Thirteen dark short stories that whisper the forbidden secrets of the human heart. From the madness of a father showing his son how to kill, to the quiet desperation of a man trapped by love, to the horrible memories trapped within a haunted bed - these stories shine light into the places of the human condition rarely examined. But in the darkness there are monsters and things that want nothing more than to make sure the era of Man is soon to end. Here there be monsters, but sometimes the most terrifying monster of all is the one in the mirror.
From a dying young girl's friendship with strange sisters who live in the woods, to an encounter with an ageless horror with an insatiable hunger, to the horrible truth behind a brother's sudden disappearance, to the awkward realization of a haunted body part and so much more - these are stories that are born of the darkness and live on the borderlands of fear, these are Red Dreams. Here are fifteen tales that will remind you why you fear the darkness and the night"--Page 4 of cover
Welcome to the Kingdom of Man, where the Mistresses of Magic have ruled their Kingdom with sunshine and peace for centuries. As the dawning of a new age comes and a new Mistress is about to take the throne as Queen though, darkness is finally coming to the land. In a world full of amazing creatures and wondrous sights it will fall to people who have yet to meet to stand together against a hidden enemy who is working to bring darkness back to the land forever and who seeks to destroy all that is good in the Kingdom. But it is always during the darkest of times when the light can become the brightest, and in order to save their world, strangers will become friends, friends will become heroes, and heroes will become legends, united by their common hope and the simple magic of the Meep Sheep.
This pamphlet aims to situate Homer's 'The Iliad' and 'The Odyssey' in the context of the development of ancient Greek society from Mycenaean times down to the early classical period (around 600 BCE) and in the context of the common European epic and tradition. It draws on recent anthropological theories concerning the 'human revolution' and the origins of culture among hunter-gatherers in a pristine female-led coalition. Special focus is laid on Odysseus as the centre of an early bear cult and (hence) as frequent visitor to the world of the dead, and on Penepole as fully his equal in cunning.
Carter Oosterhouse knows how real people live and how intimidating home design can be. With his reassuring, “you can do it” attitude, he goes out of his way to show readers how to create realistic design elements that they can implement with basic tools and a little DIY experience. His mission is to bring people’s imaginations to life. The design features he constructs use materials easily found, are budget-conscious, and whenever possible environmentally friendly. In Carter’s Way, he decodes the time-tested principles of design, using specific examples and stunning photos to visually illustrate his points. Each chapter will cover a different area of the house, acknowledging the diversity of layouts in today’s homes. For example, one chapter will focus on spaces for cooking, eating, and socializing to appeal both to people with a formal dining area and those with more open floor plans, with a design that is about comfort, entertaining, and practicality. Other chapters include: intimate bedroom spaces featuring beautiful and efficient storage for a sensual environment that becomes a sanctuary; living/family rooms with the kind of versatility that allows them to convert from game-playing rumpus rooms to elegant cocktail party spaces; luxurious bathrooms that provide a spa-like getaway from stress while also conserving energy and water; home offices/entryways/laundry rooms; and outdoor spaces that can serve as two- or three-season rooms for entertaining and relaxing. [excerpt] I’m writing this book because of all the people who come up to me at events, or write me, saying things like, “I wish I could make my kitchen look like the one on your last show,” or, “If only I could have you work on my living room!” You don’t need me in person. You don’t need anybody else. You need my perspective and my method. My method is what I call “Carter’s Way.” It’s a process that has worked for me in dozens of different rooms and homes. Now I want it to work for you!
This study reappraises Sir Thomas Wyatt (c.1504-1542) as a poetic innovator. It discusses Wyatt's reflections on the writing process, and his awareness of how words can be turned in new directions - that is, rewritten, amended, transformed, manipulated, even performed - over the course of a text's production, transmission, and reception.
“If you didn’t grow up with an SNES and are curious to know about games like Chrono Trigger, Super Metroid and more, then this is the book for you.” —Got Game Following on from the previously released NES Encyclopedia, The SNES Encyclopedia is the ultimate resource for fans of Nintendo’s second home video game console, the Super Nintendo Entertainment System. Containing detailed information on all 780 games released for the SNES in the west, this enormous book is full of screenshots, trivia and charmingly bad jokes. It also includes a bonus section covering the entire twenty-two-game library of the Virtual Boy, Nintendo’s ill-fated 3D system which was released at the end of the SNES’s life. “Without question, The SNES Encyclopedia: Every Game Released for the Super Nintendo Entertainment System makes for an excellent video game library addition. It’s an economical and well-crafted book of Nintendo’s 16-bit history, and it’s sure to leave you yearning for the days of Super Mario World’s vibrant colors, Super Metroid’s intoxicating atmosphere, and Super Punch Out!!’s incredible tension. If you already own The NES Encyclopedia, you’ll know what to expect, but if you’re just starting a collection of video game-themed books, you can’t go wrong with this condense and informative offering.” —Nintendo World Report
Turn your app ideas into a money-making goldmine More than 10 billion apps have been downloaded from Apple's AppStore and with the right combination of original ideas, great features, solid coding, unique designs, and savvy marketing, your apps could be a part of that staggering number. This book shows you how to turn your ideas into profit-making success stories. Citing a fascinating array of real-world examples, this useful book invites you to meet the rich and famous of the app development world. You'll look behind the scenes of these successful visionaries to learn their secrets first hand and discover how these "bedroom coders" became overnight millionaires. Serves as a must-have introduction to the fascinating, cutting-edge world of app design, where innovation reaps reward Shows you how to structure your app development process based on the Appillionaires who made their fortune Explores what works and what doesn't with regards to getting your app featured and enticing buyers Looks at successful apps such as Angry Birds, Cut the Rope, Fruit Ninja, and many others that have taken the app world by storm If you were unaware of the potential to make money from selling your apps, then app-arently, you really need this book!
