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Library of the Sapphire Wind

ebook
1 of 1 copy available
1 of 1 copy available

NEW FANTASY FROM BEST-SELLING AUTHOR JANE LINDSKOLD

Instead of mentors, they got monsters . . .

That's what Xerak, Vereez, and Grunwold think when three strange creatures shimmer into being within the circle of Hettua Shrine. Their conclusion is reasonable enough. After all, they've never seen humans before.

As for Margaret Blake, Peg Gallegos, and Tessa Brown—more usually known as Meg, Peg, and Teg—they're equally astonished but, oddly enough, better prepared. Age and experience have accustomed them to surprises. A widely varied course of reading material has intellectually prepared them for the idea that other worlds, even worlds where people with traits more commonly ascribed to "animals" may exist.

Then there is the mysterious verse that Teg speaks as they arrive, words that seem to indicate that the Shrine must have been at least partially responding to the request made of it.

Despite doubts on all sides, the three unlikely mentors join forces with the three young "inquisitors" and venture out into the world Peg dubs "Over Where." First they must find the Library of the Sapphire Wind, destroyed years before.

Will they find answers there, or is this only the first stage in their search?

At the publisher's request, this title is sold without DRM (Digital Rights Management).

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    • Publisher's Weekly

      December 20, 2021
      Lindskold (the Firekeeper Saga series) takes a cue from classic portal fantasies in this fun series launch, as retirees Peg Gallegos, Meg Blake, and Tessa “Teg” Brown are pulled from their book club meeting and transported to the world of Over Where. The women were accidentally summoned by three unusual young people seeking guidance on their individual quests: the fox-headed Vereez needs to find her missing sister, the lion-headed Xerak needs to find his missing mentor, and the stag-headed Grunwold needs to find a cure for his dying father. Despite some hesitation from both groups, Meg, Peg, and Teg agree to stay and help. Together, they head to the ruins of the eponymous library, looking for answers. But the library demands something of them before it will help: they must retrieve and reassemble an artifact, the theft of which occurred during the library’s destruction. On this new quest, Vereez, Xerak, and Grunwold confront secrets from the past, some of which are their own. Though readers may be disappointed not to see more of the library itself, the older adventurers add some freshness to the setup, while the animal-headed youngsters charm. This vivid, magical tale is sure to please.

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  • English

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