Fantasy

Myth Directions

by Robert Lynn AsprinBook 3 of 19 in Myth Adventures
Sign in to track, rate and see what friends think.
3.504 ratings24 want to read · 12 read

Description

The Trophy is just about the ugliest piece of "art" that apprentice magician Skeeve has ever seen, but the beautiful Tananda wants to steal it for a special occasion. Skeeve's not above indulging in a daring act of interdimensional thievery for a good cause and the chance of adventure, and he figures that between his abilities and Tanda's, the guardians of the Trophy won't stand a chance. That's where their plan goes horribly wrong. The Trophy is the sacred object of an ancient contention, the Great Game between two rival nations, and it's closely guarded by professional magicians. Tananda is caught in the act of attempting to steal it, and Skeeve must escape to seek help to free her. To effect a rescue, Skeeve must recruit a team of his own to play the Game, taking on both opposing teams simultaneously—and he's got to win! It will take all of Skeeve's unproven magical talents and the devious mind of his scaley green mentor, Aahz, plus everything his strange crew of recruits can offer to beat the professionals at their own Game.

What it’s like

ViolenceStandard
CombatSkirmish-Heavy

Details

First published
1982
Pages
214
Reading time
About 4 hours
Format
Novel
Audience
Adult
Publisher
Ace
Language
English
ISBN
9780441555291
Series
Myth Adventures, Book 3

More like this

More by Robert Lynn Asprin