The Earthers' saga, which began with the intertwined series of The Silver Shps and Pyreans, continues in Gate Ghosts and details the colonists of the Con-Fed's colony ship, Destiny. Readng the previous two series will allow a reader to get the most out of this new series.
The descendants of a fourth Earth colony ship, Destiny, successfully establish a foothold in unoccupied space. Naiad, the home world, is a frozen ball, but the colonists persevere and expand through wormholes to remote systems.
Navigating the time-space anomalies requires Axis-ships...
The sisters’ leader, Miriamal, and three mining chairpersons investigate an unexplored wormhole for possible economic expansion. Aboard the Dominance, they exit the wormhole and are stunned to find the nearby system inhabited. More troubling, technologically advanced warships hold station above the system’s exoplanet.
The Sisterhood’s dangerous militarist sect finds a foothold in a broad swath of space inhabited by the descendants of Earth’s fourth colony ship, Destiny. They’re welcomed by corporations, whose leaders see unbridled opportunity in the sisters’ advanced tech.
Five powerful corporations own six mining planets. One company ...
Human descendants of the Earth colony ship, Destiny, face incursion into their area of space by a powerful race. The Imperium Empire, which is ruled by the Krackus, is one wormhole away from the humans, and a mining planet, Kilmer, would be the alien race's first contact.
Fear rules the company leader. The Krackus represent danger.