<p>This novel is Book Two in the first-contact adventure SF series THE SPIRIT GUILD.</p><p><br></p><p>Two U.S. Army Rangers have been forced out of the military for the crime of witnessing – and surviving – a vicious alien attack. With little left to lose, Rik and Vik go in search of a mysterious group said to deal with mythical, paranormal, and otherwise unnatural creatures such as the ones that killed their fellow soldiers.</p><p><br></p><p>Rik and Vik find the woman called Thea living in a well-equipped castle in Ireland, along with some highly specialized companions: a brilliant scientist, a man with grafted wings, a huge immortal Scotsman, and a merrow who can speak and sometimes walk on land.</p><p><br></p><p>They are the Spirit Guild and are accustomed to dealing with troubled ghosts and mythical beings. But now, as an unknown spaceship approaches Earth from the far side of the sun, all kinds of dangerous creatures both natural and unnatural seem to be waking up and looking in the direction of that spaceship.</p><p><br></p><p>To meet this threat, Rik, Vik, and the Spirit Guild will have to find common ground and learn to work together to save not only themselves but Earth itself.</p><p><br></p><p>Note: No part of this work was generated using artificial intelligence (AI) software of any kind. There is some battlefield violence and a few frightening scenes involving alien creatures and vengeful spirits.</p>