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When Kale, a slave girl, finds a dragon egg, she is given the unexpected opportunity to become a servant to Paladin. But on her way to The Hall, where she was to be trained, Kale runs into danger. Rescued by a small band of Paladin’s servants, Kale is turned from her destination.
Feeling afraid and unprepared, Kale embarks on a perilous quest to find the meech dragon egg stolen by the foul Wizard Risto. But their journey is threatened when a key member of the party is captured, leaving the remaining companions to find the Wizard Fenworth, attempt an impossible rescue, and recover the egg--whose true value they have not begun to suspect.
Weaving together memorable characters, daring adventure, and a core of eternal truth, Dragonspell--the first book in the Dragon Keepers Chronicles--is a finely crafted and welcome addition to the corpus of fantasy fiction.
A New Quest Begins in the sequel to DragonSpell
A dragonkeeper of Paladin, Kale is summoned from the Hall to The Bogs by the Wizard Fenworth to serve as his apprentice and tend his newly hatched meech dragon, Regidor. But Kale isn’t going alone. The Hall is sending a student to monitor her performance and report back to the scholars. Worst of all, it’s Bardon– an older boy Kale finds irritating, but who at least can hold his own in a sword fight.
New Friendships Are Forged
Meanwhile, the Wizard Risto has seized another meech dragon, bringing him dangerously close to gaining the power he seeks. So with only a motley band of companions, Kale sets out on a desperate quest to rescue the second meech, to free those dragons already enslaved, and to thwart Risto’s devious plans. It’s up to Kale to lead the search and to embrace the role that’s rightfully hers. But will her efforts be enough to save the land of Amara from the dark future that awaits at Risto’s hands?
Trapped in an evil spell… can the knights of Paladin be rescued?
Before vowing his allegiance to Wulder as a knight, Bardon heads to the mountains for solitude. His life is suddenly complicated by a woman and her granddaughter, N’Rae, who are on a mission to rescue the woman’s son trapped in a chamber of sleep. When Bardon learns that more of Paladin’s knights are imprisoned within the chamber, he suspects one of them is Dragon Keeper Kale’ s missing father.
The band travels north, uncertain of their destination and encountering numerous perils. When they unlock the chamber, they discover a dozen knights. But the knights cannot be awakened, and the journal holding the secret to rousing them is in an unknown language. How can they find the help they need, and overcome even graver obstacles, to rescue the knights?
Truth has never been more important, nor so difficult to discern.
As Kale and her father are busy hatching, bonding, and releasing the younger generation of dragons as helpers throughout the kingdom, the light wizard has little time to develop her skills. Her husband, Sir Bardon–despite physical limitations resulting from his bout with the stakes disease–has become a leader, serving on the governing board under Paladin. When Kale and Bardon set aside their daily responsibilities to join meech dragons Regidor and Gilda on a quest to find a hidden meech colony, they encounter sinister forces. Their world is under attack by a secret enemy… can they overcome the ominous peril they can’t even see?
Prepare to experience breathtaking adventure and mind-blowing fantasy as never before in this dazzling, beautifully-crafted conclusion to Donita K. Paul’s popular DragonKeeper Chronicles fantasy series.
They face a deadly threat–and a challenging choice.
Kale’s responsibility is to find, hatch, and train an army of dragons, and she tackles the daunting task–until she is shocked by a betrayal. As the Amaran countrymen seek escape, she must search for her husband, family, and friends while organizing an underground movement to weaken the enemy. But when the end draws near, Kale must choose between two dismal destinies.
Prepare to experience breathtaking adventure and mind-blowing fantasy as never before in this stunning addition to Donita K. Paul’s popular Dragon Keepers fantasy series.
Cantor D’Ahma waited his whole life for this day. Born with a gift to jump between worlds, the young realm walker is finally ready to leave his elderly mentor and accept his role as protector and defender of the realms.
But mere hours after he steps through his first portal, Cantor discovers that his job will be more dangerous and difficult than he ever imagined. The realms are plagued with crime and cruelty, and even members of the once-noble Realm Walkers Guild can no longer be trusted. To make matters worse, his first assignment—finding a dragon to assist him on his quest—has led him to Bridger, who is clearly inept and won’t leave him alone.
With the help of his new friends Bixby and Dukmee, Cantor must uncover the secrets of the corrupt guild before they become too powerful to be stopped. But his skills aren’t progressing as fast as he would like, and as he finds himself deeper and deeper in the guild’s layers of deceit, Cantor struggles to determine where his true allegiance lies.
In a sleepy, snow-covered city, Cora Crowder is busy preparing for the holiday season. Searching for a perfect gift, a fortuitous trip to Warner, Werner, and Wizbotterdad’s (a most unusual bookshop) leads to an unexpected encounter with co-worker Simon Derrick. And the surprise discovery of a ticket for a truly one-of-a-kind Christmas Ball.
Every year, the matchmaking booksellers of the Sage Street bookshop host an enchanting, old-fashioned Christmas Ball for the romantic matches they’ve decided to bring together.
This year, will Simon and Cora discover a perfect chemistry in their opposite personalities and shared faith? Or will the matchmakers’ best laid plans end up ruining everything this holiday?
In book two of Donita K. Paul's Realm Walkers Series, Cantor, Bixby, and Dukmee must band together to find the storied realm walker Chomountain after the devastating attack by the corrupt Realm Walkers Guild. But what they discover while traveling turns their mission upside down and they must now find a way to restore Chomountain before they and he can restore the guild once more.
Tipper has been caring for her family’s estate for years now, ever since her father disappeared, making a living by selling off his famous artwork. Then she learns that three statues she sold were carved from an ancient foundation stone, and the fabric of her reality is crumbling.
She must free her father and save the world. But she can’t do it alone.
Her ragtag band of adventurers includes Beccaroon, a giant parrot; Bealomondore, an aristocratic young artist; a handsome dragonkeeper prince; the Wizard Fenworth; and the tumanhofer librarian Librettowit. Together they travel through valleys and kingdoms and consort with purveyors of good and agents of evil to find and reunite the missing statues. Will they learn to rely on Wulder’s grace and guidance along the way?
Previously released as The Vanishing Sculptor
Trapped in a forgotten city, bound by secrets, Ellie and Bealomondore must enlist the dragons of the watch to find freedom.
Ellie knows exactly where she is going. She just wants to experience the pomp and circumstance of a royal wedding, then settle into a simple life with a country husband.
With too many choices, Bealomondore’s future is a tangle of possibilities. He is respected, well-known, and admired among the elite of Chiril, but Wulder demands he narrow his focus and follow his Creator, one step at a time.
Both Ellie and Bealomondore’s plans are thwarted when they find themselves lost in an isolated city. As they discern the needs of a group of wild children and a very old man, clues began to surface and a bigger picture is revealed. With the help of the dragons of the watch, can the two tumanhofers find the way out—and perhaps discover their connection to something greater than themselves?
With an invasion of her country imminent, Tipper Schope is drawn into a mission to keep three important statues from falling into the enemy’s clutches. Her friend, the artist Bealomondore, helps her execute the plan, and along the way he learns to brandish a sword rather than a paintbrush.
As odd disappearances and a rash of volatile behavior sweep Chiril, no one is safe. A terrible danger has made his vicious presence known: The Grawl, a hunter unlike any creature encountered before.
To restore their country, Tipper, Bealomondore, and their party must hide the statues in the Valley of the Dragons and find a way to defeat the invading army. When it falls to the artistic Bealomondore to wield his sword as powerfully and naturally as a paintbrush, will he answer Wulder’s call for a champion?