34,28 €
38,09 €
-10% with code: EXTRA
The Great Wild
The Great Wild
34,28
38,09 €
  • We will send in 10–14 business days.
A charming leader must rally her friends to take on soldiers, spies, and an evil duke as this LitRPG adventure for Dungeons & Dragons fans continues.A Worldwalker in the Great Game, Kandis Hammond has built her character on charisma, social skills, and illusion magic, garnering her many roles in the town of Talnier, specifically secretary of the Town Council, member of the Adventurers' Guild, and head of the local bank. And with the town preparing to expand to support its growing population, he…
38.09
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The Great Wild (e-book) (used book) | Christopher Hall | bookbook.eu

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A charming leader must rally her friends to take on soldiers, spies, and an evil duke as this LitRPG adventure for Dungeons & Dragons fans continues.

A Worldwalker in the Great Game, Kandis Hammond has built her character on charisma, social skills, and illusion magic, garnering her many roles in the town of Talnier, specifically secretary of the Town Council, member of the Adventurers' Guild, and head of the local bank. And with the town preparing to expand to support its growing population, her agenda is jam-packed. There are diplomatic meetings, budgets, and dungeon builds . . . as well as mysterious notes from fugitive elven bards. Plus, she's still figuring out which god is her patron.

But all that comes to a screeching halt when Kandis uncovers a disturbing plot helmed by a power-hungry duke. Who knows what he has planned for her? Suddenly, everything she's worked for could be destroyed.

Now, to save Talnier--and prevent its formerly booming population from taking a nosedive--Kandis must quickly assemble her team of adventurers and an arsenal of spells. If she's learned anything during her short time in this strange world, it's that there are some things she can't do on her own . . .

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A charming leader must rally her friends to take on soldiers, spies, and an evil duke as this LitRPG adventure for Dungeons & Dragons fans continues.

A Worldwalker in the Great Game, Kandis Hammond has built her character on charisma, social skills, and illusion magic, garnering her many roles in the town of Talnier, specifically secretary of the Town Council, member of the Adventurers' Guild, and head of the local bank. And with the town preparing to expand to support its growing population, her agenda is jam-packed. There are diplomatic meetings, budgets, and dungeon builds . . . as well as mysterious notes from fugitive elven bards. Plus, she's still figuring out which god is her patron.

But all that comes to a screeching halt when Kandis uncovers a disturbing plot helmed by a power-hungry duke. Who knows what he has planned for her? Suddenly, everything she's worked for could be destroyed.

Now, to save Talnier--and prevent its formerly booming population from taking a nosedive--Kandis must quickly assemble her team of adventurers and an arsenal of spells. If she's learned anything during her short time in this strange world, it's that there are some things she can't do on her own . . .

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