Book picks similar to
MOAR! Monsters Know What They're Doing by Keith Ammann
fantasy
gaming
dnd
magic
Draconomicon: The Book of Dragons
Andy Collins - 2003
It includes information on playing dragons and dragon-like creatures, how to run a dragon in a fight, and how to both fight dragons and work with them as allies.There are statistics on dragons of every type and at every age category, in addition to examples of lairs, hoards, and dragon minions. There are new rules, feats, spells, prestige classes, magic items, and other materials associated specifically with interaction with dragons including illustrated lairs and rules for creating treasure hoards. The book itself is designed in a prestige format, with heavy use of art throughout and constructed of premium materials.To use this supplement, a Dungeon Master also needs the Player's Handbook, Dungeon Master's Guide, and Monster Manual. A player needs only the Player's Handbook.
State Change: End Anxiety, Beat Burnout, and Ignite a New Baseline of Energy and Flow
Robin Berzin - 2022
Science shows that these issues are oftentimes intricately entwined with mood issues like depression, anxiety, stress, and persistent fatigue. In State Change, Dr. Berzin draws on cutting-edge research and her work with thousands of patients to tell the complete story of how our bodies drive our minds, mood, and energy levels. This builds on her work at her nationally renowned holistic health service Parsley Health, where Dr. Berzin and her team of over 100 highly trained medical providers focus on treating the whole patient, yielding extraordinary results for those dealing with gastrointestinal, hormone-related, autoimmune, and mental health conditions. This trailblazing book explores the new science of optimizing the body in ways that will help anyone attain a new baseline for energy, calm, and optimism. Dr. Berzin believes that treating common imbalances in the body is the only way to achieve what she calls a state change—a transformation to higher levels of mental focus, emotional stability, and flow. Leveraging Parsley’s unique patient data and successful proprietary protocols, State Change includes a 30-day program for resetting the body, mind, and mood. With easy-to-understand advice and detailed personalized assessments, State Change is the ultimate gateway to a positive mental state and peak physical health.
I’d Like to Say Sorry, but There’s No One to Say Sorry To
Mikołaj Grynberg - 2017
If the diagnosis they present is right, then we have a great problem in Poland.” —Olga Tokarczuk, Nobel Prize laureate and author of FlightsMikołaj Grynberg is a psychologist and photographer who has spent years collecting and publishing oral histories of Polish Jews. In his first work of fiction—a book that has been widely praised by critics and was shortlisted for Poland’s top literary prize—Grynberg recrafts those histories into little jewels, fictionalized short stories with the ring of truth.Both biting and knowing, I’d Like to Say Sorry, but There’s No One to Say Sorry To takes the form of first-person vignettes, through which Grynberg explores the daily lives and tensions within Poland between Jews and gentiles haunted by the Holocaust and its continuing presence.In “Unnecessary Trouble,” a grandmother discloses on her deathbed that she is Jewish; she does not want to die without her family knowing. What is passed on to the family is fear and the struggle of what to do with this information. In “Cacophony,” Jewish identity is explored through names, as Miron and his son Jurek demonstrate how heritage is both accepted and denied. In “My Five Jews,” a non-Jewish narrator remembers five interactions with her Jewish countrymen, and her own anti-Semitism, ruefully noting that perhaps she was wrong and should apologize, but no one is left to say “I’m sorry” to.Each of the thirty-one stories is a dazzling and haunting mini-monologue that highlights a different facet of modern Poland’s complex and difficult relationship with its Jewish past.
Kingdom of Ashes
Elena May - 2016
She has only heard stories from the eldest among them; tales of the Old World and of the scientists who invented the WeatherWizard - a technological innovation that controls the weather. Unfortunately, the device also gave an ambitious vampire prince the means to cover the world in impenetrable clouds, allowing his armies to crawl out of their caves and conquer all.Vampires rule over the New World, breeding humans for food. After fifty years of guerrilla warfare, the Resistance is fading, its supplies dwindling. They must rally and succeed—and soon—or all hope of restoring human civilization will be lost.When Myra goes on a desperate mission to help the Resistance, she ends up a captive in the vampires’ palace. With time running out, she must find a way to stop Prince Vladimir, and every wrong step leads to the death of innocents. Her battle abilities prove useless, but Myra discovers she has another skill that can give her an edge over her captors. Now, Myra must defeat the vampire leader at a power game he has been playing for almost two millennia.
