Zeph can break open the toughest minds—or lock the weakest—which only means every Clan leader wants to own him. He did as he was told, kept his head down, and tried to shut out the screams. But when they came after his family, he hugged his kid sister goodbye and ran away to keep them safe. For two years, he’s passed as a reader. Then his family disappears, readers start changing into super jackers, and Zeph is forced to return to a city filled with jackers who hate him. To find his family, he must trick a mindware CEO into helping him, avoid a girl who knows him too well, and spy on the most powerful jacker in the state.
To End All Wars
It’s 1916, in the heart of World War I. The eve of the Battle of the Somme. During a perilous night mission in No Man’s Land, Lieutenant Rafael Forrester witnesses a peculiar light followed by a vast explosion. Wounded and delirious, Forrester finds himself shipped home to England, to the country house hospital of Sherston, where he learns he may face a court-martial for the deaths of the men under his command. Yet in the strange environs of Sherston, where any act of rebellion seems impossible, Forrester soon comes to fear for more than his freedom: haunted by hallucinatory dreams of his time at the front, he suspects he may be losing his mind.