The Jennifer Morgue

The Jennifer Morgue by Charles Stross is a thrilling blend of horror and science fiction published by Golden Gryphon Press in 2006. This edition spans 313 pages and is presented in English. The narrative follows Bob Howard, a computer geek and field agent for the secretive British government agency known as The Laundry, as he embarks on a mission to thwart the sinister plans of Ellis Billington, who aims to unleash the eldritch horror codenamed Jennifer Morgue.
Readers will encounter a fast-paced spy thriller filled with supernatural elements, including the Gravedust device, which allows communication with the dead, and various banishment weapons. The story intricately weaves themes of action and adventure, as Bob navigates challenges posed by both Billington and Ramona Random, a dangerous agent from the U.S. counterpart of The Laundry. Additionally, this volume features a bonus story titled “Pimpf,” which places Bob Howard in the realm of virtual gaming, along with an afterword discussing “The Golden Age of Spying.”
Official synopsis Publisher
Bob Howard–a T-shirt-wearing computer geek and field agent for the super-secret British government agency The Laundry–must save the world from eldritch horrors, codenamed Jennifer Morgue, in this fast-paced spy thriller. Bob’s current mission is to stop the evil Ellis Billington from achieving world domination, but he must overcome obstacles including the Gravedust device, which permits communication with the dead; destiny-entanglement protocol; banishment weapons; and Ramona Random, a lethal but beautiful agent for the U.S. counterpart to The Laundry. Billington plans to raise the eldritch horror Jennifer Morgue from the vasty deeps, and communicate with a dead warrior for the purpose of ruling the world. Blending physics and applied mathematics with the practice of summoning and demonology, this spy-meets-horror novel will keep sci-fi fans on the edge of their seats. This volume also includes a bonus story, “Pimpf,” featuring agent Bob Howard in the world of virtual gaming, as well as an afterword entitled “The Golden Age of Spying.”
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