The Four Trophies series by LJ Chappell (#1-5)
Requirements: .ePUB Reader, 1.9 MB
Overview: I've been writing stories since before I can remember, perhaps longer. But sharing them with other people is a newer experience for me - normally, when I feel a story is finished, I put it aside in a big black folder. Then I put the folder on a shelf. And I dust it from time to time.
Genre: Fantasy

The Emerald Crown (#1)
On a cold bleak island at the edge of the world ...
The statue of the Dead God stands in a grotto and waits, impassive; a company of mercenaries arrives, with a commission to fulfil; a young assassin, far from her Guildhouse, must face her first failure; and a man with no memory sits in a cramped prison cell - outside the door, voices call him "murderer" and "wizard".
Around them are a hundred thousand pilgrims - they have come to cheer on the bloody midwinter sacrifices and to make offerings to their own Gods. While they are here, most will try to lift the Emerald Crown from the head of the Statue and so fulfil the ancient prophecy.
None of them know that there is a larger story coming. This is only the beginning of it, but they will all have roles to play ...
Islands of the Inner Sea (#2)
Kiergard Slorn has plenty of reasons to be cheerful:
He has stolen the Emerald Crown, he has rescued (or possibly kidnapped) young Vander of Arrento, and his Company of mercenaries now includes a mage among its number – albeit a mage who doesn’t remember any magecraft, or much of anything else.
In order to be paid, they must deliver Vander to the Inner Sea, but things do not go exactly according to plan. And it seems that their new wizard may have an appointment of his own to keep, with or without the Company.
Ghosts of Mehan'Gir (#3)
The past is far from dead in Mehan'Gir ...
The mage known as Lanvik had hoped to recover his lost memories in Uvellia, but instead he has new mysteries to unravel and his past life remains out of reach. Now, he will join Kiergard Slorn’s Company on a quest to find the lost Twilight Isles and the fabled Second Trophy. Their journey will be a difficult one and they will not all survive it.
The assassin known as Foxblade also leaves Uvellia with more questions than answers, but she has other matters to attend to … After reporting to the Guild, she will travel north for the first time in twelve years, to search for a traitor amid the desolation.
The Spoiled Land (#4)
There may be nothing on the map, but the Spoiled Land is far from empty ...
The journey back to safe waters from the lost Twilight Isles will not be easy.
The Company of Kiergard Slorn must cross the Spoiled Land - a warped and poisoned jungle of strange creatures and unseen menace. They will encounter danger and deception, new friends and old, and unexpected people and places.
The Ruby Hand (#5)
The Ruby Hand has been stolen, so they will have to steal it back ...
In his quest for the Second Trophy, Kiergard Slorn will be without his thief, without his wizard, without most of his Company. In the harsh and suspicious Confederacy, he must rely on the help of strangers to enter An'Holt, the most secure military stronghold in the Three Lands, and to steal the Ruby Hand. Treachery and betrayal lie waiting, and the eyes of the Secret Police and the Black Guard are everywhere.
Download Instructions:
(Filehost down) http://www.centfile.com/r33rvisx2cnr
Mirror:
https://www.restfilee.com/xlh15hrjb1jf
Trouble downloading? Read This.
Requirements: .ePUB Reader, 1.9 MB
Overview: I've been writing stories since before I can remember, perhaps longer. But sharing them with other people is a newer experience for me - normally, when I feel a story is finished, I put it aside in a big black folder. Then I put the folder on a shelf. And I dust it from time to time.
Genre: Fantasy
The Emerald Crown (#1)
On a cold bleak island at the edge of the world ...
The statue of the Dead God stands in a grotto and waits, impassive; a company of mercenaries arrives, with a commission to fulfil; a young assassin, far from her Guildhouse, must face her first failure; and a man with no memory sits in a cramped prison cell - outside the door, voices call him "murderer" and "wizard".
Around them are a hundred thousand pilgrims - they have come to cheer on the bloody midwinter sacrifices and to make offerings to their own Gods. While they are here, most will try to lift the Emerald Crown from the head of the Statue and so fulfil the ancient prophecy.
None of them know that there is a larger story coming. This is only the beginning of it, but they will all have roles to play ...
Islands of the Inner Sea (#2)
Kiergard Slorn has plenty of reasons to be cheerful:
He has stolen the Emerald Crown, he has rescued (or possibly kidnapped) young Vander of Arrento, and his Company of mercenaries now includes a mage among its number – albeit a mage who doesn’t remember any magecraft, or much of anything else.
In order to be paid, they must deliver Vander to the Inner Sea, but things do not go exactly according to plan. And it seems that their new wizard may have an appointment of his own to keep, with or without the Company.
Ghosts of Mehan'Gir (#3)
The past is far from dead in Mehan'Gir ...
The mage known as Lanvik had hoped to recover his lost memories in Uvellia, but instead he has new mysteries to unravel and his past life remains out of reach. Now, he will join Kiergard Slorn’s Company on a quest to find the lost Twilight Isles and the fabled Second Trophy. Their journey will be a difficult one and they will not all survive it.
The assassin known as Foxblade also leaves Uvellia with more questions than answers, but she has other matters to attend to … After reporting to the Guild, she will travel north for the first time in twelve years, to search for a traitor amid the desolation.
The Spoiled Land (#4)
There may be nothing on the map, but the Spoiled Land is far from empty ...
The journey back to safe waters from the lost Twilight Isles will not be easy.
The Company of Kiergard Slorn must cross the Spoiled Land - a warped and poisoned jungle of strange creatures and unseen menace. They will encounter danger and deception, new friends and old, and unexpected people and places.
The Ruby Hand (#5)
The Ruby Hand has been stolen, so they will have to steal it back ...
In his quest for the Second Trophy, Kiergard Slorn will be without his thief, without his wizard, without most of his Company. In the harsh and suspicious Confederacy, he must rely on the help of strangers to enter An'Holt, the most secure military stronghold in the Three Lands, and to steal the Ruby Hand. Treachery and betrayal lie waiting, and the eyes of the Secret Police and the Black Guard are everywhere.
Download Instructions:
(Filehost down) http://www.centfile.com/r33rvisx2cnr
Mirror:
https://www.restfilee.com/xlh15hrjb1jf
Trouble downloading? Read This.