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Showing posts with label journey of shadows. Show all posts
Showing posts with label journey of shadows. Show all posts

Thursday, 1 October 2015

Excerpt from JOURNEY OF SHADOWS - countdown to the launch of The Palâdnith Chronicles Book #3

THE WELL OF SECRETS is just a couple of days away from having its publication date announced!

To kick-off the upcoming launch of Book #3 of the Palâdnith Chronicles, here's an excerpt from Book #1 in the series: JOURNEY OF SHADOWS. There will also be both a Goodreads Giveaway, and an Amazon promotion coming up for Book #1 - so keep an eye out on this blog for updates.

The following scene is from Chapter Four of JOURNEY OF SHADOWS when Seth Falkyn realises that his life is about to change...

***

They were still two hours from Weatherbay when the light faded completely.
Garth lit the lanterns and hung two on the carriage while Darin, who led the group, carried one aloft. It was the first clear night in weeks and the air was crisp and rich with the scent of wet earth and leaves. The stars sparkled overhead and a crescent moon rose into the inky sky. The temperature dropped sharply and the breaths of man and beast alike steamed in the chilled air.
At the rear of the group, Seth’s stomach rumbled. His back ached from the cold and he longed for a plate of hot food and a steaming bath. Home was another couple of hours away and they would all be exhausted by the time they reached Weatherbay.
They had reached the top of the last rise before the long incline towards the Wuthering River Valley. The shadows of trees rose up either side of the highway. A few feet from the lanterns’ glow, darkness swallowed the world.
It was at that moment that Seth felt a chill feather across the back of his neck. He twisted in the saddle and peered back into the dark. Had he heard something? The blackness was unfathomable, and Seth could see nothing beyond the glow of the carriage’s lanterns. He strained his ears, listening, but only silence greeted him. 
It’s just the darkness, he told himself, there’s no one out there.
Still, the sensation caused Seth to quit ruminating about his empty stomach and aching back. The marshal had hired the three of them to protect him, and if there were outlaws or undesirables lurking in the darkness, Seth’s job was to keep his master safe.
They rode on a little further and Seth scanned the roadside carefully, his eyes straining to make out his surroundings. He was just beginning to relax, and to think that fatigue had caused his mind to play tricks on him when the sensation – a cold whisper – breathed down his nape and once more caused the hair on the back of his neck to prickle. This time, Seth did not dismiss it. His heart quickened and his skin broke out in a cold sweat. Seth’s instincts were now razor-sharp.
Something was wrong.
Seth cursed the marshal’s decision to leave Dunethport so late in the day. There could be half a dozen men out there in the trees, watching them, and he, Darin and Kal would have no idea. Osforth’s stubbornness had put them all in danger.
Seth’s body tensed and his horse sidestepped in response. Within him, from a place he had never before known existed, a warning screamed.
Run now!
That was all it took. As a soldier, he knew that if he did not heed instinct, he was a fool. Seth drew his sword and dug his heels into his horse’s flanks. Then he shouted.
“Bandits!”
It was the one word sure to elicit the same response from the others. The forests in the Realm of Omagen were rife with outlaws. It was for this reason the marshal took his tower guards with him when he left home, for no rich man travelled alone in these parts. Seth heard his master’s shout from inside the carriage.
“Ride!” the marshal screamed, “ride!”
Garth shouted, lashed his whip, and the two horses pulling the carriage bolted into the darkness. Kal and Darin took off ahead of him with Seth bringing up the rear.
A scream split the night behind them. Fear clamped down on Seth’s ribcage at the chilling sound. He had never heard a man scream like that – the sound was enraged, feral.

***

Want to read more?



Sunday, 12 April 2015

Another World

In memory of Terry Pratchett, Inkitt are running a contest, in which fantasy writers can showcase the fantasy world of their stories. I'm introducing readers to the world of Palâdnith.

Here's what the contest is about:

"Echo of another world." In honor of the stupendous Terry Pratchett and his classic Discworld novels, we’re asking writers to take us to different worlds with their stories. Pratchett inspired billions of genre writers to expand their minds and their imaginations, and with this contest we’ll be carrying on this tradition.

Fiction in the sci-fi/fantasy genre, up to 15,000 words. Novel excerpts are encourage; fanfiction is not eligible to win. Entry is free! Authors will collect community votes, and the first, second, and third winners will be chosen by the Inkitt staff from the top 10% of entries.


Read the first two chapters of Journey of Shadows on Inkitt - and, if you love the world of Palâdnith, please vote - click the heart to help me win this contest!

Read about Journey of Shadows on Amazon.

