
The city is still a dark place. Sightless and defiant, Quinn walks a narrow, dangerous path between the Real Folk, the humans of Vancouver, and an ancient prophecy. His young apprentice, Dionne, needs to be trained, and quickly. Destiny waits for no wizard, especially one with druids, fairies and social workers knocking at his door, even though his life is still shadowed by the past – and his unending grief over the death of Cate, his love. The prophecy looms, much sooner than it should, and it threatens to tear the Real Folk apart. The Gur druids are restless, and they demand that Quinn release Fionuir, his old nemesis, from her prison. The leader of the Rose Fairies has chosen a successor, and she insists that Quinn be her mentor. Dionne's association with him draws social workers to his house on inspection, and he may be barred from seeing his apprentice if they suspect anything is amiss. He's running out of allies, and running out of time, but Quinn is already convinced of one thing. No one else can save the world. \———————————————————————————————————————- The Quinn Larson Quests is a series based in a strange magical world, hidden in everyday objects and familiar places. With spells built of willpower wrapped around mundane things, Quinn finds his way through danger and loss, scheming and combat, all only a step away from the bright, normal streets of Vancouver.
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