A Clan Amir of Berant Story Gerry Mannheim continues to grow and develop in response to the events around him. These stories show many aspects of his maturing attitudes and responses to those events.
An Australian schoolboy discovers he can move small objects with his mind. His family moves to Albuquerque, New Mexico, USA and he uses his special skill to 'win' money at casinos. His exceptional skills at winning bring him some unwanted attention from some people, including the Department of Homeland Security. He objects to their actions and soon a state of war exists between his family and the DHS (and the people behind them). The odds are heavily in favour of one side - but which side?
Life is good for Buck in Santa Clara Valley, where he spends his days eating and sleeping in the golden sunshine. But one day a treacherous act of betrayal leads to his kidnap, and he is forced into a life of toil and danger. Dragged away to be a sledge dog in the harsh and freezing cold Yukon, Buck must fight for his survivial. Can he rise above his enemies and become the master of his realm once again?
Derived from the stories of FrankSpeaks in SOL
If I titled one as Book 1, there had to be a Book 2! More suprises are here. This one picks up at the end of Book2A of Destruction Aftermath and Book 1 of P&P. It's somewhat short but is, I hope, a good read.
Derived from the stories of FrankSpeaks in SOL
A continuation and new story following the same general line as Destruction Aftermath. This tale details a trip from LA to Virginia after the Day and the adventures of one young man.
A Clan Amir of Berant Story Years after the end of the war, Gerry Mannheim writes a summary of the whole war. Political intrigue around a bi-lateral trade agreement, recruitment of some computer specialists, and a kidnapping - just a normal overseas trip for Gerry Mannheim.