A Ring Realms Novel by Will Greenway
(Numbers specify the summer cycle N.I.S [New Ivaneth Standard]):
1100 Savant's Blood Saga: Shadow of the Avatar
1102 Savant's Blood Saga: Hecate's Bounty
1103 Savant's Blood Saga: Aesir's Blood
1108 Shaladen Chronicles: A Knot In Time
1108 Shaladen Chronicles: Anvil of Sorrow
1109 Reality's Plaything Saga: Reality's Plaything
1109 Reality's Plaything Saga: 'Neath Odin's Eye
1110 Reality's Plaything Saga: Eternal's Agenda
1110 Reality's Plaything Saga: Savants Ascendant
1110 Reality's Plaything Saga: The Infinity Annihilator
1111 Shaladen Chronicles: Who Mourns the Creator
1111 Savant's Blood Saga:Gaea's Blood
1123 Genemar War Saga: Child of Ascendants
1123 Genemar War Saga: The Karanganoi Gambit
1124 Genemar War Saga: The Chyrith Agenda
1124 Genemar War Saga: Gaea's Revenge
1125 Genemar War Saga: The Infinite Child
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:
Savant's Blood Saga--Tales following the adventures of Wren Kergatha:
Shaladen Chronicles--Tales following the adventures of Corim Vale:
Genemar War Saga--The following the adventures of Vhina T'Evagduran:
- Child of Ascendants
- The Karanganoi Gambit
- The Chyrith Agenda
- Gaea's Revenge
- The Infinite Child
Reality's Plaything Saga
You're the most powerful savant in all the Ring Realms, but you don't even know it. In fact, your desires can become reality, all you have to do is want it bad enough. You don't know that either. Worse yet, those desires, can cause not only your destruction but the destruction of your world and possibly the cosmos itself. You don't know that either--but you're going to find out!
That's the initial premise of Reality's Plaything--discovery. The hero, Bannor Starfist, is a disillusioned war veteran who haunts the hills far from his birthplace because he has 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 did not. A fact his father could not and would not accept.
Not surprisingly, Bannor is a loner made tough by his early life, and further hardened by his knighting as member of Tenax border guardian elite. He is a man used to relying on himself.
Even tough-guys get lonely--Bannor has the lucky stroke of a lifetime. While trading in a border town, a gray Elf woman, Sarai, takes a shine to him. The Elf lady is a mystery, and it's obvious, even to Bannor, that she is a lady and no common Elf. She is remarkably accommodating and accepts his sparse lifestyle. Not wanting to question his good fortune, Bannor doesn't ask, and Sarai doesn't tell.
It's a simple start, but it's about to get complicated--and really thorny.
The troubles begin with a kidnapping and a little matter of Bannor getting hung.
Bannor has been discovered, or at least his existence has--he is the Garmtur Shak'Nola, the savant of reality--and Hecate the moon goddess wants him...
Fortunately, help is on the way. Wren Kergatha, now a veteran advocate for savants, comes on the scene help keep Bannor out of Hecate's clutches. Being a self-sufficient man, and not really wanting to accept help from a stranger and woman, Bannor is reticent to go along with her schemes. He learns quickly though that he may not have a choice as Rankorhaaz, Hecate's pet demon, becomes part of the pursuit.
Matters will only get worse, and even with Wren's help, things will get out of hand. Even Wren has no idea how badly Hecate wants Bannor, and the evil goddess is willing to break ancient covenants to have her prize.
If problems with Hecate weren't enough. Sarai has some surprises--a little matter of a secret she's been keeping from him...
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An impossible battle.
An unconquerable enemy.
A hero with one mission: to win.
Bannor Starfist has an enemy, a powerful and vengeful enemy. As the insane moon goddess, Hecate, and her minions close in on him, devastating the world he loves, Bannor realizes he must fight to save them all.
With the threat of being consumed by his newly recognized power, Bannor struggles to learn how to control it while clashing with the evil that confronts him.Armed with a little more than an axe and his love for his wife, Bannor goes head-to-head against a god. But how does one defeat a god?
