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In the grim medieval Old World, a motley gang of convicts are released from a military prison and offered a grim choice: either volunteer for a suicide mission, or die by the noose. Unsurprisingly, they are very keen tovolunteer for the mission when they are offered a full pardon upon it's completion. But when they discover that they must penetrate deep into enemy territory and bring back a powerful holy relic that could turn the tide of war, they begin to regret their choice. With a traitor in their midst and impossible odds ahead of them, the band of blackheart prisoners must fight their way through the Chaos-infested mountains and into the very heart of darkness
This collection of short stories include a brand new Storm of Chaos novella by the award-winning author Dan Abnett. Original.
Explore the world of all three Total War: WARHAMMER games in this stunning compendium, packed with concept art, final designs, storyboards, and artist commentary. Total War: WARHAMMER is the award-winning PC strategy game trilogy from Creative Assembly. Set in the world of Warhammer Fantasy Battles, it combines grand campaigns of epic empire-building with battles of breathtaking scale, brimming with the warriors, wizards, and monsters that fans know and love. Delve into the rich lore of Games Workshop’s world of Warhammer Fantasy Battles, as viewed through the Total War lens. Total War: WARHAMMER – The Art of the Games offers Creative Assembly’s insights into the development of the series. Pore over concept sketches, texture studies, character art, and fully rendered paintings, accompanied by commentary from the artists themselves. Featuring artwork of iconic characters and scenes from parts I and II, as well as never-before-seen art from the trilogy’s thundering grand finale, this coffee-table tome is an essential collector’s item for any Warhammer or Total War fan.
The first-ever Warhammer 40,000 encyclopedia is here. Dive into the vast universe of Warhammer 40,000 and explore miniatures from every faction, captured in all their glory through official photography. Follow key characters throughout the evolution of their models and experience in pinpoint detail the warriors who wage endless war across the ravaged galaxy of the 41st Millennium. Explore the Warhammer 40,000 universe and its factions in striking detail: The first book of its kind, this Ultimate Guide goes into unparalleled detail on the miniatures and lore of Warhammer 40,000 and is sure to delight long-time fans and newcomers alike. Lavishly illustrated with hundreds of beautifully shot photographs of Warhammer 40,000 miniatures that showcase fine details and intricate designs across each faction, from the mighty Space Marines to the ravenous Tyranids, foul Chaos Daemons, deathless Necrons – and more. Written by Guy Haley and Gav Thorpe – these prolific Black Library authors who are household names of Warhammer fandom walk you through this world with richly detailed descriptions and insights into the lore. Packed with insight into the game’s defining miniatures, Warhammer 40,000: The Ultimate Guide goes deep into the Warhammer 40,000 universe like never before. Whether you’re a new fan who wants a complete guide to the setting, a collector of miniatures, a follower of the lore, or simply looking to celebrate your favorite hobby, this must-have volume is an essential visual journey through the grim darkness of Warhammer 40,000. © Copyright Games Workshop Limited 2024
• Exclusive in-game item code for The Adventurer's Handbook! • Detailed maps labeled with points of interest • Realm vs. Realm and Scenario maps with tips on dominating the enemy • Lair and dungeon maps with strategies and boss abilities • Regular updates posted on the Prima Games forums and available for download on all digital versions of the product.
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Exclusive in-game item for that extra edge while leveling Detailed maps labeled with points of interest Realm vs. Realm (RvR) tips from the experts In-depth class section written by gamers, for gamers Tips for creating and leveling a guild Regular updates posted on the Prima Games forums and available for download on all digital versions of the product.
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."
Historically the bodies of civilians are the most damaged by the increasing mechanization and derealization of warfare, but this is not reflected in the representation of violence in popular media. In War Without Bodies, author Martin Danahay argues that the media in the United States in particular constructs a “war without bodies” in which neither the corpses of soldiers or civilians are shown. War Without Bodies traces the intertwining of new communications technologies and war from the Crimean War, when Roger Fenton took the first photographs of the British army and William Howard Russell used the telegraph to transmit his dispatches, to the first of three “video wars” in the Gulf region in 1990-91, within the context of a war culture that made the costs of organized violence acceptable to a wider public. New modes of communication have paradoxically not made more war “real” but made it more ubiquitous and at the same time unremarkable as bodies are erased from coverage. Media such as photography and instantaneous video initially seemed to promise more realism but were assimilated into existing conventions that implicitly justified war. These new representations of war were framed in a way that erased the human cost of violence and replaced it with images that defused opposition to warfare. Analyzing poetry, photographs, video and video games the book illustrates the ways in which war was framed in these different historical contexts. It examines the cultural assumptions that influenced the reception of images of war and discusses how death and damage to bodies was made acceptable to the public. War Without Bodies aims to heighten awareness of how acceptance of war is coded into texts and how active resistance to such hidden messages can help prevent future unnecessary wars.