The Adventures of Einarr Stigandersen Series
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About this series
A high-seas chase...
After wintering with the Runemaster alfs of the Shrouded Village, Einarr is finally deemed 'safe' to leave the village and rejoin the Vidofnir. But the alfen High Roads have become unstable, so he has to find another way back with his new friends. It seems as though they've hit a stroke of luck when an old friend of Einarr's father makes port. At least, it seems like they've found a ride back to Kjell.
But, not long after they set sail, a ship of the Order of the Valkyrie appears on the horizon... and starts following them.
Titles in the series (8)
- Einarr Stigandersen and the Jotunhall: The Adventures of Einarr Stigandersen, #1
1
A foiled elopement. A giant's treasure. An impossible quest that will almost certainly get him killed. Once upon a time, Stigander Raenson was heir to a thanedom. Until a curse drove him, his family, and his crew out of their homes. For years, they have all wandered the cold seas looking for treasure, glory, and a way to end the curse. Now Einarr, Stigander's only son, lives a vagabond's life on the sea, never giving much thought to the home he barely remembers. That is, until an unexpected squall and a pirate attack send them to winter at the Hall of his father's childhood friend - and his beautiful daughter. The Jarl intends to marry her to an old man, but they only have eyes for each other. A desperate gambit lands them both in trouble. Now Einarr has just a single season to convince the Jarl that he would be a worthy match for the Lady Runa, the Jarl's only child. Will he return in one piece, or will the Jarl's impossible quest be Einarr's undoing?
- Einarr and the Althane's Masquerade: The Adventures of Einarr Stigandersen, #3
3
While a handful of crewmembers ascend the mountain to consult with the Oracle, Bardr hears a rumor of a ship's graveyard not far from the island of Attilsund. Supposedly the resting place of the Althane's ship, vanished some three hundred years. Now that they're back, the cash-strapped crew decides to investigate in the name of treasure and glory. The waters they must sail are treacherous, though, and wind and wave are far from the only forces they will need to contend with. A short novel.
- Einarr and the Oracle of Attilsund: The Adventures of Einarr Stigandersen, #2
2
No sooner have Einarr and his friends returned to meet their ship at Kjell Hall than they have to set out again. Captain Stigander has determined it is time to get serious, both about lifting the Binding that keeps them away from the home his son barely remembers and about more material matters, such as gaining the wealth and manpower they'll need to take on the usurper's enthralled army. When the svartdvergr Jorir hears his new Lord's tale of woe, he suggests a detour into the far northern reaches of the sea, where dwells an Oracle he has had cause to visit before. Now the crew of the Vidofnir sets off to seek its fate in a rather more literal way than anyone is used to.
- Einarr and the Demon Fleet: The Adventures of Einarr Stigandersen, #4
4
When the crew of the Vidofnir learns that Jarl Hroaldr's ship is now actively hunting the same demon-headed crew that murdered Astrid, and that the princess Runa has been kidnapped, a hasty alliance is formed. The fourth book of The Adventures of Einarr Stigandersen
- Einarr and the Tower of Ravens: The Adventures of Einarr Stigandersen, #5
5
Time to rob a god. Having just escaped from the demonic fleet of the strange cult, Einarr and the crew of the Vidofnir are in need of some way to fight the horrors unleashed and eliminate the cult for good. Fortunately, it just so happens that those who are experienced in the ways of magic and story tend to accumulate wisdom as well as lore…
- Einarr and the Isle of the Forgotten: The Adventures of Einarr Stigandersen, #6
6
An Unexpected Detour Einarr and his companions have made it out of the Tower of Ravens intact, but on their way out they touched something they shouldn't have. Now they're becalmed in an unfamiliar sea. While fish are plentiful, water is becoming an issue. When a storm blows up, Einarr decides to take a chance and ride the squall. Their little fishing boat takes them to unknown shores and wrecks on the beach. Now they have to contend with a rag-tag group of souls doomed to oblivion - all trapped, as they are, on the Isle of the Forgotten. Can they break free of the cursed isle's clutches in time, or will they return to find the crew of the Vidofnir has succumbed to their own curse?
- Einarr and the Crimson Shroud: The Adventures of Einarr Stigandersen, #7
7
More than a Fortune-Teller's Art The corruption from the black-blooded monsters has finally been cleansed from the crew of the Vidofnir, but the events of the last several months have left Einarr with a lot on his mind. Ever since his encounter with the Oracle, time and time again circumstances have conspired to prove her right: he needs to learn to read the runes, or his calling will be the death of him. The problems are going to be convincing his father and finding a teacher. But the mysterious elf, whose aid allowed him to conquer the Tower of Ravens, knows someone. Several someones, really. But they happen to be guarding an ancient secret. If there's one thing that a Cursebreaker knows how to find, it's trouble.
- Einarr and the Shining Valkyrie: The Adventures of Einarr Stigandersen, #8
8
A high-seas chase... After wintering with the Runemaster alfs of the Shrouded Village, Einarr is finally deemed 'safe' to leave the village and rejoin the Vidofnir. But the alfen High Roads have become unstable, so he has to find another way back with his new friends. It seems as though they've hit a stroke of luck when an old friend of Einarr's father makes port. At least, it seems like they've found a ride back to Kjell. But, not long after they set sail, a ship of the Order of the Valkyrie appears on the horizon... and starts following them.
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