Plot: Should I tell him about Sushing or play dumb?
Sticking in my comfort zone, I played dumb.
Writer Marco Ocram has a secret superpower—whatever he writes actually happens, there and then. Hoping to win the million-dollar Sushing Prize, he uses his powers to write a true-crime thriller, quickly discovering a freakish murder. But Marco has a major problem—he’s a total idiot who can’t see beyond his next sentence. Losing control of his plot and his characters, and breaking all the rules of fiction, Marco writes himself into every kind of trouble, until only the world’s most incredible ending can save his bacon.
Fast, funny, and utterly different, welcome to the weird world of The Awful Truth.
I first tried yoga a few years ago. It didn’t end well. Despite the class being for beginnings, they didn’t cater to new starters. I told the instructor about problems I had – which was ignored, no alternatives given and I stopped when I was making thing worse.
I was too scared to try it again.
But I kept seeing it mentioned. Being an avid follower of Jenny in Neverland meant I couldn’t escape the positivity surrounding yoga.
When a flyer arrived introducing a new class to my local area, I figured it was time to try again. I started last September. I haven’t looked back since.
A young woman has gone missing in Silicon Valley and her father has hired Colter Shaw to find her. The son of a survivalist family, Shaw is an expert tracker. Now he makes a living as a “reward seeker,” traveling the country to help police solve crimes and private citizens locate missing persons. But what seems a simple investigation quickly thrusts him into the dark heart of America’s tech hub and the cutthroat billion-dollar video-gaming industry.
“Escape if you can.”
When another victim is kidnapped, the clues point to one video game with a troubled past–The Whispering Man. In that game, the player has to survive after being abandoned in an inhospitable setting with five random objects. Is a madman bringing the game to life?
“Or die with dignity.”
Shaw finds himself caught in a cat-and-mouse game, risking his own life to save the victims even as he pursues the kidnapper across both Silicon Valley and the dark ‘net. Encountering eccentric game designers, trigger-happy gamers and ruthless tech titans, he soon learns that he isn’t the only one on the hunt: someone is on his trail and closing fast.
I’ve only reviewed a couple of series of Thunderbirds Are Go, despite having watched them all. It felt wrong reviewing it: I’m a die-hard fan of the originals and when I’ve mentioned fanfiction in previous posts, well… this is my fandom. A reboot of the show, specifically aimed at a much younger audience, was frustrating more often than not.
With the show coming to an end, however, I wanted to do a wrap-up of my thoughts.
It breaks my heart when book-blogging suddenly becomes negative.
Over recent months, there’s been the debate about tagging authors. Others seem to be under the assumption there’s a monetary value in reviewing books, or that our thoughts aren’t valid just because we’re bloggers.
This is not the first time that I’ve had overwhelming doubts about whether I should stay with it. I work hard to keep to a schedule, planning what to read and when, sometimes at the risk of losing my enjoyment of the actual reading.
It was almost too much this time. I’d lose my blog as a whole if I stopped reviewing. While wallowing in self-doubt though, I suddenly started thinking about why I do this…
Plot: The dragon, Tintaglia, released from her wizardwood coffin, flies high over the Rain Wild River. Below her, Reyn and Selden have been left to drown, while Malta and the Satrap attempt to navigate the acid flow of the river in a decomposing boat.
Althea and Brashen are sailing the liveship Paragon into pirate waters in a last-ditch attempt to rescue the Vestrit family liveship, Vivacia, who was stolen by the pirate king, Kennit; but there is mutiny brewing amongst their ragtag crew, and in the mind of the mad ship itself.
And all the while the waters around the Vivacia are seething with giant serpents, following the liveship as she sails to her destiny . . .
In a world ruled by fierce warrior queens, a grand empire was built upon the backs of Phoenix Riders—legendary heroes who soared through the sky on wings of fire—until a war between two sisters ripped it all apart.
I promised her the throne would not come between us.
Sixteen years later, Veronyka is a war orphan who dreams of becoming a Phoenix Rider from the stories of old. After a shocking betrayal from her controlling sister, Veronyka strikes out alone to find the Riders—even if that means disguising herself as a boy to join their ranks.
But it is a fact of life that one must kill or be killed. Rule or be ruled.
Just as Veronyka finally feels like she belongs, her sister turns up and reveals a tangled web of lies between them that will change everything. And meanwhile, the new empire has learned of the Riders’ return and intends to destroy them once and for all.
Sometimes the title of queen is given. Sometimes it must be taken.
Crown of Feathers is an epic fantasy about love’s incredible power to save—or to destroy. Interspersed throughout is the story of Avalkyra Ashfire, the last Rider queen, who would rather see her empire burn than fall into her sister’s hands.