A group of misfit assassins are abruptly thrown off course by an unknown enemy. They discover new friends along the way, trying to unify their company so they may defeat their great opposer. But will they remain unified? Will one of their own turn on them and become the enemy themself? Join Sto, Ismay, and a host of other characters as they depart on this adventure. They must overcome an enemy from the outside, but also learn to defeat the enemy within themselves. Facing death, past memories, and their wandering hope this inexperienced group learns how to persevere past death.
This omnibus edition of the hugely popular Myst trilogy is published to coincide with the release of Myst Revelations, the latest in the line of the bestselling Myst interactive CD-ROM games. The award-winning Myst series is one of the most successful interactive CD-ROM computer games in history with sales of more than 12 million copies worldwide. Myst captivated the world when it was first conceived and created by brothers Rand and Robyn Miller. Its extraordinary success has gone on to spawn Riven, Myst III Exile, and most recently, Uru: The Ages Beyond Myst. Devoted fans of these surreal adventure games gather yearly at "Mysterium" (whose event sites are spreading to other countries) to exchange game strategies, share stories, and meet up with old friends. The Myst Reader is a literary companion to the CD-ROM games and a compendium of the bestselling official Myst trilogy: The Book of Atrus, The Book of Ti'ana, and The Book of D'ni. Devoted fans and new players alike will be delighted to have three books in this mythic saga together for the first time in one value-priced volume, which will be published in time to coincide with the long-awaited release of Myst Revelations.
To rescue their daughter, a powerful psychic reunites with the man she abandoned in this paranormal romance from a New York Times–bestselling author. The Sentinel assassin, Bas, is facing the greatest challenge of his outcast existence. His young daughter, Molly, has been kidnapped. But her disappearance has brought the return of her mother, Myst, whom Bas has never forgotten—or forgiven. Haunted by a vision that she's destined to create a weapon that will destroy thousands, Myst was never impulsive—until she met the irresistibly handsome Bas. But with the Brotherhood, the enemy of the high-bloods hunting for her, Myst had to stay on the run, to keep her child, and the world, safe. Now, with the most important thing in both their lives at stake, she and Bas must embark on a treacherous journey to save Molly, to confront the truth of Myst's fate—and to face their fierce desire for one another. Praise for Born in Blood “Ivy's fans will be invested in the development of romances introduced between supporting characters as well as further building of this conflicted universe.” —Publishers Weekly “An exciting and sizzling new paranormal romance series.” —RT Book Reviews
The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies–which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception–can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Façade, Nintendo’s Wii, and Will Wright’s Spore, the book explores the ways in which textual studies concepts–authorial intention, textual variability and performance, the paratext, publishing history and the social text–can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made.
Based on the best-selling CD-ROM game on the market, a novel fills out the lives of the game's characters, tracing the strange apprenticeship of Atrus to his father, Gehn, who wields the power to create worlds.
A dazzling, irresistible collection of the ten most groundbreaking and beautiful experiments in scientific history. With the attention to detail of a historian and the storytelling ability of a novelist, New York Times science writer George Johnson celebrates these groundbreaking experiments and re-creates a time when the world seemed filled with mysterious forces and scientists were in awe of light, electricity, and the human body. Here, we see Galileo staring down gravity, Newton breaking apart light, and Pavlov studying his now famous dogs. This is science in its most creative, hands-on form, when ingenuity of the mind is the most useful tool in the lab and the rewards of a well-considered experiment are on exquisite display.
From the hellhole of a Taliban prison to sweet freedom, five brave military heroes have made it home--and they're ready to take on the civilian missions no one else can. Individually they're intimidating. Together they're invincible. They're the men of ARES Security. Rafe Vargas is only in Newton, Iowa, to clear out his late grandfather's small house. As the covert ops specialist for ARES Security, he's eager to get back to his new life in Texas. But when he crosses paths with Annie White, a haunted beauty with skeletons in her closet, he can't just walk away--not when she's clearly in danger. . . There's a mysterious serial killer on the loose with a link to Annie's dark past. And the closer he gets, the deeper Rafe's instinct to protect kicks in. But even with his considerable skill, Annie's courage, and his ARES buddies behind him, the slaying won't stop. Now it's only a matter of time before Annie's next--unless they can unravel a history of deadly lies that won't be buried.
Trials of the Bloodstone is an epic dark fantasy novel that spins a grand tale about a mysterious clan that are seeking to rescue an important member of their society that is being held captive by an unknown powerful entity. They will attempt to rescue their clan member by finding a powerful artifact known as the Bloodstone to aid them in their rescue attempt.When main character Davarian is assigned the task by his clan to find the Bloodstone he finds himself traveling alongside with a mysterious member of his own society as well as an unlikely band of bounty hunters that he does not trust.Davarian does not realize however he will find himself knee deep in dragons, alien creatures, and dark evil powers all looking stop him on his quest to secure the Bloodstone and to free his fellow clan member.You can buy Trials of the Bloodstone for $15.95 at Moon's Light Magic Wiccan Supplies Store.http://www.moonslightmagic.com
Pastry chef Rita Lucero's Mardi Gras party turns funereal when one of her guests is found dead after a public fight with her uncle-leaving Rita no choice but to find the real killer and clear her uncle's name...
In this third powerful novel based on the bestselling CD-ROM adventure game, Catherine and Atrus return to the devastated domain of the fabled D'Ni civilization to fulfill their destinies and to try to begin again. There they find strange clues that lead them to one remaining hidden book--and the secret plan of the ancient D'Ni masters. 15 illustrations.