The Gates of Good and Evil
4 primary works
Book 1
The Merdrun, cruel warriors blooded by thousands of years of slaughter, are gathering in the void between the worlds.
Their long-hidden summon stone is waking, corrupting good people as well as bad, and turning arcane places into magically polluted wastelands. If it is not destroyed it will create a portal and call the Merdrun through.
In a nightmare, a nine-year-old girl sees the Merdrun leader - and he sees her. If her parents Karan and Llian are to save their daughter and their world, they must find a way to stop the greatest warrior in the void.
Book 2
The cruel Merdrun, the greatest warriors in the void, have invaded Santhenar but their portal backfired and they're stuck on the tropical Isle of Gwine. They're desperately trying to regain contact with the Summon Stone so they can reopen the portal and begin the slaughter of humanity.
The hideous Whelm hold Karan and Llian's daughter, Sulien, in the frozen south and plan to sacrifice her to the Merdrun to gain their favor. Karan races south in a stolen sky ship but fears she will be too late.
Llian, hurled through another portal, sees the summon stone wake and knows the allies have but one chance to destroy the Merdrun -- though it will involve an alchemical quest that has always ended in ruin, a mad invasion in untested sky ships with untrained pilots, then the most unequal battle in all the Histories.
Book 3
The terrifying Merdrun are invading – and the world no longer has an army.
Karan and Llian fled to the future to save their gifted nine-year-old daughter, but two days later Sulien far-sees the Crimson Gate reopen. The Merdrun are back, this time for good. And Santhenar, after the 160-year Lyrinx War and the decade of chaos that followed, is in ruins.
Within days, its greatest cities fall to the most deadly army the world has ever faced. But before the allies can begin the fightback, the Merdrun discover the worst folly of Scrutator Xervish Flydd’s long life. The location of the Council’s terrible lost weapon, an intelligent killing machine – the spellcaster.
A weapon the Merdrun are desperate to find, to cleanse Santhenar of the human race. And only Karan, Flydd and his handful of tormented veterans stand in their way.
Book 4
The world of Santhenar has fallen
Most of the old allies are dead or captured, and the conquering Merdrun are carving Skyrock into a gigantic tower, with a sapphire-clad tunnel at its base. Is it a horrific new weapon to cleanse the world, so they can take it for their own? Only their arch-sorcerer, the sickening, life-drinking magiz, Dagog, knows.
Karan, Flydd and their broken allies have only thirty days to find the answer. Thirty days to unlock nine-year-old Sulien’s hidden memory and reveal the Merdrun’s one fatal weakness. But Sulien has been abducted by the magiz, who needs her talent of far-seeing for his monstrous conspiracy.
To save her daughter’s life, Karan will have to break into a compound guarded by 150,000 enemy troops and every magical device known to the enemy.
Assuming she can get past the traitor in the allies’ ranks.