It was a changed world. No longer did the black monks of the Christian Church own half of England and extend their deadly domain over their flock. No longer did the murderous Ragnarssons and their Viking hordes ravage the shires unopposed. Now, in the year 867 AD, those who wished to be Christian were free to worship without the heavy yoke of the ever-hungry Church. Those who did not could follow the Asgarth Way, the Norse religion that paid homage to the gods of Asgard: Othin, Thor, Frey…and Rig. Rig, the patron – perhaps the father? – of Shef Sigvarthsson. Whose new weapons and battle strategy had defeated both the battle-hardened Vikings and the Frankish knights of Pope Nicholas’ failed Crusade. While enemies plotted, Shef left England by ship, to avoid the wedding of his ally, Alfred of Wessex, to his childhood love, Godive. Shipwrecked on the Frisian Coast he begins a journey that will keep him away from England for months and years, and add more legends to his already myth-shrouded life. In One King’s Way Harry Harrison Continues the story of Shef Sigvarthsson, god-chosen warrior and mystic. From the Vikings of the North Sea to the scheming priests of Germany, from the frozen northern lands to the snow-covered Finnish tundra, he fights his way towards overwhelming kingship. While his supernatural allies and enemies engage in a shadowy battle for his future. This is historical fantasy of the highest order, from a giant of the genre.
The years since first he gained the Starburst Crown have been difficult ones for Coronal Lord Prestimion and the vast, unfathomable realm he rules. But finally peace has been restored to Majipoor. And now it is time for Prestimion to name the able Prince Dekkeret as his succeeding Coronal and to descend to the Labyrinth as Pontifex. But a power from a dark past that both men believed was dead is stirring once again – an evil more potent and devastating than either leader dares to remember.
A Viking temple. A Viking ship. Both preserved in the clinging, black mud of the North Yorkshire estuary. Press and TV watch over the archaeologists’ shoulders as past and present merge. And while huge, death-cold creatures stalk and destroy through the blizzards of an eerily early winter, modern computer science and the dark night-knowledge of the old Norse gods disinter a terrible truth about a past that is sleeping, not dead.
The hill below the fortress of Taurovinda, stronghold of Urtha, High King of the Cornovidi, is coming alive: the Otherworldly realm of the Shadows of Heroes are claiming the land as their own. But this time their actions are driven by a force that is darker and older than even the oldest among the ghosts. Who or what is raising the Dead? Merlin, a temporary resident in the fortress, must answer that question if this time of kings and lovers is to be saved. Jason’s wonderful ship, Argo, has returned, drawn back by her own guilty past, and a dreadful secret that she will reveal only to Merlin. Argo holds the key to the mystery. And Niiv, the bewitching, beautiful Northlands enchantress, is working her way even closer into Merlin’s charms. This is a journey that will take Merlin back in history, and to a fabled island of legend. Love is in the air. But at a price.
The beautiful Dedo Nyneve’s innocent tales of a land called Camelot have spawned a real-life cast determined to choose their own fates, yet each move draws them closer to catastrophe. And as the many happentracks of the universe narrow to a dangerous few, the actions of every sorcerer, man, and living creature will determine whether the great god Starquin lives or dies. For the first time in remembered history, humans and gnomes find themselves sharing the same Earth happentrack. But King Arthur has larger concerns as he watches the society he rules spiralling toward ultimate destruction. Little does he know that the evil Mogan Le Fay has been working her treacherous magic to split the happentracks wide open – a deadly betrayal that could spell the end of Camelot. With the ma possible futures swiftly shrinking to one last destiny too awful to contemplate, courageous Fang the gnome joins forces with Arthur and Nyneve to manipulate history in a final confrontation of wills and worlds. The last move is Fang’s, as he unravels the strands of time to keep his clan from the brutal vision of Starquin’s end.
Edward Lessingham of England is dead, the last chapter of his extraordinary life written. Edward Lessingham of Zimiamvia is alive: now Lord Lessingham, cousin to the villainous Vicar of Rerek, scourge of King Mezentius in that fabled land. But the king is dead and his passing has left a dangerous power vacuum and the fate of the three kingdoms in the balance. Lord Lessingham makes valiant attempts to bring peace to the land but is stalled by the vicar’s treachery and the strange ties that bind him to his cousin. Ties that may yet lead to bloody conflict in the three kingdoms . . .
He wears the guise of a Necromancer: the black cloak, the broad-rimmed hat, the gauze mask painted with a death’s head. But raising the dead is the least of his Talents. He is a wild card that threatens the True Game itself. Demon, Doyen, Dragon and Tragamor, Sorcerer, Seer, Armiger and King – take your places. Let the Game begin.
There were many reasons why the Time Kings sent their warrior hordes back through the endless corridors of Time. The ancient spaceships had been destroyed by the wrath of a people smarting under the aftermath of the Galactic War. But though the lanes of space were deserted to them, the Time Kings possessed a weapon more deadly than any other – the Amphichron. Sweeping through the grey ages, the warriors destroyed and pillaged the peaceful eras of the past.
As the war which consumes Dervelai drags on, Algarve’s reserves become more and more stretched. King Mezentio undertakes war on many fronts, and his main armies become sucked in to the huge landmass of Unkerlant, their main enemy. As conquered races are inducted into the Algarvian army, their fighting edge softens, and swift victory becomes ever more necessary, leading to the sacrifice of more and more Kaunians to allow Algervian mages to create ever stronger blood sorcery. Meanwhile, the mad King Swemmel of Unkerlant orders the death of thousands of his own subjects in an attempt to match the magecraft of Algarve. But the most deadly magic of all is taking place on a small island, where the ultimate weapon is coming slowly to fruition.
The North shall rise again! When Avram became King of Detina, he announced his plan to liberate the blond serfs – and immediately plunged the kingdom into a long and bloody civil war, setting brother against brother. The northern provinces, dependent on the labour of their serfs, seceded, choosing Avram’s cousin, Grand Duke Geoffrey, as their king. To save the kingdom, Avram sent armies clad in grey against the north, battling Geoffrey’s army, arrayed in blue. Though King Avram held more land and wealth than Geoffrey, Geoffrey’s men were better soldiers and the north had more powerful wizards. Still, as the war raged on, the greater population and the superior organisation of the South began to tell and the tide turned against the north. Even so, the war is far from over. The armies of the sough must now battle the north on its own ground – ground which will prove treacherous and deadly…