William Bradshaw and Urban Problems
  • Reads 30
  • Votes 0
  • Parts 3
  • Time 1h 27m
  • Reads 30
  • Votes 0
  • Parts 3
  • Time 1h 27m
Ongoing, First published Jun 10, 2019
Will Bradshaw knows his goblins can be hard to deal with. Dirty, troublesome and a tad crazy, few people get along with them. That makes it a pleasant surprise when the one race on Other Place who actually respects goblins sends a representative.

But this is no social call. Their guest brings word that a dire threat that many thought lost never to return is about to rise up from the ocean depths, Sarcamusaad the Walking City. Few could hope to survive against this titanic being, much less defeat him. Sarcamusaad is preparing to march across the continent on a mission of vengeance, leaving a trail of untold devastation through four kingdoms, including the Kingdom of the Goblins.

Facing Sarcamusaad is going to take strength, skill, magic, wisdom and other traits rare among goblins, forcing Will to seek help from new friends and old allies. Great as the risk is, it becomes greater still when some see Sarcamusaad's arrival not as a danger but an opportunity. With enemies on all sides, what chance does Will have?
All Rights Reserved
Sign up to add William Bradshaw and Urban Problems to your library and receive updates
or
#236puppets
Content Guidelines
You may also like
You may also like
Slide 1 of 10
The Clockwork Chronicles cover
Three Little Boys cover
Ricochet Island cover
Unlocked cover
Game of Bets cover
Days of the Dead Book 3: The King's Ghost cover
Goblin Quest cover
Curse Of A Witch (Book 1)  cover
Enigmatic: Sapphire City Supers cover
The Firelands cover

The Clockwork Chronicles

6 parts Complete

Getting to travel across the sea seemed like a dream come true to Simon and Jacob. It was quite the respite from the nightmarish brutalities of the wizards who had tormented them over the years at home. Respite - and for the slight price of following a newly-made friend to his homeland, where Simon could build and invent as he saw fit. There were, of course, some things the good merchant failed to mention, such as the creatures that dwell beneath the waves, and in the forests they have to pass through. Also, that he may have exaggerated how welcome they would be in Taleor. And the current success of their comrades' inventions and guild in a city where magic swims through every facet of life. And where they would be living. And the war brewing to the south. Still, it wasn't as bad as it could've been. Really, it was...actually quite nice. Things have a way of changing quickly, however, and not always for the better...