Download Free Rune War Book in PDF and EPUB Free Download. You can read online Rune War and write the review.

BOOK 1 OF THE RUNES OF WAR SAGA The adventure begins...
Unlock the mysteries and magic within League of Legends, one of the world's most popular video games, in this encyclopedic and collectible companion book that explores the game's epic lore. Embark on a journey through the realms of Runeterra in this first-ever collectible companion book, published to celebrate the game's tenth anniversary. Spanning the farthest reaches of this universe and venturing into uncharted territory, this encyclopedic compendium connects players to the rich storytelling that inspires all the action. Inside, you'll find: An expedition through eleven regions, chronicling conflicts, entrenched rivalries, and covert alliances Hundreds of illustrations, including never-before-seen maps and artwork Insights into the heroes, flora, fauna, architecture, politics, and technologies from all corners of this world Original narratives that bring the cultures of Runeterra to life League of Legends is an online game played by millions of people around the world, offering endless engagement with an expanding roster of champions, frequent updates, and a thriving esports scene. This volume is an essential reference for fans everywhere.
Power. Responsibility. Expectation. But can Darg save the realm he swore to protect? A new evil plagues Rhineland. In the north, caravans are attacked and villages disappear overnight. While in the south, crime is rising and murder is now commonplace. As a newly appointed Knight, Darg is given his first solo quest: to find an old man who hasn't been seen in decades. For someone who struggled in his studies and barely passed his trials he's eager to prove he's worthy of his title. Finding him is one problem but convincing him to come back a different one. With the populace oblivious to the dangers they now face, the Rune Knights are their last line of defence. Can Darg survive the coming trials and stop the growing darkness? ◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆
What do our myths say about us? Why do we choose to believe stories that have been disproven? David M. Krueger takes an in-depth look at a legend that held tremendous power in one corner of Minnesota, helping to define both a community’s and a state’s identity for decades. In 1898, a Swedish immigrant farmer claimed to have discovered a large rock with writing carved into its surface in a field near Kensington, Minnesota. The writing told a North American origin story, predating Christopher Columbus’s exploration, in which Viking missionaries reached what is now Minnesota in 1362 only to be massacred by Indians. The tale’s credibility was quickly challenged and ultimately undermined by experts, but the myth took hold. Faith in the authenticity of the Kensington Rune Stone was a crucial part of the local Nordic identity. Accepted and proclaimed as truth, the story of the Rune Stone recast Native Americans as villains. The community used the account as the basis for civic celebrations for years, and advocates for the stone continue to promote its validity despite the overwhelming evidence that it was a hoax. Krueger puts this stubborn conviction in context and shows how confidence in the legitimacy of the stone has deep implications for a wide variety of Minnesotans who embraced it, including Scandinavian immigrants, Catholics, small-town boosters, and those who desired to commemorate the white settlers who died in the Dakota War of 1862. Krueger demonstrates how the resilient belief in the Rune Stone is a form of civil religion, with aspects that defy logic but illustrate how communities characterize themselves. He reveals something unique about America’s preoccupation with divine right and its troubled way of coming to terms with the history of the continent’s first residents. By considering who is included, who is left out, and how heroes and villains are created in the stories we tell about the past, Myths of the Rune Stone offers an enlightening perspective on not just Minnesota but the United States as well.
WHAT THEY FORESEE WILL SHATTER THIS AGE - This is the first book in The Artifact War series by Rune S. Nielsen. Featuring intelligent, nuanced characters in a lushly drawn, intricate, and action-packed world, it presents a fresh take on magical systems and magic's impact on power dynamics in society. THE PLOT: In his vision, colossal artifacts stride across his homeland, destroying everything in their path. In a desperate attempt to save his home, Mage Prince Phytiax heads to the wild north in search of allies. On his journey, his magical powers become damaged at the worst possible time, and his destined allies need to be saved before they can help him: Pino, the weakest Mage of all time and wielder of a mysterious artifact sword; Emilai, a kidnapped noble woman-turned Witch to fight her captors; and Cordin, an old Light Master wanted for murder, but dead-set on getting his life back. With the brutal and mysterious force invading and destabilizing the kingdoms around them, will his potential allies help or hinder him? And even if they save their homelands, the price might be worse than they ever imagined. WHAT THE READERS SAY: One reader called it, "A fresh take on the fantasy genre." It's always interesting to hear what readers think. Everyone I talked to about the Doomsayer Prince insist, that it's very much its own thing-and hard to compare with other fantasy they read, listen to, or watch. The readers do tell me they find that the characters act more intelligently than in most other fantasy. That they had fun reading it, and that they appreciate the immersive and epic world-building which makes you feel like you are in a real place. When I keep pestering a reader to tell me what other works of fantasy, they think the Doomsayer Prince reminds them of the most, they hesitate-and then give me vastly different answers. One told me the way I use historical details reminded her of the works of the acclaimed author Guy Gavriel Kay. I'm not sure if I agree, but still that is extremely high praise. Others tell me the beginning reminds them of Robin Hobb's Farseer Triology, because I introduce a completely new kind of magic and the first few chapters take place among royalty. Though these similarities are in no way intentional, I do appreciate the comparison. Others say the closest thing is Avatar: The Last Airbender, Assassin's Creed, or other movies, games, or novels that I have not explored all that much. I'm sure they are all right.
