Scion Hero


John Chambers - 2007
     Their battles in the Overworld have spilled over to ours. Armed with abilities and weapons granted by their divine parents, the Scions stand as humanity's only defense. This book includes: • Six ready-to-play Scions—the offspring of the Gods • Rules to create your own Scion from one of more than 50 gods from six different pantheons • The adventure, "The Long Road to Heaven," using the Storytelling Adventure System Scion: Hero is the first book in a new Storytelling game series from White Wolf Publishing. 336 page hardcover.

X-Men/Doctor Doom: The Chaos Engine


Steven A. Roman - 2000
    Led by their teacher, Professor Charles Xavier, the X-Men are dedicated to protecting humanity from the forces of chaos, hoping to one day rid the world of an even greater darkness?the prejudice that has made them outcasts. Returning from another dimension, the X-Men discover that Earth is now ruled by one of the most notorious tyrants the world has ever known?Doctor Doom. Far more disturbing than the police state in which they find themselves, however, is the fact that some of the world's greatest Super Heroes?including the X-Men's closest friends?have allied themselves with the legendary villain.Searching for answers, hunted by old enemies and former allies, the mutant adventurers face their greatest challenge: deposing an armor-clad madman with an entire world against them.Standing between them and victory, though, is their deadliest enemy?the malevolent Magneto, who has his own plans for dominating the world?

The Beginning After the End: Publisher's Pack #3-4


TurtleMe - 2020
    Beckoning Fates (book 3):Was I taking this life for granted? Having this amount of power at my age had made me lose some of the sense of rationality I’d had in my former life. No longer a king, no longer tied down by rules and politics, I’d become careless. In this world, my potential was boundless.Though Arthur Leywin would like nothing more than to pursue his studies at the esteemed Xyrus Academy, where he hopes to push his already potent magical abilities to new plateaus and perhaps discover something more about his reincarnation into this world, he finds the politics of the school’s halls even more challenging to navigate than those of the council chambers he once inhabited as King Grey. Arthur faces inept professors, jealous classmates, and an overeager director while fending off the affection of an old friend and the aggression of an old enemy. Then a routine class trip into a low-level dungeon turns out to be anything but, and Arthur discovers something that will change his life forever.Horizon's Edge (book 4):In my past life I hadn’t had anyone I would have given my life to protect. I had that now, but I didn’t have the strength to protect them - not against what was about to come.In another life, Arthur Leywin was a king and no stranger to war. He was not ready, however, to find himself at the heart of a conflict that will reshape his entire new world. Despite his abilities, it seems as if the danger only increases with every discovery he makes. His oldest friend succumbs to a power that may destroy her, a power Arthur gave her. His most constant foe accepts a dark gift to challenge Arthur’s strength, an act that threatens all of Xyrus Academy. How can he keep his family safe if his very presence is the thing that draws danger to them? Can he dispel the specters of war before it is too late?©2016 TurtleMe (P)2020 Podium Publishing

Rafael Nadal: The Biography


Tom Oldfield - 2009
    He was 19 years old when he won the 2005 French Open in his very first appearance at the event. A left-hander with a booming forehand, Nadal had been known as a clay-court specialist since playing his first pro tournaments in 2001. His aggressive style, flowing hair, and muscular build have made him a fan favorite as well. He won his first singles title in 2004, and had a breakout season in 2005, winning at Monte Carlo, Rome, Barcelona, and Stuttgart as well as at Roland Garros. He won the French Open again in 2006, 2007, and 2008, defeating rival Roger Federer in the final each time. In 2008 he broke through at Wimbledon, beating Federer to win the men's singles title in a spectacular fashion. No Nadal fan will want to be without this comprehensive biography.

