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The Hedge Wizard
- Fantasy
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Legends speak of wizards with the power to rival Gods…
To Hump, it’s just a story. Apprenticed to a wandering wizard, he grew up following the coin from one quest to the next. He always believed his master was just an ordinary hedge wizard, until the old man suddenly died, and his book of spells bound to Hump’s soul.
Knowing no other life, Hump takes up his master’s staff and heads out alone into a world of dungeons and monsters. Scorned by the gods, wizards can trust only their own wit and skill to survive.
Lacking the godly gifts and grand ideals of the Chosen few, Hump fights for something else. If he wants to eat, he needs to work. And with a new Dungeon opening in Bledsbury, where better for a young hedge wizard to earn some coin?
So begins the path of The Wanderer. The White Flame. The Hedge Wizard.
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It’s Drop Night, the one night every decade when the gods hand out cards to a lucky few. If you get a deck, you’re a deckbearer capable of great feats—such as controlling frightening monsters.
Wolfe, top enforcer for the Grimm family mob, has already been overlooked on two previous Drop Nights. People of his ilk seldom receive cards, as the gods tend to favor people who follow their divine mandates, but that doesn’t mean he can’t hope.
Unfortunately, Wolfe doesn’t have time to celebrate. The rival street gang, the Cobras, has six deckbearers and they’re cutting in on the Grimm family’s trade. Someone has to do the dirty work, and it isn’t going to be the spoiled children of Big Man Grimm.
Against all odds, though, Wolfe does receive a deck, right at midnight.
And he just so happened to receive a rare card everyone would kill to have in their own deck…
Mark Castle loves horror movies. But when he died in the hands of a cult, he is reincarnated and forced to become a dungeon core…
And makes his domain as a lonely cabin in the woods. With newfound powers, he starts his revenge on the people who murdered him.
Utilizing all the tropes and monster manuals of his favorite horror books and movies, Mark sets up a simple rule: lure unwitting victims into the cabin, kill them off one by one, and feed his core with their souls. If anyone is lucky enough to survive until dawn, he rewards them with treasure...and their lives.
But as Mark feeds and grows, the people who hunger for his unique power begin to take notice, and Mark is in even more danger than he imagined.