#WELCOME TO EPIC: PRESS START TO PLAY#. On New Earth, Epic is not just a computer game, it's a matter of life and death. If you lose, you lose everything; if you win, the world is yours for the taking. Seeking revenge for the unjust treatment of his parents, Erik subverts the rules of the game, and he and his friends are drawn into a world of power-hungry, dangerous players. Now they must fight the ultimate masters of the game -- The Committee. But what Erik doesn't know is that The Committee has a sinister, deadly secret, and challenging it could destroy the whole world of Epic.
How do we know we are real and not just some character in an elaborate game? In the virtual world of Saga, Ghost is a fifteen-year-old airboarding anarcho-punk, with no past, no memories, only a growing realisation of her own strange abilities. But who is she really and why is she becoming embroiled in a battle with the warped leader of Saga -- the Dark Queen? How have Erik and Cindella Dragonslayer fared since their adventures in Epic? And what happens if you dare to reach outside your world, or to question your identity? Is that simply the road to madness, death and destruction? Praise for Epic , Cindella Dragonslayer's first adventure: 'The most important Irish novel of the year.' Sunday Independent See the thrilling video trailer created for Saga by the US publisher, Viking Children's Books:
Everything comes with a price ... What if you could live in a universe where you were always the winner? Pushed to his limits by a horrific accident, Liam discovers he has an amazing ability: he can 'move' to parallel universes where things always turn out just the way he wants. But every time he moves the fabric of the metaverse begins to tear. And something evil begins to find its way in ... A gripping fantasy adventure story of the battle between a teenage boy and a terrible demon. It is also the deeper tale of how Liam changes, emerging from the final crisis a much wiser person than the boy for whom the ability to swap universes made the world his toy. A thrilling roller-coaster ride from an award-winning author.
The First Crusade (1096-1099) was an extraordinary undertaking, the repercussions of which have reached down to the present day. This book re-examines the sources to provide a detailed analysis of the various social classes that participated in the expedition, and the tensions between them.
The coming of the Normans to Ireland from 1169 is a pivotal moment in the country's history. It is a period full of bloodthirsty battles, both between armies and individuals. With colourful personalities and sharp political twists and turns, Strongbow's story is a fascinating one. Combining the writing style of an award-winning novelist with expert scholarship, historian Conor Kostick has written a powerful and absorbing account of the stormy affairs of an extraordinary era.
Deep in the cellars of the O'Brien Press is a safe that contained stories too horrible to be read. But somebody has broken into that safe and the stories have been released. This is one of those Forbidden Files. Alex Zwick never does what he is told. So when he finds a magic book, he just can't stop making wishes - even after they go horribly wrong. Will the book outsmart Alex and his friend Emily? Will its chillingly evil laughter ring out yet again in triumph? Full of giant, venomous spiders, vengeful gnomes and themes from mythology, this is a scary but fun page-turner. Another creepy Forbidden File that should never have escaped - read only if you dare!
Everyone in the virtual universe of Edda is made of pixels-except Penelope. While her body is kept alive in a hospital bed, her avatar runs free, able to go anywhere and do anything, including create deadly weapons for Edda's ruler, her guardian, Lord Scanthax. When Scanthax decides he wants to invade another virtual world, Erik/Cindella from Epic and Ghost from Saga become part of the story-and soon the virtual universes are alive with fighting, alight with bombs, and brought together by three teenagers who want peace and understanding. This is the third and final book in Conor Kostick's trilogy.
The story of how books in all their variety, from mathematics textbooks to murder mysteries, reach the hands of readers is a significant one. This is especially so in Ireland, where Irish publishing houses battle to flourish and survive through economic crises and in a market dominated by British publishers.The paradox of publishing, writes Tony Farmar, is that though it is a business, and a risky business everywhere, it is much more than that. Publishers’ ‘gatekeeping, encouragement and investing’ help to shape what has been called a country’s ‘mentalities’. Thus the importance of a flourishing local publishing industry, especially those that share a language with an ‘over-mighty neighbour’.The product of many years of research, this book focuses on the years from 1890 and includes a detailed chronicle of the key dates and events in the development of Irish book publishing. The final chapter, by Conor Kostick, covers the period from 2008 to 2018.What emerges is a vivid portrait of how the Irish book publishing industry contributed and continues to contribute in immeasurable ways to the intellectual and cultural life of Ireland.
