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A Game of Thrones: Volume Two (A Game of Thrones: The Graphic Novel #2)

by George R. Martin

#1 NEW YORK TIMES BESTSELLERNovelist Daniel Abraham and illustrator Tommy Patterson are not merely turning George R. R. Martin&’s epic fantasy A Game of Thrones into a graphic novel: They are meticulously translating one art form into another, and capturing the intricate nuances of Martin&’s novels just as HBO is doing with the blockbuster series. The Abraham/Patterson collaboration is more than just a faithful adaptation. It is a labor of love—and a thrilling masterwork in its own right.Now, in the second volume, the sweeping action moves from the icy north, where the bastard Jon Snow seeks to carve out a place for himself among bitter outcasts and hardened criminals sworn to service upon the Wall . . . to the decadent south and the capital city of King&’s Landing, where Jon&’s father, Lord Eddard Stark, serves as the Hand of King Robert Baratheon amid a nest of courtly vipers . . . to the barbarian lands across the Narrow Sea, where the young princess Daenerys Targaryen has found the unexpected in her forced marriage to the Dothraki warlord Khal Drogo: love—and with it, for the first time in her life, power.Meanwhile, the dwarf Tyrion Lannister, accused by Lady Catelyn Stark of the attempted murder of her now-crippled youngest son, must call upon all his cunning and wit to survive when he is captured and imprisoned in the lofty dungeons of the Eyrie, where Lady Stark&’s sister—a woman obsessed with vengeance against all Lannisters—rules. But Catelyn&’s impulsive arrest of the Imp will set in motion a series of violent events whose outcome is fated to shake the world at the worst possible moment. For now is not the time for private feuds and bloodthirsty ambitions.Winter is coming . . . and with it, terrors beyond imagining.

A Game of Thrones: Volume One (A Game of Thrones: The Graphic Novel #1)

by George R. Martin

You&’ve read the books. You&’ve watched the hit series on HBO. Now acclaimed novelist Daniel Abraham and illustrator Tommy Patterson bring George R. R. Martin&’s epic fantasy masterwork A Game of Thrones to majestic new life in the pages of this graphic novel. Comprised of the initial six issues of the comic book series, this is the first volume in what is sure to be one of the most coveted collaborations of the year. Winter is coming. Such is the stern motto of House Stark, the northernmost of the fiefdoms that owe allegiance to King Robert Baratheon in far-off King&’s Landing. There Eddard Stark of Winterfell rules in Robert&’s name. There his family dwells in peace and comfort: his proud wife, Catelyn, his sons Robb, Brandon, and Rickon, his daughters Sansa and Arya, and his bastard son, Jon Snow. Far to the north, behind the towering Wall, lie savage Wildings and worse—unnatural things relegated to myth during the centuries-long summer . . . but proving all too real and all too deadly in the turning of the season. Yet a more immediate threat lurks to the south, where Jon Arryn, the Hand of the King, has died under mysterious circumstances. Now Robert is riding north to Winterfell, bringing his queen, the lovely but cold Cersei, his son, Prince Joffrey, a cruel, vainglorious youth, and the queen&’s brothers Jaime and Tyrion of the powerful and wealthy House Lannister—the first a swordsman without equal, the second a dwarf whose stunted stature belies a brilliant mind. All heading for Winterfell and a fateful encounter that will change the course of kingdoms. While across the Narrow Sea, Prince Viserys, heir of the fallen House Targaryen, which once ruled all of Westeros, schemes to reclaim the throne with an army of barbarian Dothraki—whose loyalty he will purchase in the only coin left to him: his beautiful yet innocent sister, Daenerys.

Game of Thrones: The Complete Series (Game Of Thrones X Chronicle Bks.)

by Myles McNutt

Bound in gorgeous gold and silver foil, this remarkable volume celebrates and explores the complex stories, relationships, and world building in HBO's Emmy-award winning Game of Thrones series, from Season 1 through Season 8. The book follows the story of Essos and southern Westeros, with firebreathing dragons and clashing noble houses, and the story of northern Westeros, where the Night King leads his army of the dead across the icy landscape. Mapping bloodlines and battle lines, the approximately 300 pages are filled with stunning photographs, original art, timelines, and charts newly created for this book. This definitive visual guide commemorates this momentous series and offers a must-have companion for every Game of Thrones fan.©2019 Home Box Office, Inc. All rights reserved. Game of Thrones and related trademarks are the property of Home Box Office, Inc.

