The stranger from London had defeated everyone in the Somerset village with his fantastic swordplay. Yet Dennis Tryon, the young schoolmaster, defends himself against the swordsman with his walking stick. The man is about to be killed for witchcraft when Tryon discovers the secret behind the Londoner's "magic" sword.
The stranger from London had defeated everyone in the Somerset village with his fantastic swordplay. Yet Dennis Tryon, the young schoolmaster, defends himself against the swordsman with his walking stick. The man is about to be killed for witchcraft when Tryon discovers the secret behind the Londoner's "magic" sword.
(Applause Books). SWORD FIGHTING; A MANUAL FOR ACTORS AND DIRECTORS is a comprehensive new work on the art of creating realistic and exciting fight sequences for theatre, film and TV. This book is the product of thirty years research and experimentation into traditional European martial arts by acclaimed fight director John Waller and his associates, and possibly the most wide-ranging and practical book on stage combat ever published.
Owen needs a sword if he's ever going to be a Knight of the Round Table and Matching Chairs. Will Owen manage to pull Excalibur from the giant scone? Super stars are lively storybooks for confident readers between 7 and 9 years.
The evil Crimson Trotter has crafted a deadly magical sword, and bestowed it on the villainous Gung-Ho and his gang of bandits. They plan to take over the city and seize the emperor's palace! The Kung-Fu Pigs are determined to foil the plan and save the emperor, but what match are they for the unbeatable blade, without a little magic of their own...?
Korbin Castlebane is a young mage who must live up to high expectations. After all, his uncle, Kendle, and The Heroes of Rothan are famous for their many brave deeds. When Korbin learns from his teacher about a magical artifact called The Breath of Hellspur, he is instantly enthralled. He believes that if he finds the sacred relic, he will finally live up to his family name. So, the mage teams up with a band of young adventurers on a quest to find the artifact. But when he runs into trouble, his famous uncle and his band of semi-retired heroes must come to his aid, not knowing the persuasive influence that the dark wizard Grazalon has had upon the decision to begin the journey. The wizard will call upon all of his powers to make sure that the Heroes of Rothan are crushed. They shall do no more good deeds. Join Korbin, his uncle and a band of heroes as they pursue adventure and seek to vanquish the forces of darkness in The Breath of Hellspur.
They are the half-bloods, the broken, the unforgiven. They failed themselves and their people. They are outcasts. Then, in the bitter wilds of Rashemen, they receive a desperate plea they alone can answer. If they succeed, it could mean their redemption. But if they fail, a troubled past will be the least of their problems. About the Author Keith Francis Strohm is the current Chief Operating Officer of Paizo Publishing, LLC, and the Publisher of Dragon and Dungeon magazines. Prior to that, he was the Vice President of Pokemon®, the Director of the Roleplaying and Miniatures categories, and the Brand Manager for Dungeons & Dragons®--all at Wizards of the Coast. He is the author of the Greyhawk® novel The Tomb of Horrors, and he has written three short stories for the Forgotten Realms. This is his second novel.
From the author of The Monsters Know What They’re Doing comes a follow-up strategy guide with MOAR! monster tactics for Dungeon Masters playing fifth edition Dungeons & Dragons. Keith Ammann’s first book based on his popular blog, The Monsters Know What They’re Doing, unpacks strategies, tactics, and motivations for creatures found in the Dungeons & Dragons Monster Manual. Now, in MOAR! Monsters Know What They’re Doing, he analyzes the likely combat behaviors of more than 100 new enemies found in Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes. Your campaign will never be the same!
The chance discovery of a skeleton in the ruins of a building, uncovered during the construction of the M1 motorway near Northampton in the 1950s, leads to further investigations which connect the skeleton with nearby Hartington Hall and to documents which have been held in the possession of the owners. This find, far from clarifying the mystery associated with these documents, only introduces more unanswerable questions. The novel then travels back through the centuries, to the time of the English Civil War, to follow the fortunes of one man called upon to spy for the King by enlisting in the armies of Parliament. Both his honour and his love for the daughter of the man he serves are in peril as he pursues this hazardous task. Back in relatively modern times, the story ends with the discovery of a secret chamber which contains not only the hidden treasure, but also documents that answer many of the questions originally posed by those Letters from the Past. Descriptions of the siege of Oxford, minor skirmishes, the battles of Marston Moor and Naseby form a backdrop to this story of romance and adventure.Wilson offers a real insight into the world of ordinary men and women during a time of considerable turmoil, in a land which is so often described as green and pleasant. The story of Letters from the Past continuously poses new mysteries, questions and puzzles, providing a thrilling read for any fans of historical fiction, war novels and romance.
Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design. Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while adding elements that support it. Filled with examples and exercises detailing how to put the clockwork game design pattern into use, this book is a must-have manual for designing games. A hands-on, practical book that outlines a very specific approach to designing games Develop the mechanics that make your game great, and limit or remove factors that disrupt the core concept Practice designing games through the featured exercises and illustrations
Intent on saving one of their own, a band of heroes travels to Eberron’s most isolated continent—facing drow elves and powerful magics along the way Xen'drik, the dark continent. A land of once-proud empires that now lie in ruin. A land shrouded in mystery where monsters and dark powers stalk the jungles, where only the bravest and most foolhardy will venture. Now, a band of former soldiers must brave the depths of Xen'drik to save Daine—their fearless leader, close companion, and the hero of the City of Towers. After joining forces with a mysterious woman, the friends venture to the dark continent, where they hope to find the ancient artifact that is the last hope to save Daine’s life.
Life is cheap in Byzantium. Life is cheap everywhere that the Romans are.' Byzantium. The imperial city - rising dramatically, as if by a trick of the light, from the peninsula of the Bosphorus and the Black Sea. Its domes and towers and minarets overlook a place of intrigue, lust, power, oppression, resistance and murder. Romans, Greeks, Zealots, Pharisees...all meet in the market squares of the great city, but mutual loathing and suspicion are rife. In this cauldron, the Doctor and his companions arrive, expecting to view the splendour and civilisation of the Roman empire. But events cast them into a deadly maelstrom of social and political upheaval. In the eye of the hurricane they must each face the possibility of being stranded, alone and far away from their own times, in an alien culture bunker.
The Order of the Bat'leth: founded after Kahless's ascension to Sto-Vo-Kor, the Order was tasked with rooting out dishonorable behavior and spreading the word of Kahless to the Klingon people. In the subsequent millennium, the Order has become more ceremonial, but now Chancellor Martok has called the Order back to its original function -- to preserve the cause of honor. Book Two Captain Klag of the I.K.S. Gorkon -- the newest inductee into the Order -- has given his word to the Children of San-Tarah that the Klingon Empire will leave them in peace. But Klag's old rival General Talak has ordered him to go back on his word and aid Talak in conquering the San-Tarah's world. Now Klag must stand against his fellow Klingons -- but will even his fellow members of the Order of the Bat'leth, not to mention his own crew, follow him into disobedience? Or will they betray him to Talak? The crew of the Gorkon faces its greatest trial in a glorious adventure that will be remembered in song and story throughout the Empire!
[A] well-plotted survey." Total Film In 100 American Horror Films, Barry Keith Grant presents entries on 100 films from one of American cinema's longest-standing, most diverse and most popular genres, representing its rich history from the silent era - D.W. Griffith's The Avenging Conscience of 1915 - to contemporary productions - Jordan Peele's 2017 Get Out. In his introduction, Grant provides an overview of the genre's history, a context for the films addressed in the individual entries, and discusses the specific relations between American culture and horror. All of the entries are informed by the question of what makes the specific film being discussed a horror film, the importance of its place within the history of the genre, and, where relevant, the film is also contextualized within specifically American culture and history. Each entry also considers the film's most salient textual features, provides important insight into its production, and offers both established and original critical insight and interpretation. The 100 films selected for inclusion represent the broadest historical range, and are drawn from every decade of American film-making, movies from major and minor studios, examples of the different types or subgenres of horror, such as psychological thriller, monster terror, gothic horror, home invasion, torture porn, and parody, as well as the different types of horror monsters, including werewolves, vampires, zombies, mummies, mutants, ghosts, and serial killers.
