The Generals of October by John T. Cullen, Simon & Schuster, October 2004 -- as sinister forces seize power, only two young Army officers, David Gordon and Victoria 'Tory' Breen, can unravel the dark secrets of Operation Ivory Baton to the nation
John T. Cullen has authored over 20 books, including The Generals of October (Simon & Schuster, 2004)—pulse-pounding political-military suspense fiction set in a near-future U.S. Constitutional crisis.
Scorpion--a screenplay by John T. Cullen--out of the horrors of the Balkan Wars rises a strange serial killer
John T. Cullen also writes screenplays, including one for Nebula Express (adapted from his SF novel) and the violent, darkly glistening, utterly strange tale of a serial killer in Scorpion.

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Copyright © 2005 by John T. Cullen. All Rights Reserved.
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Nebula Express by John T. Cullen

Monopol City

a novel

by John T. Cullen

28.

One of the programmers, a young man named Rory Crane, came to visit her one day. Rory was a slender, blond-haired man roughly her own age, almost a male version of Lindy in that he favored slightly too large sweaters, and slightly too small jeans that rode up around his ankles. Aside from the jeans, he dressed in ill-matching earth colors. His sweater, when he came to see her, was a faded ruby-red, with many fraying wool threads sticking out from complex linear-braided designs. "Hey."

She turned. "Rory." He stood with his hands in his pockets, sort of awkwardly hunched. His ink-blue eyes batted slightly, and he had a shy smile. "You almost scared me. What are you up to?"

"A couple of us miss you up there. I think we all do. Like Dominica." Dominica came a moment later, and gave Tedda a hug, but let Rory do most of the talking while she sat pleasantly nearby.

Tedda put her pen down on the large printout before her, and rolled her chair around to face him. Her mind was aswirl with calculations and theories, and she rubbed her hands across her face as if clearing away cobwebs. "Grab a seat, Rory. I think that's all there is." She pointed to a rickety old wooden chair with torn green leatherette seat.

"Thanks." He pulled it over to him with a scraping sound across the raw concrete floor, and sat straddling it with his arms crossed over the backrest. "So how are you doing here in your dungeon?"

"Ha!" She rose and went to the small canteen they'd brought her. It was little more than a cardboard box beside a hot water machine for making coffee or tea. She had a basket of cellophane-wrapped cookies and crackers. "Want some fattening junk food?"

"Sure. Toss me some of those chocolate cookie things." She did, and he caught them in a swift, sure motion. He said "These are some of those field rations that are so chemical, even the ants won't attack them."

Dominica blew Tedda a kiss and walked a way in a jangle of wrist bracelets.

Rory and Tedda made small talk, while she brewed tea. They took their steaming mugs of tea outside to a mezzanine overlooking warehouse space below them. Except for two men working distantly with a tow motor, unloading bales of cable and other heavy objects, the space was empty. It was a sort of lonely panorama. In fact, she felt glad for Rory's company, and pressed close to him, enjoying his body warmth as they chatted. She felt strangely affectionate toward him, as if they'd known each other for a long time. It wasn't a sexual tension, although they stood within the aura of one another's body heat, and she smelled the clean, soapy warmth in his sweater. "Would you like to really play the Monorail game?" he said at last, with a strange light in his eyes.

She stared at him probingly, examining the frank yet still veiled come-on, the dare-you insouciance, in his eyes. She realized he had no untoward intentions upon her, and the almost haughty tilt in his head, smile on his lips, shine to his face, were all about the fact that he knew she would not say no.

She laughed out loud into his face. "Okay, you've got me. I'm stuck down here like a rat in a hole, and I'm desperate for any kind of action."

"Okay," he said, stirring his tea and staring down into his cup with a mysterious look. "You need to be careful though. This is very dangerous."

"What, playing Monorail?"

"This isn't the old board game."

"Oh? You mean—?" It dawned on her what he meant, and she felt a rain of anxiety needles in her stomach.

"Yes, it's another Intereality."

"Too much!"

"No kidding!"

"I mean—."

