Author: Fonda Lee
Publisher: Orbit
ISBN: 0316440892
Category : Fiction
Languages : en
Pages : 600
Book Description
In this World Fantasy Award-winning novel of magic and kungfu, four siblings battle rival clans for honor and power in an Asia-inspired fantasy metropolis. *Named one of TIME's Top 100 Fantasy Books Of All Time * World Fantasy Award for Best Novel, winner Jade is the lifeblood of the island of Kekon. It has been mined, traded, stolen, and killed for -- and for centuries, honorable Green Bone warriors like the Kaul family have used it to enhance their magical abilities and defend the island from foreign invasion. Now, the war is over and a new generation of Kauls vies for control of Kekon's bustling capital city. They care about nothing but protecting their own, cornering the jade market, and defending the districts under their protection. Ancient tradition has little place in this rapidly changing nation. When a powerful new drug emerges that lets anyone -- even foreigners -- wield jade, the simmering tension between the Kauls and the rival Ayt family erupts into open violence. The outcome of this clan war will determine the fate of all Green Bones -- and of Kekon itself. Praise for Jade City: "An epic drama reminiscent of the best classic Hong Kong gangster films but set in a fantasy metropolis so gritty and well-imagined that you'll forget you're reading a book." --Ken Liu, Hugo, Nebula, and World Fantasy Award-winning author "A beautifully realized setting, a great cast of characters, and dramatic action scenes. What a fun, gripping read!" --Ann Leckie, Hugo, Nebula, and Arthur C. Clarke Award-winning author "An instantly absorbing tale of blood, honor, family and magic, spiced with unexpectedly tender character beats." --NPR The Green Bone Saga Jade City Jade War Jade Legacy
Jade City
The Game Master's Book of Random Encounters
Author: Jeff Ashworth
Publisher: Media Lab Books
ISBN: 9781948174374
Category : Games & Activities
Languages : en
Pages : 256
Book Description
For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.
Publisher: Media Lab Books
ISBN: 9781948174374
Category : Games & Activities
Languages : en
Pages : 256
Book Description
For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.
The City Stained Red
Author: Sam Sykes
Publisher: Orbit
ISBN: 0316374865
Category : Fiction
Languages : en
Pages : 624
Book Description
Step up to the gates. After years in the wilds, Lenk and his companions have come to the city that serves as the world's beating heart. The great charnel house where men die surer than any wilderness. They've come to claim payment for creatures slain, blood spilled at the behest of a powerful holy man. And Lenk has come to lay down his sword for good. But this is no place to escape demons.
Publisher: Orbit
ISBN: 0316374865
Category : Fiction
Languages : en
Pages : 624
Book Description
Step up to the gates. After years in the wilds, Lenk and his companions have come to the city that serves as the world's beating heart. The great charnel house where men die surer than any wilderness. They've come to claim payment for creatures slain, blood spilled at the behest of a powerful holy man. And Lenk has come to lay down his sword for good. But this is no place to escape demons.
Maze of the Blue Medusa
Author: Zak Sabbath
Publisher: Satyr Press
ISBN: 9780983243755
Category :
Languages : en
Pages : 288
Book Description
Infinite broken night. Milky alien moons. Wavering demons of gold. Held in this jail of immortal threats are three perfect sisters...Maze of the Blue Medusa is a dungeon. Maze of the Blue Medusa is art. Maze of the Blue Medusa works with your favorite fantasy tabletop RPGs. And Maze of the Blue Medusa is the madly innovative game book from the award-winning Zak Sabbath of A Red & Pleasant Land and Patrick Stuart of Deep Carbon Observatory. Lethal gardens, soul-rending art galleries, infernal machines--Maze of the Blue Medusa reads like the poetic nightmare of civilizations rotted to time, and plays like a puzzle-box built from risk and weird spectacle.Praise for Zak Sabbath:"Zak is not just imaginative, he's bold. Which means that while he recognizes the value of fantasy traditions, he doesn't hesitate for a moment to throw out anything that's become tired or dull."-- Monte Cook, author of NumeneraPraise for Patrick Stuart's Fire on the Velvet Horizon:"Superpositioning with strange panache, Velvet Horizon is an (outstanding) indie role-playing-game supplement, and an (outstanding) example of experimental quasi-/meta-/sur-/kata-fiction. Also a work of art. Easily one of my standout books of 2015."-- China Miéville, author of Perdido Street Station
Publisher: Satyr Press
ISBN: 9780983243755
Category :
Languages : en
Pages : 288
Book Description
Infinite broken night. Milky alien moons. Wavering demons of gold. Held in this jail of immortal threats are three perfect sisters...Maze of the Blue Medusa is a dungeon. Maze of the Blue Medusa is art. Maze of the Blue Medusa works with your favorite fantasy tabletop RPGs. And Maze of the Blue Medusa is the madly innovative game book from the award-winning Zak Sabbath of A Red & Pleasant Land and Patrick Stuart of Deep Carbon Observatory. Lethal gardens, soul-rending art galleries, infernal machines--Maze of the Blue Medusa reads like the poetic nightmare of civilizations rotted to time, and plays like a puzzle-box built from risk and weird spectacle.Praise for Zak Sabbath:"Zak is not just imaginative, he's bold. Which means that while he recognizes the value of fantasy traditions, he doesn't hesitate for a moment to throw out anything that's become tired or dull."-- Monte Cook, author of NumeneraPraise for Patrick Stuart's Fire on the Velvet Horizon:"Superpositioning with strange panache, Velvet Horizon is an (outstanding) indie role-playing-game supplement, and an (outstanding) example of experimental quasi-/meta-/sur-/kata-fiction. Also a work of art. Easily one of my standout books of 2015."-- China Miéville, author of Perdido Street Station
The Image of the City
Author: Kevin Lynch
Publisher: MIT Press
ISBN: 9780262620017
Category : Architecture
Languages : en
Pages : 212
Book Description
The classic work on the evaluation of city form. What does the city's form actually mean to the people who live there? What can the city planner do to make the city's image more vivid and memorable to the city dweller? To answer these questions, Mr. Lynch, supported by studies of Los Angeles, Boston, and Jersey City, formulates a new criterion—imageability—and shows its potential value as a guide for the building and rebuilding of cities. The wide scope of this study leads to an original and vital method for the evaluation of city form. The architect, the planner, and certainly the city dweller will all want to read this book.
