Muus found the mysterious blue stone that crashed down near his home. Now he is both a Runemaster, learning the terrible power of the runes, and the Shardheld, on whose shoulders rests the fate of the world's magic. He is desperately trying to resist the pull of the skyshard before it takes over his mind. Step by step, Fate brings him nearer to Falrom, the Burning Land, and the standing stone that waits for the skyshard.
Kjelle is the dispossessed Lord, whose disgruntled men are the Norden's line of defense against hordes of Fynni barbarians plundering the lands. He has to stop the Fynni from reaching their goal, the return of the Old Gods and with them, all the horrors from the distant past.
Tuuri, follower of the powerful warlord bent on conquering the north. Troubled by doubts, hatred of his Fynni heritage, hunted by both sides of the conflict, he hurries south to a choice he doesn't yet know he has to make.
Birthe, widow and mother at sixteen, both Völva - mistress of the magic of the Nords - and huntmaster, accompanies Kjelle in the hope of finding a new purpose now everyone she loved, is dead.
Moirra, the Un-a-Dach druidess, small, doughty and wise, joins Muus on his journey to Falrom, the Burning Land. But she has secrets in her past, and a purpose she doesn’t speak of.
And there are others, like the far too clever boy Hraab, the young Prince Ottil, the fearsome bear berserker Ajkell and the Lady Paladin Valiantrude. Join them on their journeys through danger in the lands of Brytanna, Gaul and Lotharn, for theirs is high adventure in a world filled with rebels, Vikings and idolaters of false Gods.
Follow their gripping story in Runemaster, the second book of The Shardheld Saga. An epic tale of magic, sword fighting, love and betrayal.
Instead, Ghyll finds his desk stacked with reports of giant wolves and monstrous birds terrorizing the outer provinces of his kingdom, and the local authorities demand he does something about it.
Olle discovers his newly acquired estates lie in the heart of the wolf-plagued lands. When the king’s brother decides to look over his domain and see what all the trouble is about, he soon finds out the monsters aren’t the only threat.
Meanwhile Zethir, the king’s trusted spy, walks around with a dark secret he cannot divulge. He battles both inner torments and the Dar’khamorth assassins infesting the palace, and the whispering in his head drives him deeper and deeper into the darkness.
The royal squire, Torril, disappears and war threatens... Intelligent rats beleaguer a nearby city-state... An allied ruler is murdered... To top it all, Queen Kerianna takes to her bed with pregnancy complications. That bit of peace is further away than ever.
None aboard know Eskandar’s big secret. For he is not alone. In his head lives the voice of Teodar, who has guided and guarded him all his life, and who is teaching him magic. Teodar is a mystery; he won’t say who he is or why he is helping him. Eskandar has stopped asking; the voice is his only friend, and that is all that matters to him.
Life goes on placidly – until the sea monsters appear. To save himself and his ship, Eskandar has to use his secret magic and manages to defeat the monsters. Now his enemies know him and his humdrum life becomes a maelstrom of action – fighting monsters, desert robbers and even more fearful enemies.
Will Eskandar’s barely tested powers be enough against an undead necromancer who wants him killed? And what about those mighty wyrms in the sky, are they friend or foe? Follow Eskandar’s adventures as he gathers a strange band of companions in his battle against terrible enemies in The Road to Kalbakar, Book One of Wyrms of Pasandir.
How did his parents and brothers die? Where their deaths really accidents, or were they killed? These questions young Ghyll Hardingraud must answer before he can ascend Rhidauna's throne.
Ghyll’s search for the truth leads him and his Companions on a journey back to the past as he slowly unravels a dark conspiracy.
Once crowned, the young King Ghyll still has to finish the mission his dead uncle imposed on him. The journey takes him and his trusted friends through inhospitable lands and dangerous swamps to the endless steppes of Zihaen, looking for the Voice from the West. He discovers he isn't the only one. His vindictive enemy pursues him, aided by undead forces.
Note from the Author: This version has been revised on some vital plot points.
Zihaen: “Full of all the elements of the fantasy genre, Mr. Horsman writes with dynamic symbolism and in-depth magical flair. His core groups of characters use their uncanny strengths and paranormal powers to heighten the plot's progression. The setting changes are extreme in nature, yet are described with sensory detail, making the ‘make believe’ visibly believable.” (Readers’ Favorite 5* Review)
The night before his Coming-of-Age, Ghyll and his two friends escape their castle on a clandestine boar hunt that will forever change their lives.
