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Can one family save a world? Daniel Clay fought across the galaxy as a corporate soldier. He left the violence behind for a life of science, raising a family far from the bloodshed of the Corporation. With his wife, Sarah, and son, Michael, he studied the alien Tyr for years, hidden among their complex societies. Their mission should have ended with the arrival of a replacement team. Instead, the Clays' corporate overlords choose a death sentence: an invasion fleet to conquer the Tyr. This first contact will destroy the Tyr, and only Daniel Clay and his family can help fight back against the drug-fueled conscripts and military might of the invaders. The Clays must help the Tyr from the shadows or be killed by the Tyr who fear them...or by the Corporation they've betrayed. But the Clays aren't the only hidden power. If you like Avatar or V, you'll love The Tyr Trilogy, a series that combines the wonder, excitement, and drama of top-notch sci-fi.
It is said that every man is haunted by one mistake... The year is 881. Ceridwen and Sidroc build their new lives together on the Baltic island of Gotland, where they are free and unknown. They feel protected and safe -- until the shattering arrival of the one person they fear most in the world... Continue the Saga: The Hall of Tyr
Tyr was the bravest and boldest of the Norse gods. As the god of battle and justice, he was known by all to keep his word at all costs. The story of Tyr's honorable battle with the wolf beast Fenrir is retold in this brilliantly illustrated Norse myth. Short Tales is an imprint of Magic Wagon, a division of ABDO Publishing Group. Grades 1-4.
The conclusion to the bestselling Heroes of Phlan series: The son of Shal and Tarl sets off on a quest for the missing Warhammer of Tyr The holy hammer of the Church of Tyr was captured by the evil god Bane and his dark minion, Hammerwarder, two decades ago. When Bane was destroyed, the relic vanished. The legacy of recovering the lost item was granted to a young paladin just before his birth: Kern Desanea, the son of Phlan’s two great heroes and spellcasters, Shal and Tarl. Now, the young warrior must fulfill his destiny, find the Warhammer, and return it to the forces of good in the land of the Moonsea. Danger, deception, and loyal friends will accompany him on his fateful journey—a journey that will lead him to the ultimate pool.
*Includes pictures *Includes medieval accounts *Includes online resources and a bibliography for further reading "Yet remains that one of the Æsir who is called Týr: he is most daring, and best in stoutness of heart, and he has much authority over victory in battle; it is good for men of valour to invoke him. It is a proverb, that he is Týr-valiant, who surpasses other men and does not waver. He is wise, so that it is also said, that he that is wisest is Týr-prudent. This is one token of his daring: when the Æsir enticed Fenris-Wolf to take upon him the fetter Gleipnir, the wolf did not believe them, that they would loose him, until they laid Týr's hand into his mouth as a pledge. But when the Æsir would not loose him, then he bit off the hand at the place now called 'the wolf's joint;' and Týr is one-handed, and is not called a reconciler of men." Much of what is known of the Norse myths comes from the 10th century onwards. Until this time and, indeed, for centuries afterwards, Norse culture (particularly that of Iceland, where the myths were eventually transcribed) was an oral culture. In fact, in all Scandinavian countries well into the thirteenth century laws were memorized by officials known as "Lawspeakers" who recited them at the "Thing." The Thing was the legislative assembly in Scandinavia "held for judicial purposes." One of the most famous of these Lawspeakers was the Icelander Snorri Sturluson, a masterful writer who wrote the Prose Edda in the thirteenth century. There are other sources for the Norse myths, namely the later "Poetic Edda," a collection of poems and prose work, and other sagas but the Snorri's Prose Edda is the most complete work whose attribution is known to modern scholars. The Prose Edda is a collection of Norse Myths split into three sections, the Gylfaginning (the Deluding of Gylfi), the Skáldskaparmál (the Language of Poetry) and the Háttatal (the Enumeration of Meters). The first has a frame story that entails a Swedish King, Gylfi, disguising himself as an old man, Gangleri, when he journeys to Asgard to meet the gods. When he arrives, he meets three men - "High One, Just-As-High, and Third" - who reveal to him stories of the world and the gods. The second section contains a warning for Christians not to believe in the Norse gods, specifically the two families, the Æsir and the Vanir, but also refutes the notion that they were demons, which was a common supposition among some Christians at the time. The Prose Edda begins in this line of thought with a euhemeristic prologue, which traces the history of the Norse Gods as human heroes of Troy, making Thor one of King Priam's sons. Timeless characters like Thor, Loki, and the All-Father Odin never fail to inspire new treatments of their stories, while many of the great characters from Norse myths wither, their secrets kept silent. Such secrets are inherent to the character of Týr. More closely aligned with the Greek Athena than Mars or Ares, Týr was once so highly regarded and devoutly worshiped that his name was synonymous with "godlike." "Týr-valiant" and "Týr-prudent" are but two of many such examples. Moreover, unlike most gods of war, Týr has much to offer modern historians in terms of religious practices, cultural unity, and the question of justice in northern Europe. Týr: The Origins and History of the Norse God of Law, War, and Justice looks at the stories about the legendary Norse deity. Along with pictures depicting important people, places, and events, you will learn about Týr like never before.
