Hunted by false Jarl Rannar’s murderous soldiers, he started on a perilous journey through the snowy forests of the Norden to far away Falrom, the lost Burning Lands, where the mighty Kalmanir stone waited for him and the magic of the shard.
Not only Muus was affected by the shard’s implacable will. His former master Kjelle, youthful heir to a rich mining estate; Birthe, teen widow, wisewoman and mighty huntress; little Hraab with his strange, unworldly wisdom; deposed boy prince Ottil, and many others followed him south.
Afraid for the lives of his friends, Muus escaped all but the girl who loved him, and together the two traveled to fiery Falrom, seeking the Kalmanir before the enemy found them. Should Jarl Rannar gain possession of the shard, it would mean the return of the cruelly insane Gods Before and their world of primordial horror, and Muus was resigned to die to prevent that from happening.
Meanwhile, his friends weren’t prepared to give up, either, and so the race was on. To Falrom!
But his enemies won’t give the young wyrmcaller time to bask in the glory of a job well done, and soon the voice of Teodar in his head summons him north, where new and even more powerful pirates create havoc on the seas.
Two thousand miles north... that means finding a new base for his army of kids. Teodar sends them by airship to Smalkand, a deserted cave system on the coast of their own Pasandir Peaks. On arrival, Eskandar and his companions discover their new home harbors some surprises...
Once inside Smalkand Keep, and with his main force in the ships still days away, Eskandar and his small group find themselves under attack from Bokkaners and other minions of their ultimate nemesis, the lich lord.
New adventures in the mighty, snowcapped Peaks, at sea, and in the rich lands of the Hizmyran kingdom await our heroes in ‘The Bokkaners of the North’, the third book of Wyrms of Pasandir.
Muus’ fateful journey as the Shardheld nears its end. After braving the dangers of the desolate Sea of Rom, he and his friends reach the Empire of the Baljaren. Here, he decides to slip away decides to slip away from his friends and finish his fateful journey alone.
In the dead of night, he leaves the Imperial palace for the fast naval galley that will bring him across the sea to Gaul. From there he plans to cross the Barrier Alps into Falrom and seek for the Kalmanir stone he must revitalize.
Neither his friends, nor the Gods, nor even his bitter enemies, agree with his decision.
The druidess Moirra has sworn to stay with him till the end. She, by now wise to Muus’s ways, follows him secretly on board the Imperial galley just before she sails.
Hraab and Prince Ottil, shocked from their sleep by the angry God Iowynh, manage to lie their way into the next galley to Gaul and follow them.
Meanwhile from the North, Kjelle and Birthe travel toward the Barrier Alps. Kjelle wants to aid his former slave as best as he can and the Gods have given Birthe her own task in the whole undertaking.
Tuuri, finally free of his oath to the false Jarl Rannar, goes south as well, intend on warning the Shardheld of his former master’s plans.
Finally Rannar himself, with the Fynni high shaman Rev, slaughter their own way to the Barrier. They want the skyshard and feed its magic to their own Old Gods.
The last race is on. To Falrom!"
Will the Shardheld win, and restore the world’s magic? Or will foul Rev succeed, and bring back the cruel primordial Age of the Gods Before?
Follow Muus’s final journey to its moving completion in this third book of The Shardheld Saga.
“The Shardheld’s world is vividly evoked and the characters have strong, individual personalities.” (Awesome Indies Review)
“Enthralls its readers with adventure, intrigue, whimsy, and suspense.” (The Readers’ Favorite Review)
High time, too, for the rumors have been persistent. There is something wildly amiss in the Gray Order, the temple protecting Vavaun from the Dar’khamorth’s machinations.
When Uwella DeGry, herself a wikke of the Grays and the heir to the throne of Vavaun, returns home with Damion DeAsharte, her mate and main competitor, they find their country in dire straits. Vile sorcerers and their beastmen roam the land, killing and ravaging at will and the Gray Order has almost been wiped out.
With only two very young fire warriors to help them, the ducal beastmasters vow to liberate their country, defeat the Dar’khamorth and bring peace between their competing Houses of Gry and Asharte. Will even their mighty feline alter egos be strong enough to survive against the dark magic of the Revenaunt’s minions?
Vavaun is a tale of struggle, friendship and bravery against an enemy who plans total annihilation.
It is a stand-alone ‘Shadow of the Revenaunt’-adventure, running parallel to book 3, Ordelanden, and it starts after the final battle at the Owan Abai in Zihaen.
After that hard-fought battle, most warlocks returned to the Continent, leaving New Winsproke without a purpose. The town fell into a decline, many people were unemployed and businesses closed for want of customers and suppliers. Up for grabs for an enterprising girl!
Shaw decides to resurrect New Winsproke. She buys the old Emporium, a nearly broke arcane shopping center, and starts rebuilding it. She reopens the old shipyard, the aerodrome and a weaving mill where they produce flying carpets, and slowly the town comes alive again.
Then Shaw finds Brisan pirates lurking nearby, plundering the local power crystal mine. Somebody has to do something about those darn pirates! Of course Shaw knows that somebody is she, and that something will be very drastic.
This adventure will change the fate of a kingdom, alter the political world, and influence the lives of many people all over Malgarth. It also brings Shaw into direct conflict with Nimmendal, the feared jinn pirate kingpin of Angsthafn, who terrorizes the seas for thousands of miles around...
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.
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.