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What would you do if you found out your dotty old Gran wasn't from Surrey after all, but from a planet six hundred light years away across the galaxy? Not only that but she's really an exiled Princess from a Royal family that has been virtually wiped out by a tyrannical usurper. Would you believe it? That’s the question being asked by Caroline, Alex and Emily Wright, after moving in with Gran when their Father loses his job. But you might find it easier to believe, if you were actually standing on that self-same planet looking into a sky with two suns. That's the situation in which Caroline, Alex and Emily find themselves when they accidentally get transported across the galaxy. Would you join the fight for freedom against the tyrant, if that was the only way to get back home to Earth? Now you understand the dilemma facing Caroline, Alex and Emily. What would you do?
Welcome. You are hereby invited to compete in a tournament of LifeGame™ Bridge ("LiGa™ Bridge"). LiGa™ Bridge is a tournament of duplicate individual bridge in which eight players gamble with, and for, a portion of their lives. Yes, it is possible to gamble with life! We have the technology. Life-gambling is enabled by a process we call "hand imprinting". The physical manifestation of this is a network of cranberry-hued lines on the palms of the players' left hands. These lines track the natural print of the palm and the effect is akin to a fortune-teller's hand map. For further information on LiGa™ technology, please review Appendix I. You will be gambling with a portion of your remaining life to win a portion of the other players' lives. To be precise, each player will wager one third of his/her remaining life per game, as measured by Life Points, to win one quarter of the total Life Points deposited by the losing four players. The losers' remaining lives will be shortened by one third. The tournament ends when one - or more - of the players reaches 100 Life Points. This is the point at which the age-related degeneration of the human body ceases completely, irreversibly, and indefinitely. A somewhat misleading term that is applied to this state is 'immortality'. Reaching 100 Life Points does not mean you cannot be killed, only that you will not age. In other words, immortal does not mean invincible. During the tournament - after the first transfer of Life Points has taken place - your body will be in a constant state of flux as it adjusts to markedly increased or decreased rates of degeneration on a weekly basis. For detailed information on the impact of life-absorption on your body, please see Appendix II. If you wish to enter the tournament you must submit a non-refundable entrance fee of $10,000,000.00. Xavier Redd (Imm.) Have YOU had your invitation yet? Literary science fiction, LiGa™ tells of a game in which the players are, literally, gambling with their lives. Sanem Ozdural's debut novel is set in a near-future where a secretive organisation has developed technology to transfer the regenerative power of a body's cells from one person to another, conferring extended or even indefinite life expectancy. As a means of controlling who benefits from the technology, access is obtained by winning a tournament of chess or bridge to which only a select few are invited. At its core, the game is a test of a person's integrity, ability and resilience. The fantastic nature of the game's technology is made all the more credible by the familiarity of the contemporary setting, giving the story a definite slipstream feel. Sanem's novel provides a fascinating insight into the motivation both of those characters who win and thus have the possibility of virtual immortality and of those who will effectively lose some of their life expectancy.
When widower Angelo found a small baby on the beach twelve years ago, he decided to bring him up as his own son. A sign around the baby’s neck said 'THOMAS SILENT', so that was the name he was given. Apart from other people’s curiosity about his name, Tom’s life so far had been happy and uneventful. When he wasn’t at school Tom would help Angelo run the café in his beachside shack. One sunday morning Tom was in the café on his own when a tall, thin, old man called Phillimore came in to escape from the rain. He showed Tom seven bright blue-green stones that he claimed came from a mermaid’s necklace. When Tom held one of the stones he could almost feel the rise and fall of the ocean. Phillimore left and Tom thought no more about the stones or the strange old man until Angelo died and the café shack was closed. Six months later when Tom visits the deserted shack, he finds an envelope from Angelo and discovers what else had been found with the baby on the beach. Tom’s simple life suddenly becomes a mysterious adventure that starts with a magical night-time swim to the shore of a strange land. He meets Coralie, a girl hiding in the caves on the beach with Phillimore. The people of the land are held captive to the will of an evil tyrant whose power comes from more of the blue-green stones, which he has been hoarding in the city of Murmur. Tom realises that he, Thomas Silent, is the only one who can defeat the tyrant and save the people of Murmur. But first he must understand the power of the sea-stones and discover his true self. This delightful tale of real mermaids and mermen will enthrall any teenager who knows that they are special and have a great destiny waiting for them. We have all looked out from a beach and wondered what is over the sea, but so very few of us find out like Tom.
