The evil Crimson Trotter has crafted a deadly magical sword, and bestowed it on the villainous Gung-Ho and his gang of bandits. They plan to take over the city and seize the emperor's palace! The Kung-Fu Pigs are determined to foil the plan and save the emperor, but what match are they for the unbeatable blade, without a little magic of their own...?
For five hundred years the Gods have united the Three Nations in harmony. Now that balance has been shattered, and chaos threatens. A town burns and flames light the night sky. Hunted and alone, seventeen year old Eric flees through the wreckage. The mob grows closer, baying for the blood of their tormentor. Guilt weighs on his soul, but he cannot stop, cannot turn back. If he stops, they die. For two years he has carried this curse, bringing death and destruction wherever he goes. But now there is another searching for him – one who offers salvation. His name is Alastair, and he knows the true nature of the curse. Magic. An original epic fantasy novel with dragons, gods and magic, packed with action, adventure, swords and sorcery, by New York Times Bestselling Author Aaron Hodges.
Allister Sparks joined his first newspaper at age 17 and was pitched headlong into the vortex of South Africa's stormy politi. His autobiography, The Sword and the Pen: Six decades on the political frontier, is the story of how as a journalist he watched and chronicled and participated in his country's unfolding drama for over half a century, covering events from the premiership of DF Malan to the presidency of Jacob Zuma, and witnessing at close range the rise and fall of apartheid and the rise and crisis of the new South Africa. In trenchant prose, Sparks has written a remarkable account of both a life lived to its fullest capacity as well as the surrounding narrative of South Africa from the birth of apartheid, the rise of political opposition, the dawn of democracy, right through to the crisis being experienced today. 'Anyone who tries to understand what is happening in South Africa today without first digesting Allister Sparks' lucid, sensitive and comprehensive exploration of the country's multi-faceted mind, does so at his own peril.' - André Brink, on The Mind of South Africa 'His special strength is a writing talent which combines precise reportage with shrewd analysis and unusual stamina ...' - The Observer, on Tomorrow is Another Country
This book is a discussion of 75 of the most popular films in America from 1921 through 1999 and the changes that have taken place in how masculinity is portrayed in the movies over that period of time. Traditionally in popular films, men have met challenging tasks, but what they accomplish and how successful they are have been drastically changed since the early 1920s. Prior to World War II, men were most often presented within the context of a family. After the war, men were presented as concerned with issues beyond their immediate families, and after 1970, they were portrayed as being overwhelmed by their situations. Recently, popular films have tended to focus on the relationships between men. This work documents these changes over eight decades, using the movies as vehicles to illustrate the major transformations.
Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person—so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told—first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction—for the singular "you"—including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.
After two hundred years, Kirito is finally reunited with Selka, Ronie and Tiese, but the girls are shocked to see Eolyne, who bears a striking resemblance to their fallen comrade. Then, with no time to process their feelings, the three Integrity Knights are thrown into battle alongside Eolyne and the Integrity Pilots. The old defenders of the Underworld join the new as the next chapter of the Unital Ring arc commences!