Author: Kent David Kelly
Publisher: Createspace Independent Publishing Platform
ISBN: 9781542405409
Category :
Languages : en
Pages : 476
Book Description
Deep dwarven cities of the underworld, Infested by conquering orcs, Enslaved by demons of skull and pyre ... Black labyrinths of mad demigods, Proving grounds for daring adventurers And graveyards for greedy fools ... Twisting passages, all alike, Where lurking trolls and shadow beasts Guard the deepest riddles of the nether ... If you have ever wanted to know how to quickly and masterfully create your own mega-dungeon for your pen-and-paper Fantasy Role-Playing Game (PNP FRPG) campaigns, this is the perfect book for you. This Game Master's guide will show you, step by step, how to take your vague-yet-promising ideas and how to sculpt them with precise and careful design decisions (enhanced, if you prefer, by random die rolls), allowing you to conceive an endless mega-dungeon in record time. Best of all, the CASTLE OLDSKULL CLASSIC DUNGEON DESIGN GUIDE is also system-neutral. No matter which of the many FRPGs you choose to play, from basic skill level to advanced, a first edition or a fifth or anything in between, the lessons you master here will serve you in your gaming for years to come. Learn how to make the most of your ever-dwindling prep time, so that you can spend those saved hours gaming with your friends! This old school Guide is filled to overflowing with more than 450 pages of design material and dungeon generation tables. Highlights include: * Hack and slash and beyond. 39 adventure scenarios, with 20 diabolical twists, totaling 780 great ideas for your next campaign. * A myriad of options. Over 10,000 unusual benefactors ("quest givers"), unusual wilderness encounters your players will never forget, and extensive rumor and dungeon history generation systems. * Every endless labyrinth ever, under one cover. Extensive details on realistic underworlds, hundreds of dungeon dressing ideas, over 10,000 room types, and much more. * The imagined made real. A complete second book is included herein as a detailed example of dungeon design, featuring over 60 pages of specific examples. The Goblin Head campaign environment supplement reveals exactly how a 13-level mega-dungeon can be conceived in a matter of hours. The CLASSIC DUNGEON DESIGN GUIDE is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 30 years of play experience. Best of all, if there are any other materials you would like to see relating to dungeon design, feel free to contact the author. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This Guide is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 12 chapters, over 100 section topics, 60,000 words, 475+ pages; organized via a fully ordered table of contents. Just one of the proud creations available now from Wonderland Imprints - Only the Finest Works of Fantasy.)
The Classic Dungeon Design Guide
Author: Kent David Kelly
Publisher: Createspace Independent Publishing Platform
ISBN: 9781542405409
Category :
Languages : en
Pages : 476
Book Description
Deep dwarven cities of the underworld, Infested by conquering orcs, Enslaved by demons of skull and pyre ... Black labyrinths of mad demigods, Proving grounds for daring adventurers And graveyards for greedy fools ... Twisting passages, all alike, Where lurking trolls and shadow beasts Guard the deepest riddles of the nether ... If you have ever wanted to know how to quickly and masterfully create your own mega-dungeon for your pen-and-paper Fantasy Role-Playing Game (PNP FRPG) campaigns, this is the perfect book for you. This Game Master's guide will show you, step by step, how to take your vague-yet-promising ideas and how to sculpt them with precise and careful design decisions (enhanced, if you prefer, by random die rolls), allowing you to conceive an endless mega-dungeon in record time. Best of all, the CASTLE OLDSKULL CLASSIC DUNGEON DESIGN GUIDE is also system-neutral. No matter which of the many FRPGs you choose to play, from basic skill level to advanced, a first edition or a fifth or anything in between, the lessons you master here will serve you in your gaming for years to come. Learn how to make the most of your ever-dwindling prep time, so that you can spend those saved hours gaming with your friends! This old school Guide is filled to overflowing with more than 450 pages of design material and dungeon generation tables. Highlights include: * Hack and slash and beyond. 39 adventure scenarios, with 20 diabolical twists, totaling 780 great ideas for your next campaign. * A myriad of options. Over 10,000 unusual benefactors ("quest givers"), unusual wilderness encounters your players will never forget, and extensive rumor and dungeon history generation systems. * Every endless labyrinth ever, under one cover. Extensive details on realistic underworlds, hundreds of dungeon dressing ideas, over 10,000 room types, and much more. * The imagined made real. A complete second book is included herein as a detailed example of dungeon design, featuring over 60 pages of specific examples. The Goblin Head campaign environment supplement reveals exactly how a 13-level mega-dungeon can be conceived in a matter of hours. The CLASSIC DUNGEON DESIGN GUIDE is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 30 years of play experience. Best of all, if there are any other materials you would like to see relating to dungeon design, feel free to contact the author. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This Guide is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 12 chapters, over 100 section topics, 60,000 words, 475+ pages; organized via a fully ordered table of contents. Just one of the proud creations available now from Wonderland Imprints - Only the Finest Works of Fantasy.)
