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The Trail of Flame
The Wrath of Rivers
The Price of Peace
Audiobook series6 titles

The Seven Isles Series

Written by A.R. Knight

Narrated by Jay Aaseng

Rating: 0 out of 5 stars

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About this series

The Seven Isles are at war.

Wax and Eujo, pursued by assassins and soldiers alike, head to the spire isle of Kance to prepare for invasion. They expect an onslaught of metal and magic, but the truth is something far, far worse. Beneath the earth, an army the isles have never seen marches towards Kance, with their own survival at stake. Win, and the fiends can save themselves from their collapsing home. 

They can not, will not, lose. 

As war begins to tear apart the isles, Quik returns to Vis, aiming to free his jungle home from brutal occupiers. He's outnumbered, surrounded by enemies, but the hunter has claws, and knows how to use them. Survival, though, isn't enough. Quik promised to help his brother, a vow he means to keep. 

The War of Winds continues the epic fantasy adventure of The Seven Isles series, where seafaring swords clash with fiery terrors, living legends meet their immortal matches, and the last gift of a dying god might be the end of everything. If you're looking for a grand adventure, dive into The Seven Isles today.

LanguageEnglish
PublisherBlack Key Books
Release dateJul 25, 2024
The Trail of Flame
The Wrath of Rivers
The Price of Peace

Titles in the series (6)

  • The Price of Peace

    1

    The Aegis is dying, and the fiends are coming. Across the Seven Isles, whispers sound of strange creatures haunting steps, of disappearances and deaths. Those rumors don’t reach the jungles of Vis, where Wax and his friends journey far from home seeking a rare treasure. What waits for them beneath the dark canopy is beyond anything they could expect, or believe. As the shield protecting the isles fails, an old Guardian picks up his axes, determined to find, and finish once and for all, the reason the one he loved sacrificed herself for peace. If his efforts are too little, too late, then still more might be lost to monsters or the hidden machinations of the powerful and pitiless. The Price of Peace launches a fantasy action-adventure series, where new threats and strange places wait on every page. Take up your sword, your staff, your sail and join a quest that will reveal the hidden secrets of a wild, deadly world.

  • The Trail of Flame

    2

    The Renewal has begun, and Wax’s journey across the seven isles with it. First up comes Foti, a lava-blasted rock known for its ale and iron. Crossing from its coasts to the Great Forge is an adventure filled with watchful eyes, glittering creatures, and unseen knives. Deep beneath the surface, Svarde continues his quest to find where the fiends emerge, a dive into depths unknown and deadly in ways the old warrior cannot foresee. Yet, like Wax, there is no turning back from this quest, not until Svarde discovers something he cannot, will not lose, no matter what tries to tear it from his grasp. And in Noctia’s capital, beneath its stone towers, Ami searches for a way to save her friend’s life, a path pushing her into power struggles between sides both dangerous and promising. If she makes the right decision, gets the right chance, then the unending cycle might finally stop for good. The Trail of Flame is the second book in The Seven Isles, a fantasy action-adventure series. Filled with sword-and-sorcery, mysterious secrets, and magical creatures, The Seven Isles is your next ticket to a great story.

  • The Wrath of Rivers

    3

    The northern waters hold dark secrets, ones Wax needs to uncover if he's going to get one step closer to the Wound and its throne. Before such lofty ideas can be set in motion, though, Wax and his guardians have to find a ride upriver, a task made harder thanks to cowardly captains and murderous fiends. Sly eyes and quick feet grab an unexpected opportunity to travel, but Wax soon finds their chosen vessel might have more danger than the rivers themselves. After surviving the Dark Below, Maena and Svarde are on the wrong wagon, heading straight to the Pits and gladiator justice. Whether they live or die will be up to more than their skills with a blade and an axe, as the enemies they'll face might very well be their own friends. Across the isles, meanwhile, the fiends grow stronger. Cities burn and desperation feeds a growing turmoil. Time is running out, for Wax and his quest, or Svarde and his promised slaughter. Even if they succeed, will there be anything left to save? The Wrath of Rivers continues the fantasy saga started with The Price of Peace, an action adventure tale brimming with vibrant characters, lush locales, and a story you've never seen before. Dive into the Seven Isles, and find yourself lost in a world as fun as it is ferocious.

  • The Bonds of Stone

    4

    As winter ravages the Seven Isles, a barbarian drives into the depths to slay the fiends, or die trying. Svarde, with a warband behind him, brings his axes to bear on the monsters far below the surface. If he can find the fiend's source and stop their scourge, then all the hardship will have been worth it. If not, well, at least he'll get to sate his bloodlust one more time. Above, a charmer and a hunter scheme a way to save the Isles without so much blood, only a few knives in a few backs. As their whisper campaign grows, so does the threat of discovery, and what might happen if the wrong hands find the right magic. It's a race against time, against hearts and minds, and winning one might cost the other, as, far to the north, the Renewals press towards the next skar. Blizzards, fiends, and worse threats dog their steps, with any wrong move destined to leave them frozen in the drifts. The Bonds of Stone continues the Seven Isles' epic fantasy adventure, filled with vibrant characters, lush locales, and a story you've never seen before. Dive into the Seven Isles, and find yourself lost in a world as fun as it is ferocious.

  • The Dance of Gods

    5

    On the run from assassins and worse, Wax and his friends cross the ice to a strange and deadly land. With several skars yet to find, the group heads to Tamas short on provisions and the means to buy them. Tamas has other ways of earning your stay, though, and what it costs may be more than Wax and Eujo can bear. Still, if they want to save their friends, their family, their world, the only answer is to play along. In the Dark Below, Ami plays a different game: keeping hope alive as more fiends crash into the isles and against a weakened Aegis. Desperate to untangle the mysteries behind the gods and these monsters, Ami takes a risk that could change everything, or destroy all she’s worked for. That same disaster befalls Gladdring, who balances his own survival in city where one’s life is measured by who he knows, what threats he can muster. The former Tenet finds knives in every corner, and if he means to survive, has to turn at least some against their owners. Success means vindication, a chance to put himself atop the shifting powers. Failure . . . no sense worrying about that miserable end. In The Dance of Gods, book five in The Seven Isles, legends meet their matches, steel clashes against monstrous terrors, and the fate of everyone rests on a single scene.

  • The War of Winds

    6

    The Seven Isles are at war. Wax and Eujo, pursued by assassins and soldiers alike, head to the spire isle of Kance to prepare for invasion. They expect an onslaught of metal and magic, but the truth is something far, far worse. Beneath the earth, an army the isles have never seen marches towards Kance, with their own survival at stake. Win, and the fiends can save themselves from their collapsing home.  They can not, will not, lose.  As war begins to tear apart the isles, Quik returns to Vis, aiming to free his jungle home from brutal occupiers. He's outnumbered, surrounded by enemies, but the hunter has claws, and knows how to use them. Survival, though, isn't enough. Quik promised to help his brother, a vow he means to keep.  The War of Winds continues the epic fantasy adventure of The Seven Isles series, where seafaring swords clash with fiery terrors, living legends meet their immortal matches, and the last gift of a dying god might be the end of everything. If you're looking for a grand adventure, dive into The Seven Isles today.

Author

A.R. Knight

A.R. Knight spins stories in a frosty house in Madison, WI, primarily owned by a pair of cats. After getting sucked into the working grind in the economic crash of the 2008, he found himself spending boring meetings soaring through space and going on grand adventures.Eventually, spending time with podcasting, screenplays, short stories and other novels, he found a story he could fall into and a cast of characters both entertaining and full of heart.Thanks, as always, for reading!

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