For all who yearn to travel to the home of the sagas, a beautifully illustrated companion to the terrain of Iceland—from puffins to ponies, glaciers and volcanoes to legendary trolls. Described by William Morris as “most unimaginably strange,” the landscape of Iceland has fascinated and inspired travelers, scientists, artists, and writers throughout history. This book provides a contemporary understanding of the landscape as a whole, not only its iconic glaciers and volcanoes, but also its deserts, canyons, plants, and animals. The book examines historic and modern scientific studies of the landscape and animals, as well as accounts of early visitors to the land. These were captivating people, some eccentric but most drawn to Iceland by an enthrallment with all things northern, a desire to experience the land of the sagas, or plain scientific and touristic curiosity. Featuring many spectacular illustrations, this is a fine exploration of a most singular landscape.
“An exhaustive, tremendous look back at one of the most beloved consoles of all time . . . an absolutely barnstorming recollection of a wonderful era.” —Finger Guns The third book in Chris Scullion’s series of video game encyclopedias, The Sega Mega Drive and Genesis Encyclopedia is dedicated to Sega’s legendary 16-bit video game console. The book contains detailed information on every single game released for the Sega Mega Drive and Genesis in the west, as well as similarly thorough bonus sections covering every game released for its add-ons, the Mega CD and 32X. With nearly a thousand screenshots, generous helpings of bonus trivia and charmingly bad jokes, The Sega Mega Drive and Genesis Encyclopedia is the definitive guide to a legendary gaming system. “The Sega Mega Drive and Genesis Encyclopedia is a must-buy for fans of the console and a perfect addition to any retro game fan’s library.” —Goomba Stomp Magazine
A History of Video Art is a revised and expanded edition of the 2006 original, which extends the scope of the first edition, incorporating a wider range of artists and works from across the globe and explores and examines developments in the genre of artists' video from the mid 1990s up to the present day. In addition, the new edition expands and updates the discussion of theoretical concepts and ideas which underpin contemporary artists' video. Tracking the changing forms of video art in relation to the revolution in electronic and digital imaging that has taken place during the last 50 years, A History of Video Art orients video art in the wider art historical context, with particular reference to the shift from the structuralism of the late 1960s and early 1970s to the post-modernist concerns of the 1980s and early 1990s. The new edition also explores the implications of the internationalisation of artists' video in the period leading up to the new millennium and its concerns and preoccupations including post-colonialism, the post-medium condition and the impact and influence of the internet.
In 2003, over 160,000 fans watched professional baseball in downtown Fort Worth's near north side. Baseball, which had been played in this north side area since 1911, had returned after a near 40-year absence. Fort Worth's rich tradition of professional baseball dates back to the start of the Texas League of Professional Baseball Clubs in 1888 and includes many players who continued to impact our national pastime at the major league level. Presenting over 170 photographs, programs, and maps this volume documents not only the play on the field, but the fun and excitement off the field as well. The book contains a chapter on Fort Worth's black baseball history, which dates back to the turn of the 20th century, and includes the new discovery of a forgotten ballpark dedicated to the black players and leagues of the early 1900s. Though the details are difficult to trace, this chapter showcases the pride the players demonstrated at the local level and the force they became in the national Negro leagues.
The book provides step-by-step guidance for development practitioners, managers, and all those interested in how development organisations can help small-scale producers build effective collective businesses.
In 1973, a young filmmaker named George Lucas scribbled some notes for a far-fetched space-fantasy epic. Some forty years and 37 billion later, Star Wars -- related products outnumber human beings, a growing stormtrooper army spans the globe, and "Jediism" has become a religion in its own right. Lucas's creation has grown into far more than a cinematic classic; it is, quite simply, one of the most lucrative, influential, and interactive franchises of all time. Yet incredibly, until now the complete history of Star Wars -- its influences and impact, the controversies it has spawned, its financial growth and long-term prospects -- has never been told. In How Star Wars Conquered the Universe, veteran journalist Chris Taylor traces the series from the difficult birth of the original film through its sequels, the franchise's death and rebirth, the prequels, and the preparations for a new trilogy. Providing portraits of the friends, writers, artists, producers, and marketers who labored behind the scenes to turn Lucas's idea into a legend, Taylor also jousts with modern-day Jedi, tinkers with droid builders, and gets inside Boba Fett's helmet, all to find out how Star Wars has attracted and inspired so many fans for so long. Since the first film's release in 1977, Taylor shows, Star Wars has conquered our culture with a sense of lightness and exuberance, while remaining serious enough to influence politics in far-flung countries and spread a spirituality that appeals to religious groups and atheists alike. Controversial digital upgrades and poorly received prequels have actually made the franchise stronger than ever. Now, with a savvy new set of bosses holding the reins and Episode VII on the horizon, it looks like Star Wars is just getting started. An energetic, fast-moving account of this creative and commercial phenomenon, How Star Wars Conquered the Universe explains how a young filmmaker's fragile dream beat out a surprising number of rivals to gain a diehard, multigenerational fan base -- and why it will be galvanizing our imaginations and minting money for generations to come.
Providing an overview of global railway networks and services, 'Railway Directory 2008' outlines current issues and provides accurate data on all of the world's major networks.
The spiritual encounter with the 'otherness' that Christians call God is often seen as the province of the very holy, or is simply dismissed in our rational, scientific culture - but it is part of the experience of being human, recognised down the ages. I
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