Publisher: Createspace Independent Publishing Platform
ISBN: 9781542405409
Category :
Languages : en
Pages : 476
Book Description
Deep dwarven cities of the underworld, Infested by conquering orcs, Enslaved by demons of skull and pyre ... Black labyrinths of mad demigods, Proving grounds for daring adventurers And graveyards for greedy fools ... Twisting passages, all alike, Where lurking trolls and shadow beasts Guard the deepest riddles of the nether ... If you have ever wanted to know how to quickly and masterfully create your own mega-dungeon for your pen-and-paper Fantasy Role-Playing Game (PNP FRPG) campaigns, this is the perfect book for you. This Game Master's guide will show you, step by step, how to take your vague-yet-promising ideas and how to sculpt them with precise and careful design decisions (enhanced, if you prefer, by random die rolls), allowing you to conceive an endless mega-dungeon in record time. Best of all, the CASTLE OLDSKULL CLASSIC DUNGEON DESIGN GUIDE is also system-neutral. No matter which of the many FRPGs you choose to play, from basic skill level to advanced, a first edition or a fifth or anything in between, the lessons you master here will serve you in your gaming for years to come. Learn how to make the most of your ever-dwindling prep time, so that you can spend those saved hours gaming with your friends! This old school Guide is filled to overflowing with more than 450 pages of design material and dungeon generation tables. Highlights include: * Hack and slash and beyond. 39 adventure scenarios, with 20 diabolical twists, totaling 780 great ideas for your next campaign. * A myriad of options. Over 10,000 unusual benefactors ("quest givers"), unusual wilderness encounters your players will never forget, and extensive rumor and dungeon history generation systems. * Every endless labyrinth ever, under one cover. Extensive details on realistic underworlds, hundreds of dungeon dressing ideas, over 10,000 room types, and much more. * The imagined made real. A complete second book is included herein as a detailed example of dungeon design, featuring over 60 pages of specific examples. The Goblin Head campaign environment supplement reveals exactly how a 13-level mega-dungeon can be conceived in a matter of hours. The CLASSIC DUNGEON DESIGN GUIDE is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 30 years of play experience. Best of all, if there are any other materials you would like to see relating to dungeon design, feel free to contact the author. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This Guide is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 12 chapters, over 100 section topics, 60,000 words, 475+ pages; organized via a fully ordered table of contents. Just one of the proud creations available now from Wonderland Imprints - Only the Finest Works of Fantasy.)
