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Holly Brimmer never expected to be brought back from the dead. After a fatal car crash, a mysterious stranger gives her a second chance at life?"but it comes with a price. To stay alive she must pay it forward, accomplish an important deed, thus making her mark in the world. Until she does, her savior is bound to her. Now she has a backyard full of dead bodies and one unwanted houseguest. Keane Malson kills bad guys to keep the innocent alive, but he's still a monster. Cursed by a witch moments before an honorable death on the battlefield, he's lived thousands of years, roaming from place to place with no end in sight. It's a lonely life...until he meets Holly. When a wanted man targets Holly, Keane will do anything to protect her, even if it's the last thing he ever does.
The mystery of a corpse found in the river.
Magic Words: A Dictionary is a oneofakind resource for armchair linguists, popculture enthusiasts, Pagans, Wiccans, magicians, and trivia nuts alike. Brimming with the most intriguing magic words and phrases from around the world and illustrated throughout with magical symbols and icons, Magic Words is a dictionary like no other. More than sevenhundred essay style entries describe the origins of magical words as well as historical and popular variations and fascinating trivia. With sources ranging from ancient Medieval alchemists to modern stage magicians, necromancers, and wizards of legend to miracle workers throughout time, Magic Words is a must have for any scholar of magic, language, history, and culture.
lay/Write: Digital Rhetoric, Writing, Games is an edited collection of essays that examines the relationship between games and writing – examining how writing functions both within games and the networks of activity that surround games and gameplay. The collection is organized based on the primary location and function of the game-writing relationship, examining writing about games (games as objects of critique and sites of rhetorical action), ancillary and instructional writing that takes place around games, the writing that takes place within the game, using games as persuasive forms of communication (writing through games), and writing that goes into the production of games. While not every chapter focuses exclusively on pedagogy, the collection includes many selections that consider the possibilities of using computer games in writing instruction. However, it also provides a bridge between academic views of games as contexts for writing and industry approaches to the writing process in game design, as well as an examination of a variety of game-related genres that could be used in composition courses.
An unusual poetic narrative from one of surfing's original rhapsodists, The Calpocalypse is a brazen romp through the California surfers' scene in the swinging '60s.
Since the publication of Dracula in 1897, Bram Stoker's original creation has been a source of inspiration for artists, writers, and filmmakers. From Universal's early black-and-white films and Hammer's Technicolor representations that followed, iterations of Dracula have been cemented in mainstream cinema. This anthology investigates and explores the far larger body of work coming from sources beyond mainstream cinema reinventing Dracula. Draculas, Vampires and Other Undead Forms assembles provocative essays that examine Dracula films and their movement across borders of nationality, sexuality, ethnicity, gender, and genre since the 1920s. The essays analyze the complexity Dracula embodies outside the conventional landscape of films with which the vampire is typically associated. Focusing on Dracula and Dracula-type characters in film, anime, and literature from predominantly non-Anglo markets, this anthology offers unique perspectives that seek to ground depictions and experiences of Dracula within a larger political, historical, and cultural framework.
In both British and American detective fiction the police detective has emerged as a fictional protagonist. However, the American policemen have not achieved the prominence of their British counterparts. The thirteen essays in this volume indicate some of the principle elements which appear again and again in both British and American police procedurals.
If you like your stories scary and gross, you'll like these horror tales.