Sci fi stories that involve individuals using and being affected by the use of do-it-youeself renewable resources, recycling and repurposing.. Return to general Sci Fi
Note: these books are currently sorted by release date, with newest first.
Word Count: 75000
Summary: In the groove. In the zone. A period of intense focus and high performance that feels effortless. Flow. When Kel invents a device to produce the mysterious state of ‘flow’ on demand, she hopes to unleash humanity's creative potential. But the prototype can also be used to record other mind-body states. Her device is stolen and used for a range of causes, some good... and some very bad. As Kel struggles to regain control of her device, it threatens to destroy her legacy and shatter lives around the world... until all uses of the tech converge on the most unexpected and unintended consequence of all.
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Summary: Echo always knew the ocean was in her blood. It isn’t until the day tragedy struck, though, that her ordinary life in a New England seaside town is torn apart and she finds out just how much her fate is tied to the sea. Monsters, real monsters, crawl out of the ocean looking for her, and suddenly she’s swept up in a swashbuckling tale of magic, myth, war, and fear. Joined by her best friend Yuri, the smuggler and magician Barnabas Coy, and Artem, the last son of the Amazons and greatest swordsman on the Seven Seas, Echo will face were-sharks and leviathans, assassins and mermaids, and find out that her ultimate destiny lies at the bottom of the ocean, with the lost city of Atlantis, and the war that city is planning to start with the surface world. Which side will she choose? What does Atlantis mean to Echo’s past, and for her future? Will she take her place among the other myths and legends of the sea and become the hero she’s meant to be? She'll find a wonder and horror, face tragedy and transformation, and become something she never imagined in her old life: a hero. Set in the same universe as the Indestructibles series, Echo and the Sea introduces another side to that world, one where magic and myth meets swashbuckling adventure. Journey to Atlantis with Echo and her crew and find out what wonders lies just beyond the horizon, and what nightmares lurk just below the sea's surface.
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Summary: Echo, the unwilling heir to Atlantis, never intended to be a hero. After she and her friends—the magician Barnabas Coy, Artem, son of the Amazons, and the unwitting were-shark, Yuri—were forced to stop a war between Atlantis and the surface world not long ago, Echo thought her adventuring days were over. She headed out with her companions on the ghost ship the Endless, unsure where the sea would take them. But the war they stopped had consequences. The explosive final battle woke something dark and sinister buried for centuries in Poseidon’s Scar, a near-bottomless trench near the borders of Atlantis. That evil force has begun to make its way across the ocean floor, headed toward the coast and leaving a trail of carnage in its wake. To stop this ancient evil, Echo and her crew will have to race across the seven seas, teaming up with Amazons and Atlanteans, sea spirits and river gods, to retrieve the mystic artifacts they need to send this monstrous force back to its watery resting place. Along the way, they’ll reunite with missing friends, discover new allies, and face challenges they’ve never seen before, from mysterious necromancers to Lovecraftian cults. Will this ragtag bunch of warriors, magicians, smugglers, and were-sharks be enough to save the world again? Or will the darkness rising from Poseidon’s Scar being a new age of terror?
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Summary: For six lifelong friends, it was supposed to just be a simple game night. But when they break out a new, classic high-fantasy style game—half tabletop RPG, half dungeon-crawling board game, simultaneously familiar and unexplored—for a test run, they find themselves transported into the game’s setting, living the lives of their made-up characters, where the dangers, and the monsters, are deadly serious. Left with little choice but to jump headlong into their roles, Cordelia, Morgan, Jack, Eriko, Tamsin, and Tobias will have to become the heroes they were just pretending to be to stop a nightmare creature’s reign of terror… or find out if life and death in this fictional setting is as real as it seems. Ranger and cleric, barbarian and thief, bard and magician: they'll have to combine all of their new-found abilities to stop a creeping evil and to survive in this strange new world.
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Summary: After a few weeks trapped inside a cursed tabletop role-playing game, the players--Eriko the rogue, Morgan the cleric, Tamsin the mage, Cordelia the barbarian, Jack the ranger, and Tobias the bard--have become fixtures in the fictional town of Moderate Expectations, doing things adventures do. Whether it's slaying ogres or saving children from actual bogeymen, the adventurers are learning their roles and becoming weirdly comfortable with the concept of being heroes locked in a game world. But when a terrifying threat bubbles up out of a broken mine shaft and threatens their starting zone and adopted home, the gang will need to go on a real dungeon crawl into the subterranean world below, where they'll learn just how dangerous this imaginary world is to them and how high the stakes can be for the people who live here. It's time for the Dungeon Crawlers to level up, face down their greatest challenge yet, and find out just how big the world they've found themselves trapped in really is... and how long it's been holding players like them prisoners. So grab your gear, check your spell list, and make sure you've got plenty of torches--it's time to go spelunking, RPG-style.
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Summary: The first rule of adventuring: don't split the party. The Dungeon Crawlers should know better. While they've only been trapped in the cursed role playing game they now call home for a short time, most of the party are well-versed in tabletop gaming. Whether in the real world or trapped in a fantasy one, you just don't split the party. Which is why, when Eriko, the group's rogue, decides to let curiosity get the better of her and run off on her own, everyone knows nothing good will come of it. And "no good will come of it" means a pack of feral cannibalistic undead, led by an ancient evil, who takes a special interest in the group's talented, if ridiculous, bard, Tobias. Joined by a shadowy creature whose goals coincide with their own, the rest of the group--Morgan the cleric, Jack the ranger, Cordelia the barbarian, and Tamsin the mage--find that to survive, and rescue their friends, they're going to have to split the party even further. Are they clever enough to get away from a pack of ravenous ghouls alive, or will this be the Total Party Kill they've dreaded since they first arrived in this game world? The Ghoul Slayer's Guide is the third novella in the The Dungeon Crawlers series. Find their earlier adventures in the Players Guide to Dungeon Crawling and the Dungeoneer's Bestiary.
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Summary: The Dungeon Crawlers have done the unthinkable: they’ve split the party. After defeating another adventuring party from the “real” world—fellow players long trapped in the game world who treat Revery as their own private hunting ground to be conquered and abused—the Dungeon Crawlers emerged victorious but broken, with one of their number fallen and lost in battle. Some want to seek out revenge for their lost friend, while others believe somewhere in Revery there is magic to bring someone back from the dead, and want to find it. Both quests for revenge and resurrection will reveal new enemies, new allies, and dark secrets about the nature of Revery itself. They will learn how it draws players into a world where an RPG has become real, and whether or not anyone can ever go home again. But to do so, they need to break the party in two. Can they survive apart, or will the oldest rule in RPGs prove to be true in a world where games are deadly real?
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