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All Marla wants to do is find a roommate to make her last year of medical school easier. Between studying for finals and taking care of her ailing mother, she has enough on her plate. But what she didn't expect was the gorgeous and intriguing Danielle to move in. Danielle's past is swamped with mystery, and her nighttime habits draws Marla to her. But when Danielle starts receiving anonymous, threatening letters, Marla forces Danielle to reveal her secret: she's a vampire. Split between her desire for normalcy and her need for safety, and her attraction to her strange new roommate, Marla must now choose between the life she always thought she wanted, and Danielle.
Danielle, Marla's vampiric girlfriend, has been kidnapped, and Marla wants to set her free. Thankfully Marla has her sister, Katrina: Vampire Hunter, to help. But rescuing Danielle is going to be no easy task. Her kidnapper, Vincent, has locked her away in a fortress. Marla and Katrina are only human, but they will do whatever it takes to get Danielle free, even if it means enlisting the help of murderous vampires themselves.
The stakes rise after Marla loses her apartment and loses track of her ex-roommate--and dangerous vampire--Danielle. With finals coming up and her mother getting sicker, Marla doesn't want to deal with the consequences of finding Danielle, but her heart convinces her to help. Danielle is in a perilous situation where a powerful man wants her under his control on one hand and her old gang trying to take her out on the other. Unable to go out during the day and seek the authority's help, she has no choice but to trust a human.
Marla's mother is dead. Marla is heartbroken and devastated and only has her budding relationship with Danielle to depend on. That is, until Marla's sister, Katrina, returns after years of being gone. Katrina is stern and severe and looks on none too happy to meet Danielle, as if she figured out what she is. Danielle's sneaking around grants her a brief respite from the terrors going on in her life, allowing her to finally enjoy Marla the way she wants to. But sneaking around can only give you so much time, and eventually her past catches up to her.
This tenth action-packed military sci-fi adventure features 25th-century Marines who, while investigating mysterious attacks on a space colony, make a surprising discovery.
Abducted by the alien Catteni, Kristin Bjornsen was one of many humans brought to the planet Botany as part of an experiment to see if it could support life. Enslaved and forced to colonize a world not their own, the settlers have accepted Botany as their home—a home worth fighting for… Kristin’s people have learned that the aliens responsible for their imprisonment are merely mercenaries, subjugated by the parasitic Eosi Race, and that Botany is being farmed remotely by some unknown species—a species that may be sympathetic to the colonists’ struggle for freedom. The “Farmers” refuse to join the humans in their rebellion against the Catteni, but they agree to use their technological skills to shield Botany and hide it from its enemies—buying Kristin and the settlers time to build up their forces and liberate their world…
“Hard to put down . . . Any book written by Cragg and Sherman is bound to be addictive, and this is the first in what promises to be a great adventure series. First to Fight is rousing, rugged, and just plain fun.”—Ralph Peters, New York Times bestselling author of Red Army “Marines, we have just become a low-tech deep recon patrol . . .” Stranded in a hellish alien desert, stripped of their strategic systems, quick reaction force, and supporting arms, and carrying only a day's water ration, Marine Staff Sergeant Charlie Bass and his seven-man team faced a grim future seventy-five light-years from home. The only thing between his Marines and safety was eighty-five miles of uncharted, waterless terrain and two thousand bloodthirsty savages with state-of-the-art weapons in their hands and murder on their minds. But the enemy didn't reckon on the warrior cunning of Marines’ Marine Charlie Bass and the courage of the few good men who would follow him anywhere--even to death. . .
Between Parker’s 1961 debut and his return in the late 1990s, the whole world of crime changed. Now fake IDs and credit cards had to be purchased from specialists; increasingly sophisticated policing made escape and evasion tougher; and, worst of all, money had gone digital—the days of cash-stuffed payroll trucks were long gone. But cash isn’t everything: Flashfire and Firebreak find Parker going after, respectively, a fortune in jewels and a collection of priceless paintings. In Flashfire, Parker’s in West Palm Beach, competing with a crew that has an unhealthy love of explosions. When things go sour, Parker finds himself shot and trapped—and forced to rely on a civilian to survive. Firebreak takes Parker to a palatial Montana "hunting lodge" where a dot-com millionaire hides a gallery of stolen old masters—which will fetch Parker a pretty penny if his team can just get it past the mansion’s tight security. The forests of Montana are an inhospitable place for a heister when well-laid plans fall apart, but no matter how untamed the wilderness, Parker’s guaranteed to be the most dangerous predator around.
This book traces the origins of a faith--perhaps the faith of the century. Modern revolutionaries are believers, no less committed and intense than were Christians or Muslims of an earlier era. What is new is the belief that a perfect secular order will emerge from forcible overthrow of traditional authority. This inherently implausible idea energized Europe in the nineteenth century, and became the most pronounced ideological export of the West to the rest of the world in the twentieth century. Billington is interested in revolutionaries--the innovative creators of a new tradition. His historical frame extends from the waning of the French Revolution in the late eighteenth century to the beginnings of the Russian Revolution in the early twentieth century. The theater was Europe of the industrial era; the main stage was the journalistic offices within great cities such as Paris, Berlin, London, and St. Petersburg. Billington claims with considerable evidence that revolutionary ideologies were shaped as much by the occultism and proto-romanticism of Germany as the critical rationalism of the French Enlightenment. The conversion of social theory to political practice was essentially the work of three Russian revolutions: in 1905, March 1917, and November 1917. Events in the outer rim of the European world brought discussions about revolution out of the school rooms and press rooms of Paris and Berlin into the halls of power. Despite his hard realism about the adverse practical consequences of revolutionary dogma, Billington appreciates the identity of its best sponsors, people who preached social justice transcending traditional national, ethnic, and gender boundaries. When this book originally appeared The New Republic hailed it as "remarkable, learned and lively," while The New Yorker noted that Billington "pays great attention to the lives and emotions of individuals and this makes his book absorbing." It is an invaluable work of history and contribution to our understanding of political life.
This version is for distribution. The Spellweaver presents an alternate, skill-based magic system that transforms arcane magic into something more than just level climbing. Includes: - Instructions for integrating spellweaving into your game - Spellweaver Base Class & 4 Archetypes - 4 Prestige Classes: the Battle Weaver, Cartomancer, Fated, and Weave Dancer - 30+ new feats concerning this new magic system and notes on how existing feats relate to Spellweaving - A new race of natural spellweavers, the spider-like Ardekh - A new, Spellweaving-based goddess, a new cleric domain, new spells, and new magic items related to Spellweaving - 5 new creatures, a new hazard, the Weave creature subtype, and a new creature template - Rules for lands where the Weave acts abnormally - All PSSRD spells converted to Spellweaving DC to save you time