Series: Magic on Main Street #2
Published by K. M. Shea on January 12, 2024
Format: eBook
Pages: 373
ASIN: B0CPBBDL2S
Source: Purchased
At night they’re enemies. During the day they’re friends. Only one of them is aware of this…
My stress levels skyrocketed after I discovered the deadly vampire who has taken over downtown is Considine Maledictus, one of the most powerful vampires alive.
Now I’m even more reluctant to tangle with him, but he’s started showing up in the middle of my investigations, even if they’re outside his territory. I never know if he’s there to fight or to lend me some unexpected help.
I don’t have time to ponder his weird behavior, because a group of local wizards are up to some shady practices. They’ve never been fond of the non-magical, but suddenly they’re popping up all over the city, “helping” humans.
At least I can count on my vampire friend and next-door neighbor, Connor, for some laughs. Except…he’s been acting strange and is even more touchy-feely than usual these days.
Regardless, I’m going to stay focused on protecting my city. I’m just not sure if I should be more concerned about the wizards, or the chaotic vampire who swaps from friend to foe on a nightly basis.
The Games of Enemies and Allies is the second book in the Magic on Main Street urban fantasy trilogy, and is part of the Magiford Supernatural City world. This series is packed with humor, magical fights, and a sweet, slow burn romance between a slayer who battles social anxiety and a vampire who is sick of his immortality.
Spiritual Content
There is no spiritual content.
As far as magic goes, The Games of Enemies and Allies takes place in the Magiford Supernatural City world (also seen in Hall of Blood and Mercy and Court of Midnight and Deception), a world inhabited by wizards, vampires, werewolves, fae, and — until a couple of hundred years ago — elves. (There are dragon shifters in the world, too.) All of them have varying magical abilities (as described below).
- Wizards have magical houses and the ability to “bend the elements to our will — like fire, wind, water, you get the point — and fight or defend with raw magic.’ (Quoted from Hall of Blood and Mercy #1.)
- “The fae are in a similar but opposite position. Since they have to use things to channel the magic for them, they can use magic for things like sealing powers, disguises, embedding a spell in an item, a strain of hypnosis, and so on.” (Quoted from Hall of Blood and Mercy #1.)
- Vampires are typical vampires, except sunlight only makes them weaker and uncomfortable. They have enhanced senses and are faster than werewolves but not as strong.
- Werewolves are typical werewolves who can shift at will. They, like vampires, have enhanced senses. (See difference above.)
- Though elves aren’t present, certain elven artifacts and spells are around. Due to the elves’ ability to create magic simply by existing, elven items are extremely powerful and have varying effects.
- Dragon shifters are the only shifters capable of casting magic.
Violence
Most violence in The Games of Enemies and Allies revolves around Jade’s job as a member of the Curia Cloisters’ Magical Response Task Force, including the day squad beating the fight out of two warring werewolf factions (off-page), Team Blood suppressing and arresting fae who were fighting for succession and some House Tellier wizards for “the illegal use of magic and endangering humans,” and a battle between Team Blood and a pack of mercenary werewolves. Aside from that, the only violence is Jade stabbing Gisila in self-defense.
Drug And Alcohol Content
Mentions of a crowd “filled with people who [Jade] suspected were at least slightly intoxicated,” and people “imbibing in alcohol” at a bar are the only references to drinking or drugs throughout The Games of Enemies and Allies.
Sexual Content
There are two kisses between Considine and Jade: one descriptive and one non-descriptive.
Swearing Or Foul Language
- One use of h-ll
My Take On The Games of Enemies and Allies by K. M. Shea
Despite loving the first book in this trilogy, I almost gave up on The Games of Enemies and Allies thanks to 250-300 pages of what, to me, felt like fluff. Still, the ending was worth sticking around for.
About K. M. Shea
K. M. Shea is a fantasy-romance author who never quite grew out of adventure books or fairy tales, and still searches closets in hopes of stumbling into Narnia. She is addicted to sweet romances, witty characters, and happy endings.
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