Adam seems to be taking his dance of death too seriously during the carnival preparations, Annabel races to catch up with a ghostly rival, and Alfie's not looking forward to sleeping in a dead man's bed.
“Series fans will find themselves right at home” as a computer game draws two players into the illusion-, pun-, and dragon-filled land of Xanth (Kirkus Reviews). Sixteen-year-old Dug has yet to be impressed by a computer game, but that’s before he gets hooked by Companions of Xanth—and the beguilingly beautiful princess-serpent he’s chosen to guide him. Nada Naga has her work cut out for her keeping Dug’s eyes on the magical prize . . . and off of her human form. Kim is no stranger to Xanth, which is why she chooses her favorite companion, Jenny Elf, to accompany her through its marvels—and dangers. Though Kim’s hyper-enthusiasm is infectious, she doesn’t really believe that Xanth is real, and it’s up to Jenny to prove it. What the two players don’t know is that there’s more at stake than winning; the very existence of Xanth hangs in the balance. Demons may run the game, but there are voids to avoid, loan sharks to outswim, and Com Pewter—the most evil machine of all—to outwit. Not to mention that a companion may be just as willing to sabotage Dug and Kim as help them succeed . . . “The legions of Xanth readers can rest assured that [Demons Don’t Dream] contains plenty of the punningly named animals, vegetables, people and things (such as the Ice Queen Clone and the Censor-Ship) that have become the series’ raison d’etre.” —Publishers Weekly
Dad! When did you get here?" Kevis looked up from his comp-vid—he was completing notes on a patient. He entered the last bit of information and stood to greet his father. "Kev, I have a patient I'd like to put in your clinic," Karzac said, walking in to sit beside his son's beautifully polished wood desk. Kevis, a physician for the past thirty years, ran a private clinic for patients with difficult mental problems. "Dad, surely not one of the Saa Thalarr," Kevis sat down again and hit an electronic key on his deskcomp. Kevis looked very much like his father—nearly six feet tall with light-brown hair and green-gold eyes. He'd opened his private clinic twenty years earlier on Refizan, his father helping financially. Kevis was doing very well for himself. "No. Not one of those. And I think when we get her, the Larentii will have already made a great deal of progress in her treatment. What we really need for her, I think, is peace and quiet, where there isn't anyone troubling her with something that needs to be done. She hasn't had a vacation in years, has been attacked and made very ill recently and there are other circumstances that have affected her. She almost killed herself three days ago." "Is there anything unusual about her?" Kevis lifted an eyebrow at his father. He suspected that the prospective patient might not be completely human. "She's High Demon, son, and hasn't been treated well for a very long time."
British Horror Cinema investigates a wealth of horror filmmaking in Britain, from early chillers like The Ghoul and Dark Eyes of London to acknowledged classics such as Peeping Tom and The Wicker Man. Contributors explore the contexts in which British horror films have been censored and classified, judged by their critics and consumed by their fans. Uncovering neglected modern classics like Deathline, and addressing issues such as the representation of family and women, they consider the Britishness of British horror and examine sub-genres such as the psycho-thriller and witchcraftmovies, the work of the Amicus studio, and key filmmakers including Peter Walker. Chapters include: the 'Psycho Thriller' the British censors and horror cinema femininity and horror film fandom witchcraft and the occult in British horror Horrific films and 1930s British Cinema Peter Walker and Gothic revisionism. Also featuring a comprehensive filmography and interviews with key directors Clive Barker and Doug Bradley, this is one resource film studies students should not be without.
The epic, magical saga of royalty, romance, and violence continues. A princess. A soldier. A servant. A demon hunter. A thief. When we last saw them, this unlikely group was heading into the Northern Territory of the kingdom of Pitoria, on the run from the sadistic and power-hungry King Aloysius of Brigant. The Smoke Thieves have discovered that demon smoke is not only an illegal drug used for pleasure, but in fact, when taken by children, demon smoke briefly gives its users super-human strength. Aloysius' plan is simple and brutal: kill the demons for their smoke, and use that smoke to build an unstoppable army of children to take over Pitoria, Calidor, and then the rest of the world. The Smoke Thieves are the only ones who understand this plan--but can they stop it? Catherine, Aloysius' daughter, is seen as a traitor from all sides; Tash is heartbroken after the loss of her one friend and sees nothing left for her in the human world; Edyon is wanted for murder; March is carrying the secret of his betrayal of his new love; Ambrose is out for revenge--and all the while, the demons have plans of their own...
