with her father's kind. So she journeyed to the Good Magician Humfrey to discover her True Purpose in life. Much to her astonishment and surprise, the Magician told her that a great Destiny awaited her - one that would affect the future of all Xanth.

To unravel the mystery of her Fate, Becka did as Humfrey bade her: traveling afoot to the statue of the dreaded Sea Hag to meet the man who would be waiting for her there, and offering him her assistance. But to her dismay, Becka discovered that the one who awaited her there was a dangerous, despicable libertine who called himself the Dastard.

Once a common country boy, the Dastard had sold his soul to a detestable demon in exchange for the power to erase events and rewrite history to suit his own devious ends. Lacking a conscience and filled with craven self-loathing, he roamed the width and breadth of Xanth in search of anyone happier than he was. Once he found them, he used his malevolent talent to 'unhappen' their happiness, so that others could share in his misery.

Determined to honor her vow, but despairing of her ability to help this man and still preserve her virtue, Becka set out on a wide and perilous journey.

25)Swell Foop
A spirited sextet of brave adventurers battles deadly demons in a cosmic game for the future of Xanth.

Swell Foop, the twenty-fifth volume of Piers Anthony's bestselling Xanth fantasy adventures, is one of the most intricate and intriguing tales in the history of the series.

A peril of immense gravity - or rather a lack of gravity - endangers the enchanted land of Xanth. The Demon Earth, who rules our own world, has mysteriously disappeared. If he stays away too long, the very fabric of the world will unravel, removing the earth's gravitational field, and incidentally, that of Xanth as well.

It's whispered that an unknown Demon has done the deed. The only weapon that can prevail against such a cosmic being is the instrument known as the Swell Foop. And the only way to handle the Swell Foop is to locate the Six Magical Rings of Xanth.

By mere chance, six adventurers have been chosen to find the rings: Cynthia Centaur and her mate Che; Breanna of the black Wave and her now-human fiance Justin Tree; Sim, the immortal bird who will one day know all the secrets of the universe; and Jaylin, a young human girl from the Mundane land of Hawaii.

A harrowing and hilarious escapade that ranges from Earth to Xanth to a galaxy far, far away, Swell Foop is sure to delight Piers Anthony's many fans.

26)Up in a Heaval
A spot of trouble.

An innocent piece of Mundane Snail Mail has provoked the dreaded Demon Jupiter to hurl his Red Spot at the magical land of Xanth. As the dire Dot draws closer, the unwelcome ordeal of saving the enchanted realm falls to Umlaut, an unlikely lad with an unknown past and an uncertain future. With a handful of colorful companions at his side, Umlaut must unravel a high-stakes intergalactic puzzle, uncover the secret of his mysterious past, and learn to understand the urgings of his own heart.

It might have been the merest chance that brought Umlaut to Castle Zombie that morning and launched him on a harrowing adventure. But in the magical land of Xanth, things are seldom left to chance, and adventures lurk around every corner.

An unassuming young man with a uncanny knack for attracting lovely young ladies and an uncommon talent for emulating anyone he wished, Umlaut was forced to flee a flock of overly friendly females by disguising himself as a Zombie girl. In his haste to find a hiding place, he found himself face-to-face with a dreadful dragon and feared he would soon meet his end. But in Xanth, things are seldom exactly as they seem, and he soon discovered that the dragon was really a sinuous female sea serpent named Sesame, with a gift similar to his own, who had become accidentally entrapped in the Castle's dungeon.

When the two happen upon a packet of mail from Earth delivered by mischance to the Zombie King, they inadvertently set in motion a sinister scheme that could spell the end of Xanth. A letter they forward to the Demon Jupiter unexpectedly enrages him, causing him to send his own Red Spot hurtling toward Xanth. Soon everything is up in a heaval, for no one knows how to avert this interplanetary peril. Even the Good Magician Humfrey is baffled, for some strange force has obscured the future. In desperation, he instructs Umlaut and Sesame to deliver the remaining letters to their far-flung recipients, in the faint hope that this may somehow stop the Spot.

As they set out on their appointed rounds, Umlaut and Sesame are soon joined by two feline friends, Jenny Elf's companion, Sammy Cat, and a lovely, prescient creature named Claire Voyant who can sometimes see the future. Beguiled and bedeviled by the delicious Demoness Metria, who uses her shapely assets to distract him from his goal, Umlaut leads his allies on an unforgettable odyssey to the farthest reaches of the enchanted realm, from the submicroscopic Nth Moon of Ida, and the home of all dreams and nightmares, to the unmagical land of Euphoria, where he meets a sweet and sprightly young girl named Surprise who captures his heart. But before Umlaut can complete his quest and return to his beloved, he must unravel the unfathomable puzzle of his own existence, which is somehow inextricably entwined with the fate of Xanth.

