A Ring Realms Novel by Will Greenway

By Will Greenway



Books in Chronological Order, using the Ring Realms Calendar: 

Year 1100: Savant's Blood Saga: Shadow of the Avatar 

Year 1102: Savant's Blood Saga: Hecate's Bounty 

Year 1103: Savant's Blood Saga: Aesir's Blood 

Year 1108: Shaladen Chronicles: A Knot In Time 

Year 1108: Shaladen Chronicles: Anvil of Sorrow 

Year 1109: Reality's Plaything Saga: Reality's Plaything 

Year 1109: Reality's Plaything Saga: 'Neath Odin's Eye 

Year 1110: Reality's Plaything Saga: Eternal's Agenda

Year 1110: Reality's Plaything Saga: Savants Ascendant

Year 1110: Reality's Plaything Saga: The Infinity Annihilator

Year 1111: Shaladen Chronicles: Who Mourns the Creator 

Year 1111: Savant's Blood Saga:Gaea's Blood 

Year 1123: Genemar War Saga: Child of Ascendants 

Year 1123: Genemar War Saga: The Karanganoi Gambit 

Year 1124: Genemar War Saga: The Chyrith Agenda 

Year 1124: Genemar War Saga:  Gaea's Revenge 

Year 1125 Genemar War Saga:  The Infinite Child

All books can be found on this single page at Amazon.


If you are more inclined to follow a particular character's storyline and not care to read chronologically the series are: 

Reality's Plaything Saga--Tales following the adventures of Bannor Starfist:

  1. Reality's Plaything
  2. 'Neath Odin's Eye 
  3. Eternal's Agenda
  4. Savants Ascendant 
  5. The Infinity Annihilator 


Reality's Plaything Saga 



Series Description:

Imagine finding out that you're the most powerful savant in all the Ring Realms, and for most of your life, you didn't have a clue about it. Now suddenly it seems your desires can become reality. All you have to do is want something bad enough. Worse yet, those desires can cause not only your destruction but the destruction of your world and possibly the cosmos itself. You've never known any of this--but you're about to find out!

Discovery is the initial premise of Reality's Plaything. The hero, Bannor Starfist, is a disillusioned war veteran who haunts the hills far from his birthplace because he's been disowned. Pressed into service at only fourteen, he and his older brother took part in a losing war between two kingdoms. Bannor made it back. His brother wasn't as lucky. That fact wasn't something Bannor's father could or would accept, and so he banished his remaining son.

Not surprisingly, Bannor is a loner made tough by his early life, further hardened by his knighting as member of Tenax border guardian elite. He's a man used to relying on himself. But even tough-guys get lonely. Finally getting the lucky stroke of a lifetime, he meets a gray Elf Woman, Sarai, while trading in a border town and she takes a shine to him. The Elf lady is a mystery, and it's obvious (even to Bannor) that she's a real lady and no common Elf. She proves to be remarkably accommodating and accepts his sparse lifestyle as her own. Not wanting to question his good fortune, Bannor doesn't ask too many questions and Sarai doesn't tell. Theirs is a simple start that's about to get complicated--and thorny.

Troubles roll out with a kidnapping, followed by the minor matter of Bannor being hung. Which leads to another discovery: Bannor is, in fact, the Garmtur Shak'Nola, the savant of reality--and Hecate the moon goddess wants his power for his own...

Fortunately for Bannor, help is on the way in the form of Wren Kergatha, now a veteran advocate for savants, who enters the scene and manages to keep Bannor out of Hecate's clutches for the time being. Accepting help from a stranger, let alone a woman, isn't something a self-sufficient man like Bannor can go along with easily. When Hecate's pet demon joins in the pursuit, he quickly realizes he doesn't have much of a choice. Matters go from bad to worse given the evil goddesses' willingness to break ancient covenants to have her prize.

As if Bannor's headaches aren't enough, Sarai decides it's a good time to spring a few secrets and surprises on him...

* click on the cover images below to be directed straight to their Amazon book pages



REALITY'S PLAYTHING, Book 1:

Impossible battles. Unconquerable enemies. A hero with one mission: to win in order to take back his life.


