Book picks similar to
Impossible Territories: The Unofficial Companion to the League of Extraordinary Gentlemen: The Black Dossier by Jess Nevins
comics
reference
literary_history
genre_studies
Rise of the Dungeon Master: Gary Gygax and the Creation of D&D
David Kushner - 2017
Like the game itself, the narrative casts the reader into the adventure from a first person point of view, taking on the roles of the different characters in the story. Gygax was the son of immigrants who grew up in Lake Geneva, WI, in the 1950s. An imaginative misfit, he escaped into a virtual world based on science fiction novels, military history and strategic games like chess. In the mid-1970s, he co-created the wildly popular Dungeons & Dragons game. Starting out in the basement of his home, he was soon struggling to keep up with the demand. Gygax was a purist, in the sense that he was adamant that players use their imaginations and that the rules of the game remain flexible. A creative mind with no real knowledge of business, he made some strategic errors and had a falling out with the game's co-creator, his close friend and partner, David Arneson. By the late 1970s the game had become so popular among kids that parents started to worry -- so much so that a mom's group was formed to alert parents to the dangers of role play and fantasy. The backlash only fueled the fires of the young fans who continued to play the game, escaping into imaginary worlds. Before long, D&D conventions were set up around the country and the game inspired everything from movies to the first video games. With D&D, Gygax created the kind of role playing fantasy that would fuel the multibillion dollar video game industry, and become a foundation of contemporary geek culture.
The Book of Werewolves
Sabine Baring-Gould - 1865
The first serious academic study of lycanthropy and "blood-lust" written in English, this book draws upon a vast body of observation, myth, and lore.
Greek Myths: Meet the Heroes and Heroines, Monsters and Gods of Ancient Greece
Jean Menzies - 2020
Perfect for children aged 7 to 9, this collection contains more than 30 enthralling new retellings of favourite myths as well as some you might not have heard before.Including Theseus and the Minotaur, The 12 labours of Herakles, and the escapades of Jason and the Argonauts, each myth is told in engaging modern language, which is easy for children to understand yet still retains the humour and intrigue of the original tales. Stunning illustrations by multi-award winning artist Katie Ponder breathe new life into each classic story.Additional feature pages delve deeper into the mythical world, providing profiles of the gods and a map detailing Odysseus' long voyage home from the Trojan War. The reference section provides key background information, such as Ancient Greek storytelling and the incredible beasts of the myths, and a pronunciation guide.Greek Myths is the perfect gift, featuring foil on the cover and beautiful illustrations throughout. Children will love exploring the tales by themselves or as bedtime stories. It will be treasured forever.
Gods and Goddesses in Greek Mythology
Michelle M. Houle - 2001
Houle expertly retells stories of some of the most famous Greek gods and goddesses, including Prometheus, Demeter and Persephone, and Echo and Narcissus. Each chapter is followed by a Question and Answer section which covers characters, themes, and symbols. An Expert Commentary section enhances the myths with opinions by noted scholars. Wonderful original illustrations accompany the text.
The Sandman Papers: An Exploration of the Sandman Mythology
Joe SandersStacie Hanes - 2006
The definitive exploration of the Sandman mythology.
The Adventures of Barry & Joe: Obama and Biden's Bromantic Battle for the Soul of America
Adam Reid - 2019
They were asked to take off all their clothes and hold very still in a fetal position until they felt a painful tingling sensation. Then they vanished. They would awake to find themselves apart, and inside their younger bodies—driven to find each other and change history for the better. Their faithful guide on this journey is Samuel L. Jackson, a brilliant actor from the present who appears in the form of an augmented reality that only they can see and hear. And thus, they find themselves leaping through time, striving to right injustice wherever they find it, looking for a world which they can proudly call home.A visual feast that’s both graphic and novel, this book is a love letter to cheesy science fiction and the two men who can still be counted on to inspire us. Featuring comics produced by Titmouse Inc (Big Mouth, The Venture Bros.), it’s 224 pages of adventure that will melt your snowflake brain and give you hope for humanity at the same time.
The Complete Cartoons of The New Yorker
Robert Mankoff - 2004
Organized by decade, with commentary by some of the magazine's finest writers, this landmark collection showcases the work of the hundreds of talented artists who have contributed cartoons over the course ofThe New Yorker's eight-two-year history. From the early cartoons of Peter Arno, George Price and Charles Addams to the cutting-edge work of Alex Gregory, Matthew Diffee and Bruce Eric Kaplan (with stops along the way for the genius of Charles Barsotti, Roz Chast, Jack Ziegler, George Booth, and many others), the art collected here forms, as David Remnick puts it in his Foreword, "the longest-running popular comic genre in American life." Throughout the book, brief overviews of each era's predominant themes—from the Depression and nudity to technology and the Internet, highlight various genres of cartoons and shed light on our pastimes and preoccupations. Brief profiles and mini-portfolios spotlight the work of key cartoonists, including Arno, Chast, Ziegler, and others. The DVD-ROM included with the book is what really makes the "Complete Cartoons" complete. Compatible with most home computers and easily browsable, the disk contains a mind-boggling 70,363 cartoons, indexed in a variety of ways. Perhaps you'd like to find all the cartoons by your favorite artist. Or maybe you'd like to look up the cartoons that ran the week you were born, or all of the cartoons on a particular subject. Of course, you can always begin at the beginning, February 21, 1925, and experience the unprecedented pleasure of reading through every single cartoon ever published in The New Yorker. Enjoy this one-of-a-kind protrait of American life over the past eight decades, as captured by the talented pens and singular outlooks of the masters of the cartoonist's art.
