Search results for “Cara Nox”:
The Thirteenth Key by Cara Nox The chaotic crew of heisting misfits in Leigh Bardugo's SIX OF CROWS meets the familiar yet fantastical, modern landscape found in Robert Jackson Bennett's CITY OF STAIRS. “The thirteen emblems given to the original rulers weren’t just symbols. They’re keys to the Vault—one that no one’s ever opened.” Noa has lived her life as an unsuspecting, ID-burning, face in the crowd that disposes of “problems” for her miscellaneous, secretive employers. So, when Noa’s surrogate father—a Seer—hands her a long-lost emblem, telling her with his dying breath that it's her responsibility to reignite magic, she laughs at the idea that the fate of their world rests on the shoulders of a killer. Instead, she uses his words and the key he gave her as an excuse to go on one final suicide mission to seek out the power supposedly waiting for her to annihilate his murderer. Prince Glacier Caelius has lived his life trapped inside a gilded cage, pushed down by the ever-present threat of death as the bastard son of Amarais’s late king. But when the rebels attack during a nationalist party, Glacier’s rescued by none other than Noa and her merry band of thieves, who are scrambling to salvage a failed attempt at stealing his country’s emblem: the Soul of Amarais. When the dust settles, he’s the only person left alive to unlock the palace vault and give the Soul to Noa in exchange for saving his life. Well, once they’re able to formulate a plan to take the palace back. Struggling with their tentative, newfound freedom, Noa and Glacier must learn to work together to survive the urban landscape of Avaria’s greatest cities fortified by technology in the wake of dwindling magic. The goal: steal as many keys as they can before their pasts catch up. But the further they go, the more they realize that something worse may be lurking on the horizon, and they may very well be the only ones able to stop it. |
A Hunt of Blood & Iron by Cara Nox "Nothing comes without sacrifice." Grey is a shut-in hemomancer—a blood-manipulating magic user who sacrifices life for life to use his power—with a troubled past and questionable future. So when that fae-laced Calling grips him in the middle of the night and takes him to the obelisk he's been seeing in his dreams, he believes he's finally started to find his purpose. That is, until he realizes there are five other mancers there, and the obelisk bears all their marks. That can only mean one thing: the fair folk are demanding another Wild Hunt, and Grey is one of their prey. In his fumbled attempt to escape, he's rescued by the one sacrificial member of the Hunt he least expects: an iron-wielding macharomancer, known for their hostility against his magic, named Noel. In order to find a way to break free of their binding ties to the Wild Hunt, they must put aside their reservations about one another and work together. Their best bet is to find something hidden within what's left of the faerie ruins and man-made structures of the distant past that's worth more than their lives to appease their ruthless rulers. Or they'll perish at the hands of the bloodthirsty fair folk waiting for them in the Otherworld. |
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