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The Republic of Thieves
Spieldauer: 23 Std. und 43 Min.
4.5 out of 5 stars
5 out of 5 stars
4.5 out of 5 stars
He's back! The long-awaited return of the most exciting new commercial fantasy writer of the 21st century. After their adventures on the high seas, Locke and Jean are brought back to earth with a thump. Jean is mourning the loss of his lover and Locke must live with the fallout of crossing the all-powerful magical assassins, the Bonds Magi. It is a fallout that will pit both men against Locke's own long lost love. Sabetha is Locke's childhood sweetheart, the love of Locke's life and now it is time for them to meet again.
They say that the Thorn of Camorr can beat anyone in a fight. They say he steals from the rich and gives to the poor. They say he's part man, part myth, and mostly street-corner rumor. And they are wrong on every count. Only averagely tall, slender, and god-awful with a sword, Locke Lamora is the fabled Thorn, and the greatest weapons at his disposal are his wit and cunning. He steals from the rich - they're the only ones worth stealing from - but the poor can go steal for themselves.
Escaping from the attentions of the Bondsmagi Locke Lamora, the estwhile Thorn of Camorr and Jean Tannen have fled their home city. Taking ship they arrive in the city state of Tal Varrar where they are soon planning their most spectacular heist yet; they will take the luxurious gaming house, The Sinspire, for all of its countless riches.No-one has ever taken even a single coin from the Sinspire that wasn't won on the tables or in the other games of chance on offer there.
Savaged by the K'Chain Nah'Ruk, the Bonehunters march for Kolanse, where waits an unknown fate. Tormented by questions, the army totters on the edge of mutiny, but Adjunct Tavore will not relent. One final act remains, if it is in her power, if she can hold her army together, if the shaky allegiances she has forged can survive all that is to come. A woman with no gifts of magic, deemed plain, unprepossessing, displaying nothing to instill loyalty or confidence, Tavore Paran of House Paran means to challenge the gods - if her own troops don't kill her first.
In Northern Genabackis, a raiding party of savage tribal warriors descends from the mountains into the southern flatlands. Their intention is to wreak havoc amongst the despised lowlanders, but for the one named Karsa Orlong, it marks the beginning of what will prove to be an extraordinary destiny.
After decades of internecine warfare, the tribes of the Tiste Edur have at last united under the Warlock King of the Hiroth. There is peace - but it has been exacted at a terrible price: a pact made with a hidden power whose motives are at best suspect, at worst, deadly. To the south, the expansionist kingdom of Lether, eager to fulfill its long-prophesized renaissance as an Empire reborn, has enslved all its less-civilized neighbors with rapacious hunger. All, that is, save one - the Tiste Edur. And it must be only a matter of time before they too fall.
With what should have been the greatest heist of their career gone spectacularly sour, Locke and his trusted partner, Jean, have barely escaped with their lives. Or at least Jean has. But Locke is slowly succumbing to a deadly poison that no alchemist or physiker can cure. Yet just as the end is near, a mysterious Bondsmage offers Locke an opportunity that will either save him or finish him off once and for all.
The Seven Cities Rebellion has been crushed. Sha’ik is dead. One last rebel force remains, holed up in the city of Y’Ghatan and under the fanatical command of Leoman of the Flails. The prospect of laying siege to this ancient fortress makes the battle-weary Malazan Fourteenth Army uneasy. For it was here that the Empire’s greatest champion, Dassem Ultor, was slain and a tide of Malazan blood spilled. A place of foreboding, its smell is of death. But elsewhere, agents of a far greater conflict have made their opening moves.
The fate awaiting the Bonehunters is one no soldier can prepare for, and one no mortal soul can withstand - the foe is uncertainty and the only weapon worth wielding is stubborn courage. In war everyone loses, and this brutal truth can be found in the eyes of every soldier in every world.
An orphan’s life is harsh - and often short - in the mysterious island city of Camorr. But young Locke Lamora dodges death and slavery, becoming a thief under the tutelage of a gifted con artist. As leader of the band of light-fingered brothers known as the Gentleman Bastards, Locke is soon infamous, fooling even the underworld’s most feared ruler. But in the shadows lurks someone still more ambitious and deadly. Faced with a bloody coup that threatens to destroy everyone and everything that holds meaning in his mercenary life, Locke vows to beat the enemy at his own brutal game.
On the Letherii continent the exiled Malazan army commanded by Adjunct Tavore begins its march into the eastern Wastelands, to fight for an unknown cause against an enemy it has never seen. The fate awaiting the Bonehunters is one no soldier can prepare for, and one no mortal soul can withstand - the foe is uncertainty and the only weapon worth wielding is stubborn courage. In war everyone loses, and this brutal truth can be found in the eyes of every soldier in every world.
