Magic Betrayals
  • Reads 20
  • Votes 0
  • Parts 4
  • Time 57m
  • Reads 20
  • Votes 0
  • Parts 4
  • Time 57m
Ongoing, First published Nov 02, 2015
A wartorn country on the verge of peace.

For the first time in three hundred years, the Witchlands have ceased their fighting.  The Council of Seven has been reformed and the non-magics, Nulls, have it worse than ever before.  An organization has risen up, angry and hellbent on vengeance, and they've set their sights on Commander Genevieve Quinn, youngest witch in generations to command her fiefdom's army.

Is a witch without magic still a witch?

Genevieve has been betrayed.  At the mercy of a man she can't put a name to, she must follow his orders if she ever hopes to regain her rare breed of magic and reclaim her position.  Both hunter and prey, Genevieve is a key player in a game she doesn't know the rules to and her ignorance might just cost her more than she's willing to loose.
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The Gray

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My 2008 NANOWRIMO project: The Gray is a 'low' fantasy novel in spite of dragons and magic and horror. Giant spells won't be saving the day, and there's no mighty magic swords, in fact most spells aren't even out there in your face, they're implied. The Gray is set in a lone human city in a world where being human is stranger and and less common than being an elf, or almost anything else. Their community is Isolated, and protected by a a group of trained fighters and scouts with specific roles, who give up their own names when they take on The Gray. Walker, one of the scouts of The Gray, accidentally stumbles across signs that their way of life, and maybe even the world, may be threatened, and is quickly forced to face the fact that trying to save his home and people may require loosing them forever.