A band of war-weary soldiers have uncovered a plot that may tear the very fabric of reality forever. To save their own lives and to prevent a long-banished race of monsters from unleashing an army of horrors upon the waking world, they must reach the very heart of Dal Quor. To stop the cataclysm in time, they must fight their way to .
Kaerion Whitehart was once a mighty paladin, but sins of the past have cast him far from the light. Together with an elf mercenary, he now survives by the might of his sword alone. In exchange for a hefty purse, the two friends agree to accompany a band of patriots into a tomb haunted by fear and legend. They soon find the mission growing beyond their control. As warring factions vie for the ultimate prize of a long-dead wizard, Kaerion finds himself caught between death and redemption.
Have humans always fought and killed each other, or did they peacefully coexist until states developed? Is war an expression of human nature or an artifact of civilization? Questions about the origin and inherent motivations of warfare have long engaged philosophers, ethicists, anthropologists as they speculate on the nature of human existence. In How War Began, author Keith F. Otterbein draws on primate behavior research, archaeological research, data gathered from the Human Relations Area Files, and a career spent in research and reflection on war to argue for two separate origins. He identifies two types of military organization: one which developed two million years ago at the dawn of humankind, wherever groups of hunters met, and a second which developed some five thousand years ago, in four identifiable regions, when the first states arose and proceeded to embark upon military conquests. In carefully selected detail, Otterbein marshals the evidence for his case that warfare was possible and likely among early Homo sapiens. He argues from analogy with other primates, from Paleolithic rock art depicting wounded humans, and from rare skeletal remains with embedded weapon points to conclude that warfare existed and reached a peak in big game hunting societies. As the big game disappeared, so did warfare—only to reemerge once agricultural societies achieved a degree of political complexity that allowed the development of professional military organizations. Otterbein concludes his survey with an analysis of how despotism in both ancient and modern states spawns warfare. A definitive resource for anthropologists, social scientists and historians, How War Began is written for all who are interested in warfare and individuals who seek to understand the past and the present of humankind.
Has 85 full-page plates of hand-lettered text and meticulously detailed drawings that bring to life the day-to-day pleasures and privations of the Revolutionary soldier.
The Road to Chidarra is a Christian fiction novel based in an age when men worshipped at the altar of their cruel masters, the gods, and feared the monsters and strange beings who plagued their lands with malice and terror. The cries of the people are heard, and a stranger is sent from afar to guide, protect, and bring peace to the lands. This, however, comes at great cost, for the dark powers do not give in so easily, and the struggle for freedom always and forever shall be paved with blood and sacrifice. To hear a five minute audio teaser, click Here.
Michael and Gabriel looked at each other. Some pieces of the puzzle began to fall into place. Obviously, they weren't designed to protect their Creator. Although they had been eager to help with his Creation, they weren't actually needed for it. It made sense that they were designed to protect humans, but there were still so many unanswered questions. How were they to protect them? Where? What would Lucifer and his army of fallen soldiers do to try and cause the human to sin? Michael shook his head. It was just too much to ponder. Whenever he felt confused or overwhelmed, he fell back on the basics. Captain Turkel sits on a hospital bed in the Middle East, contemplating what his life will be like after losing his leg in the war in Iraq. He hates himself and wishes for the worst to happen. Meanwhile, in another part of the world, Juanita lives a semi-charmed life as a devout Christian until she learns that she has cancer-and things suddenly turn topsy-turvy. Will Captain Turkel ever forgive himself and those around him for what has happened? Will Juanita be able to survive her test of faith? Through a story told by angels and humans alike, Keith Ouzts brings to us a different perspective of what goes on in the spiritual realm while humans go about their everyday lives. It's a telling of creation; of the three angels Gabriel, Michael, and Lucifer; and of the age-old war between good and evil.
