Using the same D20 game system as the 3rd Edition fantasy roleplaying rules, sword & sorcery books provide fantasy gamers with a host of new core rulebooks, campaign sourcebooks, challenging adventures and game accessories. Sword & sorcery is the largest independent publisher of D20 material, with authors such as the father of fantasy himself Gary Gygax, and Monte cook, the co-creator of 3rd Edition and author of the 3rd Edition DMG. Sword & Sorcery Studio's most popular and critically acclaimed core rulebook to date. Relics & Rituals explores a host of campaign source material valuable to players and DM's alike. With seven new prestige classes; hundreds of new spells for bards, clerics, druids, paladins, rangers, sorcerers and wizards; over a hundred new magic items from minor trinkets to major artifacts; new rules and spells for powerful ritual magic; and new rules for magical tattoos, this volume offers you a wealth of excellent campaign material. Gary Gygax himself says '"this work is one you can't pass up."
Discover the fantasy novels that have earned raves from George R. R. Martin and Maze Runner author James Dashner, won a Locus Award and an Alex Award, and claimed best-of-the-year honors in Time, The Washington Post, and BuzzFeed. From a crippled slave whose appearance belies his dangerous ambitions, to “a girl who makes Katniss Everdeen look like Dorothy” (Chicago Tribune), an unforgettable cast of characters populate this addictive series, now together in one epic ebook bundle: HALF A KING HALF THE WORLD HALF A WAR Prince Yarvi has vowed to regain a throne he never wanted. But first he must survive cruelty, chains, and the bitter waters of the Shattered Sea. And he must do it all with only one good hand. Born a weakling in the eyes of his father, Yarvi is alone in a world where a strong arm and a cold heart rule. He cannot grip a shield or swing an axe, so he must sharpen his mind to a deadly edge. Gathering a strange fellowship of the outcast and the lost, he finds they can do more to help him become the man he needs to be than any court of nobles could. But even with loyal friends at his side, Yarvi learns that his path may end as it began—in twists, and traps, and tragedy. Praise for the Shattered Sea series “The Shattered Seas trilogy has worked its way into a very exclusive group of my favorite fantasy novels of all time. The pacing is perfect, the characters deep and true and real, the world rich and authentic, the plot full of twists and turns. Perhaps my favorite part is that no one is purely good or evil: Each and every character has layers upon layers that are a joy to discover. I tore through all three books and truly hope that someday Joe Abercrombie returns to this magnificent, captivating world.”—James Dashner, #1 New York Times bestselling author of The Maze Runner “A fast-paced tale of betrayal and revenge that grabbed me from page 1 and refused to let go.”—George R. R. Martin, on Half a King “Abercrombie’s Shattered Sea is a fantastic yet believable backdrop to Yarvi’s struggle, a vivid imaginary land.”—The Seattle Times, on Half a King “An excellent page-turner . . . full of drama and energy.”—New York Daily News, on Half the World “Compelling . . . [Thorn] makes Katniss Everdeen look like Dorothy.”—Chicago Tribune, on Half the World “A fantasy for all ages, and all times, [that] rends the soul as compulsively as anything Abercrombie has written to date . . . Half a War is a success in every way, putting a stupendous capstone on the entire Shattered Sea Trilogy.”—Tordotcom “Abercrombie piles on shocking betrayals and charges his characters a high price for vengeance in this powerful and fitting final volume.”—Publishers Weekly, on Half a War
The complete guide for building Forgotten Realms characters. This guide presents this changed world from the point of view of the adventurers exploring it. This product includes everything a player needs to create his character for a D&D campaign in the Forgotten Realms setting.
Ever get the feeling that life's a game with changing rules and no clear sides? Welcome to gamespace, the world in which we live. Where others argue obsessively over violence in games, Wark contends that digital computer games are our society's emergent cultural form, a utopian version of the world as it is. Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the imperfect gamespace of everyday life in the rat race of free-market society.
The Craft and Science of Coffee follows the coffee plant from its origins in East Africa to its current role as a global product that influences millions of lives though sustainable development, economics, and consumer desire.For most, coffee is a beloved beverage. However, for some it is also an object of scientifically study, and for others it is approached as a craft, both building on skills and experience. By combining the research and insights of the scientific community and expertise of the crafts people, this unique book brings readers into a sustained and inclusive conversation, one where academic and industrial thought leaders, coffee farmers, and baristas are quoted, each informing and enriching each other.This unusual approach guides the reader on a journey from coffee farmer to roaster, market analyst to barista, in a style that is both rigorous and experience based, universally relevant and personally engaging. From on-farming processes to consumer benefits, the reader is given a deeper appreciation and understanding of coffee's complexity and is invited to form their own educated opinions on the ever changing situation, including potential routes to further shape the coffee future in a responsible manner. - Presents a novel synthesis of coffee research and real-world experience that aids understanding, appreciation, and potential action - Includes contributions from a multitude of experts who address complex subjects with a conversational approach - Provides expert discourse on the coffee calue chain, from agricultural and production practices, sustainability, post-harvest processing, and quality aspects to the economic analysis of the consumer value proposition - Engages with the key challenges of future coffee production and potential solutions
"Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations." -- Website.