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  • A Call of Moonhart

A Call of Moonhart

Angebote / Angebote:

Anacarra: A land of two deities that used to be one and two cultures separated by more than cliff walls and forests. The Uplanders have lived in concert with their goddess and protected by the harsh terrain. The lowlanders live by following the plow and the lonely god. They've been divided for millennia -- the cultures and the gods -- and those divisions are getting more dangerous. For Rhia it isn't even a nightmare, because nightmares fade in the light of day. But the horrific images of wanton killing and destruction stay in Rhia's every thought long after waking. That's how a calling from the goddess works and, as much as she wants to deny it, despite everyone in Moonhart eknos held some part of the same goddess-sent dream, Rhia is the one, the only one, called by the goddess. She tried to protest: she isn't special, she isn't an elder, or one of the wise. She's simply a hunter but that would have to be enough. She is called to leave all that she knows -- the safety of the eknos, her huntmate, the familiar forests and meadows -- to travel the length of the uplands of Anacarra to warn the other eknos that sinister forces threaten their peaceful way of life, forces that had already murdered and abducted uplanders without warning or provocation. Rhia must rouse the clans, spread the word, and if at all possible, rescue her mother before it is too late. Dughal has but one dream. It was the same dream his father had, and his father before him: to lead the best troupe of players traveling the realm! Dughal holds onto as much as he can of the old ways, the traditions that hold players in high esteem. His troupe boasts the best singer, the best wordsmith who both writes new plays and crafts the old ones anew, and they even have one of the last remaining Player's wagons. Dughal thought his dream a simple one and simply achieved, but that was before they encountered those called His Own. Ascetics rarely have use for players but Dughal learns that these do, and he isn't going to like the use they put his players to. Threatened with the loss of all he holds dear, Dughal has to choose, but will any choice keep them safe?
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23,90 CHF