Word Count: 108100
Summary: Corentin is a scholar with a secret—his magical Talent allows him to turn into a dragon, and he isn’t alone in that ability. Long ago, dragons were hunted fiercely, until they went into hiding, becoming things of legend. Corentin has traveled the world with one aim—to protect his people and keep their secret safe. Drawn to the principality of Tournai by news of someone close to discovering that secret, he hopes to avert suspicion. His attraction to the too-serious Bastien isn’t convenient for his purpose, but it isn’t something he can ignore either. Lord Bastien, Earl of Ardesia, inherited his title unexpectedly when his parents were killed in a sailing accident along with the parents of his cousin, Prince Philip. Since then, Bastien has devoted his life to the obligations of his family and estate—so much so, that it has caused tension between him and his siblings. His world is further shaken when he receives an anonymous letter informing him that the tragic boating accident may, in fact, have been murder. Bastien throws himself into investigating whether the allegations are true and finding out who killed his parents. As Corentin and Bastien become closer, the mystery of Bastien’s parents’ death draws him further into danger. Corentin feels compelled to protect Bastien, but the threat is closer than they know. Now, Corentin must decide whether preserving his secret—and potentially his people’s safety—is more important than saving the man he loves.
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Summary: After a few weeks trapped inside a cursed tabletop role-playing game, the players--Eriko the rogue, Morgan the cleric, Tamsin the mage, Cordelia the barbarian, Jack the ranger, and Tobias the bard--have become fixtures in the fictional town of Moderate Expectations, doing things adventures do. Whether it's slaying ogres or saving children from actual bogeymen, the adventurers are learning their roles and becoming weirdly comfortable with the concept of being heroes locked in a game world. But when a terrifying threat bubbles up out of a broken mine shaft and threatens their starting zone and adopted home, the gang will need to go on a real dungeon crawl into the subterranean world below, where they'll learn just how dangerous this imaginary world is to them and how high the stakes can be for the people who live here. It's time for the Dungeon Crawlers to level up, face down their greatest challenge yet, and find out just how big the world they've found themselves trapped in really is... and how long it's been holding players like them prisoners. So grab your gear, check your spell list, and make sure you've got plenty of torches--it's time to go spelunking, RPG-style.
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Summary: The magic is gone…or is it? Lucian is a jaded flirt and professional bard who knows all the old songs about sorcery. When he meets Corwin, a shy mage who can still use magic despite the Drought, Lucian finds his desire growing with each passing day—not just for answers, but for Corwin himself. Sparks fly as they find themselves passionately entangled in adventure and each other. But learning the true origin of the Drought and the Key to ending it comes at a price that their bond may not survive…

Word Count: 11500
Summary: Jey awakens to find himself in the care of a handsome stranger - a cheff from one of the mouuntain tribes, enemies of his own people. Afraid for his life, Jey has no choice but to let the man take care of him and his broken leg. Avain is on his Aud'ling - his coming-of-age test that requires him to spend a couple months alone, away from his own people. When he finds the steader trapped under his aur with a broken leg, he knows he has to help. But not being allowed to speak during his test makes things... difficult. The two of them will have to come to an understanding if they're not going to kill one another. And Avain has a secret to share with Jey, one that that will change his life forever.

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Summary: Time travel is a long-standing tradition among superheroes, and so when Anachronism Annie, a friend and ally of Doc Silence, asks the Indestructibles to journey with her to save an alternate future where everything has gone terribly wrong, the team agrees. In this other timeline, a few small decisions have led to a much darker and more tragic world, and the adult versions of themselves the Indestructibles meet—Solar, the Dancer, Straylight, Whispering, and Entropy Emily—are nothing like they expected. Are they heroes? Martyrs? Or perhaps even villains? And what happens when the young Indestructibles discover that the alternate future’s version of one of their own team has been turned into the very weapon that will be used to destroy the whole world? Can they team up with these darker versions of themselves to save an entire future? It's said that when you time travel, you can never come back the same. How will journeying through time change the Indestructibles? Will they ever be the same? The Entropy of Everything is the third book in the Indestructibles series.

