Alamut


Book Description

Alamut takes place in 11th Century Persia, in the fortress of Alamut, where self-proclaimed prophet Hasan ibn Sabbah is setting up his mad but brilliant plan to rule the region with a handful of elite fighters who are to become his "living daggers." By creating a virtual paradise at Alamut, filled with beautiful women, lush gardens, wine and hashish, Sabbah is able to convince his young fighters that they can reach paradise if they follow his commands. With parallels to Osama bin Laden, Alamut tells the story of how Sabbah was able to instill fear into the ruling class by creating a small army of devotees who were willing to kill, and be killed, in order to achieve paradise. Believing in the supreme Ismaili motto “Nothing is true, everything is permitted,” Sabbah wanted to “experiment” with how far he could manipulate religious devotion for his own political gain through appealing to what he called the stupidity and gullibility of people and their passion for pleasure and selfish desires. The novel focuses on Sabbah as he unveils his plan to his inner circle, and on two of his young followers — the beautiful slave girl Halima, who has come to Alamut to join Sabbah's paradise on earth, and young ibn Tahir, Sabbah's most gifted fighter. As both Halima and ibn Tahir become disillusioned with Sabbah's vision, their lives take unexpected turns. Alamut was originally written in 1938 as an allegory to Mussolini's fascist state. In the 1960's it became a cult favorite throughout Tito's Yugoslavia, and in the 1990s, during the Balkan's War, it was read as an allegory of the region's strife and became a bestseller in Germany, France and Spain. Following the attacks of September 11, 2001, the book once again took on a new life, selling more than 20,000 copies in a new Slovenian edition, and being translated around the world in more than 19 languages. This edition, translated by Michael Biggins, in the first-ever English translation.




Playing Utopia


Book Description

Media narratives inform our ideas of the future - and Games are currently making a significant contribution to this medial reservoir. On the one hand, Games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for the latest media technologies. However, while dystopias are part of the standard gaming repertoire, Games feature utopias much less frequently. Why? This anthology examines playful utopias from two perspectives. It investigates utopias in digital Games as well as utopias of the digital game; that is, the role of ludic elements in scenarios of the future.




Nothing Is True-Everything Is Permitted


Book Description

The multimedia artist, poet and novelist Brion Gysin may be the most influential cultural figure of the twentieth century that most people have never heard of.Gysin (1916–1986) was an English-born, Canadian-raised, naturalized American of Swiss descent, who lived most of his life in Morocco and France. He went everywhere when the going was good. He dabbled with surrealism in Paris in the 1930s, lived in the “interzone” of Tangier in the 1950s and traveled the Algerian Sahara with Sheltering Sky author Paul Bowles before moving into the legendary Beat Hotel in Paris. Gysin’s ideas influenced generations of artists, musicians and writers, among them David Bowie, Keith Haring, Patti Smith, Michael Stipe, Genesis P-Orridge, John Giorno and Brian Jones of the Rolling Stones. None was touched more profoundly than William S. Burroughs, who said admiringly of Gysin: “There was something dangerous about what he was doing. ”It was Gysin who introduced the Rolling Stones to the exotica of Morocco and took Stones’ guitarist Brian Jones to Jajouka where he recorded the tribal musicians performing the Pipes of Pan. It was Gysin who provided the hashish fudge recipe published in Alice B. Toklas’ cookbook, promising “ecstatic reveries and extensions of one’s personality on several simultaneous planes.” It was Gysin who introduced Burroughs to an automatic writing method called the cut-up, a literary progenitor to sampling. And it was Gysin who developed—with Ian Sommerville, the Dream Machine—a device that allowed people, with the flick of a switch, to access altered states of consciousness without drugs.Working with the authorization of Gysin’s literary executor, William S. Burroughs, John Geiger has produced the first-ever biography of the painter, poet, piper Brion Gysin.




Nothing Is True and Everything Is Possible


Book Description

A journey into the glittering, surreal heart of 21st century Russia, where even dictatorship is a reality show Professional killers with the souls of artists, would-be theater directors turned Kremlin puppet-masters, suicidal supermodels, Hell's Angels who hallucinate themselves as holy warriors, and oligarch revolutionaries: welcome to the wild and bizarre heart of twenty-first-century Russia. It is a world erupting with new money and new power, changing so fast it breaks all sense of reality, home to a form of dictatorship-far subtler than twentieth-century strains-that is rapidly rising to challenge the West. When British producer Peter Pomerantsev plunges into the booming Russian TV industry, he gains access to every nook and corrupt cranny of the country. He is brought to smoky rooms for meetings with propaganda gurus running the nerve-center of the Russian media machine, and visits Siberian mafia-towns and the salons of the international super-rich in London and the US. As the Putin regime becomes more aggressive, Pomerantsev finds himself drawn further into the system. Dazzling yet piercingly insightful, Nothing Is True and Everything Is Possible is an unforgettable voyage into a country spinning from decadence into madness.




