TCP 4: The stowaways
Captain Velasquez and Robert Greene have their work cut out for them. This group of colonists, raw and green, many coming from horrific persecution, need a place of peace to heal. Hopefully, the training ground in Oregon will remain a secret, hidden from gangs of violent rovers. They have a year to teach this group the founding principles and skills they need to build a strong community.
Daxton lives in a walled and heavily guarded wealthie's sanctuary, in essence a velvet prison. His parents are always busy, creating wealth. Throughout his childhood they threw money at him saying, “Go have fun!” to keep him out of their way. College is abominable, except for his friends. Only when escaping into the alternate reality of computer games, does he feel in control. Excelling at putting winning teams together, he uses their strengths to take out other teams—But reality stinks.
An adventure and heist rolled into one as an unlikely group of College kids, most from Arroyo Grande, a walled and guarded community, plot to stow away on the last colony ship to Terra Nova, a new and unspoiled world.
Two things concern Daxton as he finds himself in the position of leadership. Can they survive this? And, can they learn to live in a colony of God-fearers?