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This first book of the Second Sons Trilogy establishes Jennifer Fallon as one of the most unique voices in fantasy fiction, as she creates full characters, and takes intelligent plotting to a whole new level in order to establish unparalleled complexity and tension. On the world Ranadon there is no night as both suns shine brightly. The intervention of Belagren, High Priestess of the Shadowdancers, and the sacrifice of a child of royal blood, has banished the Age of Shadows from the skies. Belagren's position is unquestioned . . . until circumstances begin to tip political rivalries into a deadlier game altogether. A volcanic eruption rocks the seas separating the Kingdom of Dhevyn and the mainland Kingdom of Senet, and a mysterious sailor is shipwrecked on the island of Elcast. Badly wounded, his arrival stirs up old hatreds and unravels old secrets. His presence is enough to even bring Antonov, the powerful Lion of Senet, to the island and fear to the Keep of the Duke of Elcast. A strong friendship develops between Dirk, second son of the Duke, and Kirshov Latanya, second son of the Lion of Senet. But will they, and their friendship, survive the chain of events set in motion by the ambitions of the ruthless High Priestess of the Shadowdancers and the domineering Lion of Senet?
“[A] timely book . . . a wonderfully entertaining trip around the board, through 4,000 years of game history.” —The Wall Street Journal Board games have been with us even longer than the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, Tristan Donovan, British journalist and author of Replay: The History of Video Games, opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games—from chess to Monopoly to Risk and more—have captured hearts and minds all over the world for generations. “Splendid . . . A quick and breezy read, it doesn’t just tell the fascinating stories of the (often struggling) individuals who created our favorite games. It also manages to convey the entire sweep of board game history, from the earliest forms of checkers to modern-day surprise hits like Settlers of Catan.” —Mashable “Artfully weaves together culture, business, and ways games impact society.” —Booklist “A fascinating and insightful discussion not only of games past, but the socioeconomic and historical factors that contributed to their popularity.” —Chicago Review of Books
Here are four board games -- the Royal Game of Ur; Mehen, the Game of the Snake; Hounds and Jackals; and the Egyptian Game of Senet -- which were popular in the days of the pharaohs in ancient Egypt and in nearby countries from about 5,000 years ago, chosen and recreated by Dr. Irving Finkel of the British Museum. Everything you need to play them is here: the playing boards recreated in sumptuous colors, playing pieces, and full instructions including variations and other possibilities you may like to try.
"Full of invention and ingenuity . . . Great fun." - SFX on Sixteen Ways to Defend a Walled City This is the history of how the City was saved, by Notker the professional liar, written down because eventually the truth always seeps through. The City may be under siege, but everyone still has to make a living. Take Notker, the acclaimed playwright, actor, and impresario. Nobody works harder, even when he's not working. Thankfully, it turns out that people enjoy the theater just as much when there are big rocks falling out of the sky. But Notker is a man of many talents, and all the world is, apparently, a stage. It seems that the empire needs him -- or someone who looks a lot like him -- for a role that will call for the performance of a lifetime. At least it will guarantee fame, fortune, and immortality. If it doesn't kill him first. In the follow up to the acclaimed Sixteen Ways to Defend a Walled City, K. J. Parker has created one of fantasy's greatest heroes, and he might even get away with it. For more from K. J. Parker, check out:Sixteen Ways to Defend a Walled City The Two of SwordsThe Two of Swords: Volume OneThe Two of Swords Volume TwoThe Two of Swords: Volume Three The Fencer TrilogyColours in the SteelThe Belly of the BowThe Proof House The Scavenger TrilogyShadowPatternMemory Engineer TrilogyDevices and DesiresEvil for EvilThe EscapementThe CompanyThe Folding KnifeThe HammerSharps
In the third book of this bestselling trilogy, Medalon has surrendered to Karien and tarja is once more an outlaw. the Defenders are scattered and their only hope for aid s Damin Wolfblade and the vast army of Hythria. But Damin has his own problems. the High Prince is dead and he must fight off a usurper to secure his throne and life the siege on his capital, before he can think of aiding Medalon.For R'shiel time is running out. She must defeat Xaphista soon or the Harshini will be destroyed; she must find a way to weaken the Overlord's growing power; to bring peace to the divided southern nations; to free Medalon from Karien occupation and to find the strength to finally put an end to Loclon. R'Shiel has no idea how to defeat a God and with all the demands on her she is no longer sure that she has enough time to save anyone. A dazzling conclusion to this bestselling series.