Surviving a battle to the death with a god would tax the greatest of heroes, but for Bannor Starfist it is 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 is not happy, 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. 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 catching him as well. To add to the challenge, the battle with Hecate has a taken away his powers...
Always a catch...
For Bannor Starfist, the savant of reality, nothing is easy... including getting married.
Fresh off a 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 nola powers. The message is just a pre-cursor to another big mess done Garmtur style.Daena, the savant of attractions turned immortal goddess, is up to something and Advocate Eternal Koass is anything but happy.
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 blood-thirsty 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 decides to help but learns the hard way. No good deed goes unpunished...
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:
The rogue Kriar Daergons have the ancient Jyril genemar, a weapon capable of destroying all the magic in Eternity. A device so destructive it can slay any creature from a universe away. Bannor is just lucky enough to have the weapon aimed at him.
Infinity Annihilator is the fifth and final volume in the epic of Reality's Plaything, as the ultimate powers meet head on in devastating battle.
Savant's Blood Saga
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 who over time acquires the identity of 'Wren'.
The story picks up 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, the theft of the Malicent gem. Their success is not without its detractions. Wren is injured by the wizard in their flight from the scene. As they make their get-away to avoid the city guard they discover that the guards are the least of their worries. A rival guild, the Cult of the Dagger, are back in the city and they can have only one reason for their return--revenge.
Wren's troubles are only beginning. The events of the Savant's Blood are only warming up. Wren will become embroiled in an eons old clash between the pantheon lords and the Ka'Amok, the savants.
Savant's Blood is a story of identity. Wren must not only learn who she is, but what and how she fits into the universe she lives in. As she later discovers, for a savant, a 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.
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. From her dream, an amulet in the shape of a phoenix has appeared around her neck. Engraved on the back of the magic device is one simple word--Liandra.
Savant's Blood touches on nearly all of the major players of the Ring Realms. In it we see glimpses and portents of all the possibilities for stories that are offered in the Realms. Wren, the heroine of the series is a stalwart protagonist willing to weather all to be true to herself and those counting on her. A cynic in the circle of life who still can find something to laugh at, even if it's herself.
She's 'got game' would be the literal catch phrase in her memorable participation in the great game of the immorts (as depicted in the first twenty chapters of Hecate's Bounty). The chemistry of plucky Wren and the heroes of the Ring Realms is something special and worth experiencing.
Even after confronting a god, Wren still has more in store. After all, confronting a god is one thing--what if you have one for a grandmother? What if you are heir, not only to legacy of the savants, but to the immortality of the pantheon of the Aesir? When the gods themselves are jealous, can there not be some adventure in store? Mix in the wild assortment of Wren's new extended family and friends and there is an odyssey in store that will take her through the courts of the Aesir, and too the end of the Realms themselves...
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Hecate, goddess of the moon and dark magic, wants a new body and eight summer old savant Liandra Kergatha is it. 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 complete and her name and memories of her former life wiped clean.
Possessing great natural skill and many hidden powers, the young girl perseveres on her own and a decade later becomes Wren, one of the greatest master thieves in Corwin. Unfortunately for Wren, lost is not forgotten, and after a bloody encounter with an avatar, Hecate's baneful attention is drawn to her once again.
What started with a decade old kidnapping becomes a war that escalates into a conflict involving powerful immorts, wizards, and otherworldly creatures as Wren seeks help and wins favor with the legendary clan of the Felspars. To survive this conflict 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 that Hecate is not the only foe she must watch out for...
Imagine that you are one half of a cosmically powerful being. Wren Kergatha, a savant of forces, is heir to the incredible powers of the first ones. The big problem is, 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.
Hecate's Bounty continues Wren's 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. How will she defeat a creature able to ravage worlds???
Wren Kergatha defeats Hecate and reclaims her family, only to face new challenges. The Kriar have infiltrated Starholme, Vera her mentor in G'yaki combat, suffers a breakdown, and her grandmother Idun the pantheon lady wants to start a god war.