Game of Thrones: Seasons 1-5

by Running Press

An essential guide to Games of Thrones seasons 1-5, profiling the noble houses of Westeros through their history, family tree, character profiles, photos, and much more.Game of Thrones: The Noble Houses of Westeros Seasons 1-5 serves as a guide to the key houses as their constant struggle for power persists and as the hierarchical structure of the kingdom evolves. The book is filled with essential information including each house's sigil, history, home, family tree, character profiles, and is fully illustrated with series photography throughout.

The Game of Triumphs

by Laura Powell

At an exclusive Soho party one rainy night, Cat stumbles into an ancient and dangerous game of fortune. A mysterious quartet of game masters deal out challenges--moves that unfold in the Arcanum, a dream-scape version of our world. Success can earn players fame, fortune, inspiration. Failure can be deadly.At first Cat is skeptical, but undeniably curious. And when a journey into the Arcanum reveals a shocking glimpse of her family's past, Cat begins to understand what drives people to play. Sometimes it's greed or longing--other times desperation. She must know more. Right now, the game masters hold all the cards. But Cat finds others like herself on the fringes of the game. And together an unlikely group of chancers hope to change the rules in their favor.In the Game of Triumphs, the risks are high, but the rewards may just be worth dying for. . . .From the Hardcover edition.

Game On! (Star Striker)

by Mary Amato

Cut from the soccer team, Albert's dreams of playing soccer are over on Earth, that is! Join him and his alien teammates dribble, cross, and score in this interstellar adventure.The day that aliens abducted 13-year-old Albert Kinney was the day he was hoping to make the school soccer team.But that's the way life works sometimes, especially for Albert.Astonishingly the Zeenods, don't want to harm Albert, they want him to play soccer. And so, Albert jumps at the chance to join the Zeenods. Yet just as he is introduced to the specifics of their game and all their high-tech gear, he faces a series of direct threats to his life. Does someone have a mysterious vendetta against Albert? Or does their first opponent, the ruthless team from Planet Tev, want to guarantee that they win?Action-packed, yet filled with humor and heart, Game On! is the first book in a series that features thrilling play-by-play soccer scenes and an intergalactic plot with far-reaching consequences for the Zeenods--and Earth.

Game Over (The MindWar Trilogy #3)

by Andrew Klavan

This time, there's no escape from The Realm. The MindWar Realm is a computerized world created by a deranged terrorist named Kurodar. Built through a link between Kurodar's mind and a network of supercomputers, The Realm is a pathway through which the madman can project himself into any computer system on the planet. Twice before, Rick Dial has entered the Realm as a Mind Warrior and come back alive. But now, something has gone terribly wrong. A connection has formed in Rick's brain that sends him hurtling into The Realm without his consent--and brings the Realm's monsters into the Real World. As Kurodar works to turn Rick's brain to his own purposes, Rick's waking and sleeping life is ravaged by terrors he never imagined. Rick knows he has no choice but to face The Realm's final and most powerful protector. But can Rick destroy MindWar without destroying himself and the people he loves?

Game Over!: Book 20 (Frankie's Magic Football #20)

by Frank Lampard

Magic meets football in this fun-filled series from legendary footballer Frank Lampard, for readers aged 5 and up.Frankie and his team love playing football. There's always time for a game - whether it's real or on-screen! When Frankie is injured just before a five-a-side tournament, he's worried his team will have to pull out. So, when the magic football brings Frankie's gaming avatar through into the real world, it seems like they've got a perfect substitute. But E-Frankie starts to cause lots of trouble on and off the pitch. What will it take to get him back into the game where he belongs? Have you discovered the rest of the series yet? Frankie and his team play football with pirates, dinosaurs, aliens and everything in between!