Word Count: 103800
Summary: Second son of an earl and cousin to the Crown Prince, Griffen has worked hard to forge a career in diplomacy for the principality of Tournai, but he never expected his diplomatic skills would be necessary for a problem so personal to him and his family. A delegation from the mysterious kingdom of Ivria has come to Tournai to make sure the secret of their people—the magical Talent allowing them to change into dragons—and therefore their kingdom itself remain safe. The delegation is concerned with Corentin, an Ivrian, and the man Griffen’s older brother is soon to marry. The Ivrians seem to want to drag Corentin back to Ivria for the offense of revealing their secret, but Griffen refuses to let it happen. His determination puts him into contact—and conflict—with Kirill, a negotiator for the king of Ivria who possesses the dragon Talent himself. The two clash and connect, getting closer and pulling away as they try to negotiate the needs of their people and an unwanted attraction between themselves. However, just as trust might be growing between them, a plot is uncovered and a member of the Ivrian delegation murdered. Griffen and Kirill must discover who is behind both for the safety of their countries and the people they love…and for a chance to be together.
Word Count: 50,862
Summary: A dying man, a chance for life. A dangerous obsession, an unenviable choice. When the faction’s new recruit takes a misstep on his first solo outing as a vampire, Albert thinks his faction has controlled the fallout. Neil, née Phillip, is thankful for his new lease on life, but will give it all up if that will prevent his ex-boyfriend from having to pay for his mistake. This box set includes both books in Addison Albright’s best-selling M/M vampire duology. Contains the stories: The Recruit: Albert Manlii has walked this earth for many years and leads a faction of highly organized vampires carefully guarding the secret of their existence. Potential recruits are carefully selected and presented with an offer. Phillip Brewer has weeks to live -- if he lets his disease run its course. He doesn’t want to die, but will his desire to live outweigh his concerns about the vampires’ ethics? The Choice: Now that faction-leader Albert has a blood-mate, he finds himself second-guessing his decisions. Neil would be crushed knowing the mistake he’d made as a fledgling vampire led to human deaths, but Albert shouldn’t factor that into the difficult choices he must make. Will Albert’s indecision put the entire vampire establishment in danger? Or is redemption only a flamethrower away? Keywords: gay, bisexual, paranormal, romance, vampire, vampires, fated mates, bloodmates, boxset, ebook
Word Count: 100000
Summary: Award-winning science fiction romance author Christie Meierz presents the newest of her bestselling Tales of Tolari Space. Laura Howard, Earth Fleet widow and exile from human space, found more than safety on Tolar: she captured the love of a Tolari ruler and became a powerful Tolari empath. But in the midst of ancient, bitter rivalries, a serious injury erases Laura's time in Parania--and, perhaps, loses her the love of her Paran, who yearns for the woman she once was. Armed only with the memories of her youth, and empathically bonded to a man she can no longer understand, she struggles to recover and find her place, and herself, before a hidden enemy forces the Paran to do what he had always considered unthinkable: risk his life, and with it Laura's, to fight for the leadership of the ruling caste. The Fall is the story of a world re-opened to the stars after millennia of isolation, and the hazards and opportunities that abound when one's feelings are known to everyone around you.

Word Count: 106779
Summary: Portents of evil. Dreams of destruction, chaos, death. Feelings of terrible foreboding, heavy as the dark skies before a storm hits. Within twenty-four hours, the sudden and nearly universal presentiment of doom experienced by folks in the peaceful beach town of Furness, California is found to be horrifyingly accurate when a handful of people wake up to find that their friends, families, and loved ones—in fact, most of the inhabitants of the Earth—have simultaneously vanished without a trace. Left behind to make sense of a strange and depopulated world are an odd assortment of people. A wry and jaded psychic who knows good and well that her fortunetelling is a sham—until the day it begins to come true. A kind, idealistic registered nurse. A thirteen-year-old science nerd. A church custodian. An outspoken, pragmatic physicist. A volatile and unpredictable bakery owner. A tough-as-nails ex-Army man with a terrible secret, who is determined that he'll survive this, even if it's at the cost of the others. But they soon discover that they're not the only ones trying to find their way through the empty streets of Furness. Because the cataclysm that took 99% of the Earth's inhabitants did one other thing. It released the monsters.

