ANATHEMA
A spellbinding gothic dark fantasy about a shunned woman who is forced beyond the mortal realm's forbidden boundary, into a terrifying world of cursed souls and grotesque creatures.
Only the banished know what lies beyond the woods...
There are whispers about what lurks in Witch Knell—the forest where sinners go to die. The villagers call it The Eating Woods because what’s taken is never given back. Only those who’ve lost their senses would dare to go near it. Or the banished.
Maevyth Bronwick knows better than to breach the misty labyrinth of trees, but a tragic turn of events compels her beyond the archway of bones to a boundary no mortal has crossed before. One that cloaks a dark and fantastical world that’s as dangerous as it is alluring.
It’s there that he dwells, the cursed lord of Eidolon. The one tasked to keep her hidden from the magehood that seeks to crucify her in the name of an arcane prophecy. Zevander Rydainn, known to his prey as The Scorpion, is the coldest, most calculated assassin in all of Aethyria, and he’d sooner toss his feisty ward to a pack of vicious fyredrakes than keep her safe.
If only he could.
Maevyth’s blood is the key to breaking his despised curse and vanquishing the slumbering evil in Witch Knell. Unfortunately for Lord Rydainn, fate has other plans for the irresistible little enchantress. And his growing obsession with her threatens to destroy everything...Including himself.
TRIGGER WARNINGS - May contain spoilers
ELDRITCH
In the darkly enchanting sequel to Anathema, Maevyth and Zevander must navigate the perilous mortal lands to deliver Zevander from the clutches of an ancient, malevolent power that threatens to shatter both worlds.
An eldritch magic has awakened, turning the mortal world darker. Colder. Famished. With flesh-eating monsters and a sinister curse spreading like a plague, the last glimmer of humanity in Foxglove Parish has long-since faded.
For Maevyth and Zevander, the only chance of escape is through The Eating Woods. But fate has woven a new web, tangling the threads of destiny, and crossing the mystical boundary to Aethyria might not be so simple.
As the bones of Maevyth’s past are unearthed, and truths unravel with unsettling clarity, the possibility of never leaving Mortasia is becoming more of a reality. Unfortunately for Zevander, time is running out. The longer he stays in the mortal lands, deprived of essential vivicantem, the more he succumbs to the encroaching specter of madness.
Or maybe those chasing shadows are someone hunting him. A wretched evil closing in, threatening to pull him into the darkest corners of his mind.
Only, this time, Maevyth may not have the power to save him.
TRIGGER WARNINGS - May contain spoilers
The Ancient Secrets of Aethyria
Gods
Deimos [day-mose] – A mortal who became the god of chaos and fire
Magekae [mayj-ah-kai] – God of alchemy and immortality
Morsana [more-san-ah] – Goddess of death
Pestilios [pest-ill-ee-ose] – God of pestilence and famine
Vivarya [vee-ver-ee-ah] – Goddess of fertility
Races
Corvikae [cor-vih-kai] – An ancient mortal tribe who went extinct due to genocide; worshipped the goddess of death; it is said that they have Corvugon blood; originated in the northern part of Nyxteros
Traits: Dark hair, light bronze skin, mortal
Dryadivir [dri-ad-i-veer] – A race of Aethyrians who dwell in the woods and can sometimes take the form of trees; highly intelligent and often sought for their knowledge; believed to be the ancestors of mancers; originated in eastern Vespyria
Traits: Rough bark-like or root skin, branch-like antlers, can manipulate elemental power
Elvynira [ell-vin-eer-ah] – Those who practice magic through Nexumis; highly intelligent and often sought as advisors to the king; originate from the snowy island of Calyxar
Traits: Dark or bronze skin, white hair (some have red hair and pale skin), pointed ears
Eremician [ehr-ray-mee-shan] – Those who come from the desert lands of Eremicia; exceptionally skilled warriors whose power is the ability to manipulate sand and fire
Traits: Dark hair, scaly skin that can turn the color of sand, burgundy eyes
Lunasier [lune-ah-seer] – Mancers whose bloodline magic is powered by the moon; originate from Nyxteros, Draconysia, and Vespyria
Traits: Dark or silver hair, pale/silvery skin, blue or golden eyes
Mancers/Manceborn – Immortal humans born with blood magic
Orgoths – Ogre-like beasts that are known for being extremely violent; do not possess magic but do possess exceptional strength; originate from Northern Solassia and Maleviarys in southern Vespyria
Traits: Muscular humanoid with green or blue skin, some have sharp tusks and pointed ears
Solassions [soh-lay-shuns] – Mancers whose bloodline magic is powered by the sun; originate from Solassia; believed to have been the first immortal mancers
Traits: Light bronze skin; blond hair; blue eyes
Syrenians [sir-en-ee-ans] - Sea dwellers with long black, scaled tails and fins. They are described as mesmerizingly beautiful, but dangerous, as they are vicious and enjoy the taste of mancer flesh. Found in the cold, dark depths of the Primmian Sea; some human seafarers have reported sightings in the Abyssius Sea as well.
Traits: Black or white hair, dark or pale skin, silver or gold eyes. Those that dwell below the Crussurian Trench are said to have black eyes and pale gray skin.
Zephromyte [zeh-phro-mite] – A cross between mancers and orgoths; highly aggressive and competitive; shunned by orgoths
Traits: Tend to look more like mancers but more muscular; some can look more like orgoths with less muscle
Glyphs
Aeryz [Air-iss] – Wind’s vengeance; a glyph that uses wind to knock an opponent back
Erigorisz [air-ee-gore-iss] – The power to levitate objects with the mind
Evanidusz [ee-van-i-duss] – To vanish into black smoke; to become invisible to the naked eye
Propulszir [pro-pull-zeer] – To repel powers; a protective glyph that prevents mind reading
Osflagulle [os-flah-jule] – Bone whip power – one strike can shatter bones



