Fable: the Balverine Order


Peter David - 2010
    Read more...A new novel based on the worldwide video game phenomenon!The days of magic and adventure are fading away, giving way to the age of industry and science. As the aged last Hero sits upon the throne of Albion, two friends—the privileged Thomas and his loyal servant, John—set out for the East in search of a legendary beast: the vicious, rarely-seen balverine. But their desire for adventure may be their ultimate undoing—because their quarry has just found them...http://lionhead.com/Fable/FableIII/

Player's Handbook


Monte Cook - 2000
    Updates bard, druid, monk, paladin, and ranger, spell lists and levels, skills, more feats.

The Paleblood Hunt


Redgrave
    Redgrave first introduced this document on Reddit and it has since been revised, and finalized. He closely examines the information available to the player in order to build up the hidden story of the game. Both facts and Redgrave's own speculations are provided and a clear distinction is made between the two in order to allow the reader room to disagree with his conclusions and make up their own minds based on the evidence presented.

The Art of the Uncharted Trilogy


Naughty Dog - 2015
    Adventure alongside Nathan Drake, as Dark Horse Books and Naughty Dog team up to bring you this breathtaking, comprehensive exploration into the Uncharted saga! Encompassing Drake's Fortune, Among Thieves, and Drake's Deception, this epic volume offers a look at hundreds of never-before-seen designs and pieces of concept art from the creation of one of the most exciting game series of this generation, along with insightful commentary from the games' creators! Don't miss out on this opportunity to own a piece of Uncharted history!

The Norton Anthology of Poetry


Margaret Ferguson - 1970
    The anthology offers more poetry by women (40 new poets), with special attention to early women poets. The book also includes a greater diversity of American poetry, with double the number of poems by African American, Hispanic, native American and Asian American poets. There are 26 new poets representing the Commonwealth literature tradition: now included are more than 37 poets from Australia, New Zealand, Ireland, Scotland, Wales, the Caribbean, South Africa and India.

Heaven's Devils


William C. Dietz - 2009
    Swayed by the promise of financial rewards, a new batch of recruits joins the fight alongside a slew of neurally resocialized criminals—and a few dubious military leaders. Eighteen-year-old Jim Raynor, full of testosterone and eager to make things right at home, ships off to boot camp and finds his footing on the battlefield, but he soon discovers that the official mission is not what he’s really fighting for.For the first time ever, StarCraft enthusiasts will learn the origins of the enduring friendship between the young upstart Jim Raynor and the streetwise soldier Tychus Findlay. Watch as they battle on the front lines of a fierce interplanetary war and bear witness to the Confederacy’s rank corruption—corruption so reprehensible that it rains immeasurable death and destruction upon the government’s own people.

The Wit and Wisdom of Discworld


Terry Pratchett - 2007
    It is a world populated by ineffectual wizards and sharp-as-tacks witches, by tired policemen and devious dictators, by reformed thieves and vampires who have sworn to drink no blood. It is a world that is vastly different from our own . . . except when it isn't.Now, in The Wit and Wisdom of Discworld, various nuggets of Pratchett's witty commentary and sagacious observations have been compiled by Pratchett expert Stephen Briggs, a man who, they say, knows even more about Discworld than Terry Pratchett.Within these pages, you'll find musings on:Interior decorating: "It's a fact known throughout the universes that no matter how carefully the colors are chosen, institutional decor ends up as either vomit green, unmentionable brown, nicotine yellow, or surgical appliance pink. By some little-understood process of sympathetic resonance, corridors painted in those colors always smell slightly of boiled cabbage—even if no cabbage is ever cooked in the vicinity." (Equal Rites)Travel: "Any seasoned traveler soon learns to avoid anything wished on them as a 'regional speciality,' because all the term means is that the dish is so unpleasant the people living everywhere else will bite off their own legs rather than eat it. But hosts still press it upon distant guests anyway: 'Go on, have the dog's head stuffed with macerated cabbage and pork noses—it's a regional speciality.'" (The Last Continent)Young men: "And then there was the young male walk. At least women swung only their hips. Young men swung everything, from the shoulders down. You have to try to occupy a lot of space. It makes you look bigger, like a tomcat fluffing his tail. The boys tried to walk big in self-defense against all those other big boys out there. I'm bad, I'm fierce, I'm cool, I'd like a pint of shandy and me mam wants me home by nine." (Monstrous Regiment)Class: "'Old money' meant that it had been made so long ago that the black deeds that had originally filled the coffers were now historically irrelevant. Funny, that; a brigand for a father was something you kept quiet about, but a slave-taking pirate for a great-great-great-grandfather was something to boast of over the port. Time turned the evil bastards into rogues, and rogue was a word with a twinkle in its eye and nothing to be ashamed of." (Making Money). . . and more culled from all the Discworld novels.

