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From Kristin Hannah, the #1 New York Times bestselling author of the smash-hit novels Firefly Lane, The Nightingale, and The Four Winds comes a novel about how one reckless night destroys the lives of three teenagers and their families. For eighteen years, Jude Farraday has put her children's needs above her own, and it shows—her twins, Mia and Zach, are bright and happy teenagers. When Lexi Baill moves into their small, close-knit community, no one is more welcoming than Jude. Lexi, a former foster child with a dark past, quickly becomes Mia's best friend. Then Zach falls in love with Lexi and the three become inseparable. Jude does everything to keep her kids out of harm's way. But senior year of high school tests them all. It's a dangerous, explosive season of drinking, driving, parties, and kids who want to let loose. And then on a hot summer's night, one bad decision is made. In the blink of an eye, the Farraday family will be torn apart and Lexi will lose everything. In the years that follow, each must face the consequences of that single night and find a way to forget...or the courage to forgive. Vivid, universal, and emotionally complex, Night Road raises profound questions about motherhood, identity, love, and forgiveness. It is a luminous, heartbreaking novel that captures both the exquisite pain of loss and the stunning power of hope. This is Kristin Hannah at her very best, telling an unforgettable story about the longing for family, the resilience of the human heart, and the courage it takes to forgive the people we love. "You cannot read Night Road and not be affected by the story and the characters. The total impact of the book will stay with you for days to come after it is finished." —The Huffington Post
Into the Odd contains everything you need to create a character and explore an industrial world of cosmic meddlers and horrific hazards. This is a fast, simple game, to challenge your wits rather than your understanding of complex rules.You seek Arcana, strange devices hosting unnatural powers beyond technology. They range from the smallest ring to vast machines, with powers from petty to godlike. Beside these unnatural items that they may acquire, your characters remain grounded as mortals in constant danger.The game is 48 pages, containing:Original artwork from Jeremy Duncan, Levi Kornelsen, and others.The fastest character creation out there, getting you playing as soon as possible.Player rules that fit on a single page, keeping a focus on exploration, problem solving, and fast, deadly combat.The complete guide to running the game as Referee. From making the most of the rules to creating your own monsters and Arcana. Sample monsters, arcanum, traps, and hazards.Character advancement from Novice to Master Rules for running your own Company, and taking it to war with an original mass combat system.Complete guide to the Odd World, from the cosmopolitan city of Bastion and its hidden Underground, through to backwards Deep Country, the unexplored Golden Lands.The Iron Coral, sample expedition site to test the players' survival skills.The Fallen Marsh, a deadly wilderness to explore.Hopesend Port, a settlement to regroup and sail on to further adventure.Thirteen bonus pages of tools and random tables from the Oddpendium.
Summer is upon Jenifa, which means it’s time for the academy’s most well-known event — the magic battle expo. Though the numerous stalls and attractions filling the school grounds offer plenty of excitement, the greatest draw of the event is undoubtedly the one-on-one tournament between students. People come from far and wide every year to watch Jenifa’s best go at it against each other. What better chance, then, for Sain to put his burgeoning dark magic skills to the test? So, the strongest holy knight in history takes another step toward becoming the antithesis of everything he’s supposed to stand for and joins the tournament. With his faithful friends at his side and his dark magic actually starting to shape up, he was set to have a blast at the battle expo... until he runs into the student council president, Cain Theresia, whose attitude toward him has been growing increasingly suspicious and hostile. With both of them participating in the tournament and vying for the top, the stage is set for a fierce clash of words and swords. “You know what you need to do, Cain? Lose. Just once. Then, you’d realize that you’re not fighting on your own.”
An unforgettable fable about a father's journey and a timeless guide to life's many questions—from Ethan Hawke, four-time Academy Award nominee, twice for writing and twice for acting. A knight, fearing he may not return from battle, writes a letter to his children in an attempt to leave a record of all he knows. In a series of ruminations on solitude, humility, forgiveness, honesty, courage, grace, pride, and patience, he draws on the ancient teachings of Eastern and Western philosophy, and on the great spiritual and political writings of our time. His intent: to give his children a compass for a journey they will have to make alone, a short guide to what gives life meaning and beauty.