From a staunchly Republican family, Michael O'Hanrahan's outwardly quiet and serious demeanour concealed a burning desire to see an independent Ireland. He was instrumental in setting up the first branch of the Gaelic League in Carlow. Michael also helped found the workingman's club in Carlow, which he left when they decided to admit a British soldier. After moving to Dublin, he played important roles in both Sinn Fein and the Irish Volunteers. As quartermaster of the Volunteers, he was responsible for the procurement of many of the arms used in the Easter Rising. Michael O'Hanrahan was also a talented journalist and novelist whose development was cut short by his execution in 1916. In this new biography Conor Kostick brings to life a man who helped launch the 1916 Rising.
A vivid and entertaining guide to the events and locations of the Easter 1916 Rising.Defying all the odds 1600 men, women and children went out on 24 April, Easter Monday, 1916 to fight for an independent Ireland. The battle raged for six days and resulted in the destruction of many parts of Dublin city.The bloody executions of the leaders by the British after the Rising awakened a generation to the cause of Irish freedom.Vividly illustrated, this book takes you through the battle-torn streets of Dublin. Hear the sounds, smell the gunpowser and meet the main players, as the complexities of this dramatic episode in Irish history are explained in an accessible and concise fashion.
The story of the final battle of the First Crusade The most extraordinary siege in medieval history began with the arrival of a Christian army at Jerusalem on the dawn of Tuesday, 6 June, 1099. Other sieges may have lasted longer, involved greater numbers of troops, and deployed more siege engines but nothing else in the entire medieval period compares to the extraordinary journey that the besiegers had made to get to their goal and the heady religious enthusiasm among the troops. This was the culmination of the First crusade, a military pilgrimage that had seen hundreds of thousands of men, women, and children leave their homes in Western Europe, march for three years over thousands of miles, and undergo tremendous hardship to reach their longed-for goal: Jerusalem. No other medieval army had made such a journey and no other army had such a peculiar makeup. There were hundreds of unattached poor women, gathered from the margins of Northern French towns by the charity of the charismatic preacher, Peter the hermit, and given a new direction in their lives through the expedition to Jerusalem. There were farmers who had sold their land and homes, put all their belongings in two-wheeled carts, and marched alongside their oxen. Bards came and earned their keep by composing songs about the events they were witnessing, from songs about the heroic charges of the nobles to bawdy satires on the lax behavior of some of the senior clergy. Naturally, knights and foot soldiers were at the heart of the fighting forces, but even here there was a strange fluidity to the army, with the status of a warrior rising or falling depending on his ability to keep his horse alive and his armor in good order. The Siege of Jerusalem offers a vivid and engaging account of the events of that siege; the key figures, the turning points, the spiritual beliefs of the participants, the deep political rivalries, and the massacre of the inhabitants, which left such a deep scar in the horrified imagination of those who learned about it, that it still evokes passionate feelings nearly a thousand years later.
In the virtual world of Edda, ruler Scanthax decides he wants to invade another virtual world, embroiling the universes of Edda, Saga, and Epic in war, with only three teenagers to try to restore peace.
On New Earth, a world based on a video role-playing game, fourteen-year-old Erik persuades his friends to aid him in some unusual gambits in order to save Erik's father from exile and safeguard the futures of each of their families.
In this short book we've set out the rules of around thirty popular schoolyard games and suggested adaptions to make them inclusive for VI children. They have been tried and tested by Maya and her friends. Our hope is that teachers, parents and kids will find this helpful and our suggestions, based on Maya's experience, will lead to a lot of fun and laughter in other schoolyards. Contents: Ibble Obble, Coconut Crack, Sprouts (Mushrooms), Jack Frost and the Sunshine, Pizza, Crocodile, Crocodile, What's the Time Mr Wolf?, Hopscotch, Frog in the Pond, Blind Man's Bluff, Marco Polo, Bulldog, Red Rover, Skipping - Long Rope, Skipping - Short Rope, Tip the Can (Icky 1, 2, 3), Snake Game, The Stone Game, Stuck in the Mud, Rounders, Leapfrog, Soccer, Keepy-Uppy, Corners, Wriggle, Flush the Toilet, Snatch the Bacon, Duck, Duck, Goose, Cops and Robbers, Seven Up (Heads Down, Thumbs Up), The Floor Lava, Beanbag Toss.
