PRAISE for THE MIRROR PRINCE
In THE MIRROR PRINCE, Violette Malan has accomplished that most
difficult of fusions--she's given a complex, high fantasy world a very
readable contemporary voice.
-Tanya Huff
"Violette Malan's debut novel is nothing short of superb."
- Paul Goat Allen, BarnesandNoble.com
The Mirror Prince
Available in mass market edition August 2007
ISBN
978-0-7564-0339-3
Chosen as a Featured Alternate by the Science Fiction Book Club
Max Ravenhill thinks he's human . . . but he's wrong. He's been given false
memories over and over again by his Wardens, who don't want him to realize
that he's been alive for over 1000 years.
Max and his Wardens are Riders -- what humans call Faerie, and back in their
Lands Max was the Prince Guardian, Keeper of the Talismans. As the Prince
Guardian, Max lost a civil war, and was banished to the Shadowlands, the human
country. To prevent his escape, his memory was bound, along with his dra'aj,
the magical energy that is manifested in all Faerie. His Wardens made sure
that the powerless Exile was not accidentally killed by humans.
The Banishment is nearing its end when Warden Cassandra Kennaby, gets a most unexpected warning that Max is in immanent danger from his old enemy, the Rider who has become known as the Basilisk Prince. Cassandra has personal reasons for avoiding her charge, but when the warning is confirmed by the appearance of the Hunt, she has no choice but to remember her Oath and go to the rescue. As the Hunt closes in, the only way Cassandra can save Max is to risk returning him home before the end of the Banishment. Max finds himself in the bewildering Lands of the People, where nothing, not the Riders or the Naturals or the Solitaries -- not even the Landscape itself, does what he expects. Cassandra and Max they find that the dra'aj of the Lands itself has been waning during the Banishment, and the Basilisk Prince has been growing in power since the time of the Great War. Max's old supporters desperately need Max to prevent the Basilisk from declaring himself High Prince and destroying the natural Cycles of the Lands. But it isn't really Max they need -- it's his true self, the Guardian Prince. Max must decide to give up the only life he knows, in order to become someone else, in order to fight an ancient enemy he doesn't even remember. Click here for reviews
The Sleeping God
"Classic heroic
fantasy with a metaphysical twist" Publisher's Weekly
Available August 2007
978-0-7564-0446-8
Dhulyn Wolfshead isn't
too pleased when her Partner, Parno Lionsmane, insists on revisiting Imrion,
the land of his birth. Mercenary Brothers aren't supposed to have pasts; the
Common Rule says their real lives begin when they join the Brotherhood. But
he's her Partner, there's something troubling him, and it's her obligation
to help him out of trouble -- and her hope that it's not the kind of trouble
that could threaten their Partnership.
Luck
seems to be with them when a High Noble House hires them to escort a family
member to Imrion's capital. But things have changed for the worse since Dhulyn
and Parno's last visit -- a change that can be traced to the Jaldean New Believers.
This religious sect are turning the country against the Marked, a group of
gifted people whose powers make them Menders, Finders, Healers, or Seers.
Until now, they've always been respected, but the New Believers are convincing
more and more people that the Marked are endangering the world by awakening
the Sleeping God, whose coming, they claim, will destroy the world. The Tarkin
of Imrion is doing his best to balance the tensions between Old Believers
and New, Marked and unmarked, but there could soon be civil war in Imrion.
Ordinarily, any good Mercenary would welcome this
kind of social unrest as an opportunity for work, but this time Dhulyn herself
is in danger. Dhulyn is one of the rare Seers, something she and Parno have
always kept to themselves, since her Mark is untrained and unpredictable.
Lok-iKol Tenebro suspects their secret, and has tricked them into coming to
Imrion to use Dhulyn in his attempt at overthrowing the Tarkin. When they
try to warn the Tarkin of the plot against him, the two Mercenaries discover
that there is a darker presence behind the unrest in Imrion, something that
is using Lok-iKol and the Jaldeans alike, something that will not be content
with a simple shift in the balance of power.
Dhulyn and Parno must learn the truth about
this dark presence, and what part the Marked must play in destroying it. Click
here for reviews
Dead In
The Water
"a perfect cottage
book", Globe and Mail
Over 80 per cent of Canadians live near a body of water -- and that means when Canadians turn to crime, somebody usually ends up all wet. In this anthology of original crime fiction, editors Violette Malan and Therese Greenwood celebrate that most Canadian of locations, the ocean, lake, or river near you. With tales set across Canada, award-winning authors like James Powell, Rick Mofina, and Barbara Fradkin, and even a cross-over story from fantasy writer Tanya Huff, there's room in the pool for everyone. Click here for reviews
The Soldier King
ISBN 978-0-7564-0516-8
Dhulyn Wolfshead and Parno Lionsmane, members of the Mercenary Brotherhood,
are on their way to the Seers Shrine at Delmara, hoping to get help for Dhulyn,
a Seer herself, whose Sight is erratic and untrustworthy. Dhulyn's Sight is
her inheritance from her lost tribe, massacred when she was a child, and while
Mercenaries are supposed to have no past lives, she and Parno have learned
the hard way that you can't always leave your past behind you.
On
their way, they pick up work by enlisting with the Nisvean army, and for once
it seems Dhulyn's Sight is helping them, as they triumph against an invading
force of Tegriani -- a surprise to everyone else, since the Tegriani haven't
lost a battle for the past two years, thanks to the help and protection of
the Blue Mage. Nevertheless, when Dhulyn and Parno pick
up the wounded Lord Prince Edmir of Tegrian from the battlefield, it's with
the intention of fixing him up and sending him home to his mother the Queen.
After all, it's not the practice of the Mercenary Brotherhood to hold prisoners-of-war
for ransom -- it's bad for future business. Flushed with victory, the Nisveans
decide to keep Edmir for his political value, breaking their contract with
the Mercenaries.
Dhulyn and Parno can't let that happen, but once they rescue
Edmir, their problems only begin. Pursued by the Nisveans, accused of kidnapping
and murder, they find everyone's hand turned against them, as the very Tegriani
officials they ask for refuge deny that Edmir is Edmir. They escape with the
help of a young actress, whose troupe of strolling players have also fallen
victim to the clashing armies.
But where can they go now?
The Storm Witch
ISBN 978-0-7564-0574-8
With a charge
of outlawry still hanging over their heads, Dhulyn and Parno are in Lesonika.
Before they can do anything to clear their names, they must go to the rescue
of friends being held hostage by the crew of a Long Ocean Nomad ship. The
Nomads want the Mercenary Brothers to cross the Long Ocean with them, and
help them in their conflict with the Mortaxa, who are threatening the Nomads'
lives and livelihoods with the power of a Storm Witch. Dhulyn, however, has
a very good reason for refusing to go, even if it means letting their friends
die. Her Sight has told her that Parno will die in a storm at sea -- something
he long ago made her swear she would never tell him. Does she break that vow
now? Dhulyn suspects that even if she does, Parno will refuse to save his
life at the cost of their friend's lives. They've circumvented her Visions
in the past, can Dhulyn somehow manage that now, and without Parno's help?
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