Katariina Lehto and Jousia Muotka are neighbors. They haven't talked to each other, until one day a mischievous cat leads Katariina into Jousia's apartment.
Katariina tells Jousia that she's a nurse, but not that she's on a sick leave because of burnout. Jousia tells her that he's a clairvoyant, but not that he's actually a witch. However, they find out about each other's secrets, and Jousia decides to help Katariina by introducing her to the many wondrous places behind a mysterious witch door.
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…?
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.
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.
Godslave is about a girl thrown into the drama and danger of modern day Egyptian Mythology!
The story follows Edith after breaking a canopic jar open and finding-- an animal inside?? That's alive??? Even crazier, the animal claims to be Anubis and tasks her with retrieving his missing 8 Ba to return him back to his true form. She fights the monsters protecting his ba, and the rest of his divine family drama.
Trigger Elliot is a bounty hunter who travels around the galaxy with his not-so-fully-licensed-and-technically-illegal-hunting-partner Vahn Gavotte. They’re lousy at what they do and often resort to petty tactics just to get a bounty, this is their life.
Their home planet, June 7, is a world rebuilding itself from an inexplicable catastrophic phenomenon that destroyed 75% of the planet’s surface. It has been 5 years since the destruction of June 7 and the planet now thrives on the transient and growing population of bounty hunters. Trigger and Vahn’s routine changes when a ambiguous huge bounty surfaces; an alleged bounty hunter killer named the ‘ghost’ with frightening abilities and an unknown motive. When Trigger’s past catches up with him, there begins a strain on his and Vahns hunting dynamic, forcing them to become further involved in chasing the elusive and unpredictable ghost.
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.
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.
StarHammer is the story of a teen who inherits a powerful alien artifact and proceeds to make a series of increasingly poor decisions.
A thousand years ago, the last colour in the world faded to grey. Now, after a great archaeological discovery, it stands ready to enter the world again. Ironwell City will become the birthplace of a burgeoning new industry, where colour is pumped out of factories, poured into perfumed bottles and sold at exorbitant prices to those wealthy enough to afford it.
Now, in the city’s shadows, a group of ragtag bootleggers and bohemians band together to steal colour from the wealthy echelons of the city’s high society. Among them: a philosopher, a puppeteer, a gutter rat, an opera singer, a naval officer – and a hopeless romantic. Together, they run The Glass Dial, former watch shop and future speakeasy, where all the drinks run red.
"She let go a' me," Liya said defensively, "An' if the fall hadn't broken her neck, she'd a' thought real hard before chasin' me again."
"Hm. That logic certainly explains some of your earlier behavior," the Cynn said dryly. Abruptly, he stood up. "Well, I've heard enough."
Liya started. Before she could stop herself, she asked, "Am I gonna be sent away?"
The Cynn actually seemed somewhat surprised by that, and by the sudden look of anxiety on her face. "Hm? No," he answered, eyebrows raised. "Of course not."
Both officers had started as well at the Cynn's motion to stand--the blonde one, Terrya, had advanced just behind Cynn Numair. They started to say something in Aetherian, lowly, brow knit.
Quite suddenly, the Cynn rounded on them, seeming to have lost his patience. "Officer," he snapped, showing his own long teeth in warning, "when speaking openly of one's fate, it's appropriate to speak a language they understand. As for your question, I will be most surprised if the Immigration Board reaches a different verdict than mine, using protocol that I wrote."
Terrya bowed very slightly, one hand over their chest--the Cynn had to look up quite a lot to meet their eyes, but didn't budge from his spot at the table, having now turned fully to stand between Terrya and Liya.
"Your protocol," Terrya said at last, nose wrinkling, "would allow this human�to remain free. It has killed once, what's to stop it from--"
"I din't mean to," Liya interrupted. They both turned to look at her. She looked between the Cynn and the officer, frowning worriedly. "I meant to hurt her bad enough that she'd back off. I din't know the fall would kill her--it din't kill me."
She jumped, then, because Helly had at some point gotten up, sidled across the room to her, and had now placed one crudely-formed wooden hand on her shoulder.
"But I'm glad she picked me up over someone else," she managed. "I can fight back, anyway. An' Helly told me what slavers do. So I guess I ain't as sorry as I should be," she admitted, finally. Helly finally spoke, seeming, for all the world, frustrated.
"Officer, Liya suffers tremendously from shell-shock," ne said. Terrya merely looked down their nose at them both. "She grew up in a culture that gave special disregard for her life."