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With One Kiss (A Sisters Duet #2)
Book
Fall in love with CHERYL HOLT all over again! She delivers the companion novel in her fun and...
Historical Romance Regency

Lyndsey Gollogly (2893 KP) rated The Intended ( A Culling of Blood and Magic 2) in Books
Apr 21, 2024
74 of 220
Kindle
The Intended ( A Culling of Blood and Magic 2)
By K.M. Rives
⭐️⭐️⭐️⭐️
Emery may have survived the Culling, but now she’s on the run.
Forced to find her way in a world of magic behind the wards of New Orleans, Emery struggles to accept her newfound identity as a witch and a mother. Her coven is demanding that she choose between the magic she’s always wanted and the child she already loves. Will Emery find the strength to fight for what matters most?
Devastated by the loss of trust in his mate and seeking revenge, Augustine throws himself into the hunt for a murderer within his kingdom. Emery remains his primary suspect, even though there is a side of him that longs for the woman who has captured his heart.
War is brewing in the supernatural world, and a long forgotten prophecy is at play. Can Augustine and Emery overcome the secrets that have torn them apart, and reconcile their past before the future catches up with them?
This was a very emotional read for me in a few places and very close to my own heart without all the magic and vampires! I enjoyed it and it certainly was fast paced. There were a few bits that I could have just skipped but they didn’t take away from how I was enjoying the book.
Please check any trigger warnings as there is a death that is hard to handle for some.
Kindle
The Intended ( A Culling of Blood and Magic 2)
By K.M. Rives
⭐️⭐️⭐️⭐️
Emery may have survived the Culling, but now she’s on the run.
Forced to find her way in a world of magic behind the wards of New Orleans, Emery struggles to accept her newfound identity as a witch and a mother. Her coven is demanding that she choose between the magic she’s always wanted and the child she already loves. Will Emery find the strength to fight for what matters most?
Devastated by the loss of trust in his mate and seeking revenge, Augustine throws himself into the hunt for a murderer within his kingdom. Emery remains his primary suspect, even though there is a side of him that longs for the woman who has captured his heart.
War is brewing in the supernatural world, and a long forgotten prophecy is at play. Can Augustine and Emery overcome the secrets that have torn them apart, and reconcile their past before the future catches up with them?
This was a very emotional read for me in a few places and very close to my own heart without all the magic and vampires! I enjoyed it and it certainly was fast paced. There were a few bits that I could have just skipped but they didn’t take away from how I was enjoying the book.
Please check any trigger warnings as there is a death that is hard to handle for some.

Daffodils and Dreams (Brodyr Alarch #4)
Book
The weight of the crown presses heavily on Harri as the day of his coronation approaches. Surrounded...
Fantasy Romance Fairytale Retelling Brothers Grimm Welsh Mythology

Merissa (12919 KP) rated The Ruby Dragon Prince (Omega Fairy Tales #1) in Books
Mar 28, 2025
THE RUBY DRAGON PRINCE is the first novella in the Omega Fairy Tales series and is a retelling based on The Twelve Dancing Princesses. Instead, we have six Omega princes and their cruel father, plus Dragon princes!!!
Tovey is extremely close to his brothers, being as they only really have each other. They daydream about what a life could be like, but Rumi doesn't need to. He's found his mate and has been given a small green marble which opens to a different realm. The princes go there and have a ball - literally. Tovey meets with fated mate, Rufus, but leaves to go back with his brothers.
I thoroughly enjoyed this story, especially the relationship between the brothers and their responsibility to the kingdom. They are in an untenable situation and are fully aware of it. However, a little bit of magic helps them out in ways I won't talk about because, you know, spoilers.
The scenes between Tovey and Rufus are dynamic, to say the least. I loved the difference in Rufus between catching, half-breeding, fully-breeding, and protecting Tovey. Talk about animal instincts!
This is a world I look forward to returning to, and I'm so happy that bookworm Selle is next. I cannot wait!
** same worded review will appear elsewhere **
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book; the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
Mar 28, 2025
Tovey is extremely close to his brothers, being as they only really have each other. They daydream about what a life could be like, but Rumi doesn't need to. He's found his mate and has been given a small green marble which opens to a different realm. The princes go there and have a ball - literally. Tovey meets with fated mate, Rufus, but leaves to go back with his brothers.
I thoroughly enjoyed this story, especially the relationship between the brothers and their responsibility to the kingdom. They are in an untenable situation and are fully aware of it. However, a little bit of magic helps them out in ways I won't talk about because, you know, spoilers.
