User:Demosthine/Brian S. Pratt

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Brain S. Pratt ...

Brian S. Pratt
BornBrian S. Pratt
(1967-01-01) January 1, 1967 (age 57)
Modesto, California, United States
OccupationNovelist
NationalityAmerican
ChildrenJoseph, Breanna, and Abigayle
Website
www.briansprattbooks.com

Biography[edit]

Brian S. Pratt was born in Modesto, California and graduated high school in 1985. He enlisted straight into the Air Force and was trained as an Avionic Specialist for the F-117A Stealth Fighter. After concluding his tour of duty, he worked for Pizza Hut as a delivery driver and later became the General Manager of the delivery unit in Edmonds, Washington. After working as a taxi driver and then a driving instructor, he finally quit in order to write full-time. Brian is currently living in Boswell, Oklahoma.[1]

Bibliography[edit]

The Morcyth Saga[edit]

  • The Unsuspecting Mage (2005)
James is a high school senior, who has been under increasing pressure from his grandfather to find a good, stable job, rather than spending his time reading books and in role-playing games. Discretely tucked in his lunch one day, James finds a newspaper clipping for a job advertising:

'Magic! Real Magic! Ever wanted to learn? We require someone with intelligence and a disciplined mind. Those well versed in fantasy novels and role playing games a plus. May need to travel.

Deciding to answer the ad, James is thrust into a new and strange world, full of new and dangerous creatures. To make matters worse, he's entered a land on the brink of war. His only means of survival is by learning to harness the magic within himself, and the aid of a small boy he meets along the way.
  • Fires of Prophecy (2006)
When the City of Light falls to the Empire, James' only companion in this strange world is captured and taken as a slave. Just before being separated, James tells Miko "I'll find you." Along the way, James makes some new acquaintenances and joins a merchant caravan to travel into the Empire in search of his friend, reaching from the City of Light to the slave markets of Korazan.
  • Warrior Priest of Dmon-Li (2006)
After his companion was captured, James travels deep into the Empire to free his friend. While rescuing Miko from the Iron Mines on the island Sorna, James destroys nearly the entire mountain upon which the mine sits and unleashed tsunamis upon the coastal regions as well. The massive power this demands draws the attention of the greatest forces of the Empire, the Warrior Priests of Dmon-Li.
Fleeing from the powers of the Warrior Priests, James and his companions must find a way out of the Empire and travel to Cardri. Much to the dread of his party, a catastrophic voyage leaves them shipwrecked on the outskirts of a swamp, presenting an entirely new set of dangers lurking in every bog as they attempt to evade the powers of the Priests.
  • Trail of the Gods (2006)
After surviving a shipwreck, cannibals lurking in the swamp and the unrelenting pursuit of the Warrior Priests, James encounters a spirit of the Priest of Morcyth. A powerful relic from the god of Dmon-Li, the "Fire," has fallen into James's hands and he must hide it.
In pursuit of this daunting task, he experiments more with magic to protect the Fire. His quest leads him into the heart of the Empire, Saragon, as he and his friends search out the home of the High Priest of Morcyth.
  • The Star of Morcyth (2006)
When James is summoned to Cardri's Royal Court to answer for his destructive actions and claims presented by an old enemy, he is able to meet with the Archive Custodian, Ellinwyrd, in an attempt to solve the recent discoveries from Saragon. A scroll sent by the Custodian sends James, Jiron and the others into Madoc and into the mountains of the far North for a place secretly known as Ironhold. But the quest to unravel the newest mystery will push James to the limits of his magic.
  • The Mists of Sorrow (2006)
During his expedition to find the lost priests of Morcyth, James learned in part what he was brought to this world to do. But to accomplish what needs to be done, the City of Light must again be free of the Empire. In order for that to happen, however, he must devise a campaign through which that can be made a reality.
Once the spring thaw begins, and the passes are once more clear, he leads all but a few from The Ranch over the mountains into Madoc. Beginning at Lythylla, the capitol of Madoc, he sets into motion events which he believes will drive the Empire from Madoc's soil.
A friend's past brings unexpected allies and James stumbles upon a dark secret buried deep beneath the ground for centuries. A secret better left alone.

Travail of the Dark Mage[edit]

  • Light in the Barren Lands (2008)
Five years have passed since the end of the Madoc/Empire war. When word of his war-time exploits begins to spread, life at The Ranch grows intolerable as people seek him out. Now living on an island off the coast of Cardri, he has assumed the moniker, The Dark Mage, and taken steps to ensure his privacy.
Despite his best efforts to keep trouble from his door, soldiers led by a mage of great power lay siege to his island. Magical forces are exchanged, things go badly, and one of James' unfinished experiments inadvertently activates causing him, Jiron, and Jiron's daughter Jira, to be sent to Earth.
James is soon to learn that magic is no longer at his beck and call. In fact, he can't even sense its presence. To make matters worse, their arrival upon Earth precipitated a fire blast. Now they are wanted men, suspected terrorists no less.
Somehow, James must find a way back to Jiron's home world before the authorities catch up with them. But how can he, if he can't even perform the most basic of spells such as summoning his orb? Earth is truly a land barren of magic.