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Summary: Magical Realism. Shamanism. Post-apocalyptic survival. Coming of age. Found Family. All of that and more in a short adventure in future Oregon after the great Cascadia Subduction Zone earthquakes have ravaged the west. Meet Rodney, a seven year old boy who can see the spirits of the dead. Meet Justin, a mostly-absent father who still wishes the best for his son. Meet AJ, the bridge between them and commander of the militia forces sent to liberate the community of Sutherlin from their evil overlords. Rodney first sees the spirit of a recently departed soul when he is only seven. He sees two of them in only a couple weeks. And they tell him things. Things his community are having difficulty believing. So he tells them secrets. Secrets that those spirits shared with him. When he's 17, another spirit helps Rodney and his militia patrol survive an ambush. Things build from there with an expedition to a ravaged community resulting in a short war to liberate them. Spirits, haunts, and otherworldly guides work with Rodney to rescue a community. Rodney becomes The First Knight Shaman.

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Summary: Emma got the house in the divorce. She didn’t know it came with a sleeping vampire. Emma looks forward to the biggest challenge of her career as an art conservator - restoring her newly acquired shabby Victorian home to its former glory. She didn’t plan on the upgrades including a panicked vampire in her attic. The bite on her neck proves he’s a danger, but she can’t stop thinking about how good it made her feel. Micah’s not sure who’s the bigger threat - his sire or the woman trying to stake him with an umbrella. Micah only planned to sleep for fifty years to break the mental bond with the abusive vampire who sired him. Instead, he was unconscious for over a century and woke to a changed world. Giant crafts speed through the sky, buildings stretch to the clouds, and a strange woman is living in his home. His mortal friend is long dead and his connection to his sire is still intact. It’s only a matter of time before Vanessa finds Micah. Can Emma help him navigate this modern age while Micah attempts to break his bond? Coauthored with Truly Bellamy

Word Count: 75000
Summary: A storm is coming ... One year has passed since the unpopular second Diamond Purge began. When the trains in Bridges mysteriously stop running, tensions among the populace rise to the point that the other three Families decide something must be done. Private investigator Jacqueline Spadros gets an unusual request: mediate with Cesare Diamond so that Inventors from all Four Families may meet to find a solution to the crisis. But Jacqui has more pressing problems. Her best friend is dying, she has a missing-persons case that she can't seem to solve, and her teenage sister-in-law is out of control. When her lawyer blackmails her for the enormous amount she owes him, Jacqui does something no one would ever have expected.

Word Count: 75867
Summary: Constance is a wild, stubborn young girl growing up poor in a small industrial town in the late 1800's. Beneath her thread-worn exterior beats the heart of a dreamer and a wordsmith. But at age twelve, she’s orphaned. Running away to join the circus—like kids do in adventure books—seems like such a brilliant idea… or is it?

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Summary: In post-apocalyptic Oregon, a forest paradise is surrounded by lands gutted from corporate greed. One tribe holds the hope of a new future for mankind. One young man becomes paramount in returning human spirituality to a hostile world. But first, he must find himself. Embedded in this culmination of an adventure trilogy that spans the life of a boy transitioning into a powerful man, find a love story that spans more than a lifetime is revealed. Find a path of redemption for a lost soul. Join kindred spirits as Jamari is joined by Rodney, the First Knight Shaman; Peter, the Second Knight Shaman; Terry, the Third Knight Shaman; and the Sophia Shaman as they discover and investigate a new portal into the Other Worlds of shamanic lore. When Jamari's wandering spirit is called back into the mortal realm from a near disastrous loss to godhood in the Upper World, does he resent what he's lost, or does he build on what he's learned? Wait, back to the mortal realm? When did he leave? THAT's the story!

Word Count: 75000
Summary: Enjoy the next chapter in this dark, psychological, steam-powered future mystery series from New York Times bestselling author Patricia Loofbourrow. Recovering from the tremendous losses she's suffered in our last chapter, private eye and mafia wife Jacqueline Spadros gets a new case from an unlikely source: her mobster husband. But when a mutual friend goes missing, Jacqui and her husband must join forces on a case which quickly turns deadly.