The scenes between Tovey and Rufus are dynamic, to say the least. I loved the difference in Rufus between catching, half-breeding, fully-breeding, and protecting Tovey. Talk about animal instincts!
This is a world I look forward to returning to, and I'm so happy that bookworm Selle is next. I cannot wait!
** same worded review will appear elsewhere **
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book; the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
Mar 28, 2025

Mark @ Carstairs Considers (2352 KP) rated Throne of Threats in Books
Jun 13, 2025
You Are Cordially Invited to a … Kidnapping
Jax is just days away from the event we’ve been waiting for almost as much as she has – her wedding to the youngest son of a ruler of a neighboring kingdom. With friends and family coming in a couple of days before the big event, and a couple of days before the rest of the guests, Jax is hoping for some relaxing before she has to play hostess and politics with her guests. But when Uma, her lady in waiting, goes to pick up the flowers a couple of days before, she is kidnapped. With only a cryptic clue to guide her, can Jax find Uma and rescue her? And will this latest case hurt her relationships with those she loves most?
Any fan of the series has been looking forward to the events of this book. The beginning takes a bit of time getting to the story. Part of that is set up, but some is just general updates on the characters and the realm. Once the kidnapping happens, the pace doesn’t let up. I loved how things came together. I also loved getting to spend time with these characters again. They truly are fun. Reactions to the events of the story felt realistic, and part of that is because of elements from the past books that are mentioned in passing. It feels like we’ve turned a page in the series, and I’m looking forward to seeing what comes next.
Any fan of the series has been looking forward to the events of this book. The beginning takes a bit of time getting to the story. Part of that is set up, but some is just general updates on the characters and the realm. Once the kidnapping happens, the pace doesn’t let up. I loved how things came together. I also loved getting to spend time with these characters again. They truly are fun. Reactions to the events of the story felt realistic, and part of that is because of elements from the past books that are mentioned in passing. It feels like we’ve turned a page in the series, and I’m looking forward to seeing what comes next.

Purple Phoenix Games (2266 KP) rated Bellum Magica in Tabletop Games
Jan 1, 2022
One of the many recent trends in board games has been that of playing as the villains in the game’s lore. One of the bigger games that I remember employing this little shift is Legendary: Marvel Villains, and another that I truly enjoy is Disney Villainous. There is just something about playing as the bad guys in a game that is designed for the bad guys to finally win. Enter Bellum Magica, a game that I didn’t even realize existed until it arrived on my door step from Blue Orange Games. I wonder, will this one find its way into my collection permanently?
Bellum Magica is a medieval fantasy engine building game for two to five players. In it, players are evil lords waging war on a local village and each other in an attempt to becoming the richest lord of all. The winner is the player who earns the most VP from treasure chests looted during the game.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player chooses a castle board and is randomly dealt two goblin cards to be added to the castle. These goblin cards have icons on the left and the right of the main character art, and will slide beneath the main castle board on either side to activate their icons for the duration. Next, the human kingdom (that will inevitably be attacked by players) is setup per number of players and placed on the table. The two different creature decks are shuffled and two cards from each pile are revealed. The other tokens are placed in the insert “token reserves” and are available to all. The first player takes the die and is known as the Captain. The game is now setup and ready to begin!
Each turn consists of six phases and, luckily, the game comes with a couple player aids to remind players of the order. First, the Captain rolls the die to Choose an active horde. Whichever result is rolled will then activate the corresponding line on the castle board, with all icons activating during the turn. If a player is unsatisfied with the rolled result, they may discard a barrel token in order to buy a round of drinks for the Captain, forcing them to re-roll the die. The Captain may also discard a Confusion Spell token in order to re-roll the die as well. These items are earned later in the game from different actions. Next, all players Gather resources (collect items) shown on the line that is activated on their castle board and any cards that have been added to alter these items (see photo below). Players will compare treasure map icons shown on the active line, and Call back their scouts who have gone in search of treasure chests. The player with the most icons will collect a metal chest, and if players are tied for the most, they each instead collect a wooden chest.
Once all items have been collected, players may enact the Attack action in turn order. Depending on the number and types of sword icons showing on the right side of players’ castle boards, they may choose to attack one of the face-up kingdom cards in the offer OR may choose to instead attack another player. In order to attack, the player will need to possess at least as many normal swords and/or magic swords as are showing on the kingdom card or on an opponent’s castle board. By successfully attacking, the player will collect spoils shown on the kingdom card, or may steal a treasure from an opponent, provided the attacker also possesses a thief icon on the active line.
