A powerful husk crosses the mountains, leaving a trail of the dead in its wake.
When efforts to track the killer end in disaster, the task falls to a man not expected to succeed: Jebediah Skayne, Lothario, hustler, hunter of demons.
They call them ‘husks’, the demons that cross the Farfall Mountains, leaving a trail of blood in their wake.
No incursion goes unmet; otherwise the cancer would spread until the whole of Aethir was consumed by nightmares.
That’s why the Maresmen were formed—trackers and warriors charged with holding back the tide. Each of them is different, uniquely suited to the task in hand, but one thing they hold in common: they are half-breeds, part human, part husk; and they are bound by an inviolable rule:
Hunt the husks, or be hunted themselves.
Jebediah Skayne has been hunting husks his entire adult life, but there’s something different about the trail leading to the fishing town of Portis on the shores of the Chalice Sea: no spoor, no footprints; nothing save the unmistakable feeling of wrongness.
Finding a husk in Portis would be near impossible for someone who didn’t have the sixth sense, but the instant Jeb arrives, all trace of the incursion vanishes. Forced to rely on more mundane methods of investigation, he starts to uncover a town rife with corruption, where a man will kill you for looking at a woman the wrong way; a town that’s seen its share of incursions from the land of nightmares before.
As events start to slip from his control, he realizes the husk he's come to kill is one step ahead of the game, and it holds a secret that will shake his world to the core.
But with the Lich Lord’s grimoire obsessing him more and more, Silas suspects he is no longer in control of his own fate. Sick and close to death, he is drawn on by visions of a black staff within a forest of tar.
As an ancient trap closes in on the companions, the last of the dwarves are threatened with extinction at the hands of ravenous beasts that live only to feed.
And in the background, orchestrating it all, an implacable horror Nameless thought had been destroyed:
A skull with crimson eyes that feast on living souls.
All that remains of Otto Blightey, the Lich Lord of Verusia.
As forces of unimaginable destruction coalesce around the mountain fortress of a mad sorcerer, the philosopher Aristodeus puts together a team for a last desperate attempt to avert the coming cataclysm:
A knight besieged by doubts, who has been prepared since a child for the current crisis, yet is crumbling under the pressure of the task before him;
An albino assassin who denies the truth of what he really is;
A woman with a black sword as disturbing as the axe responsible for the massacre at Arx Gravis;
And a dwarf with no name, who will either carve out the path of his own redemption or condemn the world to a night that will never end.
Centuries ago, the Isle of Branikdür was mysteriously abandoned by the ruling Hèlum Empire. Ever since, rival clans have battled for supremacy at the bidding of their sacred sorcerers.
During the once-a-year armistice for the Festival of Proving, the gifted warrior Snaith Harrow aims to leave his mark in the fight circles before marrying his childhood sweetheart. But following a freak accident, he discovers a terrible secret about the girl he loves:
Tey Moonshine is a daughter of suffering, and she has fallen prey to the things that stalk the netherworld. Under the influence of a demon that hides within her marrow, she gouges a magical codex into her flesh, believing it will make her the greatest sorcerer the isle has ever known.
Maimed from his accident and no longer able to fight, Snaith is apprenticed to the clan sorcerer, Theurig, and Tey is sent away from the village.
As Snaith is thrust headlong into a sorcerer’s world of misdirection and control, Tey must master the darkness that possesses her, if she is to stand together with him against the coming storm.
For the ripples of forbidden magic have roused the sleeping might of the Hèlum Empire.
War is coming.
A war the clans can never win.
And the fate of Branikdür lies in the hands of a warrior turned wizard and a deranged girl who grows more deadly by the day.
They say a Rider in possession of a good blade must be in want of a monster to slay—and Merybourne Manor has plenty of monsters.
Passionate, headstrong Aliza Bentaine knows this all too well; she’s already lost one sister to the invading gryphons. So when Lord Merybourne hires a band of Riders to hunt down the horde, Aliza is relieved her home will soon be safe again.
Her relief is short-lived. With the arrival of the haughty and handsome dragonrider, Alastair Daired, Aliza expects a battle; what she doesn’t expect is a romantic clash of wills, pitting words and wit against the pride of an ancient house. Nor does she anticipate the mystery that follows them from Merybourne Manor, its roots running deep as the foundations of the kingdom itself, where something old and dreadful slumbers . . . something far more sinister than gryphons.
It’s a war Aliza is ill-prepared to wage, on a battlefield she’s never known before: one spanning kingdoms, class lines, and the curious nature of her own heart.
Elle Katharine White infuses elements of Austen’s beloved novel with her own brand of magic, crafting a modern epic fantasy that conjures a familiar yet wondrously unique new world.