"Douze jeunes élus, issus de peuples anciens. L'humanité tout entière descend de leurs lignées, choisies il y a des milliers d'années. Ils sont héritiers de la Terre. Pour la sauver, ils doivent se battre, résoudre la Grande Énigme...Il reste neuf joueurs et les règles ont changé. La première clé a été trouvée et le chaos est déclenché. Partout, manifestations pacifiques ou guerres civiles agitent les populations, les médias se déchaînent... Et les Joueurs continuent de Jouer. Jouer, agir, se battre, c'est aussi s'oublier... Tandis que les neuf jeunes héros sillonnent furieusement le globe à la recherche de la deuxième clé, la révolte germe dans leurs esprits...Il faut mettre fin à Endgame. Jouer pour gagner ou se battre pour la vie?..." (www.gallimard-jeunesse.fr)
Nils Johnson-Shelton Livres
Cet auteur explore les complexités de l'identité et des origines, souvent avec une touche d'humour non conventionnel et de réflexion personnelle. Sa vie précoce dans les environnements artistiques de San Francisco et de New York a façonné sa vision du monde, qui se reflète dans ses écrits. À travers des récits captivants et un style unique, il aborde les thèmes de la famille, de la culture et des quêtes personnelles de sens. Son œuvre se caractérise par son authenticité et sa capacité à captiver les lecteurs.






The Seven Swords
- 384pages
- 14 heures de lecture
In a realm where two worlds intersect, seven legendary swords hold immense power and significance. Each sword is tied to a unique hero, and their fates intertwine as they embark on an epic quest. The narrative explores themes of destiny, courage, and the struggle between good and evil, as the characters confront formidable challenges and uncover ancient secrets. The journey not only tests their strength but also reveals the deeper connections between the worlds and the legacy of the swords they seek.
The Dragon King
- 352pages
- 13 heures de lecture
The unification of the Seven Swords marks a pivotal moment for Artie Kingfisher and his knights as they prepare to join the legendary Round Table. This adventure explores themes of camaraderie, courage, and the quest for honor as they navigate challenges and forge their destinies in a world filled with magic and ancient legends. The story promises an engaging blend of heroism and friendship as they confront their trials together.
The thrilling sequel to the New York Times bestseller and international multimedia phenomenon, Endgame: The Calling. Endgame is here. Earth Key has been found. Two keys - and nine Players - remain. The keys must be found, and only one Player can win. Queens, New York. Aisling Kopp believes the unthinkable: that Endgame can be stopped. But before she can get home to regroup, she is approached by the CIA. They know about Endgame. And they have their own ideas about how it should be Played. Ideas that could change everything. Kingdom of Aksum, Ethiopia. Hilal ibn Isa al-Salt narrowly survived an attack that leaves him horribly disfigured. He now knows something the other Players do not. But the Aksumites have a secret that is unique to their line. A secret that can help redeem humanity - and maybe even be used to help defeat the beings behind Endgame. London, England. Sarah Alopay has found the first key. She is with Jago - and they are winning. But getting Earth Key has come at a great cost to Sarah. The only thing that keeps the demons at bay is Playing. Playing to win. Sky Key - wherever it is, whatever it is - is next. And the nine remaining Players will stop at nothing to get it...
The Invisible Tower
- 352pages
- 13 heures de lecture
The narrative unfolds in a world where a powerful spell is unraveling, leading to unforeseen consequences. As characters navigate the complexities of their reality, they must confront the remnants of magic that once governed their lives. Themes of transformation, resilience, and the struggle between fate and free will emerge as they seek to restore balance. The story promises a captivating blend of adventure and introspection, inviting readers to explore the depths of its enchanting yet precarious universe.
The explosive final novel in the Endgame trilogy, by New York Times bestelling author, James Frey. Two keys have been found. The strongest Players are left. One final key remains to win Endgame and save the world. For Sarah, Jago, Aisling, Maccabee, Shari, An, and Hilal, Endgame has reached its final phase. The third key, Sun Key, is all that stands between one Player saving their line - or perishing along with the rest of the world. And only one can win. West Bengal, India: Maccabee is Playing to win. He has Earth Key and Sky Key and he is determined to find Sun Key. But in Endgame, fate can turn in the blink of an eye. He must Play carefully. He must watch his back. Kolkata, India: An Liu is Playing for death. His goal: stop Endgame, and take the world down with him. Sikkim, India: For Aisling, Sarah, Jago, Shari, and Hilal, their mission is to stop Endgame. Sun Key must not be found. No matter what they're Playing for, all of the remaining Players have one thing in common: they will end the game, but on their own terms.
