Path Of The Sun Click
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and Parno Lionsmane think they're escorting the Princess of Arderon
to her wedding with the new Tarkin of Menoin, but the Mercenary Brotherhood
has a secret mission for them: find out what happened to the two Brothers
who were sent on assignment to Menoin a year ago, and who have disappeared.
Once in Menoin they find old friends, the Scholars Gundaron and
Mar-eMar. There to investigate some old Caid ruins, Gun and Mar suspect
that the disappearance of the Mercenary Brothers is linked to a series
of killings. When the Princess of Arderon's corpse is found, mutilated
in the same way as the others, Dhulyn and Parno track the killer into
the Path of the Sun, an ancient labyrinth from which people sometimes
But Mercenaries are not ordinary people, and Dhulyn and Parno
draw on their Schooling to reach the centre of the Path. What they find
there is another world, a world in which the Red Horsemen -- Dhulyn's
nomad people -- have not been wiped out, a world in which the Marked
are hunted down and killed as 'broken'. Dhulyn and Parno must locate
their missing Brothers, identify the killer, and find their way back
through the Path of the Sun before Dhulyn's own Mark is discovered.
Look for PATH OF THE SUN, a new Dhulyn and Parno adventure, available
The Storm Witch Click
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With a charge of
outlawry still hanging over their heads, Dhulyn and Parno are in Lesonika.
Before they can do anything to clear their names, they must go to the
rescue of friends being held hostage by the crew of a Long Ocean Nomad
ship. The Nomads want the Mercenary Brothers to cross the Long Ocean
with them, and help them in their conflict with the Mortaxa, who are
threatening the Nomads' lives and livelihoods with the power of a Storm
Witch. Dhulyn, however, has a very good reason for refusing to go, even
if it means letting their friends die. Her Sight has told her that Parno
will die in a storm at sea -- something he long ago made her swear she
would never tell him. Does she break that vow now? Dhulyn suspects that
even if she does, Parno will refuse to save his life at the cost of
their friend's lives. They've circumvented her Visions in the past,
can Dhulyn somehow manage that now, and without Parno's help?
The Soldier King
Dhulyn Wolfshead and Parno Lionsmane, members of the Mercenary Brotherhood,
are on their way to the Seers Shrine at Delmara, hoping to get help
for Dhulyn, a Seer herself, whose Sight is erratic and untrustworthy.
Dhulyn's Sight is her inheritance from her lost tribe, massacred when
she was a child, and while Mercenaries are supposed to have no past
lives, she and Parno have learned the hard way that you can't always
leave your past behind you.
their way, they pick up work by enlisting with the Nisvean army, and
for once it seems Dhulyn's Sight is helping them, as they triumph against
an invading force of Tegriani -- a surprise to everyone else, since
the Tegriani haven't lost a battle for the past two years, thanks to
the help and protection of the Blue Mage. Nevertheless,
when Dhulyn and Parno pick up the wounded Lord Prince Edmir of Tegrian
from the battlefield, it's with the intention of fixing him up and sending
him home to his mother the Queen. After all, it's not the practice of
the Mercenary Brotherhood to hold prisoners-of-war for ransom -- it's
bad for future business. Flushed with victory, the Nisveans decide to
keep Edmir for his political value, breaking their contract with the
Dhulyn and Parno can't let that happen, but once
they rescue Edmir, their problems only begin. Pursued by the Nisveans,
accused of kidnapping and murder, they find everyone's hand turned against
them, as the very Tegriani officials they ask for refuge deny that Edmir
is Edmir. They escape with the help of a young actress, whose troupe
of strolling players have also fallen victim to the clashing armies.
But where can they go now?
heroic fantasy with a metaphysical twist" Publisher's Weekly Click
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Available August 2007
isn't too pleased when her Partner, Parno Lionsmane, insists on revisiting
Imrion, the land of his birth. Mercenary Brothers aren't supposed to
have pasts; the Common Rule says their real lives begin when they join
the Brotherhood. But he's her Partner, there's something troubling him,
and it's her obligation to help him out of trouble -- and her hope that
it's not the kind of trouble that could threaten their Partnership.
seems to be with them when a High Noble House hires them to escort a
family member to Imrion's capital. But things have changed for the worse
since Dhulyn and Parno's last visit -- a change that can be traced to
the Jaldean New Believers. This religious sect are turning the country
against the Marked, a group of gifted people whose powers make them
Menders, Finders, Healers, or Seers. Until now, they've always been
respected, but the New Believers are convincing more and more people
that the Marked are endangering the world by awakening the Sleeping
God, whose coming, they claim, will destroy the world. The Tarkin of
Imrion is doing his best to balance the tensions between Old Believers
and New, Marked and unmarked, but there could soon be civil war in Imrion.
Ordinarily, any good Mercenary would welcome
this kind of social unrest as an opportunity for work, but this time
Dhulyn herself is in danger. Dhulyn is one of the rare Seers, something
she and Parno have always kept to themselves, since her Mark is untrained
and unpredictable. Lok-iKol Tenebro suspects their secret, and has tricked
them into coming to Imrion to use Dhulyn in his attempt at overthrowing
the Tarkin. When they try to warn the Tarkin of the plot against him,
the two Mercenaries discover that there is a darker presence behind
the unrest in Imrion, something that is using Lok-iKol and the Jaldeans
alike, something that will not be content with a simple shift in the
balance of power.
Dhulyn and Parno must learn the truth
about this dark presence, and what part the Marked must play in destroying
for THE MIRROR PRINCE
In THE MIRROR PRINCE, Violette Malan has accomplished that most
difficult of fusions--she's given a complex, high fantasy world a very
readable contemporary voice.
"Violette Malan's debut novel is nothing short of superb."
- Paul Goat Allen, BarnesandNoble.com
The Mirror Prince Click
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Available in mass market edition August 2007
Chosen as a Featured Alternate by the Science Fiction Book Club
Max Ravenhill thinks he's human . . . but he's wrong. He's been given
false memories over and over again by his Wardens, who don't want him
to realize that he's been alive for over 1000 years.
Max and his Wardens are Riders -- what humans call Faerie, and back
in their Lands Max was the Prince Guardian, Keeper of the Talismans.
As the Prince Guardian, Max lost a civil war, and was banished to the
Shadowlands, the human country. To prevent his escape, his memory was
bound, along with his dra'aj, the magical energy that is manifested
in all Faerie. His Wardens made sure that the powerless Exile was not
accidentally killed by humans.
The Banishment is
nearing its end when Warden Cassandra Kennaby, gets a most unexpected
warning that Max is in immanent danger from his old enemy, the Rider
who has become known as the Basilisk Prince. Cassandra has personal
reasons for avoiding her charge, but when the warning is confirmed by
the appearance of the Hunt, she has no choice but to remember her Oath
and go to the rescue. As the Hunt closes in, the only way Cassandra
can save Max is to risk returning him home before the end of the Banishment.
Max finds himself in the bewildering Lands of the People, where nothing,
not the Riders or the Naturals or the Solitaries -- not even the Landscape
itself, does what he expects. Cassandra and Max they find that the dra'aj
of the Lands itself has been waning during the Banishment, and the Basilisk
Prince has been growing in power since the time of the Great War. Max's
old supporters desperately need Max to prevent the Basilisk from declaring
himself High Prince and destroying the natural Cycles of the Lands.
But it isn't really Max they need -- it's his true self, the Guardian
Prince. Max must decide to give up the only life he knows, in order
to become someone else, in order to fight an ancient enemy he doesn't