A borderlands scout is propelled on an epic odyssey to rescue (and eventually marry) his kidnapped lover, confront evil gods and goddesses and their minions, and discover the strength and means of controlling his unique, inherited ability to bend reality--a power that, unleashed, could destroy him.


The life Bannor Starfist knows and loves is fractured when the insane moon goddess Hecate learns of his reality-bending power and seeks to capture it for herself. With Hecate's minions constantly closing in on him, devastating the land and world he loves, he's joined by Savants like himself, Elves, Humans, and Dwarves in their mutual efforts to resist their enemy's relentless assault. 

In a life turned upside down, Bannor's love for Sarai, his elven wife-to-be, is tested by secrets and terrible truths and he struggles to overcome guilt over the death of a brother. Resolve and confidence war with flagging will and imminent despair as Hecate's marathon of destruction grinds on. How does one man fight a god? Between the rock and the hard place he finds himself in, Bannor Starfist must find a way to destroy his enemy's dark army and bring an end to an immortal madwoman who seeks to subvert all with the power she intends to steal from him.


'NEATH ODIN'S EYE, Book 2:

Impossible battles. Unconquerable enemies. A hero with one mission: to win in order to take back his life.


A borderlands scout is propelled on an epic odyssey to rescue (and eventually marry) his kidnapped lover, confront evil gods and goddesses and their minions, and discover the strength and means of controlling his unique, inherited ability to bend reality--a power that, unleashed, could destroy him.


Surviving a battle to the death with a goddess would tax the greatest of heroes, but for Bannor Starfist it proves to be only the beginning of something much worse--a war with a whole pantheon of gods! 

The death of Hecate has triggered a rumble in the Vanir pantheon. AllFather Odin insists Bannor and all his friends must be brought to justice for the crime of murder. 

For the already battered Bannor, the ordeal is only beginning. His Elven fiancee's Sarai's mother and sister and all the rest of his friends have been captured and imprisoned in Niflheim, the land of the dead. Somehow, he must find a way to get them out without Odin imprisoning him as well. As if his challenge wasn't impossible enough, the battle with Hecate has a taken away his most powerful weapon: His ability to bend reality... 


ETERNAL'S AGENDA, Book 3:

Impossible battles. Unconquerable enemies. A hero with one mission: to win in order to take back his life.


A borderlands scout is propelled on an epic odyssey to rescue (and eventually marry) his kidnapped lover, confront evil gods and goddesses and their minions, and discover the strength and means of controlling his unique, inherited ability to bend reality--a power that, unleashed, could destroy him.


Always a catch... For Bannor Starfist, the savant of reality, nothing is ever easy...including getting married. 

Fresh from an earth-shattering duel with allfather Odin, Bannor tries to start a new life in Malan with his cherished betrothed, Sarai. He hopes the worst of his troubles will be preparing for the elaborate royal marriage ceremonies. As usual, things don't go according to plan... 

Creation, annihilation, perpetuity... the words boom in Bannor's mind through his magical powers. The message is just a precursor to another big mess done Garmtur style. Daena, the savant of attractions turned immortal goddess, is up to something and Advocate Eternal Koass doesn't like the rumblings. 

Bannor goes to Eternity's Heart to speak on Daena's behalf and ends up the Shael Dal's latest draftee. The Protectorate has a problem. A million bloodthirsty war-mages are running rampant through the Ring Realms, destroying everything they come in contact with. The difficulty is, nobody can find them... except maybe someone with the reality-bending power of the Garmtur Shak'Nola. Bannor agrees to help but quickly learns the hard lesson that no good deed goes unpunished... 


SAVANTS ASCENDANT, Book 4:

Impossible battles. Unconquerable enemies. A hero with one mission: to win in order to take back his life.


A borderlands scout is propelled on an epic odyssey to rescue (and eventually marry) his kidnapped lover, confront evil gods and goddesses and their minions, and discover the strength and means of controlling his unique, inherited ability to bend reality--a power that, unleashed, could destroy him.


Bannor and Wren are on another adventure, doing what they do best...getting into and out-of trouble. The two savants embark on a simple reconnaissance mission with their new friends from the Shael Dal. Naturally there are the little bumps that make the danger duo's life so interesting--massacres, spies, and hostile alien assassins... 

