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Tracy Hickman

Personal Information

Born January 1, 1955 (71 years old)
Salt Lake City, United States
Also known as: HICKMAN, TRACY, TRACY HICKMAN
91 books
3.9 (220)
1,139 readers
Categories

Description

Tracy Raye Hickman (born November 26, 1955) is an American fantasy author and designer of games and virtual reality (VR) experiences. He co-authored the original Dragonlance novels with Margaret Weis as well as numerous other books. He also designed and created role playing game material while working for TSR and has cowritten novels with his wife, Laura Hickman. He is the author or co-author of over 60 books.

Books

Newest First

Mystic empire

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Eighty Years have passed since the Mystics founded Calsandria, and now their nation is mired in politics and bloodlines. A woman with no magic, Theona Conlan leads the desperate search for the missing Prince of House Arvad. In the faery realm, Dwynwyn learns that slave creatures are mastering a magic that threatens the fragile peace between the faeries and their enemies. And while the goblin Lunid builds a device to reach across worlds, her masters plot to use it for their own dark ends. But unknown to them all, the gates between realities are about to burst open and plunge humans, faeries, and goblins into a war that can be won only with an undiscovered magic...One that will unite--or destroy--three worlds.

Mystic Quest

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Thrice upon a time, three worlds were in peril... New York Times bestselling author Tracy Hickman and DragonlanceTM cocreator Laura Hickman present the continuing story of their monumental, enthralling epic fantasy... Thrice upon a time, three champions will find one destiny... In the course of more than two decades, Galen Arvad's tiny band of outlaw Mystics has grown into a nation of secret clans, despite fierce persecution by the Pir theocracy and the dragons that have enslaved humanity. On another world, the faery Dwynwyn saved her people by raising an army of the dead, but now none of the corpses can rest...and the sheer number of their tormented legions threatens the faery kingdoms. While on the third world, the tyrannical King Mimic's domination is threatened by a warrior maiden whose thirst for conquest exceeds his own. Yet through the magic of the dreams that link their worlds, a new wind blows, beckoning each of them into unknown lands with the promise of salvation, sanctuary, and power. For Galen's war-weary son, Caelith, the slender hope takes the form of a stranger's vow to lead him and his people to the sanctuary of a lost empire-the legendary ancestral home of the Mystics. Dwynwyn seeks salvation of her people through a small fellowship of Fae who must journey to a distant land of unquenchable horror-where their truth can bring peace to the living and the dead. As for the wizard-goblin Thux, newly and unwillingly appointed Technomancer to King Mimic, his journey to the Ogre citadel may bring him to the height of power and danger-if his own allies do not kill him first. Now three bands of heroes embark on odysseys beset by outer tragedy and inner betrayal. For each to survive, all must succeed-for all three worlds face the same cunning evil...

Mystic Warrior

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An expansive new saga chronicling the world-altering changes that take place as three connected universes - the Human world, the Goblin world, and the Faery world - are slowly drawn together. In Book 1, young Galen Arvad, a human with magical powers, must avoid the ritual that puts those with such talents to death. it seems that in the eyes of the community magic is a sign of lunacy, and in a yearly ritual the local "crazies" are offered up to the Dragon Priests. Having successfully dodged the "elections" for many years, Galen is suddenly captured and hauled away with others that are deemed "insane." Now as Galen's wife, Berkita, and his friend, Cephas the dwarf, set off to rescue him, Galen learns of the fate that awaits him... a fate far worse than even his own death.

Guardians of the Lost

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The Sovereign Stone Trilogy

Into the labyrinth

4.5 (2)
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In this volume of the America in Crisis series, Professor H. W. Brands provides a comprehensive and balanced overview of American policy in the Middle East since 1945. Defining the region broadly, he covers both familiar topics such as the dangerous Suez crisis of 1956, the embarrassing Iranian hostage episode, and the triumphant Gulf War, as well as less well-known incidents like the Cyprus crisis and the civil war in Yemen in the 1960s... In describing the last half-century of American experience in the Middle East, Professor Brands offers insight and perspective on the issues the United States still faces in this troubled area.

Dragon Wing

4.0 (5)
46

The Death Gate Cycle Ages ago, sorcerers of unmatched power sundered a world into four realms - sky, stone, fire, and water - then vanished. Over time, magicians learned to work spells only in their own realms and forgot the others. Now only the few who have survived the Labyrinth and crossed the Death Gate know of the presence of all four realms - and even they have yet to unravel the mysteries of their severed world... Dragon Wing In Arianus, Realm of Sky, humans elves and dwarves battle for control of precious water - traversing a world of airborne islands on currents of elven magic and the backs of mammoth dragons. But soon great magical forces will begin to rend the fabric of this delicate land. An assassin will be hired to kill a royal prince - by the kind himself. A dwarf will challenge the beliefs of his people - and lead them in rebellion. And a sinister wizard will enact his plan to rule Arianus - a plan that may be felt far beyond the Realm of Sky and into the Death Gate itself.

Dragonlance Adventures

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Details the background, characters, magic weapons, and rules connected with this advanced form of Dungeons and Dragons.