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Tuesday, 7 January 2014

A bit of background: the History of Palâdnith

With the third book of my epic fantasy series, the Palâdnith Chronicles (The Well of Secrets) now under way, I thought my readers might like more insight into Palâdnith, its people, history, religion and culture. To this end, here is an overview of the history of Palâdnith...

The recorded history of Palâdnith stretches back five thousand years. It is divided into five ages: The Age of Warlocks, The Age of Chieftains, The Age of Kings, The Age of Darkness and the Age of the Realms.

Journey of Shadows (Book One of the Palâdnith Chronicles) starts in the Year 357 in the Age of the Realms.

1. The Age of the Warlocks – this first is the first recorded age, which lasted for at least two millennia.

This was a crucial period for Palâdnith, the age in which the population exploded, cities were built and culture developed.

During this period, a secretive order of warlocks founded the Citadel of Lies and Deep-Spire. The name of these Warlocks was lost – only the name of the last warlock was recorded: Gregnor.

During the Age of the Warlocks, Moden was created by the powerful magic of the warlocks, which has now been lost. Moden was an underground prison – said to be accessible from a secret spot somewhere in Palâdnith, although no one has ever discovered where, not even the Sentorân. Those who were incarcerated there are watched over by the Keepers of Moden, strange shambling creatures that patrol the dark abyss. Once there you will never age, never feel hunger or thirst – and never die.

The warlocks and kings of old, and even the first realmlords banished their enemies to Moden using the Blood Stone. These are now lost, and as far as anyone knows there is no way in or out of Moden. There were originally ten of these stones, fashioned from the heart of a volcano. In order not to lose the stones, every time they cast them at the feet of their victims, the rulers would whisper a counter-charm which would bring the stone back after its use. This was lost with the last king – and for that reason only the first realmlords used the Blood Stones, and ran out quickly.

2. The Age of Chieftains – this age lasted 1300 years, and began with the fall of the Warlocks. The order turned inward and disappeared from the world after a lengthy battle within the walls of the Citadel of Lies.

The Sentorân were established during the second half of this age – warrior sorcerers dedicated to the protection of Palâdnith and the promotion of peace. There were also the first records of the Sister of Sial, an order of witch women living in the forests of Sude, in this period.

The population continued to grow, and the cities of Isenlock, Dunethport, Catedrâl, Haithwell, Tarrancrest and Narn are founded during this age.

The dominant language is Goranthian.

3. The Age of Kings – this age lasted 900 years and culminated in the War of the Realms that brought about the downfall of the aristocracy.

This age began with the chieftains of the six principal cities proclaiming themselves kings and defining their borders. Right from the beginning, there were border clashes.

The Sentorân were advisors to the kings of Palâdnith, but could not keep the rot from setting in as the six kings all vied for dominance.

The War of the Realms began eighty years before the end of this age, and ended with civil wars that tore Palâdnith apart.

4. The Age of Darkness – this age lasted 150 years. Chaos ruled before the Sentorân helped bring order to the world.

Deep-Spire becomes the Sentorân’s stronghold.

Poverty and violence brings Palâdnith to its knees.
                                                                                          
The Goranthian language is lost, spoken only by the few scholars and sorcerers left, replaced by a more direct, cruder language called the common tongue.

The Sentorân’s influence in this period gradually wanes, especially towards the end when the population recovers from the desolation and the six realms formed.

5. The Age of the Realms – this is the current age in Palâdnith. Just over 350 years ago, the six realms of Paladnith were established: Omagen, Sude, Farindell, Westhealm, Marl and Cathernis.

During the first century of this age, the Sentorân retreat to Deep-Spire, with one or two sorcerers working in the service of the realmlords. However, unlike the Age of the Kings, the Sentorân’s power is limited.

Year 315 – Riadamor leaves the Sentorân order and goes into hiding.

Year 322 – Battle of Deep-Spire. Death of Serina, the last leader of the Sentorân. The Esquill win. They take possession of Deep-Spire. Riadamor begins tracking down the remaining Sentorân.

Year 327 – Riadamor disappears and Marin takes control of the Esquill. Many of Palâdnith’s realmlords accept Esquill sorcerers into service as advisors, yet there is still a widespread distrust of sorcery and those who practice it.

Year 357 (early spring) – The first of Riadamor’s servants reaches Dunethport and attacks Seth Falkyn. Eni Falkyn witnesses a stabbing and is accused of murder. Val Falkyn is sent on a perilous quest to the Citadel of Lies to retrieve a mysterious artefact, on behalf of the Realmlord of Farindell.


Our story begins…