The Grand Tour

· Dreamland Cartea 3 · Baen Publishing Enterprises
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TOURISTS RUSH IN WHERE DREAMERS FEAR TO TREAD . . .

Where does your mind go when you fall asleep?

To the Dreamland, where seven Sleepers dream the ever-changing landscape drawn by the trillions of sleeping minds from the Waking World. Where form follows function, so a hovel today may be a castle or a cave tomorrow. Where the people battle nightmares with only the strength of their will and sanity.

Chuck Meadows is a Visitor from the Waking World, on an astral vision quest around the Dreamland. He has come on this arduous and dangerous journey to the Dreamland in hope of discovering the reason for the deep misery of his soul. With the aid of his spirit guide, Keir, the other members of the group, and the Dreamlanders he will meet along the way, he has to solve the puzzle before it literally tears him apart.

But not all Dreamlanders are eager to assist Chuck on his quest. There is an element lurking throughout the land that resents the Visitors and all they stand for. They hate the intrusion by Waking minds into their realm. They are furious that Visitors wield almost limitless influence while they have nothing. They intend to send a message back to the Waking world to leave them alone forever. The leader of the conspiracy is waiting only for the right moment to strike. He has a secret weapon that no one, Dreamlanders or Waking Worlders, can withstand. Chuck and his companions are unaware of the doom that awaits them¾but they have unseen allies as well as enemies. Chuck must learn the truth about them and about himself before it is too late.

At the publisher's request, this title is sold without DRM (Digital Rights Management).

_Theres plenty of entertaining satire throughout . . . [with] humor and unusual setting.Ó ¾Locus

_The entire premise is fun . . . reads a lot like Piers Anthonys Xanth series. Nye . . . is an author to watch.Ó ¾Kliatt

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