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Four Pretenders & the Talismans of Darkness…
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Four Pretenders & the Talismans of Darkness & Light: The Grimlindian… (original: 2013; edição: 2012)

de Melvin Karew (Autor)

Séries: The Grimlindian Chronicles (volume 2)

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422,788,298 (4)Nenhum(a)
The guard at the city gates does not attempt to stop the stranger entering Nuthollia, for his job is to keep people inside the city and no person would enter the city voluntarily unless he were an agent of Grimlindus. Nuthollia, the capital of Neuthonia, is no longer a trading metropolis. Its remaining inhabitants are usually hiding indoors, trying to escape Grimlindus's violent soldiers the tall blond northerners, bandit warriors and Knights of Destruction, as well as goblins, hobgoblins, kobolds and ogres from further east on the steppes. While contact with these soldiers is dangerous and unpredictable, the soldiers do keep the city's economy moving, the trade continuing. So Nuthollia's inhabitants, the original Neuthonics as well as countless released prisoners-of-war, attempt to earn a meagre living in fear and dread. The stranger is Ærnwulf, the tall barbarian who had been learning sword-skills in the cold hills of the Borderlands. He is dressed in heavy furs. His long, straight, black hair is tied back by a broad cloth that completely conceals his forehead and from which hangs three beaded feathers. His heavy broadsword is strapped to his back, partially buried within his fur coat, while a number of knives are strapped to his chest and belt. A two-headed tomahawk hangs from his belt. He is accompanied by Caleb, the huge wolf that is as large as a small pony and which has a thick mane of grey fur. Man and wolf survey the cold, snow-covered streets, looking beyond the unhappy houses to the dark palace standing on a hill near the centre of the city. They turn away from it and head into one of the darker and less inviting neighbourhoods, where even Grimlindus's soldiers would think twice before entering. The houses are closer together than elsewhere; the streets disappear into narrow alleyways and blind corners. Open doorways and boarded windows show that many of the residences are empty of normal occupation. However, a quick survey inside would reveal hiding squatters, ruffians, thieves and muggers. The man and wolf stop in front of a building that is deep within this neighbourhood. This building is similar to all the others, dismal and grey. It has a heavy steel door with a small window at face height, covered by a shutter. The man thumps on the door and the shutter is pulled back, revealing two dark, slanted eyes. "What do you want?" says the bouncer. "Where are your mistresses?" asks Ærnwulf, with a heavy, northern accent. "They are busy. Who wants to know?" "I was sent by Cleosius the warlord, to purchase something which was stolen from him. They are expecting me." The shutter is slid shut and Ærnwulf hears muted discussions behind it. The shutter slides open again. "You are early!" snaps the voice and the shutter slams closed. Ærnwulf thumps on the door again, his blows echoing inside. The shutter is pulled back again. "Can I wait inside?" he asks. The door opens, revealing a seven-and-a-half foot monstrosity, which bends over inside the small front room; its hairy frame fills up the doorway. Bugbear! thinks Ærnwulf, staring at the hairy giant-goblin, which would tower over one of its smaller goblin or hobgoblin cousins. "Come inside," it snarls, "but the wolf stays out there." After re-locking the door, the bugbear leads Ærnwulf along a dimly lit corridor, before arriving at a small room, furnished only with a hard-backed chair. "The mistresses are busy," the bugbear growls, "but I will send someone to fetch them when they are, um, finished. Would you like a drink while you are waiting?" Ærnwulf waves the bugbear away and sits on the chair. In a moment, he becomes completely motionless, his keen eyes surveying every inch of the room. He waits, becoming tenser as he looks at the low ceiling and the walls. After a short time he stands up, goes to the door and tries the handle, finding it locked. H… (mais)
Membro:Cricket2014
Título:Four Pretenders & the Talismans of Darkness & Light: The Grimlindian Chronicles, Part 2
Autores:Melvin Karew (Autor)
Informação:Xlibris (2012), 476 pages
Coleções:Sua biblioteca
Avaliação:
Etiquetas:Nenhum(a)

Detalhes da Obra

FOUR PRETENDERS & THE TALISMANS OF DARKNESS & LIGHT: The Grimlindian Chronicles, Part 2 de Melvin Karew (2013)

Adicionado recentemente porShadow494, mtchrista, Cricket2014, somethingblanc

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Exibindo 2 de 2
An interesting read. I wasn't sure what to expect, but I ended up enjoying this book, and look forward to reading more. Well written and easy to read.
  Shadow494 | Aug 6, 2019 |
It was an enigma for me but one that I liked!!