Game World Generator
Author: Kent David Kelly
Publisher: Createspace Independent Publishing Platform
ISBN: 9781542433891
Category :
Languages : en
Pages : 438
Book Description
Wolf-haunted wastelands of frigid tundra, Veiling lost cities sunken and frozen into the ice ... Mist-wreathed mountains teeming with orcs, Goblins, demons and dwarven underworlds ... Burning battlefields, reigned over By imperious and ancient dragons ... Steaming jungles, filled with headhunters And savage apes, guardians to ancient temples Filled with accursed gold ... These are the realms of old school fantasy role-playing, the world of your imagination. This world is a dark and wondrous place, an endless milieu teeming with danger, intrigue, exotic wonders, epic quests, and the bold heroes and villains who dare to conquer all. And you, as the Game Master, are tasked with creating those kingdoms from scratch. It is your mission to forge an entire alternate universe filled with infinite possibilities, a world which your friends and fellow role-players can explore for years to come. But how do you create a world? How do you even begin? The CASTLE OLDSKULL GAME WORLD GENERATOR is the only guide specifically and solely designed to assist you in creating an entire old school fantasy world. This is no "It is time for you to take the world into your own hands, and no one but you can decide what to include" copout dodge which demands everything of you and gives you nothing. This is a 430+ page step-by-step guide, from blank hex paper to the fully-realized game world, which explains the entire process to you in granular detail. Even better, this book is filled with dozens of helpful graphics which illustrate the entire mapping process. If you love lost worlds like Dave Arneson's Blackmoor, Edgar Rice Burroughs' Barsoom and Pellucidar, Gary Gygax's Flanaess, Robert E. Howard's Cimmeria and Hyboria, Fritz Leiber's Nehwon, H.P. Lovecraft's Dreamlands, Michael Moorcock's Melnibone and J.R.R. Tolkien's Middle Earth, then this is the book for you! Highlights include: world conception, mapping, scale, landforms, terrain, kingdoms and fiefs, wilderness design, feudal realms and foreign equivalents, city and wilderness names, treasures and resources, hierarchies of nobility, ruler classes and levels, realm alignment, campaign-tailored population formulae, demi-human enclaves, humanoid tribes, starting area development, dragon lair placement, dungeon placement and much more. Everything you need to turn your ideas into a solid, coherent and adventure-filled world is right here at your fingertips. The GAME WORLD GENERATOR is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 30 years of play experience. Best of all, if there are any other materials you would like to see relating to world or dungeon design, feel free to contact the author. I create the supplements that Game Masters want. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This book is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 3 parts, over 100 section topics, 42,000 words, over 430 pages; organized via a fully hyperlinked table of contents. Just one of the proud creations available now from Wonderland Imprints - Only the Finest Works of Fantasy.)
Publisher: Createspace Independent Publishing Platform
ISBN: 9781542433891
Category :
Languages : en
Pages : 438
Book Description
Wolf-haunted wastelands of frigid tundra, Veiling lost cities sunken and frozen into the ice ... Mist-wreathed mountains teeming with orcs, Goblins, demons and dwarven underworlds ... Burning battlefields, reigned over By imperious and ancient dragons ... Steaming jungles, filled with headhunters And savage apes, guardians to ancient temples Filled with accursed gold ... These are the realms of old school fantasy role-playing, the world of your imagination. This world is a dark and wondrous place, an endless milieu teeming with danger, intrigue, exotic wonders, epic quests, and the bold heroes and villains who dare to conquer all. And you, as the Game Master, are tasked with creating those kingdoms from scratch. It is your mission to forge an entire alternate universe filled with infinite possibilities, a world which your friends and fellow role-players can explore for years to come. But how do you create a world? How do you even begin? The CASTLE OLDSKULL GAME WORLD GENERATOR is the only guide specifically and solely designed to assist you in creating an entire old school fantasy world. This is no "It is time for you to take the world into your own hands, and no one but you can decide what to include" copout dodge which demands everything of you and gives you nothing. This is a 430+ page step-by-step guide, from blank hex paper to the fully-realized game world, which explains the entire process to you in granular detail. Even better, this book is filled with dozens of helpful graphics which illustrate the entire mapping process. If you love lost worlds like Dave Arneson's Blackmoor, Edgar Rice Burroughs' Barsoom and Pellucidar, Gary Gygax's Flanaess, Robert E. Howard's Cimmeria and Hyboria, Fritz Leiber's Nehwon, H.P. Lovecraft's Dreamlands, Michael Moorcock's Melnibone and J.R.R. Tolkien's Middle Earth, then this is the book for you! Highlights include: world conception, mapping, scale, landforms, terrain, kingdoms and fiefs, wilderness design, feudal realms and foreign equivalents, city and wilderness names, treasures and resources, hierarchies of nobility, ruler classes and levels, realm alignment, campaign-tailored population formulae, demi-human enclaves, humanoid tribes, starting area development, dragon lair placement, dungeon placement and much more. Everything you need to turn your ideas into a solid, coherent and adventure-filled world is right here at your fingertips. The GAME WORLD GENERATOR is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 30 years of play experience. Best of all, if there are any other materials you would like to see relating to world or dungeon design, feel free to contact the author. I create the supplements that Game Masters want. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This book is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 3 parts, over 100 section topics, 42,000 words, over 430 pages; organized via a fully hyperlinked table of contents. Just one of the proud creations available now from Wonderland Imprints - Only the Finest Works of Fantasy.)
