From a rocky outcrop a battle-widowed Etkaa, gazed down at the death and upheaval. Rancid green Murian blood stanched the dusklit breezes from the haze-dimmed river marshlands. Nothing has been spared by the Green Dragon forces of Bleikovia. In skirmishes along the Feldon River, Etkaaâ's mate is fatally wounded with deadly selvon poison. Through a gruesome mountain trek of icy blizzards, they elude the Green Dragon. The battered starving Feldovats reach the coast at Eedov City only to be confronted by their implacable enemy determined to destroy the remaining Klarvkon rabble. Taking passage on crowded Maalon freighters, the refugees escape toward a new life among their Maalon hosts. Enraged Bleikovats move against the Klarvkons, bringing indiscriminate bloodshed. War once again surfaces, as it did in the muddy filth along the Feldon River of Malfesov, and becomes a different kind of war.
Generations after the great Murian upheaval of the Malfesian War against the Bleikovats, the Accords between planets Terato and Myr are signed. Provisional Outpost Terato is under construction near a farm where Teratoan orphan Eklam a'Qoc lives with his uncle and cousin. Inquisitive strong-minded Eklam, Ek to everyone in the village, is captivated by the off-worlders technology, and becomes an apprentice to the Outpost Terato's Murian commander, Grand Duke Korvo. Uncle a'Qoc disapproves; wants nothing to do with these outlanders, wants their shimmering doorway portals-of-travel banned from Terato. As Outpost Terato becomes operational it seems to become a harbinger stirring ageless secrets of The Old Ones and their frightful weapons, of ancient Teratoan ruins, mysterious glowing lights, unexplained killings, a sacred book in a language no Teratoan can read, a moon that doesn't behave like a moon in its wobbly orbit. From cosmic reaches beyond space and time the ominous secrets of Terato's ancient ruins become more threatening. Ek and Korvo realize both their worlds face extinction with any hope buried somewhere in unknown galaxies far beyond a pastoral Terato or the sophisticated star-empire of the Murians; of missing planets in a star system with its single star in a galaxy far-removed unknown to Terato or Myr. They travel across the universe to a place long forgotten to fight this unknown foe with weapons only dreamed of. Together they face the beast that wishes to consume the entire universe.
The threat of rift invasions seem long passed. Plentiful harvests abound. The Murian first-contact Terato Outpost has grown into the sprawling Terato-Murian Terminus Terato with a hub of relay portals reaching across the vast uncharted galactic expanses and connecting with its eon-extinct Lantaraan prehistory. An exploratory Terato-Murian Jupiterr outpost is established on the gas giant seventh planet, and its quantum and gravitational energies are used to power outpost portals for an archeological survey of the fourth planet, Eorthe. The Lantaraan database aboard Terato’s ancient Downday moon shows that one or more planets of the Solaris planets have apparently been lost. Expanded archeological records on other Lantaraan orbital bodies in the Solaris system show the fourth planet from the star—Eorthe—to be a sterile wasteland. Except it is not. Eorthe’s civilization is not to the level of the Murian Empire, but it is far advanced to those of a pastoral Terato. Terato and Eorthe form the confederated United Terran League under the nominal figurehead leader of League High Judikarr Eklam a’Qoc. Jupiterr outpost expands into a major League stronghold, Jupiterr Base, when civil unrest erupts in the League, the unexpected return of rift intrusions threatens, and the Murian Emperor Klarvko Celo is assassinated. As they prepare for confrontations with an unknown ancient enemy, the internal tensions on Myr and Eorthe push Murians and Teratoans to dangerous discords.
Robert Grenier's masterful,” It could All Be A Dream” is the epic story of Razell, a young man who must flee to the big city after witnessing a horrible crime. After becoming involved with a mysterious group of adventurers, he soon finds himself caught in the middle of a deadly dispute between the most powerful rulers in the entire realm. Along with his new friends Arcady and Muriel, he must stay one step ahead of those who want him silenced for good, all while helping in the fight for the soul of the kingdom itself. It is a story of friendship and adventure, set in a dream-like world that will leave the reader mystified and intrigued. It is a story that weaves the finest threads of fantasy and steampunk into a memorable literary masterpiece.
Major Jack Waco was the best pilot in the SENTI Command. A self-proclaimed loner, he thought he didn't need anything or anyone until he met Major Maggie Wilson, who challenged those preconceptions. Maggie's resemblance to an important person from Jack's past revived memories and feelings within him, sending his head and his heart into turmoil. With a government conspiracy on-hand and large-scale interstellar piracy threatening the very stability of the galaxy, will Jack be able to cope with these newly awakened feelings in time to succeed in bringing the guilty to justice or would he be betrayed by them - far out in a newly-discovered planetary system on the other side of the galaxy?.
I am Buck Jones. A retired Lt. Commander Navy Seal, Mercenary and Ice Cream salesman.
Ice Cream you may ask? After traveling the world looking for people to kill and maim, for a living: a few stints as a mercenary in any God’s hell hole that was willing to pay me, I came home to Texas. I wanted something so far from war, and kill or be killed.
So I became The Ice Cream man and the smiling kids’ faces said it all to me. Jump all in, or not at all.. So how hard could it be to sell Ice Cream.? The profits were astronomical. Stellar you might say.
Young Brianna’s life changed the day her mother left to save herself from being burned as a witch. Brianna was left alone in the middle ages knowing just enough magic to have her called a witch, but not enough to try to save herself. Brianna knew she had to flee but to where? She had to follow her instincts and run and run hard. Ending up in a large city she took a job as a kitchen girl and was befriended by Sir Michael a knight in King James’s court. Brianna could not hide her magic and was accused of witchcraft and ordered to be burned at the stake. Sir Michael, helped her to escape. They just knew somehow they had to head toward Wales where the Kings men could not follow. Not knowing magic was guiding their way. Brianna was the granddaughter of a most powerful wizard and his witch wife. They helped to guide Brianna and Sir Michael from afar. The magicians had the power to visit forward and past in time. Brianna’s mother was banished to 700 years in the future to Dover castle during WW II so she could not cause havoc in her abandoned daughter’s life. Brianna learns magic along the way and the truth about her past. Always staying one step ahead of the Kings men who wish to burn her to death.
Having survived childhood and deadly adventures in “Annie’s World: Jake’s Legacy”, Annie Henderson has blossomed into a teenaged warrior and savior genetically superior to most humans. “In Annie’s World 2: New Beginnings”, she cannot allow cannibals in Old Dallas to go
unchecked, nor can she let a child trafficking operation go unchallenged. Anyone of the dangers she encounters might get her killed.
Annie and her newfound friends face the most dangerous quest of her young life.
Thalas: a world on the brink of civil war…
The Carotian Union: a nascent confederation of planets at the edge of destruction
Eliander: a prince lost millennia ago to the flow of normal space-time
On a world where both magic and technology function, seven extraordinary souls set out on the Quest of the Lost Prince. Passionate mystics, honest thieves, and a silver-tongued bard with a penchant for instigating barroom brawls—what the Carotian goddess Minissa was thinking when she selected them, she alone knows. Inconceivable dangers await them around every turn on worlds they never knew existed. But such trivialities never deter a band of true heroes…
When the present and the past collide, can magic save the future?
Buried in the past and scattered around a magician’s well-guarded lair, pieces of an enchanted tapestry hold the secrets to unlocking the future.
In the present, a group of questors struggles to find the knowledge to reassemble this tapestry and free a fallen friend from captivity. To do so, they must solve the puzzles hidden in the magician’s lair, to collect pieces of the tapestry.
But solving the puzzles required to find the missing tapestry pieces causes the questors to disappear one by one.