I am excited to bring my fans something different. THE GREY BASTARDS brings a vibrant grit to the world of fantasy literature. It utilizes many of the iconic elements of fantasy – old kingdoms, clan conflicts, fantastical creatures and non-human inhabitants – but with warriors more reminiscent of “Sons of Anarchy” than Tolkien’s noble allies.
THE GREY BASTARDS is set in the decadent kingdom of Hispartha, where for the sparse inhabitants of the Lot Lands, the threat of orc raids looms over daily life. The last Great Incursion is thirty years in the past, and Hispartha has all but abandoned the Lots. Only the half-orc gangs known as ‘hoofs’ stand between their former human masters and the vengeance of their full-blood cousins. Riding massive hogs bred for war, these mongrel warriors guard the borderlands that divide the worlds of their mixed heritage.
Of all the hoofs, the Grey Bastards is the most notorious, yet the only leader they have ever known is dying. Jackal, a young, cunning and charismatic rider, intends to take his place. His designs are bolstered by two childhood friends; Oats, a hulking mongrel with more orc than human blood, and Fetching, the only female in all the hoofs.
Jackal’s plans, however, are thrown into turmoil when a mysterious betrayal saddles the Grey Bastards with a captive elf woman. Her reclusive people want her back, but her return could bring war to the Lot Lands. And what of the foreign sorcerer who seeks friendship with the Bastards? Could his sudden arrival aid Jackal’s bid for leadership or upset the delicate struggle for power?
The Saga begins here!
Airlann. The Source Isle of Magic.
It is the Age of Autumn, the island locked in slow, beautiful death. Nine hundred years have passed since Jerrod II, last of the Goblin Kings, was assassinated by a child. After centuries of tyranny, the bloody days of human rule still haunt the long memories of the Fae. Their resplendent bastions have dwindled despite the peace, all but replaced by the superstitious squalor of mortal Man. The human peasantry cowers in remote villages, defending themselves with weapons of iron.
The Red Caps, a fanatical army of goblins, have marshaled once more, intent on returning Jerrod’s tyrannical bloodline to power. Padric, a human farmhand and friend to the Fae, finds himself in the midst of the growing war. Rosheen, an alluring piskie and Padric’s lifelong friend, struggles to help him survive. They ally themselves with Deglan Loamtoes, a bigoted gnome herbalist, and Pocket, a changeling orphan fostered by the avian Knights of the Valiant Spur.
Beset from all sides by vengeful skin-changers, bloodthirsty marauders and fire-crazed fanatics, these four wayfarers must discover the true identity of Jerrod’s long lost progeny before the goblins reawaken the genocidal soldiers of living iron known as the Forge Born. Can they lay aside their individual prejudices, reveal their long-held secrets, and work with those they distrust to prevent Airlann’s annihilation? Can they stand together to find and destroy the last scion of the Goblin Kings?
It's time to go on Errantry!
The Coburn. Rooster-men of the Tin Isles.
Proud and combative by nature, the coburn are an imposing race. The males, ever protective of their mates, fight to the death if threatened, especially against their own kind. Some, however, pursue a chaste life of chivalry and join the Valiant Spur, an order of coburn knights. Hopeful recruits must replace their drive to breed and covet with a will to serve, allowing only the most resolute to join the ranks of the Knights Errant.
Bantam Flyn, hot-headed squire and wielder of the renowned sword Coalspur, yearns to be one of them.
When Flyn returns to the ancestral stronghold of the Valiant Spur, he finds the castle under siege from within. Malevolent skin-changers, the gruagach, ruthlessly hunt a secret Flyn would die to keep. The swaggering warrior seeks unlikely allies, reinforcing his sharp steel with the keen mind of the castle’s awkward chronicler, Ingelbert Crane, and the incisive tongue of gnome herbalist, Deglan Loamtoes.
Fleeing the reach of the gruagach, the trio become ensnared by a dwarven prophet who believes Flyn to be the foretold slayer of a primordial evil known as the Corpse Eater. Venturing into the unforgiving cold of Middangeard, the companions find themselves far from the Tin Isles and close to the history that shaped the very world. Hindered by giants, trolls, bands of berserkers, throngs of restless dead, and haunted by the howling phantoms of his own barbaric past, Flyn must face an ancient horror that threatens not only his life, but the fate of his entire race.