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. If you're looking for a grand adventure, dive into The Seven Isles today.
A.R. Knight writes sci-fi and fantasy in the frozen north of Wisconsin. With a pair of cats keeping him company, he enjoys delving into adventures that are as much about the villain as the hero.
After getting a degree in journalism and touring the country installing healthcare software, A.R. Knight thought it would be good to get back to what he loved. So now he's got a small office and early mornings to spin whatever tales come into his imagination.
When he's not writing, A.R. Knight tends to travel anywhere he can, whether that's islands off the coast of Ecuador, the rainforest, snowboarding in the Rocky Mountains, or sipping scotch in Edinburgh. That's the nice thing about the writing life, you can take it anywhere.
To contact or see what he's up to, visit www.blackkeybooks.com