Vanir Trilogy
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Bookwright
by George R. Dasher
Part 1 of the Vanir Trilogy series
With his ship crippled and his crew dead, Jarl Hawkins fights for survival in space as his dying spaceship, the Cassiopeia, drifts out of control. But there is nothing he can do, and his own death is certain. Oddly enough, rescue comes in the form of an old wizard named Kvasir, who offers Jarl his chance at a new life on Vanir, a planet unlike anything Jarl has ever encountered. There, the King fights his rivals for control of his kingdom, wild nomads roam the northern Ghost Plains, wizards and witches use magic, and an all-powerful church viciously suppresses independent thought through prison, torture, and fire. Once on Vanir, Jarl befriends the Kettlewand Rangers and is drawn into a war that he doesnt truly understand. Separated from Kvasir, he patrols with the Rangers, witnesses the murder of a Ghost Raider, and travels to Tyr, the capital city, to locate Kvasir or another wizard. But he instead finds himself on the wrong side of the Church, and his modern weapons are taken from him and he is imprisoned for being a sorcerer. Once inside the prison, however, he finds a friend and protector, a samurai-like warrior. After a pardon from the king himself, Jarl and his new friend returns to Tyr and makes a startlingand dangerousdiscovery: a translated Vanir bible. Determined to break the churchs hold on the citizens, Jarl begins to print the bible, infuriating the church leaders. His time on Vanir becomes even more dangerous, and it is only with the Kings protection that he and his printing company can survive. But Kvasir is still missing, and without the help of the old wizard, Jarl is powerless to make his way back into space.
ebook
(0)
Bookwright
by G. R. Dasher
Part 1 of the Vanir Trilogy series
Synopsis: The lone survivor of a battle in space, Jarl Hawkins, fights for survival as his dying spaceship, the Cassiopeia, drifts out of control. But there is nothing he can do, and his own death is certain.
But his rescue comes in the form of an old wizard named Kvasir, who offers Jarl his chance at a new life on Vanir, a planet with black-powder weapons, wild nomads who roam the Ghost Plains, sorcerers who use magic, and a church seeking to be all-powerful.
Separated from Kvasir, Jarl fights in a battle he does not fully understand, patrols with the Kettlewand Rangers, witnesses the brutal murder of a Ghost Raider, and travels to Tyr, the capital city, to locate Kvasir or another wizard. Once there, he is imprisoned as a sorcerer, and his modern weapons are taken from him. He encounters a samurai-like warrior, who becomes a friend and protector while in prison. After a pardon from the King himself, Jarl returns to Tyr and forms a printing company, and then commences on a most dangerous endeavor, the printing of a translated Vanir bible. This infuriates the Church leaders, and it is only with the King's protection that he and his printing company can survive. But Kvasir is still missing, and without the help of the old wizard, Jarl is powerless to make his way back into space.
Autobiography: George R. Dasher has worked as an EMT, paramedic, coal geologist, oil-and-gas geologist, and environmental geologist. Now retired, he is the editor of a state-wide newsletter on cave exploration and has written a dozen books on the caves and geology of West Virginia. He currently lives in the Charleston area of West Virginia.
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