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The Maldonere Chronicles — Book Three

Behind the Scenes of an Epic Fantasy Realm

Exploring the World of Maldonere

September 4, 20265 min read

aldonere has always been a world built on layers, and Calling the Lost Ones Home peels back a few more of them. This installment in the series by Inger and Alex Moore takes readers beyond the battlefield and into the slower, and just as dangerous, work of building something new. It also widens the lens, showing that Maldonere is only one piece of a much bigger picture.

Here is a closer look at what this chapter of the story adds to the world of Maldonere, and why it deepens everything readers already love about this series.

A Duchy Rises From the Ashes of War

The story opens in the aftermath of battle, with the old keep torn down and a brand new duchy being built in its place. This is not a quiet rebuilding either. Over a hundred new citizens have already been hired within a single month, workshops and farms are going up, and the village unofficially known as Keeptown is taking shape around it.

What makes this section of the world feel so grounded is the amount of everyday detail layered into it. Arguments over who gets to be head chef, plans for a new inn, and the sorting of magical gargoyles recovered from the old keep all show a world that keeps moving even after the fighting stops. Four crystal gargoyles in total, carved from peridot, topaz, citrine, and garnet, were recovered from the old keep. Em, Myst, and Thistle each claimed one as a personal guardian statue, while the fourth was set aside for the front of the Keep itself, a small but memorable detail that ties the old keep's dark history to the new duchy's future.

The Tri-Lords and the Family Around Them

The new duchy is officially named for its three rulers, Em, Myst, and Thistle, who are together known as the Tri-Lords. It is a title that reflects how this world handles leadership, less about hierarchy and more about shared responsibility between equals. Even the title itself carries a bit of Halfling humor, since Myst points out that in several languages, including her own, the plural of Lords and Ladies is simply Lords.

Around the Tri-Lords sits a growing found family, including Kari, John, Allard, and the sharp tongued Aunt Daisy, who somehow manages to referee kitchen politics with the same authority she probably once used on a battlefield. This wider circle gives Maldonere a warmer, more domestic side that balances out the danger simmering elsewhere in the world.

A Multiverse Beyond Maldonere

One of the biggest expansions in this book is the reveal that Maldonere is not the only world out there. The Sidhe, long established as a manipulative and powerful people, are shown ruling over other conquered worlds entirely, including one renamed Ebonlynx after being taken from the Orc clans who once called it Wolfendark.

Readers also get a glimpse of Darkness Fallen, a separate world where a Sidhe matriarch and her family plot and maneuver from a distance, discussing events on Maldonere as just one piece of a much larger political game. This multiverse angle raises the stakes considerably, suggesting that the war Maldonere has already survived may only be a small part of something far bigger.

The Five Cities and New Political Players

Further out along the eastern coastline sits the Five Cities, made up of Midnight, Twilight, Dusk, Daylight, and Dawn. Publicly united for mutual defense, the Five Cities are shown to be full of behind the scenes power struggles, with leadership that does not particularly care for the people it governs. Mostly Human, with the occasional Dwarf or Gnome mixed in, this region adds a grayer, more morally complicated corner to Maldonere's map.

New races also make an appearance here, including the reptilian Zards, who turn up fighting alongside Orcs and even the occasional Dwarf among a crew of pirates. It is a reminder that Maldonere's conflicts are rarely as simple as one race against another.

Old Kingdoms, Old Grudges

Familiar kingdoms continue to shape the political landscape as well. King Corzo of Mardalla remains cautious about outside alliances, particularly with the unpredictable Five Cities and the neighboring kingdom of Trevidor, a rivalry that stretches back generations over old trade disputes. Meanwhile, the Tri-Lords maintain their own diplomatic ties with Santiana and King Satwin, showing how much of Maldonere's stability still depends on careful, ongoing relationships built one meeting at a time.

Why This Chapter Deepens Maldonere

What makes Calling the Lost Ones Home such a satisfying continuation is how it shifts focus without losing what made the world compelling in the first place. Building a duchy, managing a found family, and discovering an entire multiverse of worlds beyond Maldonere all add scale to a series that already had plenty of heart.

For readers who love watching a fantasy world grow more complex with every book, this installment proves that Maldonere still has a great deal left to reveal.

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