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.
The saga of dark elf Drizzt Do'Urden has become a fixture in the fantasy genre, with a string of New York Timesbest-selling novels going back to 1988. Herois the follow-up toMaestroand Archmage, and final book in the Homecoming trilogy.
Something akin to "peace" has come to the Underdark. The demon hordes have receded, and now the matron mothers argue over the fate of Drizzt Do'Urden. Even so, it becomes clear to one matriarch after another that while the renegade drow may come and go Menzoberranzan, the City of Spiders will crawl forever on.
And so Drizzt is free to return to his home on the surface once again. Scores are settled as lives are cut short, yet other lives move on. For the lone drow there is only a single final quest: a search for peace, for family, for home--for the future.
Something terrible, unspeakable, immense, has come to Menzoberranzan and is leaving death and destruction in its wake. The primordial of Gauntlgrym stirs, sending Cattie-brie and Gromph to Luskan, and the ruins of the only power that can keep the beast in check. The damage of the Darkening, of war, and of a demon-ravaged Underdark has sent cracks out across the North. Some of this damage may never be repaired.
And Drizzt is going home. But not to Mithral Hall. Not to Icewind Dale. He s going to Menzoberranzan. Bruenor is ready to march with him bringing along an army of dwarves to end the scourge of Menzoberranzan, but Drizzt needs to see what s happening there. The dwarf army may not be necessary. The City of Spiders might already have fallen to the demons and their wicked prince. But even if that s true, what s to say the demons will stop there?