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The Fading Dream

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**The award-winning creator of Eberron presents the final installment of a series that combines the mystery of James Bond with the magic of J.R.R. Tolkien** The prince of Cyre has been a monarch in name only ever since his country was destroyed by the Mourning, a mysterious cataclysmic event that obliterated the nation. Now, it…

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**The award-winning creator of Eberron presents the final installment of a series that combines the mystery of James Bond with the magic of J.R.R. Tolkien** The prince of Cyre has been a monarch in name only ever since his country was destroyed by the Mourning, a mysterious cataclysmic event that obliterated the nation. Now, it is Thorn—no stranger to tragedy and loss himself—who must protect the prince from those who still wish him harm. In the same cataclysm that devastated Cyre, seven cities of the Feywild—the feyspires—were trapped on the plain of Eberron. The eladrin who rule the feyspires insist this concurrence is no coincidence and that, with the right pieces, they can repair the devastation of the Mourning. All that’s needed are two missing pieces—one that lies in the heart of a mysterious Cyran soldier and one that’s lodged in Thorn’s spine, carrying the soul of the Angel of Flame.

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Keith Baker

Thorn of Breland

9780786958078

eng

Wizards of the Coast

10-11-2010

Ebook

230

I've been interested in games since I first fell under the sinister influence of the Dungeons & Dragons boxed set, back in sixth grade. Over the last few decades I have managed to turn gaming from a hobby into a career. Here is a list of the highlights of my life as a game designer. If you have any questions, let me know!

From 1994-2002, I fell into the computer games industry. My first job was with Magnet Interactive Studios, in Washington DC. Sadly, Magnet never managed to hit the big time as a game developer. I worked on a number of projects during my stay at Magnet; for a time I was lead designer on a game called BLUESTAR, a position that was held at other times by such roleplaying luminaries as Ken Rolston and Zeb Cook. However, the only work that ever saw the light of day was some level design on the abstract arcade game Icebreaker.

Magnet began a slow implosion in 1996, and along with a number of other people I went to work for a Colorado company called VR1. I started as lead designer on VR-1 Crossroads, a text-based MUD centered on warring conspiracies – The X-Files meets Illuminati, with a world of dreams thrown in for good measure. When VR1 decided to move away from text games, I started work on a graphical MMORPG based on the pulp serials. After a few twists and turns, the project ended up being known as Lost Continents. But early in 2002 I decided that I'd had enough of the computer games industry and left VR1 to focus on writing. Then in June of 2002, Wizards of the Coast announced their Fantasy Setting Search, and I thought: What about pulp fantasy? And the rest is history. . .


Librarian Note: There is more than one author in the GoodReads database with this name. See this thread for more information.

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