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About The Book
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A conflict of ideals - magic versus fire-powered weapons. The fate of Issalia hangs in the balance. A new Empire has risen to power. Already in control of the east coast the Imperial Army sets its sights on Issalias western kingdoms. Tensions rise as both sides prepare for war. What deadly weapon will the Empire develop next? Brandt and Quinn are espions - part spy part thief part assassin. Under false identities these spies find themselves deeply entrenched within Empire headquarters. There they gather information seeking a means to foil the Empires plans for conquest. One misstep by either warden could result in death - their own and thousands of others. They are joined by a small squad of fellow wardens: Wildcats - warriors trained to fight while powered by magic Rangers - experts in nature these archers scout enemy forces Gadgeteers - engineers who invent magic-powered machines and weapons Arcanists - those who can wield Chaos - a destructive rune-based magic Driven by the core belief that Chaos magic is evil the Empire seeks to stamp out this scourge. If victorious Chaos will be outlawed. Those who can wield it...will be executed. The wardens must stop this Imperial gambit.