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The Ghosts of Barak-Minoz
- Warhammer Age of Sigmar
- Narrated by: Andrew James Spooner, Richard Reed
- Length: 10 hrs and 39 mins
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Summary
A Drekki Flynt Audiobook
Drekki Flynt is in trouble…again.
Believed lost after falling into the deadly maelstrom known as the Eye of Testudinous, Evtorr, one of Flynt’s old crew, is found alive and well. Kind of. He’s raving mad, won't shut up about the fabled Dead Air, and worse, shadowy assassins from Ulgu seem dead set on making sure Evtorr doesn't rejoin his fellows aboard the Aelsling.
LISTEN TO IT BECAUSE
Drekki Flint's adventures continue as he embarks on a quest to find the legendary Barak-Minoz. Can he walk away with its riches or has the swashbuckler bitten off more than he can chew?
THE STORY
There is something in Evtorr’s ravings that piques Drekki’s interest and that he can't let go – the Dead Air is the last known location of the famed Barak-Minoz. If they can just get there… Well, Drekki Flynt can smell aether-gold a realm off, and surely Barak-Minoz is dripping with riches just ripe for the taking.
But there are forces at work that would stop Drekki from finding out what happened to Barak-Minoz. To even locate it, he must do what no captain has ever done before – navigate the Eye of Testudinous, and live to tell the tale!
What listeners say about The Ghosts of Barak-Minoz
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- Jimmy
- 12-09-24
Fun, adventure and surprises
Great story as with the previous book. Drekki Flynt is like a dwarven, slightly more sober, captain Jack sparrow
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- Ber
- 24-03-24
another dreki flint adenvture!
this is more of dreki flint and its just as enjoyable as the first book! you dont need to have read book 1 to enjoy this other then a couple details. was that enjoyable i listend to it in about 2 day. really fun story, has a great clifhanger ending and looking forward to more adevtures
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1 person found this helpful
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- Anonymous User
- 17-03-24
Roaring fun
if you liked the first novel you will like the second. Drekki and crew go off on another adventure. Can't wait for book 3
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1 person found this helpful
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- Kwok T.
- 26-08-24
Drekki Flynt soars again
I don't know what is is about dwarf adventures but Guy Haley just gets it. Andrew James Spooner does another cracking job with his voice acting making every character distinct and to top it off more Hrunki. Great story and satisfying tale, here's to more Drekki Flynt and his crew in the future.
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- Anonymous User
- 04-04-24
A very good sequel
i really like how this book expands the kharadron overlord lore and sticks to the adventure theme of the first book
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1 person found this helpful
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- Michael L.
- 30-07-24
Another good Kharadron tale
If your like me and like the faction you'll like this, hope to hear more from Drekki Flynt in the future
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- Miss Elaine Dockery
- 05-04-24
Superb new adventure!
I thoroughly enjoyed reading the first novel, and thought I’d give the audiobook a try for the second. The performances are great, and the little snippets of lore on the kahadron language really add to the experience.
Unlike literally every other warhammer book, this one is lighthearted and genuinely funny, which makes a glorious change to the normally grim tone of black library novels.
The characters all feel unique from one another, and even though the crew alone has a dozen members, I can remember each of their names and personalities.
I literally cannot fault this novel, a must read for fans of Warhammer!
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- loner In A Crowd
- 05-04-24
Another grand Drekki Flynt adventure
After The Arkanaut's Oath Drekki Flynt very quickly became one of my favourite characters in the AoS setting. This follow up doesn't disappoint.
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- Louis
- 17-05-24
This was an OK story
The acting as always is fun and the intrigue of the story was fun. I just wished there were scenes in which the crew could have shown they were a challenge to fight rather than always winning by some lucky outcome.
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- Roy Jones
- 15-03-24
Clichéd But Enjoyable
Love the imagination at work, and the I love the portrayal of the world of the Kharadron. The voyage was exciting and the mystery of Barak Minoz was intriguing. The dialogue is at times cliché and some of the characters are shallow.
The presence of box-fresh nighthaunt chainrasps etc. in the sky felt incongruous. Aren’t these Kharadron ghosts? Why do they have scythes and shackles? Feels like the author is obligated to represent the games workshop miniatures, but in this case it worked against story which might have benefited from a bespoke ghost
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