More by Arthur Stone
I should not exist.
All children like me are stillborn, or die in infancy. Those who cannot grow stronger, die. No empty child has ever reached a year of age, yet I am now thirteen.
It has been a long and miserable thirteen years, where the best I can manage to do is walk with difficulty. Sometimes, I cannot even manage that.
My clan has paid dearly for every minute of my life. And money is not so easy to obtain, here at the edge of civilization.
Perhaps I might have lived in this state for many years. A cripple, strong in mind but feeble in body. But when some unexpected guests came to our estate, everything changed. I would die at last – or, I would learn to survive on my own.
I had a plan. A good one that I thought through really well. But it
only took a single cunning dwarf accompanied by two goons to force me
into acting earlier than I’d planned to and before I could complete
all my preparations. So all my plans needed revision in face of a
bunch of unpleasant surprises.
Instead of using an army of silent helpers to eradicate the scourge,
I’d have to act on my own. The town that might conceal something I’d
been searching for so long turned out to be under siege.
Apart from that, I got mistaken for a spy and a bloodthirsty maniac
offered me a walk to a place most often mentioned to scare children.
The plan might have not been that great to begin with, after all…
The history of our world tends to move along a shallow spiral—when completing a turn, you end up mighty close to where you started. The history of Second World, in contrast, seems to have simplified its path to a ring from which there is no apparent way out. An unforeseen invasion lays waste to whole provinces, prompting the game’s most powerful clans to ally with the emperor’s guard to stop the monstrous hordes in their tracks. A war erupts that nobody saw coming, shattering the tedium of peaceful life. All the while the world’s most elusive character—once a lowly miner, now a powerful mage—finds himself in an impossible situation, and sorely in need of allies of his own as he searches for a way out.
Merkwürdige Dinge geschehen in der Zweiten Welt, einem multinationalen Online-Rollenspiel gigantischer Ausmaße. Auf einmal sind Neutralitätsabkommen und sogar Freundschaften vergessen. Ehemalige Verbündete schleichen wie Wölfe umeinander herum, und bald klirren ihre Schwerter aufeinander, schwirren Pfeile durch die Luft, und magischer Donner grollt über dem Land. Eine weltvergessene, völlig wertlose Mine wird zum Schauplatz erbitterter Kämpfe. Ihre niedergebrannten Ruinen wechseln mehrmals täglich den Besitzer. Jede Straße der Provinz wird kontrolliert. Niemand darf die Städte betreten oder verlassen, ohne seine Identität überprüfen zu lassen. Die Schwachen leiden unter der anhaltenden Gewalt durch Invasoren aus dem Osten, und die Starken...Die Starken setzen alles daran, den Schuldigen zu finden: den seltsamsten Noob, den die virtuelle Welt je gesehen hat.
The Second World is a mire of intrigue; the game's creators have left several backdoors permitting them to terminate anyone at will, and an unlikely sequence of events has brought someone unsuspecting into their field of attention.
One player has managed to upset the game world's balance, and now he's hunted by everyone. Every clan wants to recruit him for his achievements, while other powers want him for their own, more sinister purposes. Now Ros must contend against an unseen enemy backed by the world's most powerful corporation, while relying on only himself and his few trusted allies. The stakes have never been higher…
Don’t miss the final book in The Weirdest Noob trilogy!