How Everything Became War and the Military Became Everything: Tales from the Pentagon


Rosa Brooks - 2016
    Today, America’s wars are everywhere and forever: our enemies change constantly and rarely wear uniforms, and virtually anything can become a weapon. As war expands, so does the role of the US military. Today, military personnel don’t just “kill people and break stuff.” Instead, they analyze computer code, train Afghan judges, build Ebola isolation wards, eavesdrop on electronic communications, develop soap operas, and patrol for pirates. You name it, the military does it. Rosa Brooks traces this seismic shift in how America wages war from an unconventional perspective—that of a former top Pentagon official who is the daughter of two anti-war protesters and a human rights activist married to an Army Green Beret. Her experiences lead her to an urgent warning: When the boundaries around war disappear, we risk destroying America’s founding values and the laws and institutions we’ve built—and undermining the international rules and organizations that keep our world from sliding towards chaos. If Russia and China have recently grown bolder in their foreign adventures, it’s no accident; US precedents have paved the way for the increasingly unconstrained use of military power by states around the globe. Meanwhile, we continue to pile new tasks onto the military, making it increasingly ill-prepared for the threats America will face in the years to come. By turns a memoir, a work of journalism, a scholarly exploration into history, anthropology and law, and a rallying cry, How Everything Became War and the Military Became Everything transforms the familiar into the alien, showing us that the culture we inhabit is reshaping us in ways we may suspect, but don’t really understand. It’s the kind of book that will leave you moved, astonished, and profoundly disturbed, for the world around us is quietly changing beyond recognition—and time is running out to make things right.

Holy War, Inc.: Inside the Secret World of Osama bin Laden


Peter L. Bergen - 2001
    The attack was masterminded by Osama bin Laden and his Jihad group -- an organization that CNN's terrorism analyst Peter Bergen calls Holy War, Inc. One of the few Western journalists to have interviewed bin Laden face-to-face, Bergen has produced the definitive book on the global Jihadist network, revealing: How bin Laden lives, travels, and communicates with his "cells." How his role in the crushing defeat of the Soviet Union in Afghanistan made him a hero to Muslims all over the world. How the bombings of the American embassies in Africa and the USS Cole in Yemen were planned and executed. What we can expect from Islamic extremists in the future. Above all, Peter Bergen helps us to see bin Laden's organization in a radically new light: as a corporation that has exploited modern technology and weaponry in the service of global terrorism and the destruction of the West. Both author and publisher will donate a portion of the proceeds from this book to the International Committee of the Red Cross.

H. P. Lovecraft's Dreamlands


Chris Williams - 1986
    Lovecraft's Dreamlands provides everything needed for Call of Cthulhu investigators to travel down the seven hundred steps, through the Gates of Deeper Slumber, and into the realm of dreams. Includes a travelogue of the dreamlands, a huge gazetteer, dreamlands character creation rules, over thirty prominent NPC's, over 60 monsters who dwell within the dreamlands, descriptions of the dreamlands gods and their cults, six adventures to help jump start a dreamlands campaign, and a new fold-out map of the Dreamlands by Andy Hopp.

Kult: Death is Only the Beginning...


Gunilla Jonsson - 1991
    Reality is not what we think. Around us the world is dark and dangerous and nothing is what it seems to be. Our reality is an illusion, created to keep us captive. We are imprisoned since ages past by a dictatorial creator. The true world, invisible to us, is ruled by creatures who dominate behind the false facades, our prison wardens and torturers. The characters in 'Kult' are dark heroes, governed by Destiny. When the illusions shatter, they face the true reality. Kult is a complete role-playing game and includes 1) The Lie - rules for creating player characters with abilities, dark secrets, advantages and disadvantages and skills. 16 ready-made archetypes (each infull color) will enable you to create an interesting character speedily and commence playing. 2) The Madness: Rules for encountering terror; advanced, realistic combat rules; and a comprehensive, logical magic system 3) The Truth: A consistent background to help you to recreate different horror atmospheres. Our illusion and dark realilty are described in detail, together with the creatures and cults who lurk behind the veil.

Pathfinder Adventure Path #1: Burnt Offerings


James JacobsAndrew Hou - 2007
    Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes!In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.This volume of Pathfinder Adventure Path launches the Rise of the Runelords Adventure Path and includes:- "Burnt Offerings," and adventure for 1st-level characters by James Jacobs.- An exploration of your PCs' new hometown of Sandpoint, by James Jacobs.- A history of the ancient empire of Thassilon, by Wolfgang Baur.- The first installment of the Pathfinder's Journal, by Erik Mona.- Six new monsters by James Jacobs, Richard Pett, and F. Wesley Schneider.Cover art by Wayne Reynolds

Our Daily Bread - January / February / March 2020


Our Daily Bread MinistriesKirsten Holmberg - 2019
    The daily devotional thoughts published in Our Daily Bread help readers spend time each day in God’s Word. This electronic edition of Our Daily Bread allows you to enjoy the same inspiring content found in the print edition of Our Daily Bread, but with many additional digital features: • 90 Digital Daily Devotionals • Includes Scripture Passages and Insights • Links to a Daily Bible Reading Plan • Links to Additional Topical Content Resources from Our Daily Bread Ministries • Our Daily Bread Author Biographies Our Daily Bread is published and distributed worldwide in more than 40 languages by Our Daily Bread Ministries offices around the globe. Our Daily Bread Ministries also produces a variety of other Bible resources, which are available for the asking. Our Daily Bread is distributed via print, large-print, radio, podcast, email, rss, and mobile. For social networking users, find Our Daily Bread on Twitter, Facebook, and Google+.

