

An Anthem of Suns
Book #1 of The Assassin Game Archives
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The heir to a burning empire and a banished historian are destined for a bloodthirsty intrigue known as the Assassin Games, where they must learn to kill in the name of a cruel power or become prey.
Before the trials of the Bruscha-Jeki began bleeding the humanity from his body, Sorinn Pjuiia served in his father's Imperial Navy over the course of eight centuries, patiently awaiting the day he's destined to inherit the throne. It isn't until being grounded in the desert that he learns of the emperor's atrocities on land. But he holds his own secrets close to his heart-the fact that he was born with a peculiar magic suppressed so deeply that he can no longer get a handle on it.
With his life in shambles, Sorinn will break one of their most sacred laws by enduring the ten humanity ruptures required by members of the Bruscha-Jeki, though they have always been prohibited to members of royalty. They are his father's third and most powerful army. Blessed with superior senses and like magic, they may be the only source of strength capable of standing against Aenoch's tyrannical reign.
To secure passage through the dangerous waters of the Hazard Ring, Sorinn sells his hand in marriage to the daughter of Queen Faelynn. In return, she will entrust the captain of her Goshawk Five, Xathrian Eckhaldis, with ensuring Sorinn's survival through the ten deadly ruptures, thus beginning their game of secrets and deceptions as they stand face to face against deadly adversaries that would see Sorinn slaughtered for his namesake.
Meanwhile, Arizbeth Kravetryn was a historian's apprentice in Layacinth before being dismissed over inappropriate research-especially that which involves the mysteries of the Bruscha-Jeki after a harrowing encounter long ago. In order to win enough riches to restore her home, she too will secure passage to the Assassin Circle for the promise of wealth and for the ability to do what no one has done before: to record the history of the mysterious Bruscha-Jeki and earn her place as a true historian.
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A Thousand Years of Frost
Book #2 of The Assassin Game Archives
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A brutal, high-stakes romantasy set in a land divided by loyalties and secrets. A Thousand Years of Frost is a steamy, How to Train Your Dragon-inspired epic novel.
For more than a thousand years, frost has hardened over Orinwaard, drawing a cold line across the valley that both sides swore never to cross. In the north lies a land claimed by the Pjuiian Empire, protected by ancient wind serpents and their dedicated riders. In the south lie clans that believe those creatures are an abomination. Once, Barclay Theano was one of them.
Before his exile from the Sreu Clan, he loathed the Imperial North and the assassins who rode clan-eaters to fly patrols. It was not until he barely endured three years in the wild that the brittle winds commanded him to find another way: to survive by any means. Led to the Islasi ré Menne, Barclay made an oath to the empire in spite of his morals and set out to become an assassin himself. Determined to live, the second humanity rupture has led him home to the mountains, and he never should have returned.
Now hunted by southerners, including an old flame, who would sooner carve out his heart than welcome him back, he must find a way to win the trials set before him. Forced to mount a wind serpent and put himself at risk of forming a bond he cannot escape, he is not alone. Zadkiel, an undercover prince, has his own ambitions. Every fledgling among them does, and love has begun to complicate things. Alongside comrades braving deadly undertakings for motives both moral and impish, the fledgling assassins find themselves entangled in schemes of underhanded politics and sabotage. With secrets on the line and lives at stake, it is impossible to know who can be trusted and who might harbor knowledge forbidden enough to crumble the already delicate treaty between the Lju Sabaarin dwellers and the Hju North.
The cold may mask secrets well, but the most dire are protected where the frost forms thickest: at the Keeps of Khrenhold. Moving forward, they must reconcile fear with survival, contempt with loyalty—and forge bonds that could lead them to victory or destroy them all.
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The Winded Throne
Book #3 of The Assassin Game Archives
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Not Announced.






