As Brandon Sanderson’s #1 bestselling Skyward series celebrates its third volume, Cytonic, travel back in time to the origin of Cytonics in the novella Defending Elysium. Centuries before Spensa looked skyward from the planet Detritus—back on Old Earth before it was lost—Jason Write faced a crucial question: was humanity ready to join galactic society? When faster-than-light communications were discovered by a small telephone company in 2071, alien species such as the Tenasi and Varvax overheard them and came to visit Earth. Because the Phone Company controls all communications with the aliens, their operatives like Jason operate above the law. Now, on the space platform Evensong, one of the Phone Company’s scientists has gone missing before surfacing in a hospital with amnesia, and Jason is sent to investigate. Right as he arrives, the body of a murdered Varvax ambassador is discovered, sure to cause a galactic incident. Coln Abrams of the United Intelligence Bureau seizes the opportunity to investigate Jason as he deals with the crisis. This could be the UIB’s chance to discover the Phone Company’s secrets—how does FTL communication work, and what is Jason hiding? Winner of Spain’s UPC Award for Science Fiction in 2007.
A lush, dazzlingly original young adult fantasy about an epic clash of witches, gods, and demons. Elysium, Oklahoma, is a town like any other. Respectable. God-fearing. Praying for an end to the Dust Bowl. Until the day the people of Elysium are chosen by two sisters: Life and Death. And the Sisters like to gamble against each other with things like time, and space, and human lives. Elysium is to become the gameboard in a ruthless competition between the goddesses. The Dust Soldiers will return in ten years' time, and if the people of Elysium have not proved themselves worthy, all will be slain. Nearly ten years later, seventeen-year-old Sal Wilkinson is called upon to lead Elysium as it prepares for the end of the game. But then an outsider named Asa arrives at Elysium's gates with nothing more than a sharp smile and a bag of magic tricks, and they trigger a terrible accident that gets both Sal and Asa exiled into the brutal Desert of Dust and Steel. There Sal and Asa stumble upon a gang of girls headed by another exile: a young witch everyone in Elysium believes to be dead. As the apocalypse looms, they must do more than simply tip the scales in Elysium's favor—only by reinventing the rules can they beat Life and Death at their own game in this exciting fantasy debut.
A computer program etched into the atmosphere has a story to tell, the story of two people, of a city lost to chaos, of survival and love. The program's data, however, has been corrupted. As the novel's characters struggle to survive apocalypse, they are sustained and challenged by the demands of love in a shattered world both haunted and dangerous.
Macs in the Ministry - Your ministry demands your time, energy, creativity, passion and commitment. But you've got a Mac, so you have a tool that can save you time and energy, spark your creativity, and enable you to keep your commitments without losing your passion. Find out how to harness the programs you already have, along with additional resources you may want to consider, to help you in nearly every aspect of your ministry. Part One of this book is about Inspiration: about discovering what's possible. Learn how to use online resources or Bible software to prepare a lesson or sermon. Discover the variety of ways you can present your message to a congregation or audience: using video created in iMovie, photo slide shows prepared in iPhoto, original music recorded in GarageBand, and more elaborate presentations using Keynote or specialized worship software. Learn how you can publish your message to a wider audience: through flyers, handouts, and other print publications; by creating podcasts and vodcasts (video podcasts) and distributing them through iTunes; by creating your own professional-quality CDs and DVDs; by making your videos available through websites like YouTube; or by developing your own great-looking websites using iWeb and Apple's MobileMe service. Once you're pumped about all the exciting ways you can present and publish your message, you'll probably need to enlist some help from others. Use the Mac to get members of your congregation or church youth group participating in your ministry. With so many different ways to use Macs in ministry, there are countless opportunities to get people using their gifts in service to the kingdom. Going one step further, you'll even see how the Mac can be used to meet practical needs. Forget car washes to raise money for youth retreats and mission trips! Why not develop and sell personalized greeting cards, calendars, audio CDs, or video DVDs? How about starting a ministry to train people in the community to do basic video editing, page layout, or web design? With a little creativity, you can use your Mac to minister to people's practical needs as well as to present a polished message. Part Two of this book is about perspiration: about actually making these things happen. Here you'll find a series of projects that will show you how to do all the things you're now inspired to do. Get step-by-step instructions for creating an iMovie, developing slide shows and print projects in iPhoto, recording and publishing podcasts, producing a DVD, and developing a web-site in iWeb. See what you can do using other applications like Pages, Keynote, Bible study software, and worship presentation software. Where Part One will get your wheels turning, Part Two will actually get you moving!
Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.
Republic history shows that the science vessel Ulysses was claimed by a black hole whilst on a routine research mission. The truth is harder to swallow. Already reeling from the loss of a security team under her command, first officer Sara May wants nothing more than an uneventful conclusion to their simple fact-finding duties. But when the Emperor sends his chief science advisor to rendezvous with the vessel, their expedition comes to a stand-still. Literally. While their ship quietly orbits the planet Elysium, May has no cause to suspect that her Captain has become an unwilling participant in a crime that would shake the Republic to its core if it were ever revealed. But then she discovers the truth, and has to choose between doing the right thing or following the Emperor's direct orders. Her decision will have far-reaching consequences, and she doesn't have time to consider her options. Set before the events in the highly-acclaimed novel 'Elysium's Shadow', this novella reveals the secret of what actually happened on the far-flung world of Elysium when it was first discovered. The Republic is determined to stand - but when Elysium awakens, justice will be sought.
“It’s been a hell of a first day.” Jon May has been the Governor of Elysium for a few hours, and he’s already facing a belligerent Chief of Security, an ex-Operations Manager imprisoned for killing the previous Governor, and an amorphous energy mass that has its own agenda. So now Jon has to decide who to trust; his Security Chief will barely talk to him, and his only allies are people who, according to the Republic, are dangerous criminals. With less than 48 hours to delve into the shadows surrounding Elysium’s recent but tumultuous past, May is about to uncover more about this job than he bargained for.
The newest generation of leaders was raised on a steady diet of popular culture artifacts mediated through technology, such as film, television and online gaming. As technology expands access to cultural production, popular culture continues to play an important role as an egalitarian vehicle for promoting ideological dissent and social change. The chapters in this book examine works and creators of popular culture – from literature to film and music to digital culture – in order to address the ways in which popular culture shapes and is shaped by leaders around the globe as they strive to change their social systems for the better.