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Welcome the World of Enid d'Tancreville and Rue Nath!

When bloody revolution drives Enid d'Tancreville from her beloved homeland of Ardainne, she resolves to immigrate to Albion. That little kingdom, powerful beyond its size and long Ardainne's rival for world domination, has declared its intent to see the revolutionary Theocratic Republic cast down and traditional noble rule restored - by war if necessary. A skilled sorceress, Enid is confident her abilities will win her a brevet in one of Albion's distinguished cavalry regiments.

Enid's plans change radically when the merchant ship bearing her and other noble refugees to the Spice Isles is captured by the Albion frigate Alarum. The frigate's ship sorcerer was lost earlier in battle and her captain, Rue Nath, is delighted to find a potential replacement aboard his prize. Driven by great need, he offers Enid a temporary commission as his ship's sorcerer - and the opportunity to take immediate and decisive action against the Theocratic Republic at sea.

Thrust into the midst of a small, insulated community and confined within a cramped country defined by the ship's wooden walls, Enid discovers that the captain's faith in her animosity for the Theocrats is not universal. The long history of rivalry and warfare between Albion and Ardainne colors many of the Alarum attitudes, creating a chary mistrust of the new "Magister," a mistrust that is magnified by her landsman's ignorance of life at sea and naval tradition.

Fortunately for Enid, Captain Nath is not her only friend aboard Alarum. She soon finds that she has another, less tangible ally and comes to the uneasy understanding that the sea does not always keep its dead.