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.
Paul E. Horsman (1952) is a Dutch and International Fantasy Author. Born in the sleepy garden village of Bussum, The Netherlands, he now lives in Roosendaal, a town on the Dutch-Belgian border.
He has been a soldier, a salesman, a scoutmaster and from 1995 till his school closed in 2012 a teacher of Dutch as a Second Language and Integration to refugees from all over the globe.
He is a full-time writer of light fantasy adventures for Y.A. and older. His books are both published in the Netherlands, and internationally.
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)
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)
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.
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)
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!
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!