At the behest of Koass the eternal, Bannor has pierced the veil of secrecy around the Baronians, and the soldiers of Baronia have a single response: 

Destroy. 


INFINITY ANNIHILATOR, Book 5:

Impossible battles. Unconquerable enemies. A hero with one mission: to win in order to take back his life.


A borderlands scout is propelled on an epic odyssey to rescue (and eventually marry) his kidnapped lover, confront evil gods and goddesses and their minions, and discover the strength and means of controlling his unique, inherited ability to bend reality--a power that, unleashed, could destroy him.


The rogue Kriar Daergons have possession of the ancient Jyril genemar, a weapon capable of destroying all the magic in Eternity--a device so destructive it can be made to slay any creature from a universe away. Bannor Starfist, Savant with the unique ability to bend reality, is just lucky enough to have the weapon aimed at him. In this fifth and final volume of Reality's Plaything, ultimate powers meet head-on in a deastating battle of mythological proportions. 



Savant's Blood Saga--Tales following the adventures of Wren Kergatha:

  1. Shadow of the Avatar
  2. Hecate's Bounty 
  3. Aesir's Blood 
  4. Gaea's Blood 

Savant's Blood Saga


Series Description:


Young eight-summer-old Liandra Kergatha is stolen from her mother by the agents of the moon-goddess Hecate to be succorund--the forced joining of a mortal to a god. Good fortune intervenes and the ritual is never performed but the child is left alone in an alien world to fend for herself. With no memory of her former life or family, she becomes a street waif everyone knows as 'Wren'.

More than a decade later, Wren is an elder member of the Brethren Guild, a thieves guild in the ancient city of Corwin. Wren and her partner Grahm have just pulled off the heist of a lifetime with the theft of the Malicent gem. Their success is muted by Wren's injury by a wizard in their frenzied escape that lands them in the clutches of a rival guild, the Cult of the Dagger, who've returned to the city for revenge on the Brethren Guild. 

The battle with the Cult of the Dagger leaves Wren without a partner, injured, and on the run. She seeks refuge with a friend, a priest of Ishtar named Jharon. There in the temple, hurt and grieving the loss of her partner Grahm, she receives the first clues that will lead her toward the truth of who and what she is. From a dream, an amulet in the shape of a phoenix appears around her neck. Engraved on the back of the magic device is one simple word--Liandra.

Wren must not only learn her identity but how she fits into the universe she lives in. As she later discovers, a savant's sense of self is far more than a name or even a body but a spiritual destiny tied to the very origins of the Ring Realms themselves...

* click on the cover images below to be directed straight to their Amazon book pages

Book 1: Shadow of the Avatar

A young girl is stolen from her mother by agents of a jealous goddess, escapes and becomes a street waif known as 'Wren' who, decades later, is an elder member of the Brethren Guild, a thieves guild in the ancient city of Corwin.


A battle with a rival Brethren Guild forces Wren to seek refuge in a temple where she receives the first clues that will lead her toward the truth of who and what she is. From a dream, an amulet in the shape of a phoenix appears around her neck. Engraved on the back of the magic device is one simple word--Liandra.


Wren must not only learn her identity but how she fits into the universe she lives in. As she later discovers, a savant's sense of self is far more than a name or even a body but a spiritual destiny tied to the very origins of the Ring Realms themselves.

Hecate, goddess of the moon and dark magic, wants a new body and eight-summer-old savant Liandra Kergatha has the one she covets. Torn from her mother's arms, the young girl is spirited away to another world to undergo the ritual of succorunding--the creation of an avatar. Before the procedure can be completed, the temple is attacked and Liandra escapes into the city with the bindings half completed and her name and memories of her former life wiped clean.

Possessing great natural skill and many hidden powers, the young girl becomes known as Wren and perseveres on her own. A decade later Wren is one of the greatest master thieves in Corwin. Unfortunately for Wren after her ordeal as a child, lost is not forgotten. Following a bloody encounter with an avatar, Hecate's baneful attention is drawn to her once again.