The Book of Dungeon Traps
Author: Kent David Kelly
Publisher: Createspace Independent Publishing Platform
ISBN: 9781983723933
Category :
Languages : en
Pages : 344
Book Description
Tumbling boulders crushing over powdered bones, Death pits filled with gibbering slime, Strangling vines, enchanted lodestones, lightning bolts, Hateful wraiths Imprisoned in chests of ancient gold, Chained by holy symbol and silver seal ... Every mechanical horror, every thief's demise, Every fell contraption Lies here, deep in this book of secrets. Would you like to fill your dungeons with traps, but you can never find coherent rules or guidelines to show the way? Are your players weary of arbitrary deathtraps? Have you ever searched in vain for a system which codifies spells into magical traps? Are you bored with the "famous four" - pits, gas, arrows and poisoned needles - but never know what to replace them with? Castle Oldskull Supplement BDT1, THE BOOK OF DUNGEON TRAPS, is filled with over 800 classic traps and trap variations. Herein you will find rules for boiling mud, Illusionary bridges, amnesia vapor, polymorph traps, unseen servant-triggered machinations, collapsing columns, and much more. Best of all, all traps are collated into hierarchies of Lethality Levels, so that you can always challenge your players without killing their heroes outright. This elaborate tome also includes rules for trap placement in dungeon designs, advice on trap locations, trap triggers, trap detection, trap removal, 10' poles as trap detection devices, and even a complete set of random monster tables to aid you in populating monster pits, cages, summoning traps, alarm-trapped dungeon chambers, and much more. Every trap type features detailed rules which have been culled from dozens of books and dungeon modules, turning hidden and obscure rulings into a methodical and internally consistent system for trap design. Everything you will ever need to fill every dungeon you create with any trap you can dream of, it's all here in a single source. This book is made to interface with Castle Oldskull Supplement CDDG1, THE CLASSIC DUNGEON DESIGN GUIDE, but the integration is completely optional. You do not need both books to make use of them; they simply amplify one another. 49,800 words, 308 pages. Another classic Fantasy Role-Playing Game Supplement from Wonderland Imprints, Only the Finest Works of Fantasy.
Publisher: Createspace Independent Publishing Platform
ISBN: 9781983723933
Category :
Languages : en
Pages : 344
Book Description
Tumbling boulders crushing over powdered bones, Death pits filled with gibbering slime, Strangling vines, enchanted lodestones, lightning bolts, Hateful wraiths Imprisoned in chests of ancient gold, Chained by holy symbol and silver seal ... Every mechanical horror, every thief's demise, Every fell contraption Lies here, deep in this book of secrets. Would you like to fill your dungeons with traps, but you can never find coherent rules or guidelines to show the way? Are your players weary of arbitrary deathtraps? Have you ever searched in vain for a system which codifies spells into magical traps? Are you bored with the "famous four" - pits, gas, arrows and poisoned needles - but never know what to replace them with? Castle Oldskull Supplement BDT1, THE BOOK OF DUNGEON TRAPS, is filled with over 800 classic traps and trap variations. Herein you will find rules for boiling mud, Illusionary bridges, amnesia vapor, polymorph traps, unseen servant-triggered machinations, collapsing columns, and much more. Best of all, all traps are collated into hierarchies of Lethality Levels, so that you can always challenge your players without killing their heroes outright. This elaborate tome also includes rules for trap placement in dungeon designs, advice on trap locations, trap triggers, trap detection, trap removal, 10' poles as trap detection devices, and even a complete set of random monster tables to aid you in populating monster pits, cages, summoning traps, alarm-trapped dungeon chambers, and much more. Every trap type features detailed rules which have been culled from dozens of books and dungeon modules, turning hidden and obscure rulings into a methodical and internally consistent system for trap design. Everything you will ever need to fill every dungeon you create with any trap you can dream of, it's all here in a single source. This book is made to interface with Castle Oldskull Supplement CDDG1, THE CLASSIC DUNGEON DESIGN GUIDE, but the integration is completely optional. You do not need both books to make use of them; they simply amplify one another. 49,800 words, 308 pages. Another classic Fantasy Role-Playing Game Supplement from Wonderland Imprints, Only the Finest Works of Fantasy.
