In the context of the growing debate over the relationship between humanities education and the future of liberal democracy, To Be One of Us surveys in dialectical fashion several contemporary humanist thinkers, and analyzes their diverse philosophical positions in relation to John Deweys claim that creative democracy is the task before us. The cultural roots of these diverse positions are compared on the basis of their normative conceptions of moral authority. The first section of the text contains analyses of Allan Blooms conservative platonism, and of several critiques of his discourse of crisis. The second section is an exploration of Rortys liberal pragmatism and its implications for education and democracy, and of the critique of Rorty which emanates from his political left. Finally, Wests prophetic pragmatism is examined, and presented as the philosophical position best suited to creative democracy, given prevailing social, economic, and political realities.
John Sevier had not taken much interest in the American Revolution. Homesteading in the Carolina mountains, Sevier was too busy fighting Indians and taming the wilderness to worry much about a far-off war, but when an arrogant British officer sends a message over the mountains, threatening to burn the settlers' farms and kill their families, the Revolutionary War becomes personal. That abrasive officer is British Army Major Patrick Ferguson, who is both charmingly antagonistic and surprisingly endearing. The younger son of a Scottish earl, Ferguson suffers constant misfortunes, making his dedication and courage count for nothing. When he loses the use of his arm from an injury at Brandywine, his commander sends him south, away from the war—which, in 1780, George Washington and the Continental Army are losing. Ordered to recruit wealthy Southern planters to the British cause, Ferguson courts disaster by provoking the frontiersmen, and suddenly the far-off war is a sword's length away. The British aristocrat on a fine white horse is the antihero to Sevier's American pioneer spirit. Two Tory washerwomen, Virginia Sal—whose lucid voice lends humor and mysticism to the pages—and Virginia Paul, a mysterious woman too well-acquainted with death, portray the human side of the king's army. With a regiment of British regulars and local Tory volunteers, Ferguson believes he's an indomitable force. Threatened by the Loyalists with invasion and the loss of their land, Sevier knows that Ferguson has to be stopped. In response, Sevier and his loyal comrades—many of whom would play key roles in later parts of American history—raise an unpaid volunteer militia of more than a thousand men. Bringing their own guns, riding their own horses, and wearing just their civilian clothes, the Overmountain Men ally themselves with other states' militias and march toward Charlotte in search of Ferguson's marauding army. On a hill straddling the North and South Carolina lines, in what Thomas Jefferson later called "the turning point of the American Revolutionary War," the Overmountain Men triumph, proving that the British forces can be stopped. Their victory at King's Mountain inspired the colonies to fight on, ending the war one year later at Yorktown. Peppered with lore and the authentic heart of the people in McCrumb's classic Ballads, this is an epic book that paints the brave action of Sevier and his comrades against a landscape of richly portrayed characters. Harrowing battle descriptions compete with provoking family histories, as McCrumb once again shares history and legend like no one else. Both a novel of war and family, crafted with heart and depth, King's Mountain celebrates one of Appalachia's finest hours.
A mysterious visitor from the stars approaches Earth, wondering what mysteries this new world he has discovered has in store. He has found the world of Demongate High, where the supernatural is around every corner. As Dean and his friends struggle with Dreamers and making sure the past plays out as everyone remembers, another group of children is getting powers under mysterious circumstances. This is the start of their adventures. Join Elizabeth, Matt, and Sam as the ordinary town of Rochester, NY becomes a battleground. When half the kids in the 8th grade class at Bay Trail suddenly get powers, they must all choose who to trust- Trouble is, every group they meet says the others cannot be trusted.
This royal murder mystery set in the early-15th century explodes the romantic myth of the age of chivalry. Hopkin, a pagan, casts a critical eye over the corruption of his age, and introduces the towering characters of the period including King Henry the Fifth, Sir Henry Percy, and Owen Glendower.
In this extraordinary third and final work in the second DemonWars trilogy, R. A. Salvatore weaves a diverse tapestry of characters and events from all novels of the series into an epic, unforgettable conclusion as a dark young king is driven by a quest to remake humankind. In Honce-the-Bear, King Aydrian Boudabras wakes in a cold sweat, his conscience haunted by those he has killed in order to garner power, including the rightful king before him, Danube, his mother’s husband. Now, Aydrian is preparing his armies for war, forging loyalties, playing one adversary against another, and giving those around him barely a glimpse at his remarkable powers. In the neighboring Behren, the evil Yatol Bardoh is unleashing a war engine of his own, using armies of mercenaries and horrific tactics to bring down the walls of Jacintha and to drive a ferocious dragon from the city of Dharyan. Between these two men, an explosive chain of events has been set into motion. Refugees flood the roads and valleys, alliances are formed and broken, navies clash at sea, and assassins seek their moment to strike. With Aydrian’s power and popularity turning into an avalanche and the courageous Byrnn Dharielle valiantly standing in the way of the Yalot Bardoh, the great players in the DemonWars saga will unite and clash on a single, magnificent stage. In book three of the second DemonWars trilogy, #1 New York Times bestselling author R. A. Salvatore concludes the second trilogy and gathers the whole arc of the seven books of the DemonWars saga in a stunning conclusion that Kirkus Reviews claims “fans will dance with joy” to experience.
