Deep Core Industries


Some adventures begin with a treasure map, a mysterious letter, or a secret doorway.
In Marva Washington’s children’s action-and-adventure story, Jaxon travels from Minnesota to South Carolina for a week with his Grand mom. She has plans for his visit—especially plans involving the colorful vegetables growing in her backyard. Jaxon, however, has ideas of his own. Naturally inquisitive and eager to explore, he soon notices that the garden holds something much more interesting than carrots, squash, and spinach: a tool shed he has specifically been told to avoid.
That forbidden shed becomes the doorway to an adventure neither Jaxon nor his family could have anticipated.
Inside, Jaxon encounters Zolo, a strange being who looks vaguely familiar but is definitely not an ordinary Earth creature. Zolo comes from another dimension, communicates in remarkable ways, and seems to know much more about Jaxon than Jaxon knows about him. Their meeting quickly transforms an ordinary summer visit into a journey filled with secrets, strange discoveries, and questions that Jaxon must learn to navigate largely on his own.
Washington gives the story an especially appealing contrast. The familiar world of grandparents, picky eating, gardens, family outings, and childhood curiosity sits comfortably beside a fantastic world where flying, mind reading, mysterious lands, and hidden dangers are possible. Dimension Z is not simply somewhere unusual to visit; it is connected to childhood dreams, imagination, and the sense that possibilities can exist before young minds begin placing limits on themselves.
Yet the adventure has more on its mind than fantasy.
At its heart, Jaxon Discovers Dimension Z explores friendship, responsibility, honesty, compassion, and the importance of treating others with respect. Jaxon may be young, but he is observant enough to question what he is told and caring enough to recognize when someone needs help. Even Zolo carries lessons of his own as his actions reveal that mistakes have consequences and that trust must be earned.
For children who enjoy imaginative worlds, unusual creatures, mystery, humor, and adventure, Marva Washington offers a story that invites curiosity while leaving meaningful ideas for young readers to consider after the journey ends.



The mountains caught fire in August. He had already seen the end of the world.
Chicago, 1903. On the coldest afternoon of the year, fireman Silas Dunne climbs the marble stairs of the Iroquois Theater and finds a wall of the dead. He carries out one small girl who is still breathing. His own daughter is not among the living.
Idaho, 1910. Seven years later, Dunne is a drifter with thirty-one cents in his pocket and a brass badge he can't bring himself to throw away. In the mining town of Wallace he signs on to a Forest Service crew for twenty-five cents an hour, cutting fire line in the Bitterroot Mountains under a hard, quiet ranger named Ed Pulaski.
It is the driest summer anyone can remember. The sun rises red and gives no warmth. Ash falls on the town like snow. On the mountain, Dunne takes a red-haired Irish boy from Butte under his wing, and he stands between the crew and a lynch rope when they turn on the immigrant they blame for the fires. Someone is setting them. Dunne begins to suspect who, and he doesn't want to know.
Then, on August 20th, hurricane winds drive three thousand fires together into a single wall of flame. In two days it will burn three million acres and destroy a third of Wallace. Cut off on both sides, forty-five men follow Pulaski into an abandoned mine tunnel, hang wet blankets across the entrance, and wait for the fire to arrive.
What happens in the Nicholson tunnel that night is history. What it costs Silas Dunne, and what he carries out, is the story.
Based on the true events of the Big Burn and the heroism of ranger Ed Pulaski, A Country of Ash is a novel of fire and faith, guilt and mercy, and the terrible arithmetic of survival. It asks what a man owes the dead, and what he still owes the living.
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Deep Core Industries Deep Core Industries is a science-fiction tabletop role-playing game, set in the 24th century and extending into ...