When attacks are all resolved, players may next Recruit creatures from the setup creature decks by paying the recruitment costs (in food and glyph tokens). Players then decide under which side of their castle board they will slide the newly-acquired creature to aid in their efforts on future turns. These creatures can provide more resources or more attacking icons, depending on the side added.
After all these phases have been completed, the End of the Turn phase aptly finishes the turn. Cards are replenished and the new Captain is passed the die. Play continues in this fashion until one player has ten treasure chests at the end of an Attack phase. The player with the most VP from collected treasure chests is the winner!
Components. This game boasts some excellent artwork and some of the cutest little tokens I’ve seen. Firstly, the art is simply amazing. I love the looks of it, and the game is beautiful on the table once setup and playing. There are three types of wooden tokens that just make me smile while playing with them: little chicken legs, beer barrels, and cool little purple glyphs. I honestly wish they were bigger, but I understand cost of manufacturing places limitations when trying to keep products within a certain price point. All said, though, the components are great with this one!
I have one super tiny rule shrug: the addition of the Confuse Spell token and its rules. Now, I think I understand WHY it exists – these can be used every turn a player is Captain. So, it acts like a beer barrel, but is useful on future turns when you are Captain. If players are good at the game, and if you play with the full complement of players, you may not have many turns as Captain before someone wins, so I guess I don’t fully agree with the necessity of the Confusion Spells… except to further instill the fantasy theme.
That said, I still really enjoy Bellum Magica as a gateway-level engine builder. The more cards you add to your castle board, the better opportunities you give yourself to gain more and more resources throughout each turn. I have found that getting yourself a magic sword icon or more as soon as possible helps setup bigger turns and can be the difference between victory and embarrassment. As the kingdom cards start running out, their difficulty level increases, so having those extra magic swords come in handy big time. Also, investing in thief icons to be able to control other players’ treasure chest hoards may be invaluable. There are many ways to craft each turn to maximize effectiveness, and that helps keep Bellum Magica relevant and exciting to play.
It is probably no surprise by now, but I do enjoy playing Bellum Magica. When I first tried reading the rules I was a bit confused and wasn’t quite sure what the point was, but as I started playing more and more, the rules are really just pared down, almost like an outline or first draft. If you can stick with it and get it to the table, I believe you will find a very capable gateway engine building game with an accessible theme and great art and components. Purple Phoenix Games gives this one metal treasure chested 4 / 6. I do believe I will continue to love it more and more as I play it more and more. If you align with my board game tastes, this is an easy one to recommend. If you and I normally align somewhat, then I might suggest playing someone else’s copy before grabbing one of your own right away. I am more into gateway-weighted games than most reviewers, I’m sure, so this might be a bit lighter than your normal fare. In any case, I think this one needs to be played. A lot. If you ever see me out and about, or at a convention, let me know that you want to play this with me and I will not turn down the opportunity.
Bellum Magica is a medieval fantasy engine building game for two to five players. In it, players are evil lords waging war on a local village and each other in an attempt to becoming the richest lord of all. The winner is the player who earns the most VP from treasure chests looted during the game.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player chooses a castle board and is randomly dealt two goblin cards to be added to the castle. These goblin cards have icons on the left and the right of the main character art, and will slide beneath the main castle board on either side to activate their icons for the duration. Next, the human kingdom (that will inevitably be attacked by players) is setup per number of players and placed on the table. The two different creature decks are shuffled and two cards from each pile are revealed. The other tokens are placed in the insert “token reserves” and are available to all. The first player takes the die and is known as the Captain. The game is now setup and ready to begin!
Each turn consists of six phases and, luckily, the game comes with a couple player aids to remind players of the order. First, the Captain rolls the die to Choose an active horde. Whichever result is rolled will then activate the corresponding line on the castle board, with all icons activating during the turn. If a player is unsatisfied with the rolled result, they may discard a barrel token in order to buy a round of drinks for the Captain, forcing them to re-roll the die. The Captain may also discard a Confusion Spell token in order to re-roll the die as well. These items are earned later in the game from different actions. Next, all players Gather resources (collect items) shown on the line that is activated on their castle board and any cards that have been added to alter these items (see photo below). Players will compare treasure map icons shown on the active line, and Call back their scouts who have gone in search of treasure chests. The player with the most icons will collect a metal chest, and if players are tied for the most, they each instead collect a wooden chest.
