Book picks similar to
Tapestries by Kathy IceMark Sumner
fantasy
magic-the-gathering
mtg
fiction
Distant Planes
Kathy IceAdam-Troy Castro - 1996
Mystery and adventure await in a world where magical artifacts abound and wizards are as powerful as gods.Readers, discover the sights and sounds of the worlds of Dominia...
The Colors of Magic
Jess LebowDon Perrin - 1999
Argoth is decimated...Tidal waves have turned canyons into rivers...Earthquakes leveled the cities...Dominaria is in ruins.Now the struggle for the war-torn world is to survive.
The Monsters of Magic
J. Robert KingWill McDermott - 2003
The "Monsters of Magic" is a collection of short stories exploring the strengths and weakness of the creatures that inhabit the Magic: The Gathering world. The monsters highlighted are drawn not only from Magic card sets, but from the novels as well, giving any reader broader exposure to the entire Magic world. Contents"Who is Queen?" by Scott McGough"Ach! Hans, Run!" by Will McDermott"The Reluctant Student" by Tim Ryan"Unlikely Allies and Unjust Desserts" by Brian M. Thomsen"Ereth the Mighty" by A.L. Lassieur"True Enough" by Denise R. Graham"Seasons of Slaughter" by Vance Moore"An Atog Comes to Aphetto" by Steven E. Schend"Delraich" by Jess Lebow"Tap, Kraken & Pop" by Tom Dupree"Crucible" by Stephen D. Sullivan"The Voice of Command" by Paul B. Thompson
The Dragons of Magic
J. Robert KingAllison Lassieur - 2001
Plains dragons defend humans, and undead dragons destroy them. And all dragons hold mysteries deep within.Uncover the secrets of the dragons of Dominaria.
The Myths of Magic
Jess LebowScott McGough - 2000
Robert King, Jeff Grubb, Paul B. Thompson, and Francis Lebaron, among others, in stories that focus on the most collectible cards from the trading card game. Original.
Rath and Storm
Peter ArcherMichael G. Ryan - 1998
Gerrard, the heir to the Legacy, together with Sisay, captain of the flying ship Weatherlight, has sought out many parts of the Legacy. Gerrard's Quest Sisay has been kidnapped by Volrath, ruler of the plane ofRath. Gerrard stands at a crossroads. His companion is in danger, the Legacy may be lost forever. Only he -- with the loyal crew of the Weatherlight -- can rescue Sisay and recover the Legacy.
Johan
Clayton Emery - 2001
The city of Bryce is being watched by unfriendly eyes. A mysterious prophesy, a desperate wizard, and an extraordinary tiger man are somehow caught up in the city's destiny. One man must race against time to understand how -- and why -- or risk the enslavement of his people.
Assassin's Blade
Scott McGough - 2002
These titles expand on the history of the Magic (r) world and fill in the backstory for the fans.ASSASSINATION HAS ITS PRICE!Scheming, intelligent, and power-hungry, the emperor�s assassin moves always in shadow. He kills whom his master wishes and plans his own rise to power. Against him, one man stands on his honor, determined to end the cycle of death dealt from dark corners. Amid a dark landscape ravaged by war, the two at last confront one another. At stake is the future of the empire.
Onslaught
J. Robert King - 2002
This is the first major novel release since the Odyssey cycle revamped a large part of the "Magic: The Gathering" world. This novel will reveal further changes to the Magic world. The land is in upheaval. The forest grows out of control. The mountains erupt. The seas boil. The swamps spew acid, and the plains turn to desert. Yet, amidst the turmoil there is civilization, brutal and unforgiving. Pit fighters battle to the death before tremendous crowds, making some rich, while others lose everything in one stroke of a sword. The games must continue. So must the struggle for survival.
Mercadian Masques
Francis Lebaron - 1999
Grieving for their lost comrades and in need of repairs, they make their painful way to Mercadia, a city where everything is for sale. But not everything is as it seems. In the streets of Mercadia, the heroes of the "Weatherlight "find that more than merchandise can be bought and sold.
Odyssey
Vance Moore - 2001
The perfect entry point for new readers, this book focuses on a fierce competition for one of the most powerful artifacts ever to exist in the Magic: The Gathering game and novels. Major changes are occurring in the Magic universe-changes that devoted fans will be eager to find out about.
The Moons of Mirrodin
Will McDermott - 2003
And she must tear aside the veil that hides the face of a hidden enemy whose power extends across all Mirrodin
The Gathering Dark
Jeff Grubb - 1999
Nations have fallen, goblins raid the land, and an oppressive faith throttles the city-states. Now deep within the walls of the Conclave of Mages, Jodah must decide if unlocking his own immense power is worth taking a step into the dark lands.The epic of the Ice Age begins.
Tales of the Witch World 1
Andre NortonRobert E. Vardeman - 1987
C. Crispin, Ardath Mayhar, and Robert E. Vardeman.Introduction / Andre Norton --Of the shaping of Ulm's heir / by Andre Norton --Heir apparent / by Robert Bloch --Fenneca / by Wilanne Schneider Belden --Bloodspell / by A.C. Crispin --The white road / by Charles de Lint --Cat and the other / by Marylois Dunn --Oath-bound / by Pauline Griffin --Of ancient swords and evil mist / by James R. Heidbrink --Nine words in winter / by Caralyn Inks --Were-hunter / by Mercedes Lackey --Neither rest nor refuge / by Ardath Mayhar --To rebuild the eyrie / by Sasha Miller --Milk from a maiden's breast / by Elizabeth Scarborough --Night hound's moon / by Mary H. Schaub --Isle of illusion / by Carol Severance --Green in High Hallack / by Kiel Stuart --The road of dreams and death / by Robert E. Vardeman --Biographical notes
Return to Ravnica: The Secretist, Part One
Doug Beyer - 2012
He is one in a million. He is a planeswalker. And he is on the edge of a mystery that could alter the face of his adopted home—a vast, world-wide city known as Ravnica—forever.Faced with a magical code that is built into the very foundations of the city-world itself, Jace marches into the numinous depths of Ravnica’s underbelly in search of the promise of powerful magic. What he finds is perhaps more burden than boon. Once buried in past, the code resurfaces as Ravnica’s power-hungry mage guilds, unbound by the Guildpact that had once maintained order, struggle for control of the plane. But in the drive for primacy, there is no neutral ground.Jace knows that he can’t crack the code on his own, not while the guilds task teams of mages to unravel the mysteries, but he also knows that the danger of the quest is too great to include his friends. As the mystery begins to unravel, the choice may not be his alone.