Wizard's Rise


Book Description

For over two hundred years, the Rye Empire outlawed the use of magic. Now, the empire has fallen and a new, sinister power is rising. Ambitious and corrupt, The Mountain King will stop at nothing to reach his goals. Enslaving a sorceress to do his bidding, he begins his hunt for lost talismans that can help him bring the wizards back, and harness their power. To save the Old Empire from this growing, sinister magic, seventeen-year-old farm boy Mykal and his friends begin a desperate journey: they must collect the talismans before the Mountain King. On their way, Mykal will have to face fears and accept truths he never knew existed. A war is coming, and their time is running out. And if they fail, a terrible darkness will steal the light from the Grey Ashland Realm... forever.




Wizard Rising


Book Description




Rising of a Mage


Book Description

Master Gabrielle of the Wizards Guild looked at the book title: Magical Items and their Creation BY Anwar Alamira. He looked up at Anwar and smiled. That is the name I will be known by in the magical world, Anwar said. Gabrielle nodded, sat down and began leafing through the book written by his former apprentice. When farm boy Anwar discovers he has the ability to use magic he goes to the local wizards guild for help. As apprentice to Master Gabrielle, he soon surpasses his teachers skills and knowledge and becomes a formidable member of the City Guard. While studying the magic arts, he meets Mariah, apprenticed in the art of healing. Anwar discovers that the girl he has fallen in love with will fight by his side with sword, knife and bow. When their city is attacked by a horde of marauding goblins, Anwar becomes a local hero. After the senseless slaughter of his family, Anwar vows to hunt the evil in the world and protect those who cannot protect themselves. Anwar, Mariah and his best friend Jabaal take off in search of knowledge and adventure. It doesn't take long for them to find it.




Wizards


Book Description

A corrupt old Democrat. A surging Republican populist. The Democrat, hounded by corruption allegations; the Republican, dogged by business failures and ties to white supremacists. The Republican turned out thousands of screaming supporters for speeches blaming illegal immigrants and crime on the Democrats, and the Democrat plummeted in the polls. Sound familiar? The '91 Louisiana Governor's race was supposed to be forgettable. But when former KKK Grand Wizard David Duke shocked the nation by ousting incumbent Republican Governor Buddy Roemer in the primary, the world took notice. Democrat Edwin Edwards, a former three-term governor and two-time corruption defendant, was left alone to face Duke in the general election—and he was going to lose. Then a little-known state committeewoman stepped in with evidence of Duke's nefarious past. Could her evidence be enough to sway the minds of fired-up voters, or would Louisiana welcome a far-right radical into the highest office in the state? Journalist Brian Fairbanks explores how the final showdown between Duke and Edwards in November 1991 led to a major shift in our national politics, as well as the rise of the radical right and white supremacist groups, and how history repeated itself in the 2016 presidential election. The story of these political "wizards," almost forgotten by history, remains eerily prescient and disturbingly relevant, and a compulsive page-turner.




Game Wizards


Book Description

The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.




The Wizard and the Prophet


Book Description

From the bestselling, award-winning author of 1491 and 1493—an incisive portrait of the two little-known twentieth-century scientists, Norman Borlaug and William Vogt, whose diametrically opposed views shaped our ideas about the environment, laying the groundwork for how people in the twenty-first century will choose to live in tomorrow's world. In forty years, Earth's population will reach ten billion. Can our world support that? What kind of world will it be? Those answering these questions generally fall into two deeply divided groups--Wizards and Prophets, as Charles Mann calls them in this balanced, authoritative, nonpolemical new book. The Prophets, he explains, follow William Vogt, a founding environmentalist who believed that in using more than our planet has to give, our prosperity will lead us to ruin. Cut back! was his mantra. Otherwise everyone will lose! The Wizards are the heirs of Norman Borlaug, whose research, in effect, wrangled the world in service to our species to produce modern high-yield crops that then saved millions from starvation. Innovate! was Borlaug's cry. Only in that way can everyone win! Mann delves into these diverging viewpoints to assess the four great challenges humanity faces--food, water, energy, climate change--grounding each in historical context and weighing the options for the future. With our civilization on the line, the author's insightful analysis is an essential addition to the urgent conversation about how our children will fare on an increasingly crowded Earth.




The Rise of Tiamat


Book Description

Avert the Cataclysmic Return of Tiamat in this Adventure for the World’s Greatest Roleplaying Game The Cult of the Dragon leads the charge in an unholy crusade to bring Tiamat back to the Realms, and the situation grows more perilous for good people with each passing moment. The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves. From Waterdeep to the Sea of Moving Ice to Thay, it is a race against Evil. Succeed or succumb to the oppression of draconic tyranny. Win or lose, things will never be the same again. • The second of two adventures in the Tyranny of Dragons™ story arc, The Rise of Tiamat provides everything a Dungeon Master needs to create an exciting and memorable adventure experience. • Fans of the Dungeons & Dragons® Roleplaying Game can get a sample of what this product has in store for them through the D&D Encounters™ in-store play program. • Adventure design and development by Kobold Press.




The Rise of Darkness


Book Description

There I sat in this dilapidated run down shack. It's in the middle of the night and I had to light a fire in the hearth so that I could see better. Now I'm sitting on a wobbly stool. In front of me is a low laying bed with a small figure in it. It was covered all the way to its chin. I watched as my shadow danced on the wall and splayed across the bed and the lonely figure. I can't believe that I came all this way in the pursuit of knowledge. I sat there waiting and finally the person in front of me sat up and was instantly cloaked in the darkness that was my shadow. It was kind of discomforting when his small voice spoke. "Now come closer sonny you need to hear this. I, Brentwin Forrester, the last of the great story tellers, am about to tell you a tale. It is about an extraordinary man with an extraordinary life. I shall begin with his rise to power. If I do not last through the night, the journals on the dresser shall tell you the rest of his story." I leaned closer and watched as Brentwin began his tale of a man that was both myth and legend.




Firebirds Rising


Book Description

A collection of sixteen short science fiction and fantasy stories by award-winning authors.




Electric Wizards


Book Description

From Black Sabbath to Big Black, a ride through the evolution, diversity, and influence of genre-defying heavy music. It began with the Beatles’ “Helter Skelter.” It was distilled to its dark essence by Black Sabbath. And it has flourished into a vibrant modern underground, epitomized by Newcastle’s Pigs Pigs Pigs Pigs Pigs Pigs Pigs. This is the evolution of heavy music. The voyage is as varied as it is illuminating: from the lysergic blunt trauma of Blue Cheer to the locked grooves of Funkadelic, the aural frightmares of Faust to the tectonic crush of Sleep, alighting on post-punk, industrial, grunge, stoner rock, and numerous other genres along the way. Ranging from household names to obscure cult heroes and heroines, Electric Wizards demonstrates how each successive phase of heavy music was forged by what came before, outlining a rich and eclectic lineage that extends far beyond the usual boundaries of heavy rock or heavy metal. It extols those who did things differently, who introduced something fresh and exciting into this elemental tradition, whether by design, accident, or sheer chance. In doing so, Electric Wizards weaves an entirely new tapestry of heavy music.