The young Sain Forth has it made. As the famed Holy Knight, he enjoys the love of his people, the respect of his ruler, and the blessings of a literal goddess. Or, at least, he should enjoy them, but Sain’s aspirations lie elsewhere. His assistant, Melia, by his side, he sets sail for the academy of a foreign kingdom, only to be treated as a deviant by his peers. It’s his own fault, mind you—his stubborn insistence on wearing a custom, all-black uniform makes him stick out like a sore thumb. But he isn’t the only outcast at the academy. His classmate, Alicia—born into the Clan of Light yet unable to use anything but fire magic—faces a similar struggle, and so the two quickly become allies. However, when she proposes they go searching for a holy sword hidden deep within the academy’s dungeon, he hesitates—dungeons are dangerous, monster-ridden places, after all. Eventually he reconsiders, but on one condition: “I want a doom sword. Not a holy sword, okay? A doom sword.” And so, his friends in tow, Sain ventures forth into the perilous unknown, driven by his one true wish: To become the coolest, edgiest, and most awesome existence imaginable, the Dark Knight. There’s just one problem: He can’t use dark magic. Like, at all.
Kerry might be lost in this fantastical middle-grade graphic novel, but that doesn't mean he'll give up! With twists and turns at every part of this adventure, Kerry's adventure is perfect for fans of Amulet and Mighty Jack. It'll just be a quick shortcut, right? After a spirit leads Kerry astray, he finds himself in an enchanted forest filled with mysterious creatures and dark dead ends. The further Kerry travels, the more hopeless his quest seems. . . . To get back to his parents, Kerry will have to find his way, figure out who to trust, make some tough choices about the kind of person he wants to be -- or remain lost in the woods forever. An adventure about fear, loss, and finding your own way, this enchanting story comes to life with a hero that every reader can relate to.
January 1410, and King Henry IV is brought down by an unknown illness. Despite his ten year reign, the kingdom is far from secure. He is at odds with his son Prince Hal, who is demanding a new Royal Council; Owen ap Glyndower threatens his Welsh border and the Scots are in revolt again, seeking secret alliances with France. In France, Burgundy and King Charles VI are planning to take back Calais and reignite the Hundred Years' War. England is in peril, beset by enemies on all sides and within. The court is a swirl of rumours and treachery, with the powerful seeking the ultimate prize: the English crown. Power is controlled by unlikely forces, the most important of which is led by Sir Richard Whittington - merchant, former Lord Mayor of London, financier, adviser to the Crown and spymaster for the King. Realising the peril of the kingdom, he needs someone who can move inconspicuously at home and abroad. Someone skilled yet unobtrusive. Jamie de Grispere - squire in training, son of a merchant and known to Whittington - is tasked to do his bidding and spy for the crown. Jamie holds the future of the realm in his hands, but the road on which he travels is a perilous one, taking him from the depths of France to Wales and the Scottish borders. Joining forces with two comrades, he seeks to aid the crown and fight for Sir Richard's plans for the safety of the realm. Treachery, the Hundred Years' War, revolts, battles, the wool trade, piracy and pivotal events: medieval history is brought to life in this story of fifteenth century England and the fight for the crown.
THEIR RIVALRY - Dante Thorpe of Thorpe Productions and Jasmine Jamison of Le'Image are rivals in production companies fighting for the status of becoming the best and biggest in the league. But when Dante sees Jasmine after a year of heartache, he can't get the thought out of his head or ignore the ache within him to grasp and win at what he wants. BECOMES A SCHEMING TRIANGLE - But when it comes to affairs of the heart, Jasmine and Dante leave the rivalry behind and become one in a relationship. A fellow co-worker, in love with Dante, causes turmoil between the lovers while doing anything to break them apart and steal a multimillion-dollar contract from Jasmine. Find out how these obstacles are overturned when Dante and Jasmine overcome them together.