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ABOUT THE BOOKS

THE CHILDREN OF NECROPOLIS SERIES

Intro to the Series

The Children of Necropolis series is based on world myths and history, and “what one might imagine if one were allowed to sit under the dark sky and stars staring into a campfire. Otherworld is what might be. It was once the most beautiful place in existence, but became a battleground, and is now what remains. Its people are Dead Souls washed clean of their past lives, unhindered by their former selves, but who retain the energy, dark or light, of what they were/are."

Books One and Two: 22.00

The Children of Necropolis (Book One)

Fletcher Bell is confused after his mother’s death. He’s also bored with his new home in rural Scotland. That is until he and three new friends break into an abandoned house, flip an innocent switch, and end up in Necropolis, the City of the Dead. It’s a cold, harsh, “snow globe world,” where being dead is normal, and the Living “warmbloods” are freaks. Fletcher and friends become caught up in the eternal battle between dark angles who would destroy all worlds to tear down the gates of their former home, and the Archangels and their Dead allies. Can Fletcher and friends help stop the Fallen from passing through the veil to destroy Necropolis? Is he the special soul some think? Is there a way back to Scotland for the Living Souls, or are they trapped forever in the City of the Dead?

Book One: 12.99

The Valley of Dry Bones (Book Two)

Things just got real in Otherworld. The usually quiet world seems ready to explode. Fletcher Bell and his “warmblood” friends are quarantined inside the Luminous Academy. Marion’s celebrity as the the Storm Queen has spread like wildfire drawing unwanted and dangerous attention. Tory’s deal with the dark angel, Samyaza, sends her to Necropolis to steal for him. Owain’s self-doubt threatens finding their way home. Pimm Paisley is determined to escape the city to find her missing father with, or without, help. The Fallen are readying their first attack since the Great War. Spies, demons, and gnarled creatures lurk around every corner. Meanwhile back in Scotland, Fletcher’s father’s sanity hangs by a thread as he works to figure out the Sugar Cube House before a greedy estate developer’s bulldozers destroy the gateway to the Land of the Dead. Can he unlock the secrets of the machine before it’s too late, or will Fletcher and friends stay trapped in the OW forever? Can Fletcher overcome his fears to become the leader some think him? Will the next war begin before the Living and Dead complete their quests? Or will the fate of all worlds sealed when three armies meet in the Valley of Dry Bones?

Book Two: 12.99