Shatterglass
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- $4.99
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- $4.99
Publisher Description
The storms of Keryth-9 don't roar. They scream.
Captain Elian Voss and his Marine squad have seen their share of hostile worlds. But when they're deployed to the mining outpost on Keryth-9, they find something far worse than they expected.
The planet is alive.
Beneath the endless desert, beneath the glittering shatterglass that coats everything, something ancient is waking. The Riftborn—crystalline creatures that stalk the tunnels—are just the beginning. Deeper still, the Glass-Walkers wait: miners who went too far into the dark and never came back. Not dead. Not alive. Something else.
And in the deepest dark, where the glass is thickest, something watches. Something patient. Something that has been waiting for someone who can hear.
Voss's squad is small: Rourke, who fights like a demon and loves like a brother. Sienna, whose wounds run deeper than any scan can detect. Jonah, whose faith is tested with every step. Arlen, who hears singing in the glass. And Mara Lys, the medic with steady eyes and a quiet courage that Voss never expected to find.
When Voss touches a weapon forged from shatterglass, he sees a face—a woman, young, dark hair, reaching. When his experimental armor turns black and stays black, Sergeant Brand looks at him like he's already dead.
Because the glass marks some people. Chooses them. And once you're marked, the Walkers show themselves. And seven days later, you die.
But Voss doesn't die. He hears them instead. All of them. Thousands of voices trapped in the glass, waiting for someone to remember.
Now the corporation that owns the planet is covering up the truth—and hunting the Resonants who can hear the planet's call. The Riftborn are gathering. The Quiet One, a creature the size of a mountain, is stirring in the deep. And beneath it all, something older than the planet itself dreams in the darkness.
Voss has a choice: follow orders and survive, or descend into the deep and become something else entirely. Something that can speak for the dead. Something that can stop the killing.
Something that might never come back.
But Mara won't let him go alone.