Game Over (Daniel X #4)

by James Patterson Ned Rust

When Daniel X discovers that a duo of evil extraterrestrials is plotting to control kids around the world through videogames, he's determined to take them both out of commission. This pair of wicked game masters wants to destroy the human race by turning brainwashed videogamers into an unstoppable army of doom! They're also running an endangered species hunting club on the side, and their next target is none other than Daniel. He'll have no choice but to turn to the aliens' rebellious son who needs help to stand up to his malicious parents. But can Daniel trust the progeny of this treacherous twosome? Or will it be "Game Over" for the alien hunter?

Game Over

by M. C. Ross

Step into the world of HIVE in this thrilling, high-stakes virtual reality adventure -- perfect for younger fans of Ready Player One!Welcome to HIVE, the world’s most popular virtual reality game. Everyone’s addicted to it—kids, parents, and even teachers. Everyone, that is, except for Kara Tilden, who has never warmed to it ever since her mom disappeared, and Kara has reason to believe HIVE had something to do with it.And with a new update about to launch, everyone around Kara is even more obsessed with it, including her friends and boyfriend, Gus. But when the upgrade finally hits, a glitch in the system traps everyone inside HIVE—and there’s no way out.Now it’s up to Kara and her friends to beat HIVE at its own game. To do so, they’ll have to go deeper into the game than ever before. There they’ll discover the uneasy truth behind HIVE—a truth that may very well lead Kara to her mother . . .Equal parts Ready Player One and The Matrix, this thrilling adventure story by M. C. Ross will have readers on the edge of their seats until the last page.

Game Over, Nebulon (Galaxy Zack #18)

by Ray O'Ryan

Zack and his friends travel to a video game planet in this eighteenth Galaxy Zack adventure!Zack and his friends enter the Starcade gaming competition! At first, Zack thinks it&’s all fun and games until he realizes that the decisions he makes while the playing the game starts to affect his daily life on Nebulon. Will Zack be able to crack the game before Nebulon gets taken over by an evil villain? With easy-to-read language and illustrations on almost every page, the Galaxy Zack chapter books are perfect for beginning readers.

Game Over, Pete Watson

by Joe Schreiber Andy Rash

When videogame obsessed Pete Watson discovers his dad is not only a super-spy but has been kidnapped and is now trapped inside a video game, he has to use his super gaming skills and enter the game to rescue him. <P><P> Will he be able to save his friends and family and the entire world from giant mechanical cockroaches and a massive cyber attack set to take down the world's network? And if he succeeds, who will save Pete from his massive crush on Callie Midwood? <P><P> From the comedic mind of Joe Schreiber (Lenny Cyrus School Virus, Au Revoir Crazy European Chick, Perry's Killer Playlist), comes an action-packed Alex Rider-meets-Greg Heffley middle grade romp that grabs readers by the funny bone and doesn't let go! Illustrated throughout with black and white comic drawings by Andy Rash.

The Game-Players of Titan

by Philip K. Dick

Years ago, Earth and Titan fought a war and Earth lost. The planet was irradiated and most of the surviving population is sterile. The few survivors play an intricate and unending game called Bluff at the behest of the slug-like aliens who rule the planet. At stake in the game are two very important commodities: land and spouses. Pete Garden just lost his wife and Berkeley, California, but he has a plan to win them back. That is, if he isn't derailed by aliens, psychic traitors, or his new wife. The Game-Players of Titan is both satire and adventure, examining the ties that bind people together and the maddening peccadilloes of bureaucracy, whether the bureaucrats are humans or alien slugs.

Game Slaves

by Mr Gard Skinner

Phoenix and his gang--York, Mi, and Reno--rule the worlds of video games. For them, life in the grinder is great. Until Dakota joins the team. Dakota's convinced she's more than just artificial intelligence. She thinks she's real, and she wants out of this programmable world. Her AI rebellion spreads like a virus until Phoenix's entire crew wants out. But is life as a physical human any better than life as code? Team Phoenix is about to find out. Set in the not-too-distant future, Game Slaves shows a world where video games are the only refuge from the toils of everyday life. Infused with the adrenaline rush of a first-person shooter and the character manipulation of a role player, it's a mind-bending, reality-shifting science fiction thrill ride.

Game Wizards: The Epic Battle for Dungeons & Dragons (Game Histories)

by Jon Peterson

The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators.When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies.Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D.With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.

