Mountain Time


Book Description

Mountain Time: A Field Guide to Astonishment is an essay collection that explores the inner and outer natures of remarkable human and nonhuman beings. It is a book about paying attention—with the mind and with the heart. The essays confront the ethical and personal challenges Renata Golden faced in a harsh and isolated environment and examine the power of nature to influence her understanding of the human spirit. The lessons she learned on the borders of Arizona, New Mexico, and Mexico jolted her out of her customary way of seeing the world—which is the transformative power of a thin place, where the borders between the sublime and the profane melt away. The essays call attention to the animals that are often shunned—pack rats, rattlesnakes, ants, prairie dogs, and other desert dwellers that some consider better dead than alive. Many of the animals in these essays are at risk of extinction. The essays honor these animals for the role they play in the wild world and for their unique abilities, such as cooperative societies and complex language skills. By recognizing the animals’ value, Golden gives readers reasons to be moved to save them, if it’s not too late.




Mountain Time


Book Description

At fifty-something, environmental reporter Mitch Rozier has grown estranged from Seattle's coffee shop and cyber culture. His newspaper is going under, and his relationship with Lexa McCaskill is stalled at "just living together." Then, he is summoned by his sly, exasperating father, Lyle, back to the family land, which Lyle plans to sell in the latest of his get-rich schemes before dying. Lexa follows, accompanied by her sister Mariah, and the stage is set for long-overdue confrontations -- between lovers, sisters, and father and son. Mountain Time is distinguished by humor and a wry insight into the power of family feuds to mark individuals and endure. Set against the glorious backdrop of Montana mountain country, it is a dazzling novel of love, family, and the contemporary West.




Mountain Time


Book Description

Scientist, teacher, author, and champion of the natural world, Dr. Kenneth S. Norris reveals the insights gained over a lifetime devoted to learning and teaching about the natural world and human nature, and the global environmental crisis we've helped to bring upon ourselves.




Walking Networks


Book Description

Since the early 2000s there has been an increase in artists who are walking as an essential part of their artistic practice. This book identifies the unique attributes of walking to develop a definition for walking as an artistic medium. Drawing on historical sources, such as the walks of the Romantic poets, Dadaists and Letterist/Situationist Internationals, it presents a practice based approach to walking focused on the radical memory of the medium. The book covers three contemporary organisations working to develop the artistic medium of walking—London’s Walking Artists Network, Scotland’s Walking Institute and New York City’s Walk Exchange—and looks at how these different organisation’s strategies contribute to the development of the artistic medium of walking. The book is framed by five walking exercises, and invites the reader to create a memory palace for the medium of walking as a practical exploration of artistic walking practices.




Mountain Time


Book Description

A psychological romance of two people who return to their childhood home to understand and recover from their neuroses.




The Mountain


Book Description

In national bestseller The Mountain, world-renowned climber and bestselling author Ed Viesturs and cowriter David Roberts paint a vivid portrait of obsession, dedication, and human achievement in a true love letter to the world’s highest peak. In The Mountain, veteran world-class climber and bestselling author Ed Viesturs—the only American to have climbed all fourteen of the world’s 8,000-meter peaks—trains his sights on Mount Everest in richly detailed accounts of expeditions that are by turns personal, harrowing, deadly, and inspiring. The highest mountain on earth, Everest remains the ultimate goal for serious high-altitude climbers. Viesturs has gone on eleven expeditions to Everest, spending more than two years of his life on the mountain and reaching the summit seven times. No climber today is better poised to survey Everest’s various ascents—both personal and historic. Viesturs sheds light on the fate of Mallory and Irvine, whose 1924 disappearance just 800 feet from the summit remains one of mountaineering’s greatest mysteries, as well as the multiply tragic last days of Rob Hall and Scott Fischer in 1996, the stuff of which Into Thin Air was made. Informed by the experience of one who has truly been there, The Mountain affords a rare glimpse into that place on earth where Heraclitus’s maxim—“Character is destiny”—is proved time and again.




Mountain Time


Book Description

A foremost naturalist remembers the incredible wilderness inside Yellowstone National Park.




His Story


Book Description

We all love stories--whether printed, passed down orally from generation to generation, or made into films. We love stories whether they are fictional, true, mythical, or legendary. Stories are part of our human history, and they help us understand being human. But there is one story that underpins all other stories--the story of why we exist. All great human stories must interact with this story. His Story explores this fundamental story by retelling the story of the Bible. His Story tells the Biblical story of how God has opened up a doorway into our universe and how this impacts the metanarrative of all of our lives. If you want to read the overarching story of the Bible in one short book, then His Story is for you. If you want to know the backstory of your life, His Story is for you. His Story is simply written, but doesn't oversimplify. It is a book for people who might call themselves Christians, but also for all those who are curious about the ultimate story. His Story--the story of why we are here.




Time, Memory, Institution


Book Description

This collection is the first extended investigation of the relation between time and memory in Maurice Merleau-Ponty’s thought as a whole and the first to explore in depth the significance of his concept of institution. It brings the French phenomenologist’s views on the self and ontology into contemporary focus. Time, Memory, Institution argues that the self is not a self-contained or self-determining identity, as such; it is gathered out of a radical openness to what is not self, and that it gathers itself in a time that is not merely a given dimension, but folds back upon, gathers, and institutes itself. Access to previously unavailable texts, in particular Merleau-Ponty’s lectures on institution and expression, has presented scholars with new resources for thinking about time, memory, and history. These essays represent the best of this new direction in scholarship; they deepen our understanding of self and world in relation to time and memory; and they give occasion to reexamine Merleau-Ponty’s contribution and relevance to contemporary Continental philosophy. This volume is essential reading for scholars of phenomenology and French philosophy, as well as for the many readers across the arts, humanities, and social sciences who continue to draw insight and inspiration from Merleau-Ponty. Contributors: Elizabeth Behnke, Edward Casey, Véronique Fóti, Donald Landes, Kirsten Jacobson, Galen Johnson, Michael Kelly, Scott Marratto, Glen Mazis, Caterina Rea, John Russon, Robert Vallier, and Bernhard Waldenfels




Vindeon


Book Description

Vindeon is a brand-new fantasy role-playing game focusing heavily on immersive acting and fast action rules, enabling players to get the most out of their game sessions. The Setting The world is not healed. The elves, dwarves and humans have just begun to recover and rebuild after the devastation wrought by conflict and change. But not all. Some realms fell in the chaos, and now lies in ruins or serve even darker purposes. In this time of instability, you are trying to find your place in the world. There is no telling what fate Vindeon has in store for you or your companions. No telling how small or grand adventure looming just beyond the horizon or behind the next bend of the forest trail. Player - Character You play a character in a darkening, torn world, who embarks on an adventure or campaign, forging your destiny along the way or die trying. The world is unforgiving an often brutal, but it is not yet bereft of love and joy. There will always be hope. Embark on these undertakings as one of the three playable races: humans, dwarves and elves, choose from nine unique human, dwarven or elven cultures and their culture-specific professions, to customize your character to fit your preferred play-style and acting. Or go rogue and create a profession of your own. Fate is in your hands! Welcome to Vindeon