Crimson Worlds Refugees
Into the Darkness
Crimson Worlds Refugees I
There is just one problem. The First Imperium was held back by the disruption of the sole warp gate connecting the two domains…and Compton and 300 of his ships are trapped on the wrong side, surrounded by the Regent’s vast fleets and cut off from Earth.
Pursued by their deadly enemy, Compton and his fleet must flee into the darkness of unexplored space, seeking safety…and ultimately a new home. Their journey will take them deep into the heart of the First Imperium, to the silent, windswept worlds where the ancient race that built the Regent once dwelled…and uncover the lost secrets of its disappearance 500,000 years ago.
Shadows of the Gods
Crimson Worlds Refugees II
Deeper. Farther into the black unknown of space. There is no other path, no way for the lost to go, save forward. Admiral Terrance Compton’s fleet is cut off from Earth, deep in the heart of the enemy First Imperium. A third of his people have died in the year his force had been fleeing from its enemies, but he is as determined as ever to find a new home for his people, a way to save his wartorn fleet
His people are running low on everything—food, ammunition, fuel, and the brutal enemy is in relentless pursuit, marshaling all its vast resources to track down and destroy the human refugees. Compton must find a way to replenish his dwindling stores, while avoiding the massive enemy forces hunting his fleet from system to system.
Compton seeks an escape, a refuge for his exhausted spacers from the relentless pursuit of their enemies. But they are about to find far more than that, as they discover the truth of the distant past, and a glimpse of a new future that lies before them. What they learn will shake all they believe…and force them to reconsider who they are. And what victory would look like.
The fight has just begun…and the stakes are even higher than any of them had imagined.
Revenge of the Ancients
Crimson Worlds Refugees III
A battered group of human ships, fighting for survival, fleeing deeper into the far unknown, pursued by the deadly forces of the genocidal artificial intelligence known as the Regent.
A legendary commander, the man who has saved his people time and time again, struggling to lead the fleet ever forward, fighting through every attack the enemy throws at them.
A hidden world, a remote refuge prepared millennia ago, holding the promise of a new future, if the fleet can reach it…and hold it against the Regent’s relentless attacks.
Admiral Terrance Compton and his lost fleet battle their way forward, striving to reach the end of their great journey. They will fight, with all the strength and power than remains to them, standing firm, resolute against all the force the Regent hurls at them. But their destiny is no longer in their hands.
In the end, the fleet’s survival rests on the courage and strength of a tiny force of Marines and a desperate mission, one that will lead this group of warriors right through the enemy’s thickest defenses, to the very heart of the enemy’s domains, the ancient homeworld of the First Imperium…and the inner sanctum of the Regent itself.
Winds of Vengeance
Crimson Worlds Refugees IV
They have prospered in the years since their arrival, adapting the technology of the First Imperium to build a new and prosperous republic. But as the fear of the First Imperium recedes, cracks have begun to appear, conflicts looming that threaten to destroy all they have worked to achieve.
There are rivalries between the clones known as “Tanks” and the “NBs,” naturally-born humans, disputes driven by envy, resentment. And on the fringe of the new society, the enhanced genetic hybrids known as “Mules” are feared by both groups, though they continue to decipher First Imperium technology for the benefit of all.
But there is a far greater threat lurking in deep space, for the Regent was one of two, and its copy activated automatically upon its destruction. It has been planning, exploring, building vast fleets of new warships, and now it is ready to strike at a divided republic, to accomplish what the Regent failed to do. It is ruthlessly single-minded, existing for a single purpose. And that purpose is vengeance.
Storm of Vengeance
Crimson Worlds Refugees V
Earth Two is a world beset by dangers, inside and out. It’s genetic groupings, the cloned “Tanks,” the “Natural Borns” and the hybrid “Mules” exist uneasily, each wary of the others, even as they rally to face the deadly threat of the First Imperium’s robot warriors.
President Max Harmon and his inner circle have played an elaborate game of chess for twelve years, a deadly battle of wits with the genocidal alien Intelligence known as the Regent. They have moved fleets, spread deceptions, built decoy planets…all to hide Earth Two’s location, to protect it from the deadly onslaught of the enemy.
But sitting and waiting is a losing game. The Regent’s resources are just too powerful, its technology too advanced. It will find Earth Two eventually…and when it does, it will consign the planet to the apocalypse of antimatter devastation. Harmon knows his people must do something…and when a scouting fleet sends back word that it has found the enemy’s antimatter production site, it seems almost too good to be true.
Harmon suspects it is all a trap designed to lure his fleet to its destruction. But, more than one side can lay a trap, or turn one around, and the elimination of the Regent’s antimatter production will go a long way to evening the two sides, and setting the stage for a final showdown the humans can win.
Crusade of Vengeance
Crimson Worlds Refugees VI
Earth Two is a world almost consumed by dangers, on the brink of civil war between the cloned “Tanks,” the “Natural Borns” and the hybrid “Mules.” The only thing that has prevented actual fighting, a conflict that may destroy the young planet, is the existence of an even worse enemy, one that sees the three groupings as part of the same infection. The Regent and the deadly threat of the First Imperium’s robot warriors has provided sufficient fear and incentive to force the human groupings together, to hold off their own contest.
For more than thirty years, President Max Harmon and his inner circle have struggled to find the enemy’s location, all while keeping their own planet a secret. But as with all such things, an end must come. Sooner or later, the enemy will discover them…or they it.
After more than thirty years of searching, of tirelessly scouring hundreds of systems, the enemy has found Earth-2…and just a few weeks later, a human scout has discovered the Regent’s location, as well. The odds of both discoveries coming so close to each other are astronomical, and yet it happened.
The humans must commit their forces to protecting their homeworld rather than striking against the Regent with any material portion of their ships. But Max Harmon is determined to strike, somehow, and a Mule-invention, a totally untraceable drive system, opens the door…slightly. Harmon plans a mission, ten small ships, using all of the currently-existing new drives, to strike at the Regent while the main fleet remains home to counter the coming assault. Only victory in both battles, the survival of Earth-2 and the vanquishing of the Regent, will result in a true human triumph. It seems almost impossibly difficult, yet it is the only way…the only way for humanity to survive on the fringe.
The two forces prepare, and the ten vessels leave on their almost impossible mission. Everyone knows what is at stake, and they will all fight as hard as they can. But is it really possible for the humans to prevail, to defeat the massive invasion fleet and take the Regent by surprise…and destroy it? Or will humanity on the fringe be destroyed, losing all the advancement and scientific knowledge gathered by the residents of Earth-2?