Ania Solo is just a girl trying to make her way in the galaxy - and have a little adventure on the way But when she stumbles upon a broken communications droid and a missing lightsaber, a little adventure turns into a whole lot of trouble - for Ania and her friends
Collects Star Wars: Legacy (2013) #6-10. Ania Solo and Imperial Knight Jao Assam break with the Galactic Triumvirate to track down the Sith Lord Darth Wredd. The trail leads Ania and Jao to a dead Mon Calamari planetand another Sith Lord and his army of pirates!
When Darth Wredd breaks Imperial Knight Jao Assam out of prison, he clearly has big plans that involve both the Triumvirate and the remaining Sith. If Jao could be turned to the dark side, the whole Triumvirate could be in jeopardy. Empress Fel enlists Ania Solo and her friends in a covert rescue mission - but Ania and her pals are unaware they're headed into a showdown between the Sith and the Imperial Knights
December 1348. What if you had just six days to save your soul? With the country in the grip of the Black Death, brothers John and William fear that they will shortly die and suffer in the afterlife. But as the end draws near, they are given an unexpected choice: either to go home and spend their last six days in their familiar world, or to search for salvation across the forthcoming centuries, living each one of their remaining days ninety-nine years after the last. John and William choose the future and find themselves in 1447, ignorant of almost everything going on around them. The year 1546 brings no more comfort, and 1645 challenges them in further unexpected ways. It is not just that technology is changing; things they have taken for granted all their lives prove to be short-lived. As they find themselves in stranger and stranger times, the reader travels with them, seeing the world through their eyes as it shifts through disease, progress, enlightenment, and war. But their time is running out—can they do something to redeem themselves before the six days are up?
Covering genres from adventure and fantasy to horror, science fiction, and superheroes, this guide maps the vast terrain of graphic novels, describing and organizing titles to help librarians balance their graphic novel collections and direct patrons to read-alikes. New subgenres, new authors, new artists, and new titles appear daily in the comic book and manga world, joining thousands of existing titles—some of which are very popular and well-known to the enthusiastic readers of books in this genre. How do you determine which graphic novels to purchase, and which to recommend to teen and adult readers? This updated guide is intended to help you start, update, or maintain a graphic novel collection and advise readers about the genre. Containing mostly new information as compared to the previous edition, the book covers iconic super-hero comics and other classic and contemporary crime fighter-based comics; action and adventure comics, including prehistoric, heroic, explorer, and Far East adventure as well as Western adventure; science fiction titles that encompass space opera/fantasy, aliens, post-apocalyptic themes, and comics with storylines revolving around computers, robots, and artificial intelligence. There are also chapters dedicated to fantasy titles; horror titles, such as comics about vampires, werewolves, monsters, ghosts, and the occult; crime and mystery titles regarding detectives, police officers, junior sleuths, and true crime; comics on contemporary life, covering romance, coming-of-age stories, sports, and social and political issues; humorous titles; and various nonfiction graphic novels.
Crime, Shame and Reintegration is a contribution to general criminological theory. Its approach is as relevant to professional burglary as to episodic delinquency or white collar crime. Braithwaite argues that some societies have higher crime rates than others because of their different processes of shaming wrongdoing. Shaming can be counterproductive, making crime problems worse. But when shaming is done within a cultural context of respect for the offender, it can be an extraordinarily powerful, efficient and just form of social control. Braithwaite identifies the social conditions for such successful shaming. If his theory is right, radically different criminal justice policies are needed - a shift away from punitive social control toward greater emphasis on moralizing social control. This book will be of interest not only to criminologists and sociologists, but to those in law, public administration and politics who are concerned with social policy and social issues.
This early work by Radclyffe Hall was originally published in 1928 and we are now republishing it with a brand new introductory biography. 'The Well of Loneliness' is a novel that follows an upper-class Englishwoman who falls in love with another woman while serving as an ambulance driver in World War I. Marguerite Radclyffe Hall was born on 12th August 1880, in Bournemouth, England. Hall's first novel The Unlit Lamp (1924) was a lengthy and grim tale that proved hard to sell. It was only published following the success of the much lighter social comedy The Forge (1924), which made the best-seller list of John O'London's Weekly. Hall is a key figure in lesbian literature for her novel The Well of Loneliness (1928). This is her only work with overt lesbian themes and tells the story of the life of a masculine lesbian named Stephen Gordon.
In this essential rule book, roleplaying gamers will discover histories of the Sith and other dark side sects, key descriptions of infamous dark side villains, and ideas on how to implement evil player characters into their campaigns.