The Second Generation

3.5 (2)
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"Of the thousands of children and young adults who fled Nazi Germany in the years before the Second World War, a remarkable number went on to become trained historians in their adopted homelands. By placing autobiographical testimonies alongside historical analysis and professional reflections, this richly varied collection comprises the first sustained effort to illuminate the role these men and women played in modern historiography. Focusing particularly on those who settled in North America, Great Britain, and Israel, it culminates in a comprehensive, meticulously researched biobibliographical guide that provides a systematic overview of the lives and works of this 'second generation'"--From publisher's website.

Dragons of a Fallen Sun

3.1 (8)
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Forty years have passed since the devasting Chaos War, when the gods departed Krynn. Cruel and powerful dragons have seized control of Ansalon, dividing the continent among them and demanding tribute from the people they have enslaved. Heroes of the past have gone to their welldeserved rest. Now new heroes take their place to continue the battle against evil. Changefor good or for illcomes to the world. A violent magical storm sweeps over Ansalon, bringing flood and fire, death and destruction. Out of the tumult rises a strange, mystic young woman. Her destiny is bound up with that of Krynn. For she alone knows the truth about the future, a future strangely and enextricably tied to the terrifying mystery in Krynn's past.

The Tomb of Huma

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olace, El Ultimo hogar , el Bosque Oscuro, Xak Tsaroth, Mishakal, el Orador de los Soles, Pax Tharkas, Pyros, Verminaard, Matafleur... ¡cuántos nombres y situaciones acuden a la memoria cuando recordamos las aventuras de los compañeros en su lucha contra los ejércitos de los Dragones!. Pero su misión no concluyó, ni mucho menos, con la victoria en Pax Tharkas sino que sus vidas se ven envueltas en nuevas y apasionantes acciones, y sus corazones agitados por profundos sentimientos. Siguen comprometidos en su tarea de encontrar la manera de desterrar la Oscuridad de Krynn. Sin embargo, sus destinos experimentan graves alteraciones. Después de la destrucción de Tarsis, la Bella, se ven separados en dos grupos. Sin perder la amistad entre ellos, cada uno de éstos vivirá momentos plenos de emoción y peligro. Es evidente, por ejemplo, la conmoción que sienten sus espíritus, cuando uno de los grupos descubre la tumba -¿auténtica, falsa?- del legendario Huma... Dos nuevos elementos van a jugar un papel fundamental en su lucha contra el Mal: por una parte, el hallazgo de la punta de una lanza, ¿tal vez la Dragonlance?, encontrada en la mano de un Caballero Solámnico, muerto y aprisionado en un muro de hielo, cabalgando a lomos de un majestuoso Dragón Plateado... y, por otra parte, el descubrimiento de los Orbes de los Dragones. ¿Qué misterio encerraban aquellas enigmáticas esferas de cristal, creadas por los Túnicas en las Torres de la Alta Hechicería?. Las autoras de esta trilogía, como ya lo demostraron en el I volumen de las Crónicas de la Dragonlance , continúan dando pruebas de su fecunda imaginación, habiendo creado el II volumen de la serie en el cual no decae, en ningún momento, ni la acción, ni el interés ni la abundancia de nuevas y sorprendentes aventuras. Selección de novel

The Seventh Gate

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Nearing the conclusion of their search for the seven keys to the prison of the Saviour of Galkis, Kerish and his companions are captured by the ruthless Brigands of Fangmere while on their way to the Forbidden Jungle of Jenze.

Dragons of the Dwarven Depths (Dragonlance: The Lost Chronicles, Vol. 1)

3.5 (2)
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In an untold story from the War of the Lance, the companions have saved the refugees of Pax Tharkas and led them to a hidden valley. For a time, they are safe, but the forces of the Dragon Army are in pursuit. As Tanis and Flint seek out a haven in the dwarven kingdom of Thorbardin, the rest of the companions face their own challenges. Raistlin is strangely drawn to the haunted fortress known as Skullcap. Sturm seeks the legendary Hammer of Kharas, the forging tool of the fabled dragonlances, while Tika Waylan must make a perilous journey to rescue those she loves from certain death. It is the dwarf, Flint Fireforge, who faces the most crucial test. As the heroes race against time to save the lives of those dependent on them, Flint is forced to make a difficult choice, one on which the future of mankind may rest.

La Malédiction de Strahd

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Révélez les mystères de Ravenloft dans cette effroyable aventure conçue pour le meilleur jeu de rôle au monde Sous de gros nuages noirs se détache la silhouette d'un vampire, le comte Strahd von Zarovich, contre les murs antiques du château de Ravenloft. Le tonnerre grondant martèle les tours du château. Le vent hurle de plus belle tandis qu'il détourne le regard en direction du village de Barovia. Au loin en contrebas, un groupe d'aventuriers vient de pénétrer sur ses terres, ce qui n'échappe pas à ses yeux d'aigle. Strahd esquisse l'ombre d'un sourire à peine perceptible : tout se passe selon ses plans. Il savait qu'ils arrivaient, et il sait pourquoi ils viennent. Il avait tout prévu. Un éclair illumine les ténèbres, mais Strahd a disparu. Il est minuit. Seul le vent trouble l'air nocturne. Le seigneur du château de Ravenloft a des invités à dîner. Vous faites partie des convives.