The Blueprint trilogy takes us to a future in which men and women are almost identical, and personal relationships are forbidden. Following a bio-terrorist attack, the population now lives within comfortable Citidomes. MindValues advocate acceptance and non-attachment. The BodyPerfect cult encourages a tall thin androgynous appearance, and looks are everything. This first book, Future Perfect, tells the story of Caia, an intelligent and highly educated young woman. In spite of severe governmental and societal strictures, Caia finds herself becoming attracted to her co-worker, Mac, a rebel whose questioning of their so-called utopian society both adds to his allure and encourages her own questioning of the status quo. As Mac introduces her to illegal and subversive information she is drawn into a forbidden, dangerous world, becoming alienated from her other co-workers and resmates, the companions with whom she shares her residence. In a society where every thought and action are controlled, informers are everywhere; whom can she trust? When she and Mac are sent on an outdoor research mission, Caia’s life changes irreversibly. A dark undercurrent runs through this story; the enforcement of conformity through fear, the fostering of distorted and damaging attitudes towards forbidden love, manipulation of appearance and even the definition of beauty, will appeal to both an adult and young adult audience.
Of all the known worlds, of all their nations and all their peoples, there is little rarer than the Helions. Each of these ancient structures is a vast, freestanding portal to other worlds; made by an unknown hand long before humanity arose. Those who control one can claim vast wealth by means of trade and movement through these portals. And on the world of Brisia, it is controlled by the nation of Reimar. Through both scheming and conflict, Reimar won out against its competitors to claim the territory in which the Helion stands. But Reimar’s rivals do not sit idle, and should widespread conflict break out between the more powerful nations, even the smaller countries have grudges to settle. Reimar’s wealth and prestige flows from trade, especially cross-world trade through the Helion. But there are signs of an imminent rebellion, especially among the younger members of more distant noble houses, and some rival nations are eager to take advantage of any internal distractions. Princess Siera du Tealdan has shown herself to be a strong and innovative military commander, while her older brother Ramiros enjoys life at the court of their father King Abarron du Tealdan. When the situation in Reimar takes a shocking turn for the worse, Siera’s military expertise is desperately needed. With no mercenaries available for hire, Siera must pull off a miracle. Having only one skyship armed with ballistae and an under-strength Royal Guard, she must fend off the rebellion, while at the same time dealing with Reimar’s old enemy Iln, that has declared an opportunistic war in order to raid and pillage across the border. If the rebels gain control of the Helion, the kingdom will suffocate. Reimar Breaking, the Prelude to the Iberan War, is the first volume in the Iberan War series.
Danish Bestseller now available for the first time in English When eight-year old Mandigo found a baby on a raft in a river, he saved it but, when he tried to carry it back to his village, he was stopped by a large stag. The stag forced Mandigo to take the baby deep into the forest, and soon other animals joined the curious trio… Thus began the adventures of Mandigo, a boy who spent his days toiling in his father’s mill in the mediaeval village of Oakhill. Little did he know that his life until that moment had all been one big lie. When the cataclysmic event known as the Storm wreaked havoc across the world many years before, it had changed the landscape and released violent magical forces. By his twelfth birthday, Mandigo had discovered that he had become the unwitting focus of those magical forces. Barely surviving an encounter with a demon, that left his face permanently scarred, Mandigo must now quickly learn how to handle magic in order to save not only his own soul, but also the lives of everyone he loves. The problem is that the Hellhounds are already on to him… Now you can find out what has been exciting both young and adult readers in Denmark since last year: • Anders Reemark’s debut novel • The beginning of a thrilling trilogy for both juvenile and young adult readers • Originally published in Danish as Mandigo og Helvedeshundene • Now translated into English by Nina Sokol • English edition includes an awesome fantasy map Join the Danes… Buy Mandigo and the Hellhounds now.