After decades of warfare, the five tribes of the Tiste Edur have finally united under the implacable rule of the Warlock King of the Hiroth. But peace has been exacted at a terrible price - a pact made with a hidden power whose motives are at best suspect, at worst deadly. To the south, the expansionist kingdom of Lether has devoured all of its less-civilised neighbours with rapacious, cold-blooded hunger. All, that is, save one - the Tiste Edur. For Lether is approaching a long-prophesied renaissance - from kingdom and lost colony of the First Empire to Empire reborn.
The Bonehunters are marching to Kolanse, and to an unknown fate. Tormented and exhausted, they are an army on the brink of mutiny. But Adjunct Tavore will not relent. If she can hold her forces together, if the fragile alliances she has forged can survive and if it is within her power, one final act remains. For Tavore Paran means to challenge the gods. Ranged against Tavore and her allies are formidable foes. The Fokrul Assail are drawing upon a terrible power; their desire is to cleanse the world - to eradicate every civilisation, to annihilate every human - in order to begin anew.
All is not well in the Letherii Empire. Rhulad Sengar, the Emperor of a Thousand Deaths, spirals into madness, surrounded by sycophants and agents of his Machiavellian chancellor, while the Letherii secret police conduct a campaign of terror against its own people. The Errant, once a farseeing god, is suddenly blind to the future. Conspiracies seethe throughout the palace, as the empire - driven by the corrupt and self-interested - edges ever closer to all-out war with the neighbouring kingdoms. And the great Edur fleet - its warriors selected from countless peoples - draws ever closer. Amongst them are Karsa Orlong and Icarium Lifestealer - each destined to cross blades with the Emperor himself. That yet more blood is to be spilled is inevitable....
In Northern Genabackis, before the events recounted in Gardens of the Moon, a raiding party of savage tribal warriors descend from the mountains into the flat lands. For one among them, Karsa Orlong, it marks the beginning of what will prove an extraordinary destiny. Some years later, it is the aftermath of the Chain of Dogs. Coltaine is dead. And now the untried new Adjunct, Tavore, must urgently raise an army able to withstand the forces of the Sha'ik's Whirlwind that are massing in Raraku, the few remaining veterans from Coltaine's march her only hope....
In Darujhistan, the city of blue blue ﬁre, it is said that Love and Death shall arrive dancing. It is summer, and the heat is oppressive, but for the small, rotund man in the faded red waistcoat discomfiture is not just because of the sun. All is not well. Dire portents plague his nights and haunt the city streets like ﬁends of shadow. Assassins skulk in alleyways, but the quarry has turned, and the hunters become the hunted. Hidden hands pluck the strings of tyranny like a fell chorus.
After a brutal battle with the underworld that nearly destroyed him, Locke and his trusted sidekick, Jean, fled the island city of their birth and landed on the exotic shores of Tal Verrar to nurse their wounds. But even at this westernmost edge of civilization, they can’t rest for long - and are soon back to what they do best: stealing from the undeserving rich and pocketing the proceeds for themselves. This time, however, they have targeted the grandest prize of all: the Sinspire, the most exclusive and heavily guarded gambling house in the world.
The Seven Cities Rebellion has been crushed. Sha'ik is dead. One last rebel force remains, holed up in the city of Y'Ghatan and under the fanatical command of Leoman of the Flails. The prospect of laying siege to this ancient fortress makes the battle-weary Malaz 14th Army uneasy. For it was here that the Empire's greatest champion, Dassem Ultor, was slain and a tide of Malazan blood spilled. A place of foreboding, its smell is of death. But elsewhere, agents of a far greater conflict have made their opening moves.
It is summer, and the heat is oppressive, yet the discomfiture of the small rotund man in the faded red waistcoat is not entirely due to the sun. Dire portents plague his nights and haunt the city's streets like fiends of shadow. Assassins skulk in alleyways, but it seems the hunters have become the hunted. Hidden hands pluck the strings of tyranny like a fell chorus. Strangers have arrived, and while the bards sing their tragic tales, somewhere in the distance can be heard the baying of hounds. All is palpably not well.
All is not well in the Letherii Empire. Rhulad Sengar, the Emperor of a Thousand Deaths, spirals into madness, surrounded by sycophants and agents of his Machiavellian chancellor, while the Letherii secret police conduct a campaign of terror against their own people. The Errant, once a far-seeing god, is suddenly blind to the future. Conspiracies seethe throughout the palace as the empire edges closer to all-out war with the neighboring kingdoms.