27)Cube Route
Not Yet Released

28)Currant Events
Not Yet Released

29)Pet Peeve
Not Yet Released



Incarnations of Imortality
1)On a Pale Horse
Shooting Death was a mistake, as Zane soon discovered. For the man who killed the Incarnation of Death was immediately forced to assume the vacant position! Thereafter, he must speed over the world riding his pale horse, and ending the lives of others. Zane was forced to accept his unwelcome task, despite the rules that seemed woefully unfair. But then he found himself being drawn into an evil plot of Satan. Already the Prince of Evil was forging a trap in which Zane must act to destroy Luna, the woman he loved. He could see only one possible way to defeat the Father of Lies. It was unthinkable - but he had no other solution!
2)Bearing an Hourglass
When life seemed pointless to Norton, he accepted the position as the Incarnation of Time, even though it meant living backward from present to past. The other seemingly all-powerful Incarnations of Immortality - Death, Fate, War, and Nature - made him welcome. Even Satan greeted him with gifts. But he soon discovered that the gifts were cunning traps. While he had been distracted, he had become enmeshed in a complex scheme of the Evil One to destroy all that was good. In the end, armed only with the Hourglass, Norton was forced to confront the immense power of Satan directly. And though Satan banished him to Hell, he was resolved to fight on.
3)With a Tangled Skein
When the man Niobe loved was shot she learned that she had been the target, in a devious plot of the Devil's. Hoping for revenge, Niobe accepted a position as on of the three Aspects of Fate, only to find that Satan's plots were tangled into the very Tapestry of Fate. Now the Evil One was laying a trap to ruin Niobe's granddaughter Luna, who threatened his plans - and he had tricked her son into Hell. Niobe's only chance to save her son and Luna was to accept a challenge by the Prince of Deceit - a challenge to be decided in Hell and in a maze of Satan's devising!
4)Wielding a Red Sword
Mym was a dutiful son, but his father the Rajah interfered in his love life once too often. Rather than wed without love, he took up the Red Sword, symbol of office of the Incarnation of War. At first he thought his efforts could ameliorate some of the suffering caused by Earth's constant petty wars. But he found that behind all his involvement were the clever traps of Satan. When seeming mischance placed him in Hell, Mym organized a great rebellion amon the Damned. And Satan seemed to capitulate. But free again, Mym learned that Satan had been busy stirring up riots and war. Now it seemed things had gone too far and Satan must surely win. There was only one desperate chance...
5)Being a Green Mother
Orb had a rare gift - the magic which manifested whenever she sang or played her harp. No one could resist her music. But greater magic than Orb's lay in the Llano, the mystic music that controlled all things. The quest for the Llano occupied Orb's life. Then she met Natasha. He was handsome, charming - and an even finer musician than she. Natasha began teaching Orb the music of the Llano, and she found herself falling in love with him. Then Orb's mother came as an Aspect of Fate, bearing the news that Orb was chosen for the role of the Incarnation of Nature - the Green Mother. And Niobe warned Orb of the prophecy made years before - that Orb was to marry Evil. Could she be sure that Natasha was not really Satan, the Master of Illusion, laying a trap for her?
6)For Love of Evil
Parry was a gifted musician and an apprentice in the arts of White Magic. But his life of sweet promise went disastrously awry following the sudden, violent death of his beloved Jolie. Led down the twisted path of wickedness and depravity by Lilah the harlot demoness, Parry thrived - first as a sorcerer, then as a monk, and finally as a feared Inquisitor. But it wasn't until his mortal flame was extinguished that Parry found his true calling - as the Incarnation of Evil. And, at the gates of Hell, he prepared to wage war on the master himself - Lucifer, the dark Lord - with dominion over the infernal realms the ultimate prize!
7)And Eternity
After an overwhelming succession of tragedies, life has finally, mercifully ended for Orlene, once mortal daughter of Gaea. Joined in Afterlife by Jolie - her protector and the sometime consort of Satan himself - together they seek out a third: Vita, a very contemporary mortal with troubles, attractions, and an unsettling moral code uniquely her own. An extrordinary triumvirate, they embark on a great quest to reawaken the Incarnation of Good in a world where evil reigns - facing challenges that will test the very fiber of their beings with trials as numerous, as mysterious, and as devastating as the Incarnations themselves.

Pern
Dragonflight
After ten long Turns, Lessa was ready to come out of hiding, to reclaim her birthright. . .and to Impress the young dragon queen and become Weyrwoman of Benden.

Suddenly the deadly silver Threads once again threatened all Pern with destruction. But the mighty telepathic dragons that for centuries had defended Pern were now few in number, not nearly enough to protect the planet in its hour of greatest peril. Then Lessa hatched a daring and dangerous scheme to rally supported from people who had long ago ceased to exist!