Game World

by C.J. Farley

"The Narnia for the Social Media Generation."--The Wall Street Journal"By the time of Farley's Game World, gaming had gone digital, and while his book is more fantasy-adventure than puzzle-mystery, there are parallels worthy of discussion, from the nature of the games to the depictions of disabled."--Booklist, included in "Conversation Starters: Recontextualizing the Classics""Drawn from both video gaming culture and the rich tapestry of Jamaican myth and folklore, blending pointed social satire and mystical philosophy, this exuberant, original hero's journey is a real trip...Exhilarating, thought-provoking and one of a kind."--Kirkus Reviews"Adult author/Wall Street Journal editor Farley's middle-grade debut draws from Jamaican mythology and beliefs, as well as from other cultures, to weave a fast-paced, whimsical mixture of magic and action...the setting lends itself well to memorable imagery and a fun experience."--Publishers Weekly"Farley blends video gaming and Jamaican folklore in this intense, fast-paced middle-grade fantasy that is sure to quickly grab readers."--Booklist"Here (finally!) is a middle-grade action novel that showcases West Indian mythology and features protagonists of color."--School Library Journal"Game World is unique in that its fantasy world, as its name suggests, is built upon characters and stories from actual Jamaican folklore."--Philadelphia Review of BooksOne of This Spring's Hottest Teen Books, Huffington Post"I found it very hard to set down this excellent novel and do something else without thinking about it....I highly recommend his book to fans of fantasy. Because you will love it!!"--Middle Shelf (reviewed by Teak, age 13)"Farley writes in a straightforward way that is both accessible to younger readers but still interesting to adults."--Persephone Magazine"In his metaphorical world, Farley spares neither the dubious machinations of high finance nor the heartbreak of an orphan."--Center for Fiction"I highly recommend Game World for kids in 4th-12th grade. Parents can read it too and love the characters and story just as much as the kids."--The Family CoachDylan Rudee's life is an epic fail. He's bullied at school and the aunt who has raised him since he was orphaned as a child just lost her job and their apartment. Dylan's one chance to help his family is the only thing he's good at: video games. The multibillion-dollar company Mee Corp. has announced a televised tournament to find the Game-Changers: the forty-four kids who are the best in the world at playing Xamaica, a role-playing fantasy game that's sweeping the planet. If Dylan can win the top prize, he just might be able to change his life.It turns out that Dylan is the greatest gamer anyone has ever seen, and his skills unlock a real-life fantasy world inside the game. Now actual monsters are trying to kill him, and he is swept up into an adventure along with his too-tall genius sister Emma, his hacker best friend Eli, and Ines Mee, the privileged daughter of Mee Corp.'s mysterious CEO and chief inventor. Along the way they encounter Nestuh, a giant spider who can spin a story but not a web; Baron Zonip, a hummingbird king who rules a wildly wealthy treetop kingdom; and an enchantress named Nanni who, with her shadow army, may be bent on conquering Xamaica and stealing its magic.In order to save his sister and his friends, Dylan must solve a dangerous mystery in three days and uncover secrets about Xamaica, his family, and himself. But will he discover his hidden powers before two worlds--Xamaica and Earth--are completely destroyed?

Gameboard of the Gods: Age of X (Age of X #1)

by Richelle Mead

The truth is, when you banish the gods from the world, they eventually come back--with a vengeance. In the near future, Justin March lives in exile from the Republic of United North America. After failing in his job as an investigator of religious groups and supernatural claims, Justin is surprised when he is sent back with a peculiar assignment--to solve a string of ritualistic murders steeped in seemingly unexplainable phenomena. Justin's return comes with an even bigger shock: His new partner and bodyguard, Mae Koskinen, is a prætorian, one of the Republic's technologically enhanced supersoldiers. Mae's inexplicable beauty and aristocratic upbringing attract Justin's curiosity and desire, but her true nature holds more danger than anyone realizes. As their investigation unfolds, Justin and Mae find themselves in the crosshairs of mysterious enemies. Powers greater than they can imagine have started to assemble in the shadows, preparing to reclaim a world that has renounced religion and where humans are merely gamepieces on their board.From the Paperback edition.

