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The Forest of Marzja
The Temple of the Night Queen
The Dead Wood

Book 1 - The Southren Road

Glorhelm, the exiled elven prince; Carant, the wry druid; Rozeka, the mysterious witch; and Anagil, the dour dwarf. Unlikely travelling companions, they are nonetheless thrown together through various quirks of fate, and when they stumble upon news of a strange quest, at first it seems to be nothing more than another way to make a living. Along with some new companions - a priest, a princess and a thief - they set off in search of five precious and rare artefacts that will save the life of Princess Faro, sole heiress to the ancient throne of Lerwichamian. Of the Seven Magic Kingdoms of Tala, a land now ravaged by the consequences of a violent and deadly war, only Lerwichamian now remains; but it is diminished, the line of Kings broken, and under the rule of the amoral Baron Fro.

As the party journeys through Tala, subtle clues begin to emerge that embroil the party in a tale far more important and desperate than they could have realised. Why has Kajan Thar, the Baron's Chief of Staff, chosen a greenhorn such as Baranil, the inexperienced priest to accompany them? Why has the Baron not been seen in public for months? Who is this curious necromancer who has allegedly ensnared the Princess in her sleeping state? Can they really trust the seemingly kindly Payadanian, head of the Church of Haltor? And then there are the secrets held deep inside the members of the party themselves... 

Book 2 - The Elephant of Mardis


The seven companions have survived their increasingly dangerous journey through Tala, and now they must journey to places only rumoured in their homelands. They will need to survive wild autumn seas and cope with people and lands that are wholly unfamiliar to them. Their sworn quest has already seen them at the centre of power games in Tala, and they must leave behind everything they know to complete the first stage.

From the ferocious seas, to the jasmine scented city of Corthelimar; from the empty wastes of desert ruins, through to the teeming jungles of Mardis they must travel. Only then will they attain their first goal.

But what even is this Elephant of Mardis? How can they find a route across pitiless deserts and into steaming jungles when they do not even know what it is they seek? And why do all they meet speak of Mardis as if the very roots of the trees in that land are tainted with evil?

As the journey progresses, secrets are revealed and more mysteries are uncovered, whilst all the time, the party fight for their very lives.....

Book 3 - Under a Distant Star

The party find themselves in a sparse, bleak desert. They have gained the Elephant of Mardis - but at a high cost. They are now in a distant lands, where the sun splits the rock under their feet during the day. Glorhelm, Carant and their remaining companions must find their way back to Tala, but how, in lands none have even seen on maps?

More secrets are revealed as they drag themselves through mysterious burial chambers, meeting wizards both fair and foul, past terrible enemies, and into cities where to even talk k to a local is a crime. Only then can they hope to reach Tala once more.

But while they are many leagues distant from Tala, plots are brewing, and the power struggles begin in earnest....


Book 4 - The Jacinta

The party have struggled across the sun-blasted deserts and battled against the odds to make it back to the borders of Tala. Now the six remaining companions, augmented by the thief Kax, face their most perilous task yet, for no-one ever enters the realm of Alagasis. However, there is unrest amongst the party; the curse that binds Rozeka and Anagil threatens to overwhelm them; whilst a hidden book of evil worms its way into Baranil's thoughts, tempting him to stray from the path of his calling.

As the party fight for their very survival, events move faster in Lerwichamian as the power struggles between Payadanian and Kajan Thar make it clear that something is very wrong at the heart of what remains of the Kingdoms...

Book 5 - The Ruins of War

The party have retrieved the first two artefacts that they were charged with finding, but at great cost. Two of their number lie dead and another had left for a homeland they have not seen in four hundred years. Now the four remaining companions must press on north, through the ruins of what was once the Seven Magic Kingdoms, although they must first add to their ranks.

The blasted and destroyed lands where they must journey take a heavy toll on them. Glorhelm struggles with discovering that so much he had been taught it false, Carant grapples with the new power that he wields as the near The Elentar and Azanda must face her past in her homeland before they can reach their third goal.

Meanwhile in Lerwichamian, the delicate balance between Payadanian and Kajan Thar is in danger of spilling into open aggression. But first, there is the Princess Faro to be freed from her curse...


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