Space is a dangerous place, even for the wary, especially for the unprepared. The aliens have no idea.
Here comes the Bad Company.
Colonel Terry Henry Walton takes his warriors into battle, for a price, in this first installment of The Bad Company. He believes in the moral high ground and is happy getting paid for his role in securing it.
Set in the Kurtherian Gambit Universe, Terry, Char, and their people—humans, Werewolves, Weretigers, and Vampires—form the core of the Bad Company’s Direct Action Branch, a private conflict solution enterprise.
Join them as they fight their way across Tissikinnon Four where none of the warring parties were what they expected.
--- PLEASE NOTE ---
Inside this book is cursing, amusing cursing, but cursing nonetheless. If bad language offends you, perhaps this book is not for you.
Set on the foundation laid by the Kurtherian Gambit Series, The Bad Company tells an entirely new story in the Age of Expansion--when the Etheric Empire is fast becoming the Etheric Federation with all of the trials and tribulations that come with bringing together different peoples, systems, and ideals.
After a loved-up adventure in a wood in North London, sixty-odd-year-old Lily drives off in her Classic Mercedes and takes a wrong turn. The day is unbearably hot, and the snazzy car's air-con is broken, blowing out hot air instead of cold. Lily follows the meandering road in a state of dehydration, and experiences a series of encounters with angels and demons and ghosts from the past.