Publisher: MIT Press
ISBN: 9780262620017
Category : Architecture
Languages : en
Pages : 212
Book Description
The classic work on the evaluation of city form. What does the city's form actually mean to the people who live there? What can the city planner do to make the city's image more vivid and memorable to the city dweller? To answer these questions, Mr. Lynch, supported by studies of Los Angeles, Boston, and Jersey City, formulates a new criterion—imageability—and shows its potential value as a guide for the building and rebuilding of cities. The wide scope of this study leads to an original and vital method for the evaluation of city form. The architect, the planner, and certainly the city dweller will all want to read this book.
Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Eberron
Author: Keith Baker
Publisher:
ISBN: 9780786932740
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 0
Book Description
Provides guidance and fresh angles to the Dungeons & dragons game Eberron.
Publisher:
ISBN: 9780786932740
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 0
Book Description
Provides guidance and fresh angles to the Dungeons & dragons game Eberron.
Sophie's World
Author: Jostein Gaarder
Publisher: Farrar, Straus and Giroux
ISBN: 1466804270
Category : Fiction
Languages : en
Pages : 599
Book Description
A page-turning novel that is also an exploration of the great philosophical concepts of Western thought, Jostein Gaarder's Sophie's World has fired the imagination of readers all over the world, with more than twenty million copies in print. One day fourteen-year-old Sophie Amundsen comes home from school to find in her mailbox two notes, with one question on each: "Who are you?" and "Where does the world come from?" From that irresistible beginning, Sophie becomes obsessed with questions that take her far beyond what she knows of her Norwegian village. Through those letters, she enrolls in a kind of correspondence course, covering Socrates to Sartre, with a mysterious philosopher, while receiving letters addressed to another girl. Who is Hilde? And why does her mail keep turning up? To unravel this riddle, Sophie must use the philosophy she is learning—but the truth turns out to be far more complicated than she could have imagined.
Publisher: Farrar, Straus and Giroux
ISBN: 1466804270
Category : Fiction
Languages : en
Pages : 599
Book Description
A page-turning novel that is also an exploration of the great philosophical concepts of Western thought, Jostein Gaarder's Sophie's World has fired the imagination of readers all over the world, with more than twenty million copies in print. One day fourteen-year-old Sophie Amundsen comes home from school to find in her mailbox two notes, with one question on each: "Who are you?" and "Where does the world come from?" From that irresistible beginning, Sophie becomes obsessed with questions that take her far beyond what she knows of her Norwegian village. Through those letters, she enrolls in a kind of correspondence course, covering Socrates to Sartre, with a mysterious philosopher, while receiving letters addressed to another girl. Who is Hilde? And why does her mail keep turning up? To unravel this riddle, Sophie must use the philosophy she is learning—but the truth turns out to be far more complicated than she could have imagined.
Storm Surge
Author: Taylor Anderson
Publisher: Penguin
ISBN: 1101614161
Category : Fiction
Languages : en
Pages : 453
Book Description
In the Pacific, as USS Walker is repaired and updated after a previous battle and Matt Reddy is healing from his wounds, planning begins for a bold raid on the very heart of the Grik Empire. But time is running out for the Alliance army in Indiaa, and the Allied forces in the west must gather in an unprecedented land, air, and sea campaign to destroy the mighty Grik battle fleet and break through to their relief. All other plans go on hold when the attempt proves more difficult—and more heartbreakingly costly—than anyone imagined. Meanwhile, the struggle continues on other fronts near and far: in the jungles of Borno in distant southern Africa and in the Americas, where the Allies are finally learning the terrible truth about the twisted Dominion. The Alliance is on the offensive everywhere, but their enemies have a few surprises, including new weaponry and new tactics...and a stunning geographic advantage that Reddy never suspected. Until now.
Publisher: Penguin
ISBN: 1101614161
Category : Fiction
Languages : en
Pages : 453
Book Description
In the Pacific, as USS Walker is repaired and updated after a previous battle and Matt Reddy is healing from his wounds, planning begins for a bold raid on the very heart of the Grik Empire. But time is running out for the Alliance army in Indiaa, and the Allied forces in the west must gather in an unprecedented land, air, and sea campaign to destroy the mighty Grik battle fleet and break through to their relief. All other plans go on hold when the attempt proves more difficult—and more heartbreakingly costly—than anyone imagined. Meanwhile, the struggle continues on other fronts near and far: in the jungles of Borno in distant southern Africa and in the Americas, where the Allies are finally learning the terrible truth about the twisted Dominion. The Alliance is on the offensive everywhere, but their enemies have a few surprises, including new weaponry and new tactics...and a stunning geographic advantage that Reddy never suspected. Until now.
MONEY Master the Game
Author: Anthony Robbins
Publisher: Simon and Schuster
ISBN: 1476757860
Category : Business & Economics
Languages : en
Pages : 688
Book Description
"Bibliography found online at tonyrobbins.com/masterthegame"--Page [643].
Publisher: Simon and Schuster
ISBN: 1476757860
Category : Business & Economics
Languages : en
Pages : 688
Book Description
"Bibliography found online at tonyrobbins.com/masterthegame"--Page [643].