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Covering genres from adventure and fantasy to horror, science fiction, and superheroes, this guide maps the vast terrain of graphic novels, describing and organizing titles to help librarians balance their graphic novel collections and direct patrons to read-alikes. New subgenres, new authors, new artists, and new titles appear daily in the comic book and manga world, joining thousands of existing titles—some of which are very popular and well-known to the enthusiastic readers of books in this genre. How do you determine which graphic novels to purchase, and which to recommend to teen and adult readers? This updated guide is intended to help you start, update, or maintain a graphic novel collection and advise readers about the genre. Containing mostly new information as compared to the previous edition, the book covers iconic super-hero comics and other classic and contemporary crime fighter-based comics; action and adventure comics, including prehistoric, heroic, explorer, and Far East adventure as well as Western adventure; science fiction titles that encompass space opera/fantasy, aliens, post-apocalyptic themes, and comics with storylines revolving around computers, robots, and artificial intelligence. There are also chapters dedicated to fantasy titles; horror titles, such as comics about vampires, werewolves, monsters, ghosts, and the occult; crime and mystery titles regarding detectives, police officers, junior sleuths, and true crime; comics on contemporary life, covering romance, coming-of-age stories, sports, and social and political issues; humorous titles; and various nonfiction graphic novels.
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Dungeons & Dragons hero Drizzt Do’Urden finds new friends and foes in the first book of the iconic Icewind Dale Trilogy. With his days in the Underdark far behind him, drow ranger Drizzt Do’Urden sets down roots in the windswept Ten-Towns of Icewind Dale. A cold and unforgiving place, Ten-Towns sits on the brink of a catastrophic war, threatened by the barbarian tribes of the north. It’s in the midst of battle that a young barbarian named Wulfgar is captured and made the ward of Bruenor, a grizzled dwarf leader and a companion to Drizzt. With Drizzt’s help, Wulfgar will grow from a feral child to a man with the heart of a dwarf, the instincts of a warrior, and the soul of a hero. But it will take even more than that to defeat the corrupt wizard who wields the demonic power of Crenshinibon—the fabled Crystal Shard. The Crystal Shard is the first book in the Icewind Dale Trilogy and the fourth book in the Legend of Drizzt series.
From the creator of the popular blog The Monsters Know What They’re Doing comes a compilation of villainous battle plans for Dungeon Masters. In the course of a Dungeons & Dragons game, a Dungeon Master has to make one decision after another in response to player behavior—and the better the players, the more unpredictable their behavior! It’s easy for even an experienced DM to get bogged down in on-the-spot decision-making or to let combat devolve into a boring slugfest, with enemies running directly at the player characters and biting, bashing, and slashing away. In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.
Discover the origin story of one of Dungeons & Dragons’ greatest heroes, drow ranger Drizzt Do’Urden, in the thrilling first adventure in The Dark Elf Trilogy. As the third son of Mother Malice and weaponmaster Zaknafein, Drizzt Do’Urden must be sacrificed to Lolth, the evil Spider Queen, per the tradition of their matriarchal drow society. But the unexpected death of his older brother spares young Drizzt—though he is still at the mercy of his abusive sisters. As Drizzt grows older and proves himself to be a formidable warrior at Melee-Magthere Academy, he realizes that his idea of good and evil does not match that of his fellow drow, who show only cruelty to the other creatures of the Underdark. Can Drizzt stay true to himself in a such an unforgiving, unprincipled world?
Paul and Sara are the very definition of soul mates, destined for true love. Their path was written in the stars before they were born. Sara's off to college to become a schoolteacher. Paul got a spot at the fire station in the same town Sara is attending college in. The world is bright and inviting for them. Their dreams are coming true. Knowing they want to spend the rest of their lives together had them standing at the altar before venturing off to fulfill their dreams. Sadly, on the night of their wedding, fate decided to test their love to its very limits, throwing them for a loop with no relief in sight. Stuck in different realms, they must find the path back to each other. The happy ending they both envisioned for themselves is spinning out of control. Sara's world has all color. Now she has to fight to be strong for the love of her life. Sara's determination to be the pillar of strength for Paul becomes the light that guides him through the dream realm, showing him the way home. Paul is lost in a realm different from anything he has ever known. He must battle creatures of myth that are the stuff nightmares are made of to get back to his love. Sara's soft cries are heard from the sky, pleading for him to fight his way back to her. She is his lifeline home, his driving force, the lighthouse in the storm, his beacon of hope. She is what he fights for. Sara's unwavering love for Paul shines forgiveness in unexpected ways. She must find the strength to wake up every day and the determination to not give up on their future. Don't miss how the story began with Written in the Stars' Book 1 of Paul and Sara's story.
Lone drow Drizzt Do’Urden emerges from the Underdark into the blinding light of day in this epic final chapter of The Dark Elf Trilogy. After years spent in the ruthless confines of the Underdark, Drizzt Do’Urden has emerged from the subterranean society of his youth to start a new life. Accompanied by his loyal panther, Drizzt begins exploring the surface of Faerûn, a world unlike any he has ever known. From skunks to shapeshifters, Faerûn is full of unfamiliar creatures and fresh dangers, which Drizzt must learn to navigate if he is to survive. But while Drizzt acts with the best intentions, many of the surface dwellers regard him with fear and mistrust. Can he find faithful allies in this foreign land—or is he doomed to be a lonely outsider, just as he was in the Underdark?
In a graphic novel set inside a dungeon full of monsters a magical sword cuts without killing, a sorceror must find the owner of a giant crying eyeball, a rabbit seeks a map of his exploded planet, and a duck wants to stop being Dark Lord.