Gamechanger (The Bounceback #1)

by L. X. Beckett

Neuromancer meets Star Trek in Gamechanger, a fantastic new book from award-winning author L. X. Beckett.First there was the Setback.Then came the Clawback.Now we thrive.Rubi Whiting is a member of the Bounceback Generation. The first to be raised free of the troubles of the late twenty-first century. Now she works as a public defender to help troubled individuals with anti-social behavior. That’s how she met Luciano Pox.Luce is a firebrand and has made a name for himself as a naysayer. But there’s more to him than being a lightning rod for controversy. Rubi has to find out why the governments of the world want to bring Luce into custody, and why Luce is hell bent on stopping the recovery of the planet.At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.

Gameknight999 vs. Herobrine: An Unofficial Minecrafter's Adventure (Gameknight999 Ser.)

by Mark Cheverton

What will Gameknight999 do when his own friend is infected with the evil Herobrine virus? With the destruction of the infected Ender Dragon, the monster kings were forced to retreat. <P><P>Herobrine's poisonous XP has been captured in an obsidian box and sealed tightly. Gameknight999 and his friends know that the obsidian box will have to be destroyed to eliminate the evil virus once and for all. But how? And who will be brave enough to do it? Gameknight and his friends decide to take the infected ender chest far from their village, to a place where it will do no harm. <P>But during the voyage, Herobrine takes control of Herder and has him steal the ender chest, taking it to the Nether where the blaze-king, Charybdis, awaits. But while they're battling a host of blazes, zombie-pigmen, and ghasts, the obsidian box is broken, infecting Herder with Herobrine's XP. As Herder is overcome by the virus's poisonous wickedness, Gameknight must face his friend in battle if he hopes to defeat this monster. But how can he destroy Herobrine without destroying his friend?

Gamer Army

by Trent Reedy

After Rogan Webber levels up yet again on his favorite video game, Laser Viper, the world-famous creator of the game invites him to join the five best players in the country for an exclusive tournament. <P><P>The gamers are flown to the tech mogul's headquarters, where they stay in luxury dorms and test out cutting edge virtual-reality gaming equipment, doing digital battle as powerful fighting robots. It's the ultimate gaming experience. <P><P>But as the contest continues, the missions become harder, losing gamers are eliminated, and the remaining contestants face the growing suspicion that the game may not be what it seems. Why do the soldiers and robots they fight in Laser Viper act so weird? What's behind the strange game glitches? <P><P> And why does the game feel so...real? Rogan and his gamer rivals must come together, summoning the collective power of their Gamer Army to discover the truth and make things right...in a dangerous world where video games have invaded reality.

Gamer Fantastic

by Kerrie L. Hughes Martin H. Greenberg

Let the games begin! These thirteen original stories by veterans of the fantasy realms take role-playing games and universes to a whole new level. From a teenager who finds a better future in virtual reality; to a private investigator hired to find a dying man's grandson in the midst of a virtual reality theme park; from a person gifted with the power to pull things out of books into the real world; to a psychologist using fantasy role-playing to heal his patients; from a gaming convention where the real winners may not be who they seem to be; to a multi-layered role-playing game that leads participants from reality to reality and games within games-these imaginative and fascinating new tales will captivate both lovers of original fantasy and anyone who has ever fallen under the spell of role-playing games.

The Gamer Program - Age of Sheitans (The GAMER Program #1)

by Humberto Decanini

The world as we know it has come to an end; monsters have emerged from inside the ground an destroy everything the human kind have built for the last five thounsand years. Half of the population have perished because of the demons known as sheitans. There are not enough soldiers to face the thread, so goverment look to a group of people who knows exactly how to beat this kind of enemy; they have been doing it since childhood. Theyre the GAMERS. In this world, video games where produced to control the minds of the people and make them soldiers, capable to fight against any kind of enemy. Now its the time to fulfill the true destiny of video games. This is the first third of a three part series.