The Physics of Star Trek


Lawrence M. Krauss - 1995
    Now Lawrence M. Krauss, an internationally known theoretical physicist and educator, has written the quintessential physics book for Trekkers and non-Trekkers alike.Anyone who has ever wondered, "Could this really happen?" will gain useful insights into the "Star Trek" universe (and, incidentally, the real universe) in this charming and accessible volume. Krauss boldly goes where "Star Trek" has gone -- and beyond. He uses the "Star Trek" future as a launching pad to discuss the forefront of modern physics. From Newton to Hawking, from Einstein to Feynman, from Kirk to Janeway, Krauss leads the reader on a voyage to the world of physics as we now know it and as it might one day be.Featuring the Top 10 biggest physics bloopers in "Star Trek," as selected by Nobel Prize-winning physicists and other dedicated Trekkers!"This book is fun, and Mr. Krauss has a nice touch with a tough subject...Readers drawn by frivolity will be treated to substance." "--New York Times Book Review""Today's science fiction is often tomorrow's science fact. The physics that underlies "Star Trek" is surely worth investigating. To confine our attention to terrestrial matters would be to limit the human spirit."--Stephen Hawking (in the foreword)A

Chess Openings: Traps And Zaps


Bruce Pandolfini - 1989
    Unfortunately, though, many openings are not completed successfully, partly because until now most opening instruction has consisted of tables of tournament level moves that offer no explanations for the reasons behind them. Consequently, these classical opening patterns can serve as little more than references to the average player. In Chess Openings: Traps and Zaps, Bruce Pandolfini uses his unique "crime and punishment" approach to provide all the previously missing explanation, instruction, practical analyses, and much, much more. The book consists of 202 short "openers" typical of average players, arranged according to the classical opening variations and by level of difficulty. Each example includes: -the name of the overriding tactic -the name of the opening -a scenario that sets up the tactic to be learned -an interpretation that explains why the loser went wrong, how he could have avoided the trap, and what he should have done instead -a review of important principles and useful guidelines to reinforce each lesson Also included are a glossary of openings that lists all the classical "textbook" variations for comparison and reference and a tactical index. Chess Openings: Traps and Zaps is a powerful, pragmatic entry into a heretofore remote area of chess theory that will have a profound influence on every player's game.

Pathfinder Roleplaying Game: NPC Codex


Jason BulmahnJason Nelson - 2012
    You spend hours setting up the perfect encounter, your players are out for blood, the swords are drawn—and then you realize that you've forgotten to build statistics for the enemy characters. Or perhaps your players go left when you expect them to go right, leaving you without any encounters prepared.Such problems are a thing of the past with the NPC Codex. Inside this tome, you'll find hundreds of ready-made stat blocks for nonplayer characters of every level, from a lowly forest poacher to the most majestic knight or ancient spellcaster. Whether you're planning out future adventures or throwing together encounters right at the table, this book does the work so you can focus on playing the game.Pathfinder RPG NPC Codex is a must-have companion volume to the Pathfinder RPG Core Rulebook and Pathfinder RPG Bestiary. This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The 320-page Pathfinder RPG NPC Codex includes:- Statistics for more than 300 characters, including at least one for every level of every class in the Pathfinder RPG Core Rulebook.- Tactical suggestions for every character, ensuring that you get the most out of each individual's gear and abilities in a fight.- Tons of flavorful names and backgrounds to give characters personality, plus ideas for using them in both combat and roleplaying situations.- Statistics for characters with lower-powered NPC classes to help populate your world with ordinary people, as well as characters with specialized prestige classes.- Animal companion statistics for druids and rangers, from level 1 through level 20.- Multiple versions of each Pathfinder iconic character, perfect for pregenerated player characters.- Encounter groups for conveniently crafting battles on the fly.... and much, much more!Cover art by Wayne Reynolds

