Book 10 in the Wyrdwolf series
It's the week before Yule and the day before the full moon hunt. Izzy is having difficulties when someone unexpected drops by to help.
Just as well, as the Luck & Judgement office has been hexed.
When Declan wins a bet and prepares to sort things out, Izzy has the feeling this is all about to go terribly wrong.
What none of them is prepared for is the skill and artistry of their opponent. But are they fighting one person... or more?
And are their opponents masquerading as people who offer help? Everyone seems to be playing games -
including Declan and Michael, much to Izzy's annoyance.
Things come to a head when members of her staff and one of her cubs are threatened. Declan, Michael and Izzy begin to realise
they are facing one or more magicians with immense power at their disposal. But that understanding may have come too late.
This time, Izzy must try to save more than her friends, her cub and her mate from destruction. Her struggle becomes a fight
for her daughter's future and for the Ambrose past. But to win, she must first free herself from the scars of old wounds.
The tenth book in the Wyrdwolf series includes a hefty dollop of water folklore,
a dash of Ancient Egyptian folklore, two dashes of Ancient Egyptian history and a real world phenomenon,
all finished off with a sprinkling of bronies and set in one of the most beautiful parts of England.
What more could you want?
Elemental Games - 160,000 words, set in sans serif typeface.