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"No one else has ever made avant-garde, experimental poems so attractive to both the general and the special reader."—Randall Jarrell The one hundred and fifty-six poems here, arranged in twelve sections and introduced by E. E. Cummings's biographer, Richard S. Kennedy, include his most popular poems, spanning his earliest creations, his vivacious linguistic acrobatics, up to his last valedictory sonnets. Also featured are thirteen drawings, oils, and watercolors by Cummings, most of them never before published. Adjusting type size may change line breaks. Landscape mode may help to preserve line breaks.
When thieves find an abandoned child lying in a monster’s footprint, they have no idea that their wilderness discovery will change the course of history. Cloaked in mystery, Auralia grows up among criminals outside the walls of House Abascar, where vicious beastmen lurk in shadow. There, she discovers an unsettling--and forbidden--talent for crafting colors that enchant all who behold them, including Abascar’s hard-hearted king, an exiled wizard, and a prince who keeps dangerous secrets. When Auralia’s gift opens doors from the palace to the dungeons, she sets the stage for violent and miraculous change in the great houses of the Expanse. Auralia’s Colors weaves literary fantasy together with poetic prose, a suspenseful plot, adrenaline-rush action, and unpredictable characters sure to enthrall ambitious imaginations.
Kallan Garrik is hunting the soulstealers who killed his wife. His determination and skill at eliminating these murderous predators earn him command of the elite Hunter's Brigade. A position known as The King's Steel. Thirty moons of tracking and killing have left him jaded and hollow. So, he is caught off guard when a routine investigation puts him on the trail of the most powerful and bloodthirsty adversary of his career. A trail of victims leads him to Castle Basset where he meets the alluring and mysterious hunter, Vala. Even together, they are all but devastated by the monster's strength. While recovering from their injuries, they learn their overwhelming opponent is but one of many. Their leader is focused on getting revenge against both their kingdoms...
Firmly embedded into Prince Rugan's mind, the sorcerer Vaalde once more manipulates Prince Rugan into wresting the Triskelion magic from Treyas Beckering Merripen, now the Crown Prince of Lidgerwood. This time Vaalde spirits King Jansson van Tannen and Treyas to Karsaba, a land void of magic and the ability to drain memory. Three days outside of magic and their memories will be wiped clean. Unfortunately for Vaalde, King Kyel Sylvain has hitched a ride. The black elf, renowned for his magical prowess will prove to be a formidable adversary. But will Jansson and Treyas survive the strange power of Karsaba or will they lose everything that makes them who they are?
A young girl is stolen from her mother by agents of a jealous goddess, escapes and becomes a street waif known as 'Wren' who, decades later, is an elder member of the Brethren Guild, a thieves guild in the ancient city of Corwin. A battle with a rival Brethren Guild forces Wren to seek refuge in a temple where she receives the first clues that will lead her toward the truth of who and what she is. From a dream, an amulet in the shape of a phoenix appears around her neck. Engraved on the back of the magic device is one simple word--Liandra. Wren must not only learn her identity but how she fits into the universe she lives in. As she later discovers, a savant's sense of self is far more than a name or even a body but a spiritual destiny tied to the very origins of the Ring Realms themselves. Hecate, goddess of the moon and dark magic, wants a new body and eight-summer-old savant Liandra Kergatha has the one she covets. Torn from her mother's arms, the young girl is spirited away to another world to undergo the ritual of succorunding--the creation of an avatar. Before the procedure can be completed, the temple is attacked and Liandra escapes into the city with the bindings half completed and her name and memories of her former life wiped clean. Possessing great natural skill and many hidden powers, the young girl becomes known as Wren and perseveres on her own. A decade later Wren is one of the greatest master thieves in Corwin. Unfortunately for Wren after her ordeal as a child, lost is not forgotten. Following a bloody encounter with an avatar, Hecate's baneful attention is drawn to her once again. What started with a kidnapping becomes a conflict that escalates into a war involving powerful immortals, wizards, and otherworldly creatures as Wren seeks help and wins favor with the legendary clan of the Felspars. To survive the ordeal stretched in front of her, Wren must learn her origins, befriend amazing allies, and tap into the secret powers of her birthright. Even as she rises to the challenge, she discovers Hecate isn't the only foe gunning for her...
A desperate plea for help, written on a scroll and sent with magic, falls into the wrong hands, and with a few misplaced words, Treyas' young daughter activates the spell, sending her and her friends to a world controlled by the Albino. The Albino, not content with being dictator of only one world, now has a hostage--and one of royal pedigree--with which to extend his empire. It is up to Treyas and his companions to stop the Albino and free the world he has claimed as his own.
Jaeger needs blood. Half Vector, half human, newly coming of age, Jaeger is now drawn to human blood for the first time in his already long life. Rhiannon, a witch, has too much iron in her blood to safely live. She wants to propose a partnership with the Vectors, but, before she can approach them, she's attacked and left for dead beneath a pier. Jaeger finds her unconscious and bleeding. Fighting against the lure of her blood, he takes her to a place of safety instead. His actions set them both on a course of pain, hunger, terror and love. Can he save her from himself?
Return to the land of Glede during a time when the Nydiri intend to destroy not only Treyas but the whole of the elven empire. Elek is missing and Dukker has returned. The Nydiri will not stop until not only Treyas is destroyed but the whole of the elven empire. When the palace is infiltrated, chaos ensues. Floy, the son of a visiting dignitary, becomes an unwitting pawn in Dukker's plans. Through him, Dukker captures three of the royal youth. Treyas and his companions set out to rescue the young people, but their TravelSpell is severely compromised, sending them in different directions. They will all need to rely on new friends, and a powerful, mysterious dagger, to set things right and defeat the Nydiri.