Elaine is an orphan girl who has grown up in a world where magical ability brings power. Her limited talent was enough to ensure a magical training but she's very inexperienced and was lucky to get a position working in the Great Library. Now, the Grand Sorcerer - the most powerful magician of them all - is dying, although initially that makes little difference to Elaine; she certainly doesn't have the power to compete for higher status in the Golden City. But all that changes when she triggers a magical trap and ends up with all the knowledge from the Great Library - including forbidden magic that no one is supposed to know - stuffed inside her head. This unwanted gift doesn't give her greater power, but it does give her a better understanding of magic, allowing her to accomplish far more than ever before. It's also terribly dangerous. If the senior wizards find out what has happened to her, they will almost certainly have her killed. The knowledge locked away in the Great Library was meant to remain permanently sealed and letting it out could mean a repeat of the catastrophic Necromantic Wars of five hundred years earlier. Elaine is forced to struggle with the terrors and temptations represented by her newfound knowledge, all the while trying to stay out of sight of those she fears, embodied by the sinister Inquisitor Dread. But a darkly powerful figure has been drawing up a plan to take the power of the Grand Sorcerer for himself; and Elaine, unknowingly, is vital to his scheme. Unless she can unlock the mysteries behind her new knowledge, divine the unfolding plan, and discover the truth about her own origins, there is no hope for those she loves, the Golden City or her entire world.
There is magic in the world, hiding in plain sight. If you search for it, you will find it, or it will find you. Welcome to the magical world. Having lived all her life in Edinburgh, the last thing 25-year old Dizzy expected was to see a man with a real (if tiny) dragon on his shoulder. Following him, she discovered that she had stumbled from her mundane world into a parallel magical world, an alternate reality where dragons flew through the sky and the Great Powers watched over the world. Convinced that she had nothing to lose, she became apprenticed to the man with the dragon. He turned out to be one of the most powerful magicians in all of reality. But powerful dark forces had their eye on this young and inexperienced magician, intending to use her for the ultimate act of evil – the apocalyptic destruction of all reality. If Dizzy does not realise what is happening to her and the worlds around her, she won’t be able to stop their plan. A plan that will ravage both the magical and mundane worlds, consuming everything and everyone in fire.
The Curlew Chronicles series opens with The Magician in the Attic, a story about Alexander Roebuck, a young magician coached by a mysterious recluse called Francis Curlew. Just before his fourteenth birthday, Alex first comes to the attention of the legendary Curlew and is taken under his wing. Like any other fourteen year-old, Alex has to contend with all that family, friends, school and the local busy-bodies throw at him. If he is to realise his dream of being a renowned illusionist, he must respect the older man’s seemingly strange obsession with privacy and seclusion. He wants to learn from his mentor more than anything else, but that means hours of practice, keeping secrets from his mum and his best friend, and gaining experience in (mis)directing the attention of an audience. Alex soon persuades his form tutor to let him perform some illusions as part of the forthcoming school play. Is he ready for the audience… and are they ready for him?
This hilarious science-fiction comedy novel follows the first case for Noomi Rapier, rookie investigator with The Transdimensional Authority - the organisation that regulates travel between dimensions. When a dead body is found slumped over a modified transdimensional machine, Noomi and her more experienced partner, Crash Chumley, must find the dead man's accomplices and discover what they were doing with the technology. Their investigation leads them to a variety of realities where Noomi comes face-to-face with four very different incarnations of herself, forcing her to consider how the choices she makes and the circumstances into which she is born determine who she is. Ira Nayman's new novel is both an hilarious romp through multiple dimensions in a variety of alternate realities, and a gentle satire on fate, ambition and expectation. Welcome to the Multiverse (Sorry for the Inconvenience) will appeal to comedy fans who have been bereft of much good science-fiction fare these last eleven years. Ira's style is at times surreal, even off-the-wall, with the humour flying at you from unexpected angles; he describes it as fractal humour. Anyone who has read his Alternate Reality News Service stories will know how funny Ira is. The characters we meet from around the multiverse deserve to become firm favourites with all fans of science fiction comedy.