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The Magitech Chronicles Complete Series
A Magitech Chronicles Series
Tech Mage (Book 1)
Aran awakens in chains with no memory. He’s conscripted into the Confederate Marines as a Tech Mage, given a spellrifle, then hurled into the war with the draconic Krox and their Void Wyrm masters.
Desperate to escape, Aran struggles to master his abilities while surviving the Krox onslaught. Fighting alongside him are a Major who will do anything to win, a Captain who will stop at nothing to see him dead, and a woman whose past is as blank as his own.
Caught between survival and loyalty Aran must choose. If he flees he will live, but the Krox will burn the galaxy. Stopping them requires a price Aran may be unable to pay:
Learning to trust the very people who enslaved him.
Void Wyrm (Book 2)
A Suicidal Quest Into the Umbral Depths
Major Voria stands ready to accept the cost for her actions at Marid. Stripped of command and resources, Voria must find a ship and rally a crew. Somewhere within the Umbral Depths lays a hidden world, a world that the dead god Marid intended her to find.
Aran faces a choice. Halt his war mage training, and in the process give up clues to his past, or abandon Voria. Aran sacrifices everything to follow Voria on a suicidal quest into the one place where even gods fear to tread.
On a bleak world in the deepest darkness lays an object of enormous power, one that could turn the tide of the war against Krox. But Voria isn’t the only one seeking the weapon.
Spellship (Book 3)
Voria, Aran, and Nara survived their trip into the Umbral Depths. They retrieved the Talon, and are now searching for the First Spellship, the key to victory in their war against the Krox. Their search leads them to Virkonna, the home of the Last Dragonflight, a world where Dragons still rule. The world where Aran was born.
Aran’s past finally catches up with him, and he is forced to answer for killing Khalahk. The Wyrms demand he undergo a March of Honor, a brutal trek that few survive. Nara must not only accept Aran’s fate, but use it as a distraction to locate the First Spellship. Voria must forge an alliance with the ancient and arrogant Wyrms of the Last Dragonflight, before the Krox do it first.
If even one of them fail, Krox will rise and the sector is doomed. Even success will carry a heavy price…
War Mage (Book 4)
The Krox have finally reached their end game, and the sector will never be the same. Their relentless fleet darkens the skies of New Texas, home of the fabled Ternus shipyards. Their only hope lies with their sworn allies, the Shayans. But the Shayans refuse to help.
Only Aran and his company can keep their leadership alive long enough for Voria to bring reinforcements and the fabled Spellship. If they fail, the entire world burns, and Ternus morale will collapse with it.
But the war is merely a smokescreen for something much more sinister. Teodros, Guardian of Krox, plans to use the distraction to resurrect his dark father. If he is not stopped, Krox will live again.
Behind it all Talifax schemes, and Nara will pay the price.
Krox Rises (Book 5)
Nebiat has seized godhood, and now controls Krox, the most powerful elder god in the sector. Both Ternus and Shaya know she is coming, but their preparations cannot save them. She launches a strike at Ternus that cripples their home world, and shatters their fleets.
Voria desperately struggles to find a way to raise Shaya, or to rise as a goddess herself. She will do anything to oppose Nebiat, but fears it will not be enough.
Aran must confront the awful truth about the Skull of Xal, and make a deal with demons in order to gain the strength they so desperately need to overcome Krox.
And Nara must face the most awful choice of all. Will she murder the woman she most respects, or let the sector burn?
Possibilities narrow. Krox Rises. Shaya will fall.
Nefarius (Book 6)
Krox’s assault on Shaya has been foiled, but the cost was bitter. Ternus lies in ruins, its gravity doubled by a god. Shaya is a paradise, but one populated by a mere handful of survivors. Only one power strong enough to oppose Krox remains… The Last Dragonflight.
Aran and his Outriders travel to Virkon to wake Virkonna, praying that she will join the war on their side. But neither Krox nor Nebiat is the true threat. Nefarius’s rebirth has been carefully orchestrated, and is finally at hand.