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Summary: The Fright Factory is here to help you as you labor in the control room, on the assembly line, or mixing the chemicals of inspiration and imagination in huge vats that give off dark and eerie vapors. Here you'll find guidance in drawing up the blueprints of your story along with a selection of tools to help you customize your design. The elements of horror include the setting, the tingle of suspense building into genuine fear, and of course the Monster. Those are the basics. From there horror can become ghost stories, tales of suspense, splatter and/or gross-out horror, and what might be called the O. Henry approach (twist endings). Cross-genre writing mixes in police procedurals, P.I. stories, and medical horror. Romance with monsters has become popular. You can also throw in the weird western, the Elder Gods, and Joe R. Lansdale - a category unto himself. Whether you're telling a weird tale in the classic tradition of Clark Ashton Smith or creating cutting edge steampunk frights, the long and venerable history of the horror story has also spawned a set of clichés you'll want to avoid. Now the whistle shrieks, signalling the beginning of a new shift. Time to set the machinery of the factory in motion as we explore the art and craft of building better horror.

Word Count: 51004
Summary: Captured! It didn’t matter that Mercy found a cure for lycanthropy or fended off bloodthirsty werewolves in Crowsmirth. Oscar the hunter still found her. Finding herself in a place she never wanted to return to again, her captor insists she play a twisted game. Oscar wants to be the father she never had, and Mercy his doting daughter. Refusal is not an option. Plotting to escape while playing along is dangerous, but Mercy is determined to get home. She must unravel the mystery of her parents’ past and conceal her growing fury if she hopes to see her friends again. Book 4 of The Wolves of Kanta series

Word Count: 96,000
Summary: A guard and a thief. What could go wrong? Aik has fallen hopelessly in love with his best friend. But Raven's a thief, which makes things … complicated. Oh, and Raven has just been kidnapped by a dragon. Now Aik is off on a quest of his own, to hunt down the foul beast and make them give back his … friend? Lover? Soulmate? The whole not-knowing thing just makes everything harder. Meanwhile, the world of Tharassas is falling apart, besieged by earthquakes, floods, and strange creatures no one has ever seen before. Aik's ex, Silya has gone back to Gullton to try to save her people as the Hencha Queen, and Aik's stuck in a caravan with her mother and a damnable magical gauntlet that won't let him be. He has to find Raven, before it’s too late. Things were messy before … but now they're much, much worse.

- Fantasy
- Fantasy - LGBTQ+
- Fantasy - Young Adult
- Sci Fi
- Sci Fi - Alien Races
- Sci Fi - Aliens
- Sci Fi - Artificial Intelligence
- Sci Fi - Colonization
- Sci Fi - Distant Planet
- Sci Fi - First Contact
- Sci Fi - Frontier
- Sci Fi - Galactic Empire
- Sci Fi - Hopepunk
- Sci Fi - LGBTQ+
- Sci Fi - Lost Worlds
- Sci Fi - New Adult
- Sci Fi - Science Fantasy
- Sci Fi - Terraforming
- Sci Fi - Young Adult
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Summary: The first rule of adventuring: don't split the party. The Dungeon Crawlers should know better. While they've only been trapped in the cursed role playing game they now call home for a short time, most of the party are well-versed in tabletop gaming. Whether in the real world or trapped in a fantasy one, you just don't split the party. Which is why, when Eriko, the group's rogue, decides to let curiosity get the better of her and run off on her own, everyone knows nothing good will come of it. And "no good will come of it" means a pack of feral cannibalistic undead, led by an ancient evil, who takes a special interest in the group's talented, if ridiculous, bard, Tobias. Joined by a shadowy creature whose goals coincide with their own, the rest of the group--Morgan the cleric, Jack the ranger, Cordelia the barbarian, and Tamsin the mage--find that to survive, and rescue their friends, they're going to have to split the party even further. Are they clever enough to get away from a pack of ravenous ghouls alive, or will this be the Total Party Kill they've dreaded since they first arrived in this game world? The Ghoul Slayer's Guide is the third novella in the The Dungeon Crawlers series. Find their earlier adventures in the Players Guide to Dungeon Crawling and the Dungeoneer's Bestiary.







