The 2015 Myths & Legends Larp rule book brought to you by LarpCraft. This rule book is used worldwide for live action roleplay (Larp) events set to a medieval fantasy setting. LarpCraft rule books are designed and modified by the LarpCraft community using a worldwide voting process to insure games are fun, informative and diversified for all types of players.
National Book Award Finalist: “This man’s ideas may be the most influential, not to say controversial, of the second half of the twentieth century.”—Columbus Dispatch At the heart of this classic, seminal book is Julian Jaynes's still-controversial thesis that human consciousness did not begin far back in animal evolution but instead is a learned process that came about only three thousand years ago and is still developing. The implications of this revolutionary scientific paradigm extend into virtually every aspect of our psychology, our history and culture, our religion—and indeed our future. “Don’t be put off by the academic title of Julian Jaynes’s The Origin of Consciousness in the Breakdown of the Bicameral Mind. Its prose is always lucid and often lyrical…he unfolds his case with the utmost intellectual rigor.”—The New York Times “When Julian Jaynes . . . speculates that until late in the twentieth millennium BC men had no consciousness but were automatically obeying the voices of the gods, we are astounded but compelled to follow this remarkable thesis.”—John Updike, The New Yorker “He is as startling as Freud was in The Interpretation of Dreams, and Jaynes is equally as adept at forcing a new view of known human behavior.”—American Journal of Psychiatry
It’s been eight years since the Change rendered technology inoperable across the globe. Rising from the ashes of the computer and industrial ages is a brave new world. Survivors have banded together in tribal communities, committed to rebuilding society. In Oregon’s Willamette Valley, former pilot Michael Havel’s Bearkillers are warriors of renown. Their closest ally, the mystical Clan Mackenzie, is led by Wiccan folksinger Juniper Mackenzie. Their leadership has saved countless lives. But not every leader has altruistic aspirations. Norman Arminger, medieval scholar, rules the Protectorate. He has enslaved civilians, built an army, and spread his forces from Portland through most of western Washington State. Now he wants the Willamette Valley farmland, and he’s willing to wage war to conquer it. And unknown to both factions is the imminent arrival of a ship from Tasmania bearing British soldiers...
The myths of the Norse god Thor were preserved in the Icelandic Eddas, set down in the early Middle Ages. The bane of giants and trolls, Thor was worshipped as the last line of defence against all that threatened early Nordic society. Thor's significance persisted long after the Christian conversion and, in the mid-eighteenth century, Thor resumed a symbolic prominence among northern countries. Admired and adopted in Scandinavia and Germany, he became central to the rhetoric of national romanticism and to more belligerent assertions of nationalism. Resurrected in the latter part of the twentieth century in Marvel Magazine, Thor was further transformed into an articulation both of an anxious male sexuality and of a parallel nervousness regarding American foreign policy. Martin Arnold explores the extraordinary regard in which Thor has been held since medieval times and considers why and how his myth has been adopted, adapted and transformed.
"The Deeds of Frederick Barbarossa" is the "official biography" of German king and Holy Roman Emperor Frederick I. This historical firsthand account was begun by his maternal uncle, Bishop Otto of Freising, the leading medieval church figure and notable historian, and continued by a less well known cleric, Rahewin. This chronicle is the single most important source for the early reign of Frederick Barbarossa and the most valuable biographical study to come out of the twelfth century. In a letter written to his uncle, Frederick recounted his life and the principal events of his reign. The first of the four books that constitute this account were written by Otto and cover events from 1075 to 1152, from the reign of Henry IV through that of Conrad III. The second book draws heavily on the letter, providing invaluable insight into Frederick's attempts to establish and consolidate the Hohenstaufen empire. The final two books, written by Rahewin, follow the emperor's reign through 1160, during which time Frederick restored order at home, recovered imperial control of Burgundy, and re-created an imperial party in Italy
“One of the most profound and illuminating studies of this century to have been published in recent decades.”—John Gray, New York Times Book Review Hailed as “a magisterial critique of top-down social planning” by the New York Times, this essential work analyzes disasters from Russia to Tanzania to uncover why states so often fail—sometimes catastrophically—in grand efforts to engineer their society or their environment, and uncovers the conditions common to all such planning disasters. “Beautifully written, this book calls into sharp relief the nature of the world we now inhabit.”—New Yorker “A tour de force.”— Charles Tilly, Columbia University
Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the digital. As yet, however, no collected work has explored the many different approaches emerging around the critical challenges that boardgaming represents. In this collection, game theorists analyze boardgame play and player behavior, and explore the complex interactions between the sociality, conflict, competition and cooperation that boardgames foster. Game designers discuss the opportunities boardgame system designs offer for narrative and social play. Cultural theorists discuss boardgames' complex history as both beautiful physical artifacts and special places within cultural experiences of play.
Fifty years ago, the covenant of Calebais was destroyed. No one knows how or why such a powerful and well-defended group of wizards could possibly fall. Now the truth behind the tragedy comes to light as you and your friends uncover this mystery. From faerie-inhabited forests to the long-abandoned ruins of a wizardly palace to the inner chambers of a secretive convent, The Broken Covenant of Calebais goes to the roots of roleplaying -- to the early days of fantasy stories -- when realism, romance, mystery, and magic were foremost in mind. This revised edition of The Broken Covenant of Calebais is the third version of the adventure to be published for Ars Magica. Calebais was the first adventure published for the First Edition of the game, and was reworked for Second Edition. Now, to coincide with the release of the game's Fifth Edition, this classic has been revised and expanded once more. Although the plot, setting, and atmosphere remain the same, the text has been almost completely rewritten to integrate this classic adventure into the newest and best version of Ars Magica.