Mason is just going about his own business when the whole world changes and he is thrust into a strange and even more dangerous world, where nothing is as it was before. He is left as the only Human on Earth as far as he knows and now is getting quests being attacked by mutated monsters and savage sentient beings. This is a Litrpg with crunchy aspects and a unique leveling system
Almost everything about the good doctor, his companions and travels, his enemies and friends. Additionally the actors etc. Part three contains all summaries of all TV episodes.Compiled from Wikipedia pages and published by Dr Googelberg.
"[Hearts of Oak packs in] the sort of profound and lacerating laughter that Robson's countrymen Douglas Adams and Terry Pratchett perfected." –NPR Hearts of Oak is a delightful science fiction adventure from Eddie Robson, the creator of the acclaimed Welcome to Our Village, Please Invade Carefully. The buildings grow. And the city expands. And the people of the land are starting to behave abnormally. Or perhaps they’ve always behaved that way, and it’s normality that’s at fault. And the king of the land confers with his best friend, who happens to be his closest advisor, who also happens to be a talking cat. But that’s all perfectly natural and not at all weird. Iona, close to retirement, finds that the world she has always known is nothing like she always believed it to be. There are dark forces . . . not dark. There are uncanny forces . . . no, not uncanny. There are forces, anyway, mostly slightly odd ones, and they appear to be acting in mysterious ways. It’s about town planning, it’s about cats and it’s about the nature of reality. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Eddie Robson's Drunk on All Your Strange New Words is a locked room mystery in a near future world of politics and alien diplomacy. Lydia works as translator for the Logi cultural attaché to Earth. They work well together, even if the act of translating his thoughts into English makes her somewhat wobbly on her feet. She’s not the agency’s best translator, but what else is she going to do? She has no qualifications, and no discernible talent in any other field. So when tragedy strikes, and Lydia finds herself at the center of an intergalactic incident, her future employment prospects look dire—that is, if she can keep herself out of jail! But Lydia soon discovers that help can appear from the most unexpected source... At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
The Camelot Cosmos GMs Guide offers even more information on the genre-busting Camelot Cosmos setting. The GMs book contains tons of information ensuring that GMs can fully describe this exciting setting and all the politics and places within it. In this book you will find a huge number of plot seeds and secrets designed to make campaign creation easier. The setting is fully described and GMs can: - Learn the true history behind the Days of Gedd and the destruction of the First Empire. - Discover the secrets of the Key NPCs of the setting. - Learn the aims and plots of 20 powerful Organisations. - Use the Relic Creation Tables to create new magic items. - Reward players with Quest-linked special powers as they advance through various factions. - Use the Name, Patron, Villain, Quest and Location Tables of the Adventure Creation System to create endless and varied adventures. - Read full descriptions of 50 existing Artefacts including the legendary Moon Grail and Excalibar.
Using the exploits of three international hackers, Cyberpunk explores the world of high-tech computer rebels and the subculture they've created. In a book as exciting as any Ludlum novel, the authors show how these young outlaws have learned to penetrate the most sensitive computer networks and how difficult it is to stop them.
In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.
An old Italian woman seeks a reunion with her son, fathered by an SS officer and taken away by German authorities sixty-two years ago, while she remembers and discusses the atrocities committed in Northern Italy during World War II.
This fascinating book is the first volume in a projected cultural history of the United States, from the earliest English settlements to our own time. It is a history of American folkways as they have changed through time, and it argues a thesis about the importance for the United States of having been British in its cultural origins. While most people in the United States today have no British ancestors, they have assimilated regional cultures which were created by British colonists, even while preserving ethnic identities at the same time. In this sense, nearly all Americans are "Albion's Seed," no matter what their ethnicity may be. The concluding section of this remarkable book explores the ways that regional cultures have continued to dominate national politics from 1789 to 1988, and still help to shape attitudes toward education, government, gender, and violence, on which differences between American regions are greater than between European nations.