Sport Climbs continues to be the most relevant climbing guide to the Canadian Rockies on the market. Featuring over 2,000 routes located throughout the Bow Valley, including climbs at Banff, Canmore, Lake Louise, Kananaskis Country and the Ghost River area, this edition features three new areas and the latest updates and is illustrated with over 300 topos, along with accompanying maps and photos. All routes include difficulty classifications and are completely indexed, including first-ascent information. With more than 12,000 copies sold to date, Sport Climbs in the Canadian Rockies is the quintessential guidebook that both local and visiting climbers reach for when travelling to western Canada.
This provocative study explores what happens to those who commit suicide. Drawing on communications from the spirits of more than 100 'successful' suicides, it offers an intriguing look at what the dead themselves say about suicide, its repercussions, and their experiences in the afterlife. Bringing together the channeled messages of three types of suicide—traditional suicide, assisted suicide, and the suicide mass murder adopted by terrorists—the book covers a wide range of topics, including why people commit suicide, what it is like to cross over, adjustment problems, what suicides would say to those left behind, and what they would tell others thinking of taking their own lives. Additionally, the book conveys powerful messages from suicide bombers, warning potential terrorists of the serious karmic consequences that await them. For anyone contemplating suicide or euthanasia, the book offers profound, sometimes unsettling, insight into the ramifications of these acts.
Blood pays for blood… When Fargo comes across five wagons and a mess of corpses, he gets caught up on a mission to rescue four young ladies from rampaging Comanche warriors—one of whom is the daughter of a maniacal Army colonel. But when he discovers the horrible truth behind the bloodshed, the Trailsman is forced to face off against friend and foe alike…
Sport Climbscontinues to be the most relevant climbing guide to the Canadian Rockies on the market. Featuring over 2,000 routes located throughout the Bow Valley, including climbs at Banff, Canmore, Lake Louise, Kananaskis Country and the Ghost River area, this edition features three new areas and the latest updates and is illustrated with over 300 topos, along with accompanying maps and photos. All routes include difficulty classifications and are completely indexed, including first-ascent information. With more than 12,000 copies sold to date, Sport Climbs in the Canadian Rockiesis the quintessential guidebook that both local and visiting climbers reach for when travelling to western Canada.
During the half-century after the Civil War, intellectuals and politicians assumed the Midwest to be the font and heart of American culture. Despite the persistence of strong currents of midwestern regionalism during the 1920s and 1930s, the region went into eclipse during the post–World War II era. In the apt language of Minnesota’s F. Scott Fitzgerald, the Midwest slid from being the “warm center” of the republic to its “ragged edge.” This book explains the factors that triggered the demise of the Midwest’s regionalist energies, from anti-midwestern machinations in the literary world and the inability of midwestern writers to break through the cultural politics of the era to the growing dominance of a coastal, urban culture. These developments paved the way for the proliferation of images of the Midwest as flyover country, the Rust Belt, a staid and decaying region. Yet Lauck urges readers to recognize persisting and evolving forms of midwestern identity and to resist the forces that squelch the nation’s interior voices.
Checkers is a classic game that’s been played for many years for a reason. It’s great for players of all ages—from children to senior citizens—and skill levels, and there are many alternative games to play using a checkers board. In this book, readers learn the general rules of the game as well as several strategies to begin using right away. Simple diagrams of the game board and easy-to-understand language aid in getting readers from page to play in no time.
Learning to play chess is almost a life skill. Many people play it and even more reference its strategy in all kinds of conversations. It’s a great game for young people to become familiar with—and even learn to love! This book gives a thorough, but simple, overview of the basic rules and moves of chess. From how to use each piece to some popular strategies, the game play outlined helps new players head right to the chess board after reading!
At the center of American history is a hole—a gap where some scholars’ indifference or disdain has too long stood in for the true story of the American Midwest. A first-ever chronicle of the Midwest’s formative century, The Good Country restores this American heartland to its central place in the nation’s history. Jon K. Lauck, the premier historian of the region, puts midwestern “squares” center stage—an unorthodox approach that leads to surprising conclusions. The American Midwest, in Lauck’s cogent account, was the most democratically advanced place in the world during the nineteenth century. The Good Country describes a rich civic culture that prized education, literature, libraries, and the arts; developed a stable social order grounded in Victorian norms, republican virtue, and Christian teachings; and generally put democratic ideals into practice to a greater extent than any nation to date. The outbreak of the Civil War and the fight against the slaveholding South only deepened the Midwest’s dedication to advancing a democratic culture and solidified its regional identity. The “good country” was, of course, not the “perfect country,” and Lauck devotes a chapter to the question of race in the Midwest, finding early examples of overt racism but also discovering a steady march toward racial progress. He also finds many instances of modest reforms enacted through the democratic process and designed to address particular social problems, as well as significant advances for women, who were active in civic affairs and took advantage of the Midwest’s openness to women in higher education. Lauck reaches his conclusions through a measured analysis that weighs historical achievements and injustices, rejects the acrimonious tones of the culture wars, and seeks a new historical discourse grounded in fair readings of the American past. In a trying time of contested politics and culture, his book locates a middle ground, fittingly, in the center of the country.