When the dust settles gods will die. Heroes will fall. The sector will never be the same.
Godswar (Book 7)
Nefarius has risen. She is implacable. Unstoppable. God after god is fallen and consumed, and each time the terrible dragon-goddess grows stronger.
Nebiat has stolen the Spellship, depriving Voria of its strength when she needs it most. But Nebiat’s schemes have never been tested by someone like Talifax, and she will finally discover she’d not as clever as she believes.
One possibility of victory remains. Aran, Nara, and Kazon discover their true purpose, the plan left by the elder god Xal when he planned for his own demise. With this plan they have once chance to oppose Nefarius. Once chance to stop the goddess that will devour everything.
If they fail darkness wins, and our universe will be extinguished. Succeeding carries its own price, one Aran must choose for others to live.
Dying World (Magitech Legacy Book 1)
Relic Hunting is Dangerous Business
Space pirates, dragons, undead and worse lurk in the darkened corridors of the derelict Great Ships, the remains of the once mighty Vagrant Fleet. These ancient hulks are powered by a combination of magic and technology, created by gods we no longer remember or understand.
Every new ship offers a million ways to die, but those ships have ancient magic our sector hasn’t seen in millennia. The kind of magic that will keep my ship flying, and maybe help me find answers. Where did our people come from, and how did we end up marooned in this system?
Those answers haven’t been important until now. Our world is tumbling into the sun, and the clock is ticking. Either we get at least one Great Ship active, or everyone dies. No pressure right?
Hatchling (Magitech Legacy Book 2)
Dragons with Assault Cannons? How is that fair?
I saved Highspire and the academy from the dissolution of our world. 17,000 students survived, and I want to keep it that way. The ship is breaking down. Life support needs repairs, and we have almost no food. We need money badly. That means scavenging tech that we can sell to the same people who blew up our planet.
Fortunately I’m the best Relic Hunter in the business…though to be fair all the rest died when my world tumbled into the sun.
There are six other Great Ships out there, and who knows what we’ll find inside? I’m sure it will be fine. What could possibly go wrong?
Necrotech (Magitech Legacy Book 3)
The Unseen Fleets Come and Worlds Burn
The Unliving are implacable. Unreasonable. No one knows what they want, beyond souls, and bone for their war machines and ships. Now they’ve set their sights on the Inurans, and hey, I couldn’t wish an army of necromancers on a better target.
There’s just one problem.
I’m trapped on the Inuran Trade Moon, and the necromancers are attacking. Even if I can get the minister back to her ship we’ll still need to find a way to fight their flagship. That’s going to be tough to do without enough magic to power the Word of Xal.
If I pull it off I think I get a bonus though. Also, there’s that living thing.
Sanctuary (Magitech Legacy Book 4)
Join Us, or Die and Join Anyway
I hate necromancers. They’re sneaky, and underhanded, and…damned effective. My father’s ghost is going to be reshaped into an assassin sent to kill my mother unless I dance for Necrotis, an unliving goddess and ruler of the Maker’s Wrath.
A storm rages across the void, with winds upwards of two thousand kilometers a second in some places, the Catalyst known as Sanctuary. The Unseen Fleets lurk somewhere within, and emerge to harvest miners working the asteroids and moons flung out of the storm. Necrotis wants me to fly inside, find a city that predates the Great Cycle, and find a way inside when no one ever has before.
No pressure, right?
If I didn’t need enough incentive here’s some more. My mother promised the Confederate Pantheon that I’d fly into the storm to find answers while they marshal their forces for war. No one asked me, or my crew. I wish I could give them the middle finger, and take the Remora and run, but if I do?
Well… I have a feeling the whole galaxy is going to burn. I need to save my father. I need to find out what’s hiding in that storm, and then turn it on the people trying to use me. I’ll get answers all right, but not the ones they want.
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