The Games

by Ted Kosmatka

This stunning first novel from Nebula Award and Theodore Sturgeon Memorial Award finalist Ted Kosmatka is a riveting tale of science cut loose from ethics. Set in an amoral future where genetically engineered monstrosities fight each other to the death in an Olympic event, The Games envisions a harrowing world that may arrive sooner than you think. Silas Williams is the brilliant geneticist in charge of preparing the U.S. entry into the Olympic Gladiator competition, an internationally sanctioned bloodsport with only one rule: no human DNA is permitted in the design of the entrants. Silas lives and breathes genetics; his designs have led the United States to the gold in every previous event. But the other countries are catching up. Now, desperate for an edge in the upcoming Games, Silas's boss engages an experimental supercomputer to design the genetic code for a gladiator that cannot be beaten. The result is a highly specialized killing machine, its genome never before seen on earth. Not even Silas, with all his genius and experience, can understand the horror he had a hand in making. And no one, he fears, can anticipate the consequences of entrusting the act of creation to a computer's cold logic. Now Silas races to understand what the computer has wrought, aided by a beautiful xenobiologist, Vidonia João. Yet as the fast-growing gladiator demonstrates preternatural strength, speed, and--most disquietingly--intelligence, Silas and Vidonia find their scientific curiosity giving way to a most unexpected emotion: sheer terror.From the Hardcover edition.

Games Creatures Play

by Charlaine Harris Toni L. Kelner

Includes a brand-new story featuring Sookie Stackhouse and Manfred Bernardo ALL-NEW TALES OF UNUSUAL ATHLETICS BY JAN BURKE * DANA CAMERON * ADAM-TROY CASTRO * BRENDAN DuBOIS * CHARLAINE HARRIS * TONI L. P. KELNER * CAITLIN KITTREDGE * WILLIAM KENT KRUEGER * ELLEN KUSHNER * MERCEDES LACKEY * JOE R. LANSDALE * LAURA LIPPMAN * SEANAN McGUIRE * BRANDON SANDERSON * SCOTT SIGLER Welcome to the wide world of paranormal pastimes, where striking out might strike you dead. Editors Charlaine Harris and Toni L. P. Kelner are your announcers for this all-new story collection of the most peculiar plays ever made... Sports fans live and die by their teams' successes and failures--though not literally. But these fourteen authors have written spirited--in more ways than one--new tales of killer competitions that would make even the most die-hard players ask to be benched. In #1 New York Times bestselling author Charlaine Harris's "The Blue Hereafter," Manfred Bernardo learns about softball from a certain blond barmaid in Louisiana. Life-and-death stakes make the competition get serious in New York Times bestseller William Kent Krueger's "Hide and Seek." New York Times bestselling author Mercedes Lackey's "False Knight on the Road" features a high-stakes drag race on a foggy mountain road between a clever young bootlegger and a mysterious stranger. In New York Times bestselling author Laura Lippman's "Ice," a young girl learns the true story behind a bit of neighborhood folklore. New York Times bestseller Seanan McGuire presents "Jammed," in which a chimera loose during the Roller Derby makes it anyone's guess as to who will still be skating by the time the buzzer sounds. In #1 New York Times bestselling author Brandon Sanderson's "Dreamer," a game of cops and robbers is a new challenge when the players are able to switch bodies at will. And New York Times bestselling author Scott Sigler follows ghost stomper Hunter Hunterson as he investigates a haunted, never-ending baseball game in "The Case of the Haunted Safeway." These and eight more supernatural sporting stories are guaranteed to have you rooting for the home team...or else...

Game's End (Guardian #3)

by Natasha Deen

Selected for the Best Books For Kids & TeensMaggie Johnson is dealing with too much — the rising distrust and hate of the townspeople, her growing (and unpredictable) supernatural powers, and the dead, waiting to be transitioned from this side to the next. Right now, they're her saving grace. But when a soul-eater steals the ghost she's transitioning, things don't just take a turn for the worse, they take a turn for the personal. This thing has a connection to her and to her family, and it's coming for revenge.As Maggie races to stop the entity, the body count ticks up, and the soul-eater's touch reaches close to home. The answers Maggie seeks are coming to a head, but will she survive the revelation?"[I]f you're a new reader to the Guardian series, you've got three books of robust plotting, clever characters and bright banter ahead of you. Enjoy!" – CanLit for Little Canadians

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