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The first in a new sexy romance series from bestselling author Chantal Fernando about the bad boys of the Wind Dragons Motorcycle Club and the women who fall in love with them. When I found my boyfriend cheating on me, I did something stupid. Or should I say, someone? Because of that mistake, I’m now stuck in a world I don’t belong in. I’m a law student. They’re criminals. He’s the vice president of a motorcycle club. I’m a good girl with a strict upbringing. He’s my ex-boyfriend’s brother. And I’m screwed.
Author : Andy Mangels,Ryan Foley,Jimmy P. S. Hayes Publisher : Arcana Studio Page : 0 pages File Size : 43,6 Mb Release : 2008-06 Category : Fiction ISBN : 0976309556
Dragon's Lair by Andy Mangels,Ryan Foley,Jimmy P. S. Hayes Pdf
Travel to a time of Sword and Sorcery - a time of Dragons and Damsels in distress Follow Dirk the Daring and Princess Daphne as they return from an astonishing adventure in the Free Realms only to be attacked by the great dragon, Singe, and his evil minions. Singe vows revenge against Dirk for killing his offspring, and Daphne is soon caught in the dread dragon's claws. Now, armed with his courage and skill, Dirk must brave the Dark Kingdom and all its evils in order to save the Princess from Singe!
Barely one day after fulfilling his second mission for King Vandemere as Royal Reporter of the land of Serendair, young Charles Magnus Ven Polypheme—known as Ven—is off on another adventure. To keep them safe from the wrath of the Thief Queen, whose rage at their escape from the Gated City knows no bounds, the king sends Ven and his friends on an important mission. Their journey takes them across a wondrous land filled with marvels—and danger. For the mission the king entrusts to Ven is a delicate one: to discover the cause of a dispute between two warring kingdoms—and the answer leads Ven straight into the lair of a very angry dragon.... Fans of The Floating Island and The Thief Queen's Daughter—both chosen as Book Sense Children's Picks—will love this third enchanting adventure in The Lost Journals of Ven Polypheme series by bestselling author Elizabeth Haydon. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Easily bored, Eryx is delighted to visit Dragon’s Lair’s closed world. There, he meets Jarah, a beautiful Draguardian. But Jarah’s secret could separate them forever. Rich and easily bored, Eryx anticipates a holiday on the reclusive world of Dragon’s Lair. It’s just the solution to quench Eryx’s unending thirst for excitement and adventure. What could be more intriguing than coming face-to-face with one of the ancient and magnificent beasts? There, he meets Jarah, a young, exceptionally beautiful man who is the Draguardian for the great dragon Adish. Unaccustomed to meaningful relationships, Eryx learns the hard way that there’s a world of difference between entertaining an attraction and acting on it. Careless actions have grave consequences. Nor is Dragon’s Lair all that it seems. Helping to protect Jarah and his beloved dragons, Eryx uncovers the secret of Dragon’s Lair. More importantly, his slowly evolving love for Jarah comes to mean more than anything else. However, Jarah has one more secret that could keep the lovers apart, forever.
July 1193. King Richard Lionheart lies in a German prison, held for ransom by the emperor. His mother, Dowager Queen Eleanor, ransacks England for gold to buy his freedom, while his younger brother, John, plots with King Philippe of France to ensure that he rots and dies in chains. When a ransom payment vanishes, Eleanor hastily dispatches young Justin de Quincy to investigate. In wild, beautiful Wales, his devotion to the queen will be supremely tested–as an arrogant border earl, a cocky Welsh prince, an enchanting lady, and a traitor of the deepest dye welcome him with false smiles and deadly conspiracies. The queen’s treasure is nowhere to be found, but assassins are everywhere . . . and blood runs red in the dragon’s lair.
Dragon's Lair and the Fantasy of Interactivity by MJ Clarke Pdf
Perhaps no arcade game is so nostalgically remembered, yet so critically bemoaned, as Dragon’s Lair. A bit of a technological neanderthal, the game implemented a unique combination of videogame components and home video replay, garnering great popular media and user attention in a moment of contracted economic returns and popularity for the videogame arcade business. But subsequently, writers and critics have cast the game aside as a cautionary tale of bad game design. In Dragon’s Lair and the Fantasy of Interactivity, MJ Clarke revives Dragon’s Lair as a fascinating textual experiment interlaced with powerful industrial strategies, institutional discourse, and textual desires around key notions of interactivity and fantasy. Constructing a multifaceted historical study of the game that considers its design, its makers, its recording medium, and its in-game imagery, Clarke suggests that the more appropriate metaphor for Dragon’s Lair is not that of a neanderthal, but a socio-technical network, infusing and advancing debates about the production and consumption of new screen technologies. Far from being the gaming failure posited by evolutionary-minded lay critics, Clarke argues, Dragon’s Lair offers a fascinating provisional solution to still-unsettled questions about screen media.
Time and time again, Ryu the Ravenous has petitioned to be allowed to move to the human realm, but every application has been denied. As a black dragon of near royal blood with plenty of gemstones in his treasure cave, many females want him for a mate. Ryu doesn't want a female mate, though, and when he's badly burned in a conflict between tribes, he sees his chance to escape. Egil Olsen is running The Book Dragon's Lair, a bookstore on Dragon Row, while Draken the Dreadful, his mate, is away fighting a war on the other side of the veil. The relief of not having Draken around is great. For the first time in years, Egil doesn't have to watch every move he makes. When word reaches him that Draken is on his way home after having been injured, he considers running away. The dragon stepping over the threshold to The Book Dragon's Lair isn't Draken, though. He claims to be, but Egil knows his mate, and while all dragons are dangerous, the male standing before him is nowhere near as cruel as his mate. Ryu never wanted to be a book dragon. Books don't sparkle, but if it's the price he has to pay to be in the human realm, he will pay it. He'll take over Draken the Dreadful's treasure, and he hopes he can take over his mate, too. Egil doesn't want to be mated to a dragon, but without a mate, he'd be homeless and without a job. A few hours after having met Ryu, Egil thinks being mated to him might not be too bad, but how will they be able to fool the people around them into believing Ryu is Draken? And what will happen if the real Draken comes back?
Collecting for Dragon's Lair and Space Ace by Syd Bolton Pdf
Dragon's Lair has captured the hearts and imaginations of many video game enthusiasts since it was first released over 30 years ago. Space Ace has has also gained a loyal fan base and over the years there have been many commercial products, games, merchandise and so much more. This 170 page book captures virtually everything that is available to obtain in the Dragon's Lair & Space Ace universes and includes (but is not limited to): Home version releases (did you know that there are HUNDREDS of versions available?) Toys Collectibles Magazines, Books, Videos Fan made items Collector Profiles And more! If you are a fan of video games, LaserDisc games, arcade games, or Don Bluth animation you are certainly going to enjoy this coffee table book that takes you behind the scenes and provides an exhaustive reference at the same time.
Author : Mark J. P. Wolf Publisher : Bloomsbury Publishing USA Page : 401 pages File Size : 46,9 Mb Release : 2007-11-30 Category : Social Science ISBN : 9780313082436
The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.