The story of the final battle of the First Crusade The most extraordinary siege in medieval history began with the arrival of a Christian army at Jerusalem on the dawn of Tuesday, 6 June, 1099. Other sieges may have lasted longer, involved greater numbers of troops, and deployed more siege engines but nothing else in the entire medieval period compares to the extraordinary journey that the besiegers had made to get to their goal and the heady religious enthusiasm among the troops. This was the culmination of the First crusade, a military pilgrimage that had seen hundreds of thousands of men, women, and children leave their homes in Western Europe, march for three years over thousands of miles, and undergo tremendous hardship to reach their longed-for goal: Jerusalem. No other medieval army had made such a journey and no other army had such a peculiar makeup. There were hundreds of unattached poor women, gathered from the margins of Northern French towns by the charity of the charismatic preacher, Peter the hermit, and given a new direction in their lives through the expedition to Jerusalem. There were farmers who had sold their land and homes, put all their belongings in two-wheeled carts, and marched alongside their oxen. Bards came and earned their keep by composing songs about the events they were witnessing, from songs about the heroic charges of the nobles to bawdy satires on the lax behavior of some of the senior clergy. Naturally, knights and foot soldiers were at the heart of the fighting forces, but even here there was a strange fluidity to the army, with the status of a warrior rising or falling depending on his ability to keep his horse alive and his armor in good order. The Siege of Jerusalem offers a vivid and engaging account of the events of that siege; the key figures, the turning points, the spiritual beliefs of the participants, the deep political rivalries, and the massacre of the inhabitants, which left such a deep scar in the horrified imagination of those who learned about it, that it still evokes passionate feelings nearly a thousand years later.
The story of how books in all their variety, from mathematics textbooks to murder mysteries, reach the hands of readers is a significant one. This is especially so in Ireland, where Irish publishing houses battle to flourish and survive through economic crises and in a market dominated by British publishers.The paradox of publishing, writes Tony Farmar, is that though it is a business, and a risky business everywhere, it is much more than that. Publishers’ ‘gatekeeping, encouragement and investing’ help to shape what has been called a country’s ‘mentalities’. Thus the importance of a flourishing local publishing industry, especially those that share a language with an ‘over-mighty neighbour’.The product of many years of research, this book focuses on the years from 1890 and includes a detailed chronicle of the key dates and events in the development of Irish book publishing. The final chapter, by Conor Kostick, covers the period from 2008 to 2018.What emerges is a vivid portrait of how the Irish book publishing industry contributed and continues to contribute in immeasurable ways to the intellectual and cultural life of Ireland.
Everyone in the virtual universe of Edda is made of pixels-except Penelope. While her body is kept alive in a hospital bed, her avatar runs free, able to go anywhere and do anything, including create deadly weapons for Edda's ruler, her guardian, Lord Scanthax. When Scanthax decides he wants to invade another virtual world, Erik/Cindella from Epic and Ghost from Saga become part of the story-and soon the virtual universes are alive with fighting, alight with bombs, and brought together by three teenagers who want peace and understanding. This is the third and final book in Conor Kostick's trilogy.
From a staunchly Republican family, Michael O'Hanrahan's outwardly quiet and serious demeanour concealed a burning desire to see an independent Ireland. He was instrumental in setting up the first branch of the Gaelic League in Carlow. Michael also helped found the workingman's club in Carlow, which he left when they decided to admit a British soldier. After moving to Dublin, he played important roles in both Sinn Fein and the Irish Volunteers. As quartermaster of the Volunteers, he was responsible for the procurement of many of the arms used in the Easter Rising. Michael O'Hanrahan was also a talented journalist and novelist whose development was cut short by his execution in 1916. In this new biography Conor Kostick brings to life a man who helped launch the 1916 Rising.
In Battles and Generals: Combat, Culture, and Didacticism in Procopius’ Wars, Whately reads Procopius’ descriptions of combat through the lens of didacticism, arguing that one of Procopius’ intentions was to construct those accounts not only so that they might be entertaining to his audience, but also so that they might provide real value to his readership, which was comprised, in part, of the empire’s military command. In the course of this analysis we discover that the varied battles and sieges that Procopius describes are not generic; rather, they have been crafted to reflect the nature of combat – as understood by Procopius – on the three fronts of Justinian’s wars, the frontier with Persia, Vandal north Africa, and Gothic Italy.
The First Crusade (1096 – 1099) was an extraordinary undertaking. Because the repercussions of that expedition have rippled on down the centuries, there has been an enormous literature on the subject. Yet, unlike so many other areas of medieval history, until now the First Crusade has failed to attract the attention of historians interested in social dynamics. This book is the first to examine the sociology of the sources in order to provide a detailed analysis of the various social classes which participated in the expedition and the tensions between them. In doing so, it offers a fresh approach to the many debates surrounding the subject of the First Crusade.
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