Last Descendants


Matthew J. Kirby - 2016
    Monroe, the IT guy at school, might finally bring Owen the means to clear his father's name by letting him use an Animus—a device that lets users explore the genetic memories buried within their own DNA. The experience brings Owen more than he bargained for. During a simulation, Owen uncovers the existence of an ancient and powerful relic long considered legend—the Trident of Eden. Now two secret organizations will stop at nothing to take possession of this artifact—the Brotherhood of Assassins and the Templar Order. It soon becomes clear to Owen that the only way to save himself is to find the Trident first.Under the guidance of Monroe, Owen and a group of other teenagers go into a memory they all share within their DNA: the 1863 Draft Riots in New York City. Owen and his companions will find themselves tested on the gritty streets of New York, and their experiences in the past will have far-reaching consequences in the present.

Halo Encyclopedia: The Definitive Guide to the Halo Universe


Tobias S. Buckell - 2009
    Learn about the origins of the game, its place in gaming history, the mechanics behind it, and--of course--EVERYTHING about weapons, villains, heroes, vehicles, locations, and more.

The Infernal City


Greg Keyes - 2009
    It is Umbriel, a floating city that casts a terrifying shadow–for wherever it falls, people die and rise again.And it is in Umbriel’s shadow that a great adventure begins, and a group of unlikely heroes meet. A legendary prince with a secret. A spy on the trail of a vast conspiracy. A mage obsessed with his desire for revenge. And Annaig, a young girl in whose hands the fate of Tamriel may rest...Based on the award-winning The Elder Scrolls, The Infernal City is the first of two exhilarating novels following events that continue the story from The Elder Scrolls IV: Oblivion, named 2006 Game of the Year.

The 2,548 Best Things Anybody Ever Said


Robert Byrne - 2001
    These unique, witty, and outrageous quotations, previously published in four separate volumes, are now gathered together in a seemingly limitless trove of pithy and often irreverent one-liners, retorts, put-downs, jokes, and last words that cover every conceivable subject and will appeal to every taste. Highlights include: "Start every day with a smile and get it over with." -- W. C. Fields "Men read maps better than women because only men understand that an inch can equal a hundred miles." -- Roseanne Barr "Happiness is having a large loving family in another city." -- George Burns

The Complete Psionics Handbook


Steve Winter - 1991
    The psionicist is a completely new character class for AD&D games, both for player characters and NPCs. Explore inner space! Now you can really put mind over matter with The Complete Psionics Handbook.

The Psychology Book: Big Ideas Simply Explained


Nigel C. Benson - 2011
    Clearly explaining more than 100 groundbreaking ideas in the field, The Psychology Book uses accessible text and easy-to-follow graphics and illustrations to explain the complex theoretical and experimental foundations of psychology.From its philosophical roots through behaviorism, psychotherapy, and developmental psychology, The Psychology Book looks at all the greats from Pavlov and Skinner to Freud and Jung, and is an essential reference for students and anyone with an interest in how the mind works.

Myths & Legends: An Illustrated Guide to Their Origins and Meanings


Philip Wilkinson - 1999
    Their narratives, themes, and characters address and provide answers to eternal questions: where do we come from, how do we live, what do we believe in? This fascinating book explores the major myths and legends across the world, from Classical mythology to Eastern beliefs, and from American legends to African folk tales. The stories are retold in compelling detail, while key aspects of each myth are considered: their meaning, purpose, and power; the main characters; and their importance to modern culture.Special illustrations and photographs combine with informative text, family trees, and a focus on themes such as creation, death, and the afterlife. From Gilgamesh to Quetzalcoatl, Heracles to Pan Gu, Myths and Legends provides a full and captivating reference guide to the worlds of mythical beings, mortal heroes, and immortal gods.

How to Swear: An Illustrated Guide


Stephen Wildish - 2018
    Offering history and etymology along with guidance, quips, insults, answers to lingering questions, and much more, How to Swear celebrates the rude ingenuity of using a naughty word to express surprise, excitement, anger, joy, or disgust, limited only by the imagination. It's inspiring. It's educational. It's dirty. It's here to change lives or, at the very least, add some f*#&ing color to the conversation.

