Blood of the North is the second book in The Realms of Glaith series, one where the science-fiction of steampunk fuses seamlessly with magic-infused fantasy. The result is a tumultuous world filled with alchemical wonders, impossible technology, daring rebels, noble wizards, ruthless witches, ominous plots, myths made reality, and a host of monsters both human and otherwise - all things that will have to be faced by a varied cast of heroes as they find themselves drawn into a string of perilous, action-packed adventures. Captured by Greatsword General Herren Gallaghan. Taken as prisoners into the Strife Engine. Forced to contend with what was trapped inside. After a series of seemingly insurmountable trials, Aubin, Jath, Rehya, and Rhece managed to survive the perils of the Maundering Isle. But despite their best efforts, the very scenario they attempted to prevent came to pass - leaving them with one question: what now? Meanwhile, beyond the mountains of ice that lie even farther north than the Maundering Isle, events just as troubling have come to loom over the homeland of the dwarves, Njirvylga. A shocking revelation makes it clear that the time their race has spent in isolation is about to reach its end, and portends a return to war between their clans. Two friends find themselves at its core, forcing them to prepare their people for a battle they fear they cannot win. As unlikely as it may seem, fate would see the fortunes of these strangers entwined. The unexpected causes the Maundering Isle's four escapees to make a detour of epic proportions, where they discover that their only hope of return is linked to a gambit just as dangerous as anything they fled from.
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