Tight, clean, flat, square, sharp and crisp books in nearly pristine DJ under mylar sleeves. Ex-library, properly de-accessioned, with expected marks, labels, stamps and paste downs. 

For seventeen years, Marina Roeswood had lived in an old, rambling farmhouse in rural Cornwall in the care of close friends of her wealthy, aristocratic parents. As the ward of bohemian artists in Victorian England, she had grown to be a free thinker in an environment of fertile creativity and cultural sophistication. But the real core of her education was far outside societal norms. For she and her foster parents were Elemental Masters of magic, and learning to control her growing powers was Marina's primary focus.

But though Marina's life seemed idyllic, her existence was riddled with mysteries. Why, for example, had she never seen her parents, or been to Oakhurst, her family's ancestral manor? And why hadn't her real parents, also Elemental Masters, trained her themselves? That there was a secret about all this she had known from the time she had begun to question the world around her. Yet try as she might, she could get no clues out of her guardians.

***

From a High Tower is the newest adventure in Mercedes Lackey's Elemental Masters series.
When a man is caught stealing from a walled garden owned by a strange woman, he bargains away his youngest daughter in return for food for his family. The woman, rumored to be a witch, takes the golden-haired child and locks her away in a high tower. Sixteen years later, Giselle has lived an isolated life, but her adoptive mother has trained her in Air magic, and Giselle must use her new skills to keep herself and her new friends safe...
 
***

It has been ten years since the magical Cataclysm, which destroyed the twin strongholds of the world's two most powerful Mages, killing Urtho, creator of the gryphons, and sending his forces into exile. Now Urtho's peoples—human and non-human alike—live in a terraced city carved into the face of a gleaming white cliff on the edge of the Western Ocean.

Secure at least, until the fleet of the mysterious Black Kings appears in their harbor, bringing envoys who inform the residents of White Gryphon that their newfound home lies on the northern perimeter of lands claimed by this powerful kingdom. Desperate not to lose their hard won home, Skandranon, along with his longtime friend Amberdrake, agree to accompany the envoys back to the Court of the Black Kings, hoping to negotiate an alliance.

When a high ranking noble who opposes this alliance is found murdered, Skandranon and Amberdrake realize that they are up against unknown enemies who will stop at nothing, even the use of diabolical Blood Magic, to destroy White Gryphon.

***

New York Times and USA Today bestselling author Mercedes Lackey presents three exciting short urban fantasy novels featuring three resourceful heroines and three different takes on the modern world and on magics both modern and ancient.

Arcanum 101:  Diana Tregarde, practicing witch, romance novelist, Guardian of the Earth. Studying at Harvard, Diana is approached by Joe O’Brian, a young cop who has already seen more than one unusual thing during his budding career. The distraught mother of a kidnap victim is taking advice from a “psychic” and interfering in the police investigation. Will Diana prove that the psychic is a fake? Unfortunately, the psychic is not a fake, but a very wicked witch—and the child’s kidnapper. 

Drums:  Jennifer Talldeer, shaman, private investigator, member of the Osage tribe. Most of Jennie’s work is regular PI stuff, but Nathan Begay brings her a problem she’s never seen before. His girlfriend, Caroline, is Chickasaw to his Navaho, but that’s not the problem. Somehow, Caroline has attracted the attention of an angry Osage ghost. Thwarted in love while alive, the ghost has chosen Caroline to be his bride in death. 

Ghost in the Machine:  Ellen McBride: computer programmer extraordinaire, techno-shaman. The programmers and players of a new MMORPG find that the game’s “boss,” a wendigo, is “killing” everyone—even the programmers’ characters with their god-like powers. A brilliant debugger, Ellen discoveres that the massive computing power of the game’s servers have created a breach between the supernatural world and our own. This wendigo isn’t a bit of code, it’s the real thing . . . and it’s on the brink of breaking out of the computers and into the real world.