Dragonquest
Another Turn, and the deadly silver Threads began falling again. So the bold dragonriders took to the air once more and their magnificent flying dragons swirled and swooped, belching flames that destroyed the shimmering strands before they reach the ground.

But F'lar knew he had to find a better way to protect his beloved Pern, and he had to find it before the rebellious Oldtimers could breed any more dissent... before his brother F'nor would be foolhardy enough to launch another suicide mission... and before those dratted fire-lizards could stir up any more trouble!


Dragonsong: Harper Hall 1
Menolly has a talent for music matched by no one else in Halfcircle Seahold. Her parents do not approve of her musical interest but tolerated it while the Harper was alive. With the death of Harper Petiron her parents suppress her only real love - music. Menolly flees the hold to the seacaves to live with her music and fire lizards. One day she is caught out in the open during threadfall, trying to outrun the leading edge. She is saved by a thread-fighting dragon, and her rescue sets in motion events and meetings with people that will change her life and future.


Dragonsinger: Harper Hall 2
Menolly arrives at the Harper Crafthall. Though at first afraid and apologetic, she quickly learns her way around and makes friends.


The White Dragon
Never had there been as close a bonding as the one that existed between the daring and adventurous young Lord Jaxom and his extraordinary white dragon, Ruth. Pure white and incredibly agile, Ruth was a dragon of many talents, though almost everyone on Pern thought he was a runt that would never amount to anything. But Jaxom knew better, knew he could teach his dragon to fly and to destroy the deadly silver Threads that fell from the sky. Disobeying all rules, Jaxom and Ruth trained in secret. their illicit flights seemed but a minor disobedience--until they found themselves in the path of danger and in a position to prevent the biggest disaster of all!


Dragondrums: Harper Hall 3
Piemur's youthful soprano singing voice finally cracks. Singing was Piemur's main study at Harpercraft Hall. Depressed over his sudden loss, he knows full well it will take time for his voice to settle, if he is ever able to sing again at all. But Masterharper Robinton has other uses for the wily, conniving youth, sending Piemur on political fact gathering missions for the Hall. Then Piemur steals a queen fire lizard egg, thus setting a Lord Holder against him. The information Piemur has gathered on the Lord Holder and his dealings with the banished Oldtimers must be saved. Piemur must also save himself and the unhatched fire lizard egg as well.


Moreta: Dragonlady of Pern
An air of pleasant anticipation hung so thickly over the Halls, Holds and Weyrs of Pern that it had affected even the businesslike ways of Moreta, the Weyrwoman of Fort Weyr, where her dragon, Queen Orlith, would soon clutch.

Then without warning, a runnerbeast fell ill. Soon myriads of holders, craftsmen, and dragonriders were dying; and the mysterious ailment had spread to all but the most inaccessible holds. Pern was in mortal danger. For, if dragonriders did not rise to char Thread, the parasite would devour any and all organic life it encountered. The future of the planet rested in the hands of Moreta and the other dedicated, selfless Pernese leaders. But of all their problems, the most difficult to overcome was time...


Nerilka's Story
A deadly epidemic was sweeping across Pern!

Everyone, holder and dragonrider alike, pitched in to help - except Nerilka's father, who refused to share Fort Hold's bounty with the other Holds. So, ashamed of her family and determined to do her part, Nerilka packed up medicines and supplies and sneaked off to aid her people.

Her quest to help wherever she was most needed led her finally to Ruatha Hold, where Lord Alessan was frantically preparing the precious serum needed for mass inoculations against the dread plague.

Nerilka had long ago abandoned the hope of marriage and a home of her own. Now she found happiness in being useful and appreciated - first the Healers and then Alessan made very clear that they were grateful for her help.

She had no idea that her new path would change the course of her life forever!


Dragonsdawn
The beautiful planet Pern seemed a paradise to its new colonists - until unimaginable terror turned it into hell. Suddenly deadly spores were falling like silver threads from the sky, devouring everything - and everyone - in their path. It began to look as if the colony, cut off from Earth and lacking the resources to combat the menace, was doomed.

Then some of the colonists noticed that the small, dragonlike lizards that inhabited their new world were joining the fight against Thread, breathing fire on it and teleporting to safety. If only, they thought, the dragonets were big enough for a human to ride and intelligent enough to work as a team with a rider...

And so they set their most talented geneticist to work to create the creatures Pern so desperately needed - Dragons!


Renegades of Pern
As long as the people of Pern could remember, the Holds had protected them from Thread, the deadly silver strands that fell from the sky. In exchange for sanctuary in the huge stone fortresses, the people tithed to their Lord Holders, who in turn supported the dragonriders, Pern's greatest weapon against Thread.

