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The novel.

Word Count: 228,223
Format: Paperback; 5x8"
Page Count: 545


Paperback ISBN: 979-8-9917669-0-6
eBook ISBN: 979-8-9917669-2-0
Audiobook ISBN: 979-8-9917669-1-3
Publication Date: July 25, 2025

​THEM THAT ARE CALLED is contemporary and high fantasy with a subtle blend of science fiction. It's marketed for younger adults. The story takes the shape of an epic with heavy and intended prose.

 

It follows five separate vantages, tied together by blood and the reach of a nefarious plot which has been maturing since the days just after the birth of time. This narrative weaves together mythos from across the globe, covering challenging ethical questions through the vehicle of war and violent conquest. It deals with insecurity, the esteem of self, doubts, choices, the conflict between expectation and individual want, the concepts of duty and free will, and ultimately comments on the human experience in finding meaning and purpose in one’s life.

 

Meet the anchors of the epic, all of whom are humanlike but not human - they're vandun from a world called Congor. You'll find a wartime admiral who left home centuries ago, the coming-of-age story of two dynamically different heirs (the princess Jerusha and her younger cousin from another kingdom, the high-prince Judah), the cohort of Trinus (a small number of exceptional scouts), and an orphaned boy of common means who’s been left alone in the wild, after the slaughter of his family. 

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Our chronicler meets us at the open, with the story of them that are called – the epic. It begins with two immortals, arguing the ego of one who will become known as Ethoabba to his fallen number. Each of whom are in pursuit of an ancient power, to vindicate their leader who like them has been cast out. To those who don't worship him as a god, that leader is called Zagan, the First Made.

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The epic will show you several worlds you've never known, as well as one you know well. There you'll see the ice bears, Kunik the mother, and Narnuk the bear god. You'll meet the great wolves Romulus, Dante II, Hati, and Skoll. You'll see several feign, and schemes that draw our protagonist unwittingly into fell designs that use him as a piece in another’s game. To make it home, he’ll first need to stifle their plot with enchanted items from Hephaestos the maker, and to find the ankh before the dijin open the gate. To win the war, he’ll need his covert cadre, an alliance of 12 kingdoms, his uncle’s army of Nazerites, the assertion of his own voice, and the confidence of knowing his name when it’s called. Life on their world may never be the same.

 

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