Once all items have been collected, players may enact the Attack action in turn order. Depending on the number and types of sword icons showing on the right side of players’ castle boards, they may choose to attack one of the face-up kingdom cards in the offer OR may choose to instead attack another player. In order to attack, the player will need to possess at least as many normal swords and/or magic swords as are showing on the kingdom card or on an opponent’s castle board. By successfully attacking, the player will collect spoils shown on the kingdom card, or may steal a treasure from an opponent, provided the attacker also possesses a thief icon on the active line.
When attacks are all resolved, players may next Recruit creatures from the setup creature decks by paying the recruitment costs (in food and glyph tokens). Players then decide under which side of their castle board they will slide the newly-acquired creature to aid in their efforts on future turns. These creatures can provide more resources or more attacking icons, depending on the side added.
After all these phases have been completed, the End of the Turn phase aptly finishes the turn. Cards are replenished and the new Captain is passed the die. Play continues in this fashion until one player has ten treasure chests at the end of an Attack phase. The player with the most VP from collected treasure chests is the winner!
Components. This game boasts some excellent artwork and some of the cutest little tokens I’ve seen. Firstly, the art is simply amazing. I love the looks of it, and the game is beautiful on the table once setup and playing. There are three types of wooden tokens that just make me smile while playing with them: little chicken legs, beer barrels, and cool little purple glyphs. I honestly wish they were bigger, but I understand cost of manufacturing places limitations when trying to keep products within a certain price point. All said, though, the components are great with this one!
I have one super tiny rule shrug: the addition of the Confuse Spell token and its rules. Now, I think I understand WHY it exists – these can be used every turn a player is Captain. So, it acts like a beer barrel, but is useful on future turns when you are Captain. If players are good at the game, and if you play with the full complement of players, you may not have many turns as Captain before someone wins, so I guess I don’t fully agree with the necessity of the Confusion Spells… except to further instill the fantasy theme.
That said, I still really enjoy Bellum Magica as a gateway-level engine builder. The more cards you add to your castle board, the better opportunities you give yourself to gain more and more resources throughout each turn. I have found that getting yourself a magic sword icon or more as soon as possible helps setup bigger turns and can be the difference between victory and embarrassment. As the kingdom cards start running out, their difficulty level increases, so having those extra magic swords come in handy big time. Also, investing in thief icons to be able to control other players’ treasure chest hoards may be invaluable. There are many ways to craft each turn to maximize effectiveness, and that helps keep Bellum Magica relevant and exciting to play.
It is probably no surprise by now, but I do enjoy playing Bellum Magica. When I first tried reading the rules I was a bit confused and wasn’t quite sure what the point was, but as I started playing more and more, the rules are really just pared down, almost like an outline or first draft. If you can stick with it and get it to the table, I believe you will find a very capable gateway engine building game with an accessible theme and great art and components. Purple Phoenix Games gives this one metal treasure chested 4 / 6. I do believe I will continue to love it more and more as I play it more and more. If you align with my board game tastes, this is an easy one to recommend. If you and I normally align somewhat, then I might suggest playing someone else’s copy before grabbing one of your own right away. I am more into gateway-weighted games than most reviewers, I’m sure, so this might be a bit lighter than your normal fare. In any case, I think this one needs to be played. A lot. If you ever see me out and about, or at a convention, let me know that you want to play this with me and I will not turn down the opportunity.

Ivana A. | Diary of Difference (1171 KP) rated Children of Blood and Bone: Book 1 in Books
Jan 25, 2019
Children of Blood and Bone
‘’In the beginning, Orisha was a land where the rare and sacred maji thrived. Each of the ten clans was gifted by the gods above and given a different power to land.’’
It is not every day that you encounter a book that lets you dive in a world of magic, with such intensity as Children of Blood and Bone. A story so beautifully written, that you forget this is not the real world and you are in a fantasy story. This is one of the books I wish I could keep reading it for the first time again and again.
When majis are born with white hair, it means that they are touched by the Gods. They are called Diviners, and when they celebrate their thirteenth birthday, they have the ability to use magic.
Zelie still remembers how Orisha used to have magic. Different clans existed, and they could all control different things: air, water, earth… But Zelie also remembers the night when everything went wrong. When the king and the army came and killed hundreds of people. Zelie remembers, like it was yesterday, how on that night they brutally killed her mother. The night when magic disappeared forever.
