When you’re an outlaw hoping for a pardon, and the emperor personally sends a note requesting that your team kidnap him, you make plans to comply…
Even if it’ll involve infiltrating a train full of soldiers, bodyguards, and spies loyal to a nefarious business coalition that has numerous reasons to hate you.
Even if it means leaving the city right after you’ve uncovered a secret weapons shipment that might be meant to start a war.
Steam technology and spring-powered engines have evolved since Tinker's discovery of Blackrock Steel, which can store vast amounts of energy, but word of this incredible resource has spread far and wide. When a horde of barbarian warriors known as Vangars sweep across the Frigid Sea in massive airships fueled by precious but dwindling supplies of black tar-like oil, they are determined to learn the secrets of Blackrock Steel at any cost. They assault the capital city, slaying King Ryshan and the entire royal family, and then ravage the countryside, leaving a cloud of acrid black smoke and the stench of death in their wake.
Breeze has been content with the peaceful life of a pilot, shuttling nobles back and forth in her spring-powered planes for years, but now the kingdom of Astatia has once again been thrust into war and the Vangars have taken Tinker captive. Breeze must rescue the clever old inventor who has been a father to her for most of her life, but she has one chance to defeat the Vangars. If she saves Tinker instead, Breeze might lose that opportunity forever.
In the midst of the chaos, Breeze finds herself trapped in the middle of a romantic conspiracy to wed her off to a young pilot. She has no interest in marrying her would-be suitor, nor in the young Tal'mar warrior who would claim her as his own... or does she? The only thing Breeze knows for sure is that if she fails, the secret of Blackrock Steel will fall into the hands of the Vangars and Astatia will face a dark future of slavery and ruin.
Professor Tikaya Komitopis isn’t a great beauty, a fearless warrior, or even someone who can walk and chew chicle at the same time, but her cryptography skills earn her wartime notoriety. When enemy marines show up at her family’s plantation, she expects the worst.
But they’re not there to kill her. They need her to decode mysterious runes, and they ask for help in the manner typical of a conquering empire: they kidnap her, threaten her family, and throw her in the brig of their fastest steamship.
Her only ally is a fellow prisoner who charms her with a passion for academics as great as her own. Together, they must decipher mind-altering alchemical artifacts, deadly poison rockets, and malevolent technological constructs, all while dodging assassination attempts from a rival power determined the expedition should fail. As if the situation weren’t treacherous enough, this new “ally” may turn out to be the last person Tikaya should trust. Those runes cloak more than mysteries, however, and he’s the only one who can help her unravel them before their secrets destroy the world.
His mother was one of the most powerful wizards in the Nurian Empire until she abandoned her people to become a notorious pirate. That choice doomed the family she left behind to a life of disgrace.
Yanko White Fox doesn’t remember his mother, but as the only gifted child in the family, he is expected to erase the mark she left on them all. With an affinity for earth magic and communicating with animals, he’s not the most natural candidate to become a warrior mage, but it’s the only sure route back into the Great Chief’s good graces. He has resigned himself to training for that destiny, whether it matches his passions or not.
Long before he’s ready for his first battle, insurrection comes to his distant corner of the empire. Rebels take over the salt mine his family manages and slay the only relative who ever supported Yanko. On the heels of the tragedy, a courier brings a message from the Great Chief’s son. Whether he is prepared or not, Yanko must undertake a quest, one that could save millions of lives… or fail utterly, leaving him dead, his family forgotten, and his people the victims of starvation and endless war.
Imperial law enforcer Amaranthe Lokdon is good at her job: she can deter thieves and pacify thugs, if not with a blade, then by toppling an eight-foot pile of coffee canisters onto their heads. But when ravaged bodies show up on the waterfront, an arson covers up human sacrifices, and a powerful business coalition plots to kill the emperor, she feels a tad overwhelmed.
Worse, Sicarius, the empire's most notorious assassin, is in town. He's tied in with the chaos somehow, but Amaranthe would be a fool to cross his path. Unfortunately, her superiors order her to hunt him down. Either they have an unprecedented belief in her skills... or someone wants her dead.
It’s been a week since the dragon Morishtomaric fell, and Sardelle is not convinced that Ridge is truly gone. With a companion who thinks he’s a god and a soldier who would happily kill her, she heads back to the mountains to look for signs that Ridge survived. What they uncover threatens to destroy their country and all they care about.
Meanwhile, the Cofah emperor is furious with Iskandia over the loss of its airships and still has a bounty on Tolemek’s head. King Angulus sends Tolemek, Cas, and Kaika on a daring mission that could solve both problems… or leave them all dead.
Half-breed tinkerer Kali McAlister doesn’t care that the gold rush has stormed into Dawson and prospectors are flooding the north—all she wants is to finish construction of her airship, so she can escape the Yukon and see the world.Unfortunately, the world keeps chucking wrenches into her a mysterious gambler is pumping her for information on her bounty-hunting business partner Cedar; the notorious gangster Cudgel Conrad is after Kali’s knowledge of flash gold; and a series of gruesome murders is plaguing Dawson. Someone—or something—is ruthlessly slaying tribal women, and, if Kali and Cedar can’t find the killer, she might be the next target.Peacemaker is a 40,000-word steampunk novella.
You can choose your friends, but you cannot choose your family … or can you?
Under normal circumstances, Maggie and Lizzie would be delighted to meet their long-lost relatives and be reunited with those who had believed them dead, but when are the Mopsies’ circumstances ever to be considered normal? With her half-brother Claude Seacombe, Lizzie travels to Cornwall to meet her mother’s parents. Maggie goes along, too, since she is part of the family … or so one might assume. But the more time she spends in her grandparents’ clifftop mansion, the more she realizes that something is not right, and the events surrounding her own mother’s death are more mysterious—and dangerous—than anyone alive suspects.
For an old nemesis is preying on the weak and proud, and no matter how well dressed or well educated a young lady might be, she cannot stand by and watch evil destroy a beloved cousin’s future. Maggie must straighten her spine and plunge into danger for Lizzie’s sake … and prove that no matter the name she bears, she is first and foremost what the Lady of Devices believes her to be … a lady of spirit.
A legendary ghost ship. An incredible treasure. A death-defying adventure.
Forty years ago, the airship Hyperion vanished with untold riches in its hold. Now, accompanied by heiress Kate de Vries and a mysterious gypsy, Matt Cruse is determined to recover the ship and its treasures. But 20,000 feet above the Earth's surface, pursued by those who have hunted the Hyperion since its disappearance, and surrounded by deadly high-altitude life forms, Matt and his companions soon find themselves fighting not only for the Hyperion—but for their very lives.
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