The face of 1980s television was shaped by a man who stayed behind the scenes. Stephen Cannell's reluctant white knights--put-upon private eye James Rockford, World War II fly-boys the Black Sheep Squadron, hapless superhero Ralph Hinckley, fugitive mercenaries the A-Team, and maverick cop Hunter--traversed the television landscape from the 1970s to the 1990s. Cannell changed the face of the action-adventure genre, updating the crime-show format with a hybrid of rebellious morality, juvenile wit, intelligent sarcasm, and radical conservatism. This book discusses in detail the programs of the writer-producer and lists every episode of his award-winning productions from the early 1970s to the early '90s. The book features publicity photos and descriptions of unsold pilots.
Walter Jon Williams really knows how to play power chords in the 'key of wonder' and in Implied Spaces he's gone to town on the guitar solo!" --Charles Stross "Implied Spaces pioneers a new genre of SF--- the 'Sword and Singularity' novel. Williams combines fantasy tropes believably with nanotech, bleeding-edge infotech speculation, classic smashing-planets space opera, and intriguingly human, or possibly post-human characters along with a fast-moving plot and a quirky sense of humor in a melance that's cosmological, theological, ontological, comic, and thoroughly entertaining." ---S.M. Stirling The mysterious swordsman Aristide wanders the multiverse with his talking cat Bitsy, both of them in search of the "implied spaces," the accidents of architecture in a world that is itself artificial and created by a supreme intelligence. While exploring the pre-technological world of Midgarth, Aristide discovers a plot that threatens to shake the multiverse to its foundations, a sinister enemy intent on laying all humanity in his thrall. Aristide must surmount war, plague, death, the loss of love, and cosmic havoc in order to finally confront the enemy, whose secret brings all reality into questions . . .
In a time of compromise and disillusionment, God is calling his people to a movement of beautiful resistance. We live in a time when our culture is becoming increasingly shallow, coarse, and empty. Radical shifts in the areas of sexuality, ethics, technology, secular ideologies, and religion have caused the once-familiar landscape of a generation ago to be virtually unrecognizable. Yet rather than shine as a beacon of light, the church often is silent or accommodating. This isn’t a new phenomenon. During World War II, pastor and theologian Dietrich Bonhoeffer was deeply troubled by the compromise in the German church. Their capitulation to the Nazi party brought shame and dishonor to the gospel. In response, he helped create an underground movement of churches that trained disciples and ultimately sought to renew the church and culture of the day. In our compromised church, we need new underground movements of discipleship and resistance. Widely respected New York pastor Jon Tyson unveils a revived vision for faithful discipleship—one that dares to renew culture, restore credibility, and replace compromise with conviction. For all who have felt this conflict in the soul between who we are and who God calls us to be, Beautiful Resistance is a bold invitation to reclaim what’s been lost—regardless of the cost. Praise for Beautiful Resistance “Beautiful Resistance is one of the most compelling and defiant books I’ve read in a long time. I love Jon’s radical, no-messing vision of the church as a prophetic community. This is a wake-up call for us all from the heart of a man who lives his message, loves his city, and serves his Lord with a passion and intelligence destined to become less rare.”—Pete Greig, founder of the 24-7 Prayer movement
If you have ever looked at a fantastic adventure or science fiction movie, or an amazingly complex and rich computer game, or a TV commercial where cars or gas pumps or biscuits behaved liked people and wondered, “How do they do that?”, then you’ve experienced the magic of 3D worlds generated by a computer. 3D in computers began as a way to represent automotive designs and illustrate the construction of molecules. 3D graphics use evolved to visualizations of simulated data and artistic representations of imaginary worlds. In order to overcome the processing limitations of the computer, graphics had to exploit the characteristics of the eye and brain, and develop visual tricks to simulate realism. The goal is to create graphics images that will overcome the visual cues that cause disbelief and tell the viewer this is not real. Thousands of people over thousands of years have developed the building blocks and made the discoveries in mathematics and science to make such 3D magic possible, and The History of Visual Magic in Computers is dedicated to all of them and tells a little of their story. It traces the earliest understanding of 3D and then foundational mathematics to explain and construct 3D; from mechanical computers up to today’s tablets. Several of the amazing computer graphics algorithms and tricks came of periods where eruptions of new ideas and techniques seem to occur all at once. Applications emerged as the fundamentals of how to draw lines and create realistic images were better understood, leading to hardware 3D controllers that drive the display all the way to stereovision and virtual reality.