What started with a kidnapping becomes a conflict that escalates into a war involving powerful immortals, wizards, and otherworldly creatures as Wren seeks help and wins favor with the legendary clan of the Felspars. 

To survive the ordeal stretched in front of her, Wren must learn her origins, befriend amazing allies, and tap into the secret powers of her birthright. Even as she rises to the challenge, she discovers Hecate isn't the only foe gunning for her...



Book 2: Hecate's Bounty

A young girl is stolen from her mother by agents of a jealous goddess, escapes and becomes a street waif known as 'Wren' who, decades later, is an elder member of the Brethren Guild, a thieves guild in the ancient city of Corwin.


A battle with a rival Brethren Guild forces Wren to seek refuge in a temple where she receives the first clues that will lead her toward the truth of who and what she is. From a dream, an amulet in the shape of a phoenix appears around her neck. Engraved on the back of the magic device is one simple word--Liandra.


Wren must not only learn her identity but how she fits into the universe she lives in. As she later discovers, a savant's sense of self is far more than a name or even a body but a spiritual destiny tied to the very origins of the Ring Realms themselves.


Imagine you're one half of a cosmically powerful being. Wren Kergatha, a savant of forces, is heir to the incredible powers of the first ones. Unfortunately, separated from her beta half, her abilities provide little more than token defense against demons and avatars. To make matters worse, the stronger half is bent on devouring her. 

Wren continues her epic quest to regain her memories, family, and heritage. Even with the potent help of the Felspar clan, the young savant of forces finds herself and her allies on the run from the minions of a pantheon lord. 

In order to rescue her parents and brother, Wren must find the lost city of Cosmodarus and confront the evil goddess of the moon. But how can she defeat a creature able to ravage entire worlds?


Book 3: Aesir's Blood

A young girl is stolen from her mother by agents of a jealous goddess, escapes and becomes a street waif known as 'Wren' who, decades later, is an elder member of the Brethren Guild, a thieves guild in the ancient city of Corwin.


A battle with a rival Brethren Guild forces Wren to seek refuge in a temple where she receives the first clues that will lead her toward the truth of who and what she is. From a dream, an amulet in the shape of a phoenix appears around her neck. Engraved on the back of the magic device is one simple word--Liandra.


Wren must not only learn her identity but how she fits into the universe she lives in. As she later discovers, a savant's sense of self is far more than a name or even a body but a spiritual destiny tied to the very origins of the Ring Realms themselves.


Wren Kergatha defeats Hecate and reclaims her family only to face new challenges. The Kriar have infiltrated Starholme. Then her mentor in G'yaki combat, Vera, suffers a breakdown. As if that's not enough, her grandmother Idun the pantheon lady wants to start a god war.

While Wren embraces her Aesir heritage, becoming a general like her mother and grandmother, she fights a ground war in the quest to locate Vera's G'yaki clan. Only then will decades-old wounds heal. 

Alas, being far stronger and accompanied by an army of allies doesn't stop Wren's enemies from causing trouble. The only way to set matters right with Vera, herself and her family is to battle dragons, gods, and even a rogue member of the firsts.

Shaladen Chronicles--Tales following the adventures of Corim Vale:

  1. A Knot In Time 
  2. Anvil of Sorrow
  3. Who Mourns the Creator 

Shaladen Chronicles 


Series Description:

Humans long to realize their own potential and some struggle each day to grasp even the smallest fraction of what they could and should be. Corim Vale, the fighting sage, struggles to be a better man, not only for himself but in order to help the less fortunate in the world. An educator, warrior and adventurer, Corm had a gentle heart and a thirst for the unknown. Little does he suspect, the unknown is about to find him and kick him in the teeth...

Corim has applied to the Falorian fighting academy for an instructor position. In order to teach 9th circle fighting he must "interview" with the academy's master, Talorin Falor a mock duel and demonstration of his fighting skills.

For Corim, one spark that starts an inferno is Beia Targallae, the icy Myrmigyne veteren of the Arcturan death spectacles. Beia is undertaking a mission she needs help to complete. Corim becomes her ally. 

