Deities and Demigods
Rich RedmanJeff Easley - 2002
With abilities that reach nearly beyond the scope of mortal imagination, the splendor of the gods humbles even the greatest of heroes.This supplement for the D&D game provides everything you need to create and call upon the most powerful beings in your campaign. Included are descriptions and statistics for over seventy gods from four fully detailed pantheons. Along with suggestions for creating your own gods, Deities and Demigods also includes information on advancing characters to godhood.To use this supplement, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook.
The Dictionary of Obscure Sorrows
John Koenig - 2021
“ —The Washington Post A truly original book in every sense of the word, The Dictionary of Obscure Sorrows poetically defines emotions that we all feel but don’t have the words to express—until now. Have you ever wondered about the lives of each person you pass on the street, realizing that everyone is the main character in their own story, each living a life as vivid and complex as your own? That feeling has a name: “sonder.” Or maybe you’ve watched a thunderstorm roll in and felt a primal hunger for disaster, hoping it would shake up your life. That’s called “lachesism.” Or you were looking through old photos and felt a pang of nostalgia for a time you’ve never actually experienced. That’s “anemoia.” If you’ve never heard of these terms before, that’s because they didn’t exist until John Koenig set out to fill the gaps in our language of emotion. The Dictionary of Obscure Sorrows “creates beautiful new words that we need but do not yet have,” says John Green, bestselling author of The Fault in Our Stars. By turns poignant, relatable, and mind-bending, the definitions include whimsical etymologies drawn from languages around the world, interspersed with otherworldly collages and lyrical essays that explore forgotten corners of the human condition—from “astrophe,” the longing to explore beyond the planet Earth, to “zenosyne,” the sense that time keeps getting faster. The Dictionary of Obscure Sorrows is for anyone who enjoys a shift in perspective, pondering the ineffable feelings that make up our lives. With a gorgeous package and beautiful illustrations throughout, this is the perfect gift for creatives, word nerds, and human beings everywhere.
The Laws of Human Nature
Robert Greene - 2018
Now he turns to the most important subject of all - understanding people's drives and motivations, even when they are unconscious of them themselves.We are social animals. Our very lives depend on our relationships with people. Knowing why people do what they do is the most important tool we can possess, without which our other talents can only take us so far. Drawing from the ideas and examples of Pericles, Queen Elizabeth I, Martin Luther King Jr, and many others, Greene teaches us how to detach ourselves from our own emotions and master self-control, how to develop the empathy that leads to insight, how to look behind people's masks, and how to resist conformity to develop your singular sense of purpose. Whether at work, in relationships, or in shaping the world around you, The Laws of Human Nature offers brilliant tactics for success, self-improvement, and self-defense.
Candlekeep Mysteries
Graeme BarberSarah Madsen - 2021
Historians, sages, and others who crave knowledge flock to this library fortress to peruse its vast collection of books, scribbled into which are the answers to the mysteries that bedevil them. Many of these books contain their own mysteries—each one a doorway to adventure. Dare you cross that threshold?Candlekeep Mysteries is a collection of seventeen short, stand-alone D&D adventures designed for characters of levels 1-16. Each adventure begins with the discovery of a book, and each book is the key to a door behind which danger and glory await. These adventures can be run as one-shot games, plugged into an existing Forgotten Realms campaign, or adapted for other campaign settings.This book also includes a poster map of the library fortress and detailed descriptions of Candlekeep and its inhabitants.
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.
Psionics Handbook
Bruce R. Cordell - 2001
This mental manipulation is not magical, nor is it the stuff of superstitious gossip. It is the art of psionics.This supplement for the D&D game provides psionic character classes and prestige classes, psionic skills and feats, a psionic combat system, and a plethora of psionic powers, items, and monsters -- everything you need to include psionics in your campaign.To use this supplement, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook.
Reader, Come Home: The Reading Brain in a Digital World
Maryanne Wolf - 2018
Since then, the ways we process written language have changed dramatically with many concerned about both their own changes and that of children. New research on the reading brain chronicles these changes in the brains of children and adults as they learn to read while immersed in a digitally dominated medium.Drawing deeply on this research, this book comprises a series of letters Wolf writes to us—her beloved readers—to describe her concerns and her hopes about what is happening to the reading brain as it unavoidably changes to adapt to digital mediums. Wolf raises difficult questions, including:Will children learn to incorporate the full range of "deep reading" processes that are at the core of the expert reading brain?Will the mix of a seemingly infinite set of distractions for children’s attention and their quick access to immediate, voluminous information alter their ability to think for themselves?With information at their fingertips, will the next generation learn to build their own storehouse of knowledge, which could impede the ability to make analogies and draw inferences from what they know?Will all these influences, in turn, change the formation in children and the use in adults of "slower" cognitive processes like critical thinking, personal reflection, imagination, and empathy that comprise deep reading and that influence both how we think and how we live our lives?Will the chain of digital influences ultimately influence the use of the critical analytical and empathic capacities necessary for a democratic society?How can we preserve deep reading processes in future iterations of the reading brain?Who are the "good readers" of every epoch?Concerns about attention span, critical reasoning, and over-reliance on technology are never just about children—Wolf herself has found that, though she is a reading expert, her ability to read deeply has been impacted as she has become, inevitably, increasingly dependent on screens.Wolf draws on neuroscience, literature, education, technology, and philosophy and blends historical, literary, and scientific facts with down-to-earth examples and warm anecdotes to illuminate complex ideas that culminate in a proposal for a biliterate reading brain. Provocative and intriguing, Reader, Come Home is a roadmap that provides a cautionary but hopeful perspective on the impact of technology on our brains and our most essential intellectual capacities—and what this could mean for our future.
