Author: Wayne D. Kramer • Illustrator:
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$17.75$23.9926%OFF



Author: Wayne D. Kramer • Illustrator:
Write a review
Write a review

DESCRIPTION

A butterfly's wing is healed, and destiny unfolds. Follow the healer's path as he walks between Shadow and Light.

Fulgar Geth's life has been one of grief and hardship. With his strange abilities to heal and wield forces of magnetism, he is often shunned and misunderstood. Unable to catch a break by following society's rules, he and his lifelong friend Binny take to a life of vagabond thievery, hoping to scrape by until better days. Their dream: to follow the clues around an ancient talisman to a place of power, a power they believe will grant them a destiny free from the rule and control of others.

But circumstances take a turn for the worse, sending Fulgar into a tailspin of depression and regret that nearly costs him his health, his faith, and the woman he loves - a bright, spirited fugitive named Jinx, who has lost the memories of her past.

Meanwhile, a dangerous Shadow Mage pursues him, intent on harvesting Fulgar's powers. A mysterious order of protectors steps in to help guide Fulgar's path and fight the persistent presence of dark forces. With everyone's interests revolving around his powers, Fulgar must decide whom he can trust and what it truly means to have faith.

Join Fulgar and his comrades in a story of friendship, adventure, action, magic, and personal discovery in this prequel installment of the "Heroes of Time" series!

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DESCRIPTION & DETAILS

A butterfly's wing is healed, and destiny unfolds. Follow the healer's path as he walks between Shadow and Light.

Fulgar Geth's life has been one of grief and hardship. With his strange abilities to heal and wield forces of magnetism, he is often shunned and misunderstood. Unable to catch a break by following society's rules, he and his lifelong friend Binny take to a life of vagabond thievery, hoping to scrape by until better days. Their dream: to follow the clues around an ancient talisman to a place of power, a power they believe will grant them a destiny free from the rule and control of others.

But circumstances take a turn for the worse, sending Fulgar into a tailspin of depression and regret that nearly costs him his health, his faith, and the woman he loves - a bright, spirited fugitive named Jinx, who has lost the memories of her past.

Meanwhile, a dangerous Shadow Mage pursues him, intent on harvesting Fulgar's powers. A mysterious order of protectors steps in to help guide Fulgar's path and fight the persistent presence of dark forces. With everyone's interests revolving around his powers, Fulgar must decide whom he can trust and what it truly means to have faith.

Join Fulgar and his comrades in a story of friendship, adventure, action, magic, and personal discovery in this prequel installment of the "Heroes of Time" series!

PURCHASE HERE

$17.75$23.99
  • FREE shipping (over $25)


  • Secured payment 


  • 30 - Day return

PURCHASE HERE

$17.75$23.99
  • FREE shipping (over $25)