Accelerando
Author: Charles Stross
Publisher: Penguin
ISBN: 1101208473
Category : Fiction
Languages : en
Pages : 596
Book Description
The Singularity. It is the era of the posthuman. Artificial intelligences have surpassed the limits of human intellect. Biotechnological beings have rendered people all but extinct. Molecular nanotechnology runs rampant, replicating and reprogramming at will. Contact with extraterrestrial life grows more imminent with each new day. Struggling to survive and thrive in this accelerated world are three generations of the Macx clan: Manfred, an entrepreneur dealing in intelligence amplification technology whose mind is divided between his physical environment and the Internet; his daughter, Amber, on the run from her domineering mother, seeking her fortune in the outer system as an indentured astronaut; and Sirhan, Amber’s son, who finds his destiny linked to the fate of all of humanity. For something is systematically dismantling the nine planets of the solar system. Something beyond human comprehension. Something that has no use for biological life in any form...
Publisher: Penguin
ISBN: 1101208473
Category : Fiction
Languages : en
Pages : 596
Book Description
The Singularity. It is the era of the posthuman. Artificial intelligences have surpassed the limits of human intellect. Biotechnological beings have rendered people all but extinct. Molecular nanotechnology runs rampant, replicating and reprogramming at will. Contact with extraterrestrial life grows more imminent with each new day. Struggling to survive and thrive in this accelerated world are three generations of the Macx clan: Manfred, an entrepreneur dealing in intelligence amplification technology whose mind is divided between his physical environment and the Internet; his daughter, Amber, on the run from her domineering mother, seeking her fortune in the outer system as an indentured astronaut; and Sirhan, Amber’s son, who finds his destiny linked to the fate of all of humanity. For something is systematically dismantling the nine planets of the solar system. Something beyond human comprehension. Something that has no use for biological life in any form...
Slave Species of the Gods
Author: Michael Tellinger
Publisher: Simon and Schuster
ISBN: 1591438071
Category : Body, Mind & Spirit
Languages : en
Pages : 529
Book Description
Our origins as a slave species and the Anunnaki legacy in our DNA • Reveals compelling new archaeological and genetic evidence for the engineered origins of the human species, first proposed by Zecharia Sitchin in The 12th Planet • Shows how the Anunnaki created us using pieces of their own DNA, controlling our physical and mental capabilities by inactivating their more advanced DNA • Identifies a recently discovered complex of sophisticated ruins in South Africa as the city of the Anunnaki leader Enki Scholars have long believed that the first civilization on Earth emerged in Sumer some 6,000 years ago. However, as Michael Tellinger reveals, the Sumerians and Egyptians inherited their knowledge from an earlier civilization that lived at the southern tip of Africa and began with the arrival of the Anunnaki more than 200,000 years ago. Sent to Earth in search of life-saving gold, these ancient Anunnaki astronauts from the planet Nibiru created the first humans as a slave race to mine gold--thus beginning our global traditions of gold obsession, slavery, and god as dominating master. Revealing new archaeological and genetic evidence in support of Zecharia Sitchin’s revolutionary work with pre-biblical clay tablets, Tellinger shows how the Anunnaki created us using pieces of their own DNA, controlling our physical and mental capabilities by inactivating their more advanced DNA--which explains why less than 3 percent of our DNA is active. He identifies a recently discovered complex of sophisticated ruins in South Africa, complete with thousands of mines, as the city of Anunnaki leader Enki and explains their lost technologies that used the power of sound as a source of energy. Matching key mythologies of the world’s religions to the Sumerian clay tablet stories on which they are based, he details the actual events behind these tales of direct physical interactions with “god,” concluding with the epic flood--a perennial theme of ancient myth--that wiped out the Anunnaki mining operations. Tellinger shows that, as humanity awakens to the truth about our origins, we can overcome our programmed animalistic and slave-like nature, tap in to our dormant Anunnaki DNA, and realize the longevity and intelligence of our creators as well as learn the difference between the gods of myth and the true loving God of our universe.
