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Religion and spirituality are being transformed in our late modern and secularising times. New forms of belief proliferate, often notable for not being limited to traditional systems of reference or expression. Increasingly, these new religions present worldviews which draw directly upon popular culture - or occulture - in fiction, film, art and the internet. Fantasy and Belief explores the context and implications of these types of beliefs through the example of the Otherkin community. The Otherkin are a loosely-affiliated group who believe themselves to be in some way more than just human, their non-humanity often rooted in the characters and narratives of popular fantasy and science fiction. Challenging much current sociological thinking about spirituality and consumption, Fantasy and Belief reveals how popular occulture operates to recycle, develop, and disseminate metaphysical ideas, and how the popular and the sacred are combining in new ways in today's world.
What is the relationship between religion and multi-player online roleplaying games? Are such games simply a secular distraction from traditional religious practices, or do they in fact offer a different route to the sacred? In eGods, a leading scholar in the study of virtual gameworlds takes an in-depth look at the fantasy religions of 41 games and arrives at some surprising conclusions. William Sims Bainbridge investigates all aspects of the gameworlds' religious dimensions: the focus on sacred spaces; the prevalence of magic; the fostering of a tribal morality by both religion and rules programmed into the game; the rise of cults and belief systems within the gameworlds (and how this relates to cults in the real world); the predominance of polytheism; and, of course, how gameworld religions depict death. As avatars are multiple and immortal, death is merely a minor setback in most games. Nevertheless, much of the action in some gameworlds centers on the issue of mortality and the problematic nature of resurrection. Examining EverQuest II, Lord of the Rings Online, Rift, World of Warcraft, Star Wars: The Old Republic, and many others, Bainbridge contends that gameworlds offer a new perspective on the human quest, one that combines the arts, simulates many aspects of real life, and provides meaningful narratives about achieving goals by overcoming obstacles. Indeed, Bainbridge suggests that such games take us back to those ancient nights around the fire, when shadows flickered and it was easy to imagine the monsters conjured by the storyteller lurking in the forest. Arguing that gameworlds reintroduce a curvilinear model of early religion, where today as in ancient times faith is inseparable from fantasy, eGods shows how the newest secular technology returns us to the very origins of religion so that we might "arrive where we started and know the place for the first time."
In a nutshell, Christianity is one of the greatest if not the greatest hoax ever perpetuated on people in the history of the universe. It is practically all fantasy of one sort of another that millions of people believe in all over the world and have done so for many centuries since Christianity began. It all could have been made up out of whole cloth. The Old Testament cannot be taken at face value as the creation story was most likely borrowed from other sources and adapted to fit with the author’s purpose of explaining how the world began. The Exodus may be entirely fiction and most certainly did not happen the way it is described in the Bible. As far as the New Testament is concerned, it was written decades after the crucifixion of Jesus by people who were not eyewitnesses to the events they described. There may have been a prophet whose teachings drew many followers, but there was certainly no virgin birth, no miracles, and no resurrection. The purpose of all the apocalyptic writing and second coming of Christ may have been motivated by the oppression of the Roman Empire where the Jewish people felt powerless and needed to believe in something that would provide them with a feeling that in the final analysis justice would be done and they would get their revenge. Thus, Christianity needs to be exposed for the fraud that it is which is what this book attempts to do by looking at the history of Christianity, Biblical scholarship, and other aspects of Christianity along with its alternatives.
“Will shape our thinking about America and the Middle East for years.”—Christopher Dickey, Newsweek Power, Faith, and Fantasytells the remarkable story of America's 230-year relationship with the Middle East. Drawing on a vast range of government documents, personal correspondence, and the memoirs of merchants, missionaries, and travelers, Michael B. Oren narrates the unknown story of how the United States has interacted with this vibrant and turbulent region.
