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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)
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!
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?
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 ship's boy Eskandar finishes his nightwatch on board the 'Tipred' sloop, he only wants his food and a good sleep. Then the sea monsters attack, and his life explodes into action, with fearsome enemies, fabulous ruins and mysterious wyrms. To survive, he will need all his wits, his magic and true friends.
When young merchant girl Shaw finds Brisan pirates lurking near the town she is investing her money in, she gathers her troops and goes to war. Little does she know this will alter the fate of a kingdom and bring her face to face with her deadliest jinn enemy yet—Nimmendal Pirate Prince of Angsthafn.
After helping King Ghyll to his victory in Zihaen, the beastmasters Uwella and Damion turn their attention to their own country of Vavaun. 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.