The Play's the Thing (The Cricket Club Book 2)
Margaux Thorne
Margaux Thorne
The Play’s the Thing (The Cricket Club, Book 2)
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The Reluctant Cyborg
E. M. Denison
E. M. Denison
Year 2182: Two city states are locked in a pointless war for bragging rights between their petty, immortal dictators. Average citizens scrape by on medical betting, participating in unregulated clinical trials, or scrubbing the 'Rat Flatteners' and 'Possum Shredders' at the local meat packing plant.Trust fund goof-off Ezeny Phillips assumes his money will insulate him from this nonsense. His only worry is how his jokes are landing with a certain kitchen maid. But when the family Patriarch decides he doesn't need all his sixty heirs, he sends several dozen sons, including Ezeny, to war in exchange for lucrative social credit. Tenderhearted and unaccustomed to hardship, Ezeny proves easy pickings on the battlefield. But his wounds transform him into The Iron King, a superpowered cyborg devoid of emotion and monstrous in battle.When Medbot 5, a hyper-patriotic medical drone, accidentally frees Ezeny from the nanobots that control his thoughts,...
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Immune
Aaron Abilene
Aaron Abilene
Thomas's journey through the zombie apocalypse continues.
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The Way Home
Ben Katt
Ben Katt
A guidebook for those at midlife struggling to find themselves, applying Joseph Campbell's Hero's Journey to the modern reader's quest for wholeness. Those reaching midlife often discover that they have been bombarded with messages from society telling them who they should be and what their life should look like. While chasing the three-headed monster (achievement, perfection, and the approval of others), author Ben Katt realized that he had lost himself along the way. The Way Home is a book for those struggling to find their way back to themselves, especially at midlife. Katt distills Joseph Campbell's Hero's Journey into an accessible, ten-step program to help readers move beyond their limitations, find fulfillment, and make the greatest possible contribution to their community and world. Anyone – ordinary, extraordinary, or somewhere in between – can embark upon the Hero's Journey, leaving the familiar, falling into the...
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