Publisher: Simon and Schuster
ISBN: 1591438071
Category : Body, Mind & Spirit
Languages : en
Pages : 529
Book Description
Our origins as a slave species and the Anunnaki legacy in our DNA • Reveals compelling new archaeological and genetic evidence for the engineered origins of the human species, first proposed by Zecharia Sitchin in The 12th Planet • Shows how the Anunnaki created us using pieces of their own DNA, controlling our physical and mental capabilities by inactivating their more advanced DNA • Identifies a recently discovered complex of sophisticated ruins in South Africa as the city of the Anunnaki leader Enki Scholars have long believed that the first civilization on Earth emerged in Sumer some 6,000 years ago. However, as Michael Tellinger reveals, the Sumerians and Egyptians inherited their knowledge from an earlier civilization that lived at the southern tip of Africa and began with the arrival of the Anunnaki more than 200,000 years ago. Sent to Earth in search of life-saving gold, these ancient Anunnaki astronauts from the planet Nibiru created the first humans as a slave race to mine gold--thus beginning our global traditions of gold obsession, slavery, and god as dominating master. Revealing new archaeological and genetic evidence in support of Zecharia Sitchin’s revolutionary work with pre-biblical clay tablets, Tellinger shows how the Anunnaki created us using pieces of their own DNA, controlling our physical and mental capabilities by inactivating their more advanced DNA--which explains why less than 3 percent of our DNA is active. He identifies a recently discovered complex of sophisticated ruins in South Africa, complete with thousands of mines, as the city of Anunnaki leader Enki and explains their lost technologies that used the power of sound as a source of energy. Matching key mythologies of the world’s religions to the Sumerian clay tablet stories on which they are based, he details the actual events behind these tales of direct physical interactions with “god,” concluding with the epic flood--a perennial theme of ancient myth--that wiped out the Anunnaki mining operations. Tellinger shows that, as humanity awakens to the truth about our origins, we can overcome our programmed animalistic and slave-like nature, tap in to our dormant Anunnaki DNA, and realize the longevity and intelligence of our creators as well as learn the difference between the gods of myth and the true loving God of our universe.
Collected Works of Velimir Khlebnikov: Letters and theoretical writings
Author: Велимир Хлебников
Publisher: Harvard University Press
ISBN: 9780674140455
Category : Biography & Autobiography
Languages : en
Pages : 494
Book Description
Dubbed by his fellow Futurists the "King of Time," Velimir Khlebnikov (1885-1922) spent his entire brief life searching for a new poetic language to express his convictions about the rhythm of history, the correspondence between human behavior and the "language of the stars." The result was a vast body of poetry and prose that has been called hermetic, incomprehensible, even deranged. Of all this tragic generation of Russian poets (including Blok, Esenin, and Mayakovsky), Khlebnikov has been perhaps the most praised and the more censured. This first volume of the Collected Works, an edition sponsored by the Dia Art Foundation, will do much to establish the counterimage of Khlebnikov as an honest, serious writer. The 117 letters published here for the first time in English reveal an ebullient, humane, impractical, but deliberate working artist. We read of the continuing involvement with his family throughout his vagabond life (pleas to his smartest sister, Vera, to break out of the mold, pleas to his scholarly father not to condemn and to send a warm overcoat); the naive pleasure he took in being applauded by other artists; his insistence that a young girl's simple verses be included in one of the typically outrageous Futurist publications of the time; his jealous fury at the appearance in Moscow of the Italian Futurist Marinetti; a first draft of his famous zoo poem ("O Garden of Animals!"); his seriocomic but ultimately shattering efforts to be released from army service; his inexhaustibly courageous confrontation with his own disease and excruciating poverty; and always his deadly earnest attempt to make sense of numbers, language, suffering, politics, and the exigencies of publication. The theoretical writings presented here are even more important than the letters to an understanding of Khlebnikov's creative output. In the scientific articles written before 1910, we discern foreshadowings of major patterns of later poetic work. In the pan-Slavic proclamations of 1908-1914, we find explicit connections between cultural roots and linguistic ramifications. In the semantic excursuses beginning in 1915, we can see Khlebnikov's experiments with consonants, nouns, and definitions spelled out in accessible, if arid, form. The essays of 1916-1922 take us into the future of Planet Earth, visions of universal order and accomplishment that no longer seem so farfetched but indeed resonate for modern readers.