Tetris: The Games People Play
Box Brown - 2016
Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams.Alexey Pajitnov had big ideas about games. In 1984, he created Tetris in his spare time while developing software for the Soviet government. Once Tetris emerged from behind the Iron Curtain, it was an instant hit. Nintendo, Atari, Sega―game developers big and small all wanted Tetris. A bidding war was sparked, followed by clandestine trips to Moscow, backroom deals, innumerable miscommunications, and outright theft.In this graphic novel, New York Times–bestselling author Box Brown untangles this complex history and delves deep into the role games play in art, culture, and commerce. For the first time and in unparalleled detail, Tetris: The Games People Play tells the true story of the world’s most popular video game.
The Dictionary of Imaginary Places: The Newly Updated and Expanded Classic
Alberto Manguel - 1980
Here you will find Shangri-La and El Dorado; Utopia and Middle Earth; Wonderland and Freedonia. Here too are Jurassic Park, Salman Rushdie's Sea of Stories, and the fabulous world of Harry Potter. The history and behavior of the inhabitants of these lands are described in loving detail, and are supplemented by more than 200 maps and illustrations that depict the lay of the land in a host of elsewheres. A must-have for the library of every dedicated reader, fantasy fan, or passionate browser, Dictionary is a witty and acute guide for any armchair traveler's journey into the landscape of the imagination.
Shojo Fashion Manga Art School, Year 2: Draw Modern Looks
Irene Flores - 2012
Loaded with techniques and tips from an exciting young artist and writer with a fresh style, this book includes great step-by-step instruction from initial lines to black-and white inked illustration to finished art in color.
Norse Mythology: Great Stories from the Eddas
Hamilton Wright Mabie - 1902
This book presents 17 of the most popular tales, from the creation of the world to the death of the gods and the world’s destruction.Masterfully retold, the legends include Odin's trip to Mimer in search of knowledge, the making of Thor's hammer, the loss of Idun's wondrous apples, and the task of securing the dreaded Fenris-wolf with unbreakable silken twine devised from "the sound of a cat’s footsteps, the roots of the mountains, the breath of a fish, and the sinew of a bear." Here, too, are accounts of "The Wooing of Gerd," "Thor Goes a Fishing," "The Death of Balder," "How Loki Was Punished," "The Twilight of the Gods," and "The New Earth."
Back Home
Bill Mauldin - 1947
Though victorious, these exhausted men were nevertheless too grief-stricken over the loss of comrades, too guilt-ridden that they had survived, and too numbed by trauma to share in the country’s euphoria. Most never saw a ticker-tape parade, or stole a Times Square kiss. All they wanted was to settle back into quiet workaday lives without fear. How tragic that the forces unleashed by World War II made this simple wish impossible.Willie & Joe: Back Home brilliantly chronicles the struggles and disillusionments of these early postwar years and, in doing so, tells Bill Mauldin’s own extraordinary story of his journey home to a wife he barely knew and a son he had only seen in pictures. The drawings capture the texture and feel, the warp and woof, of this confusing time: the ubiquitous hats and cigarettes, the domestic rubs, the rising fear of another war, and new conflicts over Civil Rights, civil liberties, and free speech. This volume of Mauldin’s work identifies and restores the dozens of cartoons censored by Mauldin’s syndicate for their attacks on racial segregation and McCarthy-style “witch hunts.” Mauldin pleaded with his syndicate to let him out of his contract so that he could return to the simple quiet life so desired by Willie & Joe. The syndicate refused, so Mauldin did battle, as always, through pen and ink.(less)
Time Travel: A History
James Gleick - 2016
Gleick's story begins at the turn of the twentieth century with the young H. G. Wells writing and rewriting the fantastic tale that became his first book, an international sensation, The Time Machine. A host of forces were converging to transmute the human understanding of time, some philosophical and some technological the electric telegraph, the steam railroad, the discovery of buried civilizations, and the perfection of clocks. Gleick tracks the evolution of time travel as an idea in the culture from Marcel Proust to Doctor Who, from Woody Allen to Jorge Luis Borges. He explores the inevitable looping paradoxes and examines the porous boundary between pulp fiction and modern physics. Finally, he delves into a temporal shift that is unsettling our own moment: the instantaneous wired world, with its all-consuming present and vanishing future.
The Vampire Book: The Encyclopedia of the Undead
J. Gordon Melton - 1994
Gordon Melton has the credentials: he's a religious historian, author of 25 books about religion and vampires, president of the American chapter of the Transylvania Society of Dracula (founded in Bucharest, Romania), and chairman of the committee that put on Dracula '97: A Centennial Celebration in Los Angeles. The Vampire Book is meticulously researched and well organized. Included are an article on the cultural history of the vampire; a historical timeline; addresses of vampire societies all over the world; a 55-page filmography; vampires in plays, opera, and ballet; a 13-page list of vampire novels; and an extensive index. The A to Z entries, each with a short bibliography, include vampire lore in more than 30 different geographic regions and a comprehensive "who's who," and cover topics ranging from fingernails to sexuality, the Camarilla to Szekelys.
Holy Sh*t!: The World's Weirdest Comic Books
Paul Gravett - 2008
. . are you ready for Russia's busty bombshell Octobriana? What about getting your groove on with Mod Love? How about scaring your kid sister with the flesh-eating animals in The Barn of Fear? And if you can stomach these, you might want to try Amputee Love, Fatman the Human Flying Saucer, Tales of the Leather Nun, and many, many more.