Quests Of The Kings
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Author | : Robert Evert |
Publisher | : Diversion Publishing Corp. |
Total Pages | : 300 |
Release | : 2017-03-14 |
Genre | : Young Adult Fiction |
ISBN | : 1682306984 |
From the author of the Riddle in Stone books comes a thrilling new series for fans of Sarah J. Maas and Kristin Cashore. Across the realms, the kings’ quests captivate the imaginations of nobles and commoners alike. These dangerous competitions pit the most daring adventurers against each other as they compete for riches and glory for their kingdoms. Plain and ordinary Natalie, a sixteen-year-old peasant girl, loves listening to stories about famous adventurers, but the thrilling action of the kings’ quests seems far removed from her everyday life of mucking out stables and working every odd job she can find to support her siblings and disabled mother. However, after a violent run-in with Brago, a ruthless adventurer who believes Natalie is a threat to his mission, she is dragged unwillingly into the latest contest. On the run from Brago, Natalie seeks refuge with a rival adventurer, the legendary Sir Edris, and his squire, Reg. As they toil together to find the object all of the kings’ desire—an ancient golden harp—Natalie starts to feel safe with the fatherly knight. Yet, despite Edris’s protection, Brago is never far behind. When one of Brago’s cruel plots separates Natalie from her protectors, she must become as strong and cunning as the adventurers of old to save her friends and stay alive.
Author | : Jeff Howard |
Publisher | : CRC Press |
Total Pages | : 316 |
Release | : 2022-04-24 |
Genre | : Art |
ISBN | : 1000576450 |
Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: • level design • quest item creation • NPC and dialogue construction • scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com
Author | : Anastasia Salter |
Publisher | : University of Iowa Press |
Total Pages | : 217 |
Release | : 2014-11-01 |
Genre | : Games & Activities |
ISBN | : 1609382757 |
What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.
Author | : Sir Thomas Malory |
Publisher | : |
Total Pages | : 384 |
Release | : 1886 |
Genre | : Arthurian romances |
ISBN | : |
Author | : Herodotus |
Publisher | : |
Total Pages | : 548 |
Release | : 1862 |
Genre | : Greece |
ISBN | : |
Author | : |
Publisher | : |
Total Pages | : 544 |
Release | : 1862 |
Genre | : |
ISBN | : |
Author | : Sir Thomas Malory |
Publisher | : |
Total Pages | : 384 |
Release | : 1886 |
Genre | : Arthurian romances |
ISBN | : |
Author | : Herodotus |
Publisher | : |
Total Pages | : 548 |
Release | : 1862 |
Genre | : History, Ancient |
ISBN | : |
Author | : Christopher R. Fee |
Publisher | : Oxford University Press |
Total Pages | : 260 |
Release | : 2004-03-18 |
Genre | : Social Science |
ISBN | : 9780198038788 |
The islands of Britain have been a crossroads of gods, heroes, and kings-those of flesh as well as those of myth-for thousands of years. Successive waves of invasion brought distinctive legends, rites, and beliefs. The ancient Celts displaced earlier indigenous peoples, only to find themselves displaced in turn by the Romans, who then abandoned the islands to Germanic tribes, a people themselves nearly overcome in time by an influx of Scandinavians. With each wave of invaders came a battle for the mythic mind of the Isles as the newcomer's belief system met with the existing systems of gods, legends, and myths. In Gods, Heroes, and Kings, medievalist Christopher Fee and veteran myth scholar David Leeming unearth the layers of the British Isles' unique folkloric tradition to discover how this body of seemingly disparate tales developed. The authors find a virtual battlefield of myths in which pagan and Judeo-Christian beliefs fought for dominance, and classical, Anglo-Saxon, Germanic, and Celtic narrative threads became tangled together. The resulting body of legends became a strange but coherent hybrid, so that by the time Chaucer wrote "The Wife of Bath's Tale" in the fourteenth century, a Christian theme of redemption fought for prominence with a tripartite Celtic goddess and the Arthurian legends of Sir Gawain-itself a hybrid mythology. Without a guide, the corpus of British mythology can seem impenetrable. Taking advantage of the latest research, Fee and Leeming employ a unique comparative approach to map the origins and development of one of the richest folkloric traditions. Copiously illustrated with excerpts in translation from the original sources,Gods, Heroes, and Kings provides a fascinating and accessible new perspective on the history of British mythology.
Author | : Katherine Woodbury |
Publisher | : Peaks Island Press |
Total Pages | : 172 |
Release | : 2016-09-28 |
Genre | : Fiction |
ISBN | : 1370145551 |
Ah, the Quest! The sight of chivalric knights setting forth on heroic tasks to win the hand of the fair princess stirs any heart. This fourth installment in the Roesia Chronicles explores the dark and violent beginnings of the Quest up to its pragmatic and often humorous present. Amidst all the game playing, will true love and genuine respect still triumph? Therein lies quite the tale.