But in the commune of Bannock, life continues, safe behind high valley walls. The town stands as the last bastion of life in a world swarming with the undead.
It was to Bannock that Elder and his fellow Pukes ran, as the world collapsed around them. In Bannock, they found refuge, food and peace.
But the chaos of the world without still threatens the safety within: wild bands of Skinnies stumble into the valley, seeking easy prey, and Drew Arrow, Bannock's billionaire benefactor, remains lost in the wilderness...
Then, when a nugget of computer code hints at the possibility of ending the apocalypse, Elder and the others must consider the unimaginable: leaving the safety of Bannock's cloistered valley.
ARROW is the second action-packed chapter in the continuing Zombpunk series, picking up six months after the conclusion of STEM.
Would you risk it all to get back a little of what you lost?
Only Sweet Beat and Kevin still draw a breath.
They move unnoticed through the snow-covered streets, nuclear bombs strapped to their backs. They have every intent to put an end to Elder Tull's little Orwellian, zombie regime – and the last of the Stem menace along with it – but a strange discovery below the streets of Pioneer Square cause Beat and Kevin to reconsider their scheme.
SAPPA is the explosive third installment of the Zombpunk saga, bringing to a close the exciting adventures of Elder Tull, Sweet Beat, Eydie, Kevin, and the billionaire Drew Arrow.
The end of the world is finally here. Can a new world take its first breath?
Those converted now fed directly on electricity, through a power socket attached to their sternums. This cybernetic implant has transformed mankind: everyone is beautiful, everyone is healthy, everyone is thin. The stem regulates everything.
Meanwhile, the Pukes are left to scavenge in the gutter, their minds burned out by starvation. Forced to squabble for what few crumbs remain, they've resigned themselves to living like the walking dead, shambling through a world of the eternally young...
Until the day it all comes crashing down.
One tiny glitch in the stem and the world goes insane. The few Pukes left now face a new threat: the mindless, snarling jaws of those Stems that had once seemed so perfect. With the lights out, they're searching for a new source of energy.... hungry for human flesh...
Zombpunk: STEM is a postmodernist reinterpretation of the classic zombie genre, where the ranks of the walking dead are not filled with filthy, rotting corpses, but the young, forever perfect empty husks of a collapsed consumer culture.
When the world finally runs out of food, will the living envy the (un)dead?
HEROES TO SERVE THEIR COUNTRY.
The War against the Reds has dragged on for sixty years. The Continent sits divided. While the east still lives free, the west struggles under the thumb of the Soviet Menace. Despite endless campaigns, generation after generation of young men sent off to war, the front lines between the two states remains static. A stalemate. A zero-sum game.
Gunny is certainly not the hero anyone hoped to find, she's just sixteen, a girl from Saint Paul. But after scoring a record high on a mysterious test, Gunny ships off to Boot Camp and soon finds herself in the gunner's seat of a Patton Tank.
Could Gunny be the thing that breaks the stalemate between the US and the Soviets? One soldier, more or less, can't really make a difference. But no one has seen a soldier like Gunny before...
Could the Sixty Years' War finally be coming to an end?
The ramshackled, mosquito fleet has no law or authority. The Raft's ships clog the waterways of the Puget Sound, exploiting a loophole in the tax code to thumb their noses at the Government.
But even aboard the Raft, the murder of a young girl cannot go unpunished. It must fall on someone's shoulders to find justice, and that someone, it seems, is Maggie.
Maggie Straight is a Magistrate, a judge for hire, a private policewoman and nanny to the ragtag band of criminals, hippies and burnouts that populate the Raft. She's the only authority the Raft respects. But when Maggie's phone rings one rainy, Northwest morning, it's no Rafter on the other end of the line, but the voice of her ex-girlfriend, Rachael.
In a whirlwind, Maggie finds herself embroiled in a murder investigation, juggling her long-suppressed feelings for Rachael, while attempting to thwart the mainland police's hopes of using the girl's murder as an excuse to expand their authority over the Raft.
When a conservative Senator, with plans to pass a Constitutional Amendment to ban gay marriage, is implicated in the young girl's death, the situation escalates rapidly towards an all-out shooting war.
Maggie must hurry to find the girl's killer, defuse the standoff with the authorities and make peace with how an old love affair ended, all before the Raft destroys itself a hopeless bid for independence.