But not everyone on Pern was protected. Some had been rendered holdless as punishment for wrongdoing. Some, like Jayge's trader clan, simply preferred the freedom of the roads to the security of a hold. Others, like Aramina's family, had lost their holds. And they all feared the outlaws who preyed on holds and holdless alike.

The Lady Thella's renegades were the most dangerous yet - all they needed was Aramina, whose telepathic link with dragons could help them evade the dragonrider patrols. But Jayge was out to stop Thella... and he would never let her have Aramina!


All the Weyrs of Pern
For generations, the dragonriders had dedicated their lives to fighting Thread, the dreaded spores that periodically rained from the sky to ravage the land. On the backs of their magnificent telepathic dragons they flew to flame the deadly stuff out of the air before it could reach the planet's surface. But the greatest dream of the dragonriders was to find a way to eradicate Thread completely, so that never again would their beloved Pern be threatened with destruction. Now, for the first time, it looked as if that dream could come true. For when the people of Pern, led by Masterharper Robinton and F'lar and Lessa, Weyrleader and Weyrwoman of Benden Weyr, excavated the ancient remains of the planet's original settlement, they uncovered the colonists' voice-activated artificial intelligence system-which still functioned! And the computer had incredible news for them: There was a chance - a good chance - that they could, at long last, annihilate Thread once and for all!


The Chronicles of Pern: First Fall
Travel back to the earliest days of Pernese history in this first-ever Dragonriders of Pern short-story collection! Join the original survey team as they explore Pern and decide to recommend it for colonization.

Share the terror of the evacuation from the Southern Continent as a flotilla of ships, aided by intelligent, talking dolphins, braves the dreadful currents of the Pernese ocean.

Learn how the famous Ruatha Hold was founded, and thrill with the dragonriders as they expand into a second, then a third Weyr.

And discover a secret lost time: the rescue of some of the original colonists before the planet was cut off forever!

Building a new life on a distant world, braving the dreaded Thread that falls like silver rain from the sky only to destroy every living thing it touches, flying heroically on the wondrous dragons: The Dragonriders of Pern!


The Dolphins of Pern
When the first humans came to settle the planet Pern, they did not come alone: intelligence-enhanced dolphins also crossed the stars to colonize the oceans of the new planet while their human partners settled the vast continents. But then disaster struck. The deadly silver spores called Thread fell like rain from the sky, and as the human colonists' dreams of a new, idyllic life shattered into a desperate struggle for survival, the dolphins were forgotten...

Now, centuries later, as the dragonriders of Pern were preparing to complete the momentous task of ridding their world of Thread forever, T'lion, a young bronze rider, and his friend Readis, son of the Lord Holder of Paradise River Hold, made contact with the legendary "shipfish." And as the dragonriders grappled with the ending of an era, T'lion, Readis, and the dolphins faced the start of a new one: reviving the bond between land-and ocean-dwellers - and resurrecting the dreams of the first colonist of Pern!


Dragonseye
Thread: deadly silver strands that fall from the sky like rain, devouring every organic thing in their path, animals, plants, and people alike. Who could believe that such horrible things could exist? After all, it's been two-hundred years since Thread supposedly fell on Pern. No one alive remembers that first onslaught. There's no sign of it anywhere in the world. Only the dragons, originally created to be a weapon against Thread, are still around to remind people that once before their population was decimated, their hopes and dreams and livelihoods almost destroyed forever.

For two centuries the dragonriders have been practicing and training, passing down from generation to generation the Threadfighting techniques learned on the fly by their besieged ancestors. And most of the Lord Holders are prepared to protect their people, to provide sanctuary, to assemble groundcrews to search out and destroy any Thread that might be missed by the dragons soaring overhead. All but one.

Even now the ominous signs are appearing: the violent winter storms and volcanic eruptions that are said to herald the approach of the Red Star and its lethal spawn. Impossibly, one stubborn Lord Holder, Chalkin of Bitra, refuses to believe‹and that disbelief could spell disaster for all of Pern. So while the dragonriders desperately train to face an enemy they've never fought before, they and the other Lord Holders must find a way to deal with Chalkin and protect Bitra.

Such a situation can never be allowed to happen again. If only a way could be devised to warn future generations of impending Threadfall, and to instill in them an unquestioning belief in its dangers.

Join Weyrleaders, Holders, and Craftmasters in the creation of the legendary Star Stones and the teaching ballads of Pern!


The Masterharper of Pern
Pern: a beautiful world ravaged by Thread, the deadly spores that fall like silver rain, devouring every living thing in their path. Pern: where dragons' flaming breath burns Thread out of the sky before it can drop on the helpless land below. Pern: where harper songs warn of Thread, record history, and prepare for the future. The harpers are the glue that holds the people of Pern together; and no man is more influential than the MasterHarper of Pern.

In a time when no Thread has fallen for centuries - when, indeed, many are beginning to dare hope that Thread will never fall again - a boy is born to Harper Hall. His name is Robinton, and he is destined to be one of the most famous and beloved leaders Pern has ever known.

