The Minds Element

The Minds Element

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WpMetadataNoticeLast published Tue, Jun 23, 2015
On a futuristic earth controlled by a single government, Aron is the only human being in the vast desert he calls home. His only company consists of three scaly creatures who hate humans and would love to see him dead. His birthplace The City is on the very edge of the desert, but it's no ordinary city. It's a prison. Filled with the descendents of war criminals, from a genocidal war nearly one hundred and thirty years ago. No one has escaped in all that time. Except Aron. He was forced to leave, because of the fear that his unique ability to change and control matter caused. But now he cannot leave the desert, because he doesn't want the government to find him and discover his gift, and because there is someone he can not leave.
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There is a saying in the Badlands: There are many ways to get to the Brassworks, but all leave in a box. The Old World is gone, smashed beneath the heel of the great mountain, King Abaddon, many generations ago. A new civilization has risen from the ashes, struggling to survive in the new and harsh landscape. At the edge of a poor governance, in a dying town, a young blacksmith just ran afoul of the law. In some cities, that would mean a trip to local jail or court. In the Badlands, that means the Brassworks. Theo Palmer can't recall why he ended up in the hellish prison, but he knows he'll never leave. The Warden needs workers for the Forge deep underground. The drums of war are beating to the north, and only a twisted weapon from the past can save the people of the County. But there are many powers in the Vale of the King. Some seek to preserve the peace, while others aim to end it. Some hunger for justice, while others hunger for flesh. Theo has fallen into a violent world of monsters and metal, and his very survival depends on which side he chooses.

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