And when Zelie realises that she is one of the very few people that can still use magic, and return magic in Orisha, she goes on a quest with her brother. With the help of a princess that escapes the castle, she has to learn to control her magic powers, and also her feelings for an enemy she mustn’t trust.
‘’I longed for the day I would feel the magic of the dead in my bones, but right now all I can feel is an unnerving tingle in my veins.’’
The world is so well created, and the characters are all loveable and adorable. The magic story in this book is unique and I loved getting to know more about all clans, what they can do, and reading about people realising they have magic in themselves.
Zelie, as a character, is the protagonist, as all adventures are revolved around her, but the other characters are as much as important, if not in some cases, more important than her. She is a character that many of us can relate to. A person that has been denied the sole purpose of existing. A person that has suffered, because of other people’s choices. For Zelie, this was the denial of magic to her and her people, but for others it could be just anything. What I loved the most was the bravery that she showed, even though inside her she would be so scared. It felt as if fear itself made her to be brave. And I have felt that many times. Sometimes, you don’t really have a choice, but to be brave, no matter how scared you might be.
Then, we have Zelie’s brother, Tzain, who is always the more cautious one and tries to (unsuccessfully) keep Zelie out of trouble. He has so much love for Zelie in his heart and is always the one throwing himself out there to protect her. If I ever had a brother, I would wish for him to be Tzain. I couldn’t explain the love and connection they have together with Zelie. It’s so beautiful!
Then there is Amari, the princess that doesn’t agree with her father’s choices, and decides to follow her heart. I think I loved Amari the most out of all characters, as she was my true hero. Raised in a world of ruthless cruelty, and forced to do things she doesn’t want, her father, the king, always believes that she is weak, and incapable of defending herself and ruling a kingdom. And out there, with Zelie and Tzain, is where Amari finds her true self, and the moment she does is the best scene in this whole book, the beauty of a woman being so powerful, only because she was being belittled her whole life.
‘’It’s like seeing her for the first time: the human behind the maji. Fear embedded in the pain. Tragedy caused in Father’s name.’’
And in the end, we have Inan, the most controversial character in this book. The son of the king, and brother of Amari, dedicated to follow his father and rule the kingdom, but struggling between what is right and wrong. When he realises he has magic as well, he can’t confess, as his father kills those who have magic, but meeting Zelie, he is not so sure anymore of what really is happening in his kingdom, and has to make a decision on whose side he wants to be.
‘’The truth cuts like the sharpest knife I’ve ever known.’’
I loved how the story is focused on both worlds:
The world of Zelie and Tzain, where they live in small town with their father, they have to pay incredible amount of diviner tax, and the taxes get more and more expensive, and become impossible to be paid, so people have to go and do free labor for the king, never to be free again. They are faced with such unfairness and cruelty, but their families and the people in the village are sticking together to survive through everything.
And then we have the world of Amari and Inan, and the King. A world where magic is forbidden and all people that can use magic are being slaughtered. A world where being fierceless and cruel means that you are strong enough to lead a kingdom, and protect Orisha.
The only remark I have on this book were the acknowledgements. As much as I respect that story being told, and appreciate it with all my heart, I also really wished I haven’t read that part as it changed the story in the end for me, in a negative way. As I truly believe that every single person has the ability of magic in themselves. Every single person is powerful, and we all should be Diviners! And Inan having the ability himself proves my point on this as well.
A story about the battle of magic and friendships, a story about wins and losses, a world where magic lives in every single one of us. A world where we all belong. A masterpiece, this is. And a powerful one as well.
It is not every day that you encounter a book that lets you dive in a world of magic, with such intensity as Children of Blood and Bone. A story so beautifully written, that you forget this is not the real world and you are in a fantasy story. This is one of the books I wish I could keep reading it for the first time again and again.
When majis are born with white hair, it means that they are touched by the Gods. They are called Diviners, and when they celebrate their thirteenth birthday, they have the ability to use magic.
Zelie still remembers how Orisha used to have magic. Different clans existed, and they could all control different things: air, water, earth… But Zelie also remembers the night when everything went wrong. When the king and the army came and killed hundreds of people. Zelie remembers, like it was yesterday, how on that night they brutally killed her mother. The night when magic disappeared forever.
And when Zelie realises that she is one of the very few people that can still use magic, and return magic in Orisha, she goes on a quest with her brother. With the help of a princess that escapes the castle, she has to learn to control her magic powers, and also her feelings for an enemy she mustn’t trust.
