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Ambassador 1A: The Sahara Conspiracy
3 December 2114
Cory Wilson is woken in the middle of the night with a summons to appear in the president of Nations of Earth’s office. An aid worker in Djibouti has discovered a shipment of alien guns.
As ambassador to gamra, the extraterrestrial organisation which controls the Exchange, the FTL wormhole network, Cory has often been critical of Earth’s handling of extraterrestrial problems. This is his moment to shine, to apply his knowledge about alien customs, to, in the words of the president, “get those idiots out of there”.
Except the usual suspects, the Zhori mafia who have caused trouble on Earth for a long time, are nowhere to be seen. This is something far more dangerous, something that involves all of northern Africa, something that provokes the anger of Asto, gamra’s largest world. Asto’s army is already prowling in orbit, ready to strike.
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4,76 €
Ambassador 4: Coming Home
The world as we know it is on a certain path to war...
Delegate Cory Wilson has returned to gamra headquarters from deep space with a rather unwelcome guest: Captain Kando Luczon of the mammoth Aghyrian ship that has returned after mysteriously vanishing 50,000 years ago. On board the ship only 400 years have passed, in which they have visited another galaxy. But the captain isn't willing to share what they found there or why they decided to come back. In fact, the captain does his utmost best to live up to his infamous historical reputation as an utter jerk, having lived through four hundred years to cultivate his jerkery.
Cory had hoped that by isolating the captain from his ship, mostly still in stasis mode, he could start a conversation, but Kando Luczon isn't interested in a conversation. He views the modern version of his home world Asto as inferior, its inhabitants the Coldi as nothing but a placeholder race and all other races as savages.
Meanwhile the ship is showing signs of waking up, ancient satellites in orbit in the space junk clouds around Asto and Ceren sputter into life, and Asto's Chief Coordinator and Cory's friend Ezhya Palayi makes it clear that if pushed, Asto's formidable military fleet will take defensive action.
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Ambassador 7: The Last Frontier
Never has there been more at stake for the people on Earth.
The referendum question is simple: does Earth join gamra, the organisation that governs the Exchange, the FTL space travel network?
While a “yes” vote would mean big changes, a “no” vote would leave Earth isolated and alone to face those waiting to fill the void, and those dark forces are already on the prowl.
Cory is one of the few people who can see the big picture, not just those campaigning for the “no” vote, but the off-Earth forces that wait behind them, but he and his team went on a holiday to New Zealand and communication has been mysteriously cut off.
Someone is taking control of communication channels, bringing the "yes" campaign to its knees, and by the time Cory is aware that the race is on, the only avenue open to him is a hard-hitting, negative campaign that requires him to go into the lion’s den: the homelands of the obscenely rich members of the Pretoria Cartel, where gun-crazy hunters, lions and elephants are just the start of his problems.
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4,76 €
Fire Wizard
Johanna, Roald, Nellie and Loesie return undercover to the devastated city of Saardam. In the months since they fled, the Fire Wizard Alexandre has ruled the town with campaigns of death and fear, focused on the eradication of the Church of the Triune, the former state church of Saarland that doesn't allow magic and that is more popular with the common people than with nobles.
Johanna meets up with underground members of the church, even though her little gift of magic makes her feel ambivalent about it. She knows that ousting Alexandre will require a powerful magician, something she and her followers do not have. What is more, Alexandre's men discover the group, and the band of resistance fighters faces the showdown with the tyrant long before they're even close to ready for it.
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3,35 €
Indie Writer Unboxed
So. You've self-published.You've written some books, but they're not selling as well as you thought.Or maybe you sold well in the beginning but your sales have slipped and you don't know what to do. You've tried advertising, but you don't think you're very good at it. Or maybe your books just suck. Or maybe the algorithms hate you, or it's because some troll gave you a one-star review.At any rate, you're struggling.You're too busy doing stuff that probably doesn't matter, but you can't see what or how to cut.This book is for you!Indie Writer Unboxed follows four hypothetical writers from the same online writing community on their journey, with challenges they face and steps they take to overcome them.As reader with some self-publishing experience, you're sure to find something in common with one of them: Tom, the semi-retired chemist who looks after his ill wife, Jack, who has lots of small dabbles at many different things, incuding having sold some books to a traditional press, Emily, who writes lots and lots of books but feels burnt out, and Lucy, a stay-at-home mother with a husband who really doesn't "get" her desire to write.This is not a how-to book, and it's not a book that shows you how to (or claims that you will surely) make squillions. It's a book about the range of realities that the vast majority of writers will find themselves in after the initial glow of publishing has worn off.It's a book about how to adapt, how to change your mindset, and how to be happy.
