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Play Dead (Elise Sandburg)

No one is more familiar with Savannah’s dark side than homicide detective and native resident Elise Sandburg. She’s been haunted for years by her own mysterious past: she was abandoned as a baby in one of the city’s ancient cemeteries, and it’s rumored that she is the illegitimate daughter of an infamous Savannah witch doctor. The local Gullah culture of voodoo and magic is one that few outsiders can understand, least of all Elise’s new partner. Now someone is terrorizing the city, creating real-life zombies by poisoning victims into a conscious paralysis that mimics death. As the chilling case unfolds, Elise is drawn back into the haunted past she’s tried so hard to leave behind.

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Tha War: Play to Live, Book 6

The magic flames are raging. Blades are melting. Souls are reduced to ashes in the fury of battle. The grand finale of the war for the First Temple is upon us. The last trump cards have been played, the reserves are all exhausted, and even the gods have engaged in the plebeian fight.

The universe is on the point of collapse. Broken are the chains that hold the worlds together. The icy waters of the Baltic cool the scorching sands of the Frontier. The creatures of AlterWorld spill the first blood on the quiet streets of Earth’s cities.

What will Max do? Become embittered and butcher his enemies? Seize the deserted castles and abandoned lands? Attempt to save the one who had given her life defending him? Or try to win the jackpot by finding a way home, back to Earth?

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The Battle: Play to Live, Book 5

The Russian cluster. The ground shakes as the enemy approaches. The angered gods frown as they look down from the sky.

Intelligence agencies are locked in a brutal fight. Hundreds of thousands of sentient beings happily slaughter each other. This is no longer a game quest nor a petty fight between clans over some land rich in resources. This is war! A war of civilizations, religions, and all the dimensions of the world.

The Earth weeps in pain. The astral beings turn away in horror. Burning castle towers collapse to the ground. Stones melt in the heat. The enemy is coming. Refugees flood the Valley. Alliance members are joining forces.

Max is not just a clan leader anymore. He is the Chief, the head of the resistance. And you have no choice but to fight; you are the hope of the children and the thousands of innocents. They have entrusted you with their lives.

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Inferno: Play to Live, Book 4

The fabric of reality is bursting at the seams. The gnolls’ negotiators are knocking at the gates of the Kremlin. Ancient half-forgotten gods take on a new lease on life as AlterWorld’s avatars. A spark of the Creator’s almighty will is still alive in the hearts of millions of players, obeying the impulses of their faith and knowledge while reshaping the Universe to suit their unspoken needs.

Initially AlterWorld came complete with infernal planes. So how about confronting a few demons? Not the cartoon characters dreamed up by some game designer: These are the true spawn of evil, archdemons and princes of hell, the vengeful retributors that our faith has delivered unto this newborn world.

Max has a lot on his plate. As a clan and alliance leader, he has to repay his debt to the gods and prepare for the upcoming battle for the First Temple. And still, how could he say no to a potential ally? Could he leave desperate fellow players without help? And how could he ignore the vast unclaimed territories just begging to be taken? Soon the volcanic wastelands of Inferno will shudder from the march of the steel legions. Its lands will awaken to the tramping of the countless mounts, players’ pets, and familiars – and groan under the thunderous gait of the many assault golems.

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The Duty: Play to Live, Book 3

The perma players’ new reality gains depth and color. The virtual world has seen its first birth – and its first death. The invisible umbilical cord connecting AlterWorld to Earth grows thinner, and even the Fallen One cannot prevent the looming catastrophe. Could Max have ignored the Russian girl who’d just escaped slavery in a virtual China? Could he have turned a deaf ear to her pleas as the desperate fugitive clutched at straws on hearing her native tongue? All this triggers a full-blown confrontation, sending armies of thousands into battle in the heart of the Frontier, burning kilotons of mana, melting desert sands and hacking through impervious mithril armor. The two nations’ furious war cries obscure the sky as the gods shudder at humans’ desperate cruelty.

