The Gentleman Bastard Sequence
- 1889 páginas
- 67 horas de lectura
The first three of Scott Lynch's acclaimed and bestselling Gentleman Bastard Sequence presented as a gorgeous box-set.
Este autor es célebre por crear intrincados relatos centrados en astutos protagonistas que navegan por mundos traicioneros en los márgenes de la sociedad. Sus narrativas se caracterizan por tramas complejas y un agudo enfoque en la brillantez estratégica de personajes que a menudo superan la adversidad con pura inteligencia. El estilo distintivo del autor combina diálogos agudos con vívidas descripciones, sumergiendo a los lectores en emocionantes aventuras. Temas como la lealtad, la traición y el autodescubrimiento resuenan a lo largo de su obra, dejando un impacto duradero.







The first three of Scott Lynch's acclaimed and bestselling Gentleman Bastard Sequence presented as a gorgeous box-set.
The saga of the Gentleman Bastard continues as Locke Lamora, now facing war in the Kingdom of the Marrows, grapples with unsettling revelations about his past. As he navigates the complexities of battle and self-discovery, Locke must confront the blurred lines of right and wrong, all while lacking swordsmanship skills.
An orphan's life is harsh — and often short — in the island city of Camorr, built on the ruins of a mysterious alien race. But born with a quick wit and a gift for thieving, Locke Lamora has dodged both death and slavery, only to fall into the hands of an eyeless priest known as Chains — a man who is neither blind nor a priest. A con artist of extraordinary talent, Chains passes his skills on to his carefully selected "family" of orphans — a group known as the Gentlemen Bastards. Under his tutelage, Locke grows to lead the Bastards, delightedly pulling off one outrageous confidence game after another. Soon he is infamous as the Thorn of Camorr, and no wealthy noble is safe from his sting. Passing themselves off as petty thieves, the brilliant Locke and his tightly knit band of light-fingered brothers have fooled even the criminal underworld's most feared ruler, Capa Barsavi. But there is someone in the shadows more powerful — and more ambitious — than Locke has yet imagined. Known as the Gray King, he is slowly killing Capa Barsavi's most trusted men — and using Locke as a pawn in his plot to take control of Camorr's underworld. With a bloody coup under way threatening to destroy everyone and everything that holds meaning in his mercenary life, Locke vows to beat the Gray King at his own brutal game — or die trying...
Wily con artist Locke Lamora has come up with an ingenious scheme targeting Sinspire, a nine-story palace of gambling and all forms of debauchery in the exotic city of Tal Verrar, but somehow the con does not go as planned
"With the greatest heist of their career gone spectacularly sour, con artist extraordinaire Locke Lamora and his trusted partner, Jean, have barely escaped with their lives. Or at least Jean has. Locke is slowly succumbing to a lethal poison that no alchemist can cure. With the end nearing, Locke's only hope is to accept a mysterious Bondsmage's offer: act as a political pawn in the Magi elections, and in exchange be healed. But the lifesaving sorcery promises to rival even the most excruciating death, and Locke refuses. Until the Bondsmage invokes the name of Sabetha, the love of Locke's life ... and now his greatest rival. From his first glimpse of Sabetha as a fellow orphan and thief-in-training, Locke was smitten. But after a tumultuous courtship, she broke away. Now they will reunite in another clash of wills. Faced with his only equal in both love and trickery, Locke must choose whether to fight Sabetha--or woo her. It is a decision on which both their lives may depend"--Back cover
Dopo un violento combattimento con la malavita che li ha quasi uccisi, Locke e il suo fedele compare Jean fuggono dalla città in cui sono nati e approdano agli esotici lidi di Tal Verrar per curarsi le ferite. Ma neppure all'estremità occidentale del mondo civilizzato possono riposare, e presto tornano a dedicarsi a ciò che sanno fare meglio: rubare ai ricchi e intascare il ricavato. Questa volta il loro obiettivo è oltremodo ambizioso: la torre di Peccapicco, la casa da gioco più esclusiva e più sorvegliata che ci sia. I suoi nove piani attirano una clientela facoltosa, e per giungere fino alla cima servono buon credito, comportamenti bizzarri... e un gioco semplicemente impeccabile. Perché c'è una sola regola importante che Requin, lo spietato padrone di Peccapicco, fa rispettare rigorosamente: chi bara avrà la morte. Per nulla intimoriti, Locke e Jean hanno elaborato una strategia che comprende bugie, trucchi e inganni per tutti e nove i piani... su su fino al favoloso caveau di Requin. Sotto mentite spoglie, compiono la loro meticolosa ascesa verso un obiettivo ormai vicinissimo... Ma qualcuno a Tal Verrar ha scoperto il loro segreto. Qualcuno giunto dal passato, che ha tutte le intenzioni di far pagare ai due sfacciati malviventi i crimini commessi. Ora avranno veramente bisogno di ogni grammo di astuzia per salvare le loro anime prezzolate. E potrebbe non bastare...