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The legacy of the residential school system ripples throughout Native Canada, its fingerprints on the domestic violence, poverty, alcoholism, drug abuse, and suicide rates that continue to cripple many Native communities. Magic Weapons is the first major survey of Indigenous writings on the residential school system, and provides groundbreaking readings of life writings by Rita Joe (Mi’kmaq) and Anthony Apakark Thrasher (Inuit) as well as in-depth critical studies of better known life writings by Basil Johnston (Ojibway) and Tomson Highway (Cree). Magic Weapons examines the ways in which Indigenous survivors of residential school mobilize narrative in their struggles for personal and communal empowerment in the shadow of attempted cultural genocide. By treating Indigenous life-writings as carefully crafted aesthetic creations and interrogating their relationship to more overtly politicized historical discourses, Sam McKegney argues that Indigenous life-writings are culturally generative in ways that go beyond disclosure and recompense, re-envisioning what it means to live and write as Indigenous individuals in post-residential school Canada.
For centuries, Inuit in the Arctic have lived on and around the frozen ocean. Now, as climate change is rapidly melting the sea ice between Canada and Greenland, development here threatens to upset the delicate balance between their communities, land and wildlife.
In this classic manual, the ancient symbolic weapons of ceremonial magic are revealed as powerful psychological stimuli, designed to evoke and control every level of consciousness. The Cup, Disc, Wand and Sword are shown to be far more than mere altar decorations; they are the outward symbols of the very forces of creation. Covering the essential background to each of the weapons, within the framework of the Tree of Life, this book describes in detail their design and construction, and provides a full set of consecration rituals, so enabling the student to create a complete set of effective ritual regalia for use within the magical temple. Since its first publication in 1983, this book has remained on the recommended reading lists of major esoteric schools and Western Qabalistic lodges throughout the world. This new and revised edition includes important corrections and additions and thoroughly updates what is now regarded as classic reference for students of every level.
Warhammer Fantasy Roleplay takes your customers back to the Old World. Get the gang together, create your (anti)heroes, and set off to make your way through the vile corruption, scheming plotters and terrifying creatures intent on destruction. The Warhammer Fantasy Roleplay Rulebook contains everything you need for grim and perilous roleplaying adventures in the Old World. 320 page full color hardcover
Caught in traffic. Trapped in a cubicle. Stuck in a rut. Tangled up in red tape. In the real world, sometimes you feel powerless—but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure. With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through: Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement The races: humans, dwarves, elves, and halflings The types of character actions: attack rolls, skill check, and ability checks The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma Feat requirements and types Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying Picking skills, armor, weapons, and gear Choosing spells if your character is a sorcerer or domains for a cleric Building encounter or combat strategies and using advanced tactics Maximizing your character’s power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items D & D game etiquette Becoming a Dungeon Master There’s even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, and complete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.
Primordial Power Unleashed! They come howling from the hills, from the forest, the jungle, the marsh, the mountain... They stalk the far and lonely land, watering the earth with the blood of those who defy their ancient laws and stand against fate, against the Old Gods... They are barbarians, druids, and rangers. They are here and their time has come! Discover 250 exclusive 5e magic items made just for them: Items that scale with your proficiency bonus Items that scale with your rage damage bonus Items that grant beast traits Items that grant class abilities or racial traits Magical tattoos and shrunken heads New and revised weapons including bolas, spiked gauntlets, and war picks This 5th Edition (5e) handbook is perfect for players and GMs who want to add epic fun and variety to your Fifth Edition game with hundreds of wilderness-based magic items. To use this 5e supplement, you also need a copy of the PHB, DMG, and MM from the world's greatest roleplaying game. Collect the entire 250 Best Magic Items series by MageGate Games! Each full-length, fully illustrated handbook contains 250 class-based magic items designed to bring out the best in your favorite fantasy character classes! This all-new, exclusive and exciting RPG sourcebook series begins with: 250 Best Magic Items for Barbarians, Druids, and Rangers (wilderness adventuring classes) 250 Best Magic Items for Fighters and Rogues (urban adventuring classes) 250 Best Magic Items for Bards, Sorcerers, Warlocks, and Wizards (arcane adventuring classes) 250 Best Magic Items for Clerics, Monks, and Paladins (divine adventuring classes) 5e players and GameMasters will love these clever and innovative 5e books created by expert GMs with almost a century of combined experience between them! These gorgeous 5e books make great gifts / essential gift sets for tabletop fantasy roleplaying gamers (TTRPG) this holiday gift season. Each 250 Best Magic Items book is available in your choice of ebook, paperback (softcover), and collector's edition hardcover. All books are fully 5th Edition 5e compatible and ready to be used in your Fifth Edition game now. At the Game Master's discretion, these books may be easily modified for use with past editions such as 1e, 2e, 2.5e, 3e, 3.5e, 4e, as well as similar fantasy RPG games like OSR.
This supplement for the D & D game presents more than 500 new magic items that no adventurer should be without.
"Stronghold & Followers explains both the practicality of owning a keep (how much it costs to build, the costs to maintain it, what sort of impact it would have on local politics) and gives a variety of benefits for those players who choose to build or take over one." -- Comicbook.com website: https://comicbook.com/gaming/2018/12/14/stronghold-and-followers-dungeons-and-dragons/ (viewed July 16, 2019)