Click, a straight-edge transgender kid, is searching for hir place within a pack of newly sober gender rebels in the dilapidated punk houses of Portland, Oregon circa 2002. Ze embarks on a dizzying whirlwind of leather, sex, hormones, house parties, and protests until hir gender fluidity takes an unexpected turn and the pack is sent reeling.
After tightening her laces with shaking hands, Lottie glanced at the other skaters, who had already rolled awkwardly around the big track. Each skater's unsteady movements made a low rumble sound that reverberated throughout the empty Armory. The pounding of skates on the wooden surface made it difficult to hear normal voices. The skaters glided and stretched their legs; up on the big track each person appeared larger than life. Lottie noticed that the guys looked so much bigger and faster than the small group of girls. Maybe, she thought, her father was right. What A League of Their Own is to women's baseball, Roller Babes is to women's professional roller derby. Set in the 1950s, Roller Babes dramatically captures the story of Lottie Karla Zimmerman's inspirational rise from the tenements of the Bronx to her stardom as the Roller Derby queen. Her road is anything but smooth as she tangles with love, loss, and the "bad" girls of the banked track. The widely watched yet underappreciated sport of Roller Derby comes to life in Roller Babes, reminding us not only of a simpler time but also of the power of the human spirit to overcome enormous obstacles.
Stormwolf, a former Hound who has been restored to his rightful state as a Rider, scours the Shadowlands for members of a rogue Hound tribe who are draining humans of their souls.
The complete Cthulhu Mythos by master horror writer H. P. Lovecraft in one volume. The Cthulhu Mythos is a collection of 23 loosely connected short stories by H. P. Lovecraft, one of the earliest masters of dark fantasy and horror. From "Dagon" to "The Call of Cthulhu" to "The Haunter of the Dark," each story connects to the ancient cosmic entities known as the Great Old Ones, buried in a deep sleep beneath the earth and incomprehensible to mankind. For the few mortals who dare to glimpse this unknowable world, the result is a complete disconnection from what was once considered reality. Lovecraft's stories are grim, fantastical, dark, horrifying—and yet endlessly fascinating. Makes a perfect gift for fans of Lovecraft, his work, and the HBO series Lovecraft Country.
Arthur Banks discovers evidence that a different species of Homo, one more adept at telepathy than language, has secretly been living within society and is plotting to wipe out Homo sapiens with a virus to which they are immune.
In this middle-grade mystery, eleven year old Charlie moves from NYC to Florida only to find herself in the haunted Winklevoss Manor. To her surprise, she's not alone—she's joined by three mischievous ghosts cursed for snatching a dead man's diamond. After twelve-year-old Charlie moves from New York City to sweaty, sticky Florida, she’ll do anything to get back home. Even if it involves ghosts. Winklevoss Manor, Charlie’s new house, is a towering Victorian mansion famous for one thing—it’s haunted. Three ghosts—Ada, Arthur, and Guff—live there, and not by choice. They’re trapped, cursed for stealing a dead man’s diamond. A diamond that, just like the ghosts, is still in the house. And this gets Charlie thinking. . . Maybe if she can find the diamond and sell it, Charlie’s family could have enough money to move back to the city. But lifting the curse isn’t that simple, especially when she’s pitted against the school bully and three unruly spirits. It’s frightening to think about, but what if the only way to get rid of the ghosts and curses is by doing what Charlie fears the most—confronting the past that haunts her?
Defend yourself and protect your assets in a lair that feels as real and alive as your monsters with advice from Keith Ammann, author of The Monsters Know What They’re Doing: Combat Tactics for Dungeon Masters. The world is a dangerous place—especially when you’re up to no good. Whether you’re a rampaging monster, a calculating mastermind, or the current possessor of the Golden MacGuffin, someone’s going to come at you. Probably more than one someone. You can’t know when, but you can choose where. You need to be ready. You need a lair. In How to Defend Your Lair, gamemaster Keith Ammann pulls back the curtain on an underrated but crucial part of any tabletop roleplaying game: the theater of battle. Say goodbye to encounters in randomly generated dungeons and hello to a game in which where the fight takes place is just as important as who is doing the fighting. This book teaches you how to use real-world principles of building security and area defense to create strongholds infused with flavor, informed by narrative, and complex enough to force your players to think strategically. You’ll look at the strengths and weaknesses of both defenders and potential attackers, creating spaces that are strong enough to keep out ordinary intruders...and to provide thrilling challenges to extraordinary ones. Including more than a dozen fleshed-out sample strongholds, How to Defend Your Lair is a crucial resource for any RPG gamemaster who wants to push players to think about how to solve problems before running at them head-on.