S. A. Hoag is an author, artist, very amateur astronomer ("I just look at the stars, I can't tell you their names."), hockey fan, and accidental desert-dweller. Born in the middle of the Rocky Mountains of Colorado, she has lived in a number of cities, in a number of states, before crash-landing in the New Mexico desert. Not Roswell, however. Science Fiction has always been her first interest in reading and writing; many other genres sneak into the novels and that's all right with her.
“Good Omens . . . is something like what would have happened if Thomas Pynchon, Tom Robbins and Don DeLillo had collaborated. Lots of literary inventiveness in the plotting and chunks of very good writing and characterization. It’s a wow. It would make one hell of a movie. Or a heavenly one. Take your pick.”—Washington Post
According to The Nice and Accurate Prophecies of Agnes Nutter, Witch (the world's only completely accurate book of prophecies, written in 1655, before she exploded), the world will end on a Saturday. Next Saturday, in fact. Just before dinner.
So the armies of Good and Evil are amassing, Atlantis is rising, frogs are falling, tempers are flaring. Everything appears to be going according to Divine Plan. Except a somewhat fussy angel and a fast-living demon—both of whom have lived amongst Earth's mortals since The Beginning and have grown rather fond of the lifestyle—are not actually looking forward to the coming Rapture.
And someone seems to have misplaced the Antichrist . . .
A Post-Apocalyptic Action Adventure
No one remembers what started the war, the big one. Civilization stopped, and what came next was fueled by rage and fear.
Twenty years on, a tiny refuge, a place called The Vista, may be one of the last vestiges of humanity. Isolated, guarded, and hiding a dark secret, the people have survived World War Last, and they are content with that. Their children, however, are not. The search for others will send them out into a world they know nothing about, where the line between enemy and ally is blurred.
The Vista: Book 1 of The Wildblood introduces Team Three - they’re young, ambitious, and at the forefront of a movement to discover what is beyond The Vista. They also believe they are genetically enhanced, a practice outlawed long before they were born. Venturing beyond their valley draws the attention of someone dangerous, someone that shares their past and wants to control their future, or destroy them because of what they might be.
~ ~ ~ ~ ~
Uncontrollable. Unpredictable. Dangerous.
The Wildblood. Now, Team Three know what they are.
Renegades: Book 2 of The Wildblood takes up with Team Three out among clans of the Altered, and cities where civilization has held ground. Their efforts to establish The Vista’s domain create unique conflicts and forge unexpected allies. One of the most pressing obstacle turns out to be their own governing council, a threat as real and dangerous as the nomads of the outlands.
~ ~ ~ ~ ~
Bloodlines: Book 3 of The Wildblood
Learning the truth about the Altered, and the legacy of The Vista, is the first priority of Team Three. It may earn them exile from their home. They know this. Failure is not an option.
Loyalty has its price. So does revenge. Someone has to pay.
~ ~ ~ ~ ~