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When young King Ghyll and his companions return triumphant from their quest to Zihaen and the battle that nearly cost the king’s foster brother Olle his life, they look forward to a bit of peace. 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.
Against all odds, Eskandar and his bunch of ragtag youngsters have managed to capture a powerful Qoori fourmaster warship, and used her cannons to blow up the pirate harbor of Brisa. Victory! 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.
Thrust into his new life as a magic-wielding wyrmcaller, young Eskandar is confronted by madmen, pirates and deadly jinn, all gleefully out to kill him. To survive, he has to collect an army of... kids. Bewildered but determined, Eskandar, his faithful wyrmling Lothi-Mo, and his trusty companions battle the pirates of Brisa, who are kidnapping his friends. Will they manage to free them in time?
Shardheld, the third and final book in the great Shardheld Saga, epic fantasy for both Y.A. and Adults. 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)
Muus, Kjelle and Tuuri; three young men, separated by allegiance but intertwined by Fate. Birthe and Moirra; two young women with their own goals. 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.
'Rhidauna', the first book of the great fantasy series 'The Shadow of the Revenaunt'. 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)
Shaw is a very determined young merchant genius. She has one overriding goal, to become a great and powerful trade merchant. When her boss, Wyrmcaller Eskandar, travels north to fight the jinn, she grabs her chance and investing the loot they gathered, she opens her first warehouse. Nothing will stop her from becoming rich, not even the jinn and their pirate minions...
Fifteen-year-old Shaw is already at the head of a fast-growing transnational business. With the acquisition of the great WyDir airlines company, she became a power in the lands of the Weal, and now she is ready to expand. 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!
When the young slave Muus picked up the blue shard, he couldn’t know it would change his life. Becoming the Shardheld finally freed him from his hated serfdom, but it bound him to a goal as awesome as it was dire. 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!