Marvel The Tales of Asgard Trilogy tells the stories of Asgard's greatest heroes—Thor, God of Thunder; Sif, the Unstoppable; and the Warriors Three, Volstagg the Voluminous, Fandral the Dashing, and Hogun the Grim. Book One—Marvel Thor: Dueling with Giants When Thor's hammer, Mjolnir, loses its enchantment, only one being is cunning enough to carry out such a trick: Thor's own adopted brother, Loki. As punishment, Odin imprisons Loki for a year, but the trickster soon takes on other forms and escapes his imprisonment. He provokes a dispute between Odin and the giant Hrungnir—one that soon brings a full-scale attack on Asgard and a one-on-one challenge to Thor himself. Book Two—Marvel Sif: Even Dragons Have Their Endings When the nearby village of Flodbjerge is terrorized by a dragon, it is Sif who must answer the call for help. Both her reputation and her life are on the line as she faces the fearsome dragon, Oter. The face-off won't be straightforward either—the winged beast has a secret that Sif will have to unravel in order to defeat him before the village and its people go up in flames. Book Three—Marvel Warriors Three: Godhood's End Throughout the Nine Worlds, giants are known more for their brawn than their brains, but the Frost Giant Thjasse has come up with an inspired plan: defeat the Aesir not by ending their lives in battle, but by stealing their precious Golden Apples of Immortality and letting time take its course. Is Odin's reign over? Or will the Warriors Three prove that it takes more than brute force and a little bit of ingenuity to topple fighters worthy of sharing Odin's table?
The Emperor and the Sword is a fi ctional novel set in the early twenty-fi rst century. After a series of catastrophic attacks the United States of America is thrust into a state of martial law. Disorder, misery and suffering rule the day. The survival of the nation and its people is at question as internal and external adversaries vie for domination. The principal character is a man named Michael Balian. Once a teacher and aspiring farmer from the Midwest he is thrust into a prominent role by divination and personal tragedy. Assisted by students, family, friends and those with far reaching motives he sets out to fulfi ll an unwanted destiny and assist in the restoration of Western culture as designed by the Founding Fathers. While the battle for the hearts and minds between the philosophical views of both Left and Right continue, sides are drawn, allegiances chosen. Geo-politically, the war to end all wars, again, is thrust upon the citizens of all realms. In the end, a new world order will be fashioned and to the victor go the spoils. History conveys the fact that all republican forms of government go through an accepted sequence from success to failure. In this story the author uses the chronicles passed on by man to justify the fi ctional account of a fallen republic into its natural evolutionary state of empire. Keith LaVelle resides in Williams Bay off the shores of Lake Geneva, WI. He has a Master's degree in International Relations with an emphasis in World History and Political Philosophy. As a certifi ed educator in secondary education he currently works with at-risk adolescents as a counselor, mentor and tutor. He is a member of St. Benedict's parish, a private pilot and martial artist.
The Collected Works of G.K. Chesterton is an ongoing project, edited by many of the most prominent Chesterton scholars in the world, including Dale Ahlquist, Denis Conlon, George Marlin, Lawrence Clipper, and many others. These handsome editions include explanatory footnotes, introductory essays, and much more.
From the creator of the popular blog The Monsters Know What They’re Doing comes a compilation of villainous battle plans for Dungeon Masters. In the course of a Dungeons & Dragons game, a Dungeon Master has to make one decision after another in response to player behavior—and the better the players, the more unpredictable their behavior! It’s easy for even an experienced DM to get bogged down in on-the-spot decision-making or to let combat devolve into a boring slugfest, with enemies running directly at the player characters and biting, bashing, and slashing away. In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.
The Burning Legion has been defeated, and eastern regions of Kalimdor are now shared by two nations: the orcs of Durotar, led by their noble Warchief, Thrall; and the humans of Theramore, led by one of the most powerful mages alive -- Lady Jaina Proudmoore. But the tentative peace between orcs and humans is suddenly crumbling. Random attacks against Durotar's holdings suggest that the humans have renewed their aggression toward the orcs. Now Jaina and Thrall must avert disaster before old hatreds are rekindled -- and Kalimdor is plunged into another devastating war. Jaina's search to uncover the truth behind the attacks leads her to a shocking revelation. Her encounter with a legendary, long-lost wizard will challenge everything that she believes and illuminate the secret history of the world of...
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