"Yeah." They stood regarding each other with mutual awe at the thought. These crazy programmer kids had used, no stolen, the fatherland technology in some war-weary springtime of the soul, maybe before being drafted to die on some muddy battlefield, and they had created a game world using the Monorail concept.

"What do you call it?" she whispered.

"Monopol City."

"No, get out."

"For real." Suddenly he looked a bit spooked, hopping from one foot to the other and looking right and left while keeping his hands jammed in his jeans pockets. "You could get us all burned if you rat."

"I wouldn't tell a soul." She reassured him: "I'm in, okay? Trust me. I'm just glad to be part of something." She added some more reassurance: "Look, I'd be as burned as you, right? You know how the fatherland works. They take no chances. We'd all be scraped, maybe sent off to the front."

"Yeah." He relaxed a bit. "Sure." He relaxed some more. "Okay." He raised his palm, and they high-fived. "Cool," he said. "Okay."

"When do we go in or whatever it is?"

"I'll come back for you soon. In the meantime, don't tell Lindy. Will you promise that?"

Tedda felt a pang. "Why?"

He regarded her frankly, painfully. "She is very dangerous. That's the problem. That's one of the problems. It's for her own good, actually. Will you trust me and not say anything to her? Otherwise, we'll all be toast."

"I promise," Tedda said. She watched him put his half-finished tea aside and walk off with a final wave. So Lindy was not all that she might be. How to handle this, since they lived together and spent so much time together? Maybe it was a matter of putting things in compartments, and not mixing them together. She would simply shut part x of her mind partially off when she was in one place, and partially shut of part y when she was in the other. How else to handle this new, looming disconcertment? Why could the world not be simple and straightforward? Still, it hurt to think that her closest friend might somehow be untrustworthy, have an agenda, betray her.

If you like what you're reading, please send at least two other avid readers to this website.
     —Thank you!  …Your grateful author, John T. Cullen.
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Copyright © 2005 by John T. Cullen. All Rights Reserved.

John T. Cullen has been a pioneer in digital publishing since 1996. He is listed by digital publishing historian Karen Wiesner as the sixth digital publisher in history, and the second person to publish serialized chapters on line (starting 1996). His web magazine Deep Outside SFFH was the first to be listed along with the professional pulps in Writer's Market (1999) and was at one time the oldest professional SFFH magazine in the world. John T. Cullen continues to explore new ways to adapt the primordial power of storytelling to emerging new digital opportunities as the Third Millennium springs to light.

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A Walk in Ancient Rome by John T. Cullen, Simon & Schuster 2005, 2d Ed. Summer 2008
A Walk in Ancient Rome John T. Cullen (Simon&Schuster May 2005) innovative, acclaimed walking & teaching tour—explore every corner of the Imperial capital at its zenith almost 2000 years ago; learn its history—smell and taste the very air of Classical Rome.





= Summer 2008 =

A Walk in Ancient Rome by John T. Cullen, Second Edition - Summer 2008, originally First Edition Simon & Schuster 2005
A Walk in Ancient Rome, Second Edition John T. Cullen (Clocktower Books 2008)—New! Many new maps; images from the unique scale model of AndréCaron of Quebec. Read this innovative book, with its acclaimed walking & teaching tour. Explore every corner of the Imperial capital at its zenith almost 2000 years ago; learn its history. Smell and taste the very air of Classical Rome. The new edition is bigger, like an atlas. Some people have carried the 1st edition with them to Rome, and found it greatly enhanced their experience.




Dead Move: Kate Morgan and the Haunting Mystery of Coronado, 2nd Ed. by John T. Cullen, (Clocktower Books, San Diego, Summer 2008)
Dead Move: Kate Morgan and the Haunting Mystery of Coronado, 2nd Ed. John T. Cullen (Clocktower Books, San Diego, Summer 2008). John T. Cullen has tackled the mystery of the ghost at the Hotel del Coronado. He has assembled a dramatic new theory about how and why she violently died on the back steps of the hotel in 1892. A first-class ghost story and whodunit wrapped in one.