How Not to Write a Novel: 200 Classic Mistakes and How to Avoid Them—A Misstep-by-Misstep Guide


Howard Mittelmark - 2008
    This is not one of those books. On the contrary, this is a collection of terrible, awkward, and laughably unreadable excerpts that will teach you what to avoid—at all costs—if you ever want your novel published.In How Not to Write a Novel, authors Howard Mittelmark and Sandra Newman distill their 30 years combined experience in teaching, editing, writing, and reviewing fiction to bring you real advice from the other side of the query letter. Rather than telling you how or what to write, they identify the 200 most common mistakes unconsciously made by writers and teach you to recognize, avoid, and amend them. With hilarious "mis-examples" to demonstrate each manuscript-mangling error, they'll help you troubleshoot your beginnings and endings, bad guys, love interests, style, jokes, perspective, voice, and more. As funny as it is useful, this essential how-NOT-to guide will help you get your manuscript out of the slush pile and into the bookstore.

Sly Flourish's Dungeon Master Tips


Michael E. Shea - 2010
    You’ve read both Dungeon Master’s guides. You’ve run a few games. You pick up ideas here and there on the net. Or maybe you're an old grizzled vet who has run games for 20 years.Maybe your game is feeling a little stale. Maybe your encounters didn’t run exactly as you wanted them too. Maybe you feel like you're stuck in a rut. Maybe you feel a bit overwhelmed when you have to come up with an exciting, creative game every week.You’re not looking for a huge tome on game theory. You don’t need yet another take on world-building. You’re looking for some practical tips you can use today to help you focus your energy in the right places and make some kick-ass D&D games for you and your friends. You want something you can read quick and start using right away.My friend, here is the book for you.This book was written to give you solid usable tips to help you build your story, design exciting encounters, and run a great game when you’re at the table. It’s a short book, designed to be read quickly and referenced often.Oh yeah, and it’s got some awesome original artwork by Jared Von Hindman of Head Injury Theater.This is a completely original book. Every chapter was written from scratch to help you focus on what’s important and get past some of the roadblocks we all face when designing a D&D game.

Killing Is Harmless: A Critical Reading of Spec Ops: The Line


Brendan Keogh - 2012
    

If These Walls Could Talk: Boston Red Sox


Jerry Remy - 2019
    In If These Walls Could Talk: Boston Red Sox, former player and longtime broadcaster Jerry Remy provides insight into the team's inner sanctum as only he can. Readers will gain the perspective of players, coaches, and personnel in moments of greatness as well as defeat, making for a keepsake no fan will want to miss.

TIME-LIFE Mysteries of the Criminal Mind: The Secrets Behind the World's Most Notorious Crimes


Time-Life Books - 2015
    What role does birth order, divorce, media influence, and other societal pressures play in how criminals are formed? By examining some of the most notorious criminals from history and our modern era--from Al Capone and Charles Manson to Scott Peterson and Dzohkhar Tsarnaev--and their characteristics, the nature of their deeds and the possible formation of their pathologies. Readers will explore the roots of crime, going on the streets to meet the authorities who deal with criminals on a daily basis and have developed unique insights into the criminal mentality.Packed with infographics, sidebars and lists, this book is a compelling yet easy introduction to the new age of crime and punishment--a must-read for anyone who wants to understand how crimes begin and how we can help end them.

Desert Oath


Oliver Bowden - 2017
    Before Assassin's Creed Origins, there was an Oath.Egypt, 70BC, a merciless killer stalks the land. His mission: to find and destroy the last members of an ancient order, the Medjay - to eradicate the bloodline.In peaceful Siwa, the town's protector abruptly departs, leaving his teenage son, Bayek, with questions about his own future and a sense of purpose he knows he must fulfill. Bayek sets off in search of answers, his journey taking him along the Nile and through an Egypt in turmoil, facing the dangers and the mysteries of the Medjay's path.

The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories


Frank Rose - 2011
    Now, on YouTube and blogs and Facebook and Twitter, we are media. And while we watch more television than ever before, how we watch it is changing in ways we have barely slowed down to register. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will. Wired contributing editor Frank Rose introduces us to the people who are reshaping media for a two-way world—people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think. The Art of Immersion is an eye-opening look at the shifting shape of entertainment today.