Magic has a cost. Sarah Beauhall, blacksmith and dragon slayer, just didn’t realize how high. Her lover, Katie Cornett, has finally been overwhelmed by this spiraling cost and her spirit is blasted from her body and flung into a world of nightmares and monsters.
As Katie’s coma deepens and her chances of survival fade, Sarah’s spirit must make a journey of its own, through a world of crystalline eaters and malevolent spirits who exist only to hunt and consume.
Night after night, Sarah delves beyond the hidden paths, going from crystalline landscapes into the wild lands and lost worlds far beyond the great sea of dreams.
When the spirit of a long dead murderer—known only as the Bowler Hat Man—begins gathering an army in the forgotten lands, Sarah discovers that more than eaters and feeders pursue her.
Lay on, Macduff! And damned be he who first cries Hold, Enough!
Macbeth was just the beginning.
Amid the smoke and chaos following the destruction of Scotland’s mad king, the Prince of Dark Elves decides the time is ripe to unleash an assault on all of humanity. And he will begin by doing what he does best: stealing the souls of children to build his army.
The Erl-King’s victory is not inevitable; he can be stopped, but those who have the power choose not to. The three immortal Sisters worry about Fate. Oberon, king of the lightning-fast little people, will not risk his legions. The Erl-King’s own son, fully as powerful as his father, would fight, but his mother will not let him—and he is only five years old.
In all the world there is one who might bind together these disparate forces and lead them in battle against darkness: Macduff, Thane of Fife, a mortal who thinks he has outlived a destiny that has only begun.
Planet Pleasure. The one place in the galaxy you seriously want to avoid, but it’s the next stop for Felix Gomez, detective-vampire and undead enforcer. His mission: rescue the bodacious vampiress, the hypersexual Carmen Arellano, from the clutches of ruthless warrior aliens. Her captors have doomed themselves by honing their military prowess at the expense of their libido, and Carmen is their last chance in regaining their mojo before they die out. Felix can’t waste any time because Phaedra, the ruthless bloodsucking ingénue—now with extra-superpowers—is making good on her threat to destroy the Araneum and take over the undead underworld. Luckily, Felix is not alone in his quest to save Carmen and stop Phaedra. That redheaded whirlwind with a gun, Jolie, has got his back. Also lending a hand is everyone’s favorite down-and-out trickster sage, Coyote, and he’s brought along his mom … la Malinche … aka La Llorona! Here it comes, ground zero of a mega-ton story bristling with action, interstellar double-crosses, skin-walkers, Hopi magic, and trigger-happy goons. Exactly what you’d expect from Felix Gomez.
It was an easy assignment on a peaceful alien world—until the natives attacked!
The Sandcastle, on a water world on the fringe of Earth’s expanding empire, houses the Fifth Foreign Legion—troops sent there to protect the interests of Seafarms Interstellar, a powerful Terran corporation.
At first, Captain Fraser thought his biggest problem would be keeping the Legionnaires from getting too bored. But that was before the Free Swimmers—the nomadic ocean clans—attacked and nearly overran the Sandcastle.
Suddenly, the Fifth Foreign Legion is facing a seemingly unstoppable alien army equipped not only with their native crossbows, but also high-tech offworld weapons that just might spell the end for the Fifth as well as the Seafarms civilians they have sworn to protect.
Six adrenalin junkies who call themselves the Daredevils Club hold the fate of the world in their hands. In an ancient undersea cavern, one of them, oil man Frik Van Alman, discovers a set of stones that are unlike anything else on Earth. Fitted together, the stones form an object that promises limitless free energy for the world.
After a terrified scientist scatters the pieces, the club members race to retrieve them. Each knows that whoever reassembles the unique device will have unlimited power at his or her fingertips. Can anyone be trusted?
In a thrilling adventure that stretches from deep beneath the Caribbean to the penthouses of Las Vegas, friend battles friend for control of the Artifact.