Witch’s Wrath
Time is running out for Scarlett Prynne and Runeclaw to save the captives of the Luminous Veil.
Despite their efforts to disrupt the Veil’s plans, they’re still marching toward their ultimate goal. Whatever that is. It obviously involves the mind control collars, but creating an army of menial servants seems less than ambitious. And if there’s one thing that Camus and the Veil have in plenty, it’s dark ambition.
Amber is using her infomancy to try to track down leads, Snow is working on figuring out the collars’ magic, and Maddox is forever upgrading and repairing Dusk Runner so Scarlett can take the motorcycle back into battle. Are they all just waiting for the other shoe to drop?
They have one lead, but the sand is ticking out on that particular hourglass. The tracer they’d placed on Kingston Trane will expire soon, and it only leads to the location of the next Veil atrocity.
However, Scarlett has always been good at getting into trouble. It’s her own dangerous kind of GPS. This time, the trouble will be the biggest yet, culminating in a final fight that she’d better be sure she’ll win.
What she doesn’t know is going to try to kill her. Camus has been preparing for years to deal with such a challenge.
Can Scarlett and Runeclaw survive? Can they even prevail? As options dwindle, it seems less and less likely.
But a wise person never bets against a witch, her cat, and her crew.
For action, magic, snarky banter, martial arts, mystical creatures, and a dash of mystery, join Scarlett and Runeclaw on their next adventure.