An Unexpected Detour
Einarr and his companions have made it out of the Tower of Ravens intact, but on their way out they touched something they shouldn’t have. Now they’re becalmed in an unfamiliar sea. While fish are plentiful, water is becoming an issue.
When a storm blows up, Einarr decides to take a chance and ride the squall. Their little fishing boat takes them to unknown shores and wrecks on the beach. Now they have to contend with a rag-tag group of souls doomed to oblivion – all trapped, as they are, on the Isle of the Forgotten. Can they break free of the cursed isle’s clutches in time, or will they return to find the crew of the Vidofnir has succumbed to their own curse?
Time to rob a god.
Having just escaped from the demonic fleet of the strange cult, Einarr and the crew of the Vidofnir are in need of some way to fight the horrors unleashed and eliminate the cult for good. Fortunately, it just so happens that those who are experienced in the ways of magic and story tend to accumulate wisdom as well as lore…
A perfect chance for revenge…
When the crew of the Vidofnir learns that Jarl Hroaldr’s ship is now actively hunting the same demon-headed crew that murdered Astrid, and that the princess Runa has been kidnapped, a hasty alliance is formed.
The fourth book of The Adventures of Einarr Stigandersen.
It’s only a little treasure-hunt…
While a handful of crewmembers ascend the mountain to consult with the Oracle, Bardr hears a rumor of a ship’s graveyard not far from the island of Attilsund. Supposedly the resting place of the Althane’s ship, vanished some three hundred years.
Now that they’re back, the cash-strapped crew decides to investigate in the name of treasure and glory. The waters they must sail are treacherous, though, and wind and wave are far from the only forces they will need to contend with.
Seeking the threads of Fate…
No sooner have Einarr and his friends returned to meet their ship at Kjell Hall than they have to set out again. Captain Stigander has determined it is time to get serious, both about lifting the Binding that keeps them away from the home his son barely remembers and about more material matters, such as gaining the wealth and manpower they’ll need to take on the usurper’s enthralled army.
When the svartdvergr Jorir hears his new Lord’s tale of woe, he suggests a detour into the far northern reaches of the sea, where dwells an Oracle he has had cause to visit before. Now the crew of the Vidofnir sets off to seek its fate in a rather more literal way than anyone is used to.
One bad storm changes everything…
Once upon a time, Stigander Raenson had been heir to a thanedom. Then a curse drove him and his family and crew out of their home. Dispossessed, the crew of the Vidofnir wanders the cold seas in search of treasure, glory, and a way to end the curse.
Einarr, son of Stigander, lives a vagabond’s life on the Vidofnir, never giving much thought to the home he barely remembers. That is, until an unexpected squall and the attack of a demon-headed ship send them to winter at the Hall of his father’s childhood friend.
Now Einarr has just a single season to convince the Jarl that he would be a worthy match for the Lady Runa, the Jarl’s only child. Will he return in one piece, or will the Jarl’s impossible quest be Einarr’s undoing?
An age ends in blood and darkness…
For untold generations, the peoples of the Qaehl have prospered—trading and warring as they expanded across the great desert. Mighty city-states rise unassailable above the sands, centers of commerce in a great web of humanity. Messengers and nomads, tradesmen and bandits, cross the burning wastes with each rising of the sun.
A change is coming. Strange creatures have been sighted in the deep desert. Rumors whisper of horrors begotten out of legend. But there is yet hope: a courier, a dancer, a warrior – each holding a piece of the truth, each seeking the future. Each adrift in the desert, trying to overcome the advent of ruin.