Publisher: Harvard University Press
ISBN: 9780674140455
Category : Biography & Autobiography
Languages : en
Pages : 494
Book Description
Dubbed by his fellow Futurists the "King of Time," Velimir Khlebnikov (1885-1922) spent his entire brief life searching for a new poetic language to express his convictions about the rhythm of history, the correspondence between human behavior and the "language of the stars." The result was a vast body of poetry and prose that has been called hermetic, incomprehensible, even deranged. Of all this tragic generation of Russian poets (including Blok, Esenin, and Mayakovsky), Khlebnikov has been perhaps the most praised and the more censured. This first volume of the Collected Works, an edition sponsored by the Dia Art Foundation, will do much to establish the counterimage of Khlebnikov as an honest, serious writer. The 117 letters published here for the first time in English reveal an ebullient, humane, impractical, but deliberate working artist. We read of the continuing involvement with his family throughout his vagabond life (pleas to his smartest sister, Vera, to break out of the mold, pleas to his scholarly father not to condemn and to send a warm overcoat); the naive pleasure he took in being applauded by other artists; his insistence that a young girl's simple verses be included in one of the typically outrageous Futurist publications of the time; his jealous fury at the appearance in Moscow of the Italian Futurist Marinetti; a first draft of his famous zoo poem ("O Garden of Animals!"); his seriocomic but ultimately shattering efforts to be released from army service; his inexhaustibly courageous confrontation with his own disease and excruciating poverty; and always his deadly earnest attempt to make sense of numbers, language, suffering, politics, and the exigencies of publication. The theoretical writings presented here are even more important than the letters to an understanding of Khlebnikov's creative output. In the scientific articles written before 1910, we discern foreshadowings of major patterns of later poetic work. In the pan-Slavic proclamations of 1908-1914, we find explicit connections between cultural roots and linguistic ramifications. In the semantic excursuses beginning in 1915, we can see Khlebnikov's experiments with consonants, nouns, and definitions spelled out in accessible, if arid, form. The essays of 1916-1922 take us into the future of Planet Earth, visions of universal order and accomplishment that no longer seem so farfetched but indeed resonate for modern readers.
Rules Compendium
Author: Chris Sims
Publisher:
ISBN: 9780786947256
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 0
Book Description
The definitive reference guide of "Dungeons & Dragons]" core rules, this supplement takes all of the games most important rules and presents them in a single comprehensive, easy-to-reference volume for players and Dungeon Masters.
Publisher:
ISBN: 9780786947256
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 0
Book Description
The definitive reference guide of "Dungeons & Dragons]" core rules, this supplement takes all of the games most important rules and presents them in a single comprehensive, easy-to-reference volume for players and Dungeon Masters.
Claiming the Stones, Naming the Bones
Author: Elazar Barkan
Publisher: Getty Publications
ISBN: 0892366737
Category : Art
Languages : en
Pages : 388
Book Description
These fourteen essays address controversies over a variety of cultural properties, exploring them from perspectives of law, archeology, physical anthropology, ethnobiology, ethnomusicology, history, and cultural and literary study. The book divides cultural property into three types: Tangible, unique property like the Parthenon marbles; intangible property such as folktales, music, and folk remedies; and communal "representations," which have lead groups to censor both outsiders and insiders as cultural traitors.
Publisher: Getty Publications
ISBN: 0892366737
Category : Art
Languages : en
Pages : 388
Book Description
These fourteen essays address controversies over a variety of cultural properties, exploring them from perspectives of law, archeology, physical anthropology, ethnobiology, ethnomusicology, history, and cultural and literary study. The book divides cultural property into three types: Tangible, unique property like the Parthenon marbles; intangible property such as folktales, music, and folk remedies; and communal "representations," which have lead groups to censor both outsiders and insiders as cultural traitors.