The son of Petiron, renowned composer, and Merelan, one of Pern's most gifted singers, Robinton is a prodigy from birth. As a child, he is already composing music that the apprentice and journeyman harpers play with delight. And he also discovers another gift: he has the ability to speak with the dragons, who tend to reach out telepathically only to their riders.

But not everyone appreciates his talents. His own father, driven by jealousy, spurns the boy. And far to the north, in the High Reaches, trouble is brewing in the form of a despotic holder, Fax, who hates harpers in general - and Robinton in particular.

It is a perilous time for harpers. They sing of Thread, yet more and more people are beginning to doubt the return of that deadly scourge. They teach reading, writing, and history, yet Fax is determined to keep his growing area of influence free of the learning that might sow unrest. And they extol the dragonriders, whom many view increasingly as a drain on the resources of the Holds. Now harpers are being turned away from holds; and, worse yet, they are being derided, attacked, even beaten.

It is in this climate of unrest that Robinton will come into his own. For despite the tragedies that beset his own life, he continues to believe in music and in the dragons, and he is determined to save his beloved Pern from itself... so that the dragonriders can be ready to fly against the dreaded Thread when at last it returns! As the teaching songs sing:

Dragonmen must fly
When Threads are in the sky!




Crystal Singer
Crystal Singer
Killashandra's voice has a defect that keeps her from attaining her goal to be a concert singer. Dejected by the bad news, she leaves school for good. She meets a Crystalsinger of the Heptite Guild, and their time spent together brings a desire in her to join his profession. Killashandra does join the Heptite Guild, learning the benefits and misery of mining crystal on Ballybran.


Killashandra
Killashandra's old black crystal claim was destroyed in a storm, and she has little to show for eighteen months work. Her last find provides enough credits to get her off Ballybran - but not far. Killashandra learns the planet Optheria needs a set of white crystals installed in one of their organs for a summer music festival. She obtains the contract to repair the organ and a secondary assignment to find out if the government there is controlling the population against the planetary charter. All goes smoothly until she is kidnapped by an Islander named Lars Dahl, and discovers in time she has fall in love with him.


Crystal Line
When Killashandra Ree joined the mysterious Heptite Guild, she knew that she would be forever changed. Crystal singing brought ecstasy and pain, near-eternal life... and gradual loss of memory. But Killashandra had a lot of painful memories she could afford to lose. Forgetting other singers; names and faces and needing a locator to find her own apartment were only small annoyances. What she hadn't counted on was the loneliness she felt when her heart still remembered what her mind had forgotten... Fortunately, someone still cared enough to try and salvage what was left of Killashandra's mind. But she would have to learn to open herself - to another person, and to all her unpleasant memories...


Shannara
Sword Of Shannara
Living in peaceful Shady Vale, Shea Ohmsford knew little of the troubles that plagued the rest of the world. Then the giant, forbidding Allanon revaled that the supposedly dead Warlock Lord was plotting to destory the world. The sole weapon against this Power of Darkness was the Sword of Shannara, which could only be used by a true heir of Shannara--Shea being the last of the bloodline, upon whom all hope rested. Soon a Skull Bearer, dread minion of Evil, flew into the Vale, seeking to destroy Shea. To save the Vale, Shea fled, drawing the Skull Bearer after him...


The Elfstones Of Shannara
Ancient Evil threatens the Elves. Allanon, legendary guardian of Earth, summons Wil Ohmsford to guard the Elven girl Amberle on a perilous quest as she carries a seed from the Ellcrys to the mysterious Bloodfire. Behind them is the Reaper, the most fearsome of all Demons. Wil has only the Elfstones of Shannara - and he has lost control of them.


The Wishsong of Shannara
Horror stalked the Four Lands as the Ildatch, ancient source of evil, sent its ghastly Mord Wraiths to destroy Mankind. Only Druid Allanon held the magic power of wishsong that could make plants bloom instantly or turn trees from green to autumn gold. But she, too, was in mortal danger, and Ildatch waited for Brin to fall into his trap...


Scions of Shannara: Heritage of Shannara 1
Since the death of Allanon, life in the Four Lands has drastically changed. Yet Par Ohmsford still has some power of the Wishsong. And when a message from the ancient Druid, Allanon, reaches them, Par is ordered to recover the long-lost Sword of Shinnara, and the glory that once was the Four Lands...


The Druid of Shannara: Heritage of Shannara 2
In the three hundred years since the death of the Druid Allanon, the evil Shadowen have seized control of the Four Lands. If they are to be saved, the black Elfstone must be retrieved, at whatever cost to life or love....


The Elfqueen Of Shannara: Heritage Of Shannara 3
'Find the Elves and return them to the world of Men!' the shade of the Druid Allanon had ordered Wren.

