Requirements: .ePUB reader, 2.3 MB
Overview: A.R. Knight writes sci-fi and fantasy in the frozen north of Wisconsin. With a pair of cats keeping him company he enjoys delving into care church stories and adventures that are as much about the villain is the hero.
After getting a degree in journalism and touring the country installing healthcare software, A.R. Knight thought it would be good to get back to what he loved. So now he’s got a small office and early mornings to spend whatever tales come into his imagination.
When he’s not writing, A.R. Knight tends to travel anywhere he can weather that’s islands off the coast of Ecuador, the rain forest, snowboarding in the Rocky Mountains, or sipping scotch in Edinburgh. It’s a nice thing about the writing life, you can take it anywhere.
Genre: Fiction > Sci-Fi/Fantasy
The Trail of Flame (#2)
The Renewal has begun, and Wax’s journey across the seven isles with it.
First up comes Foti, a lava-blasted rock known for its ale and iron. Crossing from its coasts to the Grand Forge is an adventure filled with watchful eyes, glittering creatures, and unseen knives.
Deep beneath the surface, Svarde continues his quest to find where the fiends emerge, a dive into depths unknown and deadly in ways the old warrior cannot foresee. Yet, like Wax, there is no turning back from this quest, not until Svarde discovers something he cannot, will not lose, no matter what tries to tear it from his grasp.
And in Noctia’s capital, beneath its stone towers, Ami searches for a way to save her friend’s life, a path pushing her into power struggles between sides both dangerous and promising. If she makes the right decision, gets the right chance, then the unending cycle might finally stop for good.
The Wrath of Rivers (#3)
The northern waters hold dark secrets, ones Wax needs to uncover if he’s going to get one step closer to the Wound and its throne.
Before such lofty ideas can be set in motion, though, Wax and his guardians have to find a ride upriver, a task made harder thanks to cowardly captains and murderous fiends. Sly eyes and quick feet grab an unexpected opportunity to travel, but Wax soon finds their chosen vessel might have more danger than the rivers themselves.
After surviving the Dark Below, Maena and Svarde are on the wrong wagon, heading straight to the Pits and gladiator justice. Whether they live or die will be up to more than their skills with a blade and an axe, as the enemies they’ll face might very well be their own friends.
Across the isles, meanwhile, the fiends grow stronger. Cities burn and desperation feeds a growing turmoil. Time is running out, for Wax and his quest, or Svarde and his promised slaughter. Even if they succeed, will there be anything left to save?
The Bonds of Stone (#4)
As winter ravages the Seven Isles, a barbarian drives into the depths to slay the fiends, or die trying.
Svarde, with a warband behind him, brings his axes to bear on the monsters far below the surface. If he can find the fiend’s source and stop their scourge, then all the hardship will have been worth it. If not, well, at least he’ll get to sate his bloodlust one more time.
Above, a charmer and a hunter scheme a way to save the Isles without so much blood, only a few knives in a few backs. As their whisper campaign grows, so does the threat of discovery, and what might happen if the wrong hands find the right magic. It’s a race against time, against hearts and minds, and winning one might cost the other, as, far to the north, the Renewals press towards the next skar. Blizzards, fiends, and worse threats dog their steps, with any wrong move destined to leave them frozen in the drifts.
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