  • Secured payment 


  • 30 - Day return


EDITORIAL REVIEWS

In Kramer's YA fantasy novel, two lifelong friends embark on an epic quest that forces them to confront their destinies. "Fulgar Geth could heal with his fingertips," reveals the narrator in the opening line of this prequel to the Heroes of Time Legends series. Eight-year-old Fulgar has a power that he doesn't fully understand. Because he can heal injuries with a touch, and also manipulate magnetism to affect metal, his best friend, Binny, says that he's cursed, but "in a good way"—the result of a mage using magic to save Fulgar when he was born. Nothing in Fulgar's life of poverty has convinced him that he's fated for greater things, and by the age of 17, he's become a thief who, along with Binny, is living on the streets. Binny, meanwhile, is preoccupied with a talisman that he took from his uncle's place, which could lead him and Fulgar to a fabled shrine of ancient power. They set out on their journey, but Fulgar, who's skeptical, is just along for the ride as Binny does "What he does best: mischief." When they eventually find themselves on the opposite sides of a great power, it puts the limits of their friendship and faith to the test. As the story goes on, the concept of healing comes have multiple meanings, as Fulgar must not only heal physical traumas, but also emotional and spiritual ones. It's a lot for a YA fantasy tale to shoulder, but Kramer has created an exciting, swashbuckling world for his characters to navigate. Throughout, the dialogue keeps the action grounded: "Don't lose the forest for the trees, mate," says Binny to Fulgar at one point. The sword-fighting sequences boast elegant choreography that leaps right off the page. The story takes on a more solemn tone as Fulgar and Binny grapple with their destinies, but for lovers of magic and feel-good adventure stories, this prequel offers a welcoming world for them to explore. A heist, a talisman, a shrine, and an abundance of faith lead to greatness in this consistently engaging action-adventure tale. - Kirkus Review
Kramer delivers a lavish, fast-paced magical quest in this prequel to his Heroes of Time series (after Murdoch's Choice), exploring the origins of popular character Fulgar Geth, who grows up with his downtrodden working-class parents and a healthy disdain for the oppressive labor system. Fulgar, who possesses healing powers and an inner use of magnetism enabling him to exert control over physical objects, is desperate to improve his family's life. When his best friend, Binny, receives a talisman rumored to lead its owner to magical powers, the boys vow to channel its gift, reasoning that "it's not that we want to rule anyone. We just don't want anyone above us, ruling our destinies." Kramer has a talent for writing spirited adventure, fisticuffs, magical encounters, and battle scenes that incorporate a wide cast of diverse characters, all spotlighted in the quest that Fulgar, Binny, and their new friend, Jinx, a young amnesiac shipwreck victim they rescue from slavery, must undertake. As they search for clues to the shrine—black sparkling metal they dub blarkle, a scroll from the underground caverns of a church, the reclusive Order of Aether Diamond cult—they also must dodge the violent bounty hunter Volk Vorovka and a whip-wielding sorcerer, in the process discovering what it really means to work together (and uncovering a spark of romance for Fulgar and Jinx). The quest puts the entire group at risk, and, as the adventure wears on, Fulgar and Jinx work to jog her memory in hopes of learning who she really is—while Fulgar finds the inner strength to face some of his worst fears. Kramer deftly hits all the right fantasy notes, boosted with copious amounts of verve, betrayal, twists, and bravery against dark foes. Readers will embrace the impressive world building, imaginative magical skills, witticism, and suspense, all combining to make this well-crafted offering a hit for fans of adventure fantasy. - Publisher's Weekly
Kramer delivers a lavish, fast-paced magical quest in this prequel to his Heroes of Time series (after Murdoch's Choice), exploring the origins of popular character Fulgar Geth, who grows up with his downtrodden working-class parents and a healthy disdain for the oppressive labor system. Fulgar, who possesses healing powers and an inner use of magnetism enabling him to exert control over physical objects, is desperate to improve his family's life. When his best friend, Binny, receives a talisman rumored to lead its owner to magical powers, the boys vow to channel its gift, reasoning that "it's not that we want to rule anyone. We just don't want anyone above us, ruling our destinies." Kramer has a talent for writing spirited adventure, fisticuffs, magical encounters, and battle scenes that incorporate a wide cast of diverse characters, all spotlighted in the quest that Fulgar, Binny, and their new friend, Jinx, a young amnesiac shipwreck victim they rescue from slavery, must undertake. As they search for clues to the shrine—black sparkling metal they dub blarkle, a scroll from the underground caverns of a church, the reclusive Order of Aether Diamond cult—they also must dodge the violent bounty hunter Volk Vorovka and a whip-wielding sorcerer, in the process discovering what it really means to work together (and uncovering a spark of romance for Fulgar and Jinx). The quest puts the entire group at risk, and, as the adventure wears on, Fulgar and Jinx work to jog her memory in hopes of learning who she really is—while Fulgar finds the inner strength to face some of his worst fears. Kramer deftly hits all the right fantasy notes, boosted with copious amounts of verve, betrayal, twists, and bravery against dark foes. Readers will embrace the impressive world building, imaginative magical skills, witticism, and suspense, all combining to make this well-crafted offering a hit for fans of adventure fantasy. - Publisher's Weekly

ABOUT THE AUTHOR

Wayne D. Kramer lives in the Southern Indiana countryside. He loves the open spaces and fresh air. His family keeps a small greenhouse, usually a little garden, chickens, and an overweight cat. He has been married to his wife and best friend, Kaly, since 2004. They have five daughters with the nature-themed names of Dawn, Brooke, Holly, Ivy, and Jade. Wayne wanted to be a published author for nearly 25 years before finally publishing Heroes of Time Legends: Murdoch’s Choice. Life finally afforded enough flexibility that he is able to focus a lot more time developing the “Heroes of Time” series that he is very passionate about. Another major novel in the series has already been written. From early on writing was one of Wayne’s favorite pastimes. He wrote short stories throughout middle school and high school for Young Authors contests and group projects. Before “Heroes of Time” dominated his mind, he worked extensively on creating an epic-fantasy novelization of a popular role-playing video game. Over the years Wayne received frequent feedback on many revisions of this novelization, making it one of the primary vessels through which he fine-tuned his writing. Wayne currently owns and runs his own business, W7 Global, which sells parts for medical imaging equipment all around the world. Throughout his professional and personal endeavors, Wayne has visited nearly 40 countries and about 25 states in the US. He especially loved visiting Hobbiton in New Zealand. Wayne feels truly blessed by God to pursue his dream of writing and publishing stories. The world of Eliorin was inspired by Wayne’s love of stories of classic fantasy and time travel, and he is incredibly excited to share this rich world with you.