The Ankh of Isis Trilogy


Éric Corbeyran - 2013
    His subsequent flight from their grasp leads to Desmond joining the Assassins in their fight against the Templars. Betrayal leads to Desmond “recovering” the memories of his ancestor, Aquilus as he searches for the power of the mystical Ankh and savage Barbarian tribes, led by the deadly Assassin Accipiter, prepare to attack.

The World of Robert Jordan's the Wheel of Time


Robert Jordan - 1997
    Legend fades to myth, and even myth is long forgotten when the Age that gave it birth returns again. In the Third Age, an Age of Prophecy, the World and Time themselves hang in the balance. What was, what will be, and what is, may yet fall under the Shadow.In this series companion book, over fourscore full color paintings include stunning new maps of the world, portraits of the central characters, landscapes, objects of Power, and national flags. The reader will learn about the exotic beasts used by the Seanchan and read of the rise and fall of Artur Hawking, peruse the deeper story of the War of the Shadow. Here is the tale of the founding of the White Tower, and the creation of the Ajahs.The inner workings of the closed country, Shara, are revealed, as is the existence of a hitherto unknown continent called The Land of the Madmen. This stunning volume also includes double-page spreads of the seven book jackets by Darrell Sweet so that the art can be enjoyed without type, and all the known maps of the world, including maps of the Seanchan Empire, the nations of the Covenant of the Ten Nations, and the nations as they were when Artur Paendrag Tanreall began his rise to legend.Every Robert Jordan fan needs this book.The Wheel of Time(R)New Spring: The Novel#1 The Eye of the World#2 The Great Hunt#3 The Dragon Reborn#4 The Shadow Rising#5 The Fires of Heaven#6 Lord of Chaos#7 A Crown of Swords#8 The Path of Daggers#9 Winter's Heart#10 Crossroads of Twilight#11 Knife of DreamsBy Robert Jordan and Brandon Sanderson#12 The Gathering Storm#13 Towers of Midnight#14 A Memory of LightBy Robert Jordan and Teresa PattersonThe World of Robert Jordan's The Wheel of TimeBy Robert Jordan, Harriet McDougal, Alan Romanczuk, and Maria SimonsThe Wheel of Time CompanionBy Robert Jordan and Amy RomanczukPatterns of the Wheel: Coloring Art Based on Robert Jordan's The Wheel of Time

Street Samurai Catalog


Tom Dowd - 1990
    A predator-for-hire in the savage urban world of Shadowrun. You've devoted your life to honing your combat and martial skills. The tools of your trade are airfoil grenades, form-fitting body armor, and an Ares Crusader machine-pistol. An expansion for Shadowrun, the Street Samurai Catalog will let you outfit yourself with the latest equipment available on the black market: retractable hand razors, ultrasonic sights, enhanced reflexes, and maybe a rangefinder for your cybereyes. Whatever you need to get the job done, you can find it here, but it won't be cheap. And remember to watch your back before someone decides to make you yesterday's news.

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Fate Core System


Leonard Balsera - 2013
     Fate Core is that engine. Fate Core is the latest evolution of the award-winning Fate roleplaying game system from Evil Hat Productions. We’ve streamlined and clarified the rules while maintaining the system’s trademark flexibility. Name your game; Fate Core can make it happen. Inside, you’ll discover: Easy-to-follow rules for character and world creation. Rock-solid storytelling advice for players and GMs to produce the best play experience. Clearly-defined systems to guide players both new and old. New and improved approaches to character actions, aspects, compels... and more! TELL YOUR TALE. ROLL THE DICE. EMBRACE YOUR FATE!