When Hawk's brother Emry is killed and his half-sister Liya stolen away by otherworldly soldiers, Hawk is determined to find the only family he has left, no matter what it takes...even if that means crossing a country that wants creatures like him snuffed out.
Liya, meanwhile, finds herself alone on another planet populated by monsters. Full of grief over her lost brothers and anger at the enemy now surrounding her, she struggles to understand this new world she's been forced to take part in--and slowly begins to realize that all the things she thought she knew about it were wrong.
When Wayne reveals her current mission, Shep decides it’s time to put an end to some unfinished business. Leaving behind her beloved flock, she departs on a journey with her rival to the witches’ guild.
The fates are weaving their yarn, destiny is already decided.
And there's nothing Theodore can do about it.
But when he meets Oliver everything takes a step to the left into uncertainty.
Together they discover the forgotten past and the unwritten future!
And, of course, love.
A sequel to Tripping Over You. Milo and Liam have settled into their long-term careers and begun a family. Their lives are uprooted, however, when Milo's baby sister needs a quiet place to heal from a traumatic accident.
Phantomarine is a spooky-but-sweet fantasy webcomic about a ghostly princess and her perilous journey across a haunted sea, hoping to save her soul from a devious, shapeshifting death god known as the Red Tide King.
Expect all manner of maritime mysteries – monstrous sea creatures, sacred lighthouses, strange afflictions, accursed marauders, feuding gods, grand sea battles, and a heaping helping of humor in-between!
Malaya Walters was bitten by a werewolf as a child. After being raised by her human family, she faces the chance to learn what being a werewolf is really like as an adult.
Heroes of Thantopolis is a fantasy action-adventure comic about Cyrus, a young boy who was transported to the titular City of the Dead under mysterious circumstances. The conniving queen of the realm, Helene, taps Cyrus as her Champion and enlists him to fight against three wicked ghosts interested in taking over the city, in exchange for sending Cyrus home and getting his memories back. Luckily, Cyrus doesn’t have to do it alone. Along with his new ghost friends, Cyrus explores the afterlife, fights bad guys and unravels mysteries. Can Cyrus save Thantopolis? And is it really that his arrival in the city was random? Or is there more to Cyrus than it seems…?
Barbarian warlord Kizarasunga and pampered Prince Jintu meet face to face for the first time at the negotiation table to end a war that has been raging for decades. Tensions are already high when the Emperor proposes a marriage alliance that he’s certain could solve everything. Needless to say, it doesn’t go over well.
…Or does it?
While neither is interested in a political marriage, both this graceful scholar and ferocious warrior find more common ground than they expect. Is it possible for mortal enemies to join hands before scheming opportunists take advantage of the mounting uncertainty?
Goma, a wayward Orcish soldier, finds herself in Fairmeadow, a commune of pacifists deep in the Cascadian wilderness. Isolation has allowed the commune to thrive in the shadow of a century-long war, but Goma’s arrival brings troubling reminders of the world outside to those who have settled there in search of respite. Fairmeadow’s enigmatic leader, Sanctuary, finds his utopian vision challenged as he struggles to keep the peace. Their self-sufficiency exists on thin margins - margins that threaten to break if Goma cannot learn to live alongside those who she has sworn to fight.
Fairmeadow is a post-epic fantasy drama inspired by the counter-cultural movements of the late 60’s, the landscapes of the Pacific Northwest, and tabletop RPG’s. It’s about the collision of idealism against pragmatism, reckoning with the consequences of dropping out, and trying to make its readers want to go on a hike.
An adventure story set in an alternate-historical dieselpunk world, The Automan’s Daughter follows military-school dropout Aisha Osman and her industrialist uncle Siddig as they outwit bikers, spies and kidnappers while gearing up for a tournament showdown with the formidable Widowmaker mecha.
The door slid open a crack and Liya drew back from it, surprised.
"Could you hand me my clothes?" Yoshi asked from somewhere beyond the door. The room was lit brightly enough to throw Yoshi's shadow across the floor, past the cracked door. Liya realized his face was in his hands, his head bowed, and she backed off.
"Y-Yeah."
She couldn't help but ask, though, as she traipsed across the room to the table, "Um...how come your clothes din't change with you? Ain't they supposed to?"�His shirt was draped over the table as though he'd laid his head down on his arms, and then simply melted out of it.
"They need spell tags to do that," Yoshi answered, and added sort of sheepishly, "I wasn't planning to fall asleep in those."
Liya's head jerked up, suddenly connecting the dots.
"Is that what Shinobu meant by 'night problems?'" she asked incredulously, returning to pass Yoshi's shirt and skirt through the cracked door; Yoshi took them with a mumbled thanks. "You fall asleep an' become the darkness itself? Shit, that ain't embarrassing! I thought she meant you wet the bed or somethin'," she added lightly, grinning.
Yoshi didn't answer. Liya withdrew her hand and, her smile fading, asked quietly, "...Is it scary?"
There was no immediate response; she leaned against the door frame, rubbing her neck.
"I mean," she went on, "it's so cool-lookin'--your nerves all lit up like stars, an' the fire in your belly. But it's gotta be scary, wakin' up feelin' like you don't have a body."