Assassin's Creed: Renaissance


Book Description

Betrayed by the ruling families of Italy, a young man embarks upon an epic quest for vengeance during the Renaissance in this novel based on the Assassin's Creed™ video game series. “I will seek vengeance upon those who betrayed my family. I am Ezio Auditore Da Firenze. I am an Assassin…” To eradicate corruption and restore his family’s honor, Ezio will learn the art of the Assassins. Along the way, he will call upon the wisdom of such great minds as Leonardo da Vinci and Niccolo Machiavello—knowing that survival is bound to the skills by which he must live. To his allies, he will become a force for change—fighting for freedom and justice. To his enemies, he will become a threat dedicated to the destruction of the tyrants abusing the people of Italy. So begins an epic story of power, revenge and conspiracy... An Original Novel Based on the Multiplatinum Video Game from Ubisoft




The Assassins


Book Description

From a master historian, the definitive account of history's first terrorists An offshoot of the Ismaili Shi'ite sect of Islam, the Assassins were the first group to make systematic use of murder as a political weapon. Established in Iran and Syria in the eleventh and twelfth centuries, they aimed to overthrow the existing Sunni order in Islam and replace it with their own. They terrorized their foes with a series of dramatic murders of Islamic leaders, as well as of some of the Crusaders, who brought their name and fame back to Europe. Professor Lewis traces the history of this radical group, studying its teachings and its influence on Muslim thought. Particularly insightful in light of the rise of the terrorist attacks in the U.S. and in Israel, this account of the Assassins -- whose name is now synonymous with politically motivated murderers -- places recent events in historical perspective and sheds new light on the fanatic mind.




Assassin's Creed: Atlas


Book Description

An officially licensed guide to the exciting historical destinations and ancient battlegrounds of Ubisoft's Assassin's Creed series Meticulously re-created historical sites are a staple of the bestselling Assassin's Creed series--and, in fact, are one of the main draws of Ubisoft's all-time bestselling property. Each new game transports gamers to a different era and locale, beginning with Jerusalem in the time of the Crusades and going on to explore Renaissance-era Italy, colonial America, Paris during the French Revolution, 19th-century London, and ancient Greece and Egypt. Assassin's Creed has provided a means to walk through the past and experience world history in a firsthand, immersive way. In Assassin's Creed: Atlas, previously unpublished maps, diagrams, and drawings illuminate all of the lands of antiquity featured across the series that have defined both real-world history and the games themselves. Throughout, gaming journalist Guillaume Delalande expands on Assassin's Creed's fascinating lore and reflects on the critical moments that gamers experienced in these locations.




Assassin’s Creed: Blade of Shao Jun, Vol. 1


Book Description

1526 AD—China is ruled by the Great Ming Empire. Though the empire flourishes, the winds of the new emperor’s political purge are sweeping over the land, and turmoil is brewing. With the decimation of her comrades, Shao Jun has become China’s last Assassin. After escaping to Europe, she has now returned alone to her homeland. Her purpose: vengeance! -- VIZ Media




Assassin's Creed Valhalla: Sword of the White Horse


Book Description

A Celtic warrior defending her people from Viking raiders infiltrates an ancient sect to save her homeland, in this gripping original saga set in the world of Assassin's Creed® Valhalla Mercia, 878. Witch-warrior Niamh discovers a new order called the Hidden Ones is seeking to establish a foothold in Lunden. Her land is already scarred by Viking raiders, bloody wars, and clashing cultures. Determined to protect what remains of her homeland, she infiltrates this new group to discover whether they stand with her… or against her. Yet when Niamh learns the Hidden Ones have stolen an artifact sacred to her people, her own loyalties are challenged. Casting aside newfound alliances and friendships, Niamh soon discovers that betrayal comes with a heavy price and it will take everything in her power – her gods willing – to survive.




The Templars and the Assassins


Book Description

• An examination of the interactions of the Christian Knights Templar and their Muslim counterparts, the Assassins, and of the profound changes in Western society that resulted. • Restores the reputation of the secret Muslim order of the Assassins, disparaged as the world's first terrorist group. • Dispels many myths about the Knights Templar and provides the most incisive portrait of them to date. A thousand years ago Christian battled Muslim for possession of a strip of land upon which both their religions were founded. These Crusades changed the course of Western history, but less known is the fact that they also were the meeting ground for two legendary secret societies: The Knights Templar and their Muslim counterparts, the Assassins. In The Templars and the Assassins: The Militia of Heaven, occult scholar and secret society member James Wasserman provides compelling evidence that the interaction of the Knights Templar and the Assassins in the Holy Land transformed the Templars from the Pope's private army into a true occult society, from which they would sow the seeds of the Renaissance and the Western Mystery Tradition. Both orders were destroyed as heretical some seven hundred years ago, but Templar survivors are believed to have carried the secret teachings of the East into an occult underground, from which sprang both Rosicrucianism and Masonry. Assassin survivors, known as Nizari Ismailis, flourish to this day under the spiritual leadership of the Aga Khan. Wasserman strips the myths from both groups and penetrates to the heart of their enlightened beliefs and rigorous practices, delivering the most probing picture yet of these holy warriors.