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THE FAE WARS
Banished from the planet thousands of years ago, the Fae—including elves, orcs, and dragons—reopen portals across the globe to reclaim their former home through dragon fire capable of melting tanks and magic that stops fighter jets mid-air. When modern military technology proves insufficient against spell and sword, America surrenders after six weeks of brutal combat.
The victorious Fae establish a feudal occupation, dividing conquered territories into principalities ruled by their Great Houses.
Spanning locations from Manhattan to the Pacific Northwest, the series follows military personnel and civilians who wage asymmetric warfare against overwhelming magical forces. Stories feature Delta Force operators, National Guard soldiers, Marines, clerks-turned-propagandists, and unlikely allies including Fae defectors who join the human resistance.
The narrative explores the brutal realities of occupation and insurgency as characters employ guerrilla tactics, ambushes, and whatever weapons—conventional or discovered—they can muster against an enemy that has never faced this type of prolonged resistance.

IRREGULAR SCOUT TEAM ONE
The dead have stopped staying that way.
Two years after a parasitic outbreak tore civilization apart, the United States isn't a country anymore. It's a killing ground, infested with something that used to be human. What's left of the Army isn't retreating. It's counterattacking, one blood-soaked mile at a time.
Enter the scouts of Irregular Scout Team One: soldiers, civilians, and misfits who go where regular forces won't. Their mission for Joint Special Operations Command is simple to say and brutal to do: FInd out what's left of the country, where the survivors are and when the dead aren't.
This is no clean war. It's fought in ruined suburbs and dead cornfields, against an enemy that doesn't tire, doesn't fear, and doesn't stop. Every patrol could be the last. Every safehouse is one breach from becoming a grave, and the only way to survive is as a team.
For readers who like their military fiction with teeth, IST- 1 delivers hard tactics, harder losses, and the kind of survival horror where the front line is everywhere.

THE LINE
Where the scouts of IST move quietly to avoid the undead, the Abrams and Bradleys of the Big Red One grind them under their tracks.
It started with a warning order nobody understood. When a parasitic infection turns ordinary people into something else, the soldiers of the First Infantry Division are the first line standing between order and total collapse. From a hot July day on the Kansas plains to a desperate fighting retreat across a broken heartland, this is the story of the men and women who held the line when the world came apart.
Armor against the horde. Discipline against chaos. Loyalty against every reason to run.
Across the full arc of the series, Staff Sergeant Mark Foley and the battered survivors of his unit face raiders, betrayal, failing command, and an enemy that never stops coming, buying America the time it needs to fight back. This is the ground-level war that set the stage for Irregular Scout Team One, told in the mud, blood, and diesel smoke of soldiers who refused to break.

SEMPER DIE
A Marine Corps Zombie Thriller, set in the world of Irregular Scout Team One
Sergeant Alex Slaughter and the Marines of Alpha Squad were running a routine training exercise near Quantico when the world went silent. No comms. No command. No warning. What's waiting for them back at base is worse than anything boot camp prepared them for: a bioweapon has torn the country apart, and the dead are walking.
Fighting through the corpse-choked streets of Arlington and the ruins beneath D.C., the squad learns fast that the infected aren't the only threat. Desperate survivors, rogue units, and a conspiracy buried under layers of classified rot will test every oath these Marines ever swore, and every man's grip on his own humanity.
Semper Die is Band of Brothers dropped into Dawn of the Dead: brotherhood forged under fire, dwindling ammo, and Marines who don't go down quiet. Lock. Load. Semper Fi. Semper Die.

athenaeum, inc
When the CEO of Athenaeum, Incorporated dies unexpectedly, the job falls to a man they call the Professor: a soldier with a busted back, bad knees, and no illusions left about the business he's inherited.
Athenaeum isn't a normal company. It's a discreet intelligence contractor, the kind that operates in the gap where governments, cartels, and private armies all pretend not to know each other.
The Professor's team is anything but conventional: a hard-charging Army Ranger veteran running operations, a finance chief who spends the firm's money on wardrobe nobody authorized, and a board of directors still fighting the wars of decades past. Together they're staring down a job that could hand them a billion dollars ripped straight out of a cartel's pocket, if it doesn't get them killed first.
In a world of shadow contracts and shifting loyalties, there's no clean line between the good guys and the bad. Every deal has a double edge, and every ally has a price. Athenaeum, Inc delivers high-stakes espionage where the money is real and the morality is anything but.