The Book of English Magic
Philip Carr-Gomm - 2009
English authors such as J.R.R.Tolkien, C.S. Lewis, Terry Pratchett, and J.K.Rowling, dominate the world of magic in fiction, but from the earliest times, England has also acted as home to generations of eccentrics and scholars who have researched and explored every conceivable kind of occult art. Most people are torn between a fascination with magic and an almost instinctive fear of the occult, of a world redolent with superstition and illusion. And yet more people now practice magic in England than at any time in her history. The Book of English Magic explores this hidden story, from its first stirrings to our present-day fascination with all things magical. Along the way readers are offered a rich menu of magical things to do and places to visit.
Fables: Encyclopedia
Bill WillinghamAndrew Pepoy - 2013
This new compendium is a must-have addition to any Fables afficianado's library as well as any fan of modern folk lore and fairy tales.
Monster Manual II: Dungeons & Dragons Accessory
Ed Bonny - 2002
Whether sinister or seductive, ferocious or foul, the creatures lurking within these pages will challenge the most experienced characters of any campaign. This supplement for the D&D game unleashes a horde of monsters to confront characters at all levels of play, including several with Challenge Ratings of 21 or higher. Inside are old favorites such as the death knight and the gem dragons, as well as all-new creatures such as the bronze serpent, the effigy, and the fiendwurm. Along with updated and expanded monster creation rules, "Monster Manual II" provides an inexhaustible source of ways to keep even the toughest heroes fighting and running for their lives. To use this supplement, a Dungeon Master also needs the "Player's Handbook" and the "Dungeon Master""'s Guide." A player needs only the "Player's Handbook."
Call of Cthulhu: Horror Roleplaying
Sandy Petersen - 2005
CALL OF CTHULHU uses Chaosium's Basic Roleplaying System, easy to learn and quick to play. This bestseller has won dozens of game-industry awards and is a member of the Academy of Adventure Game Design Hall of Fame. In 2001 CALL OF CTHULHU celebrated its 20th anniversary. In 2003 CALL OF CTHULHU was voted the #1 Gothic/Horror RPG of all time by the Gaming Report.com community. CALL OF CTHULHU is well-supported by an ever-growing line of high quality game supplements. This is the softcover 6th edition of this classic horror game, completely compatible with all of previous editions and supplements for CALL OF CTHULHU. This is a complete roleplaying game in one volume. All you need to play is this book, some dice, imagination, and your friends.
Beauty and the Beast: Belle's Library: A Collection of Literary Quotes and Inspirational Musings
Linda Woolverton - 2017
But what exactly is on her reading list? In this unique literary journal, enjoy inspiring quotes from some of Belle's favorite books, as well as her insightful notes and colorful drawings. Includes a forward by noted Disney screenwriter Linda Woolverton.
The Turnip Princess and Other Newly Discovered Fairy Tales
Franz Xaver von Schönwerth - 2015
With this volume, the holy trinity of fairy tales - the Brothers Grimm, Charles Perrault, and Hans Christian Andersen - becomes a quartet. In the 1850s, Franz Xaver von Schönwerth traversed the forests, lowlands, and mountains of northern Bavaria to record fairy tales, gaining the admiration of even the Brothers Grimm. Most of Schönwerth's work was lost - until a few years ago, when thirty boxes of manuscripts were uncovered in a German municipal archive.Now, for the first time, Schönwerth's lost fairy tales are available in English. Violent, dark, and full of action, and upending the relationship between damsels in distress and their dragon-slaying heroes, these more than seventy stories bring us closer than ever to the unadorned oral tradition in which fairy tales are rooted, revolutionizing our understanding of a hallowed genre.
Fairy Tales
Hans Christian Andersen - 1835
Writing in the midst of a Europe-wide rebirth of national literature, Anderson broke new ground with his fairy tales in two important ways. First, he composed them in the vernacular, mimicking the language he used in telling them to children aloud. Second, he set his tales in his own land and time, giving rise to his loving descriptions of the Danish countryside. In contrast to such folklorists as the Brothers Grimm, Anderson’s tales are grounded in the real and often focus on the significance of small or overlooked things.Tinderbox --Little Claus and big Claus --Princess on the pea --Thumbelina --Traveling companion --Little mermaid --Emperor's new clothes --Steadfast tin soldier --Wild swans --Flying trunk --Nightingale --Sweethearts --Ugly duckling --Fir tree --Snow queen --Red shoes --Shepherdess and the chimney sweep --Shadow --Old house --Little match girl --Story of a mother --Collar --Bell --Marsh King's daughter --Wind tells of Valdemar Daae and his daughters --Snowman --Ice maiden --Wood nymph --Most incredible thing --Auntie toothache.
