With his ship crippled and his crew dead, Jarl Hawkins fights for survival in space as his dying spaceship, the Cassiopeia, drifts out of control. But there is nothing he can do, and his own death is certain. Oddly enough, rescue comes in the form of an old wizard named Kvasir, who offers Jarl his chance at a new life on Vanir, a planet unlike anything Jarl has ever encountered. There, the King fights his rivals for control of his kingdom, wild nomads roam the northern Ghost Plains, wizards and witches use magic, and an all-powerful church viciously suppresses independent thought through prison, torture, and fire. Once on Vanir, Jarl befriends the Kettlewand Rangers and is drawn into a war that he doesnt truly understand. Separated from Kvasir, he patrols with the Rangers, witnesses the murder of a Ghost Raider, and travels to Tyr, the capital city, to locate Kvasir or another wizard. But he instead finds himself on the wrong side of the Church, and his modern weapons are taken from him and he is imprisoned for being a sorcerer. Once inside the prison, however, he finds a friend and protector, a samurai-like warrior. After a pardon from the king himself, Jarl and his new friend returns to Tyr and makes a startlingand dangerousdiscovery: a translated Vanir bible. Determined to break the churchs hold on the citizens, Jarl begins to print the bible, infuriating the church leaders. His time on Vanir becomes even more dangerous, and it is only with the Kings protection that he and his printing company can survive. But Kvasir is still missing, and without the help of the old wizard, Jarl is powerless to make his way back into space.
The battle for Orrins Fort is a fairly easy endeavor. Not one shot is fi red and only Navee Ordor bloodies a blade. Taking this fort gives the Scarecrow, Jarl Hawkins, and his small force a warm base from which to operate and fight against the Glasseys. Hawkins, an ex-geographer from the planet Earth and ex-partisan from the planet Jubal, is marooned on Vanira backward world with sorcerers, black-powder weapons, and nomad raiders. In Book Three of the Vanir Trilogy, Hawkins continues to help his friend, Will James, the king, fight the invading Glassey armies. At the same time, he; the great wizard, Kvasir; his wife, Kiska; and the star reporter for his newspaper, Janis begin to search for advanced technology left by the original colonists of the planet. This quest is interrupted by the return of the Space Empire, and now Jarlwith the help of his friends travels into space, where he fights to save one of the great, golden colonization ships and a supercomputer named Sam. Jarl learns the secret of the smoky quartz crystals, and he struggles to prevent the subjugation of the planet by the brutal and all-powerful empire.
Jarl Hawkins is an ex-geographer from the planet Earth, ex-partisan from the planet Jubal, and is now marooned on the planet Vanir-a backward world with sorcerers, black-powder weapons, nomad raiders, and a church seeking to become all powerful. He has lost track of his friend, the great wizard Kvasir Haroldson. Jarl is desperate to find another wizard who can help him get off Vanir and back to his home world. Instead, he discovers a witch who is one of the feared nomads. Kiska Ericson is a Sulfur Hills People and has been banished to the mountains for practicing her craft. Jarl befriends her, and together they search the Province of Cimarron, the Sabre Mountains, the secret Ghost Raider city of Jorvik, and the magical city of Vor for some word of Kvasir. While they journey throughout the country, the King of Vanir dies and Jarl’ friend Will James is made king. Jarl and Kiska must return to the frontier province of Kettlewand to help Will James save his nation.
The battle for Orrins Fort is a fairly easy endeavor. Not one shot is fi red and only Navee Ordor bloodies a blade. Taking this fort gives the Scarecrow, Jarl Hawkins, and his small force a warm base from which to operate and fight against the Glasseys. Hawkins, an ex-geographer from the planet Earth and ex-partisan from the planet Jubal, is marooned on Vanira backward world with sorcerers, black-powder weapons, and nomad raiders. In Book Three of the Vanir Trilogy, Hawkins continues to help his friend, Will James, the king, fight the invading Glassey armies. At the same time, he; the great wizard, Kvasir; his wife, Kiska; and the star reporter for his newspaper, Janis begin to search for advanced technology left by the original colonists of the planet. This quest is interrupted by the return of the Space Empire, and now Jarlwith the help of his friends travels into space, where he fights to save one of the great, golden colonization ships and a supercomputer named Sam. Jarl learns the secret of the smoky quartz crystals, and he struggles to prevent the subjugation of the planet by the brutal and all-powerful empire.
With his ship crippled and his crew dead, Jarl Hawkins fights for survival in space as his dying spaceship, the Cassiopeia, drifts out of control. But there is nothing he can do, and his own death is certain. Oddly enough, rescue comes in the form of an old wizard named Kvasir, who offers Jarl his chance at a new life on Vanir, a planet unlike anything Jarl has ever encountered. There, the King fights his rivals for control of his kingdom, wild nomads roam the northern Ghost Plains, wizards and witches use magic, and an all-powerful church viciously suppresses independent thought through prison, torture, and fire. Once on Vanir, Jarl befriends the Kettlewand Rangers and is drawn into a war that he doesn’t truly understand. Separated from Kvasir, he patrols with the Rangers, witnesses the murder of a Ghost Raider, and travels to Tyr, the capital city, to locate Kvasir or another wizard. But he instead finds himself on the wrong side of the Church, and his modern weapons are taken from him and he is imprisoned for being a sorcerer. Once inside the prison, however, he finds a friend and protector, a samurai-like warrior. After a pardon from the king himself, Jarl and his new friend returns to Tyr and makes a startling—and dangerous—discovery: a translated Vanir bible. Determined to break the church’s hold on the citizens, Jarl begins to print the bible, infuriating the church leaders. His time on Vanir becomes even more dangerous, and it is only with the King’s protection that he and his printing company can survive. But Kvasir is still missing, and without the help of the old wizard, Jarl is powerless to make his way back into space.
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