Farrell’s excitement at finding his legendary ancestor Kel is tempered by the knowledge it signals the beginning of the end of the war. As he and Kel race to recover the last two Gifts of the Gods, Meglar is not quiet. Fighting erupts around the world, and new allies reveal their hand. To complicate matters, Arritisa has refused Farrell’s request for Her Gift.
Searching for answers, Farrell travels to Bowient, home to Falcron’s main temple. While there, Farrell uncovers a plot to destroy the temple and the city. The attack fails, but Farrell kills Neldin’s priestess in the fight. The death of His priestess prompts Neldin to visit Farrell. Despite Farrell’s rejection, Neldin shows Farrell that he is more like his father than he’d like to admit.
Shaken by Neldin’s visit, Farrell doubts himself and his abilities. In an attempt to prove loyalty to the Six and deny Neldin, Farrell secretly embarks on a risky mission he can’t win. Kel rushes to find Farrell, but it might be too late. The seeds Neldin planted have found fertile ground. Even if Kel saves Farrell, can even a legend stop a god from claiming the son of Meglar for His cause?
Dumbarten should have been the end of Farrell’s efforts to find his distant ancestor Kel, but the Six have other plans. Farrell is told to continue his search for answers in Agloth, the temple city to Seritia. Forced by the Goddess to ride across the vast continent of Lourdria, Farrell and his companion learn that Meglar’s reach extends well beyond the borders of Ardus. And Agloth, despite being dedicated to the Goddess of Love, is also home to a millennia-old curse that Farrell must end if he wants to complete his task.
Answers don’t come easily, and Farrell determines he must travel to the Dwarf Kingdom of Colograd to continue his quest. When an ally of Meglar’s threatens Agloth, Farrell cuts short his time in Colograd and rushes back to defend Seritia’s home. The attack seems doomed to fail, but the death of one of his companions distracts Farrell at a critical moment. Battling against his crushing grief, Farrell struggles to save Agloth, his friends, and himself. And even if he survives, he still hasn’t found Kel or his answers.
When Sergeant Thane asked his best friend and second in command, to go riding, he had no idea how much his life would change. Whisked away by his horse to a forest that shouldn’t exist and hears a cry for help. Answering the plea, Thane releases a phoenix—Eraq—from his centuries long imprisonment.
Eraq’s first act of freedom is to claim Thane as his own. But the phoenix is more than he appears. A mage-shifter, Eraq sets his sights on the man who answered his call for help. Thane returns the interest despite learning that his act of liberation has set in motion events that will change the world. When he learns his relationship with Eraq places him at the center of events beyond his understanding, Thane refuses to abandon the man he’s come to love. Even as it hurtles him toward certain death.
Outted at thirteen, Orin Merritt left home after high school hoping to escape the hell his life had become. Ten years later when a tornado destroys his childhood home and kills his parents, Orin finds himself in an entirely new nightmare. One he can’t run away from.
Blaming himself for failing the two people who always loved and supported him, he returns home and confronts his past in the person of his one-time best friend, Thomas Kennett. Thomas not only rejected him when Orin came out, he led the group that tormented Orin into leaving.
As he struggles to deal with his grief, Orin also labors to fulfill the pledge he made to his parents before their death. In the process, Orin learns that sometimes when you go away to find yourself, you leave the answers you’re looking for behind.
After defeating Meglar at Belsport, Farrell returns to Haven to recover from his injuries, but Khron, the god of war, has other ideas. He gives Farrell a new mission: free the survivors of the ancient dwarf realm of Trellham from their three-thousand-year banishment. To fulfill Khron’s near impossible task, Farrell will need the help of his distance ancestor, the legendary wizard Kel. But Kel has been dead for a thousand years.
Farrell finds information hinting that Kel is alive, so he moves his search to Dumbarten, Kel’s birthplace. To reach Dumbarten unannounced, Farrell and Miceral disguise themselves as mercenaries on board a merchant vessel. Their journey is disrupted when pirates attack their ship. While attempting to subdue the attack, Farrell is struck down by one of Meglar’s minions.
Unconscious and trapped in his own mind, Farrell’s only chance for survival rests with Miceral and the peregrine king Rothdin entering his thoughts and helping him sort fact from illusion. To reach Farrell, they will need to rely on an untested spell from one of Kel’s spellbooks. If they succeed, Miceral can guide Farrell home safely. If not, Farrell will destroy not only himself, but Miceral, Rothdin, and everyone around him.
In a war that shook the earth, the six gods of Nendor defeated their brother Neldin, god of evil. For three thousand years, Nendor and the Seven Kingdoms have known peace and prosperity and Neldin’s evil was nearly forgotten.
But then Meglar, wizard king of Zargon, unleashes the dark magic of the underworld and creates an army of creatures to carry out his master’s will. One by one, the sovereign realms fall as a new war between the gods threatens to engulf Nendor.
Leading the opposition to Meglar is Grand Master Farrell. Young and untried, Farrell carries a secret that could hold the key to defeating Meglar—or it could destroy the world.
Farrell is joined by Nerti, queen of the unicorns and Miceral, an immortal muchari warrior the Six have chosen as Farrell’s mate. As Farrell and his new allies make plans to counter Neldin’s evil, Meglar forces their hand when he invades a neighboring kingdom. Rushing to help their ally, Farrell and Miceral find themselves in the middle of the battle. Cut off from help, Farrell attempts an untried spell that will either turn the tide or cost he and Miceral their lives.
Learn More about The Champion of the Gods:
The world of Nendor:
People, Gods and Places
Forty years ago the Spirit of Vengeance—a Purpose—took William Morgan as its host, demanding he avenge the innocent by killing the guilty. Since then, Will has retreated behind Gar, a façade he uses to avoid dealing with what he’s become. Cold, impassive, and devoid of emotion, Gar goes about his life alone—until his tidy, orderly world is upended when he meets Ryan, a broken young man cast out by his family. Spurred to action for reasons he can’t understand, Gar saves Ryan from death and finds himself confronted by his humanity.
Spending time with Ryan helps Will claw out from under Gar’s shadow. He recognizes Ryan is the key to his reclaiming his humanity and facing his past. As Will struggles to control the Purpose, Ryan challenges him to rethink everything he knew about himself and the spirit that possesses him. In the process, he pushes Will to do something he hasn’t done in decades: care.
Jay Walker has two wishes: to perform the play of his dreams alongside his best friend at Wellington’s Tory Street Theatre, and to meet that special someone. Someone he’d go to the ends of the earth for. Someone who might only exist in fairy tales.
When Jay meets accordion busker Lethe Cross, it’s like living a dream come true. Lethe’s music captivates Jay, and he resolves to meet the man who plays so beautifully. But then he discovers Lethe’s life is more like a nightmare. The phrase “down on his luck” can’t begin to cover it. Determined to help, Jay does some snooping for answers—and winds up on the wrong end of a centuries-old curse. The good news is there’s a way to break it. The bad news is it might cost Jay his life.