Husk: A Maresman Tale
They call them "husks", the demons that cross the Farfall Mountains, leaving a trail of blood in their wake.
No incursion goes unmet; otherwise the cancer would spread until the whole of Aethir was consumed by nightmares.
That's why the Maresmen were formed - trackers and warriors charged with holding back the tide. Each of them is different, uniquely suited to the task in hand, but one thing they hold in common: they are half-breeds, part human, part husk; and they are bound by an inviolable rule:
Hunt the husks, or be hunted themselves.
Jebediah Skayne has been hunting husks his entire adult life, but there's something different about the trail leading to the fishing town of Portis on the shores of the Chalice Sea: no spoor, no footprints; nothing save the unmistakable feeling of wrongness.
Finding a husk in Portis would be near impossible for someone who didn't have the sixth sense, but the instant Jeb arrives, all trace of the incursion vanishes. Forced to rely on more mundane methods of investigation, he starts to uncover a town rife with corruption, where a man will kill you for looking at a woman the wrong way; a town that's seen its share of incursions from the land of nightmares before.
As events start to slip from his control, he realizes the husk he's come to kill is one step ahead of the game, and it holds a secret that will shake his world to the core.