Last Rune
5 primary works
Book 1
A strange rift in ordinary reality draws saloon owner Travis Wilder and ER doctor Grace Beckett into the otherworld of Eldh--a land of gods, monsters, and magic that is sorely in need of heroes.
Book 3
Travis Wilder and Grace Beckett have returned to modern Earth to get medical help for the injured Beltan, a knight from the otherworld of Eldh. Meanwhile on Eldh a nameless evil has begun to annihilate the very gods. Somehow Travis and Grace must get back to Eldh and save the otherworld.
Book 4
Fourth and final book of the highly praised Last Rune series; In this final instalment of the epic Last Rune series, Grace Beckett and Travis Wilder face yet more challenges on Eldh, the realm of gods and monsters, myth and runecraft, whilst in Denver, preacher Sage Carson is being ordered by the Big Voice - an unknown evil - to cull his flock. He must create more ironhearts to fight on the Day of Judgment...Earth and Eldh are drawing ever closer. Grace and Travis are in pursuit of the knight Durge, for if he reaches Mordenfale with the two runes, the Pale King would be able to open the gate to Eldh for Mohg, his master. When they reach Durge, he begs to be slain, for he has turned into that which he always fought against. Travis contests this, threatening to break the Rune of Death. Yet Travis's greatest challenge lies in discovering where the First Rune is hidden and how to bind it so it can never be broken.
Book 5
In a masterwork of brilliant storytelling, the epic fantasy of two parallel worlds—mystical Eldh and modern Earth—takes a surprising turn in Book Five of Mark Anthony’s thrilling saga of magic, suspense, and adventure, The Last Rune.
The enigmatic Shemal has known only two Runebreakers. One, her rival Kelephon, served the Pale King and his army of apocalypse. The other was Travis Wilder, the Runebreaker of prophecy.
Now, in outcast and newly made Runebreaker Larad, Shemal has found a weapon to open the door between worlds. As the shadow of Shemal’s master, the vengeful god Mohg, Lord of Nightfall, looms, Grace Beckett seeks to harness wild magic and Travis Wilder joins her in the struggle between warriors and mages, witches and kings and betrayers of every form.
As the time of final reckoning approaches, Travis and Grace will find themselves facing a dark conspiracy of evil whose virulence threatens to overwhelm anyone who stands in its way. Yet if they don’t succeed in stopping it, two worlds will be lost forever.
The enigmatic Shemal has known only two Runebreakers. One, her rival Kelephon, served the Pale King and his army of apocalypse. The other was Travis Wilder, the Runebreaker of prophecy.
Now, in outcast and newly made Runebreaker Larad, Shemal has found a weapon to open the door between worlds. As the shadow of Shemal’s master, the vengeful god Mohg, Lord of Nightfall, looms, Grace Beckett seeks to harness wild magic and Travis Wilder joins her in the struggle between warriors and mages, witches and kings and betrayers of every form.
As the time of final reckoning approaches, Travis and Grace will find themselves facing a dark conspiracy of evil whose virulence threatens to overwhelm anyone who stands in its way. Yet if they don’t succeed in stopping it, two worlds will be lost forever.
Book 6
The Pale King has been defeated, his legions decimated. The Dark God Mohg has been destroyed. And the evil corporation, Duratek, has been disbanded, foiled in its efforts to strip-mine the world of Eldh. And for our heroes, three years have passed in relative peace. But only relative, because every one of them know in their hearts that their duties are not yet ended. For perihelion approaches, as the two worlds continue to grow nearer. And bad things are coming in its wake.
In the skies over Earth, astronomers have noted an anomaly which seems to be swallowing stars whole. On Eldh, these rifts in the sky are appearing as well--and the dragon Sinfathisar tells Grace Beckett that, if left unchecked, these holes of anti-being will annihilate all of creation forever. He adds that only Travis Wilder--whom the Mournish believe is fated to raise the lost city of Morindu the Dark from the desert sands that hide and hold it--can save the world. But what is the connection between the lost city of the sorcerers and the wounds that rift the heavens?
As Grace goes in search of Travis and Travis goes in search of his kidnapped daughter, all the threads of fate begin to pull together, revealing ancient mysteries on both worlds, and connections within connections that carry all the way back through time. With both worlds increasingly wracked by tempests and earthquakes and a palpable sense of hopelessness and despair, and with magic sputtering and dying around them, can our heroes patch together the missing pieces of the puzzle before all of life is annihilated?
In the skies over Earth, astronomers have noted an anomaly which seems to be swallowing stars whole. On Eldh, these rifts in the sky are appearing as well--and the dragon Sinfathisar tells Grace Beckett that, if left unchecked, these holes of anti-being will annihilate all of creation forever. He adds that only Travis Wilder--whom the Mournish believe is fated to raise the lost city of Morindu the Dark from the desert sands that hide and hold it--can save the world. But what is the connection between the lost city of the sorcerers and the wounds that rift the heavens?
As Grace goes in search of Travis and Travis goes in search of his kidnapped daughter, all the threads of fate begin to pull together, revealing ancient mysteries on both worlds, and connections within connections that carry all the way back through time. With both worlds increasingly wracked by tempests and earthquakes and a palpable sense of hopelessness and despair, and with magic sputtering and dying around them, can our heroes patch together the missing pieces of the puzzle before all of life is annihilated?