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AlterWorld: Play to Live, Book 1

A new pandemic – the perma effect – has taken over Earth of the near future. Whenever you play your favorite online game, beware: your mind might merge with the virtual world and dump its comatose host. Woe be to those stuck forever in Tetris! And still they’re the lucky ones compared to those burning alive eternally within the scorched hulls of tank simulators. But some unfortunates – the handicapped and the terminally ill, shell-shocked army vets, wronged crime victims and other society misfits – choose to flee real life willingly, escaping to the limitless world of online sword and sorcery MMORPGs. Once a seasoned gamer and now a terminal cancer patient, Max grasps at this final chance to preserve his life and identity. So he goes for it – goes for the promise of immortality shared with a few trusty friends and the woman he loves. Together they roam the roads of AlterWorld and sample its agony and ecstasy born of absolute freedom.

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Power Play (FBI Thriller)

#1 New York Times bestselling author Catherine Coulter returns with the newest full-throttle adventure in the FBI series featuring Dillon Savich and Lacey Sherlock.

Natalie Black, the U.S. ambassador to the Court of St. James, has returned to Washington, her job in jeopardy. Her fiancé, George McCallum, Viscount Lockenby, has died in a car accident, and mysterious rumors that she’s responsible begin to surface: she broke off the engagement and, heartbroken, he killed himself. Then someone tries to force her off the M-2 outside London. Again, rumors claim it was a sympathy ploy. When she returns to the United States, she’s nearly killed when a car tries to mow her down while she’s out for a run. No one believes her except FBI Special Agent Davis Sullivan.

Meanwhile someone is following Sherlock. A stalker? Then someone tries to shoot her from the back of a motorcycle, but the assailant gets away. Sherlock next gets a call from an Atlanta mental hospital warning her that Blessed Backman has escaped. This is not good news. Blessed is a talented psychopath out for revenge against the agents, primarily Sherlock, whom his dying mother begged him to kill since she and Savich brought down her cult.

How to find out who’s trying to kill the ambassador to the U.K.? How can they get their hands on Blessed Backman before he succeeds and kills Sherlock? The clock is ticking and the danger intensifies.…

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Overwhelmed: Work, Love, and Play When No One Has the Time

Can working parents in America—or anywhere—ever find true leisure time?

According to the Leisure Studies Department at the University of Iowa, true leisure is “that place in which we realize our humanity.” If that’s true, argues Brigid Schulte, then we’re doing dangerously little realizing of our humanity. In Overwhelmed, Schulte, a staff writer for The Washington Post, asks: Are our brains, our partners, our culture, and our bosses making it impossible for us to experience anything but “contaminated time”?

Schulte first asked this question in a 2010 feature for The Washington Post Magazine: “How did researchers compile this statistic that said we were rolling in leisure—over four hours a day? Did any of us feel that we actually had downtime? Was there anything useful in their research—anything we could do?”

Overwhelmed is a map of the stresses that have ripped our leisure to shreds, and a look at how to put the pieces back together. Schulte speaks to neuroscientists, sociologists, and hundreds of working parents to tease out the factors contributing to our collective sense of being overwhelmed, seeking insights, answers, and inspiration. She investigates progressive offices trying to invent a new kind of workplace; she travels across Europe to get a sense of how other countries accommodate working parents; she finds younger couples who claim to have figured out an ideal division of chores, childcare, and meaningful paid work. Overwhelmed is the story of what she found out.

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Zenspirations(TM) Coloring Book Inspirations Designs to Feed Your Spirit: Create, Color, Pattern, Play!

Let your spirit soar with 30 uplifting and encouraging designs in this extraordinary coloring activity book. Zenspirations artist Joanne Fink reveals her easy-learn techniques for combining simple strokes with positive messages and playful patterns.

So much more than mere outlines to color, exquisite Zenspirations patterns are launching pads of endless imagination and creativity. You don’t need to have the skills of an artist to create your own masterpiece here. After your patterning is complete, go ahead and explore color! Use Joanne’s finished examples for guidance, or try your own interesting color combinations to create wonderfully motivating and meaningful art.

Printed on high quality extra-thick paper, this beautiful and inspirational book is perfect for decorating with your choice of colored pencils, markers, gel pens, or watercolors. Pages are printed on one side only, and are pre-perforated for easy removal and display.