Having long indulged himself in daydreams more exciting than his mundane life as a carpet merchant, Abdullah unexpectedly purchases a magic carpet and his life changes dramatically as his daydreams come true and dangerous adventures become daily fare.
When Charmain is asked to housesit for Great Uncle William, the Royal Wizard of Norland, she is ecstatic to get away from her parents, but finds that his house is much more than it seems.
Elda, the griffin daughter of the great Wizard Derk, arrives for schooling at the Wizards' University where she encounters new friends, pirates, assassins, worry, sabotage, bloodshed, and magic misused.
When Charmain is asked to housesit for Great Uncle William, the Royal Wizard of Norland, she is ecstatic to get away from her parents, but finds that his house is much more than it seems.
Andrew Hope inherits a house in an English village from his late grandfather and things are going well until orphan Aidan shows up, trailing a host of magical townsfolk and interlopers in his wake.
Tanqui discovers she has the only means to conquer the evil Kankredin who threatens her own people and the Heathens who have invaded prehistoric Dalemark.
Tanqui discovers she has the only means to conquer the evil Kankredin who threatens her own people and the Heathens who have invaded prehistoric Dalemark.
Ann discovers that the wood near her village is under the control of a Bannus, a machine that manipulates reality, placed there many years ago by powerful extraterrestrial beings called Reigners.