Wyrms Footprints


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Wyrms


Book Description

A New York Times Best Book of the Year From the New York Times bestselling author of Ender's Shadow, comes Orson Scott Card's standalone Wyrms The sphere is alien in origin, but has been controlled by man for millennia. A legend as old as the stars rules this constructed world: When the seventh seventh seventh human Heptarch is crowned, he will be the Kristos and will bring eternal salvation . . . or the destruction of the cosmos. Patience is the only daughter of the rightful Heptarch, but she, like her father before her, serves the usurper who has destroyed her family. For she has learned the true ruler's honor: Duty to one's race is more important than duty to one's self. But the time for prudence has passed, and that which has slept for ages has awakened. And Patience must journey to the heartsoul of this planet to confront her destiny . . . and her world's. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.




The Elusive Shift


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How the early Dungeons & Dragons community grappled with the nature of role-playing games, theorizing a new game genre. When Dungeons & Dragons made its debut in the mid-1970s, followed shortly thereafter by other, similar tabletop games, it sparked a renaissance in game design and critical thinking about games. D&D is now popularly considered to be the first role-playing game. But in the original rules, the term “role-playing” is nowhere to be found; D&D was marketed as a wargame. In The Elusive Shift, Jon Peterson describes how players and scholars in the D&D community began to apply the term to D&D and similar games—and by doing so, established a new genre of games. Peterson examines key essays by D&D early adopters, rescuing from obscurity many first published in now-defunct fanzines. He traces the evolution of D&D theorizing, as writers attempted to frame problems, define terms, and engage with prior literature. He describes the two cultures of wargames and science fiction fandom that provided D&D's first players; examines the dialogue at the core of the game; explains how game design began to accommodate role-playing; and considers the purpose of the referee or gamesmaster. By 1977, game scholars and critics began to theorize more systematically, and Peterson explores their discussions of the transformative nature of role-playing games, their responsibility to a mass audience, and other topics. Peterson finds that the foundational concepts defined in the 1970s helped theorize role-playing, laying the foundation for the genre's shift into maturity in the 1980s.







Wyrm's Quest


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Footprints in Stone


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Council of Wyrms


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Footprints and the Stones of Time


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Mysterious World


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He had been living his life in a daze when one day he came into contact with another cruel world. Hence, he kept running with death, constantly completing missions, simultaneously finding a way out of this predicament of death. Terrifying, horrifying, everything stimulated one's nerves, and the only thing one could believe in was whether or not they could survive! This is a mysterious world!




Book Wyrms & Other Strange Bibliological Creatures


Book Description

A field guide to strange creatures found in libraries, bookstores, knocking over your ink, chewing your paper and more! Full of highly detailed illustrations by writer/artist Jessica Cathryn Feinberg. Includes Dragons, Goblins, Paper & Ink Elementals, Faerie Libraries and more!