A young human sorceress leads the Champions of Andeer to cast a world-saving spell, facing choices that could change everything.
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A young human sorceress leads the Champions of Andeer to cast a world-saving spell, facing choices that could change everything.
Once every century, the immortal griffin Princess Equinox selects six mortals from among the six civilized peoples-humans, dogs, cats, hawks, crows, and eagles-to become the Champions of Andeer. The Champions' sole duty? To accompany the princess to the ruined temple of Andeer's former Goddess Queen, Equinox's cousin Koyannaset, and cast the spell that keeps the mad sphinx locked away in limbo so she can't destroy the world. But Larissa Noon, the young human sorceress leading the current group o...
will contain mild spoilers
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Minor violence likely related to the quest and conflict with a mad sphinx.
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Minor religious themes tied to temples and a Goddess Queen.
Central fantasy magic with spellcasting and a banishment spell as key plot elements.
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Minor themes of duty and societal roles among civilized peoples.
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