It was clearly an impossible task. The Elves had been gone from the Westland for more than a hundred years. There was not even a trace of their former city of Arborlon left to mark their passing. No one in the Esterland knew of them - except, finally, the Addershag.

The blind old woman had given instructions to find a place on the coast of the Blue Divide, build a fire, and keep it burning for three days. 'One will come for you.'

Tiger Ty, the Wing Rider, had come on his giant Roc to carry Wren and her friend Garth to the only clear landing site on the island of Morrowindl, where, he said, the Elves might still exist, somewhere in the demon-haunted jungle. Now she stood within that jungle, remembering the warning of the Addershag: 'Beware, Elf-girl. I see danger ahead for you... and evil beyond imagining.' It had proved all too true.

Wren stood with her single weapon of magic, listening as demons evil beyond all imagining gathered for attack. How long could she resist?

And if, by some miracle, she reached the Elves and could convince them to return, how could they possibly retrace her perilous path to reach the one safe place on the coast?


The Talismans Of Shannara: Heritage Of Shannara 4
The descendants of the Elven house of Shannara had all completed their quests. Walker Boh, using the power of the Black Elfstone, had restored the lost Druid's Keep, Paranor, and become the last Druid himself. Wren had found the missing Elves and brought them back from the island of Morrowindl to the Four Lands. Now she was Queen of the Elves. And Par had found what quite possibly was the legendary Sword of Shannara.

But their work was not yet done - the Shadowen still swarmed over the Four Lands, poisoning all with their dark magic. And the leader of the Shadowen, Rimmer Dall, was determined that the scions of Shannara would not share with each other the knowledge that would end the sickness.

Against Walker Boh then, he would dispatch the Four Horsemen. To Wren Elessedil, he would send a friend who would betray her. And for Par Ohmsford, whose wishsong was growing steadily more uncontrollable, he had devised the most terrible fate of all...

The charges given by the shade of the Druid Allanon were doomed to fail - unless the Shannara children could escape the traps being laid for them, and Par could find a way to use the Sword of Shannara.


First King Of Shannara
This prequel is set approximately 500 years before the events in The Sword of Shannara.

Horrified by the misuse of Magic they had witnessed during the First War of the Races, the Druids at Paranor devoted themselves to the study of the old sciences, from the period before the collapse of civilization a thousand years earlier. Only the Druid Bremen and a few trusted associates still studied the arcane arts. And for his persistence, Bremen found himself an outcast, avoided by all but the few freethinkers among the Druids. But his removal from Paranor was not altogether a terrible thing, for Bremen learned that dark forces were on the move from the Northlands. That seemingly invincible armies of Trolls were fast conquering all that lay to their south. Using the special skills he had acquired through his own study of Magic, Bremen was able to penetrate the huge camp of the Troll army and learn many of its secrets. And he immediately understood that if the peoples of the Four Lands were to escape eternal subjugation they would need to unite. But, even united, they would need a weapon, something so powerful that the evil Magic of Brona, the Warlock Lord, would fail before its might...


Isle Witch: Voyage Of The Jerle Shannara 1
When the mutilated body of a half-drowned elf is found floating in the seas of the Blue Divide, an old mystery resurfaces. Thirty years ago, the elven prince Kael Elessedil — brother to the current king — led an expedition in search of a legendary magic said to be more ancient, more powerful, than any in the world. Of all those who set out on that ill-fated voyage, not one has ever returned...

Until now. For the rescued elf carries a map covered with mysterious symbols only one man has the skill to decipher. That man is Walker Boh, the last of the Druids. But someone else understands the map's significance, someone dark and ruthless: the Ilse Witch, a beautiful but twisted young woman who wields a magic as potent as his own. She will stop at nothing to possess the map — and the magic it leads to. To stop her, Walker must find the magic first.

So begins the voyage of the Jerle Shannara. Aboard the sleek, swift airship are an elven prince; a Rover girl; a monstrous creature part man, part enigma; and a young man named Bek Rowe, who may unknowingly hold the key to the success of the mission — or to its cataclysmic failure.

Now, as old secrets come to light, sowing seeds of mistrust and suspicion among the crew, the Jerle Shannara flies into the face of unknown terrors, while the Ilse Witch and her dark allies follow, waiting to strike...


Antrax: Voyage Of The Jerle Shannara 2
In Ilse Witch, a brave company of explorers led by the last Druid, Walker Boh, traveled across unknown seas in search of an elusive magic. Yet perhaps Boh and his team were lured there for sinister, unforeseen purposes...

Now in Antrax, as the crew aboard the airship Jerle Shannara is attacked by evil forces, the Druid’s protégé Bek Rowe and his companions are pursued by the mysterious Ilse Witch. Meanwhile, Boh is alone, caught in a dark maze beneath the ruined city of Castledown, stalked by a hungry, unseen enemy.

