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.
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.
Lysander lacks direction in his life… though he seems to be the only one who doesn’t mind. He’s content to live rent-free under his sister’s roof, get high, watch monster movies, and canoodle with Simon, the new neighbour who moved in a few months ago.
When Lys is attacked one night by a strange intruder in his kitchen, it’s soft, quiet Simon who comes to his aid. In the process, he exposes Lys to a deadly secret:
Monsters are real, and they’re tired of living humanity’s shadow.
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.
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?
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.
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!
Thistle is a masked mage with a mysterious power, an enigmatic past, and, of course, the great burden of Destiny on her shoulders.
She’s chased out of every town with torches and pitchforks when the locals see her face, and is eagerly sought after by a great and terrible figure who defines most of her dark thoughts towards herself. In desperation, she briefly joins up with a small band of Mercenaries, but finds herself swept up in and caught off guard by their loyalty and acceptance.
Who (or what) is Thistle? Where did she come from? Will these unruly, uncultured, rough-around-the-edge fighters be the ones to help Thistle realize her sense of self-worth in time to stop the shadows of her past from overwhelming and consuming the world?
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.
For a moment they just looked at the glowing carving together, at the liquid gold tear dripping from its eye. Finally, Liya said quietly, "That spirit ain't wrong."
Yoshi looked at her questioningly.
"About blamin' the Cynn," Liya admitted, and then even more quietly, "'S just easy."
Yoshi didn't seem to know how to answer that. They just stood together silently for another long moment, before Vlad's voice caused them both to turn around.
"Hey, you kids." Vlad had separated out from the rest of the du Cuppra, who were now engrossed in conversation, and stood leaning against the table. "We should beat it before dark. You two ready to go?"
Vlad led them back through the pitch-black tunnels, seeming to know where he was going despite there being nothing visible outside the globular blue glow of the float in his hand. They walked without speaking for a while, before Liya broke the silence.
"Hey Vlad," she said. "'S that stuff y'all're doing illegal?"
"What?" Vlad responded, surprised, looking round at her.