The White City
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- 3,99 €
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- 3,99 €
Beschreibung des Verlags
Award-winning author Simon Morden's stunning quest continues, unravelling magic and uncovering secrets on the way . . .
LET'S FACE IT, NONE OF US DESERVE TO BE SAVED.
Since escaping London's inferno, Mary and Dalip have fought monsters and won - though in the magical world of Down, the most frightening monsters come from within.
Now they hold the greatest of treasures: maps that reveal the way to the White City, where they can find the answers they're looking for, and learn the secrets of Down.
But to get there they must rely on Crows, who has already betrayed them at every turn. As they battle their way towards the one place in all of Down without magic, they must ask themselves how far they will go to find their way home.
After all, if there's one thing the White City offers those brave enough to enter, it's more than they bargained for.
SIMON MORDEN'S DOWN STATION WAS AN EXTRAORDINARY QUEST FOR MEANING AND IDENTITY. NOW HE'S LEADING US TO THE KIND OF TRUTHS THAT LEAVE US CHANGED.
PUBLISHERS WEEKLY
Philip K. Dick Award winner Morden returns to Down in this enjoyable sequel to Down Station. It's been weeks since Mary and Dalip went through a portal to escape a burning London, only to find themselves in a land of magic and mayhem. Now they seek the famed White City in hopes of learning the truth about Down and its magic. Mary (who can transform into a falcon) and Dalip, along with their companions, possess maps that will hopefully get them home, but some people are willing to kill for those maps, which may reveal dangerous truths about Down, and getting to the White City won't be easy, especially since trusting one another is so hard. There's action aplenty a highlight is their encounter with a band of pirates and Mary and Dalip are charmingly flawed heroes. Dalip must align his Sikh upbringing with what the journey demands of him, and Mary's streetwise, all-for-herself mentality is put to the test by her friendship with Dalip. The truth about the portals is creepy but not earthshaking; the real fun is in the quest. A truly imaginative conclusion leaves open the possibility of further adventures.