For there is something alive in Castledown. Something not human. Something old beyond reckoning that covets the magic of Druids, elves, even the Ilse Witch. Something that hunts men for its own designs: Antrax. It is a spirit that commands ancient technologies and mechanical monsters, feeds off enchantment, and traps the souls of men.

With the Jerle Shannara under siege and Antrax threatening the bold and unwary, the Ilse Witch finds herself face-to-face with a boy who claims to be the brother she last saw as an infant. Now a young man, Bek wields the magic of the wishsong and carries the Sword of Shannara upon his back. Unsure whether to trust Bek or to slay him, the Ilse Witch takes him prisoner. One has come pursuing truth, the other revenge. Yet both seek Walker Boh–with the fate of the Four Lands hanging in the balance.

Return to the world of beloved novelist Terry Brooks, where creatures drift up from the earth like mist, a hypnotic song can kill, a sword can cut through a veil of lies–and one man, the true heir of an ancient magic, must choose between betrayal and redemption.


Morgawr: Voyage Of The Jerle Shannara 3
New York Times bestselling author Terry Brooks became the master of epic fantasy with the publication of his legendary debut, The Sword of Shannara. Since then, each new novel in the Shannara saga has brilliantly built upon and deepened the world of breathtaking magic, adventure, and intrigue he created. In The Voyage of the Jerle Shannara — his third enchanting series — he literally took his legions of loyal readers soaring to new heights as a colorful contingent of characters took to the skies aboard a magnificent airship on a quest fraught with wonder and danger.

Now in Morgawr, the quest at last draws to its climactic conclusion, as the forces of good and evil vying against each other to possess an ancient magic race towards an explosive clash—and whatever fate awaits the victor... and the vanquished. Harrowing confrontations with the merciless Ilse Witch and the monstrous Antrax have already taken their toll on the intrepid heroes of the Four Lands. But their darkest adversary now snaps at their heels, in the form of the Morgawr—master of the Ilse Witch, feeder upon the souls of his enemies, and centuries-old sorcerer of unimaginable might.

With a fleet of airships and a crew of walking dead men at his command, the Morgawr is in relentless pursuit of the Jerle Shannara and the crew that mans her. For the Morgawr, the goal is two fold: to find and control the fabled ancient books of magic, and to destroy the dark disciple who betrayed him — the Ilse Witch. But the Ilse Witch is already a prisoner... of herself. Exposed to the awesome power of the Sword of Shannara, and forced to confront the truth of her horrifying deeds, she has fled deep into her own mind. Now at the mercy of those who seek vengeance against her, her only protector is her long-lost brother, Bek Ohmsford, who is determined to redeem his beloved sister... and deliver her to the destiny predicted for her by the Druid Walker Boh.

Once again, Terry Brooks weaves together high adventure, vividly wrought characters, and a spellbinding world into an irresistible story of heroism and sacrifice, love and honor. In Morgawr, fans of the Shannara mythos will find both a satisfying finale and the promise of new wonders yet to come



Magic Kingdom of Landover
Magic Kingdom For Sale-SOLD!
After Ben Holiday purchased Landover, he discovered the magic kingdom had some problems. The Barons refused to recognize a king and the peasants were without hope. To make matters worse, Ben learned that he had to duel to the death with the Iron Mark, the terrible lord of the demons - a duel which no human could hope to win...


The Black Unicorn
Ben had been troubled by dreams of disaster about his former partner, Miles Bennett. Yet when he returned to Earth, Ben found Miles doing splendidly. Unknown to Ben, the dreams had been a trap set by Meeks, who had returned to Landover as a tiny insect in Ben's clothing. Meeks cast a spell to switch appearances with Ben, and he soon found himself an outcast. The only thing that could help him was the prism cat - whatever that was.


Wizard At Large
It all began when Questor Thews announced that he finally could restore Abernathy to his human form. It was Questor in the first place whom turned Abernathy into a Wheaton Terrier - only with hands and able to talk. Everything went well, until the clumsy wizard inhaled the magic dust from the spell and sneezed. Suddenly where Abernathy had stood there was now a bottle containing a particularly evil imp. It had been in Michel Ard Rhi's collection of artifacts. He was the former king of Landover, now exiled to Earth. Abernathy had now become a part of that collection!


Tangle Box
Oh, what a tangled web...

Everything should have been quiet and pleasant for Ben Holiday, the former Chicago lawyer who became sovereign of the Magic Kingdom of Landover. But it wasn't.

Horris Kew, conjurer, confidence-man, and trickster, had returned to Landover from Ben's own world. Alas, Horris had not returned of his own volition - he had been sent by the Gorse, a sorcerer of great evil, whom Horris had unwittingly freed from the magic Tangle Box, where it had long ago been imprisoned by the fairy folk. Now it had returned to enslave those who had once dared condemn it. But first, it would rid Landover of all who could stand in its way...

