For Sarah, Jago, Aisling, Maccabee, Shari, An, and Hilal, Endgame has reached its final phase. The third key, Sun Key, is all that stands between one Player saving their line—or perishing along with the rest of the world. And only one can win.
West Bengal, India: Maccabee is Playing to win. He has Earth Key and Sky Key and he is determined to find Sun Key. But in Endgame, fate can turn in the blink of an eye. He must Play carefully. He must watch his back.
Kolkata, India: An Liu is Playing for death. His goal: stop Endgame, and take the world down with him.
Sikkim, India: For Aisling, Sarah, Jago, Shari, and Hilal, their mission is to stop Endgame. Sun Key must not be found.
No matter what they’re Playing for, all of the remaining Players have one thing in common: they will end the game, but on their own terms.
Dozens of characters pass across the reader's sight lines—some never to be seen again—but James Frey lingers on a handful of LA's lost souls and captures the dramatic narrative of their lives: a bright, ambitious young Mexican-American woman who allows her future to be undone by a moment of searing humiliation; a supremely narcissistic action-movie star whose passion for the unattainable object of his affection nearly destroys him; a couple, both nineteen years old, who flee their suffocating hometown and struggle to survive on the fringes of the great city; and an aging Venice Beach alcoholic whose life is turned upside down when a meth-addled teenage girl shows up half-dead outside the restroom he calls home.
Throughout this strikingly powerful novel there is the relentless drumbeat of the millions of other stories that, taken as a whole, describe a city, a culture, and an age. A dazzling tour de force, Bright Shiny Morning illuminates the joys, horrors, and unexpected fortunes of life and death in Los Angeles.
In each generation, for thousands of years, twelve Players have been ready. But they never thought Endgame would happen. Until now.
Omaha, Nebraska. Sarah Alopay stands at her graduation ceremony—class valedictorian, star athlete, a full life on the horizon. But when a meteor strikes the school, she survives. Because she is the Cahokian Player. Endgame has begun.
Juliaca, Peru. At the same moment, thousands of miles away, another meteor strikes. But Jago Tlaloc is safe. He has a secret, and his secret makes him brave. Strong. Certain. He is the Olmec Player. He's ready. Ready for Endgame.
Across the globe, twelve meteors slam into Earth. Cities burn. But Sarah and Jago and the ten others Players know the truth. The meteors carry a message. The Players have been summoned to The Calling. And now they must fight one another in order to survive. All but one will fail. But that one will save the world. This is Endgame.
Before the Calling . . .
Marcus must choose between friendship and destiny. Chiyoko fights for what’s hers. Kala learns the price of love. And Alice finally understands what she’s Playing for.
They must shed their normal lives and transform into the Players they were meant to be.
They must train, learn, prepare.
To Play, survive, and solve.
To kill or be killed.
Endgame is real.
Endgame is coming.
And only one can win.
It’s 1972 and Berkeley freshman Mike Stavros believes he finally has some control over his life—until he learns about Endgame and the Players in charge of humanity’s fate. He soon finds himself part of a group of people determined to stop Endgame by hunting down the generation of Players who preceded the Players from today in Endgame: The Calling.
The Zero Line Chronicles Volume 1: Incite introduces readers to an underground conspiracy group with one mission: to kill every Player who intends to compete in Endgame so that Endgame will never happen. Endgame has not yet begun in 1972—but it is coming.