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4,20 €
The Necromancer’s Daughter
Queen Johanna's position in Saardam is fragile. The Barons and Kings of the countries in the hinterland are not happy that she helped the royal family to survive and is now about to ensure the next generation. They vow to teach this little upstart country a lesson for once and for all. Of course it is not so much about petty rivalry, but about access to the sea port that connects the hinterland with the lucrative ocean trade.
Johanna knows that if it came to a fight Saardam could never survive, so she has invited all the heads of state and other important people for talks to invest in the city's shattered infrastructure for the benefit of all. As a congregation of royal families gathers such as the lowlands have never seen, the magicians travelling with the esteemed guests prepare the final and most insidious attempt to get control of the upstart little country and its usurper, commoner queen: through her baby daughter.
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Ambassador 1: Seeing Red
24 October 2114: the day that shocked the world.
Young diplomat Cory Wilson narrowly escapes death in the assassination of President Sirkonen. No one claims responsibility but there is no doubt that the attack is extraterrestrial.
Cory was meant to start work as a representative to Gamra, the alien organisation that governs the FTL transport network, but now his new job may well be scrapped in anger.
Worse, as Earth uses military force to stop any extraterrestrials coming or leaving, as 200,000 extraterrestrial humans are trapped on Earth, as the largest army in the galaxy prepares to free them by force, only Cory has the experience, language skills and contacts to solve the crime.
But he's broke, out of a job and a long way from Earth.
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3,35 €
Ambassador 2: Raising Hell
The second-quickest way to get yourself killed when dealing with Coldi people of the planet Asto is to look a superior in the eye. The Coldi people possess an instinct that demands the formation of hierarchical networks in which every person has a prescribed place. These networks provide stability. They also place one person at the top.
Ezhya Palayi is that person.
After having been released by his previous employers, Cory Wilson not only depends on Ezhya Palayi for his income, but he has developed an unusually friendly relationship with this man whom people on Earth would call an absolute dictator, but whose reign is benign.
The third-quickest way to get yourself killed when dealing with Coldi people is when the leader you depended on for support is suddenly no longer there, as when he goes missing because the system society relies on for interstellar travel goes down.
In a highly-strung hierarchical society, it won’t be long before someone else tries to claim the top spot, someone less benign, someone aggressive who is likely to destabilise peace between Asto and other worlds.
But by far the quickest way to get yourself killed is, as a non-Coldi outsider, to visit Asto and try to interfere in their hierarchical system, to mess with instincts you don’t feel yourself, and people who are much stronger than you.
Oh, and did you know that the average daytime temperature is well over 50 degrees C?
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Ambassador 5: Blue Diamond Sky
As Cory takes a well-earned rest and finally submits to proper weapons training, he and a couple of people from his household go on a hunting trip in the marshland between Barresh and the turquoise sea. A bad storm has come through recently and on a deserted beach, Cory finds something Earthly that doesn’t belong there: a message in a bottle, a piece of paper with HELP scratched on it with a sharp object. In Isla.
Cory has a list of all humans in Barresh: it’s very short and no one is missing. A few days later, he receives a curious message through official channels, from a woman on Earth whose rich businessman husband went on a trip of a lifetime “in a place where you can surf with plesiosaurs in turquoise waves”.
Cory knows the guy advertising the trip. He’s a shady character. He also knows where the “plesiosaurs” are. They’re not particularly friendly. Not to mention that the area is on the land of a viciously territorial Pengali tribe.
As it turns out, those are the least of his worries.
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Ambassador 8: The Alabaster Army
Deadly creatures, hostile climate, and that is just the scenery.
For many years, mysterious things have happened on the ice world of Tamer, but when a scientist goes missing from Barresh thought to be on Tamer, Cory is forced to take the issue by the horns.
Problem is, he is dealing with unexpected side effects of his fertility treatment, and, like his Coldi companions, he's lost much of his night vision, and has trouble tolerating low temperatures.
Trouble is, a recent addition to his team has sent shockwaves through his group of loyal companions and things are still sorting themselves out.
Not his healthy self, under-resourced, frozen and half-blind, that's not the best preparation to visit a world where humans are not at the top of the food chain, let alone dealing with enemies who will go to any lengths to hide their activities.
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4,76 €
Innocence Lost
She wanted to run her father's business. She got a mad prince, demons, ghosts and a kingdom in debt.
As the only child of a successful merchant, Johanna has her wits and a sense for business.
The royal family is in deep trouble: ever since the crown princess died of illness, the king has attempted to educate his son to become king. However, the prince is "not good in the head" and quite unsuited to the task. In his grief for his daughter, the king has run the coffers dry: he hired dubious magicians for even more dubious tasks. Those magicians circle like vultures waiting for the kingdom to fail. The king must get his son on the throne, preferably supported by a smart and well-off wife.
He holds a ball in his son's honour. Johanna has agreed to a dance. But the guests include a number of magicians who are not there for the festivities.