R'shiel, daughter of the First Sister of the Blade, and her half-brother, Tarja, a Captain of the Defenders, become caught up in a rebellion against the Sisterhood, the rulers of Medalon.
The stunning second instalment of The Ascendance Trilogy takes readers on a rollercoaster ride of treason and murder, thrills and peril as they journey with the Runaway King!
Darkness threatens Ranadon again in the form of an eclipse. The Goddess wants to give the people of Ranadon a sign—and only Dirk Provin can interpret it. To do so, Dirk has systematically betrayed his one-time allies to join his most hated enemies. Now, with neither side trusting him, Dirk sets his own devious plot in motion Senet’s Crippled Prince, Misha, has found unexpected and tenuous sanctuary among the Baenlanders of Mil. To secure their trust, he offers them the one thing they cannot refuse. Meanwhile, Alenor, Queen of Dhevyn, betrayed by her husband, Kirsh, and Tia Veran, deceived by Dirk, set out for revenge and to finally free their people at any cost. As the second sons and the rest of their generation pursue different paths to survival and freedom, they discover that the will of the Goddess—and of men—works in mysterious ways. And as Dirk’s old enemies join with new ones, his attempt to save Ranadon may cost him his friends, his love...and his life.
Since the Age of Shadows ended, the people of Ranadon have lived under the merciless heat of two suns and the tyranny of Antonov, the Lion of Senet. Consumed by his lust for power and his unshakable belief in the capricious, almighty Goddess, Antonov’s rule is absolute. Only one man has the intelligence and will to break that hold…a man who could be King. Suddenly widowed, Morna Provin, Duchess of Elcast, has lost her only protector. With her son banished for an unspeakable crime, she faces a horrifying fate at the hands of the Lion of Senet as retribution for her relationship with the heretic Johan Thorn. But it is only part of a cunning scheme to lure her son, Dirk Provin, back into the fold so Antonov can consolidate his power once and for all. With his mother’s life at stake, Dirk Provin must emerge from hiding in the Baenlands and return to Elcast—setting in motion a rebellion that will expose long-buried secrets and ignite festering hatreds. For a ruler’s fears and a madman’s prophecy will start Dirk on a quest for truth that will spark a fierce battle between two very different men: one who believes only what his five senses tell him, the other obsessed by his faith in the divine. It is a clash that will bring to light a revelation that may shatter them all.
Millions of people love the game of chess, but most of them dont know how the game developed. Henry J. Greenberg, one of the worlds leading chess historians, reveals how chess has its origins in a game called Chaturanga, which was designed during the reign of the Gupta Dynasty to commemorate Chandragupta IIs victory over the Sakas and to ensure the continuation of peace. In this comprehensive history of the game, youll learn how: seeds for the origin of chess were planted during the flourishing of the Harappan civilization from 2,300 to 1900 B.C.; Chaturanga was specifically designed for the civilian population; rules were made so simple that even children could learn how to play; elephants play a critical role regarding when and why chess developed; Greenberg also explains how chess historians can be classified into four types: Archaeologists, Linguists, Sinologists, and Oxfordites. Learn the characteristics of each, what they disagree on, and whether their views about the origins of chess hold any validity. From the very beginnings of the game to Leonardo da Vincis invention of modern moves while living in Milan, Italy, youll be delighted with this comprehensive history of chess.