Fantasy author, wife, traveler, gardener, gamer.
Fans of The City of Ember will love The Mark of the Dragonfly, an adventure story set in a magical world that is both exciting and dangerous.
Piper has never seen the Mark of the Dragonfly until she finds the girl amid the wreckage of a caravan in the Meteor Fields.
The girl doesn't remember a thing about her life, but the intricate tattoo on her arm is proof that she's from the Dragonfly Territories and that she's protected by the king. Which means a reward for Piper if she can get the girl home.
The one sure way to the Territories is the 401, a great old beauty of a train. But a ticket costs more coin than Piper could make in a year. And stowing away is a difficult prospect--everyone knows that getting past the peculiar green-eyed boy who stands guard is nearly impossible.
Life for Piper just turned dangerous. A little bit magical. And very exciting, if she can manage to survive the journey.
Lolth—patron deity of the drow, Spider Queen, regent of the Demon Web Pits—has once again stirred the dark elves into roiling aggression against the rest of Faerûn, reveling in the chaos born from her dark schemata. This is the Rise of the Underdark.
In Iltkazar, the last subterranean kingdom of the once resplendent dwarven realm of Shanatar, King Mith Barak faces a siege of drow soldiers, spies, and assassins looking to seize the powerful city and the ancient magical artifacts hidden there. Somewhere in the city, the Arcane Script Sphere—a mystical orb touched by Mystra, the long-dead goddess magic—calls out to heroes and adventurers, beckoning with whispers of power and knowledge. Mith Barak hears it and knows he cannot hold the artifact much longer, but fears what the drow may do with it.
Enter Icelin, Ruen, and Sull, Waterdavian wanders whose desire to understand their own spellscars sets them in search of Mystran mysteries—they hope to understand magic and thus understand its plague. As they move from town to town, city to city in search of knowledge, Icelin hears the siren call of the Arcane Script Sphere, and it draws the trio deep into rocks of the Underdark where they find themselves at the center of the struggle between the dwarves and drow.
Only King Mith Barak can initiate them into the mysteries they hope to illuminate. But first they must help him with a mystery of his own—a dark elf assassin, himself a seeker of the sphere, lies in Iltkazar’s dungeons shrouded in the mystery and magic of Lolth. Icelin might be the one to see past that shroud and determine the true goal of the Spider Queen’s schemes.
As the dark elves intensify their attacks, the trio realizes their quest for knowledge has taken them into a new and dangerous realm . . . a realm dictated by the whims of spider and stone.