Feral
War is the cauldron of kings and the grave of pawns.
The magic is broken. Cam is trapped between the need to secure his throne, his commitment to support King Gareth as he resists a massive invasion, and the renewed threat from the magic he fought to protect. Nature itself is being torn apart as two rival magics wrestle for control. Underneath it all, something very old and very powerful rouses from its lethargy. It hunts for Cam—even as the magic called the Anarwyn grows ever more reckless in its efforts to neutralize him.
Cam must find a way to pacify the ancient magics before all of Anwyn is left uninhabitable. Maybe the best he can hope for is to salvage a future for humanity from the ashes of the present. Cam hopes it will only cost him his life, but he could be wrong.
Reborn
Something was waking. Something terrible. Something that knew she had come.
Born of a magical bloodline, Kiera is summoned to perform an impossible task. Her people have been exiled from the lands of Anwyn and have become wanderers on the sea, living in ships with no land to call their own. Because of a special agreement created between Cam and Spider and the Anarwyn almost one hundred years before, the survivors are allowed to come ashore once a year and, under the supervision of two Heirs, collect the food, lumber, and precious metals necessary for survival at sea.
When the Heirs from Kiera’s fleet perish in a tragic battle, Kiera must put herself forward as a possible Heir. At the choosing ceremony, something unprecedented and terrifying happens. Kiera finds herself the sole Heir of both magics with all the accompanying weight of responsibility this brings. After another disaster at sea, she finds herself alone with a young man named Jalen, the only survivors of a terrible shipwreck.
Armed with nothing but an amulet, a bag of stones, and a magical sword, the two of them set out to accomplish the impossible—to save a dying land and heal two competing magics that have been at war for thousands of years. But the land through which she must travel seeks her destruction. The corrupted magics rob her of her memories and drive her companions mad. Kiera must find the strength to stand alone, to heal the hurts of a broken land, to tame the rage of the wild magics before they fail and all is lost.
Legends
Legends are written in blood and bone.
From the deepest wells of memory spring the legends of the Anarwyn and the Bragamahr, powerful sentient magics locked in a struggle for existence. The legends collected here for the first time detail how these two parasitic magics acquired their first hosts, how they warred with each other for thousands of years until the fall of Goldereth, and the collapse of the Golden Age of the Tathanar.
Once lost, these tales were rediscovered and carefully restored at the beginning of the Fifth Age by the last mage of the Varaná and the greatest lore master of Brynach, Kiera, Queen of the Tathanar.









