By Livia Blackburne
Becoming up on Forge’s streets has taught Kyra tips to stretch a coin. And whilst that’s no longer sufficient, her uncanny skill to scale partitions and pass guards is helping her take what she needs.
But whilst the chief of the Assassins Guild deals Kyra a profitable task, she hesitates. She is aware tips on how to get by means of on her personal, and she’s uncertain she desires to play by way of his ideas. yet he’s persistent—and darkly attractive—and Kyra can’t rather withstand his pull.
Tristam of Brancel is a tender Palace knight on a venture. After his ally is brutally murdered by way of Demon Riders, a extended family of vicious warriors who journey bloodthirsty wildcats, Tristam vows to take them down. yet as his research deepens, he unearths his efforts thwarted via a skilled thief, person who sneaks previous Palace defenses with uncanny ease.
When a fateful raid throws Kyra and Tristam jointly, the 2 enemies detect that their top likelihood at survival—and vengeance—might be to hitch forces. And as their loyalties are established to the brink, they study a startling mystery approximately Kyra’s previous that threatens to reshape either their lives.
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Additional info for Midnight Thief (Midnight Thief, Book 1)
Two massive muscular arms enfold you. A great ugly fanged face bears down towards your own. Smack! You have just been kissed by a gorilla, Pip! Collect your wits and go to 64. 57-58 58 57 'Have at you, foul beast of Hades! ' you cry heroically as you launch yourself upon the Thing. Which runs away. Can you believe that? The horrifying Thing just up and ran away! Not so much as a snap in your direction! Excitedly you run after it, still hurling abuse and heroic jibes. Which is possibly a big mistake, as you may discover when you turn to 59.
If the ants kill you, go to 14. If you survive, you may leave by either door. 91 Another 10' x 10' chamber. Doors in the east, north and west walls. Go east to 84. North to 106. West to 129. 92 You have entered a Gallery of Mirrors, 20' wide and a full 80' long. Not ordinary mirrors, of course: not in a place like this. They are all dis- 93 torting mirrors, the sort you get at carnivals where you look in and see yourself as a fat dwarf or a thin giant. Except they aren't exactly like carnival mirrors.
You could try to revive him, of course. A score of 10, 11 or 12 on two dice should do the trick and take you to 18. If you fail, perhaps it best just to creep away quietly, in which case you can take the road west out of the village (10) or try the provisions store (11) or the church (11) or the smithy (17) or make for the wood to the east (41) or even try an innings at pogolfit (58). 28 This corridor goes on forever! Gloomy, dank, smelly and dead straight. ) You follow it with an increasing feeling of dread, noting that the floor seems to be climbing upwards gently as you continue on.