At the behest of his powerful patron, Joliffe journeys to France to act as a servant to the widowed duchess Jacquetta of Bedford?while actually training in spycraft. But when a member of the duchess?s household is murdered, Joliffe learns just how dangerous secrets can be...
Performing at the wedding of Sir Edmund Deneby's daughter, the player Joliffe has another task to perform—as a spy. As he uncovers the secrets of the Denebys' sordid history, it becomes clear that this wedding celebration is destined to end in tragedy.
Joliffe and company play spies amongst the British aristocracy as lords and clergymen vie for the coveted position of regent to the young King Henry VI. But when men who know too much begin to die in violent ways, the players start to fear for their own lives.
Seven years after the forest seemingly swallowed her brother whole, seventeen-year-old Jenny, whose story about Tom's disappearance has never been believed, sets out to finally say goodbye, but instead she is pulled into a mysterious world of faeries and other creatures where nothing is what it seems.
The ethics and experience of “treacherous play”: an exploration of three games that allow deception and betrayal—EVE Online, DayZ, and Survivor. Deception and betrayal in gameplay are generally considered off-limits, designed out of most multiplayer games. There are a few games, however, in which deception and betrayal are allowed, and even encouraged. In Treacherous Play, Marcus Carter explores the ethics and experience of playing such games, offering detailed explorations of three games in which this kind of “dark play” is both lawful and advantageous: EVE Online, DayZ, and the television series Survivor. Examining aspects of games that are often hidden, ignored, or designed away, Carter shows the appeal of playing treacherously. Carter looks at EVE Online’s notorious scammers and spies, drawing on his own extensive studies of them, and describes how treacherous play makes EVE successful. Making a distinction between treacherous play and griefing or trolling, he examines the experiences of DayZ players to show how negative experiences can be positive in games, and a core part of their appeal. And he explains how in Survivor’s tribal council votes, a player’s acts of betrayal can exact a cost. Then, considering these games in terms of their design, he discusses how to design for treacherous play. Carter’s account challenges the common assumptions that treacherous play is unethical, antisocial, and engaged in by bad people. He doesn’t claim that more games should feature treachery, but that examining this kind of play sheds new light on what play can be.
When his band of traveling players are taken in by a patron, Joliffe and company find that murder has taken their place in the spotlight--and it's up to them to catch a killer in the act.
While his troupe leader recovers from a fall, 15th century actor Joliffe takes a temporary job in a hospital and investigates a series of mysterious patient deaths that may have been failed attempts on the life a cantankerous, hypochondriac widow.
In this thriller in the #1 New York Times bestselling phenomenon, Eve Dallas tracks down those who break the law—including the ones sworn to uphold it. Detective Eve Dallas and her partner, Peabody, are following up on a senseless crime—an elderly grocery owner killed by three stoned punks for nothing more than kicks and snacks. This is Peabody’s first case as primary detective—good thing she learned from the master. But soon Peabody stumbles upon a trickier situation. After a hard workout, she’s all alone in the locker room when the gym door clatters open, and—while hiding inside a shower stall trying not to make a sound—she overhears two fellow officers arguing. It doesn’t take long to realize they’re both crooked—guilty not just of corruption but of murder. Now Peabody, Eve, and Eve’s husband, Roarke, are trying to get the hard evidence they need to bring down the dirty cops—knowing all the while that the two are willing to kill to keep their secret.
In the spring of 1435, Joliffe and his fellow players are sent to the village of Ashewell not only to stage plays, but to uncover some dark secrets about the town’s three wealthy families: the Ashewells, the Medcotes, and the Gosyns. A rivalry has been brewing among the families, entangling the entire town in a web of seduction, deception, and blackmail. Matters go beyond the breaking point when someone turns to murder to settle their grievances. And if one murder is good, why not another? If all the world is a stage, then it’s up to Joliffe to bring the curtain down on this tragedy—before another man takes his final curtain call...
TARMUN VYKERS His awestruck opponents call him The Reaper, an iron-willed man with no memory of his past, a ruthless champion who has risen to the level of death incarnate. But The Reaper has collected a legion of enemies as he cut a bloody swath through the greatest of heroes and villains. And these dogs have finally had their day, exacting a revenge both cruel and creative. Wandering lost, horribly disfigured and unable to fight, Vykers stumbles across the bones of a half-buried skeleton that can transform his ruined body in an inconceivable way. But first he must make a devil’s pact with… ARUNE A secretive, ghostly sorceress with ambitions of her own. If Vykers wants to wield a sword again, he must surrender to Arune that which he holds most dear. But can he trust this ethereal enchantress to hold up her end of their dangerous bargain? Vykers has few good choices, and he must make them quickly, for an impossibly talented and savage wizard has arisen to threaten all of humanity… THE END OF ALL THINGS Once an autistic boy hardly able to speak, The End has evolved into a supernatural terror bent on extinguishing all life. A fearsome and unequaled tactician, The End is the only person who doesn’t fear “The Reaper.” To have any hope of defeating this bloodthirsty mage, Vykers must gather the strangest, most dangerous cohort of killers ever assembled. Then he must seek out the only weapon that can defeat this terrible adversary… THE EPIC BATTLE Behold the greatest clash of men, monsters, and Fey that the kingdom has ever known. Vykers, at the head of his outnumbered contingent, launches a desperate attack against The End, with the fate of the world hanging in the balance. But The End is a creature worthy of his name. He has forged a secret weapon, a wicked and terrible instrument that will break through Vykers’ defenses and exact a devastating toll. Only one thing is certain, this extraordinary battle will end in a way that no one could have predicted!