The hunt proves a disaster, and with one of them badly wounded, they return just in time to see their island castle destroyed by macabre warriors from a dragon boat, and by flocks of fire-breathing birds. Ghyll's eighteenth birthday turns into a nightmare as they flee into the night.
Now begins an epic journey to find out who is trying to kill them – and most importantly, why?
Fortunately, they can count on the help of new friends, including a sometimes overly enthusiastic fire mage, an inexperienced paladin and a young beastmistress who is also a ferocious mountain lioness.
It soon becomes clear that not one but several sorcerers want to kill them. Are those blackrobes really followers of a terrible, long-forgotten organization?
And whose cold hand reaches across the boundaries of space and time to crush weakened Rhidauna?
Note from the Author: This version has been revised on some vital plot points.
"Rhidauna by Paul E. Horsman is a compelling and fast paced fantasy story that takes you on a thrilling, action packed horseback adventure across a country filled with powerful magic, greed and treachery." (Readers' Favorite 5* Review)
She manages to get an airship concession from the king of Hizmyr, a large and rich country to the north. This brings her into conflict with the local guilds, who have a monopoly on all businesses in that kingdom.
The Guilds of Hizmyr are ruthless and go to any length to maintain their hold over the king. Soon, Shaw finds herself embroiled in a battle demanding all her grit and ingenuity to win.
Meanwhile the populace, fed up with their poverty, is on the brink of rebellion. To save her plans, Shaw must not only defeat the guilds, she must prevent a civil war as well!
Being chased by desert robbers, delving through ancient tombs, fighting mighty jinn and liberating Kalbakar Keep makes him aware of his past – and his future.
He is a Wyrmcaller; a person of great magic, a speaker with wyrms, and the defender of Bodrus the Sleeping God. Quite a change for a one-handed seventeen-year-old, five-feet-plus ship’s boy.
And that’s not all; an ancient lich lord with an army of mad minions, aided by the jinn and a bunch of pirates, threaten the Sleeping God’s safety. As Bodrus’ defender, Eskandar is the one to foil their plans. But for that he needs an army. An army of kids...
Follow Eskandar and his friends in The Pirates of Brisa, Book 2 of Wyrms of Pasandir, a grand fantasy adventure in a world of wyrms, steamships, magic and mayhem!
Opgejaagd door de valse jarl Rannars moordzuchtige soldaten gaat hij op een hachelijke tocht door de besneeuwde wouden van de Norden naar Falrom, het verloren Brandende Land, waar de machtige Kalmanir steen op hem en de magie van de Shard wacht.
Muus is niet de enige die door de onbedwingbare wil van de Shard wordt voortgedreven. Zijn voormalige meester Kjelle, erfgenaam van een rijk zilvermijngoed; Birthe, tienerweduwe, wijsvrouw en boogschutter; kleine Hraab met zijn vreemde onwereldse wijsheid; de afgezette jonge prins Ottil van de Norden en anderen volgen hem naar het zuiden.
Bang om de levens van zijn vrienden te riskeren, ontvlucht Muus aan al zijn metgezellen behalve Moirra, het meisje dat van hem houdt, en samen reizen de twee naar het vurige Falrom, om de Kalmanir te bereiken voordat de vijand hen vindt. Zou jarl Rannar de Shard in handen krijgen, dan betekent dat de terugkeer van de wrede, waanzinnige Goden van Toen en hun wereld van oeroude monsters, en Muus is bereidt te sterven om dat te voorkomen.
Zijn vrienden zijn niet van plan op te geven, en zo gaat de wedloop van start.
Trade had been Shaw’s life, her dream, her future – until a terrible fire destroyed her parents and their business. Now the 15-year-old orphan follows the wyrmcaller, using her mercantile genius to sell his honestly gained loot and finance his battle against pirates and jinn.
When Wyrmcaller Eskandar leaves for the north, she gets the chance to branch out. A large cargo of confiscated foreign goodies brings in much more gold than she had expected, and with that money she opens her first trade center.
Armed with her inborn stubbornness and her fire-hardened will to become a powerful trader, she dives into the business world of the Weal Nations; battling scheming financiers and protecting the rights of the people she employs.
Aided by Nate, the only true love in her life, she fights her enemies on land and at sea, conquering pirate vessels, islands and important companies on her way to become a rich and powerful High Merchant.