By the Grace of the Game: The Holocaust, a Basketball Legacy, and an Unprecedented American Dream
Dan Grunfeld - 2021
The boy who escaped to America with them, who was bullied as he struggled to learn English and cope with family tragedy, was now a young man who had discovered and secretly honed his basketball talent on the outdoor courts of New York City. That young man was Ernie Grunfeld, who would go on to win an Olympic gold medal and reach previously unimaginable heights as an NBA player and executive. In By the Grace of the Game, Dan Grunfeld, once a basketball standout himself at Stanford University, shares the remarkable story of his family, a delicately interwoven narrative that doesn't lack in heartbreak yet remains as deeply nourishing as his grandmother's Hungarian cooking, so lovingly described. The true improbability of the saga lies in the discovery of a game that unknowingly held the power to heal wounds, build bridges, and tie together a fractured Jewish family. If the magnitude of an American dream is measured by the intensity of the nightmare that came before and the heights of the triumph achieved after, then By the Grace of the Game recounts an American dream story of unprecedented scale.From the grips of the Nazis to the top of the Olympic podium, from the cheap seats to center stage at Madison Square Garden, from yellow stars to silver spoons, this complex tale traverses the spectrum of the human experience to detail how perseverance, love, and legacy can survive through generations, carried on the shoulders of a simple and beautiful game.
The Simulation Hypothesis
Rizwan Virk - 2019
Riz is the Executive Director of Play Labs @ MIT, a video game startup incubator at the MIT Game Lab.Drawing from research and concepts from computer science, artificial intelligence, video games, quantum physics, and referencing both speculative fiction and ancient eastern spiritual texts, Virk shows how all of these traditions come together to point to the idea that we may be inside a simulated reality like the Matrix.The Simulation Hypothesis is the idea that our physical reality, far from being a solid physical universe, is part of an increasingly sophisticated video game-like simulation, where we all have multiple lives, consisting of pixels with its own internal clock run by some giant Artificial Intelligence. Simulation theory explains some of the biggest mysteries of quantum and relativistic physics, such as quantum indeterminacy, parallel universes, and the integral nature of the speed of light.Recently, the idea that we may be living in a giant video game has received a lot of attention:"There's a one in a billion chance we are not living in a simulation" -Elon Musk"I find it hard to argue we are not in a simulation." -Neil deGrasse Tyson"We are living in computer generated reality." -Philip K. DickVideo game technology has developed from basic arcade and text adventures to MMORPGs. Video game designer Riz Virk shows how these games may continue to evolve in the future, including virtual reality, augmented reality, Artificial Intelligence, and quantum computing. This book shows how this evolution could lead us to the point of being able to develop all encompassing virtual worlds like the Oasis in Ready Player One, or the simulated reality in the Matrix.While the idea sounds like science fiction, many scientists, engineers, and professors have given the Simulation Hypothesis serious consideration. Futurist Ray Kurzweil has popularized the idea of downloading our consciousness into a silicon based device, which would mean we are just digital information after all. Some, like Oxford lecturer Nick Bostrom, goes further and thinks we may in fact be artificially intelligent consciousness inside such a simulation already!But the Simulation Hypothesis is not just a modern idea. Philosophers like Plato have been telling us that we live in a "cave" and can only see shadows of the real world. Mystics of all traditions have long contended that we are living in some kind of "illusion "and that there are other realities which we can access with our minds. While even Judeo-Christian traditions have this idea, Eastern traditions like Buddhism and Hinduism make this idea part of their core tradition -- that we are inside a dream world ("Maya" or illusion, or Vishnu's Dream), and we have "multiple lives" playing different characters when one dies, continuing to gain experience and "level up" after completing certain challenges. Sounds a lot like a video game!Whether you are a computer scientist, a fan of science fiction like the Matrix movies, a video game enthusiast, or a spiritual seeker, The Simulation Hypothesis touches on all these areas, and you will never look at the world the same way again!
The Complete Book of Elves
Colin McComb - 1993
Description of every kind of elf abound. Rounding out this information are 11 new kits; new optional rules and suggestions for running elven campaigns; and special elven equipment, spells, and magical items. Forget what you thought you knew about elves - The Complete Book of Elves sheds new light on this mysterious race!
Foxfire, Wolfskin and other stories of shapeshifting women
Sharon Blackie - 2019
These stories are about coming to terms with our animal natures, exploring the ways in which we might renegotiate our fractured relationship with the natural world, and uncovering the wildness - and wilderness - within. Beautifully illustrated by Helen Nicholson, Foxfire, Wolfskin and Other Stories of Shapeshifting Women is her first collection of short stories. All are either reimaginings of older tales, or contain characters, beings and motifs which appear in older tales.