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Celtic, Il Prequel – Vol.1' è la prima di tre raccolte di racconti che ci introducono gradualmente al mondo di Celtic. In questo volume ci vengono presentati alcuni personaggi che incontreremo nel lungo cammino in compagnia dello scrittore D.J.Highlanders, cittadino del mondo e celtico per vocazione, che attraverso la sua opera cerca di risvegliare il pubblico ad una way of life più sostenibile e aperta alle differenze culturali, religiose, sociali che permeano il mondo moderno. I racconti sono narrati come fossero degli episodi di una serie televisiva. Si parte dal "racconto pilota" La Biblioteca del Villaggio, dove scopriamo che il sapere, contenuto nei libri antichi, è la vera anima del Villaggio stesso. Il primo racconto, "Herbarium", ci addentra in uno degli aspetti che si vive al Villaggio, ambientato nella splendida cornice del nord Irlanda, nel Donegal. In Convivium scopriamo uno dei tanti aspetti sociali del Villaggio, mentre con Amici, ci rendiamo conto dell'internazionalità del concetto espresso dall'autore in questa opera. Adele invece è una meravigliosa monografia, drammatica, che vi lascerà a bocca aperta.
Fall into the lives of the city's filthy rich with Juno Dawson's deliciously dark and intoxicating London Collection. FROM THE WINNER OF THE YA BOOK PRIZE 2020 A vicious, dark delight' - heat magazine What happens when you fall down the rabbit hole? The compulsive must-have follow-up to CLEAN and MEAT MARKET from bestselling, award-winning author Juno Dawson Alice lives in a world of stifling privilege and luxury - but none of it means anything when your own head plays tricks on your reality. When her troubled friend Bunny goes missing, Alice becomes obsessed with finding her. On the trail of her last movements, Alice discovers a mysterious invitation to 'Wonderland': the party to end all parties - three days of hedonistic excess to which only the elite are welcome. Will she find Bunny there? Or is this really a case of finding herself? Because Alice has secrets of her own, and ruthless socialite queen Paisley Hart is determined to uncover them, whatever it takes. Alice is all alone, miles from home, and now she has a new enemy who wants her head... A searing exploration of mental health, gender and privilege, from the most addictive YA novelist in the UK today. Also in the London Collection: Clean, Meat Market NOT SUITABLE FOR YOUNGER READERS
Destined to become Queen of Scotland. Bound by blood to the Celtic gods. Scotland, 1026--Gruoch, descendant of the line of MacAlpin, should have been born into a life of ease. But fate is fickle. Her father's untimely death, rumored to have been plotted by King Malcolm, leaves her future uncertain and stained by the prophecy that she will avenge her family line. Escaping to one of the last strongholds of the old Celtic gods, Gruoch becomes an adept in arcane craft. Her encounters with the otherworld, however, suggest that magic runs stronger in Scotland than she ever imagined. Haunted by dreams of a raven-haired man she's never met, Gruoch soon feels her fate is not her own. She is duty-bound to wed a powerful lord, if not the Prince himself; however, she's not sure she can stop her heart when she meets Banquo, a gallant highlander and druid. Fans of Outlander and Mists of Avalon will relish this sweeping Scottish Historical Fantasy that tells the tale of Gruoch, a woman struggling to escape her fate without blood on her hands. "A great novel that captures realistically a world of witches and fairies, warrior women and barbaric men, and a woman exploring a life she had no idea existed" Author Carrie L. Wells "A rich tale of lore and legend that will trap you faster than a fairy ring" Fabulous and Fun Book Reviews
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
A summer in Seattle, a charming little shop, and the once-in-a-lifetime chance at a new life... In this sparkling novella, Dublin girl Emma Carey jumps at the opportunity to start fresh in America—her old friend Fitzwilliam has offered her a job running a picturesque Irish shop in Seattle. At 30, she's always played it safe, but the shop sounds perfect—and Emma’s wise younger sister Hazel thinks Emma is overdue for a grand adventure. Arriving in Seattle, Emma discovers the shop isn’t at all what she imagined…and actually needs a makeover in the worst way. Yet the place is full of potential—and surprises. Just like the future that awaits Emma… Brimming with heart and humor, The Little Irish Gift Shop is a lighthearted chick lit story, and just the beginning of Emma’s unforgettable journey to her heart’s desire. This prequel spinoff may start in Seattle, but the story is very much part of the cozy world of Ballydara, in County Galway, Ireland!