Two seasoned experts with decades of experience working with channeled material describe the various stages of life after death Just as life itself has different stages of growth and development, so does the afterlife. In this useful handbook, authors Pamela Rae and Jon Klimo demonstrate how dying and rebirth are, much like life, continuous processes. Beginning with the moment of death itself, progressing through different transitional stages, and ending with the return of spirits to the physical plane, they define the purposes and pitfalls of each stage. They look at the kinds of adjustment problems that occur in each phase, and how spirits can be helped to move forward. Questions of pain and emotional state at the time of death, karma, and reincarnation are sensitively addressed. The book includes practical techniques for opening communication with those who have passed on to the other side. While of interest to anyone seeking a general overview of the subject, Handbook to the Afterlife is particularly useful for those dealing with spirits who have not moved on, such as ghosts.
Underground rap is largely a subversive, grassroots, and revolutionary movement in underground hip-hop, tending to privilege creative freedom as well as progressive and liberating thoughts and actions. This book contends that many practitioners of underground rap have absorbed religious traditions and ideas, and implement, critique, or abandon them in their writings. This in turn creates processural mutations of God that coincide with and speak to the particular context from which they originate. Utilising the work of scholars like Monica Miller and Alfred North Whitehead, Gill uses a secular religious methodology to put forward an aesthetic philosophy of religion for the rap portion of underground hip-hop. Drawing from Whiteheadian process thought, a theopoetic argument is made. Namely, that it is not simply the case that is God the "poet of the world", but rather rap can, in fact, be the poet (creator) of its own form of quasi-religion. This is a unique look at the religious workings and implications of underground rap and hip hop. As such, it will be of keen interest to scholars of Religious Studies, Hip-Hop Studies and Process Philosophy and Theology.
Explore the ancient art of fortune-telling with the newest Workstation book. Learn how to divine the future using astrology, numerology, runes, Chinese dice, and palmistry. Comes complete with 16 pages of interpretations for over 20 fortune-telling variations and breakdown for every sign in the zodiac, and includes a deck of fortune-telling cards, Mystic Seven Spinner and apindle, and 25 rune stones.
Kids can learn the hottest game around and be expert players in no time with instruction on the rules, strategies, and everything else they need to know. The accompanying pouch contains everything players need to begin. Consumable.
The game of dominoes has been around for thousands of years. It’s no wonder. These tiles are used for a number of fun, inventive games for players of many ages and skill levels. In this book, readers learn how to play regular dominoes and strategies to win. They also learn variations on the traditional game to make any game night a challenge, even for experience dominoes players. With age-appropriate explanations and games, this book takes readers from page to play in no time!
There are so many games with dozens of pieces, that take forever to set up, and have pages of rules. Not dice games! All readers of this awesome book will need are a few dice and a couple people to play with. Including a step-by-step way to make your own dice, this book introduces a plethora of games that can be played while waiting at the doctor’s office, in the cafeteria at school, or just alone on a rainy day. They’re fun, fast-paced, and some even include a little math!
There are so many games with dozens of pieces, that take forever to set up, and have pages of rules. Not dice games! All readers of this awesome book will need are a few dice and a couple people to play with. Including a step-by-step way to make your own dice, this book introduces a plethora of games that can be played while waiting at the doctor’s office, in the cafeteria at school, or just alone on a rainy day. They’re fun, fast-paced, and some even include a little math!
The game of dominoes has been around for thousands of years. It’s no wonder. These tiles are used for a number of fun, inventive games for players of many ages and skill levels. In this book, readers learn how to play regular dominoes and strategies to win. They also learn variations on the traditional game to make any game night a challenge, even for experience dominoes players. With age-appropriate explanations and games, this book takes readers from page to play in no time!
Checkers is a classic game that’s been played for many years for a reason. It’s great for players of all ages—from children to senior citizens—and skill levels, and there are many alternative games to play using a checkers board. In this book, readers learn the general rules of the game as well as several strategies to begin using right away. Simple diagrams of the game board and easy-to-understand language aid in getting readers from page to play in no time.
Learning to play chess is almost a life skill. Many people play it and even more reference its strategy in all kinds of conversations. It’s a great game for young people to become familiar with—and even learn to love! This book gives a thorough, but simple, overview of the basic rules and moves of chess. From how to use each piece to some popular strategies, the game play outlined helps new players head right to the chess board after reading!
This will help us customize your experience to showcase the most relevant content to your age group
Please select from below
Login
Not registered?
Sign up
Already registered?
Success – Your message will goes here
We'd love to hear from you!
Thank you for visiting our website. Would you like to provide feedback on how we could improve your experience?
This site does not use any third party cookies with one exception — it uses cookies from Google to deliver its services and to analyze traffic.Learn More.