Marvel Masterworks: Warlock, Vol. 1


Roy ThomasBob Brown - 2007
    Penciled by GIL KANE, JOHN BUSCEMA, TOM SUTTON, BOB BROWN & HERB TRIMPE. Cover by GIL KANE. As the 1970s dawned, Marvel Comics marched into a new era. An era whose heroes increasingly reflected the turmoil and social unrest of the time. And as Marvel's heroic pantheon evolved, a newly christened hero debuted to herald that new era: Adam Warlock! Mixing super-hero action with equal parts social consciousness and allegory, writer Roy Thomas and artist Gil Kane, in some of the most accomplished work of his career, launched Warlock on a wild ride across the cosmos to Counter-Earth! Hastened by the High Evolutionary to be the savior of this parallel planet, Warlock, armed for the first time with his soul gem, must do battle with the evil Man-Beast for the very planet itself! Featuring guest-appearances by Dr. Doom, Reed Richards and no less than the Incredible Hulk, this volume of never-before-collected stories is one you won't want to miss, and you can bet your pet rock on that! Collecting MARVEL PREMIERE #1-2, WARLOCK #1-8 and INCREDIBLE HULK #176-178. 288 PGS.

Dark Sun: Campaign Setting


Timothy B. Brown - 1991
    This box contains several booklets:Rules Book - 96 pagesThe Wanderer's Journal - 96 pagesthe adventure 'A Little Knowledge', consisting off:A Little Knowledge - 16 pages fiction written by Jerry OltionSpiral bound Dungeon Master's Book - 24 pagesSpiral bound Player's Aid Cards book - 24 pages

Arbiter of Worlds: A Primer for Gamemasters


Alexander Macris - 2019
    This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash

Best Seat in the House


Spike Lee - 1998
    The first is professional basketball's metamorphosis from a fringe sport whose championship games would air tape-delayed at 11:30 p.m., after the local news had already given the scores, to become the big-money sports spectacular it is today, filled with outrageously inflated salaries and egos. The other journey is that of Shelton Jackson Lee himself, who has gone from a skinny kid playing ball on the streets of Brooklyn, sneaking into Madison Square Garden to watch his beloved Knicks, to Morehouse College and NYU film school, to being a world-renowned film director and hoops fan. The book charts Spike's artistic journey from his first college film (Super 8), called "Last Hustle in Brooklyn," and his gradual move down from the raucous, nosebleed blue seats just below the Garden's rafters, closer and closer to the on-court action until, in the year "Malcolm X" was released, Spike landed the coveted courtside seats he has today - the best seats in the house. From there, his blue-seat emotions, transplanted to within arm's reach of the action, have led to numerous confrontations with refs and opposing players - some of them public, like the notorious Reggie Miller incident - but most never before discussed. Along the way Spike takes readers on entertaining and provocative detours, including a one-on-one with that other film-directing, Brooklyn-born, Garden-inhabiting hoops fan, Woody Allen; reviews of sports movies (Spike has seen them all, and the results aren't pretty); an unusually candid and revelatory interview with Michael Jordan; and astark assessment of the role of African-American athletes both in the big business of sports and in the broader culture.

Dream


R.W. Krpoun - 2015
    They did their time in Iraq, hold regular jobs, and spend some of their free time playing RPGs on their game platforms and at the table. Until the day they wake up in a different world, caught up in a half-understood web of events and personalities, hatreds and loyalties that goes back millennia. All wrapped up in a place where magic is real and far too many concepts of the role-playing game are not just real, but also a deadly serious business. Dropped into a world with little in the way of personal resources and a surplus of powerful enemies and dangerous strangers, the four must find their way home while learning all too well the concept of ‘first-level abilities’. Very little is certain in their new environment save that death is very real and the opportunities to meet it are commonplace. Four gamers with military backgrounds are thrust into a world where magic is real and the five toughest individuals on the planet want them dead: it is the worst campaign hook imaginable.