Meanwhile, Meridian Arcturan, the master of the death spectacles plots revenge on Beia and all the members of the Protectorate. He's gathered a coven of skilled mages, enslaved an incredibly powerful Baronian war mage, and taken a time-traveling Kriar warrior prisoner. With these tools, he intends to destroy time, and day by day he moves closer to his goal even as, unbeknownst to Beia and Corim, the pair find themselves on a collision course with the master of death's plans. 

Beia and Corim's attempts to foil Meridian will bring them allies just talented enough to travel in time. In their quest, they meet the escaped Kriar Belkirin Dulcere, now crippled and wracked with guilt over the destruction of time. Together they attempt to set matters right.

* click on the cover images below to be directed straight to their Amazon book pages

Book 1: A Knot in Time

Humans long to realize their own potential and some struggle each day to grasp even the smallest fraction of what they could and should be. Corim Vale, the fighting sage, struggles to be a better man, not only for himself but in order to help the less fortunate in the world. An educator, warrior and adventurer, Corim had a gentle heart and a thirst for the unknown. Little does he suspect, the unknown is about to find him and kick him in the teeth...


Corim Vale has spent his life dreaming of visiting other worlds, of learning and bringing education to the masses. One thing stands between him and his lofty goals: The seventh circle challenge against Talorin Falor, the academy headmaster and arguably the strongest man on all of Titaan. 

Known as the "Fighting Sage", Corim is an explorer and knowledge seeker who uses tournament winnings to fund his research. Ready to push toward loftier ambitions, the warrior-academic seeks the patronage of the powerful academy and gets swept up in a decades old vendetta, a war between ancient races, and a plot to destroy time itself. 

What starts as a dare becomes a race to save the stability of Eternity when Corim's investigation uncovers the machinations of a team of evil conjurers bent on the destruction of the Chronal Protectorate--even at the cost of their lives and all sentience in the universe...


Book 2: Anvil of Sorrow

Humans long to realize their own potential and some struggle each day to grasp even the smallest fraction of what they could and should be. Corim Vale, the fighting sage, struggles to be a better man, not only for himself but in order to help the less fortunate in the world. An educator, warrior and adventurer, Corm had a gentle heart and a thirst for the unknown. Little does he suspect, the unknown is about to find him and kick him in the teeth...


Saving the collapsing timeline cost Corim Vale his right arm and half of his soul, proving that the best of intentions can lead one to the abyss. In Corim's case, literally. 

For the Protectorate, things have gone as wrong as they can go. Meridian Arcturan's attempt to destroy time has left Eternity's chronology scrambled. The near catastrophe has left Aarlen Frielos, the Shael Dal's most skilled time diver, her mate Beia, and three of the powerful Crescent Moon band soul-lost and comatose. To restore them, Corim needs to retrieve Aarlen's missing spiritual essence. Finding the lost soul is simple. Getting it back from the death goddess who stole it that might offer a bit of a challenge... 

As a newly appointed gamma class Protectorate enforcer, Corim has no choice but to hit the chronology running as Eternity is besieged by marauding aliens, Kriar insurgencies, and mad wizards who simply refuse to die. If that wasn't enough to deal with, the mind patterns of an ancient magestrix are inexorably overwhelming his body...

Genemar War Saga--The following the adventures of Vhina T'Evagduran:

  1. Child of Ascendants 
  2. The Karanganoi Gambit
  3. The Chyrith Agenda
  4. Gaea's Revenge
  5. The Infinite Child

Genemar War Saga

 


Book 1: Child of Ascendants

The Genemar War Saga carries on the story of the children of Gaea through Vhina Starfist-T'Evagduran, offspring of legendary beings and herself a battle master, and the struggle to protect the Ring Realms from the threat of the Chyrith, a race so powerful that entire universes fall under their evil sway...


For Vhina Starfist-T'Evagduran, 4th Princess of Malan, adventure is a hereditary trait. With a reality-controlling savant for a father and an elven mistress of elements for a mother, Vhina has lived in the shadow of larger-than-life legends. Trained almost from birth in the arts of battle, she can only wonder why, given that there is no war or even the hint of one.

Until now...







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Classification
Word Count
40,000 words and over
17,500 to 39,999 words
7, 500 to 17,499 words
under 7,500 words
500 words or under