Chasing Nirvana


Rafaa Dalvi - 2021
    The heady mix of human depravity, humour, satire, tragedy, revenge and drama makes these stories an essential cocktail of emotions.Review:“Breezy, Flippant, Poignant... Tales of pleasurable wickedness.”-Salil Desai, author of Inspector Saralkar Mystery Series“Although not all sugar and sunshine, Dalvi's voice is an important one, because he chooses to tell stories that others would normally shy away from. There's a serene resignation in his tales, one that is completely devoid of both hope as well as regret. I thoroughly enjoyed the stories.”-Bhaskar Chattopadhyay, author of Patang, Penumbra, Here Falls the Shadow, The Disappearance of Sally Sequeira and Best Served Cold“Gripping short-stories by Rafaa Dalvi. I am both intrigued and scared by his plot-twists. Thrilled to have read this book.”-Sanhita Baruah, author of The Art of Letting Go and The Art of Healing“Some of the best stories I have read so far. Rafaa has a gift of telling complex stories in a very intuitive and straightforward and are easy to read. This book is the best thing that has come out during these current circumstances.”-S. G. Kabe, author of Everything is Normal“Rafaa Dalvi is a flash fiction expert.”-T.F. Carthick, author of Carthick’s Unfairy Tales and More Unfairy Tales“Taut, propulsive and riveting, Rafaa’s mesmerising stories pack a big punch. Chasing Nirvana has been carefully crafted for maximum impact. A highly compelling read.”-Vivek Banerjee, author of ‘The Long Road’ and ‘The Other Side’

Justin Bieber


Kristen Rajczak - 2011
    In this book, readers will discover how he got his start in the entertainment industry through fascinating facts and a timeline of his career so far. Exciting concert photographs and cute close-ups enhance the accessible text. Reluctant readers will have Bieber fever after reading this high-interest book.

Attack of the Flickering Skeletons: More Terrible Old Games You’ve Probably Never Heard Of


Stuart Ashen - 2017
    You will probably wish you still didn’t.YouTube sensation Stuart Ashen is back with his second instalment of terrible old computer games you’ve probably never heard of... because what the world needs right now is to know exactly how bad Domain of the Undead for the Atari 8-bit computers was.Attack of the Flickering Skeletons is even bigger than the original Terrible Old Games You’ve Probably Never Heard Of – this second excavation of gaming’s buried past will not only unearth more appalling excuses for digital entertainment, but also feature guest contributors and several special interest chapters not based around single specific games.These are NOT the games you’ve heard of a million times in YouTube videos. This is a compilation of truly obscure and dreadful games. Dripping with wry humour and featuring the best, worst graphics from the games themselves, this book encapsulates the atrocities produced in the days of tight budgets and low quality controls.These are even more appalling games that leaked from the industry’s tear ducts, taken down from the dusty shelves of history by the man who has somehow made a living by sticking rubbish on a sofa and talking about it.

The Shock of the Fall Free Sampler


Nathan Filer - 2013
    His name’s Simon. I think you’re going to like him. I really do. But in a couple of pages he’ll be dead. And he was never the same after that.’There are books you can’t stop reading, which keep you up all night.There are books which let us into the hidden parts of life and make them vividly real.There are books which, because of the sheer skill with which every word is chosen, linger in your mind for days.The Shock of the Fall is all of these books.The Shock of the Fall is an extraordinary portrait of one man’s descent into mental illness. It is a brave and groundbreaking novel from one of the most exciting new voices in fiction.

