Sharp Steel: Sharp Steel and High Adventure series Box Set by William Alan Webb (#1-3)
Requirements: .ePUB Reader, 1.3 MB
Overview: Dragons, wizards and one big-a** axe. What 21-year-old swordsman would choose the cloistered life of a priest over one of sharp steel and high adventure? Not Alden Havenwulf.
As Prince of Corland, the mightiest kingdom on Reven, his world is driven by ancient traditions and rigid obligations. But instead of the twisted politics of the Royal Court, Alden chooses exile, wandering the world in search of riches enough to buy his own estate.
Along with his giant friend Dexter, and Dexter’s enormous axe, the Corlandishman leaves a wake of dead wizards, broken monsters, and angry gods. If you love the Robert E. Howard’s original Conan stories, Michael J. Sullivan, or Michael-Scott Earle, you’ll love a book that combines all of their best traits in fast-paced, captivating, classic sword and sorcery tales.
Genre: Fiction > Sci-Fi/Fantasy
Inspired by Robert E. Howard’s Conan and Fritz Leiber’s Fafhrd and the Gray Mouser, the Master of Post-Apocalyptic Military Sci-Fi, William Alan Webb, brings us the next great sword and sorcery series! Come with him now to a world of endless possibilities and nameless dangers, where intrepid men and women seek their destinies in a time of sharp steel and high adventure!
1. Two Moons Waning
There is a place where mighty warriors cut their bloody way down the glory road in search of treasure, where dragons and water sprites fight vampires and elementals for the right to devour their flesh, and scheming kings bribe wizards and priests to stop the hero’s march. That place has a name… Reven.
The shouts of battle faded as the men who made them cried and died. Echoes of steel on steel disappeared into the murky depths of the deep valley, below steep slopes, and the carnage of war lay scattered across snow-clad fields. The copper scent of blood tainted the wind. Here and there, frozen hands reached skyward, as if in supplication to their gods.
The bearskin-clad bodies of the Vorge war party lay in heaps around the corpses of four Yetondi, the race of whitefurred giants who lived in the high mountains along the northern border of Corland. The Yetondi had stolen Vorge livestock and such thievery couldn’t go unanswered. Of the thirty Vorge who’d trudged into the mountains three days earlier, and the six Yetondi who’d intercepted them, only two of each fought on.
2. The Queen of Death and Darkness
After weeks of crossing the great Yiku-Kas desert, Alden Havenwulf and Dexter Reedman have finally reached the border of the lush Midalean lands called the Eastmarch, wanting only a full belly and a roof to sleep under. Instead they find they’ve ridden into a war between a powerful wizard and the goddess of the underworld, the dreaded Queen of Death and Darkness.
For hundreds of years, the Eastmarch has been under the protection of the Warder, a wizard who serves the White Flame, a sorcerous power unrivaled on Reven. Under the Warder’s care, harvests are plentiful, trees sag under heavy crops of fruit, and livestock grows fat. Life is long and peaceful.
But part of the Eastmarch once belonged to the people of the desert, the dreaded Sedanni, and now they want it back. Aided by their shaman and the power of their patron diety, they cross the Black River to take back what they believe is theirs.
As the world explodes in flaming war between two eternal powers, Alden and Dexter fight a desperate battle to save themselves and their friends from the wrath of the Queen of Death and Darkness.
3. A Night at The Quay
Nameless death haunts the foggy seaport of Custacrak, a dark presence lusting for blood.
In the hinterlands, the king’s wicked brother has been slain by two wandering mercenaries. Dark rumors whispered in darker taverns speak of these men having stolen the fabled Star of Nhoje, the possession of which has led every previous owner to a horrible death. Yet the diamond’s breathtaking beauty fills the hearts of all who see it with a lust to own it, regardless of cost.
When Alden and Dexter arrive in Custacrak, they’re pursued by every Nhojen who can lift a sword or string a bow. Escape is only possible on a ship, but they can trust no one. Like all others who wind up in the decadent seaport, they take refuge in the one place where safety is guaranteed to all who can afford it… the tavern called the Quay.
With ogres for bouncers and powerful glyphs laid on its ancient walls, The Quay promises to protect you against any and all dangers for as long as your gold holds out. But the pair learns, to their dismay, that even the mighty ogres cannot stand against an ancient power bent on revenge.
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