A Little History of Literature
John Sutherland - 2013
John Sutherland is perfectly suited to the task. He has researched, taught, and written on virtually every area of literature, and his infectious passion for books and reading has defined his own life. Now he guides young readers and the grown-ups in their lives on an entertaining journey 'through the wardrobe' to a greater awareness of how literature from across the world can transport us and help us to make sense of what it means to be human. Sutherland introduces great classics in his own irresistible way, enlivening his offerings with humor as well as learning: Beowulf, Shakespeare, Don Quixote, the Romantics, Dickens, Moby Dick, The Waste Land, Woolf, 1984, and dozens of others. He adds to these a less-expected, personal selection of authors and works, including literature usually considered well below 'serious attention' - from the rude jests of Anglo-Saxon runes to The Da Vinci Code. With masterful digressions into various themes - censorship, narrative tricks, self-publishing, taste, creativity, and madness - Sutherland demonstrates the full depth and intrigue of reading. For younger readers, he offers a proper introduction to literature, promising to interest as much as instruct. For more experienced readers, he promises just the same.
Secrets of Divine Love: A Spiritual Journey into the Heart of Islam
A. Helwa - 2020
Through the principles and practices of Islam, you will learn how to unlock your spiritual potential and unveil your divine purpose. Secrets of Divine Love uses a rational, yet heart-based approach towards the Qur'an that not only enlightens the mind, but inspires the soul towards deeper intimacy with God.
Bobby Fischer Teaches Chess
Bobby Fischer - 1966
The way a teaching machine works is: It asks you a question. If you give the right answer, it goes on to the next question. If you give the wrong answer, it tells you why the answer is wrong and tells you to go back and try again. This is called "programmed learning". The real authors were experts and authorities in the field of programmed learning. Bobby Fischer lent his name to the project. Stuart Margulies is a chess master and also a recognized authority on programmed learning. He is a widely published author of more than 40 books, all in the field of programmed learning, especially in learning how to read. For example, one of his books is "Critical reading for proficiency 1 : introductory level". Donn Mosenfelder is not a known or recognized chess player, but he was the owner of the company that developed and designed this book. He has written more than 25 books, almost all on basic reading, writing and math.
Savage Worlds Explorer's Edition
Shane Lacy Hensley - 2003
The rules give players plenty of depth to create their characters and keep bookkeeping to a minimum for the Game Master. If you’re looking for a game that’s fast and easy to set up, run, and play, Savage Worlds is for you!Savage Worlds handles pulp action, gritty noir, supers, hard scifi, space opera, horror, and anything you can imagine!
Console Wars: Sega, Nintendo, and the Battle that Defined a Generation
Blake J. Harris - 2014
Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo.The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan.Based on over two hundred interviews with former Sega and Nintendo employees, Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It's the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry.
Monster Manual IV
Gwendolyn F.M. KestrelKolja Raven Liquette - 2006
Sure to be popular with both Dungeonmasters and players, this supplement to the D&D(R) game provides descriptions for a vast array of new creatures. Each monster is illustrated and utilizies a new statblock format that facilitates faster gameplay. In addition, each monster gets more pages than used in previous supplements to detail sample encounters and pregenerated treasure hordes. Also included are details on how to incorporate creatures in a Forgotten Realms(R) or Eberron(R) campaign. This product is tied to 2006's Year of the Dragon theme, which will be the target of marketing from RPGs, novels, and miniatures brands.
Complete Scoundrel
Mike McArtor - 2007
You know how to take advantage of every situation, and you don’t mind getting your hands dirty. Take the gloves off? Ha! You never put them on. You infuriate your foes and amaze your allies with your ingenuity, resourcefulness, and style. For you, every new predicament is an opportunity in disguise, and with each sweet victory your notoriety grows. That is how legends are made.This D&D supplement gives you everything you need to get the drop on your foes and escape sticky situations. In addition to new feats, spells, items, and prestige classes, Complete Scoundrel presents new mechanics that put luck on your side and a special system of skill tricks that allow any character to play the part of a scoundrel. Tricky tactics aren’t just for rogues anymore.