
Morsels of Mayhem
Four short, brutal doses of Mark Tullius: three dark stories, and one true reckoning with a damaged brain.
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Hear the Try Not to Die series and the Vincere Press catalog performed. Start a listen on Audible, or find it wherever you get your audiobooks.

Four short, brutal doses of Mark Tullius: three dark stories, and one true reckoning with a damaged brain.

Five familiar lives take one step beyond safety, and discover the horror waiting in homes, jobs, families, entertainment, and the mind of the author himself.

Former fighter and Ivy League football player Mark Tullius confronts the brain-injury symptoms that changed his behavior, relationships, memory, and sense of self.

Twenty-eight dark stories drag ordinary people through grief, obsession, violence, guilt, and the twisted consequences of choices they can never undo.

Three hundred forty fighters from one hundred gyms explain why they train, compete, sacrifice, suffer, and keep coming back to the cage.

Twenty-four violent stories reveal the monsters hiding in ordinary people, damaged minds, desperate relationships, and the choices that turn fear into mayhem.

Thirty lives reveal how faith becomes law, law becomes punishment, and a nation learns to call tyranny perfect.

Teenage Joe Nolan's telepathy turns an intimate mistake into a dangerous lesson about secrets, long before the government sends him to Brightside.

The walls of Brightside no longer contain the danger, and freedom forces the surviving telepaths into a conflict far larger than the prison town they escaped.

Joe's telepathy sends him to Brightside, a beautiful mountain town that is really a prison, where every resident can hear the thoughts he cannot hide.

Joshua's father raises him as the returned Messiah, and surviving every attempt to escape the prophecy may be the most frightening evidence that the old man is right.

The biggest metal festival of the year has begun. The encore may be your death.

Ghostland was built to let visitors experience the dead. Now the dead run the park.

After a crash leaves you and your little sister orphaned, every choice inside Grandma's isolated mountain home could save you both, or end in a gruesome death.

Valentine's Day, 1998. Quinn just wants to disappear after the worst humiliation of her life. Her best friend drags her to the mall instead, right before something ancient and hungry wakes up beneath it.

You escaped Grandma's house once. Now the only way to save yourself is to go back.

You and your brother are trapped in a mountain compound full of zealots who worship strange gods, and the only way out runs through lies, manipulation, and blood.

Inside a beautiful prison for telepaths, every thought can betray you, and every choice can get you killed.

Trapped aboard a cruise ship during a manufactured outbreak, every choice could spread the infection, or make you its next victim.

Ride into a lawless frontier town where the wrong decision can kill you before sundown.

You signed on to playtest the biggest reality show around. Nobody told you the set was a real haunted hotel, and the serial killer never checked out.

It should be the happiest night of your life. Then the churches start burning, the town turns on itself, and your fiancée looks at you with Satan behind her eyes.