‘’I longed for the day I would feel the magic of the dead in my bones, but right now all I can feel is an unnerving tingle in my veins.’’
The world is so well created, and the characters are all loveable and adorable. The magic story in this book is unique and I loved getting to know more about all clans, what they can do, and reading about people realising they have magic in themselves.
Zelie, as a character, is the protagonist, as all adventures are revolved around her, but the other characters are as much as important, if not in some cases, more important than her. She is a character that many of us can relate to. A person that has been denied the sole purpose of existing. A person that has suffered, because of other people’s choices. For Zelie, this was the denial of magic to her and her people, but for others it could be just anything. What I loved the most was the bravery that she showed, even though inside her she would be so scared. It felt as if fear itself made her to be brave. And I have felt that many times. Sometimes, you don’t really have a choice, but to be brave, no matter how scared you might be.
Then, we have Zelie’s brother, Tzain, who is always the more cautious one and tries to (unsuccessfully) keep Zelie out of trouble. He has so much love for Zelie in his heart and is always the one throwing himself out there to protect her. If I ever had a brother, I would wish for him to be Tzain. I couldn’t explain the love and connection they have together with Zelie. It’s so beautiful!
Then there is Amari, the princess that doesn’t agree with her father’s choices, and decides to follow her heart. I think I loved Amari the most out of all characters, as she was my true hero. Raised in a world of ruthless cruelty, and forced to do things she doesn’t want, her father, the king, always believes that she is weak, and incapable of defending herself and ruling a kingdom. And out there, with Zelie and Tzain, is where Amari finds her true self, and the moment she does is the best scene in this whole book, the beauty of a woman being so powerful, only because she was being belittled her whole life.
‘’It’s like seeing her for the first time: the human behind the maji. Fear embedded in the pain. Tragedy caused in Father’s name.’’
And in the end, we have Inan, the most controversial character in this book. The son of the king, and brother of Amari, dedicated to follow his father and rule the kingdom, but struggling between what is right and wrong. When he realises he has magic as well, he can’t confess, as his father kills those who have magic, but meeting Zelie, he is not so sure anymore of what really is happening in his kingdom, and has to make a decision on whose side he wants to be.
‘’The truth cuts like the sharpest knife I’ve ever known.’’
I loved how the story is focused on both worlds:
The world of Zelie and Tzain, where they live in small town with their father, they have to pay incredible amount of diviner tax, and the taxes get more and more expensive, and become impossible to be paid, so people have to go and do free labor for the king, never to be free again. They are faced with such unfairness and cruelty, but their families and the people in the village are sticking together to survive through everything.
And then we have the world of Amari and Inan, and the King. A world where magic is forbidden and all people that can use magic are being slaughtered. A world where being fierceless and cruel means that you are strong enough to lead a kingdom, and protect Orisha.
The only remark I have on this book were the acknowledgements. As much as I respect that story being told, and appreciate it with all my heart, I also really wished I haven’t read that part as it changed the story in the end for me, in a negative way. As I truly believe that every single person has the ability of magic in themselves. Every single person is powerful, and we all should be Diviners! And Inan having the ability himself proves my point on this as well.
A story about the battle of magic and friendships, a story about wins and losses, a world where magic lives in every single one of us. A world where we all belong. A masterpiece, this is. And a powerful one as well.

postapocalypticplayground (27 KP) rated Crooked Kingdom in Books
Jan 9, 2018
Brekker is back and with more fiendish frivolity from the barrel. Still trying to recover from the disastrous end to the Ice Court job, little does Kaz know how deep the deception went and how much he is going to have to unravel to even begin to salvage what he started. Kaz maybe clever but he is far from the only clever man in Ketterdam. He is going to have to work even harder than ever before to try and recapture what he is owed, but with Inej captured, Nina battling an addiction with parem, Wylan tailored to the wrong face and Jesper now forced to confront his past, how easy will that be?
Crooked Kingdom is a longer book than Six of Crows yet the action takes place mainly over a matter of days, the multiple POV's stretching the tortuously epic and heart thumping twists across the pages. It still has that immense page turning captivation that was within Six of Crows, but it just lacked that extra sense of excitement along with it. They are both books of equal joy but I think book 1 just pips it, but only just. In typical Kaz Brekker style there are twists and swindles and multiple cons that would given Danny Ocean on his best day a run for his money. I love a story that keeps me questioning myself and hanging on a thread as to the outcome, and Crooked Kingdom gave this to me in spades.