Erik Eleodum is a simple man. He doesn't want to be a hero. He doesn't need fame or fortune. He is content farming his family's homestead in northern Háthgolthane and raising a simple family, like his father, for the rest of his life. In fact, adventure is the last thing on his mind. Befel, Erik's brother, and Bryon, his cousin, can't think of anything worse than farming for the rest of their lives. They want to be heroes. They want fame and fortune. They want to leave their families and go east, to the country of Golgolithul, where they are sure to find easy wealth and great adventure. But when these three young men leave their farmstead, they quickly discover the world is not so simple, not so easy. Most fortune is laden with treachery, fame must be earned with blood, and adventures are rarely grand. Ideas of grandeur are crushed and the road east is hard. To get there, these men must ultimately sell their swords and become friends with thieves, dwarves, soldiers, and mercenaries well past their prime. They battle a band of ruthless slavers, slip past assassins, and experience the deadly consequences of black magic. Will Erik ever be able to return to the simple life? Will he unwittingly become famous, become rich, become a hero? Or, will he even survive?
A prescient warning of a future we now inhabit, where fake news stories and Internet conspiracy theories play to a disaffected American populace “A glorious book . . . A spirited defense of science . . . From the first page to the last, this book is a manifesto for clear thought.”—Los Angeles Times How can we make intelligent decisions about our increasingly technology-driven lives if we don’t understand the difference between the myths of pseudoscience and the testable hypotheses of science? Pulitzer Prize-winning author and distinguished astronomer Carl Sagan argues that scientific thinking is critical not only to the pursuit of truth but to the very well-being of our democratic institutions. Casting a wide net through history and culture, Sagan examines and authoritatively debunks such celebrated fallacies of the past as witchcraft, faith healing, demons, and UFOs. And yet, disturbingly, in today's so-called information age, pseudoscience is burgeoning with stories of alien abduction, channeling past lives, and communal hallucinations commanding growing attention and respect. As Sagan demonstrates with lucid eloquence, the siren song of unreason is not just a cultural wrong turn but a dangerous plunge into darkness that threatens our most basic freedoms. Praise for The Demon-Haunted World “Powerful . . . A stirring defense of informed rationality. . . Rich in surprising information and beautiful writing.”—The Washington Post Book World “Compelling.”—USA Today “A clear vision of what good science means and why it makes a difference. . . . A testimonial to the power of science and a warning of the dangers of unrestrained credulity.”—The Sciences “Passionate.”—San Francisco Examiner-Chronicle
In the ethereal world of dreams, there are champions who fight to protect the dreamer and there are demons who prey on them... Arik is such a predator. Condemned by the gods to live eternity without emotions, Arik can only feel when he's in the dreams of others. For thousands of years, he's drifted through the human unconscious, searching for sensation. Now he's finally found a dreamer whose vivid mind can fill his emptiness. Dr. Megeara Kafieri watched her father ruin himself and his reputation as he searched to prove Atlantis was real. Her deathbed promise to him to salvage his reputation has now brought her to Greece where she intends to prove once and for all that the fabled island is right where her father said it was. But frustration and bad luck dog her every step. Especially the day they find a stranger floating in the sea. His is a face she's seen many times.... in her dreams. What she doesn't know is that Arik holds more than the ancient secrets that can help her find the mythical isle of Atlantis. He has made a pact with the god Hades: In exchange for two weeks as a mortal man, he must return to Olympus with a human soul. Megeara's soul. With a secret society out to ruin her expedition, and mysterious accidents that keep threatening her life, Megeara refuses to quit. She knows she's getting closer to Atlantis and as she does, she stumbles onto the truth of what Arik really is. For Arik his quest is no longer simple. No human can know of a Dream-Hunter's existence. His dream of being mortal has quickly turned into his own nightmare and the only way to save himself will be to sacrifice the very thing he wanted to be human for. The only question is, will he?