Death's Domain


Book Description

It's no more than a breath away... Everyone needs a place to relax after a long day, after all. So here is the place where the Grim Reaper can kick back and take the load off his scythe. Here's the golf course that's not so much crazy as insane, and the useless maze, and the dark gardens - all brought (incongruously) to life. And here, for the first time ever, you will find out the reason why Death can't understand rockeries, and what hapens to garden gnomes. As Death rides Binky into the sunset (of other people's lives), you can at last see what he gets up to when he's not at work.




DOC SAVAGE Volume 87


Book Description

Sanctum Books completes its reprinting of all 182 original Doc Savage pulp novels with three hellish thrillers by Lester Dent writing as "Kenneth Robeson." First, the Man of Bronze struggles to prevent the Nazis from obtaining "The Devil's Black Rock," a mysterious force that could change the course of the war! Then, Doc and his aides team with three ghost hunters to destroy "The Pure Evil." Finally, Doc journeys to the gates of Hell and must battle demon-like creatures in order to return "Up from Earth's Center" in his legendary final pulp odyssey! This instant collector's item showcases the classic color pulp covers by Emery Clarke, Edd Cartier and George Rozen and Paul Orban's original interior illustrations, with historical commentary by Will Murray." (Sanctum Books) 978-1-60877-200-1 Softcover, 7x10, 128 pages, B&W, $14.95




Death's End


Book Description

Mutually assured destruction has led to decades of peace between humanity and the Trisolarans, but a new force is awakening and this delicate balance can no longer hold... Half a century after the Doomsday Battle, the uneasy balance of Dark Forest Deterrence keeps the Trisolaran invaders at bay. Earth enjoys unprecedented prosperity due to the infusion of Trisolaran knowledge. With human science advancing daily and the Trisolarans adopting Earth culture, it seems that the two civilizations will soon be able to co-exist peacefully as equals without the terrible threat of mutually assured annihilation. But the peace has also made humanity complacent. Cheng Xin, an aerospace engineer from the early twenty-first century, awakens from hibernation in this new age. She brings with her knowledge of a long-forgotten program dating from the beginning of the Trisolar Crisis, and her very presence may upset the delicate balance between two worlds. Will humanity reach for the stars or die in its cradle? Death's End is the New York Times bestselling conclusion to Cixin Liu's tour-de-force series that began with The Three-Body Problem. "The War of the Worlds for the twenty-first century . . . Packed with a sense of wonder." --The Wall Street Journal "A meditation on technology, progress, morality, extinction, and knowledge that doubles as a cosmos- in-the-balance thriller." --NPR The Remembrance of Earth's Past Trilogy The Three-Body Problem The Dark Forest Death's End Other Books Ball Lightning (forthcoming)




The Dance of Death


Book Description




Death in Venice


Book Description

One of the most famous literary works of the 20th century, the novella “Death in Venice” embodies themes that preoccupied Thomas Mann (1875–1955) in much of his work; the duality of art and life, the presence of death and disintegration in the midst of existence, the connection between love and suffering, and the conflict between the artist and his inner self. Mann’s handling of these concerns in this story of a middle-aged German writer, torn by his passion for a Polish youth met on holiday in Venice, resulted in a work of great psychological intensity and tragic power.




The Masque of the Red Death


Book Description

"The Masque of the Red Death", originally published as "The Mask of the Red Death: A Fantasy", is an 1842 short story by American writer Edgar Allan Poe. The story follows Prince Prospero's attempts to avoid a dangerous plague, known as the Red Death, by hiding in his abbey. He, along with many other wealthy nobles, hosts a masquerade ballwithin seven rooms of the abbey, each decorated with a different color. In the midst of their revelry, a mysterious figure disguised as a Red Death victim enters and makes his way through each of the rooms. Prospero dies after confronting this stranger, whose "costume" proves to contain nothing tangible inside it; the guests also die in turn. Poe's story follows many traditions of Gothic fiction and is often analyzed as an allegory about the inevitability of death, though some critics advise against an allegorical reading. Many different interpretations have been presented, as well as attempts to identify the true nature of the titular disease. The story was first published in May 1842 in Graham's Magazineand has since been adapted in many different forms, including a 1964 film starring Vincent Price.







