Elizabeth Hunter-Payne is an adventurous widow with time on her hands -- a dangerous combination in Victorian London of 1859. Seeking excitement in a time of radical change, Elizabeth starts her own Investigation Bureau.
Armed with an inquisitive eye for detail, the capacity and boldness to ask obvious, if blunt, questions, and most importantly of all, her ability to keep her mouth shut, Elizabeth is quickly immersed in a case of kidnapping, smuggling, murder, and general mayhem. With guns blazing, steam-cars steaming, and clockwork automatons of a salacious nature going clickety-clack, can she save the son of a violent industrialist? Can she recover the priceless Turquoise Spider from the vicious clutches of underworld thugs behind one of Victorian London’s infamous Houses of Introductions?
The survival of the Empire may well depend on the fortitude, brazenness and deductive powers of the irrepressible Elizabeth Hunter-Payne.More info →
After victory over the Chained God, Julian’s work is just beginning.
One month after being stranded on a fantasy world and finding his place with the town that has welcomed him, Julian is ready to upgrade his Godcore to the next tier and expand the Factory.
But he might have waited too long. The Gods of the Green are on the move, and have dispatched a team of high ranked Adventurers backed by a vicious Nature Goddess. Surrounded by sabotage, hostile forces, and the never-ending demands of the Factory, Julian is in over his head.
He’s going to have to innovate his way out of this mess. Good thing Julian always has a plan. If he can’t overpower his foes, he’s going to have to outproduce them.More info →
Summoned to another world where gods and monsters roam, Julian continues his streak of bad luck. Rather than touching the Godcore directly, he let his smartphone absorb it. Now, he's got to figure out how to make the Godcore and his phone work together to help the people who summoned him survive their upcoming annihilation by the mad God of Chains.
He's going to have to innovate his way out of his bad luck. Good thing Julian has a plan - he's going to build a factory in a medieval world.More info →
1881—Special Agent Gillian Hamilton is a magic caster with the Federal Bureau of Magic and Steam. He’s sent to Shallow Grave, Arizona, to arrest a madman engineer known as Tinkerer, who’s responsible for blowing up half of Baltimore. Gillian has handled some of the worst criminals in the Bureau’s history, so this assignment shouldn’t be a problem. But even he’s taken aback by a run-in with the country’s most infamous outlaw, Gunner the Deadly.
Gunner is also stalking Shallow Grave in search of Tinkerer, who will stop at nothing to take control of the town’s silver mines. Neither Gillian nor Gunner are willing to let Tinkerer hurt more innocent people, so they agree to a very temporary partnership.
If facing illegal magic, Gatling gun contraptions, and a wild engineer in America’s frontier wasn’t enough trouble for a city boy, Gillian must also come to terms with the reality that he’s rather fond of his partner. But even if they live through this adventure, Gillian fears there’s no chance for love between a special agent and outlaw.More info →
A Victorian spinster-scientist and a Viking shield-maiden find passion and danger in dark-age Ireland.
1896: Forty-three-year-old scientist Miss Minerva Minett is determined to become the first female member of an exclusive inventor's club. To win their annual membership competition, she invents a time-traveling submersible, and launches her vessel into the Irish Sea for a quick trip to the dark ages. But when she sinks a Viking longship, accidentally joins a monastery raid, and falls into the arms of a grizzled shield-maiden, she discovers that time may not be on her side.More info →
Cade Korbin became a bounty hunter because he knew what it was like to be hunted. What he didn’t know was who he’d end up hunting.
When it suited the Coalition, Cade was a Paladin, a member of their elite special forces. He did their dirty work and cleaned up their messes. Until his dark ops went public, and Cade was drummed out of the service with a dishonorable discharge. As if he’d ever been doing anything but following orders.
Forced to the fringes of society by his service record, Cade broke the law just to survive. Then the Enforcers caught him, and he served his time. Sick of the hypocrisy in the supposedly utopian Coalition, he crossed over to the other side and made a life among his former enemies in the Free Systems Alliance. Now he hunts the galaxy’s worst lowlifes, for a fee, and the only orders he takes are his own.
But when his past catches up with him, Cade is forced to fight for more than just credits…
This time, he’s in it for revenge.More info →
On his last job, Cade Korbin lost his ship, lost his credits, and barely escaped with his life, but it’s not over. His enemy is still out there, nursing a decades-old vendetta that has yet to be quenched. Making matters worse, his guild is coming after him for breaking their rules.
Cade desperately needs credits and somewhere to lie low for a while. To that end, he takes a job on an uncharted world, code-named Nexus, with his new partner. The mission is to rescue a team of missing researchers and recover the alien artifacts they went searching for.
But Nexus quickly proves to be far deadlier than even its Class Five hazard rating would suggest, and Cade soon realizes that he’ll be lucky to escape with his life, let alone accomplish the mission.
Yet unknown to Cade, there is a danger on Nexus that goes far beyond the alien monsters which prowl its surface: a terrifying menace sleeps on Nexus that has been waiting for untold eons to emerge.
And Cade Korbin is just about to wake it up.More info →
Agent Artful Doyle, the Bureau's expert on Reports and Regulations, has been unexpectedly given an assignment after three years doing desk work. She's been sent to "bring to heel" their foremost Ripperologist, Agent Darrish Fox, who shows signs of going rogue. But when she finally arrives in Victorian London and discovers what Agent Fox has been investigating, she realizes that situations in the field are rarely as cut-and-dried as they are on paper. The Bureau has always used technology that simulates ghosts and haunted houses to disguise their presence in the past, but now, it seems that not all Bureau ghosts are accounted for--and a mysterious entity may be using that same technology for illegal and sinister purposes...More info →
Artful Doyle and Darrish Fox, the only two members of the newly-minted "Ghost Division" at the Bureau, are sent to investigate an isolated manor reported to be haunted. But when they lose their way in the woods, and then meet with a chilling horseman, they find themselves driven straight into the dark unknown...More info →
Broken hearts and broken parts.
That's all anyone is left with after Ezra Huxley’s time machine shatters reality in 1916, Boston. The mechanical abomination plagues the city with an hourly time warp signaled by the bells of the new Custom House Clock Tower.
When Ezra disappears, it’s left to the World Clock Council to mend the timeline before the consequences become permanent—or worse, spread beyond the clocked zone, a quarantined section of the city dubbed Late Boston. The council enlists the help of Ezra’s estranged daughter. If Isla can track down her father’s blueprints for the machine, they might stand a chance at reversing the damage.
Dorian Verne, apprentice to the great inventor, is a genius in his own right, but his pride at discovering the missing component to complete the time machine is short-lived when it disastrously fails. Dorian vows to build a new machine and set things right. Not just for those living on clock-work and borrowed time, but for Isla, the one who got away.More info →