MORE ABOUT THIS PRODUCT




PRODUCT DETAILS

Publisher: Heroes of Time Productions, LLC
Author: Wayne D. Kramer
Illustrator:
ISBN: 9781955997188
Size (H x W): 8.5X5.5
Weight: 1.01 pounds
Cover Type: Hardcover
Number of Pages: 259
Language: English
Date Published: 2024-04-21

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EDITORIAL REVIEWS

In Kramer's YA fantasy novel, two lifelong friends embark on an epic quest that forces them to confront their destinies. "Fulgar Geth could heal with his fingertips," reveals the narrator in the opening line of this prequel to the Heroes of Time Legends series. Eight-year-old Fulgar has a power that he doesn't fully understand. Because he can heal injuries with a touch, and also manipulate magnetism to affect metal, his best friend, Binny, says that he's cursed, but "in a good way"—the result of a mage using magic to save Fulgar when he was born. Nothing in Fulgar's life of poverty has convinced him that he's fated for greater things, and by the age of 17, he's become a thief who, along with Binny, is living on the streets. Binny, meanwhile, is preoccupied with a talisman that he took from his uncle's place, which could lead him and Fulgar to a fabled shrine of ancient power. They set out on their journey, but Fulgar, who's skeptical, is just along for the ride as Binny does "What he does best: mischief." When they eventually find themselves on the opposite sides of a great power, it puts the limits of their friendship and faith to the test. As the story goes on, the concept of healing comes have multiple meanings, as Fulgar must not only heal physical traumas, but also emotional and spiritual ones. It's a lot for a YA fantasy tale to shoulder, but Kramer has created an exciting, swashbuckling world for his characters to navigate. Throughout, the dialogue keeps the action grounded: "Don't lose the forest for the trees, mate," says Binny to Fulgar at one point. The sword-fighting sequences boast elegant choreography that leaps right off the page. The story takes on a more solemn tone as Fulgar and Binny grapple with their destinies, but for lovers of magic and feel-good adventure stories, this prequel offers a welcoming world for them to explore. A heist, a talisman, a shrine, and an abundance of faith lead to greatness in this consistently engaging action-adventure tale. - Kirkus Review
Kramer delivers a lavish, fast-paced magical quest in this prequel to his Heroes of Time series (after Murdoch's Choice), exploring the origins of popular character Fulgar Geth, who grows up with his downtrodden working-class parents and a healthy disdain for the oppressive labor system. Fulgar, who possesses healing powers and an inner use of magnetism enabling him to exert control over physical objects, is desperate to improve his family's life. When his best friend, Binny, receives a talisman rumored to lead its owner to magical powers, the boys vow to channel its gift, reasoning that "it's not that we want to rule anyone. We just don't want anyone above us, ruling our destinies." Kramer has a talent for writing spirited adventure, fisticuffs, magical encounters, and battle scenes that incorporate a wide cast of diverse characters, all spotlighted in the quest that Fulgar, Binny, and their new friend, Jinx, a young amnesiac shipwreck victim they rescue from slavery, must undertake. As they search for clues to the shrine—black sparkling metal they dub blarkle, a scroll from the underground caverns of a church, the reclusive Order of Aether Diamond cult—they also must dodge the violent bounty hunter Volk Vorovka and a whip-wielding sorcerer, in the process discovering what it really means to work together (and uncovering a spark of romance for Fulgar and Jinx). The quest puts the entire group at risk, and, as the adventure wears on, Fulgar and Jinx work to jog her memory in hopes of learning who she really is—while Fulgar finds the inner strength to face some of his worst fears. Kramer deftly hits all the right fantasy notes, boosted with copious amounts of verve, betrayal, twists, and bravery against dark foes. Readers will embrace the impressive world building, imaginative magical skills, witticism, and suspense, all combining to make this well-crafted offering a hit for fans of adventure fantasy. - Publisher's Weekly

MORE ABOUT THIS PRODUCT

PRODUCT DETAILS

Publisher: Heroes of Time Productions, LLC
Author: Wayne D. Kramer
Illustrator:
ISBN: 9781955997188
Size (H x W): 8.5X5.5
Weight: 1.01 pounds
Cover Type: Hardcover
Number of Pages: 259
Language: English
Intended Age Range: Young Adult
Date Published: 2024-04-21

ABOUT THE AUTHOR

Wayne D. Kramer lives in the Southern Indiana countryside. He loves the open spaces and fresh air. His family keeps a small greenhouse, usually a little garden, chickens, and an overweight cat. He has been married to his wife and best friend, Kaly, since 2004. They have five daughters with the nature-themed names of Dawn, Brooke, Holly, Ivy, and Jade. Wayne wanted to be a published author for nearly 25 years before finally publishing Heroes of Time Legends: Murdoch’s Choice. Life finally afforded enough flexibility that he is able to focus a lot more time developing the “Heroes of Time” series that he is very passionate about. Another major novel in the series has already been written. From early on writing was one of Wayne’s favorite pastimes. He wrote short stories throughout middle school and high school for Young Authors contests and group projects. Before “Heroes of Time” dominated his mind, he worked extensively on creating an epic-fantasy novelization of a popular role-playing video game. Over the years Wayne received frequent feedback on many revisions of this novelization, making it one of the primary vessels through which he fine-tuned his writing. Wayne currently owns and runs his own business, W7 Global, which sells parts for medical imaging equipment all around the world. Throughout his professional and personal endeavors, Wayne has visited nearly 40 countries and about 25 states in the US. He especially loved visiting Hobbiton in New Zealand. Wayne feels truly blessed by God to pursue his dream of writing and publishing stories. The world of Eliorin was inspired by Wayne’s love of stories of classic fantasy and time travel, and he is incredibly excited to share this rich world with you.

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