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Goblin Slayer is back on his feet...much to the dismay of many, many goblins... Read the next chapter of Goblin Slayer Side Story: Year One at the same time as Japan!
Goblin Slayer and Arc Mage prepare to assault a mysterious tower filled with goblins... Read the next chapter of Goblin Slayer Side Story: Year One the same time as Japan!
THE DIE IS CAST. After his sister is brutally murdered during a goblin raid, a young boy swears vengeance upon the creatures who killed not only her but also the rest of his village. Five years later and now a novice adventurer, he is by chance reunited with his childhood friend, another survivor of the massacre. Despite his inexperience, crude battle gear, and low rank, the boy sets off alone on a mission to defeat a nest full of goblins-thus begins the origin story of how he came to be known as Goblin Slayer!
A grand adventure with a mighty companion ends once more in a familiar place—alone in a cave, with goblins closing in. But the meaning of such moments has now forever changed... How does a slayer deal with death? Read the next chapter of Goblin Slayer Side Story: Year One the same day as Japan!
As trembling hands tell, there is a difference between slaying and killing... Read the next chapter of Goblin Slayer Side Story: Year One the same day as Japan!
Goblins slain, next up is a necromantic abomination! But is a club and a few days of training enough to take it down? Read the next chapter of Goblin Slayer Side Story: Year One the same day as Japan!
Exposing a subculture only beginning to enter the imagination of mainstream America, this is the story of live action role-playing (LARP) games. A hybrid of games—such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend—LARP games are thriving and this book explores its multifaceted culture and related phenomenon, including the Society for Creative Anachronism, a medieval reenactment group that boasts more than 32,000 members. The history of LARP is detailed and is shown to have arisen from the pageantry of Tudor England and is currently being used as a training tool for the U.S. military. Along the way, the author duels foes with foam-padded weapons, lets the great elder god Cthulhu destroy her parents' beach house, and endures an existential awakening in the high-art LARP scene of Scandinavia.
For the sake of his fallen party member, Rookie Warrior puts his life on the line in the fierce battle against the Rock Eater. Meanwhile, as the rain pours down on a small village in the foothills, thunder and pale-blue light rend the evening sky to shreds, and a certain young adventurer kills goblins one by one. Who knows what perils lie in wait for him there...
This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
Public relations as described in this volume is, among other things, society’s solution to problems of maladjustment that plague an overcomplex world. All of us, individuals or organizations, depend for survival and growth on adjustment to our publics. Publicist Edward L. Bernays offers here the kind of advice individuals and a variety of organizations sought from him on a professional basis during more than four decades. With such knowledge, every intelligent person can carry on his or her activities more effectively. This book provides know-why as well know-how. Bernays explains the underlying philosophy of public relations and the PR methods and practices to be applied in specific cases. He presents broad approaches and solutions as they were successfully carried out in his long professional career. Public relations is not publicity, press agentry, promotion, advertising, or a bag of tricks, but a continuing process of social integration. It is a field of adjusting private and public interest. Everyone engaged in any public activity, and every student of human behavior and society, will find in this book a challenge and opportunity to further both the public interest and their own interest.