Ravenloft Campaign Setting:


Bruce Nesmith - 1994
    Other lords of darkness have embraced the Demiplane of Dread as their own, and woe to heroes who wander there. Creatures of the night prey freely upon the living in this land, and day is but a prelude to another night of horror.This new edition of the RAVENLOFT game combines the original Realm of Terror boxed set with elements of Forbidden Lore and updated rules from other accessories. Domains destroyed in the infamous Grand Conjunction have been deleted, new domains added, and key personalities detailed.This boxes set includes: Realm of Terror - a 160-page book of rules concerning the reshaping of character classes; fear, horror, madness, and powers checks; curses; spells and magical items,both new and old; psionics; techniques of terror; and more. Domains and Denizens - a 128-page book describing the dark lands of the Core, the islands of terror, and many nefarious personages. Two maps depicting the reshaped Core domains and the islands of terror.A poster featuring a painting by artist Robh Ruppel. A tarokka deck of beautifully illustrated cards for role-playing fortunetelling.A DM screen specifically designed to be used with a RAVENLOFT campaign.

Clanbook: Gangrel


Brad Freeman - 1995
    Now learn the secrets of these enigmatic vampires - their history and legends, their allies and enemies, and the truth of their relationship with the fearsome Lupine. There is good reason why they stand at the forefront of every vampiric war: none can stand against them.Clanbook: Gangrel includes:* The history of the clan and its unique view of the world;* 10 sample characters suitable for players and storytellers, and;* How the Gangrel run with the werewolves and the powers they gain.

Marvel Masterworks: Golden Age Marvel Comics, Vol. 1


Carl BurgosStockbridge Winslow - 2004
    This monumental hardcover volume re-masters and restores these first four historic issues and collects them for the first time. Return to the Golden Age of comics with the original tales of Sub- Mariner, the Human Torch, the Angel, and Ka-Zar.

Marvel Chronicle


Tom DeFalco - 2008
    Every iconic hero and villain is catalogued in this lush celebration of Marvel's 70-year history, including Spider-Man, Iron Man, and The Incredible Hulk.

The Democratic Revolution in the Philippines


Ferdinand E. Marcos - 1974
    The New Society in which Filipinos live today may be described as their emancipation from an old society whose hallmark was injustice, the supreme injustice in which equality of opportunity was withheld from them by an oligarchy that appropriated for itself all power and bounty. The New Society is in fact a revolution of the poor. By means of it, Filipinos today are attempting, through disciplined vision, to make the rewards of their labors and the fruits of their resources available to all. By means of it, they are walking out of a stupor filled with Walter Mitty fantasies, the opium of the oppressed and underprivileged. To share together in real life is the heart of democracy. Accordingly, the New Society is democratizing the wealth of the nation, striving to move democracy from cloud to hovel.(from its Preface)

Gabriel García Márquez's One Hundred Years of Solitude: A Casebook


Gene H. Bell-Villada - 2002
    Each casebook reprints documents relating to a work's historical context and reception, presents the best critical studies, and, when possible, features an interview with the author. Accessible and informative to scholars, students, and nonspecialist readers alike, the books in this series provide a wide range of critical and informative commentaries on major texts. Gabriel Garcia Marquez's One Hundred Years of Solitude is arguably the most important novel in twentieth-century Latin American literature. This Casebook features ten critical articles on Garcia Marquez's great work. Carefully selected from the most important work on the novel over the past three decades, they include pieces by Carlos Fuentes, Iris Zavala, James Higgins, Jean Franco, Michael Wood, and Gene H. Bell-Villada. Among the intriguing aspects of the work discussed are its mythic dimension, its "magical" side, its representations of women, its relationship with past chronicles of exploration and discovery, its portrayals of Western power and imperialism, its astounding diffusion throughout the globe and the media, and its simple truth-telling, its fidelity to the tangled history of Latin America. The book incorporates several theoretical approaches--historical, feminist, postcolonial; the first English translation of Fuentes's renowned, oft-cited, eight page meditation on the work; a general introduction; and a 1982 interview with Garcia Marquez.