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There is only one Final Fantasy. Through more than a dozen wildly diverse adventures, from the release of the first game in 1987 to the most recent expansion on the story, the international influence of the game is legendary both inside the video-game industry and throughout popular culture. It is a tale of bold heroes and heroines, breathtaking landscapes and terrifying creatures. Through Final Fantasy, names like Luneth, Refia, Rosa Farrell, Cecil Harvey, and many others have become household names to millions of players across the globe.
"Cheval's palace is one of many works of architectural fantasy in this book, the result of over 20 years' research by architectural photographer Deidi von Schaewen. Like Cheval, the creators of these extraordinary worlds simply started building, with no rules to guide them and, in most cases, no previous artistic experience."--Global Books in Print.
Spyder Lee is a happy man who lives in San Francisco and owns a tattoo shop. One night an angry demon tries to bite his head off before he's saved by a stranger. The demon infected Spyder with something awful - the truth. He can suddenly see the world as it really is: full of angels and demons and monsters and monster-hunters. A world full of black magic and mysteries. These are the Dominions, parallel worlds full of wonder, beauty and horror. The Black Clerks, infinitely old and infinitely powerful beings whose job it is to keep the Dominions in balance, seem to have new interests and a whole new agenda. Dropped into the middle of a conflict between the Black Clerks and other forces he doesn't fully understand, Spyder finds himself looking for a magic book with the blind swordswoman who saved him. Their journey will take them from deserts to lush palaces, to underground caverns, to the heart of Hell itself.
Offers advice for would-be science fiction writers, covering such topics as setting, plot, character, and dialogue, as well as the mechanics of grammar, tense, sentence structure, and paragraph transition.
Edited by Morag Styles and written by an international team of acknowledged experts, this series provides jargon-free, critical discussion and a comprehensive guide to literary and popular texts for children. Each book introduces the reader to a major genre of children's literature, covering the key authors, major works and contexts in which those texts are published, read and studied. This book provides an illuminating guide to literature that creates alternative worlds for young readers. Focusing on the work of Ursula Le Guin, Terry Pratchett and Philip Pullman, the book considers both the genre of ?alternative worlds? and the distinctiveness of these authors? texts, including Philip Pullman's The Amber Spyglass.
When artists and designers explore or create a fictional setting, the milieu must be completely fleshed out, explained, and designed. In this book, comic and gaming art veteran Mark A. Nelson explores and demonstrates his methods for fashioning visually stunning, believable environments for fantasy creatures and characters. Scores of images and step-by-step examples illustrate how variation and experimentation lead to fresh, original designs for otherworldly beings, their environments, and their stories. Nelson discusses how to find ideas and borrow from history to add the strength of realism to a fantasy world. In describing the best ways to establish a habitat, he offers specifics about climate, terrain, flora, and wildlife. He shares insights into founding societies in terms of their means of survival, manner of warfare, spiritual practices, style of dress, and levels of technology. All visual creatives who work with imaginative material — illustrators, comic artists, and writers — will take a lively interest in this source of inspiration and practical knowledge. "In sixteen breezy-yet-surprisingly-concise chapters he covers everything from visual problem solving to spirituality to warfare to transportation, not with the idea of giving the reader lessons to copy by rote but rather as prompts to develop their own original concepts. If I were suggesting three books every budding artist should have at their fingertips they would be Figure Drawing for All It's Worth by Andrew Loomis, Imaginative Realism: How to Paint What Doesn't Exist by James Gurney, and, most definitely, Mark's Fantasy World-Building." — Muddy Colors
Imaginary Worlds by Lin Carter is a nonfiction book that explores the history and development of fantasy literature. Published in 1973, it discusses the evolution of the genre, from the early myths and legends that inspired it to the works of modern fantasy authors. Carter delves into the imaginative worlds created by authors like J.R.R. Tolkien, H.P. Lovecraft, Lord Dunsany, and many others, analyzing their techniques and approaches to world-building.Carter, who was an editor for the Ballantine Adult Fantasy series at the time of its publication, had a deep knowledge of the genre, and Imaginary Worlds reflects his love and expertise in fantasy literature. It's often considered a significant work for understanding the roots and mechanics of world-building in fantasy.
Fantasy permits its readers a certain distance from pragmatic affairs and offers them a clearer insight into them. It offers a parallel reality, which gives us a renewed awareness of what we already know. Fantasy invites the reader to recover a belief which has been beclouded by knowledge, to renew a faith which has been shattered by fact. As the pace of modern life quickens, the fascination for fantasy literature quickens simultaneously.
The Man of His Word series debut—a novel “with enough fresh ideas to allow it to sit unashamedly alongside the great fantasy books of recent times” (Fantasy Book Review). “Duncan’s unique concept of goblins, fauns, and imps adds a new twist to this imaginative fantasy adventure” as Princess Inosolan is forced to leave behind her carefree childhood—as well as her dear friend, the stableboy Rap (Library Journal). Now of marriageable age, she is sent to a finishing school to hone the skills that all noble ladies should possess. Mystery, menace, and the gods appear in short order, as Inos and Rap begin to discover their magical powers, even as Inos is courted by a charming man with motives far more dangerous than the eye—and heart—can see . . . “Magic Casement has a charm and vibrant sense of humor. . . . If it’s traditional fantasy adventure with a bit of nudge-nudge wink-wink you’re after, Dave Duncan is your go-to guy.” —SFReviews.net
This classic study still provides one of the most acute descriptions available of an often misunderstood subculture: that of fantasy role playing games like Dungeons & Dragons. Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players—as well as their reasons for playing.