Once Upon A Time kingdoms in trouble had to wait for a wandering hero to come along and save the day. But why wait? The Order of Champion now sanctions Guilds to answer the Call when a loved one is kidnapped, a beast attacks, or a curse is placed. The Guild of the Feathers – Sir Cyril the Cygnus, . . .
The plagued young noble of the Aurum bloodline is tossed into the politics of his homeland. What starts as a path to revenge grows ever brighter, ever vivid into a path to the peak. Through time and Fate’s interweaving fingers he experiences all life has to offer as he reaches for beyond the skies, the enigma known as life unraveling . . .
Dungeon Quest used to be an old school dungeon diving, pen and paper, role-playing game where Tristen acted as game master (GM) for a small group of friends. Vowing to experience this fantasy world first hand, Tristen created and launched Dungeon Quest Online, a full virtual reality immersion experience. Tristen and his friends immerse themselves into the game and set . . .
Somewhere far away, on another Earth, devoid of humankind . . . There was once an island country, alone in the vast ocean, isolated by storms and deadly currents. Its inhabitants knew nothing of any land or people outside of their own, so to them, their island was “the world”. In the place of humankind, the animals grew and changed, becoming . . .
It has been eighty years since the since the last Conjunction of the Three Realms and the accompanying Riven War wrecked havok on the world of Aethros. Since then the Wizards of the North have worked hard to reshape thier identities, forge the Alliance of the Thirteen Greater and Lesser Kingdoms and prepare for the next conjunction, barely more than . . .
A random group of characters are pulled into either preventing an ancient empire from rising back up or making sure it does. Some of them are dragged into the story kicking and screaming. . . .
Welcome listeners and listen well, for the story I am about tell, is one to kill for . . . Finn is a lost soul, a once abandoned boy who is now a young man with no direction or purpose. He lives in a city with no name, for no one has yet controlled it long enough for a name to stick. . . .
A story of loss and victory, magic and machines, gods and mortals and discovering what it takes to save the world. Led by the vision of the consulary and protected by the dedication of the mage-knights, the world has found peace at last. Or so people believe, but the truth is far less comforting. In this time of peace . . .
Many centuries ago, a cataclysm destroyed the line of succession in the land of Giedor. The five provinces of Giedor (Mercica, Mynoria, Sorinar, Dak’rai, and Haldria), all made claims to the vacant throne, sparking a vicious civil war as the states clashed. Now, with numerous regimes, kings, treaties, and promises broken across the so called Killing Fields, the Five States . . .
No editorial review available.
Sep 3, 2009: It is an interesting tale. The characters are fairly well rounded even though there hasn’t been a lot time spent on backstory, it is slowly leaking into the main story and a lot can be figured out by context, of course there is the one character that we the reader yearn to learn more about, but it just keeps me waiting for more so I can finally understand this particular ‘person’. A few things seem to work out way too easily for our Outcasts but it doesn’t detract from interest, [more . . .]