The Legend of the Gamesmen
Fantasy Series
More than a sport, the gamesmen stand for an idea - that humble men can win the day. That the lowly are not so low, and the least of us may yet succeed. A fable told across the three continents.
This is the tale that launched the legend.
Book 1
the birr elixir
She's a talisman for a daring Gamesman -- and a weapon against a prince.
Marra never heard of Birr Elixir. But when Drail sees the potion in her dead mistress’s book, she agrees to make it. Even lacking the right ingredient.
And after drinking it, Drail and his men defeat a Skullan team – something no one has ever done before. Marra is offered a place as his traveling potions mistress. Full of doubts of her own ability, she takes the chance to escape her slave-like existence.
Then her potions woke a man who was not supposed to wake.
Now every day draws more attention from the True Masters. And their motives – and morals – are not for the faint of heart.
If they discover the truth …
Book 2
the agben school
Hiding from an evil that stripped away friends and support, Marra must risk all to save her world.
It should have been a happy ending.
A Prince restored, victory in the black arena. Instead the band of friends shatters against an evil conspiracy.
Refusing to endanger one man or burden another, Marra flees to the Agben School. Agben, whose ancient walls have held for a thousand years, protecting those within as they sought to harness the power of nature.
But this evil is relentless, and the school may not be the safe ground she thought. In fact it may not be anything she thought. Cut off from the only friends she knew, Marra discovers more than her life hangs in the balance.
For the future of her race – of both races – depends not on a prince trying to save his people, nor the heroic men who’d brought them this far.
Everything depends on her.
Book 3
the dim continent
Marra travels to the heart of a fabled Continent - and the center of a fight she doesn't know exists, among men she thinks an ocean away.
The Women of Agben use herbs to heal and enhance only. Yet Marra saw a third use, one with a brew that can detect a prince and a potion to hide a creature’s appearance. A forbidden art being wielded against the throne.
Its source thrives on the Dim Continent.
Journeying with her mentor to this fabled place, Marra stumbles on another secret. Agben includes Terrin females - the same hairy creatures that kidnapped a king. Now the trust binding them together is rapidly corroding.
She doesn’t know Prince Tryst has pursued the traitors to this wild, dangerous land. Or that Drail travels with him, providing gamesmen cover.
In a land of strange beings and dangerous animals, the three friends must again pool their skills. This time not just to save themselves – but to save all their people. The fate of Skullan and Trumen alike hinge on defeating a powerful enemy, with a centuries-old plot.
The final battle looms in the heart of his power – the Dim Continent.