Wayward Saint: Mission 1
She’s the good thing that happens to bad people.
Esper is the galaxy’s worst bounty hunter.
Maybe she dresses the part. She has her own ship. She even carries a blaster—not that she ever uses it. But she violates the cardinal rule of the galaxy’s most cold-blooded profession: get paid. At least she's not alone. Her partner Kubu is an alien who gets mistaken for a dog.
One is a wizard on the run from her past. The other is a lovable eating machine. Between them, they haven’t got a ruthless bone in their bodies.
But when a client hires them, they’ll do whatever it takes to bring a target home safely. This time, it’s a teenage kidnapping victim, and Esper and Kubu will crisscross the galaxy to track her down and make sure she’s safe.
Because the galaxy’s worst bounty hunter just might be its most relentless hero.
Behind Blue Skies: Mission 2
Laying low isn’t supposed to work this way.
Esper and Kubu take an outlaw vacation to a remote planet whose tiny colony seems idyllic. It’s far enough for the Convocation wizards dogging them to lose their trail. The plan is simple: stay out of trouble, let the heat die down, and slink back quietly to civilized space. But these two aren’t good at keeping out of trouble.
Before long, they’re exposed to the rotten core beneath this purported Utopia. Bitter feuds lurk just below the surface. Feigned friendships mask deadly rivalries. Cliques control what passes for a government on the colony. And when a good man finds himself in the crosshairs of a conspiracy to run him off the planet...
...well, you’ve probably guessed it by now.
Esper steps in and takes a stand. Because what good is vigilante justice if it’s left to amateurs?
House of the Orion Sun: Mission 3
Core World problems...
Rigel IV glistens beneath a giant, blue-white sun. Its vast surface is covered in tall cities shining like hope itself. Law enforcement protects the people. Or at least… most of the people. Because even core worlds have a seedy side.
Esper finds a home of sorts among the endangered, the unprotected, the ones that the law turns a blind eye toward. And when one of her protectees gets kidnapped, Esper will stop at nothing to bring her home. Well, almost nothing. Because Esper’s work has pushed her to the edge of a moral precipice. She’s clinging by the last of her willpower to avoid the easy path, the one that might lead her to damnation and turn her into the sort of person she’s been battling all along.
And the voice in her head keeps egging her on.
Break the Chain: Mission 4
The jig is up. The news is out. They finally found her.
As Esper has tried to save the galaxy’s wayward children, she’s done it with the looming threat of the Convocation dogging her steps. She knows why they’re after her, even if she can’t remember the events.
She’s shaken them across a dozen star systems. She’s bested their hunters the few times they’ve caught up. Now, Esper is about to face her greatest fear: the truth about what she’s done.
This latest pair of Convocation bounty hunters is a cut above the previous failures who tried to catch her. They’re more resourceful, closer on her trail, and have one advantage that NONE of the others could boast. The help of an old associate who sold Esper out.
Sunshine of Your Cult: Mission 5
Almighty Ra looks down not from one sun but from all.
When a client hires Esper and Kubu to find a missing holovid costar, they stumble onto a recruiting effort for an ancient cult with a new look. The Cult of Ra died out in Egypt before the Iron Age, but it's been rebranded for the Interstellar Age. More suns for the sun god! Those crazy gods weren't animals but aliens after all.
Tracking the cult to a lunar theme park, Esper will have to take on an entrenched corporate machine built up over a veneer of affordable fun for the whole family. With Kubu and Tiffany in tow, Esper will have to protect them while getting dragged along by an overzealous client who thinks he's the kind of action hero he plays in the holovids.
An innocent man's life is on the line, but without her magic to protect them all, Esper may have taken on more than she can handle.
Walk Like a Magician: Mission 6
The witch is back!
Esper tracks the Cult of Ra to an arms factory on a grimy colony world. With limited magical resources, they're reduced to doing their vigilante act the old fashioned way. But when their best efforts fall short, Esper is forced to make an impossible choice.
In the aftermath, Esper is going to have to reevaluate her priorities and rediscover what magic means to her. With her powers returned, so has the dark voice that haunts her day and night. A reckoning is coming, and the only way to get out alive is to give in and be the wizard she's always had inside her.
Hotel Caledonia: Mission 7
A murder mystery you can sink your ship into.
Esper has a rendezvous with a mysterious contact aboard an undersea luxury cruise ship, an exclusive submarine hotel for a cozy five-day getaway. She's going to get all the intel she needs to cut off the head of the Cult of Ra—at least that's the plan.
When she first meets her contact, it's at the scene of his murder.
Then someone sinks the cruise ship, trapping Esper and the other passengers with the killer.
Now, Esper has to discover the killer's identity, recover any stolen intel the victim might have had on him, and keep the other passengers alive. Because it's a luxury liner, help from the mainland is on the way. Rich people don't stay in trouble long, so Esper has to act fast, otherwise, her best chance to put an end to the Cult of Ra just might sink along with the ship.
You can check out a copy any time you like...
Eye of the Pharaoh: Mission 8
"We’re going to find someone with a nice ship. Someone who doesn’t deserve one. And we’re going to steal it."
Esper made that promise. Now it's time to make good. The Cult of Ra has a flagship, and thanks to a turncoat in their ranks, Esper and her friends know where it's going to be. Better yet, they know that Pharaoh Ramesses XIII will be aboard. It's time to cut the head off the cult.
The cult knows they're coming.
Two problems, actually...
The Poet Fleet knows where they are, too, and have sent a team to make Esper pay for humiliating their admiral.
What comes next is a battle of trap and counter-trap, deception and betrayal. Who is worthy of trust? Redemption? And will our heroes be able to win the day without crossing the gooey red line into villainy themselves?
It's a thrilling showdown between the forces of evil and the forces of fed up with evil.
Ship With No Name: Mission 9
You can't own a warship and still think small.
With the capture of the Eye of Ra, Esper and her friends discover that small problems have started looking too small. When a plague breaks out on the occupied planet of Meyang, she decides it's time to see what her new ship and crew are capable of.
However, the situation is more complicated than they counted on. Not only does the occupying force not want them there, the azrin living on Meyang are none too keen on interference from outsiders. But never let it be said that Esper wasn't willing to help those who refused to be helped.
No More Mr. Nice Girl: Mission 10
Even the best of us has a demon locked up deep inside. Sometimes, they get loose.
In the constant war against her darker side, Esper was forced to win a daily battle for control. One loss was all it took for the roles of warden and prisoner to switch. Now, with her friends as hostages, this new Esper relies on advice from her better half to keep up the illusion that this is still the Esper they know and love.
When their newly acquired base of operations gets hijacked, Esper has to balance between maintaining her cover and doing what she knows it's going to take to get her ship back.
Magic’s Little Helper: Mission 11
Leaving an apprentice unsupervised has never been a good idea.
With Esper neglecting her duties as magical teacher, Tiffany takes her education into her own hands. Struggling with self-esteem and credibility with the universe, she resorts to trying a magical performance-enhancing drug.
Of course, Esper has problems of her own. Unbeknownst to her, a crack squad of assassins is hot on her trail, and this time they're bringing twice the number of wizard-hunters along. It would be a great time for a fully-trained and capable apprentice to have her back.