fallen empire
The empire is dead. What's left is a galaxy of wreckage, broken worlds, and soldiers who never learned to be anything else. When the wars end and the pensions run dry, there's only one trade left for men and women who know how to fight: hire out to whoever can meet the price.
In the ruins of a fallen alien empire, mercenary companies carve out a living one contract at a time, and the jobs never come cheap. A crew running battered, war-surplus tanks breaks a siege to keep a human city alive, betting their newest recruit's life on a fusion reactor that can't be allowed to fail. A Marine Search and Rescue unit reforms as guns for hire and learns the hard math of loyalty versus profit. And soldiers who thought their service was over discover that the empire's gratitude runs out long before the fighting does.
In the tradition of Hammer's Slammers and Falkenberg's Legion, Fallen Empire is a shared universe of grunt-level science fiction: soldiers for sale, contracts written in blood, and a galaxy that has no use for heroes once the checks stop clearing.

the wishkiller saga
Long ago, the granting of a single foolish wish unleashed the Well, a power that reshaped the world and left it broken. All that remains of civilization now shelters in the kingdom of Verlaen, defended by muskets, steel, and the last scraps of holy relic-craft against the horrors the Well left behind.
Captain Aethal Paaling knows those horrors better than most. On patrol in the far grasslands, he uncovers the return of the Lotus, an ancient, addictive growth that devours its victims from within and turns them into shrieking, violent husks of the people they once were. Carrying that news to the capital should be enough to save his nation. Instead, he finds a court of lords more interested in guarding their secrets than facing the truth, a forgotten holy order hiding answers in its ruins, and a criminal underworld with its own stake in what the Lotus can do.
Armed with his legendary Greater Rifle and the Phoenix Lancers at his back, Aethal must fight a war on two fronts: one against a spreading plague of green-eyed madness, and one against the very throne he's sworn to protect.
As the war spreads and the Lotus consumes cities whole, Aethal will learn that even a wish-born plague can't compete with the oldest hunger of all: power.

HEXEn: 90% Deathrate
Nine out of ten people are dead. The virus they called Hexen did most of it, and the EMP that blacked out what was left of the grid finished the job. There's no power, no government, no rescue coming. Just the wreckage of Texas and whatever's crawled out of it.
Former Marine Eric Marten never stopped living by a code, even when the country that code was built for stopped existing. On the road through the deathlands, he pulls a young woman named Dani out of the hands of men who've traded their humanity for survival. She doesn't trust him at first. She has no reason to. But out here, trust is the only currency left that matters.
Together they fight to build something like safety in a wilderness ruled by savagery, only to find that the men who tried to kill her once aren't finished. Old enemies don't stay buried in the deathlands. They come back hungry, and they come back for blood.
This is survival stripped to the bone: no cavalry, no cure, no clean answers. Just the will to keep going when the world has already ended.

INTO THE DARKNESS
The legions are gone. Rome is a memory of crumbling stone and broken promises, and a rising tide of invasion is washing over Britain's shores. Saxons cross the eastern seas. Scoti raid from across the water. Picts descend from the Highlands. What's left of civilization survives on the edge of a knife, held together by one legendary cavalry unit: the Red Dragons.
Their commander, the Tribune Arthur, owes allegiance to no king. He rides wherever the fighting is hardest and the stakes are highest, leading his riders the length of Britannia to meet every threat that comes.
Sixteen-year-old Peredur of Gwynedd has grown up on stories of his father's battles alongside the great Ambrosius Aurelianus. When his older brother falls to a Saxon blade, grief turns to purpose, and Peredur leaves home to take up the sword himself, riding into the ranks of the Red Dragons to carry on a fight that's bigger than any one family's vengeance.
This is Britain at its breaking point: the last light of a fallen empire, the birth of a legend, and the men who rode into legend defending it.

HELL train
The sky opened, and Hell came through.
Blood rains from a broken heaven. Portals tear open across the ruins of America, and the dead don't stay dead, they rise possessed, hunting the living with something that used to be human intelligence behind their eyes. Of the millions who once called this country home, only a few hundred remain. Their last hope: two thousand tons of armored steel rolling west, one rail line ahead of the damnation closing in behind them.
Former Army Captain Jack Zamora never asked to be the last line between his passengers and the end of the world, but he carries that burden every mile. Every stop risks a breach. Every survivor they pull aboard might already be compromised. And ahead lies St. Louis: the last crossing of the Mississippi, three million possessed corpses, and a fanatic who wants to offer humanity up as a blood sacrifice to his new god.
Beyond the river, it only gets stranger. Mutated forests. Demonic groves. Enemies that were never human to begin with. The train doesn't stop, because stopping means dying, and there's nowhere left to go but through.












