About this series
Six years have past since Jame and Tigh's first arbiter-at-large case in Maymi. Jame's reputation for being a clever and wise arbiter brings her more cases than she can handle and Tigh becomes respected as a fair peace warrior.
During their travels, they're confronted by Argis, Jame's old friend from Emoria. Argis brings word that a Wizard is building an army in the mountains and the Emoran Council has determined they need Tigh to help defend against this new menace to their borders.
The Wizard isn't their only challenge. Jame has to convince the Council that Tigh isn't trying to take over the world, and Tigh has to win the respect of the Emorans. But the more immediate concern, can Tigh, with her superior battle strategy, and the best warriors in the Southern Territories muster the forces needed to stop a war?
As always, Jame and Tigh's journey is never easy, as they battle ghosts from their pasts to prevent a mad vengeful Wizard from unleashing the most powerful army the world has ever seen.
Titles in the series (4)
- Future Dreams: Tales of Emoria, #1
1
When Jamelin Ketlas, an Emoran Princess, goes to Ynit to train as a peace arbiter, the Grappian Wars had ended and the Southern Territories is finally at peace. To win the war, the Federation had enhanced young women into intelligent, ruthless warriors with the single purpose of fighting. These enhanced Guards fled after the Wars to avoid rehabilitation that allowed them to be safe for society again. As hundreds of Guards are being captured and brought back to Ynit, Jame, along with her fellow student arbiters are enlisted to argue their cases through each step of the rehabilitation process. One evening Jame pauses as a wagon with a captured Guard rumbles past and sees in a split moment a glint of humanity in the Guard's wild, threatening eyes. She realizes the former Supreme Commander, Tigh the Terrible, is in custody. None of the arbiters want to take on Tigh the Terrible's case because she not only terrifies them but they think she's a hopeless cause. Jame, remembering that hint of humanity, defies her queen's wishes, and begs for the chance to argue for Tigh's rehabilitation. As Jame fights for Tigh's rehabilitation, she's also battling her changing feelings for her childhood sweetheart and the pressure to return home. Tigh feels she can't return to her life before the Wars. They become kindred spirits in their struggles against family and societal expectations. Will they be able to break from their inherited paths and achieve their dream of a future together?
- Present Paths: Tales of Emoria, #2
2
Jame, Emoran princess, and Tigh, former Supreme Commander during the Grappian Wars, settle into their new life as peace arbiter and peace warrior. They travel from town to town arbitrating cases and discover that being an arbiter includes navigating attempts of under-the-table dealings for favorable legal results. Jame gets her first at-large case in the swamp city of Maymi to help a local bookseller open her shop against the opposition of the major booksellers in the Southern Territories. But the real facts behind the case have nothing to do with selling books and everything to do with generations of corruption that has strangled the local shop owners. Winning this case could solidify Jame's reputation as a wily arbiter, but she's not sure if the danger is too great after she and Tigh receive not-to-subtle threats to their well-being. Between hero worshipping teenage girls, battling the army of the Silver Dragon, and getting more than they bargained for with Jame's first major case, Jame and Tigh discover that life on the road is anything but routine. But life has never been routine for Tigh and Jame as each challenge builds the foundation for their new life together.
- Fall Time: Tales of Emoria, #4
4
A year has passed since Jame and Tigh battled the wizard Misner and have been welcomed back to Emoria. Jame is having dreams about waterfalls and realizes she is being called home to begin her duties as a princess and to produce an heir. Of course, nothing is ever easy for Jame and Tigh and they have to go up against a bigoted Tribune before they even have a chance to pack up their home in Ynit. With the help of an honor guard of Emoran warriors and Ynit soldiers, they battle through the worst snowstorms in recent memory on their journey to Emoria. Before they can settle into their life in Emoria, they find themselves facing a faction led by Ardhat, the Council's chancellor during the Grappian Wars and Nantel, an arbiter who washed out of wizard school. Joined by former Guards, the Emorans, Lukrians, and soldiers of the Federation, Tigh and Jame are forced to engage in one last encounter to save the Southern Territories.
- Past Echoes: Tales of Emoria
Six years have past since Jame and Tigh's first arbiter-at-large case in Maymi. Jame's reputation for being a clever and wise arbiter brings her more cases than she can handle and Tigh becomes respected as a fair peace warrior. During their travels, they're confronted by Argis, Jame's old friend from Emoria. Argis brings word that a Wizard is building an army in the mountains and the Emoran Council has determined they need Tigh to help defend against this new menace to their borders. The Wizard isn't their only challenge. Jame has to convince the Council that Tigh isn't trying to take over the world, and Tigh has to win the respect of the Emorans. But the more immediate concern, can Tigh, with her superior battle strategy, and the best warriors in the Southern Territories muster the forces needed to stop a war? As always, Jame and Tigh's journey is never easy, as they battle ghosts from their pasts to prevent a mad vengeful Wizard from unleashing the most powerful army the world has ever seen.
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