Digital Death


Book Description

This fascinating work explores the meaning of death in the digital age, showing readers the new ways digital technology allows humans to approach, prepare for, and handle their ultimate destiny. With DeadSocialTM one can create messages to be published to social networks after death. Facebook's "If I Die" enables users to create a video or text message for posthumous publication. Twitter _LIVESON accounts will keep tweeting even after the user is gone. There is no doubt that the digital age has radically changed options related to death, dying, grieving, and remembering, allowing people to say goodbye in their own time and their own unique way. Drawing from a range of academic perspectives, this book is the only serious study to focus on the ways in which death, dying, and memorialization appear in and are influenced by digital technology. The work investigates phenomena, devices, and audiences as they affect mortality, remembrances, grieving, posthumous existence, and afterlife experience. It examines the markets to which the providers of such services are responding, and it analyzes the degree to which digital media is changing views and expectations related to death. Ultimately, the contributors seek to answer an even more important question: how digital existences affect both real-world perceptions of life's end and the way in which lives are actually lived.




Dungeons & Dragons Dungeon Master's Guide (Core Rulebook, D&D Roleplaying Game)


Book Description

Weave legendary stories in the world’s greatest roleplaying game. All you need to run a Dungeons & Dragons game is your imagination, some dice, and this book. The Dungeon Master’s Guide teaches you how to how to run D&D adventures for your players— how to invent monsters for them to fight, mysteries for them to solve, and fantasy worlds for them to explore. “[The Dungeon Master’s Guide is] the one book to rule them all, the most comprehensive and powerful set of resources needed to run a game of D&D. . .” —Charlie Hall, Polygon.com “D&D acolytes are everywhere...Tech workers from Silicon Valley to Brooklyn have long-running campaigns, and the showrunners and the novelist behind ‘Game of Thrones’ have all been Dungeon Masters.”—Neima Jahromi, The New Yorker • The Dungeon Master’s Guide is one of the three main Dungeons & Dragons books, along with the Player’s Handbook and Monster Manual. It’s a reference used by the Dungeon Master (the game’s narrator) to create adventures—to run Dungeons & Dragons games and fill them with characters and stories. • The Dungeon Master’s Guide (DMG) is full of tools to help you immerse players in the game. What’s the demon lord’s secret weakness? Are the orcish invaders a criminal enterprise, or traitorous allies? Dozens of tables throughout the book help inspire your decisions and keep the game flowing smoothly. • In the Dungeon Master’s Guide (DMG), even the tables tell tales. A legendary sword takes five decades to craft. Who created it, and why? A tavern-crawling gnome has an eye twitch. How did she get it, and when? In every detail is an architecture for narrative—and the Dungeon Master’s Guide has all the tools you need to flesh it out with ease. • In Dungeons & Dragons, you and your friends coauthor your own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination. • Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming.




The Ultimate Discworld Companion


Book Description

The absolute, comprehensive, from Tiffany Aching to Jack Zweiblumen guide to all things Discworld, fully illustrated by Paul Kidby. The Discworld, as everyone knows, is a flat world balanced on the back of four elephants which, in turn, stand on the shell of the giant star turtle, the Great A'Tuin, as it slowly swims through space. It is also the global publishing phenomenon with sales of over 70 million books worldwide (but who's counting?). There's an awful lot of Discworld to keep track of. But fear not! Help is at hand. For the very first time, everything (and we mean everything) you could possibly want to know has been crammed into one place. If you need a handy guide to locales from Ankh-Morpork to Zemphis . . . If you can't tell your Achmed the Mads from your Jack Zweiblumens . . . If your life depends on distinguishing between the Agatean Empire and the Zoons . . . Look no further. Updated and perfected by Stephen Briggs, the man behind The Ultimate Discworld Companion's predecessor Turtle Recall, this is your ultimate guide to Sir Terry Pratchett's beloved fantasy world.