From the visionary Blizzard Entertainment art director, the collected humorous adventures of the brawling, elf-hating, pirate dwarf, Captain Grimbeard. Captain Grimbeard is right ticked off! Our most noble dwarf (and hero of this story) awoke from a night of merriment to find that he had mysteriously traveled one thousand years into the future. On top of that, he also discovered that the world he once knew was now ruled by the most detestable and dandyish of all creatures—those annoying elves. Oh, and did I mention that every dwarf in existence was somehow wiped off the crust of the world by those aforementioned scoundrels? Well, not every dwarf. A collection of bawdy and boisterous short stories featuring all original artwork by legendary Blizzard Entertainment art director Samwise Didier, this tome follows Captain Grimbeard as he organizes underground fight clubs, boxes elven bounty hunters, ducks amorous giants, and most important—searches for a place to empty his beer-filled bladder. Perfect for fans of Adventure Time! “Grimbeard has something for everyone! A lavishly illustrated collection of adventures that is outrageous, irreverent, and quite often, downright enlightening.” —Micky Neilson, bestselling author of Ashbringer and Pearl of Pandaria “Didier has outdone himself with this impressive display of both his artistic and literary skills. I've never been much of a dwarf guy, but the tenacious exploits of Samwise’s endearing Grimbeard has won me over.” —Gerald Brom, award-winning author of Lost Gods
After the plague of the Demon Wars and the following blight of Bain the Dragon King's rule, peace has finally come to the land of The Pix. But then a diabolical act of regicide occurs followed by a bloody coup. War is declared to avenge this treachery. Then key figures of both common and royal blood are guided by the songs of a mysterious bard who is heard, but never seen. Meanwhile, The Blackwoods Coven is involuntarily drawn into this escalating turmoil of political affairs by a dire prophecy of a massive calamity. One that would dwarf anything that The Pix has ever suffered before. And only The Blackwoods Coven can stop it.
An empress rules her fading empire with no heir to inherit the throne. An ancient malice lusts for her and fast approaches, with armies potent with demonic menace. A kings champion is sent with his unique band to aid in the defense against the twisted and foul crafts of necromantic warlocks. There is an inevitable and inescapable bonding of blood in the midst of a war for an empire. Unyielding sacrifice, forfeit, and submission to carnal impulse become the unexpected answers necessary to foil their archaic enemys revolting cravings. Arkenfall is the first book in the Conquest of Arkendore series.
Sherlock Holmes and Doctor Watson are visited by Mr Josiah Endicott, an injured enquiry agent who believes that three recent murders are connected. He explains that he was attacked shortly after interviewing a friend of one of the victims and warned to discontinue his investigation. A remark of one of his assailants appeared to confirm that the murders were committed with a common motive and, as his client is clearly unable to proceed, Holmes agrees to assume the case. The duo call upon Miss Daisy Scanlon, the young woman visited by Mr Endicott before he was injured, who was distressed but of some assistance. Returning to Baker Street, it is not long before a message from her arrives requesting a further meeting. Holmes realises at once that the appointment is a trap, but they set out to see what can be learned after ensuring that they are armed. They narrowly escape with their lives, immediately revisiting Miss Scanlon to discover that she has suffered a fatal accident in her home. Although it is not apparent, Holmes deduces that she has been murdered. Consulting the extensive notes left by his client, Holmes then conducts a series of interviews. These lead him to believe that the murders are linked to The Experience Club, an establishment barred to all except gentlemen who have performed extraordinary feats. There he recognises agents of Imperial Germany, and eventually uncovers a plot to assassinate the Queen. It transpires that German agents have abducted a Member of Parliament, in order to gain information, and also his daughter as an incentive to gain his co-operation. Holmes knows, despite discouragement from Scotland Yard and his brother Mycroft, that these incidents also must be addressed, to prevent a blow to our country that would devastate the Empire.