Envy drives the God of War into a realm of fire to reclaim his glory, in this epic fantasy novel of Odin’s greatest heroes, in Marvel’s Legends of Asgard Tyr, God of War, elder brother of Thor, embarks on a quest to regain his honor and place at Odin’s side. Spurred on by loyal young Bjorn Wolfbane and the bewitching Lorelai, the trio set out to steal a sliver of Twilight, sword of the fire giant Surtur, who will one day bring about Ragnarok and destroy Asgard. But the fiery realm of Muspelheim is fraught with volcanic trolls, lava kraken, and Surtur’s brood of murderous warriors. Tyr must overcome his own feelings of inadequacy and the motives of his allies or risk triggering the apocalypse and cursing his name forever.
Johan Egerkrans long dreamed of illustrating the Norse mythology, and when he released Norse Gods in Swedish it was an immediate success. Egerkrans re-tells the most exciting and imaginative sagas of the Norse mythology: From the creation myth in which the first giant Ymer is hacked to pieces by Odin and his brothers, to the gods' final destruction in Ragnarök. This is a gorgeously illustrated book in which gods, giants, dwarves, monsters and heroes are presented in all their glory. A book for those who already know and love these stories, as well as for those who have yet to discover Scandinavian mythology. A definitive work for readers of all ages. “It is a pleasure to be enchanted by the suggestive visualizations of Angerboda, Hel, Freya, Utgarda-Loki, Mimer and Surt." Dick Harrison, Svenska Dagbladet
Return to the apocalyptic deserts of the Dark Sun world as unlikely heroes spark a revolution against an evil sorcerer-king For thousands of years, the devil sorcerer King Kalak has used vile magic to drain Athas of its precious life-force. Now, his reign is coming to an end—though the city of Tyr, like the rest of the world, is nothing more than a magic-blasted ruin and a desolate place of dust, blood, and fear. All that’s left is desperation—and revolution. Leading this revolution against Kalak are a maverick statesman, a winsome half-elf slave girl, and a man-dwarf gladiator bred for the arenas. But if the people are to be freed, the mismatched trio of steadfast rebels must look into the face of terror and choose between love and life. First introduced in 1991, Troy Denning’s post-apocalyptic world of Athas remains one of the most talked-about and fan-requested settings in the Dungeons & Dragons universe. Now, a new generation of readers can discover the magic-blasted deserts of the unforgettable Dark Sun . . .
The first book on tracking in a combat situation that includes suggestions for integrating visual tracking operations into existing military doctrine in addition to the boots-on-the-ground detail necessary for soldiers who perform those operations How to visually track an armed individual or group in a combat situation for the purposes of gaining intelligence, locating the enemy, and/or killing them Packed with photographs and carefully crafted diagrams A functional, readable manual for soldiers, trackers, military organizations, affiliates, and enthusiasts around the world
Dark Sun is the most challenging AD&D game world ever created. Player characters enter a savage land where evil sorcerer-kings rule ancient oasis cities that dot the endless seas of sand. This sourcebook reveals the secrets of the ancient city of Tyr--the main base for characters--after the death of the sorcerer-king Kalak. Map.