Kitty Norville is back and in more trouble than ever. Her recent run-in with werewolves traumatized by the horrors of war has made her start wondering how long the US government might have been covertly using werewolves in combat. Have any famous names in our own history might have actually been supernatural? She's got suspicions about William Tecumseh Sherman. Then an interview with the right vampire puts her on the trail of Wyatt Earp, vampire hunter.
But her investigations lead her to a clue about enigmatic vampire Roman and the mysterious Long Game played by vampires through the millennia. That, plus a call for help from a powerful vampire ally in San Francisco, suddenly puts Kitty and her friends on the supernatural chessboard, pieces in dangerously active play. And Kitty Norville is never content to be a pawn. . . .
At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Vaughn delivers a solid ninth Kitty Norville adventure (after Kitty Goes to War) for the werewolf talk radio personality's faithful fans. The opening quest to prove that General Sherman was a werewolf proves little more than a perfunctory appetizer to the real plot. A powerful vampire summons Kitty to San Francisco to keep a powerful artifact out of the hands of returning villain Roman. As Kitty, hubby Ben, and Ben's cousin Cormac tangle with preternatural creatures and Chinese gods, Vaughn keeps a good balance between upping the ante and turning Kitty and company into caricatures of action heroes. This refreshing froth of light entertainment avoids werewolf dominance clich s and obvious racial stereotypes in favor of communication, action, and adorable old-married-couple sweetness.