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The Crow Cycle 3
The Crow Cycle 1
The Crow Cycle 2
Audiobook series5 titles

Crow Cycle Series

Written by Dem Mikhailov

Narrated by Roman Howell

Rating: 0 out of 5 stars

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About this series

A plan. A sensible, efficient, and most definitely unrushed plan.



Every dwarf has one. Dwarves in general are like rhinos—slow to get going, but unstoppable once they do.



The dwarf named Crow is no exception. He has a plan, too: one that is properly thorough, unhurried, and carefully laid out. This is the plan he has been following since the day he arrived at the Gray Peak outpost.



In this case, the only option left is to rely on his own experience as a seasoned adventurer, as well as the help of his loyal friends: the assassin Lori, the bard Amou, and the relentless digger . . . that is, the cardmaster Mith.



The earth quakes; the old enemy is already getting suspicious and beginning to devise his deadly schemes again; clan spies wander around the House on the Hill; the flame of the undead's uprising rages underground; a high inquisitor has arrived at the outpost . . . But the stubborn players continue to push toward their goal by always keeping two steps ahead. And as for the winged old enemy? Soon, he, too, will taste the vengeance of the heavy hammer of the businesslike dwarf Crow, the owner of the ravine of Gray Peak . . .
LanguageEnglish
PublisherTantor Media, Inc
Release dateMar 28, 2023
The Crow Cycle 3
The Crow Cycle 1
The Crow Cycle 2

Titles in the series (5)

  • The Crow Cycle 2

    How tough do you need to be to withstand life's storms? What would you do, if everything that you've worked so long and hard to achieve comes crumbling down within an hour? Presumably, when this happens in life, it takes great effort to overcome despair—even if this life is virtual. For the dwarf named Crow, virtual life is no less important than reality. This is because the game holds great meaning, currently known only to the hero of the story, while the listener can only make guesses. If all efforts to build a relationship with the government are blocked by the appearance of a new captain of the guard, who cannot stand players; if the previously deserted and lifeless plain by Gray Peak is suddenly invaded by hordes of orcs; if the weather has gotten so bad that it's time to stop thinking of growing a business or building a homestead, and to focus on simply surviving instead, then the only thing left is to grit your teeth and continue to move towards your goal, while calmly and logically solving any encountered problems. The story of the dwarf named Crow continues, while his secret has yet to be uncovered. Despite this, there is no shortage of adventures in his life.

  • The Crow Cycle 3

    The hardworking dwarf has overcome many hardships. He has clashed with formidable opponents, but managed to protect himself and his domain. However, there is no break in sight. The future is an uphill battle, filled with long hours of blacksmithing and digging, and lots of adventures and surprise encounters. Nobody knows what will happen next. For now, the outpost of Gray Peak continues to hold the fort, with no intention of surrendering to the enemy . . .

  • The Crow Cycle 1

    The world of Waldyra treats its inhabitants differently. Some of them, appearing out of nowhere, suddenly receive unique achievements and quests; they become living legends and idols while basking in the limelight. And there are those who call Waldyra home. They do not play, but rather live in this colorful magic world. They do not get anything unique or legendary in return. Perhaps they are just unlucky? Or maybe they don't need the hype, and they are content with their simple existence? Or could there be something special about a peaceful and well-planned life? Who knows . . . As the old saying goes, "Only time will tell." At the foot of the foreboding Gray Peak lies a desolate valley. These are the backwoods of the world of Waldyra—they offer nothing valuable to players, who rarely visit as a result. Yet this is the very place where the calm and good-natured dwarf named Crow is headed. Straight after leaving the Crèche, he hopes to make a living there. This hero does not crave epic battles with monsters. Quite the contrary. He wants to be a merchant and develop his blacksmithing skills, while staying far away from fighting, long voyages, and clan squabbles. But, as it often happens, if you want peace, be ready for war . . .

  • The Crow Cycle 5

    A plan. A sensible, efficient, and most definitely unrushed plan. Every dwarf has one. Dwarves in general are like rhinos—slow to get going, but unstoppable once they do. The dwarf named Crow is no exception. He has a plan, too: one that is properly thorough, unhurried, and carefully laid out. This is the plan he has been following since the day he arrived at the Gray Peak outpost. In this case, the only option left is to rely on his own experience as a seasoned adventurer, as well as the help of his loyal friends: the assassin Lori, the bard Amou, and the relentless digger . . . that is, the cardmaster Mith. The earth quakes; the old enemy is already getting suspicious and beginning to devise his deadly schemes again; clan spies wander around the House on the Hill; the flame of the undead's uprising rages underground; a high inquisitor has arrived at the outpost . . . But the stubborn players continue to push toward their goal by always keeping two steps ahead. And as for the winged old enemy? Soon, he, too, will taste the vengeance of the heavy hammer of the businesslike dwarf Crow, the owner of the ravine of Gray Peak . . .

  • The Crow Cycle 4

    The vicious battle with the gray orcs is over. The outpost of Gray Peak has not surrendered to the enemy. Battered by swords and magic, the orcs have retreated back to their home mountains. The black storm clouds have scattered. But the break promises to be short—the orcs will soon return. The brave team of four players—Crow, Lori, Mith, and Amou—must hurry, as they still have so much to do before then. Selling, settling newly purchased lands, construction, cooking, smithing, exploring the buried ancient city of Gvaktal . . . So many things to do, so little time. But the players are not put off by the endless to-do list. After all, this is the World of Waldyra. Here, every activity opens the door to thrilling new adventures . . .

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