The Will to Keep Winning


DAIGO UMEHARA
    Through his play, and through his approach to life, Daigo changes the way people think about the game, and inspires even his enemies to new heights. This is what separates a mere winner from an all-time great."—Seth Killian, Lead Game Designer at Riot Games"Daigo and I started an international journey to showcase Street Fighter competition in 1998. Today, he is the Grand Master of fighting games and true inspiration to players worldwide.”—Alex Valle, CaliPower, Mr. Street Fighter“It’s almost impossible to overstate the significance of The Beast for the practice and culture of gaming; as Bruce Lee was for the Martial Arts, so Daigo Umehara is for Fighting Games.”—Prof. Chris Goto-Jones, Professor of Comparative Philosophy & Political Thought, Leiden University"I’m a professional fighting gamer. I was first crowned World Champion at seventeen in 1998, and I was recognized as “the most successful player in major tournaments of Street Fighter” by Guinness World Records in August 2010.This is my chance to tell you how I became World Champion and share insights as only a multiple time World Champion can. What does it take to win? Why do so many eventually lose their edge? Let me share with you the professional skills necessary to become World Champion and keep winning. These skills will certainly help you to advance, in both the world of eSports and beyond."—Daigo "The Beast" UmeharaIn Daigo “The Beast” Umehara’s first book, the most successful Street Fighter player in history reveals the secrets of becoming-and remaining-a world champion.Daigo’s story of passion and perseverance offers seasoned pros and non-gamers alike an intensely personal view into the world of competitive video gaming, or eSports, starting from years before the term existed.Follow Daigo on his road to pro, beginning with his childhood love of games, his search for communi-ty in the arcades, and his first international victory at age 17 in the 1998 Street Fighter Alpha 3 World Championships against American champion Alex Valle.Get an insider’s account of “EVO Moment #37: The Beast Is Unleashed,” the most famous comeback in fighting game history, against long-time rival Justin Wong in Street Fighter III: 3rd Strike.Hear the real story behind Daigo’s mysterious disappearance from the fighting game scene and detour into the mahjong world, his personal low point, and his triumphant return from retirement in the 2009 EVO Street Fighter IV Grand Finals.Be Like Ryu: Learn from Daigo’s mix of stoic dedication, love for the game, and practice practice practice, as the Japanese master describes how to stay on top while constantly evolving, avoiding complacency, and seeking out new challenges.About the AuthorDAIGO "The Beast" UMEHARA(born 1981, Aomori Prefecture, Japan) was the first Japanese professional gamer, and is listed in Guinness Book as “the most successful player in major tournaments of Street Fighter (Capcom, 1987) at national and international level.” He became World Champion in Street Fighter Alpha 3 in 1998, signed a sponsorship contract with Mad Catz in April 2010 and with Red Bull in May 2016. He is also a Twitch's Global Ambassador.

RuneQuest


Steve Perrin - 1978
    These early chapters show the secret workings of the 'world machine.'• Combat Skills - contains information on use, cost, training, and problems with weaponry. It provides a unique combat system free of ambiguities.• Battle Magic - everyday spells available to all characters. You can enhance weapons or armor, detect items, or combat spirits• Other Skills - available in a wide variety are such useful personal skills as Riding, Tracking, and Picking Pockets.• Rune Magic - provides spells which deliver the power of the the gods to their devoted followers; also discusses the cults which channel such powers and the deadly tribal shamans.• Monsters — from Aldryami to zombies, this extensive chapter gives stat' guidelines for a menagerie of beast (dumb and smart) which can menace players and make life difficult.• Treasure - there are complete guidelines for compiling treasure which is commensurate with the comparative 'toughness' of the monsters to be dealt with.• Referee Notes - useful guidelines for the novice or professional referee, including optional rules.• Charts and Tables - included are play-aids for running a campaign in the Dragon Pass area; among others are encounter, reaction, and experience tables.• Convenient Pull-outs - the center sheets of the book make up a digest of the most important charts, tables, rules, and procedures, which can be lifted from the book for easy access.

Blackwater: The Rise of the World's Most Powerful Mercenary Army


Jeremy Scahill - 2007
    The shooting spree, labeled "Baghdad's Bloody Sunday," was neither the work of Iraqi insurgents nor U.S. soldiers. The shooters were private forces working for the secretive mercenary company, Blackwater Worldwide. This is the explosive story of a company that rose a decade ago from Moyock, North Carolina, to become one of the most powerful players in the "War on Terror." In his gripping bestseller, award-winning journalist Jeremy Scahill takes us from the bloodied streets of Iraq to hurricane-ravaged New Orleans to the chambers of power in Washington, to expose Blackwater as the frightening new face of the U.S. war machine.

Secrets of Xen'drik (Eberron Supplement)


Keith Baker - 2006
    and More There's an old saying in Stormreach: "Great power rests in the ruins of the past." The shattered cities and vast dungeons of Xen'drik hold the secrets of countless fallen empires. Legends speak of titanic landmarks, sunken treasure vaults, and forgotten places suffused with powerful magic. Beyond the walls of Stormreach, an entire continent waits to be rediscovered. But beware! Terrible monsters rule Xen'drik now, and explorers searching for gold or glory often find death instead. Inside this book, you'll find everything you need to adventure in the shattered continent of Xen'drik: * Comprehensive overview of the continent of Xen'drik and the gateway city of Stormreach* New feats, prestige classes, spells, equipment, and magic items* Encounters and magical locations you can drop into your existing campaign* Ready-to-play adventures, monsters, and villains For use with these Dungeons & Dragons(R) products"Player's Handbook(TM) Dungeon Master's Guide(TM) Monster Manual(TM)Eberron"(R)" Campaign Setting"

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.