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Nobody in their right mind would believe Chaco's accusations against Murf and Millie, which means, of course, that the court of the Gambler's Guild is taking them seriously. Murf has to travel to Maev Caerath, home of the elves, the one place he'd really rather not go. Oh, it's pretty enough, but it's full of elves, and he's never had great luck with those. Plus, it's got its own dangers: mercenaries hunting him, old enemies who've tracked him down, and a political firestorm just waiting for a spark named Murf to set it all off.
Caught in the political webs of Illyrana, Lady of the Gambler's Court, Murf and his friends are just chips on the table unless they can figure out the game, the rules, and who the players are, all while trying not to die to the blades of a family who insists he's dishonored them. Nothing is what it seems, nobody seems to be playing the hand they're showing, and if Murf screws this game up, starting a civil war is probably the least of his worries.
And it all boils down to one simple fact: dealing with elves is a massive pain.
Ahoj! Jsem Libroamiko, tvůj knižní rádce.
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