Miriam Websters's definition for enigma: someone or something that is difficult to understand or explain

Which may make the following statement a little easier to understand; I really enjoyed this novel even though I found myself lost much of the time! The full definition for enigma pertained to this entire book for me. I don't know, maybe reading the 1st book in this series may have been helpful. Enigma's definition pertaining to "someone difficult to understand" may stem from author Melvin Karew's use of 177 characters! Although there was a character index it grew tiresome to keep flipping to & from it. While a good number of the characters are just referred to there are plenty of active ones. Those active are primarily split into groups and most of these groups are the good guys with one end mission objective (take out the bad guy) but each group has sub-missions or quests to fulfill before the overall mission can be. That's where the enigma's definition of "difficult to understand" came in, these sub-missions in some cases either started without a clear understanding (maybe reading book 1 would've made it clear) or the jumping back and forth between the groups during their quests facing obstacles that took them off course made it hard to keep track of who was to initially fulfill what. Lastly dealing with the definition of an enigma in the form of something hard to explain; obvious to me at least, primarily this review, and how to now explain how I was finally able to just enjoy the book. There were some very interesting characters, some great dynamics between characters and loads of nonstop action and/or intriguing events. I stopped looking at the character index, often it just muddled things up more by stating their relationship to another little mentioned character or region. I also gave up trying to remember a character or groups initial mission or puzzle piece that was to lead to putting the full puzzle together. I just enjoyed the engaging travails each group faced along the way and the introduction of exciting new aspects of how they overcame their travails.

I've never used the word, enigma, so many times but that's what kept popping in my head and this has been the most unusual review for me but I had to go with what was flowing through my mind. The rating to give was just as unusual for me to decide upon. After the first 17 pages (ebook) feeling lost with the onslaught of characters I stopped to count how many had already been introduced, by my count 42, and had a dreadful feeling for the rest of the book. But I honestly ended up enjoying the book very much but how do I gauge the measures I took to do so?? ( )
  mtchrista | May 7, 2017 |
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The guard at the city gates does not attempt to stop the stranger entering Nuthollia, for his job is to keep people inside the city and no person would enter the city voluntarily unless he were an agent of Grimlindus. Nuthollia, the capital of Neuthonia, is no longer a trading metropolis. Its remaining inhabitants are usually hiding indoors, trying to escape Grimlindus's violent soldiers the tall blond northerners, bandit warriors and Knights of Destruction, as well as goblins, hobgoblins, kobolds and ogres from further east on the steppes. While contact with these soldiers is dangerous and unpredictable, the soldiers do keep the city's economy moving, the trade continuing. So Nuthollia's inhabitants, the original Neuthonics as well as countless released prisoners-of-war, attempt to earn a meagre living in fear and dread. The stranger is Ærnwulf, the tall barbarian who had been learning sword-skills in the cold hills of the Borderlands. He is dressed in heavy furs. His long, straight, black hair is tied back by a broad cloth that completely conceals his forehead and from which hangs three beaded feathers. His heavy broadsword is strapped to his back, partially buried within his fur coat, while a number of knives are strapped to his chest and belt. A two-headed tomahawk hangs from his belt. He is accompanied by Caleb, the huge wolf that is as large as a small pony and which has a thick mane of grey fur. Man and wolf survey the cold, snow-covered streets, looking beyond the unhappy houses to the dark palace standing on a hill near the centre of the city. They turn away from it and head into one of the darker and less inviting neighbourhoods, where even Grimlindus's soldiers would think twice before entering. The houses are closer together than elsewhere; the streets disappear into narrow alleyways and blind corners. Open doorways and boarded windows show that many of the residences are empty of normal occupation. However, a quick survey inside would reveal hiding squatters, ruffians, thieves and muggers. The man and wolf stop in front of a building that is deep within this neighbourhood. This building is similar to all the others, dismal and grey. It has a heavy steel door with a small window at face height, covered by a shutter. The man thumps on the door and the shutter is pulled back, revealing two dark, slanted eyes. "What do you want?" says the bouncer. "Where are your mistresses?" asks Ærnwulf, with a heavy, northern accent. "They are busy. Who wants to know?" "I was sent by Cleosius the warlord, to purchase something which was stolen from him. They are expecting me." The shutter is slid shut and Ærnwulf hears muted discussions behind it. The shutter slides open again. "You are early!" snaps the voice and the shutter slams closed. Ærnwulf thumps on the door again, his blows echoing inside. The shutter is pulled back again. "Can I wait inside?" he asks. The door opens, revealing a seven-and-a-half foot monstrosity, which bends over inside the small front room; its hairy frame fills up the doorway. Bugbear! thinks Ærnwulf, staring at the hairy giant-goblin, which would tower over one of its smaller goblin or hobgoblin cousins. "Come inside," it snarls, "but the wolf stays out there." After re-locking the door, the bugbear leads Ærnwulf along a dimly lit corridor, before arriving at a small room, furnished only with a hard-backed chair. "The mistresses are busy," the bugbear growls, "but I will send someone to fetch them when they are, um, finished. Would you like a drink while you are waiting?" Ærnwulf waves the bugbear away and sits on the chair. In a moment, he becomes completely motionless, his keen eyes surveying every inch of the room. He waits, becoming tenser as he looks at the low ceiling and the walls. After a short time he stands up, goes to the door and tries the handle, finding it locked. H

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