Aspiring to be the fastest sprinter on his elite middle school's track team, gifted runner Ghost finds his goal challenged by a tragic past with a violent father.
In a world of supercomputers, genetic engineering, and fiber optics, technological creativity is ever more the key to economic success. But why are some nations more creative than others, and why do some highly innovative societies--such as ancient China, or Britain in the industrial revolution--pass into stagnation? Beginning with a fascinating, concise history of technological progress, Mokyr sets the background for his analysis by tracing the major inventions and innovations that have transformed society since ancient Greece and Rome. What emerges from this survey is often surprising: the classical world, for instance, was largely barren of new technology, the relatively backward society of medieval Europe bristled with inventions, and the period between the Reformation and the Industrial Revolution was one of slow and unspectacular progress in technology, despite the tumultuous developments associated with the Voyages of Discovery and the Scientific Revolution. What were the causes of technological creativity? Mokyr distinguishes between the relationship of inventors and their physical environment--which determined their willingness to challenge nature--and the social environment, which determined the openness to new ideas. He discusses a long list of such factors, showing how they interact to help or hinder a nation's creativity, and then illustrates them by a number of detailed comparative studies, examining the differences between Europe and China, between classical antiquity and medieval Europe, and between Britain and the rest of Europe during the industrial revolution. He examines such aspects as the role of the state (the Chinese gave up a millennium-wide lead in shipping to the Europeans, for example, when an Emperor banned large ocean-going vessels), the impact of science, as well as religion, politics, and even nutrition. He questions the importance of such commonly-cited factors as the spill-over benefits of war, the abundance of natural resources, life expectancy, and labor costs. Today, an ever greater number of industrial economies are competing in the global market, locked in a struggle that revolves around technological ingenuity. The Lever of Riches, with its keen analysis derived from a sweeping survey of creativity throughout history, offers telling insights into the question of how Western economies can maintain, and developing nations can unlock, their creative potential.
When it was released in 2004, Harlem Stomp! was the first trade book to bring the Harlem Renaissance alive for young adults! Meticulously researched and lavishly illustrated, the book is a veritable time capsule packed with poetry, prose, photographs, full-color paintings, and reproductions of historical documents. Now, after more than three years in hardcover, three starred reviews and a National Book Award nomination, Harlem Stomp! is being released in paperback.
A radical new perspective on the dynamics of urban life in Renaissance Italy The cities of Renaissance Italy comprised a network of forces shaping both the urban landscape and those who inhabited it. In this illuminating study, those complex relations are laid bare and explored through the lens of contemporary urban theory, providing new insights into the various urban centers of Italy’s transition toward modernity. The book underscores how the design and structure of public space during this transformative period were intended to exercise a certain measure of authority over its citizens, citing the impact of architecture and street layout on everyday social practices. The ensuing chapters demonstrate how the character of public space became increasingly determined by the habits of its residents, for whom the streets served as the backdrop of their daily activities. Highlighting major hubs such as Rome, Florence, and Bologna, as well as other lesser-known settings, Street Life in Renaissance Italy offers a new look at this remarkable era.
Baseball and ghost stories are as American as apple pie. Haunted Baseball combines both with this fun and freaky collection of otherworldly yarns. Collected from baseball players, stadium personnel, umpires, front-office folks, and fans, the tales told here explore the spooky connection between baseball and the paranormal, including Babe Ruth sightings at a former brothel, the Curse of the Billy Goat that still haunts the Chicago Cubs, of hidden passageways within the depths of Dodger Stadium, and of the spirits of legendary stars that inspire modern-day players at Yankee Stadium. We hear why Johnny Damon believes in ghosts, and how the memories of a 9/11 hero inspired Ken Griffey Jr. to hit a home run against the Phillies—a team against which he’d never even gotten a hit! There’s the story of how Sam Rice settled a decades-old baseball controversy with a message from beyond the grave, and how the late Roberto Clemente had premonitions of his own death in a plane crash. With a wealth of anecdotes that have never before been told before, the authors present an entertaining and eerie look at our national pastime.
"Medieval Ghost Stories" is a collection of ghostly occurrences from the eighth to the fourteenth centuries; they have been found in monastic chronicles and preaching manuals, in sagas and heroic poetry, and in medieval romances. In a religious age, the tales bore a peculiar freight of spooks and spirituality which can still make hair stand on end; unfailingly, these stories give a fascinating and moving glimpse into the medieval mind. Look only at the accounts of Richard Rowntree's stillborn child, glimpsed by his father tangled in swaddling clothes on the road to Santiago, or the sly habits of water sprites resting as goblets and golden rings on the surface of the river, just out of reach...
