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Lady Genevieve Rohan has accompanied her father across the American continent as he completes his cultural study of Native American tribes. With only the elusive Blackfoot tribe left to record, Sir Rohan falls ill and is house-ridden. Determined to help her father realize his project, Genevieve heads West and, through some unorthodox methods, manages to enlist the aid of a Blackfoot brave who captures the lady's heart.
Everything a Dungeon Master needs to start up a Greyhawk campaign! Features extensive histories of the world, a detailed look at the City of Greyhawk, and hooks for hours of adventure in the world where the adventures began.
Queen of the Demonweb Pits was one of the most popular adventures ever created for the Dungeons & Dragons game. This novelization appeals to those who have played through the adventure, as well as to those who have an interest in drow elves--one of the most popular races in the game.
As ruthless raiders, murderous hordes of goblins and orcs, and mysterious priests threaten the keep and the surrounding countryside, an inexperienced band of adventures journeys to the Caves of Chaos to stop the evil once and for all. Original.
The story of Gord's early years - his growth from a helpless infant to a formidable enemy of Evil.
A richly illustrated, encyclopedic deep dive into the history of roleplaying games. When Gary Gygax and Dave Arneson released Dungeons & Dragons in 1974, they created the first roleplaying game of all time. Little did they know that their humble box set of three small digest-sized booklets would spawn an entire industry practically overnight. In Monsters, Aliens, and Holes in the Ground, Stu Horvath explores how the hobby of roleplaying games, commonly known as RPGs, blossomed out of an unlikely pop culture phenomenon and became a dominant gaming form by the 2010s. Going far beyond D&D, this heavily illustrated tome covers more than three hundred different RPGs that have been published in the last five decades. Monsters, Aliens, and Holes in the Ground features (among other things) bunnies, ghostbusters, soap operas, criminal bears, space monsters, political intrigue, vampires, romance, and, of course, some dungeons and dragons. In a decade-by-decade breakdown, Horvath chronicles how RPGs have evolved in the time between their inception and the present day, offering a deep and gratifying glimpse into a hobby that has changed the way we think about games and play.
In early twentieth-century U.S. culture, sex sold. While known mainly for its social reforms, the Progressive Era was also obsessed with prostitution, sexuality, and the staging of women’s changing roles in the modern era. By the 1910s, plays about prostitution (or “brothel dramas”) had inundated Broadway, where they sometimes became long-running hits and other times sparked fiery obscenity debates. In Sex for Sale, Katie N. Johnson recovers six of these plays, presenting them with astute cultural analysis, photographs, and production histories. The result is a new history of U.S. theatre that reveals the brothel drama’s crucial role in shaping attitudes toward sexuality, birth control, immigration, urbanization, and women’s work. The volume includes the work of major figures including Eugene O’Neill, John Reed, Rachel Crothers, and Elizabeth Robins. Now largely forgotten and some previously unpublished, these plays were among the most celebrated and debated productions of their day. Together, their portrayals of commercialized vice, drug addiction, poverty, white slavery, and interracial desire reveal the Progressive Era’s fascination with the underworld and the theatre’s power to regulate sexuality. Additional plays, commentary, and teaching materials are available at brotheldrama.lib.miamioh.edu. Plays included: Ourselves (1913) by Rachel Crothers The Web (1913) by Eugene O’Neill My Little Sister (1913) by Elizabeth Robins Moondown (1915) by John Reed Cocaine (1916) by Pendleton King A Shanghai Cinderella (renamed East is West, 1918) by Samuel Shipman and John B. Hymer
It is eleven thousand B.C. and the early Native American tribes are battling for the colossal herds of bison that roam the prairie. As the Four Tribes of the mountain people prepare to haul bison meat back to the western peaks, Mira, daughter of the chieftain of the Tolai tribe and her mate Thais, are happily reunited with their pet, Wolf, and his new mate, Dona. Anxious to depart before the Menkala, brutal warriors of the plains, sniff them out, Mira and her young family have no idea just how challenging their trek is about to become. While the Menkala lurk in the shadows and wait for the gods to favor them, a fiery tail blazes through the sky and hits the earth. Certain that it is a sign, the tribe heads toward the point of impact where they find a glowing ember they believe to be a powerful and magical stone sent by the gods. As a new religion is born that threatens to destroy the tribes of the plains, the Four Tribes set out on a perilous journey where Mira will face the greatest trials and adventures of her life. In this continuing tale of adventure, war, and struggles in the North American wilderness, a battle ensues for possession of a magical stone as a young Native American realizes she must kill in order to live.