Eskandar is the lowest of the low among the crew of the Navy sloop
Tipred. As ship’s boy, he runs messages, gets the dirtiest jobs and
tries to stay out of his betters’ way. It is a dull but safe life,
for the tired old Tipred patrols a shipping lane to nowhere and
nothing ever happens to disturb their peace.
lives the voice of Teodar, who has guided and guarded him all his
life, and who is teaching him magic. Teodar is a mystery; he won’t
say who he is or why he is helping him. Eskandar has stopped asking;
the voice is his only friend, and that is all that matters to him.
his ship, Eskandar has to use his secret magic and manages to defeat
the monsters. Now his enemies know him and his humdrum life becomes a
maelstrom of action – fighting monsters, desert robbers and even more
necromancer who wants him killed? And what about those mighty wyrms
in the sky, are they friend or foe? Follow Eskandar’s adventures as
he gathers a strange band of companions in his battle against
terrible enemies in The Road to Kalbakar, Book One of Wyrms of
Kellani, he has no idea how much his dull life in the navy is about
mighty jinn and liberating Kalbakar Keep makes him aware of his past
– and his future.
the defender of Bodrus the Sleeping God. Quite a change for a
one-handed seventeen-year-old, five-feet-plus ship’s boy.
aided by the jinn and a bunch of pirates, threaten the Sleeping God’s
safety. As Bodrus’ defender, Eskandar is the one to foil their
plans. But for that he needs an army. An army of kids…
Pasandir, a grand fantasy adventure in a world of wyrms, steamships,
magic and mayhem!
capture a powerful Qoori fourmaster warship, and used her cannons to
blow up the pirate harbor of Brisa. Victory!
glory of a job well done, and soon the voice of Teodar in his head
summons him north, where new and even more powerful pirates create
havoc on the seas.
kids. Teodar sends them by airship to Smalkand, a deserted cave
system on the coast of their own Pasandir Peaks. On arrival, Eskandar
and his companions discover their new home harbors some
away, Eskandar and his small group find themselves under attack from
Bokkaners and other minions of their ultimate nemesis, the lich lord.
lands of the Hizmyran kingdom await our heroes in ‘The Bokkaners of
the North’, the third book of Wyrms of Pasandir.
fire destroyed her parents and their business. Now the 15-year-old
orphan follows the wyrmcaller, using her mercantile genius to sell
his honestly gained loot and finance his battle against pirates and
branch out. A large cargo of confiscated foreign goodies brings in
much more gold than she had expected, and with that money she opens
her first trade center.
powerful trader, she dives into the business world of the Weal
Nations; battling scheming financiers and protecting the rights of
the people she employs.
land and at sea, conquering pirate vessels, islands and important
companies on her way to become a rich and powerful High Merchant.
With the acquisition of the great WyDir airlines company, she became
a power in the lands of the Weal, and now she is ready to expand.
and rich country to the north. This brings her into conflict with the
local guilds, who have a monopoly on all businesses in that kingdom.
hold over the king. Soon, Shaw finds herself embroiled in a battle
demanding all her grit and ingenuity to win.
rebellion. To save her plans, Shaw must not only defeat the guilds,
she must prevent a civil war as well!
he now lives in Roosendaal, a town near the Belgian border.
he served for thirty years as a Scoutmaster. Professionally, he
earned his bread in various business capacities.
– where he explained to foreigners the wonders of the Dutch language
and customs – until Governmental budget cuts terminated both the
school and his job.
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characterized by their positive mood. Equality and friendship,
courage and determination, humor and growth form some of the colors
with which Horsman paints his stories. His worlds and their peoples
are diverse and full of adventure. And behind it all there is always
that dusty scent of old death so characteristic of dungeons, and the
smell of dragons, kobolds or other denizens of other worlds.
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