The Broken Key Trilogy[edit]

  • Shepherd's Quest (2007)
Shepherd's Quest begins a story about three lads from the small town of Quillim: Riyan Borenson, Chadric Kelon, and Bartholomew Agreani. When Riyan stumbles upon an ancient burial tomb, he and the others soon discover deep in the tomb's bowels, the fabled King?s Horde. A place reputedly holding a vast fortune.
However, before they can gain access to the King?s Horde, they must first recover the segments of a key that will open the sigil inscribed portal. One segment was discovered within the ancient burial tomb clutched in the hand of a long dead thief.
Somehow they must find the remaining segments of the key and open the Horde before word gets out. For should others learn of what they found, less scrupulous men will quickly be after them to claim the Horde for themselves.
Their quest for the remaining segments of The Broken Key ultimately leads them to a place located deep within hostile goblin territory, a place where even the goblins fear to go.
  • Hunter of the Horde (2007)
Riyan, Chad, and Bart continue their quest with the aid of their newfound companion, Kevik. Recently bereft of his master, Kevik struggles on his own to learn his craft and to put the appellation of 'Apprentice' behind him. Though lacking in confidence, his ability to creatively utilize what few spells he has mastered has came in handy time and again.
What they feared most has come to pass. Word that they may have found the King's Horde has begun to spread. Now, it has reached the ears of one who will stop at nothing to discover what they know.
The second installment of The Broken Key continues to follow the four friends in their search for the final two segments of the Key that will unlock the fabled King's Horde. Through the words of an aged tome hidden in a long forgotten room, and the recollections of a madman, they set out for where they believe another of the segments lies hidden.
  • Quest's End (2007)
Here in the conclusion of The Broken Key the location of the fourth and last coat of arms from The Crypt has been located. Unfortunately it lies beyond the Moran Tribes' border. That inconsequential detail will hardly deter Riyan and the rest from traveling there in the hopes of uncovering the last segment of the Key which they believe will open the King's Horde.
Unbeknownst to our heroes, more people have begun to learn of their quest and have gravitated to Quillim in search of answers. Their once peaceful village is soon torn asunder as Horde crazed men search the surrounding hills for the entrance. Each vying to be the one to find it.
Should they find the segment and escape unscathed from The Moran Tribes, what chance do they have of gaining the entrance to the Horde and opening when the area is swarming with men who will stop at nothing to possess the treasure it holds!

Dungeon Crawler Adventures[edit]

  • Underground (2008)
Four people awake in an underground room. Not sure how they came to be there, or who is responsible, they must work together in order to find a way out of what soon turns into a hostile and lethal situation. Traps, treasure, and monsters abound. In order to survive they will have to put their wits to the test.
The Cast:
Breya - Farm girl with few skills beyond what life on the farm has given her.
Lord Michael - An aging baron.
Vika Tor - Young swordsman full of himself and his own abilities.
Parr - A man seeming to be lacking in any special abilities.
Author of The Morcyth Saga and The Broken Key Trilogy, Brian S. Pratt now embarks upon another adventure that puts the reader directly into the heart of the action from the beginning. Fans of his previous works, especially The Broken Key, will discover Underground to be full of excitement and surprises. First in a series of books written for the pure fun of adventuring, Underground takes the reader along as four strangers overcome obstacles such as ingenious traps, perilous encounters, and mysteries to boggle the mind.
  • Portals (2010)
After fleeing into The Devil's Kiln to escape death at the hands of those that he and his cohorts had unsuccessfully laid siege, Holk, a veteran warrior of many campaigns stumbles into a subterranean world from which there appears no escape. He discovers a network of caverns, lakes, and fungal expanses; each area isolated from the others. The only avenue from one to the next lies through a series of portals.
Within this world he meets a mysterious being known only as The Merchant; a dragon; and a small human boy-child that has no interest in freeing this prison, for prison is what Holk believes it to be.
Holk is alone and woefully lacking in resources. What aid he acquires comes from an unlikely source: a long-dead scribe.

The Adventurer's Guild[edit]

  • Jaikus and Reneeke Join the Guild (2009)
Jaikus and Reneeke are ordinary lads whose dream in life is to become a member of The Adventurer's Guild. But to become a member, they must be able to lay claim to an Adventure, and not just any adventure. To qualify, an Adventure must entail the following:
1-Have some element of risk to life and limb
2-Successfully concluded. If the point of the Adventure was to recover a stolen silver candelabra, then you better have that candelabra in hand when all is said and done.
3-A reward must be given. For what good is an Adventure if you don't get paid for your troubles?
Jaikus and Reneeke soon realize that becoming members in the renowned Guild will prove much more difficult than they thought. However, when they learn that a party of experienced Guild members are about to embark on an Adventure and are in need of Springers, they quickly volunteer only to later discover that a Springer's job is to "Spring the trap."
If they survive, membership in the Guild is assured.

Other Available Works[edit]

  • Ring of Or'tux (2008)
In many stories you hear how ‘The Chosen One’ appeared to save the day. Every wonder what would happen if the one doing the choosing bungled the job?
In Ring of the Or’tux, that’s exactly what happens. Hunter was on his way to a Three Stooges’ marathon when in mid-step, he went from the lobby of a movie theater to a charred tangle of stone and timber that once had been a place of worship. From there it only gets worse for the hapless Chosen One. First, an attempt to flee those he initially encounters (who by the way are the ones he was sent there to save), lands him into the merciless clutches of an invading army (those whom he was supposed to defeat).
After being woefully mistreated by his captors, he is rescued by the priest whose prayer his arrival was in answer to, and the being who had bungled the job of selecting the chosen one and now sentenced to a mortal’s life. Together, he and his two newfound companions set about to save the people of Casdra, but for different reasons. Hunter just wants to go home, Father Thomas to save his people, and Larus hopes that by seeing Hunter fulfill the destiny of the Chosen One, he may be restored to his former self and leave behind his earthbound existence.
Signs, prophecies, and several implanted visions (which by the way leave Hunter stark raving mad for a short duration afterward), offer guidance. Unfortunately, the only hope for the people of Casdra rests upon a man who is not particularly ready for the job.

References[edit]

  1. ^ "Author's Bio". Retrieved 19 February 2012.

External links[edit]