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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.
Great second book to the exciting Fantasy series 'The Shadow of the Revenaunt'! 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)
'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)
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?
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.
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!