So here's my new hook, based on what
raleva31 suggested in her crit. What do you guys think?
Sapph Pendragon was one of the top ghostwalkers in the business – a psychic who could literally turn herself into a ghost and walk the borderlands between the Afterlife and Earth. She used her talent to “clean out” haunted houses, sending earthbound spirits on to their heavenly (or hellish) reward. Then business killed four of her closest friends, and Sapph vowed to never use her talent again.
Fast forward four years. One of her former teammates calls in a favor, and Sapph reluctantly dusts off skills she let rust. Unfortunately for her, ghostwalking isn’t something that you can just come back to after a long absence. The Ghostlands are an unforgiving place, and Sapph soon finds herself in over her head, literally and figuratively, as she tries to send the ghosts of Crosley Farms through the Border to whatever Afterlife is waiting for them.
To make matters even worse, this particular set of ghosts have a plan beyond making the new owners of their home miserable. Ellen Crosley wants her life back, and she’s willing to do anything to get it. Including killing anyone in her path. The problem is, in order to live again, Ellen needs a mortal body that can house her dead spirit without burning out. She needs someone who can exist in both the Ghostlands and Earth. Someone that most people think is a myth.
A Daywalker. And it looks like she’s found one in Sapph.
Sapph must learn to use both the Talent she let rust and the Talent she never knew she possessed to defeat Ellen. In an ever-changing landscape of spirits and magic, she must decide which ghosts she can trust – and hope she’s right.
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Sapph Pendragon was one of the top ghostwalkers in the business – a psychic who could literally turn herself into a ghost and walk the borderlands between the Afterlife and Earth. She used her talent to “clean out” haunted houses, sending earthbound spirits on to their heavenly (or hellish) reward. Then business killed four of her closest friends, and Sapph vowed to never use her talent again.
Fast forward four years. One of her former teammates calls in a favor, and Sapph reluctantly dusts off skills she let rust. Unfortunately for her, ghostwalking isn’t something that you can just come back to after a long absence. The Ghostlands are an unforgiving place, and Sapph soon finds herself in over her head, literally and figuratively, as she tries to send the ghosts of Crosley Farms through the Border to whatever Afterlife is waiting for them.
To make matters even worse, this particular set of ghosts have a plan beyond making the new owners of their home miserable. Ellen Crosley wants her life back, and she’s willing to do anything to get it. Including killing anyone in her path. The problem is, in order to live again, Ellen needs a mortal body that can house her dead spirit without burning out. She needs someone who can exist in both the Ghostlands and Earth. Someone that most people think is a myth.
A Daywalker. And it looks like she’s found one in Sapph.
Sapph must learn to use both the Talent she let rust and the Talent she never knew she possessed to defeat Ellen. In an ever-changing landscape of spirits and magic, she must decide which ghosts she can trust – and hope she’s right.
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