HoosierLit: A literary magazine by The Geeky Press


Book Description

HoosierLit: A Literary Magazine by The Geeky Press is a publication that features some of the best fiction, non-fiction, essays, poetry, and script writing by Indiana writers.




The Gallery Trilogy: Three Plays


Book Description

The Gallery Trilogy: Three Plays by Casey Ross includes the full series of RossOs three plays that follow 10 years of a friendship between two disparate artist-best friends. Conceived when Ross was in school at alma mater, Hanover College, the goal of these three plays was to follow and age a set of characters through the actual amount of years between play premieres. The writer was to grow up with the characters. All three of these plays were originally produced through the IndyFringe Festival as episodic chapters and have become local favorites. Art acts as a metaphor for life in these modern sharp-witted plays, as we follow JacksonOs unswayable passion and FrankOs perhaps self-stifling technique over 10 remarkably human years.




Dear America: Reflections on Race


Book Description

This collection takes the issue that most divides this country and moves it to the quiet, intimate stories of people from across the country. This collection isn't meant to advocate a position. Instead, we want the personal stories and reflections from people who come from diverse backgrounds and want to share their American story.




Bad Jobs & Bullshit


Book Description

We have no clout whatsoever. We donOt work for a publishing house, weOre not hiding a printing press in a basement, and we arenOt part of whatever mythical body of old white men drinking scotch in a shadowed library determines the literary canon. WeOre just people who have worked a lot of bad jobs, and put up with a lot of bullshit, and decided we wanted to hear about how that same phenomenon happened to others. If youOre reading this, itOs because you want to hear about that too. We think youOll find the mix of essays, short stories, and poems in this collection speak to common experiences and make you feel less alone in your struggle against the grinding machine of entropy."




The Solace of Leaving Early


Book Description

Using small-town life as a springboard to explore the loftiest of ideas, Haven Kimmel’s irresistibly smart and generous first novel is at once a romance and a haunting meditation on grief and faith. Langston Braverman returns to Haddington, Indiana (pop. 3,062) after walking out on an academic career that has equipped her for little but lording it over other people. Amos Townsend is trying to minister to a congregation that would prefer simple affirmations to his esoteric brand of theology. What draws these difficult—if not impossible—people together are two wounded little girls who call themselves Immaculata and Epiphany. They are the daughters of Langston’s childhood friend and the witnesses to her murder. And their need for love is so urgent that neither Langston nor Amos can resist it, though they do their best to resist each other. Deftly walking the tightrope between tragedy and comedy, The Solace of Leaving Early is a joyous story about finding one’s better self through accepting the shortcomings of others.




Dungeons and Dreamers


Book Description

Before the multibillion computer game industry, there was Dungeons & Dragons, a tabletop game created by Gary Gygax and Dave Arneson in 1974. D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.




The Case Cutlery Dynasty


Book Description

The Case Cutlery Dynasty: Tested XX is the extraordinary story of America's oldest and largest family of knife makers. Since the Civil War, four generations of relations have started over 30 cutlery companies, creating some of the most collected knives in the world. Their products are as rugged as the masters who made them. The Case family was, and remains, a melting pot of personalities - some as wild as the West they helped to settle. The book is written by a Case descendant, Brad Lockwood, who is an award-winning author of four books and was raised in Little Valley, New York - once known as 'The Village of Knives.' Covering 140 years of artisans in business, all related by blood but fiercely competitive, The Case Cutlery Dynasty shows how history becomes mythology over time, money is sometimes thicker than blood, and how a single family from humble beginnings came to dominate an important American industry.




Butler's Big Dance


Book Description

The electrifying story of the undefeated Butler Bulldogs as their run for the NCAA National Championships became a national phenomenon.




You Told Me You Were Different


Book Description

This consciousness-raising anthology discusses mistreatment & abuse within the queer and transgender community.




Wink


Book Description

Enter the world of two high tech nomads, leap job-to-job in their shoes, until finding those who need you more than you want to know... Wink is the humorous yet profound story of two post-dot-com software developers. Prostituted by their placement pimp Sally, the two work only to benefit their bank accounts. Their fickle loyalty catches-up with them when they are offered the opportunity to establish a software development firm for a distinguished gentlemen’s club. Now bosses instead of overly-demanding developers, roles suddenly reversed, they must quickly find bill-able hours for their quirky new staff and build the work environment of their dreams; but one that is actually productive. They soon realize that the company and technology they have created is being used for greed—Even more rampant than their own. Now they must make the first important decision of their otherwise worthless careers, and live or die with the consequences…