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The Seven Isles are at war.Wax and Eujo, pursued by assassins and soldiers alike, head to the spire isle of Kance to prepare for invasion. They expect an onslaught of metal and magic, but the truth is something far, far worse. Beneath the earth, an army the isles have never seen marches towards Kance, with their own survival at stake. Win, and the fiends can save themselves from their collapsing home. They can not, will not, lose. As war begins to tear apart the isles, Quik returns to Vis, aiming to free his jungle home from brutal occupiers. He's outnumbered, surrounded by enemies, but the hunter has claws, and knows how to use them. Survival, though, isn't enough. Quik promised to help his brother, a vow he means to keep. The War of Winds continues the epic fantasy adventure of The Seven Isles series, where seafaring swords clash with fiery terrors, living legends meet their immortal matches, and the last gift of a dying god might be the end of everything. A.R. Knight spins stories in a frosty house in Madison, WI, primarily owned by a pair of cats. After getting sucked into the working grind in the economic crash of the 2008, he found himself spending boring meetings soaring through space and going on grand adventures.Eventually, spending time with podcasting, screenplays, short stories and other novels, he found a story he could fall into and a cast of characters both entertaining and full of heart.Thanks, as always, for reading!
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- SeriesSeven Isles #6