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After the devastating battle at the Tower of Charm, Croaker leads the greatly diminished Black Company south, in search of the lost Annals. The Annals will be returned to Khatovar, eight thousand miles away, a city that may exist only in legend...the origin of the first Free Companies. Every step of the way the Company is hounded by shadowy figured and carrion-eating crows. As they march every southward, through bug infested jungle, rivers dense with bloodthirsty pirates, and cities, dead and living, haunted by the passage of the Company north, their numbers grow until they are thousands strong. But always they are watched--by the Shadowmasters--a deadly new enemy: twisted creature that deal in darkness and death: powerful, shadowy creatures bent on smothering the world in their foul embrace. This is the first round in a deadly game, a game that the Black Company cannot ea hope to win. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
SOME GAMES ARE PLAYED FOR LIFE OR DEATH. Javul Charn is the most famous pop star in the galaxy—and the runaway bride of a violent lieutenant in Black Sun, the crime syndicate commanded by Prince Xizor. Or so Javul says. Soon after Dash Rendar, broke and desperate, agrees to be Javul’s bodyguard, he realizes that openness is not her strong suit—and that murder is stalking her tour. Between the discovery of dead bodies in a cargo hold and an attack by an unidentified warship, Dash and co-pilot Eaden Vrill desperately try to understand who is terrorizing Javul’s tour and why. When Han Solo suddenly joins Javul’s road show, the stakes are raised even higher. Now Dash, who has a history with Han and an even worse history with Prince Xizor, follows his instincts, his discoveries, and Javul herself—straight into a world that may be too dangerous to survive. Features a bonus section following the novel that includes a primer on the Star Wars expanded universe, and over half a dozen excerpts from some of the most popular Star Wars books of the last thirty years!
A teenage girl goes searching for her mother in the City of Sin in this YA fantasy from the New York Times–bestselling coauthor of All of Us Villains. Welcome to New Reynes, the so-called City of Sin, where casino families reign, gangs infest the streets . . . and secrets hide in every shadow. It’s no place for a properly raised young lady. But when her mother goes missing, Enne Salta leaves her finishing school—and her reputation—behind. Following her mother’s trail, she finds herself in the city where no one survives uncorrupted. Frightened and alone, Enne’s only clue leads her to Levi Glaiyser—a street lord and con man in desperate need of the compensation Enne offers. Their search sends this unlikely duo through glamorous casinos, illicit cabarets, and into the clutches of a ruthless Mafia donna. But as Levi’s enemies close in on them, a deadly secret from Enne’s past comes to light and she must surrender herself to the City of Sin —to a vicious game of execution . . . Where the players never win.
Fantasy.
To survive in the City of Sin, an innocent girl must choose her new identity in this dark YA fantasy—the sequel to Ace of Shades. Indulge your vices in the City of Sin, where a sinister street war is brewing and fame is the deadliest killer of them all. Prim and proper Enne Salta never expected to team up with an infamous con man like Levi Glaiyser. But winning the Shadow Game was not the victory they imagined. Now the duo are wanted for murder and Enne is forced to live in disguise as Séance, a mysterious figure of the underworld. Desperate to build his empire, Levi makes a deal with the estranged son of Mafia donna Vianca Augustine, while Enna remains trapped by Vianca’s binding oath, unsure whether to embrace the role of refined lady or cunning street lord. As they walk a path of unimaginable wealth, a dangerous game of crime and politics swirls around them. And when unforeseen players enter, they must each make an impossible choice: sacrifice everything . . . Or die as legends.
Have you ever felt someone look over your shoulder when you're alone? Have you ever heard a disembodied voice shout your name in an empty room? If so, you've met the Shadow People. Fraternal twin Paris and Alexandra Fox have. In fact, they can see them. Who are these people and what do they want? Could it have something to do with their recently deceased parents? The book Shadow Games plunges the twins into a sub-world ruled by Shadows and an adventure they never would have anticipated. Along the way they find their life partners and must act to protect them. But they must discover the secret their father hid. Their lives depend upon it. Beware of Shadows.
A final deadly game will reveal the darkest secrets in the City of Sin in the thrilling conclusion of this “decadent and delicious” YA fantasy trilogy (Kirkus Reviews). Return to the City of Sin, where the perilous final game is about to begin . . . The players? Twenty-two of the most powerful, most notorious people in New Reynes. With no choice but to play, Enne and Levi are desperate to forge new alliances and bargain for their safety. But any misstep could turn deadly when a far more dangerous opponent appears on the board —one plucked straight from the city’s most gruesome legends. While Levi hides behind a mask of false promises, Enne is finally forced out from behind hers. As the game takes its final, vicious turn, these two must decide once and for all whether to be partners or enemies. Because in a game for survival, there are no winners . . . There are only monsters.
The dragons have returned to Arianthem, and four of the Ancients go to war. Talan is joined by Kylan, her seductive ally from the Great War, while Volva, her enemy, uses her carnal ways to stand against the Queen of all Dragons. Both of Talan’s children must stand with her, and Talan gambles that her trust in them is not misplaced. Meanwhile, both the Ha’kan and Tavinter seek Skye, the young ruler who was kidnapped by a sorceress. Haunted by thoughts of her violation and captivity, they will not stop until they find her, even if it means searching every league of the Deep Woods. Unfortunately, Raine, the one most suited to find Skye, cannot even look because it most certainly is a trap for the Scinterian warrior. Instead, she must deal with the Shadow Guild, the upper echelon of all Assassins in Arianthem. These vampyres are contracted to kill a head of state and Raine must stop the assassination before it destroys the nascent Alliance. But this forces her to deal with the impulsively sexual creatures whose manipulations and machinations put even the Goddess of the Underworld to shame.
A young man plagued by the ability to see ghosts races to save the mythological land of Tara from a terrible fate in Erika Lewis's stunning debut, Game of Shadows. Thousands of years ago in Ireland, an ancient race fought a world-changing battle—and lost. Their land overrun, the Celtic gods and goddesses fled, while the mythical races and magical druids sailed to an uncharted continent, cloaked so mankind could never find it. This new homeland was named Tara. In modern day Los Angeles, Ethan Makkai struggles with an overprotective mother who never lets him out of her sight, and a terrifying secret: he can see ghosts. Desperate for a taste of freedom, he leaves his apartment by himself for the first time—only to find his life changed forever. After being attacked by dive-bombing birds, he races home to find the place trashed and his mother gone. With the help of a captain from Tara who has been secretly watching the Makkais for a long time, Ethan sets out to save his mother; a journey that leads him to the hidden lands, and straight into the arms of a vicious sorcerer who will stop at nothing until he controls Tara.With new-found allies including Christian, the cousin he never knew he had, and Lily, the sword-slinging healer who’d rather fight than mend bones, Ethan travels an arduous road—dodging imprisonment, battling beasts he thought only existed in nightmares, and accepting help from the beings he’s always sought to avoid: ghosts. This L.A. teen must garner strength from his gift and embrace his destiny if he’s going to save his mother, the fearless girl he’s fallen for, and all the people of Tara. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
...the Voice of the Afterlife. Don't believe the hype. The missionaries may say they help folks, but who do you think started all this? They're some bad people, brothers and sisters. They're helping something big and nasty, and they ain't scared of you. In fact, they know every trick you do. How do you figure they're so good at being dead? You may not like the answer, because the truth has a taste for you." In Shadow Games, the true nature of the characters' adversaries is revealed, as is the cult behind the Pigment trade, and its connection to Spectres. Helping the heroes, however, is a new character class, new roles to combat the coming storm, and a new way to use Spite to fuel abilities in a deadly gamble between need and power.