Books

SHELL

:.The Subject sleeps.:

A storm brews in the mind of a comatose girl where figments of her imagination vie for control of the isolated space therein referred to as the City.

Physics are unraveling. An office worker takes a tumble through twentieth-story glass. A high school girl chases the fleeting concept of “normalcy.” A pair of inquisitors strive to bring about a swift explanation for the increasingly fantastic, inexplicable phenomena occurring around them. And on the outside sits a shady scientist with a wild theory claiming to have the answer to it all.

As the inquisitors work to set things right, latent forces awaken in the City’s veins threatening to bring about a flood that will wash away more than just the City inside the Subject’s mind.

:.Science Fiction, Urban Fantasy.:

Available here.

LAMP LAND

:.3 wishes.:

One wish to embark upon a noble quest
One wish to fulfill her desires
One wish for contingency
What could go wrong?

On the cusp of her thirteenth birthday, Verdigris is thrown deep into the world inside an ancient djinn's lamp. Her task: to deliver a mysterious talisman to the distant wizard in his sky-scraping tower.

Things seem straightforward until her escort vanishes and she finds herself alone, forced to make her way through a bizarre land chock-full of mystery, peril, and bones.

A whimsical adventure fueled by curiosity soon turns dire when she realizes that without the djinn who brought her here, there may be no going home.

:.Young Adult, Fantasy.:

Available here.

THE SMITH

:.Moral obligation.:

There's no such thing as coincidence, only order.

Like a series of falls down a precipitous staircase, Harlan Smith loses everything—his wallet, his job, his grip on reality… but everything he has lost pales in comparison to what he's about to find.

Scooped up by a greasy con man, Harlan is unwittingly thrust into the Antwood underworld of guilds and relic-seekers wherein bizarre neighborhoods past, present, and future converge within an increasingly surreal landscape.

Harlan must employ his freshly-realized talent of “ordering” things to piece together obscure clues in pursuit of an elusive grail dubbed “the Big One,” and along the way rescue a fugitive with dark secrets of her own.

In a world of quirky characters and unforeseen twists involving everything from irate dramaturges, dyspeptic ex-employers, and a not-so-secret sect of Librarians (capital “L”), there is no choice but for Harlan to push forward, into the wild—or else get swallowed up in the hungering jaws of chaos in his wake.

:.Urban Fantasy, Magical Realism.:

Available here.

EDISON

:.The Game.:

Ed wants nothing more than to be left to his own devices--specifically his PC and the role-playing game to which he has devoted his life. When a hacker wrests control of his computer and notifies him of an imminent threat, Ed is supplanted from his home and forced to go on the lam.

Meanwhile, a mysterious contagion has landed in the City of Antwood, frightening authorities into declaring Medical Law and turning freedom on its head. Businesses are shut down, movement is restricted, and the people are force-fed fear by the pound.

Questions upon questions arise. Why are the men in white uniforms after him? What is this disease permeating the city? Why does the Librarian in hiding want him to keep playing The Game? And what is the deal with all these white masks--in-game and out?

The more Ed plays The Game, the more he comes to realize strange connections between it and the real world; that perhaps something malevolent has escaped from inside, winding its tendrils around Antwood in an attempt to strangulate the very city itself.

As he delves deeper into The Game than ever thought possible, can Ed find the courage to destroy what he loves to set himself free?

Release: TBA