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Dymphna, a soft-hearted pink dragon, is born into a flight of multicolored dragons who shun her for being one color. Dymphna leaves her safe but unhappy home situation in search of a place and dragons who will accept her. She finds much more on her journey. The unexpected friends she makes bring joy to her life. She finds a place where the unaccepted are accepted.
Dymphna, a soft-hearted pink dragon, is born into a flight of multicolored dragons who shun her for being one color. Dymphna leaves her safe but unhappy home situation in search of a place and dragons who will accept her. She finds much more on her journey. The unexpected friends she makes bring joy to her life. She finds a place where the unaccepted are accepted.
Anagram Solver is the essential guide to cracking all types of quiz and crossword featuring anagrams. Containing over 200,000 words and phrases, Anagram Solver includes plural noun forms, palindromes, idioms, first names and all parts of speech. Anagrams are grouped by the number of letters they contain with the letters set out in alphabetical order so that once the letters of an anagram are arranged alphabetically, finding the solution is as easy as locating the word in a dictionary.
Since its publication in 1939, countless would-be readers of "Finnegans Wake" - James Joyce's masterwork, which consumed a third of his life - have given up after a few pages, dismissing it as a "perverse triumph of the unintelligible." In 1944, a young professor of mythology and literature named Joseph Campbell, working with Henry Morton Robinson, wrote the first "key" or guide to entering the fascinating, disturbing, marvelously rich world of "Finnegans Wake." The authors break down Joyce's "unintelligible" book page by page, stripping the text of much of its obscurity and serving up thoughtful interpretations via footnotes and bracketed commentary. They outline the book's basic action, and then simplify -- and clarify -- its complex web of images and allusions. "A Skeleton Key to Finnegans Wake" is the latest addition to the "Collected Works of Joseph Campbell" series.
For the vigilant writer, driven publisher or game designer, Volume 3 of the Gygaxian Fantasy World series drives forward the gathering host of information brought to you by the Gygaxian Fantasy World series. From the encampments of common folk and wanderers to the teeming streets of walled towns, this work brings the fantastic world of magic to life. Game designers captain their own creations when they master knowledge of the high and low, the hamlets and towns, cities and castles and all that accompanies life in a world of our own imagining. More than that, Everyday Life breathes strength into the arms of your imaginings with pirates and palace life, eating and entertainment, villains and vagabonds, communications and commerce. Whatever is found in the daily life of a typical fantasy world is covered herein. Sound the note of world creation with Gary Gygax's Everyday Life.
This second volume in the Gygaxian Fantasy Worlds series marshals a veritable host of information for the game designer. Unburdened with flavor text this tome is a collection of militantly organized definitions, lists, tables and charts with an army of information from the mundane to the extraordinary. The World Builder covers outdoor settings, indoor living settings, merchandise with a completely illustrated armor and weapons section and everyday facts from the government structure to the tensile strength of rope.
In The Canting Crew, volume I of the Gygaxian Fantasy Worlds, Gygax explores the underworld of city life. Theives, their guilds, organization, a complete dictionary of the language they speak, the signs they use, everything a player or DM may want or need to know about the underclasses, new weapons and more this book is a must have.
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