The sequel to the New York Times bestseller and international multimedia phenomenon, Endgame: The Calling. Endgame is here. Earth Key has been found. Two keys—and nine Players—remain. The keys must be found, and only one Player can win. Queens, New York. Aisling Kopp believes the unthinkable: that Endgame can be stopped. But before she can get home to regroup, she is approached by the CIA. They know about Endgame. And they have their own ideas about how it should be Played. Ideas that could change everything. Kingdom of Aksum, Ethiopia. Hilal ibn Isa al-Salt narrowly survived an attack that leaves him horribly disfigured. He now knows something the other Players do not. But the Aksumites have a secret that is unique to their line. A secret that can help redeem humanity—and maybe even be used to help defeat the beings behind Endgame. London, England. Sarah Alopay has found the first key. She is with Jago—and they are winning.But getting Earth Key has come at a great cost to Sarah. The only thing that keeps the demons at bay is Playing. Playing to win. Sky Key—wherever it is, whatever it is—is next. And the nine remaining Players will stop at nothing to get it.
V tomto strhujícím příběhu infiltruje agent ATF Dobyns pobočku Hells Angels, aby ukázal, že romantikou opředený klub není ve skutečnosti nic jiného než násilnický gang. Jeho vyšetřování ho zavádí mezi fascinující směsici perníkářů, obchodníků se zbraněmi, sexuálních násilníků a podvodníků. Dobyns a jeho spisovatelský pomocník Johnson – Shelton vyprávějí osvěžující, přímočarý příběh, který neskrývá nic z toho, čím musel Dobyns ve svém životě zaplatit za tuto tajnou akci (táhnoucí se dlouhodobé vyšetřování, při kterém se dostal hlouběji do nitra gangu, než kdokoli jiný). Dobyns je otcem od rodiny, který často zvedá telefony od své ustarané manželky uprostřed tajné transakce, a který s brutální upřímností vypráví jak daleko na temnou stranu zákona se dostal díky této misi. Jeho vyprávění zanechává dojem, že už se nikdy nebude moci tak úplně vrátit k práci tajného agenta (Hunter S. Thompson byl zbit, když psal svůj příběh o Hells Angels v roce 1967). Od setkáních v poušti připomínajících středověké klany, přes jízdy v krkolomné rychlosti, po přestřelky za pravého poledne, to je skutečný příběh agenta jehož talent pro tuto práci a schopnost převést toto vše do uchvacující četby připomínají příběh Joea Pistona, známého jako Donnie Brasco.
No Angel: My Harrowing Undercover Journey to the Inner Circle of the Hells Angels
- 328pages
- 12 heures de lecture
An ATF agent describes his undercover assignment to infiltrate the Hells Angels motorcycle gang, detailing the challenges of working his way up the biker gang's hierarchy and maintaining their hard-won trust.
Der zwölfjährige Artie Kingfisher erhält nach dem Sieg über einen Drachen in dem 3D-Computerspiel Anderswelt eine merkwürdige Botschaft. Ein alter Mann behauptet, er sei der uralte Zauberer Merlin und Artie der legendäre König Artus von Camelot. Gemeinsam sollen sie die Erde und die magische Anderswelt vor einer großen Gefahr retten. Für Artie und seine Schwester Kay beginnt das Abenteuer ihres Lebens. Sie müssen nicht nur in die Anderswelt reisen, das Schwert Excalibur finden und neue Ritter der Tafelrunde ernennen. Artie und Kay müssen sich auch großen Gefahren, echten Drachen und anderen grauenerregenden Kreaturen stellen und die böse Herrscherin Morgaine besiegen. Doch dafür müssen sie zuerst Merlin befreien, der seit über tausend Jahren in einem unsichtbaren Turm gefangen ist ...


