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INTERNATIONAL BESTSELLER For the second time in his short life, fourteen-year-old Teddy Clock has survived a massacre. Orphaned once more when his foster family is murdered, the traumatized teenager has nowhere to turn—until the Boston PD puts Detective Jane Rizzoli on the case. Jane spirits Teddy to the exclusive Evensong boarding school, a sanctuary where young victims of violent crime learn vital skills of survival. But even behind locked gates, Jane fears that Evensong’s benefactors aren’t the only ones watching. And when she learns of two other students whose pasts bear a shocking resemblance to Teddy’s, it becomes chillingly clear that a circling predator has more than one victim in mind. Joining forces with medical examiner Maura Isles, Jane races to stop an obsessed killer’s twisted quest—before an unspeakable secret dooms the children’s fate. Don’t miss Tess Gerritsen’s short story “John Doe,” and a sneak peek of her novel, Girl Missing, in the back of the book. “One of the most versatile voices in thriller fiction today.”—The Providence Journal “[Tess] Gerritsen has a knack for creating great characters and mysterious plots that seem straightforward but also dazzle with complexity and twists.”—Associated Press “An exciting and puzzling mystery . . . [Last to Die] is a key book in a series that keeps getting better and better.”—Bookreporter “Gerritsen skillfully heightens the tension right up to the suspenseful ending.”—Booklist
Inspiring and sometimes tragic personal stories of five Amerasian children left behind after the Vietnam War
Modern liberty was forged as a conspiracy in the Renaissance, heated by the twin fires of Jihad and Inquisition. The Last Byzantine is a first-hand look at this time when Greek wisdom and Roman values had to be salvaged from the wreckage of Old World theocracy. In a lifelong quest for Truth, John Palaeologus has discovered the centuries-long religious war of the End Times is a colossal mistake of secrets forgotten and common doctrine twisted over time. Unfortunately, his audience couldn't be less sympathetic. He has been captured by the Spanish Inquisition. In the 40 days he has to confess his sins, the rightful heir of Byzantium writes an autobiography of love, conspiracy and adventure spanning the Mediterranean. John's target for persuasion is the next Grand Inquisitor. His hope is to pass the baton of civilization to the heirs of Rome along with a prophecy of what is yet to come. This King Arthur story begins in the village of Mystras, where the boy as an orphan witnesses mysteries from Rome's ancient past. He moves to Constantinople with the court, only to find that city headed toward its greatest catastrophe in a thousand years. Just before the fall of the city in 1453, the boy learns the truth about his family. Captured as a slave, he comes of age as a janissary, exploring love and spirituality and getting to know his enemies. John spends the rest of his life as a Renaissance man on a mission -- to revive the culture of Wisdom and Freedom. The Last Byzantine is a novel; it's a prophecy; and it's a book of wisdom from the ancients for a New Age. Incidents from throughout this 15th century life highlight the difficulty of living up to one's ideals, of finding and hanging onto love, and how good and evil are rarely kept apart on this side of the Styx. The book explores the birth of the modern world from the ashes of the old. This is the book that had to be written after 9/11 and before 2012. The author says his inspiration came from living through the attack on the Pentagon and asking, "So why all the hate and how do we get over it?" His journey led him to create a character who could walk through the ideological minefield and come out the other side understanding ideas that connect East and West. The result is inspirational fiction with something for every student of history, religion, the occult and prophecy.
"Monsters of the Market" investigates modern capitalism through the prism of the body panics it arouses. Examining "Frankenstein," Marx s "Capital" and zombie fables from sub-Saharan Africa, it offers a novel account of the cultural and corporeal economy of global capitalism.
First in the WWI alternate reality trilogy. “Duncan has a wonderful knack of conjuring up wacky scenarios and making them believable and fascinating” (Kirkus Reviews). The Great Game of Gods is afoot in a world on the brink of madness . . . In the summer of 1914, a young man of reputation beyond reproach awakens under police guard—grievously injured and accused of heinous, impossible murder. And in a strange, distant place, the youngest member of a penniless acting troupe has been taken prisoner by the loyal minions of a corrupt, vengeful goddess. For an ancient prophecy has divided the realm’s ruling deities into warring factions—a prophecy that mentions the crippled captive child and a youth recovering from inexplicable wounds in a British hospital bed. The game weaves through worlds and dimensions as it has since time immemorial—a deadly contest of skill and manipulations that ruthlessly creates wizards, destroys human pawns, and transforms ordinary men, women, and children into something more.
The complete WWI alternate reality trilogy, featuring a realm where humans can be gods, and an Englishman is called to be a liberator. Past Imperative In the summer of 1914, Edward Exeter, a young English gentleman, awakens under police guard—grievously injured and wrongly accused of his friend’s murder. Meanwhile, the youngest member of a penniless acting troupe has been taken prisoner by loyal minions of a corrupt, vengeful goddess in the alternate realm of Nextdoor. The two are part of an ancient prophecy in Nextdoor that has divided the realm’s ruling deities into warring factions. It’s all a game—a deadly contest of skill and manipulations that ruthlessly creates wizards, destroys human pawns, and transforms ordinary men, women, and children into something more . . . Present Tense In the midst of the horror of the First World War, a stranger falls from nowhere into the mud and death of Flanders battlefield—bruised, babbling, and stark naked . . . with a remarkable story to tell. The Great Game—the timeless diversion of human gods, a ruthless contest of treachery, magic, betrayal, and manipulation, created to relieve the tedium of immortality—goes on . . . Future Indefinite Young Edward Exeter has spent five years trying to escape the magnetic and powerfully magical pull of the Great Game, which has designated him as its most important player. But war and bloodthirsty intrigue rage on both sides of magical portals and across worlds, and Exeter can resist his destiny no longer. He accepts the mantle of Liberator that has been thrust upon him, and the decision turns old friends into foes and old enemies into acolytes as he is surrounded by murderous plots and betrayals. But this is not the uninformed Edward Exeter who came naked into this hidden realm years ago. He has lived the Game and learned it well—and he intends to play it boldly to its shocking, worlds‑shattering conclusion . . . Praise for The Great Game trilogy “Duncan has a wonderful knack of conjuring up wacky scenarios and making them believable and fascinating.” —Kirkus Reviews on Past Imperative “It features gritty, well-developed characters, several of whom change and grow believably in the course of the book.” —Publishers Weekly on Present Tense “The conclusion of the trilogy The Great Game resembles its predecessors . . . in being tightly written, intelligent, and original.” —Booklist on Future Indefinite