Publisher's Synopsis
The Wilderlands exist in an alternate past or a possible future. Depending on perspective, it is a realm inhabited by mysterious wizards or learned disciples of a new religion evolved from the practice of ancient science. Magic or high technology rules the world. As he continues to prosecute the military campaign to conquer Vandegarte's evil Empire, Epsilon Three finds himself as busy with the pressing matters of war as he is with the daunting task of mastering the magical powers of his new office, that of Rit Apica and leading wizard of the Synod of Seven. Poring through the voluminous library captured from Ilmacht, Vandegarte's capital keep, Epsilon discovers he has incidentally taken possession of the tyrant's vast store of esoteric knowledge, secret histories, and, most damaging of all, scores of Vandegarte's personal journals. Educating himself with the same determination and acumen he applied to mastering the rigors of the Martial Rite, Epsilon knows he has engaged in a mortal race of time with his demented opponent. The fate of the planet depends on his ability to master the power of the mysterious Wheel that turns at the center of the world.