Soon Ben found himself imprisoned within the gloom of the Tangle Box, lost in its mists and its labyrinthine ways. The only one who could free Ben from the Tangle Box was the lady Willow. But she had disappeared, was gone from Landover on a mysterious mission of her own....


Witche's Brew
Former Chicago lawyer Ben Holiday was very proud and quite happy. And why shouldn't he be? The Magic Kingdom that he ruled as High Lord was finally at peace. He was free to lie back and watch as his new daughter grew.

And grow she did - by leaps and bounds, shooting through infancy in a matter of months. She took her first steps and learned to swim in the same week. An amalgam of magic and heredity, Mistaya was born a seedling, nourished by soils from Landover, Earth, and the fairy mists, come into being in the dank, misty deadness of the Deep Fell. She was as lovely as her mother, the sylph Willow, with dazzling green eyes that cut to the soul. Ben wished he could enjoy his daughter's childhood and his happy kingdom forever.

Alas, those idyllic days were not to last. For Rydall, king of lands beyond the fairy mists, rode up to the gates of Sterling Silver and shattered the peace of Landover. His armies were poised on the border, ready to invade unless Ben accepted a challenge: Rydall would send seven champions to face Ben, each in a different form. If Ben triumphed over all seven, Rydall would then abandon his claims to the kingdom. Some counseled the High Lord to refuse Rydall's challenge, but Holiday could not, for Mistaya had been snatched from her guardians by foul magic. And Rydall held the key to her fate...




Battlefield Earth
In the year 3000, man is an endangered species at the mercy of a space-plundering race of nine-foot-tall, gas-breathing alien conquerors from the planet Psychlo. Against terrific odds, the remnants of humanity have engaged in a desperate and grueling battle for Earth against the alien oppressors—and so begins this epic adventure that surges across the Earth and explosively ignites across the galaxies of an alien empire...



Mission Earth
The Invaders Plan
From Lord Invay, Royal Historian, Chairman, Board of Censors, Royal Palace, Voltar Confederacy: "Let me state it boldly and baldly: there is no such planet as Earth. If it ever existed at all, it certainly does not exist today or even within living memory. So, away with this delusion. On the authority of every highly placed official in the land I can assure you utterly and finally, THERE IS NO PLANET EARTH! And that is final!" With this emphatic disclaimer, we are introduced to Mission Earth, an epic told entirely and uniquely by the aliens that already walk among us. Earth is to be invaded and a Royal combat engineer must cross 22 light years to secretly infiltrate the planet. He is also crossing a scheme to use the resources of Earth's most powerful figure to overthrow the confederacy. With a convicted murderess who trains giant cat-like animals, a doctor who creates human biological freaks, a madman who controls Voltar's secret police and a clandestine Earth base in Turkey, a bizarre stage is set and narrated by an alien killer assigned to sabotage the mission and Earth--the planet that doesn't exist.


Black Genesis
Intrigue, Betrayal, Blackmail... From the violent, heroin-riddled back streets of Turkey to the heart of government corruption in America, Mission Earth relentlessly hurls into a new labyrinth of Earth's underworld, torn by Mafia wars and criminal rivalry, abounding with assassins, killers, prostitutes, drug-runners, and subverted government agents, the gripping story masterly twists and turns with its heart-pounding pace. The fierce, unique blend of tension, ingenuity, humor, betrayal and tragedy continues?


The Enemy Within
Will the galactic fate of Earth be determined by a mafia family run by a six-foot-six former Roxy chorus girl?


An Alien Affair
Hammer Malone and Killer Brag had extricated their cars. As one with one crash of gears, they launched their vehicles after Heller. Two explosions in the tangled mass of cars behind them. I knew it would be the fuel tanks going up. Flames shot into the air! The other drivers were running away. But the cars of Hammer Malone and Killer Brag bore down on Heller! He turned to face them. Narrated by the killer who traveled 22 light years to seal the fate of Earth, AN ALIEN AFFAIR races non-stop from a deadly Long Island speedway to an extraterrestrial's secret base in Turkey, from a battle on the observation platform at the top of the Empire State Building to the pleasures in the basement apartment of the sadistic Miss Pinch. The aliens are here. A calico cat, a jar of mustard and a host of credit card companies may well determine the success of their mission.



Fortune Of Fear



Death Quest


Voyage Of Vengeance


Disaster


Villainy Victorious


The Doomed Planet

Author notes

there that's the full list that shoulda been on my author page...but i guess that's limited(which would be foolish if it wasn't)
Written June 29th, 2004

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Comments


  • July 25, 2004
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    that is quite a book list, JP.