Interactive fantasy adventure.
In the frigid storms of winter, leaders and warriors are forged... Can the Jarl's heirs avenge their kin and protect their throne from ancient foes? Bjorn, son of the Jarl of Oakharrow, has always felt more at ease with a quill than a sword. Yet when tragedy strikes his family, he must draw a blade and lead a company of warriors into the cold, deadly mountains in pursuit of a mysterious enemy. But vengeance comes at a high price... Aelthena, Bjorn's sister, was born with the aptitude to lead, and she's eager to prove it. But her society's rules for women, and her love for her brother, restrain her efforts to command. As she walks the fine line between ambition and virtue, the city stirs in unrest, and even her allies question her right to rule... Yet more than one city's fate hangs in the balance. Mythic enemies emerge to conquer all humanity. And the only way they can be overcome is for Bjorn and Aelthena to unite their feuding peoples and master mysterious powers few humans have touched before... The Runewar is rising - and it begins with the fall of the throne. The Throne of Ice & Ash is Book 1 of The Runewar Saga, a Norse epic fantasy series by the author of the bestselling Legend of Tal books. Begin a new adventure of vast sojourns, political intrigue, grand-scale wars, and awakening magic... Perfect for fans of A Game of Thrones and Half a King!
The present volume engages visuality in security from a variety of angles and explores what the subfield of Visual Security Studies might be. To structure this experimentation, and to encourage a more careful and multifaceted approach to visuality and security, the main conceptual move in this volume is to envision three different transversal meeting points between security and visuality: visuality as a modality (active in representations and signs of security), visuality as practice (active in enacting security), and visuality as a method (active in investigating security). These three approaches structure the book together with three areas in which we see visuality as especially pertinent in relation to security: in security technologies that (en)vision security and are themselves the objects of visions of security; in spectacles of security and security spectatorship; and in ways of making security visible. In this way, the volume works to sensitize International Relations research to visual forms of knowledge and practice by examining visual aspects of security. At the same time, it allows for debate on how this particular modality of the sensible not only affects what is visible and what is not, but also how authority and truth-claims come about, and how they are compared and evaluated. Through engagement with security via the ‘language’ or ‘code’ of the visual, it is possible to interrogate how scholars in the field understand visuality as well as the economy, grammar, and performativity of visual articulation and the production of knowledge. The volume also examines how visuality can be used as a method in doing research, and as a way of presenting research results. Visual Security Studies is not a new theory of security or its study; instead, the present volume suggests that visuality should be envisioned as an aspect of security studies that can be incorporated into pre-existing approaches. The aim is to highlight how much of contemporary practice is visual and to foster an increased attentiveness to visuality in security politics, security practice, and to the possibilities of employing visual research methods in security scholarship. This book will be of much interest to students of critical security, media studies, surveillance studies, visual sociology, and IR in general.
Runes are the ancient Norse alphabet used for communication, divination, and magical work. Here, American runologist Edred Thorsson provides an in-depth guide to the world of runes for beginners and enthusiasts alike. Thorsson's presentation of this powerful system provides a valuable tool for self-development and spiritual transformation. The Big Book of Runes and Rune Magic: Introduces the 24 runes of the Elder Futhark along with their definitions and mystical properties Explores the historical lore of runes using archaeological evidence to explain where the runes come from, what they mean, and how they evolved Reveals the hidden lore and esoteric dimension of runes, looking at the cosmology of the Old Norse to explain the role runes played and how they were used over time Includes specific sections on rune magic and divination, rune poems, and runic numerology, as well as instructions on how to make your own runes and imbue them with numinous power, arrange the optimum setting for a rune reading, and prepare yourself psychologically and spiritually for casting the runes This book includes material from the author's previous books Futhark, Runelore, and Runecaster's Handbook.