This is what we dream of: to be so swept away, so poleaxed by a book that the breath is sucked right out of us. Brace yourselves. May 1565. Suleiman the Magnificent, emperor of the Ottomans, has declared a jihad against the Knights of Saint John the Baptist. The largest armada of all time approaches the knights' Christian stronghold on the island of Malta. The Turks know the knights as the "Hounds of Hell." The knights call themselves "The Religion." In Messina, Sicily, a French countess, Carla La Penautier, seeks passage to Malta in a quest to find the son taken from her at his birth twelve years ago. The only man with the expertise and daring to help her is a Rabelaisian soldier of fortune, arms dealer, former janissary, and strapping Saxon adventurer by the name of Mattias Tannhauser. He agrees to accompany the lady to Malta, where, amid the most spectacular siege in military history, they must try to find the boy—whose name they do not know and whose face they have never seen—and pluck him from the jaws of Holy War. The Religion is the first book of the Tannhauser Trilogy, and from the first page of this epic account of the last great medieval conflict between East and West, it is clear we are in the hands of a master. Not since James Clavell has a novelist so powerfully and assuredly plunged readers headlong into another world and time. Anne Rice transformed the vampire novel. Stephen King reinvented horror. Now, in a spectacular tale of heroism, tragedy, and passion, Tim Willocks revivifies historical fiction.
Magic, Monsters, and Make-Believe Heroes looks at fantasy film, television, and participative culture as evidence of our ongoing need for a mythic vision—for stories larger than ourselves into which we write ourselves and through which we can become the heroes of our own story. Why do we tell and retell the same stories over and over when we know they can’t possibly be true? Contrary to popular belief, it’s not because pop culture has run out of good ideas. Rather, it is precisely because these stories are so fantastic, some resonating so deeply that we elevate them to the status of religion. Illuminating everything from Buffy the Vampire Slayer to Dungeons and Dragons, and from Drunken Master to Mad Max, Douglas E. Cowan offers a modern manifesto for why and how mythology remains a vital force today.
A quirky collection of short sci-fi stories for fans of Kij Johnson and Kelly Link Assimilation is founded on surrender and being broken; this collection of short stories features people who have assimilated, but are actively trying to reclaim their lives. There is a concert pianist who defies death by uploading his soul into his piano. There is the person who draws his mother's ghost out of the bullet hole in the wall near where she was executed. Another character has a horn growing out of the center of his forehead—punishment for an affair. But he is too weak to end it, too much in love to be moral. Another story recounts a panda breeder looking for tips. And then there's a border patrol agent trying to figure out how to process undocumented visitors from another galaxy. Poignant by way of funny, and philosophical by way of grotesque, Hernandez's stories are prayers for self-sovereignty.
The Lord of the Rings, Star Wars, and certain other works of fantasy and science fiction have inspired some of their readers and viewers to believe that the superhuman powers of the story-worlds, such as Gandalf and the Force, exist also in the real world. We can say that such fictional narratives possess 'religious affordance', for they contain certain textual features that afford or make possible a religious, rather than just a fictional, use of the text. This book aims to identify those features of the text that make it possible for a fictional narrative to inspire belief in the supernatural beings of the story, or even to facilitate ritual interaction with these beings. The contributions analyse the religious affordance and actual use of a wide range of texts, spanning from Harry Potter and Star Wars, over The Lord of the Rings and late 19th-century Scandinavian fantasy, to the Christian Gospels. Although we focus on the religious affordance of fictional texts, we also spell out implications for the study of religious narratives in general, and for the narrativist study of religion. This book was originally published as a special issue of the journal Religion.
A magnificent epic tale of devotion, possession, obsession, and strange destiny from the author of the Hugo Award-winning Paladin of Souls Lois McMaster Bujold The half-mad Prince Boleso has been slain by a noblewoman he had intended to defile -- and Lord Ingrey kin Wilfcliff must transport the body to its burial place and the accused killer, the Lady Ijada, to judgment. With the death of the old Hallow King imminent and the crown in play, the road they must travel together is a dangerous one. And though he is duty-bound to deliver his prisoner to an almost certain death, Ijada may be the only one Ingrey dares trust. For a monstrous malevolence holds the haunted lord in its sway -- and a great and terrible destiny has been bestowed upon him by the gods, the damned, and the dead.