Blood and Rune
Kel–Rav'ah has been cloaked in shadows for an age and more, scarred when its Wardens cast out one of their own for committing an unpardonable offense. They assumed Zaralys, their fallen brother, would simply cease to exist; but they couldn't have anticipated the sky expelling its wrath and striking his body with a bolt that would both crystallize and shatter it into a thousand shards.
Blood and Rune follows three destinies as they intersect in the most unlikely ways: Ra'Shazarek, a young warrior–shaman banished by House Caelsaryn and cursed for finding one of the shards, takes refuge within House Sigelen's Kaz'Nakteriz, the City of Night. There, he learns of a prophecy that will either be his new allies' key to ultimate power or eventual undoing.
Talendrix, war chief of the hard–pressed House Caelsaryn, has finally encountered a power too great for their warriors to fend off. The Council of Caelsrend Harbor must take refuge in Aubeirin, the home of their ancestors. During his people's frantic flight, he is forced to make a deal with the shadows to find and deliver the key to his enemies' power. In so doing, he will save his house, though it may cost him everything.
Ameryn, a gifted young maiden of House Celanni with an unfortunate interest in the art of war, has no desire greater than to ascend to the warrior ranks and earn the coveted arm rings. In her treading upon all that is sacred, she unwittingly becomes entangled in plots far beyond her understanding within the greater houses of Kel–Rav'ah.
-- S.K. Wyatt