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2,53 €
The Dragon Prince
The tyrant Alexandre is gone from Saardam, but a new menace has come: the eastern traders in a ship of metal that is said to have been forged with dragon magic. They bring a chest of gold to buy an office in the city.
The people don't want them in their town. The Church of the Triune, which forbids magic, has increased its hold on the population, despite the Red Baron's efforts to stamp it out.
Newly-crowned queen Johanna is staring into the empty coffers after the extravagant spending by her husband's father before his death. King Roald is off in the garden to catch frogs, and she faces condemnation by the church in the knowledge that Saarland will need both money and magic to defeat the Red Baron's army.
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3,35 €
Ambassador 3: Changing Fate
Fifty thousand years ago, a meteorite hit the planet Asto, giving its Aghyrian inhabitants mere days of notice. Three ships escaped the Armageddon. Two went to the neighbouring planet. The third, a massive generation ship, refused to take on refugees, and then vanished without a trace.
It’s coming back.
Its initial burst of communication caused the outage of the Exchange, the FTL network for transport and communication, but since then the ship has been silent. It jumps about at random, using wormholes it generates with a drive the likes of which no one has seen before.
Meanwhile at the gamra assembly, people jostle to be in the best positions when it inevitably turns up in inhabited space. What the ship wants or whether there is anyone on board no one knows, but diplomat Cory Wilson knows one thing: when it turns up, he must avoid a conflict at all cost.
If only gamra presented a united viewpoint. If only Asto’s army wasn’t keen to get involved. If only the Aghyrians at gamra didn’t do what they do best: manipulate and play games with everyone. While the ship approaches, the delegates bicker, and the time for negotiating is fast running out.
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Ambassador 6: The Enemy Within
Two men went on a surfing trip in a remote area. Only one came back, accused of murdering the other.
Sounds simple, right?
Not quite, because the alleged murder happened on another planet, the accused is a member of the secretive Pretoria Cartel of super-rich business tycoons–with illegal off-Earth ventures–and the only person who can remotely be called a witness is an alien, the elder Abri from the Pengali Thousand Islands tribe.
Diplomat Cory Wilson is asked to accompany Abri to the Nations of Earth court, but when he and his team arrive there, their contacts have been moved to different cases, their rooms are bugged and their movements restricted. No one is answering their questions, but it is when a lawyer is murdered and Cory’s team captures a mysterious stalker that things get interesting.
Just as well they are prepared in the usual way: alert and highly armed.
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4,76 €
Watcher’s Web
She is lost on an alien planet. He said he'd help her get home. He lied.
Jessica's plane develops engine trouble over the dry Australian inland—and crashes in thick, unfamiliar rainforest.
A group she thinks is a search party shows up, but it consists of large-eyed not-quite people who kill all survivors except Jessica and a long-haired hippie named Brian.
No one is going to come to rescue her. In fact, they're not even on Earth.
While the pair wrestle their way through the forest in search for help, Jessica becomes ever more suspicious of Brian. Why does he know so much about the world where they have ended up? Why is he so insistent on helping her?
Jessica has always been able to use her mind to tell animals what to do and now she's hearing voices in her head. Another man is pleading her not to listen to Brian. Except this man can kill someone with a single look, and he uses his mental powers to order people around.
In this utterly strange and dangerous world where people seem to want something from her, who can she trust?
A gritty survival story in the vein of The Hunger Games, set in a Star Wars locality.
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3,48 €
Blood & Tears
Following the destruction of the City of Glass through an explosion of sonorics, huge numbers of refugees have descended upon the Chevakian capital Tiverius.
The refugees are mostly members of the rebel group Brotherhood of the Light, supporters of the old royal family. They are injured, scared and hungry, and few speak Chevakian. The young Queen Jevaithi and her lover Isandor are amongst them, safe from the Eagle Knights for now.
Young Eagle Knight Carro is waiting in an old farmhouse with his fellow Knights for the order to invade the camp, capture the Queen and deliver her back to his father, where she will continue to live as imprisoned puppet for the Knights' tyranny.
The Chevakians know none of this, and struggle to contain the refugee population, and the dangerous sonorics contamination the people have brought from their ravaged country, contamination that defies Chevakian efforts to contain it, and is getting worse, not better.
In their struggle for power, the Brotherhood and the Knights disturbed something from an ancient and magic civilisation.
The sorcerer Tandor knows what happened, but he is on death row in a Chevakian jail.
The southern woman Loriane is aware of the things that are required, but she is amongst Chevakians who can't understand her.
The Chevakian proctor Sadorius han Chevonian could put the pieces of the puzzle together, but he is struggling to keep the peace, and besides, Chevakians don't believe in magic.
Meanwhile, the massive, and malevolent, sonorics cloud drifts towards the city, hungry for revenge.
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5,04 €