The third installment of the Savant's Blood Series sees Wren embrace her Aesir heritage, becoming a general like her mother and grandmother, and fighting a ground war in order to find Vera's G'yaki clan in order to help the woman heal decades old wounds.
Being far stronger and accompanied by army of allies doesn't stop Wren's enemies from causing trouble. She must fight dragons, gods, and even a rogue member of the firsts, before she can set matters right with Vera, herself, and her family.
We all want to realize our potential. Some of us struggle every day to realize even the smallest fraction of it. Corim Vale, the fighting sage and Matayan, is in a struggle to be a better man--not only for himself but for the less fortunate in the world. An educator, warrior, and adventurer--a man with a gentle heart and a thirst for the unknown. The unknown is going to find him and kick him in the teeth...
Corim has entered the Falorian fighting academy to apply for a teaching 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.
The problem is, strange things have been happening to him of late, people are attacking him for no good reason... at least none that he can discern. The academy talent scout, who he has heard is a cold indifferent Elf woman, is all over him. Things just don't add up, but he really doesn't have time to figure it out...
This innocuous beginning is contrasted against a "coming trouble" that the academy master feels in his bones and billions of screams burned into the memory of Belkirin Dulcere.
It takes only one spark to start an inferno. For Corim, that spark is Beia Targallae, the icy Myrmigyne veteren of the Arcturan death spectacles. Beia is looking for help from Talorin in a mission of hers, but in an altercation and a challenge it's Corim that will be her ally.
Unknown to the two, alarming events are occurring. Meridian Arcturan, the master of the death spectacles, is planning revenge on Beia and all the members of the Protectorate. He has gathered a coven of skilled mages, enslaved an incredibly powerful Baronian warmage, and taken a time-traveling Kriar warrior prisoner. With these tools, he plans to destroy time, and day by day he grows closer to his goal...
Not knowing it, Beia and Corim are on a collision course with Meridian's plans.
Their attempts to foil Meridian will bring them to ally with Cassin and Annawen a pair of young Kriar just talented enough to travel in time. In Siderous Chronous they will meet the escaped Kriar Belkirin Dulcere, now crippled and wracked with guilt over the destruction of time. Together they will try to set matters right.
There's romance and lust and heroism. It is part fantasy and part science fiction, with influences of space opera and gritty dark fantasy. There are a range of heroes, antiheroes, villains and super-villains and even a mystery or two...
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Shaladen Chronicles extends an invitation to both Science Fiction and Fantasy readers, as well as any mainstream readers willing to put aside what they know to enjoy a trip through time and space. Like all good science fiction, the Shaladen universe generally plays by the rules of physics as we know and speculate about them. Additionally, like in good fantasy, magic exists--it has rules and most importantly a cost.
In the Shaladen universe we have heroes and super-heroes, villains, and super villains... we have the full gamut of emotions and situations: love, unrequited love, humor, hate, and people driven by revenge. It is a place where a mortal man can shake hands with an immortal, and the boundaries of time-space can be broken with a thought. Prime your imagination pump, sit back with your favorite beverage, take book in hand, and prepare for a ride that won't disappoint...
When re-assembling time just isn't good enough...
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 wrong in a big way. Meridian's attempt to destroy time has left Eternity's chronology in a mess. Aarlen Frielos the most skilled time diver of the Shael Dal lies in a coma, along with Beia Targallae, and three other women. To restore them all Corim needs to do is retrieve Aarlen's missing spiritual essence. Finding the lost soul is simple, it's getting it back from the death goddess who has it that might offer a challenge...
As a newly appointed gamma class Protectorate enforcer, Corim Vale has a lot to learn. He must hit the chronology running as Eternity is besieged by marauding extra-universal 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 is inexorably overwhelming his body...
Genemar War Saga
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 her parent's legend. Trained almost from birth in the arts of battle, she can only wonder why--because there is no war... not even a hint of one.
Child of Ascendants carries on the story of the children of Gaea, and their struggle to protect the realms from the threat of the Chyrith, a race so powerful, entire universes fall under their sway...