I don't know what is wrong with me of late in the emotions stake, but this book again reduced me to tears, the short but intense bursts of connectivity with the characters overwhelmed me. Multiple POV's in books is a risk and I have been drowned by them in books in the past but Leigh Bardugo manages to completely avoid this. Despite every player being forced to battle for chapter time, I felt utterly part of them and their story, sharing their joys and sadness as they peaked and troughed through the words.
The only thing that I didn't enjoy about this concluding part of the duology was entirely down to the publisher. I read the paperback of this book and found that the text was just so hard to read. The margins were so tight, the text was disappearing into the gutter and hiding under my thumbs as I was reading. I hate having to bend back spines on paperbacks which made this even more of an arduous task, I get that more text on a page means fewer pages and lower print costs but this made it such a hard read at times, sort it out Indigo!! This is the first Duology that I have read and I have to say this is now my favourite book series style, all of the action and none of the filler - I hope that more writers/publishers take this forward in the future.
Would I love more from Kaz and the Dregs? Of course! However, unlike a TV show that jumps the shark I am glad that the world of Ketterdam has been left the way it has and I look forward immensely to the next original world created by Bardugo.
Crooked Kingdom is a longer book than Six of Crows yet the action takes place mainly over a matter of days, the multiple POV's stretching the tortuously epic and heart thumping twists across the pages. It still has that immense page turning captivation that was within Six of Crows, but it just lacked that extra sense of excitement along with it. They are both books of equal joy but I think book 1 just pips it, but only just. In typical Kaz Brekker style there are twists and swindles and multiple cons that would given Danny Ocean on his best day a run for his money. I love a story that keeps me questioning myself and hanging on a thread as to the outcome, and Crooked Kingdom gave this to me in spades.
I don't know what is wrong with me of late in the emotions stake, but this book again reduced me to tears, the short but intense bursts of connectivity with the characters overwhelmed me. Multiple POV's in books is a risk and I have been drowned by them in books in the past but Leigh Bardugo manages to completely avoid this. Despite every player being forced to battle for chapter time, I felt utterly part of them and their story, sharing their joys and sadness as they peaked and troughed through the words.
The only thing that I didn't enjoy about this concluding part of the duology was entirely down to the publisher. I read the paperback of this book and found that the text was just so hard to read. The margins were so tight, the text was disappearing into the gutter and hiding under my thumbs as I was reading. I hate having to bend back spines on paperbacks which made this even more of an arduous task, I get that more text on a page means fewer pages and lower print costs but this made it such a hard read at times, sort it out Indigo!! This is the first Duology that I have read and I have to say this is now my favourite book series style, all of the action and none of the filler - I hope that more writers/publishers take this forward in the future.
Would I love more from Kaz and the Dregs? Of course! However, unlike a TV show that jumps the shark I am glad that the world of Ketterdam has been left the way it has and I look forward immensely to the next original world created by Bardugo.

Hazel (1853 KP) rated The Last Dragonslayer (The Last Dragonslayer, #1) in Books
Dec 17, 2018
<i>I received this book for free through Goodreads First Reads.</i>
The recent dramatisation on Sky1 over the Christmas period (which I have not watched) has prompted the release of a new edition of Jasper Fforde’s <i>The Last Dragonslayer</i>, which originally appeared in bookstores six years ago. Fforde is perhaps best known for his <i>Thursday Next</i> series, a comical science-fiction story, but he proves he can equally tackle fantasy with this tale about an intrepid, young dragonslayer.
In the slightly fictional Kingdom of Hereford, part of the Ununited Kingdom, is a home and employment agency for mystical artisans. Over the past decades, magic has begun to diminish, leaving soothsayers and sorcerers struggling to find jobs. Jennifer Strange, although only fifteen, is temporarily in charge of running the agency, Kazam, and looking after the building’s cantankerous inhabitants. Although competent with her position, Jennifer soon finds herself out of her depth when wizards begin having prescient visions of the death of the last living dragon.
Able to ignore the prophecy at first, Jennifer becomes deeply involved once it is revealed that she is the foretold dragonslayer. Being both helped and hindered by friends and obdurate sorcerers, Jennifer desperately tries to prevent the shocking prediction from coming true. However, as she quickly discovers, it is impossible to outrun your own fate, especially if Big Magic is involved.
<i>The Last Dragonslayer</i> is a fun book to read that, despite the slow build up to the promised dragon story, is humorous and engaging throughout. Jasper Fforde is a particularly witty writer who uses genuine, intelligent, and often subtle, puns rather than demeaning himself by resorting to crude jokes. Although some may dismiss dragons, magic and fantasy as fatuous nonsense, it is clear Fforde is writing for the more intellectual reader.
