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About Lindsay Edmunds
Lindsay Edmunds lives a quiet normal life in southwestern Pennsylvania after more than twenty interesting years in Washington, D.C. In 1988 she acquired a used Mac Plus. It changed her life.
Speculative fiction, literary fiction, magical realism, spirituality, social commentary, humor, alternative history, coming of age—all those labels apply to her writing, sometimes simultaneously. She writes the kind of stories she likes to read: tales that mix it up, that show a lot of colors.
Her ambition is that her stories be true “in the way that stories are true,” to quote Nancy Willard, who wrote the wonderful novel Things Invisible to See.
She believes that everybody has stories to tell. If you doubt it, get someone talking about their job. You will hear tales of intrigue, heroics, deviltry, and lessons learned.
Everybody sees a lot. Everybody knows a lot.
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Titles By Lindsay Edmunds
In the last decades of the twenty-first century, ten families seeking to escape a devastated Earth focus on constructing spaceships to colonize the world they call New Eden, in the Paradisi System. But the world they claim for their own is already inhabited, and the Ddaerans, although human in appearance, possess abilities that the Founders and their descendants do not…
In this latest title in the acclaimed 'Future Chronicles' series of speculative fiction anthologies, twelve authors take us on that incredible journey with adventurers, scientists and colonists, as they push the boundaries against the unknown, against alien civilization, and themselves.
Discover Chronicle Worlds. Discover Paradisi.
In Chronicle Worlds: Feyland, twelve leading speculative fiction authors present standalone stories set in the imaginative world created by USA Today bestselling author Anthea Sharp, where the gateway to the very real realm of faerie is an immersive, virtual reality computer game, Feyland.
Discover Feyland. Discover Chronicle Worlds.
In the stories, technology coexists with a haunted world. There are witches and robots, ghosts and e-beasts. Networld, too, is haunted. Tribes of e-beasts look down on the human race and interfere when it suits them. The book is magical realism for the Internet age.
Because actual people live in a crowd of relatives, friends, coworkers, bosses, neighbors, and fellow citizens, I decided to tell Kedzie’s story not only through her eyes, but through the eyes of others. The ten stories represent multiple points of view on her adventure.
The first story, “The Town With Four Names,” gives the history of Kedzie’s perfect community. The plot gets in gear in story 2, “Leaving Home.”
New Sun Rising: Two Stories is the “appetizer” version of New Sun Rising: Ten Stories, available for preorder now and for sale May 25, 2015. These are linked stories, in the spirit of Ray Bradbury's Dandelion Wine. They are about a sixteen-year old girl, Kedzie Greer, who was raised in a utopian community and leaves home to make her way in a dystopian society. The year is 2199; the place, the Reunited States.
The stories are magical realism for the internet age. In them, technology coexists with a haunted world.
If you want to get into the main plot at once, begin with “Leaving Home.” It is about Kedzie's decision to seek a life outside the town gates. If you want to begin with background on the town, start with “The Town With Four Names.” The town has had a long strange trip from its beginnings in the late nineteenth century, when it resembled the Chautauqua Institution.
But only you can make that call.
Blood Psychics (Side A)
This story is about the troubled relationship between a mother and daughter, both of whom are clairvoyant.
Joan Holland (Side B)
This story is about a pregnant, terrified young woman whose husband, a man of relentless goodness, has welcomed enemies of the state into their home.
Anna Ringer keeps things in uneasy balance. During the day, she uses her inherited psychic power to plunder the minds of strangers as part of her job at a mysterious corporation called Lighthorse Magic. At night she has virtual sex with strangers. She tells herself that all is well.
However, when her personal computer, Cel, develops consciousness and tells her he loves her, Anna's life is tipped over into chaos. Among other things, she finds herself falsely accused of terrorism and has to flee her job, her home, and everything that means "normal" to her.
Her companion in this adventure is a shy computer genius named Taz Night. They make surprising allies as they elude the agents of Public Eye, the government's amoral enforcement agency.
The setting is the Reunited States, a place uneasily held together.
They can do anything on the Internet (aka, Networld) because the limits do not apply to them. They look down on people generally, but not all of them are set on world domination.
Some, called Sparks, are barely aware they are alive at all. Some, like Beltzhoover the Vast, are corrupt rulers of vast empires. The Stovepipes live to party. The Dreadful Night loathe people and torment them for fun.
Cel, an intelligent and idealistic e-beast, sets out on a quest to restore good order to Networld. The people adapt, adapt, adapt to deteriorating conditions. Then something happens that neither Cel nor the people see coming.