ImaginING worldS
Weaving immersive narratives where supernatural themes and rich characters draw audiences into carefully crafted worlds.
Three strangers. One cursed treasure. And something ancient stirring in the dark.
When their caravan is slaughtered on the Trade Way, Velsaya the sharp-tongued sorceress, Horngrim the pragmatic Dalesman, and Gloth the cynical dragonborn steal what everyone else died for: forbidden pages inscribed by a dark goddess, whispering revelations never meant for mortal eyes.
Secrets that could shatter kingdoms. Knowledge half of Faerûn would kill to claim—and the other half would kill to destroy.
Now the Xanathar’s agents are hunting them. Mercenary death-squads. Soul-harvesting night hags. And worse things that wear the shapes of men. The three survivors have one choice: trust each other or die alone.
But something far older is watching. Something that has been dead for centuries—and sees them not as prey, but as the instruments of its return.
In Development
Daughter of the Wolf
A king. A daughter. A betrayal.
Ancient Ireland. The once mighty Wolf Clan's fire is dying. Their king has grown soft. Their enemies have grown bold. And young Caelín — sharp-eyed, iron-willed, and ignored — can smell the treachery no one else will name.
When violence shatters the only world she knows, she is left with nothing but a blade and a bloodline.
The wolf spirits still watch over her clan. They never stopped speaking. They were waiting for someone willing to listen.
The land will run red.