The way in which the story is executed, particularly the conclusion, borders on genius and deserves to be highly praised. Magic is a concept that has been written about thousands of times, and also mocked in parodies of well-known literature. <i>The Last Dragonslayer</i> successfully combines fantasy and humour in a way that avoids ridicule.
Some may argue that <i>The Last Dragonslayer</i> is a young adult novel due to the age of the protagonist and the less highfaluting content in comparison to Fforde’s other works. On the other hand, Jennifer Strange is a character that appears a lot older than she actually is, and is involved in events and satire that a younger audience may not be able to fully appreciate. Therefore, there is nothing to prevent readers of all ages from enjoying this book, and the rest of the series, of course.
I particularly enjoyed reading Jasper Fforde’s <i>The Last Dragonslayer</i>. I found it engaging and amusing, loved the characters, and was slightly disheartened when the book ended earlier than I expected – that is the downside of having sneak peak chapters at the rear of the paperback! Of all the Jasper Fforde books I have read (<i>The Eyre Affair</i>, 2001 and <i>Shades of Grey</i>, 2009) <i>The Last Dragonslayer</i> has been my favourite. Perhaps the potential younger target audience prevented me from getting lost, unlike in the complexity of the other stories. As long as you can forgive the author for his fish fetish and preoccupation with marzipan, you will absolutely love this book.
The recent dramatisation on Sky1 over the Christmas period (which I have not watched) has prompted the release of a new edition of Jasper Fforde’s <i>The Last Dragonslayer</i>, which originally appeared in bookstores six years ago. Fforde is perhaps best known for his <i>Thursday Next</i> series, a comical science-fiction story, but he proves he can equally tackle fantasy with this tale about an intrepid, young dragonslayer.
In the slightly fictional Kingdom of Hereford, part of the Ununited Kingdom, is a home and employment agency for mystical artisans. Over the past decades, magic has begun to diminish, leaving soothsayers and sorcerers struggling to find jobs. Jennifer Strange, although only fifteen, is temporarily in charge of running the agency, Kazam, and looking after the building’s cantankerous inhabitants. Although competent with her position, Jennifer soon finds herself out of her depth when wizards begin having prescient visions of the death of the last living dragon.
Able to ignore the prophecy at first, Jennifer becomes deeply involved once it is revealed that she is the foretold dragonslayer. Being both helped and hindered by friends and obdurate sorcerers, Jennifer desperately tries to prevent the shocking prediction from coming true. However, as she quickly discovers, it is impossible to outrun your own fate, especially if Big Magic is involved.
<i>The Last Dragonslayer</i> is a fun book to read that, despite the slow build up to the promised dragon story, is humorous and engaging throughout. Jasper Fforde is a particularly witty writer who uses genuine, intelligent, and often subtle, puns rather than demeaning himself by resorting to crude jokes. Although some may dismiss dragons, magic and fantasy as fatuous nonsense, it is clear Fforde is writing for the more intellectual reader.
The way in which the story is executed, particularly the conclusion, borders on genius and deserves to be highly praised. Magic is a concept that has been written about thousands of times, and also mocked in parodies of well-known literature. <i>The Last Dragonslayer</i> successfully combines fantasy and humour in a way that avoids ridicule.
Some may argue that <i>The Last Dragonslayer</i> is a young adult novel due to the age of the protagonist and the less highfaluting content in comparison to Fforde’s other works. On the other hand, Jennifer Strange is a character that appears a lot older than she actually is, and is involved in events and satire that a younger audience may not be able to fully appreciate. Therefore, there is nothing to prevent readers of all ages from enjoying this book, and the rest of the series, of course.
I particularly enjoyed reading Jasper Fforde’s <i>The Last Dragonslayer</i>. I found it engaging and amusing, loved the characters, and was slightly disheartened when the book ended earlier than I expected – that is the downside of having sneak peak chapters at the rear of the paperback! Of all the Jasper Fforde books I have read (<i>The Eyre Affair</i>, 2001 and <i>Shades of Grey</i>, 2009) <i>The Last Dragonslayer</i> has been my favourite. Perhaps the potential younger target audience prevented me from getting lost, unlike in the complexity of the other stories. As long as you can forgive the author for his fish fetish and preoccupation with marzipan, you will absolutely love this book.

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