Into the Odd
Author: Chris McDowall
Publisher:
ISBN: 9781506196589
Category :
Languages : en
Pages : 48
Book Description
Into the Odd contains everything you need to create a character and explore an industrial world of cosmic meddlers and horrific hazards. This is a fast, simple game, to challenge your wits rather than your understanding of complex rules.You seek Arcana, strange devices hosting unnatural powers beyond technology. They range from the smallest ring to vast machines, with powers from petty to godlike. Beside these unnatural items that they may acquire, your characters remain grounded as mortals in constant danger.The game is 48 pages, containing:Original artwork from Jeremy Duncan, Levi Kornelsen, and others.The fastest character creation out there, getting you playing as soon as possible.Player rules that fit on a single page, keeping a focus on exploration, problem solving, and fast, deadly combat.The complete guide to running the game as Referee. From making the most of the rules to creating your own monsters and Arcana. Sample monsters, arcanum, traps, and hazards.Character advancement from Novice to Master Rules for running your own Company, and taking it to war with an original mass combat system.Complete guide to the Odd World, from the cosmopolitan city of Bastion and its hidden Underground, through to backwards Deep Country, the unexplored Golden Lands.The Iron Coral, sample expedition site to test the players' survival skills.The Fallen Marsh, a deadly wilderness to explore.Hopesend Port, a settlement to regroup and sail on to further adventure.Thirteen bonus pages of tools and random tables from the Oddpendium.
Publisher:
ISBN: 9781506196589
Category :
Languages : en
Pages : 48
Book Description
Into the Odd contains everything you need to create a character and explore an industrial world of cosmic meddlers and horrific hazards. This is a fast, simple game, to challenge your wits rather than your understanding of complex rules.You seek Arcana, strange devices hosting unnatural powers beyond technology. They range from the smallest ring to vast machines, with powers from petty to godlike. Beside these unnatural items that they may acquire, your characters remain grounded as mortals in constant danger.The game is 48 pages, containing:Original artwork from Jeremy Duncan, Levi Kornelsen, and others.The fastest character creation out there, getting you playing as soon as possible.Player rules that fit on a single page, keeping a focus on exploration, problem solving, and fast, deadly combat.The complete guide to running the game as Referee. From making the most of the rules to creating your own monsters and Arcana. Sample monsters, arcanum, traps, and hazards.Character advancement from Novice to Master Rules for running your own Company, and taking it to war with an original mass combat system.Complete guide to the Odd World, from the cosmopolitan city of Bastion and its hidden Underground, through to backwards Deep Country, the unexplored Golden Lands.The Iron Coral, sample expedition site to test the players' survival skills.The Fallen Marsh, a deadly wilderness to explore.Hopesend Port, a settlement to regroup and sail on to further adventure.Thirteen bonus pages of tools and random tables from the Oddpendium.
The Mating Season
Author: P.G. Wodehouse
Publisher: Random House
ISBN: 1409064670
Category : Fiction
Languages : en
Pages : 231
Book Description
__________________________________ A Jeeves and Wooster novel 'It's hard to single out one book as the entire Jeeves and Wooster collection is Bach Rescue Remedy in literary form, but this tale of romantic imbroglio is a priceless hoot... Every sentence is a perfectly wrought delight.' Independent At Deverill Hall, an idyllic Tudor manor in the picture-perfect village of King's Deverill, impostors are in the air. The prime example is man-about-town Bertie Wooster, doing a good turn to Gussie Fink-Nottle by impersonating him while he enjoys fourteen days away from society after being caught taking an unscheduled dip in the fountains of Trafalgar Square. Bertie is of course one of nature's gentlemen, but the stakes are high: if all is revealed, there's a danger that Gussie's simpering fiancée Madeline may turn her wide eyes on Bertie instead. It's a brilliant plan - until Gussie himself turns up, imitating Bertram Wooster. After that, only the massive brain of Jeeves (himself in disguise) can set things right.
Publisher: Random House
ISBN: 1409064670
Category : Fiction
Languages : en
Pages : 231
Book Description
__________________________________ A Jeeves and Wooster novel 'It's hard to single out one book as the entire Jeeves and Wooster collection is Bach Rescue Remedy in literary form, but this tale of romantic imbroglio is a priceless hoot... Every sentence is a perfectly wrought delight.' Independent At Deverill Hall, an idyllic Tudor manor in the picture-perfect village of King's Deverill, impostors are in the air. The prime example is man-about-town Bertie Wooster, doing a good turn to Gussie Fink-Nottle by impersonating him while he enjoys fourteen days away from society after being caught taking an unscheduled dip in the fountains of Trafalgar Square. Bertie is of course one of nature's gentlemen, but the stakes are high: if all is revealed, there's a danger that Gussie's simpering fiancée Madeline may turn her wide eyes on Bertie instead. It's a brilliant plan - until Gussie himself turns up, imitating Bertram Wooster. After that, only the massive brain of Jeeves (himself in disguise) can set things right.