From New York Times and USA Today bestselling author, Tricia O'Malley, comes a romance series set on the rocky shores of Ireland. It is time... An ancient book, a power untouched, and a heart unloved lead Keelin O'Brien from her graduate studies in Boston to a small village on the coast of Southern Ireland. Determined to unearth the secrets lying hidden in the enchanted waters of the cove, Keelin has little time for a surly Irishman who infuriates her during the day and haunts her fantasies at night. Inexplicably drawn to the woman who has stepped from his dreams and into his world, Flynn fights a stubborn battle against his increasing attraction for Keelin. Forces unknown have better plans for the two. Only the secrets of the cove can show Keelin who she really is, the beauty of her mysterious power, and a love that will break the bounds of what she knows.
The New Irish Studies demonstrates how diverse critical approaches enable a richer understanding of contemporary Irish writing and culture. The early decades of the twenty-first century in Ireland and Northern Ireland have seen an astonishing rate of change, one that reflects the common understanding of the contemporary as a moment of acceleration and flux. This collection tracks how Irish writers have represented the peace and reconciliation process in Northern Ireland, the consequences of the Celtic Tiger economic boom in the Republic, the waning influence of Catholicism, the increased authority of diverse voices, and an altered relationship with Europe. The essays acknowledge the distinctiveness of contemporary Irish literature, reflecting a sense that the local can shed light on the global, even as they reach beyond the limited tropes that have long identified Irish literature. The collection suggests routes forward for Irish Studies, and unsettles presumptions about what constitutes an Irish classic.
Dun Lady’s Jess–once a horse, now learning the ways of the human heart: love, betrayal, and deadly revenge. Jess, once a horse called Dun Lady’s Jess, is still struggling to integrate her human and equine selves when the wizard Arlen discovers someone in Camolen is callously turning wild creatures into bewildered and maddened human slaves. It’s unsettling enough that Camolen’s wizards can’t find the rogue magic user–but the trouble has just started. A dangerous wizard escapes, Arlen’s hold comes under attack, and an entire company of peacekeepers disappears. Jess soon realizes that she and her friends are at the center of events that threaten to leave her trapped helplessly in equine form while her friends fall victim to revenge and the Council of Wizards slowly loses control of Camolen.
The prequel to The Passion of Mary Magdalen, now in paperback.
A fresh and revealing look at the stories at the heart of Celtic mythology, exploring their cultural impact throughout history up to the present day. The Celtic Myths That Shape the Way We Think explores a fascinating question: how do myths that were deeply embedded in the customs and beliefs of their original culture find themselves retold and reinterpreted across the world, centuries or even millennia later? Focusing on the myths that have had the greatest cultural impact, Mark Williams reveals the lasting influence of Celtic mythology, from medieval literature to the modern fantasy genre. An elegantly written retelling, Williams captures the splendor of the original myths while also delving deeper into the history of their meanings, offering readers an intelligent and engaging take on these powerful stories. Beautiful illustrations of the artworks these myths have inspired over the centuries are presented in a color plates section and in black and white within the text. Ten chapters recount the myths and explore the lasting influence of legendary figures, including King Arthur, the Celtic figure who paradoxically became the archetypal English national hero; the Irish and Scottish hero Finn MacCool, who as “Fingal” caught the imagination of Napoleon Bonaparte, Johann Wolfgang von Goethe, and Felix Mendelssohn; and the Welsh mythical figure Blodeuwedd, magically created from flowers of the oak, who inspired W. B. Yeats. Williams’s mythological expertise and captivating writing style make this volume essential reading for anyone seeking a greater appreciation of the myths that have shaped our artistic and literary canons and continue to inspire today.