The #1 bestselling chapter book series of all time celebrates 25 years with new covers and a new, easy-to-use numbering system! Jack and Annie are summoned once again to the fantasy realm of Camelot. There, Merlin the Magician tells them that the Stone of Destiny has been stolen. The answer to its disappearance lies within a haunted castle. With a young magician named Teddy, Jack and Annie take on the challenge in an adventure that takes them to new heights and places they couldn’t even imagine! Formerly numbered as Magic Tree House #30, the title of this book is now Magic Tree House Merlin Mission #2: Haunted Castle on Hallows Eve. Did you know that there’s a Magic Tree House book for every kid? Magic Tree House: Adventures with Jack and Annie, perfect for readers who are just beginning chapter books Merlin Missions: More challenging adventures for the experienced reader Super Edition: A longer and more dangerous adventure Fact Trackers: Nonfiction companions to your favorite Magic Tree House adventures Have more fun with Jack and Annie at MagicTreeHouse.com!
Spooks! Welcome to the Great Beyond Tabletop Role-playing in the Afterlife The gates to paradise are shut, the dead are restless and a shadow war between the pharaohs threatens to consume the Great Beyond... and you just got here. Congratulations, you're dead! and the afterlife isn't what we thought. In this fantastical game you play as a spook, otherwise known as the dearly departed, in an Ancient Egyptian inspired hereafter known as the Great Beyond. Play as a bhoot, doll, ghost, ghoul, skeleton, vampire, wraith or zombie in a predominate Victorian society. Meet people from history, explore a rich and infinite world under the shinning lights of Necropolis, city of the dead. Tour infamous locations such as the River of Styx, manifest into the Spirit Realm to haunt the living, unravel the dreams of yesterday and today through the Dream Veil, brave the dangers of the Hellfire Lands or quest for the lost paradises of old such as Elysium, Valhalla or Avalon. How will you spend your afterlife? Game Features d6 mechanic that pools dice for purposes of determining fate and skill rolls. Non-class system where players choose their spook, select their skills and buy equipment without feeling restricted by class abilities. Watch this video for how to make a character: https://www.youtube.com/watch?v=pfsOEKxQ9G4 Statistic point-buy system that is determined on character level and not a variety of rolls. Characters don't die, they just faint. Improvise-friendly game where challenges and denizens can be created in a manner of minutes without spending hours ahead of game in preparation or cause large amounts of in-game downtime. Spell card magic system, where players can either use an official Spooks! WTTGB spell deck or use any playing card deck to track their spells. No memorization or spell slots on how often a spell can be used. Magic is tracked by magic points, much like hit points, and regenerate quickly. 24 historical non-player characters (NPCs) that the players can meet including George Washington, Ada Lovelace, Lord Byron, Edgar Allan Poe and more. 12 organizations characters can encounter or possibly join in the afterlife. 34 magic items specific to the game 41 denizens to incorporate into your stories Plus all the rules you need to create your own spells, equipment, magic items and denizens.
At one time or another, most people have experienced a creepy, spine-tingling sensation they can’t explain. Science may rationalize these fears, blaming a natural fear of the unknown, an open window or a drafty doorway, but millions of people believe there is much more to it than that – and who can say they are wrong? Glamis Castle in Scotland, made famous by Shakespeare’s Macbeth is said to be haunted by a whole host of ghostly residents. Dracula’s castle in Transylvania, another spooky literary hub, is perhaps one of the most nerve-wracking places on earth. Ghosts traces the cultural and literary origins of the paranormal, uncovers the dark secrets beneath the myths and untangles the enigma of the supernatural. Contents: ghosts and poltergeist, the afterlife and immortality. Ghost messengers paranormal/supernatural:exorcisms, vampires. ghost-hunting Halloween, seances, ouija board. True ghost stories: Amityville Murders, Tower of London, Resurrection Mary, Pendle Hill, Glamis Castle, Dracula’s Castle. Films: Ghost, The Ring, The Grudge, The Woman in Black, Poltergeist, The Sixth Sense, What Lies Beneath, Just Like Heaven, Sleepy Hollow, White Noise, Ghostbusters.
From Raina Telgemeier, the #1 New York Times bestselling, multiple Eisner Award-winning author of Smile, Drama, and Sisters! Catrina and her family are moving to the coast of Northern California because her little sister, Maya, is sick. Cat isn't happy about leaving her friends for Bahia de la Luna, but Maya has cystic fibrosis and will benefit from the cool, salty air that blows in from the sea. As the girls explore their new home, a neighbor lets them in on a secret: There are ghosts in Bahia de la Luna. Maya is determined to meet one, but Cat wants nothing to do with them. As the time of year when ghosts reunite with their loved ones approaches, Cat must figure out how to put aside her fears for her sister's sake - and her own.Raina Telgemeier has masterfully created a moving and insightful story about the power of family and friendship, and how it gives us the courage to do what we never thought possible.