THE WORLD OF THE SIXTH ACCORD

Six seats at the table. One agreement holding them all in place.

A hidden supernatural world of vampires, wolves, witches, fae, reapers, and humans — bound by blood, power, survival, and dangerous love.

Begin with Obsidian Kiss.

A WORLD BENEATH OUR OWN

Imagine a world that looks exactly like ours.

Same cities. Same streets. Same ordinary Tuesday morning texture of coffee going cold and traffic running late.

You could walk through it every day for your entire life and never once suspect what shares the shadows with you.

That’s the point.

The supernatural factions don’t hide in remote castles or forgotten wilderness. They are here. In boardrooms and back alleys. In buildings with the lights still burning at 3am. In the faces of people you pass on the street who are older than the street itself.

And holding all of it together is The Sixth Accord — an agreement old enough to be worshipped, feared, and broken.

WHAT IS THE SIXTH ACCORD

The Sixth Accord is the agreement that keeps the supernatural world from tearing itself apart.

Six factions. Six seats. One fragile peace.

It governs what must stay hidden, what can be taken, what must be protected, and what happens when ancient powers break the rules.

But the Accord is not built on trust.

It is built on survival.

Every faction at the table has something to lose. Every leader has secrets. And beneath the politics, the bargains, the blood bonds, and the romances that were never supposed to happen, something older than the Accord is beginning to move.

The treaty is cracking.

And when the thing holding everything together finally breaks, everyone pays.

THE FACTIONS

Six seats at the table. Try not to bleed on anything.

VAMPIRES

Led by Nyx.

Old blood. Old money. Old power that does not need to announce itself because it was already in the room before you arrived.

The vampires move through Edalva with control, wealth, and centuries of hunger behind every closed door.

WOLVES

Led by Torren Black.

Do not mistake loyalty for softness.

The wolves run on pack law, and pack law is simple: you are either with them, or you are a problem that needs solving.

WITCHES

Led by Sevra.

Here is where it gets complicated.

Sevra does not need to stand at the front of the room. She is already three moves ahead, pulling threads no one else can see.

FAE

Led by Aleria Vale.

The fae were ancient before the Accord existed.

They operate by rules older than the treaty, older than the politics, and older than anyone else at the table is comfortable with.

REAPERS

Ruled by Death. Governed through Azrael and the brothers beneath him.

Every faction deals in power.

The Reapers deal in what comes after power ends.

HUMANS

Represented by Stroud.

The humans do not look like the strongest faction at the table.

That is the mistake everyone makes.

They do not just hold a seat at the Accord. They hold the machinery that keeps every supernatural faction from being hunted into extinction.

THE WORLD’S

Three worlds. Three registers of power. Layered like a secret inside a secret inside a secret.

EDALVA

The surface world.

A place arranged to look human, ordinary, and safe. Cities. Streets. Coffee shops. Boardrooms. Nightclubs. Back alleys.

Edalva is the stage, and most of the people standing on it have no idea what is performing in the wings.

MYRELINTH

The world beneath.

An underwater realm with its own history, hierarchy, and stake in the game above.

Myrelinth does not make noise about its power.

What moves in the deep tends to arrive without warning.

MORTUS REGNUM

The Reaper realm.

This is not death as an ending.

This is death as a place — with architecture, politics, hierarchy, and a ruler whose warmth is as terrifying as his power.

THE ACCORD IS CRACKING

Something is wrong.

Not loudly. Not yet.

This is the quiet kind of wrong. The kind that lives in the spaces between what people say and what they mean. In alliances that should be solid but keep shifting. In leaders who smile too easily. In a treaty that has held for generations, suddenly developing pressure points no one can explain.

The Sixth Accord is cracking.

And underneath those cracks, something old is moving.

It does not want a seat at the table.

It wants to remind every faction, every leader, every ancient and terrible power, exactly what they are.

Small.

Recent.

Temporary.

THE ROMANCE

The Sixth Accord is dark paranormal romance with teeth that bite.

Every book follows a central couple with their own fire, their own danger, and their own impossible choices. These are love stories built inside a world of blood bonds, faction lines, forced proximity, old power, dangerous loyalty, and slow-burn tension that earns every degree.

The darkness does not swallow the love.

The love does not soften the darkness.

They exist together — each one making the other hit harder.

EXPECT

Blood bonds

Enemies to lovers

Forced proximity

Dangerous protectors

Morally complicated immortals

Slow-burn heat

High-stakes supernatural politics

Complete central romances

WHERE TO BEGIN

Start with Obsidian Kiss, Book One of The Sixth Accord.

Then continue into Venom & Vow as the world deepens, the factions sharpen, and the cost of the Accord begins to rise.

Obsidian Kiss

Book One of The Sixth Accord.

Eden should have died the night she was attacked. Instead, she is saved by Nyx Ravelle — an ancient vampire whose control begins to fracture the moment she becomes his problem.

Their connection is not simple.

It is blood, curse, hunger, and power.

And Eden was never just human.

Venom & Vow

Book Two of The Sixth Accord.

After the blood bonds, shattered alliances, and consequences of Obsidian Kiss, Edalva does not settle.

It sharpens.

Venom & Vow pulls the world deeper into wolves, siren power, dangerous loyalty, and vows that were never meant to survive desire.

READY TO ENTER THE ACCORD?

Begin with Obsidian Kiss and step into a world where blood is a vow, magic has teeth, and love may be the deadliest curse of all.

BEGIN WITH OBSIDIAN KISS