Maya Hoshimoto was the best art thief in the galaxy. Now she wants to enjoy a quiet life, but she’s haunted by persistent and disturbing visions of the future.
Then an old friend comes to her with a job she can’t refuse: find a powerful object that could save an alien species from extinction. Except no one has seen it in living memory, and they aren’t the only ones hunting for it.
Maya sets out on a quest through a universe teeming with strange life and ancient ruins. But her visions cast a dark shadow over her team of friends new and old. Someone will betray her along the way. Worse yet, in choosing to save one species, she may condemn humanity and Earth itself.
Welcome to the HMS Fairweather, the most luxurious interstellar passenger liner! Room and board are included, new bodies are graciously provided upon request, and if you desire a rest between lifetimes, your mind shall be most carefully preserved in glass in the Library.
Near the topmost deck of an interstellar generation ship, Dorothy Gentleman wakes up in a body that isn’t hers—just as someone else is found murdered. As one of the ship’s detectives, Dorothy usually delights in unraveling the schemes on board the Fairweather, but when she finds that someone is not only killing bodies but purposefully deleting minds from the Library, she realizes something even more sinister is afoot.
Murder by Memory is sci-fi ode to the cozy mystery, helmed by a formidable no-nonsense auntie of a detective.
Sara has just landed at LAX, returning home from a conference abroad, when agents from the Risk Assessment Administration pull her aside and inform her that she will soon commit a crime. Using data from her dreams, the RAA’s algorithm has determined that she is at imminent risk of harming the person she loves most: her husband. For his safety, she must be kept under observation for twenty-one days.
The agents transfer Sara to a retention center, where she is held with other dreamers, all of them women trying to prove their innocence from different crimes. With every deviation from the strict and ever-shifting rules of the facility, their stay is extended. Months pass and Sara seems no closer to release. Then one day, a new resident arrives, disrupting the order of the facility and leading Sara on a collision course with the very companies that have deprived her of her freedom.
Fifteen-year-old Marisol is the daughter of a soucouyant. Every new moon, she sheds her skin, shifting into a fireball witch who must fly into the night and slowly sip from the lives of others to sustain her own. But Brooklyn is no place for fireball witches with all its bright lights, shut windows, and bolt-locked doors.…
Seventeen-year-old Genevieve hopes to quench the hunger that gnaws at her, one that seems to reach for some memory of her estranged mother. When a new nanny arrives to help with her half-siblings, a family secret connecting her to Marisol is revealed, and Gen begins to find answers to questions she hasn’t even thought to ask.
But the girls soon discover that the very skin keeping their flames locked beneath the surface may be more explosive to the relationships around them than any ancient magic.
At sixteen, Honora “Nora” Holtzfall is the daughter of the most powerful heiress in all of Walstad. Her family controls all the money–and all the magic–in the entire country. Despite this, Nora has always felt like an outsider. When her mother is found dead in an alley, the family throne and fortune are suddenly up for grabs, and Nora will be pitted against her cousins in the Veritaz, the ultimate magical competition for power that determines the one family heir.
And soon, Nora discovers that her mother’s death wasn’t random–it was murder. And the only person she can trust to uncover the truth of what happened is a rakish young reporter who despises everything Nora and her family stand for.
With everyone against her, Lotte’s last hope is hunting for the identity of her father. But the dangerous competition–and her feelings for Theo, one of the Holtzfalls’ sworn protectors–turns her world upside down.
Thayer Wren, the brilliant CEO of Wrenfare Magitech and so-called father of modern technology, is dead. Any one of his three telepathically and electrokinetically gifted children would be a plausible inheritor to the Wrenfare throne.
Or at least, so they like to think.
On the pipeline of gifted kid to clinically depressed adult, nobody wins—but which Wren will come out on top?
A gifted young knight named Collum arrives at Camelot to compete for a spot on the Round Table, only to find he’s too late. The king died two weeks ago at the Battle of Camlann, leaving no heir, and only a handful of the knights of the Round Table survive.
They aren’t the heroes of legend, like Lancelot or Gawain. They’re the oddballs of the Round Tables, from the edges of the stories. Together this ragtag fellowship will set out to rebuild Camelot in a world that has lost its balance.
But Arthur’s death has revealed Britain’s fault lines. It is up to Collum and his companions to reclaim Excalibur, solve the mysteries of this ruined world and make it whole again. But before they can restore Camelot they’ll have to learn the truth of why the lonely, brilliant King Arthur fell and lay to rest the ghosts of his troubled family and of Britain’s dark past.