Haskell wants to be a legend, a hero like his grandfather who broke the orcish hordes. Froba just wants to survive. She knows what Haskell doesn't: that the deck is stacked against them, and there are no heroes in the world. After assembling a band of misfits, Haskell must face a labyrinthine dungeon, an exploitative, monster-hunting guild, and his own failings, while Froba must decide where her loyalties lie-with her naïve mark or corrupt master. If traitors and woodland monsters don't murder them first.
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