Their commission to write a biography of the enigmatic painter J.M.W. Turner leads Walter Hartright and his sister-in-law Marian across Victorian London.
A murderer could be around every corner in this thrilling YA trilogy based on the board game CLUE! When a storm strikes at Blackbrook Academy, an elite prep school nestled in the woods of Maine, a motley crew of students—including Beth “Peacock” Picach, Orchid McKee, Vaughn Green, Sam “Mustard” Maestor, Finn Plum, and Scarlet Mistry—are left stranded on campus with their headmaster. Hours later, his body is found in the conservatory and it’s very clear his death was no accident. With this group of students who are all hiding something, nothing is as it seems, and everyone has a motive for murder. Fans of the CLUE board game and cult classic film will delight in Diana Peterfreund’s modern reimagining of the brand, its characters, and the dark, magnificent old mansion with secrets hidden within its walls.
"Of course I worry. What if the cops witness a cat opening a skylight and masterminding a robbery? The tabloids will love it." There's a new pair of thieves in MolenaPoint, California, a renegade yellow-eyedtomcat with a cold disdain for the law,and a scruffy human partner who isno better. The two, clever and silentat their work, are bad news indeedto crime-solving cats Joe Grey andDulcie. But when Joe learns the pair'sconnection to a good friend, and then an innocent couple turns up dead in the library garden, Joe and Dulcie must engage in some fancy paw work to unmask the deceptions and route the real killer -- before his brazen criminal crime spree careens madly toward them.
Placing the popular genre of neo-Victorian fiction within the context of the contemporary cultural fascination with the Victorians, this book argues that these novels are distinguished by a commitment to historical specificity and understands them within their contemporary context and the context of Victorian historical and literary narratives.
This collection of essays by international scholars celebrates the 200th anniversary of Wilkie Collins's birth by exploring his unconventional life alongside his works, critical responses to his writings and their afterlife, and the literary and cultural contexts which shaped his fiction. Topics discussed include gender, science and medicine, music, law, race and empire, media adaptations, neo-Victorianism, disability, and ethics. Along with an analysis of his novels, the essays included also recognize the importance of his short stories, journalism, and contributions to Victorian theatre, most notably illuminating the strong connections between sensation fiction and melodrama, as well as exploring his influence on film and TV. Engaging with yet also delving far beyond the famous novels, this volume promotes awareness of Collins' remarkable and diverse writerly achievements and paints a vivid portrait of an author whose fluctuating reputation among contemporary critics stands in stark contrast to his immense and still-enduring popularity.
This book represents the first full-length study of the relationship between neo-Victorianism and nineteenth-century sensation fiction. It examines the diverse and multiple legacies of Victorian popular fiction by authors such as Wilkie Collins and Mary Elizabeth Braddon, tracing their influence on a range of genres and works, including detective fiction, YA writing, Gothic literature, and stage and screen adaptations. In doing so, it forces a reappraisal of critical understandings of neo-Victorianism in terms of its origins and meanings, as well as offering an important critical intervention in popular fiction studies. The work traces the afterlife of Victorian sensation fiction, taking in the neo-Gothic writing of Daphne du Maurier and Victoria Holt, contemporary popular historical detective and YA fiction by authors including Elizabeth Peters and Philip Pullman, and the literary fiction of writers such as Joanne Harris and Charles Palliser. The work will appeal to scholars and students of Victorian fiction, neo-Victorianism, and popular culture alike.
As Buddhism is assimilated into the West, it is imperative that women reshape its patriarchal structures and carve out a fully legitimate, empowering position for themselves. Marianne Dresser brings together the likes of Pema Chodron, Tsultrim Allione, and bell hooks, 30 women in all, who are doing just that. Writers, nuns, scholars, priests--even a martial arts master and a private investigator--discuss women in Buddhism in a range of essays. Several pieces question the suppression of emotion required for selflessness, appealing to the undeniable reality of day-to-day living. Others discuss their experiences as women in Buddhism, whether as nuns or as lay practitioners. Still others address the history of women in Buddhism, racial questions, meditation, poetry, compassion, social activism, and sexual orientation. Most of these writers have been in Buddhism for two or three decades and offer a wealth of experience and insights, targeted at women readers but no less valuable to men.
A solo and cooperative skirmish wargame for investigating and battling the supernatural mysteries of the modern world. When Nightmares Come is a tabletop miniatures wargame about modern day monster hunting and occult investigations. Players will form a team of paranormal vigilantes; self-taught occult specialists and monster hunters who call themselves the Nightwatch. These self-appointed members of the 'watch look to tackle the supernatural horrors and investigate the strange disturbances that plague their city. The core of the game, using the Action Dice Pool with its multiple die types, is fast and bloody, with tiered enemies, flexible player classes, quick combat resolution, and straightforward mission objectives. When Nightmares Come also contains a roleplaying element that allows for non-combat challenges and dramatic encounters. This system uses the same dice types as the core game's Action Dice Pool and emphasizes quick resolutions. This narrative system adds a fresh dimension to the core miniatures experience, particularly in longer campaigns where the promise of different foes and new storylines encourages long-term playability.