Centaurs by KAREN MCDONALD
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Arak and Gwydion (Some Thoughts on the Shadow Elves' History) By R. Sweeney Gwydion isn't a 'real' demon, but rather a creature of great power from the plane of shadow. Gwydion's evil was his enslavement of the ShadowElves. His torment is his betrayal by Arak. Unlike Vecna, he was not on the prime and could only be 'trapped' because he was trying to follow the Shadow Elves into RL. (Presumably to kill them or re-enslave them). I wonder what Arak was thinking, however. Would there be anyplace he could take the Shadow elves into exile where Gwydion could not follow? Did he think he could hide from such a powerful creature? Gwydion must have had an enemy. A sibling perhaps. The Shadow Elves must have acted as some sort of armed forces for him. Arak must have believed that if Gwydion suddenly found himself without his Slaves, he would have been destroyed by his rivals. However, there other.. less satisfying, perhaps, ways of re-writing ShadowElf history. Gwydion, the shadow-being, falls 'in love' with an elf from some other world. They mate, bear children. Woman dies, Gwydion takes his children and their children as slaves. Millenia pass. Arak was Gwydion's favorite. Perhaps, Gwydion had mated with one of the Shadow elves of unsurpassed beauty and begat Arak. Thus, he set his son above all the other slaves. Arak, however, desired more than to be the head of the slaves. He managed to betray his father to his enemies. Arak had intended patricide. He was going to take away Gwydion's protective armed forces, leaving him vulnerable to attack by his other enemies. -
Copyright by William Joseph Taylor 2009
Copyright by William Joseph Taylor 2009 The Dissertation Committee for William Joseph Taylor certifies that this is the approved version of the following dissertation: ‘That country beyond the Humber’: The English North, Regionalism, and the Negotiation of Nation in Medieval English Literature Committee: _________________________ Elizabeth Scala, co-supervisor _________________________ Daniel Birkholz, co-supervisor _________________________ Marjorie Curry Woods _________________________ Mary Blockley _________________________ Geraldine Heng ‘That country beyond the Humber’: The English North, Regionalism, and the Negotiation of Nation in Medieval English Literature by William Joseph Taylor, B.A., M.A. Dissertation Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy The University of Texas at Austin December 2009 For Laura Poi le vidi in un carro trïumfale, Laurëa mia con suoi santi atti schifi sedersi in parte, et cantar dolcemente. (Petrarch, Canzoniere CCXXV) Acknowledgements A number of individuals have supported me throughout the writing of this dissertation and in my graduate work. It gives me great pleasure to acknowledge their contributions here. First, I want to thank my two advisors and mentors, Elizabeth Scala and Daniel Birkholz. Liz Scala, for several years now, has provided me a steady balance of tough love, rigorous expectation, and critical acumen for which I can never repay. Her advice, her tutelage, and her direction were vital to my development as a scholar and to the success I have already known in academia. Months of dissertation anxiety and the crafting of a far-fetched project were met by Liz’s emphatically simple suggestion: “Why don’t you work on the North?” She could only ask this because she visited each of my professors individually to inquire as to my interests in seminars, and her inquiry testifies to her dedication as an advisor and teacher. -
The Sexual Politics of Meat by Carol J. Adams
THE SEXUAL POLITICS OF MEAT A FEMINISTVEGETARIAN CRITICAL THEORY Praise for The Sexual Politics of Meat and Carol J. Adams “A clearheaded scholar joins the ideas of two movements—vegetari- anism and feminism—and turns them into a single coherent and moral theory. Her argument is rational and persuasive. New ground—whole acres of it—is broken by Adams.” —Colman McCarthy, Washington Post Book World “Th e Sexual Politics of Meat examines the historical, gender, race, and class implications of meat culture, and makes the links between the prac tice of butchering/eating animals and the maintenance of male domi nance. Read this powerful new book and you may well become a vegetarian.” —Ms. “Adams’s work will almost surely become a ‘bible’ for feminist and pro gressive animal rights activists. Depiction of animal exploita- tion as one manifestation of a brutal patriarchal culture has been explored in two [of her] books, Th e Sexual Politics of Meat and Neither Man nor Beast: Feminism and the Defense of Animals. Adams argues that factory farming is part of a whole culture of oppression and insti- tutionalized violence. Th e treatment of animals as objects is parallel to and associated with patriarchal society’s objectifi cation of women, blacks, and other minorities in order to routinely exploit them. Adams excels in constructing unexpected juxtapositions by using the language of one kind of relationship to illuminate another. Employing poetic rather than rhetorical techniques, Adams makes powerful connec- tions that encourage readers to draw their own conclusions.” —Choice “A dynamic contribution toward creating a feminist/animal rights theory.” —Animals’ Agenda “A cohesive, passionate case linking meat-eating to the oppression of animals and women . -
Nither Man Nor Beast
Tablu of Contunts Introduction ................... ..2 Welcome to the Horror ...... ...2 Maintaining the Mystery ....... .....3 The Good Ship Sunset Empires. ..........4 The Good Ship Sunset Empires. ..........5 TheCrew .................. .....8 Life Under Sail. ... 10 Dr. Fran’s Island .... ... 17 Awakening ........ .17 A Tour of the Island. .... 18 Adventures in Paradise . ....23 Dr. Fran’s Manor. .......... ...28 Key to the Manor. ......... .... 28 The Members of the Household. > .33 Manor Life. ............... , .34 The Monastery of the Lost. .. ...45 Getting There ......... ....45 The Monastery ........ .... 45 The Brethren. ........... ....52 Reaching the Monastery ... ....55 Finale. ................. ...59 A Treachery Revealed. .. ....59 Akanga’s War ......... .... 59 Escape From the Island. .............. .63 Wrapping_- - Things- Up ..................64 Theshanty ........................ 12 The Broken Ones: A Quick Guide ......21 Markov’s Journal.. ................. .33Sample file The Order of the Guardians .......... .46 The History of Markovia ..............48 The Table of Life. ................... .51 Crudits TSR, Inc. TSR Ltd. Jeff Grubb Design: 20 1 Sheridan Springs-- 120 Church End, Editing: John D. Rateliff Lake Geneva Cherry Hinton Project Coordination: Harold Johnson 53147 Cambridge CBl 3LB Cover Art: Larry Elmore WI Interior Art: Valerie Valusek & Karolyn Guldan U.S.A United Kingdom Additional Art: Mark Nelson, Ned Dameron, & Stephan Fabian Bruce Zamjahn Art Direction: 9499 Cartography: Robin Raab & Roy M. Boholst Typesetting: Gaye O’Keefe & Tracey Isler ADVANCED DUNGEONS & DRAGONS, ADGD, DRAGONLANCE, and RAVENLOFT are registered trademarks owned by TSR, Inc. The TSR logo is a trademark owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. 01995 TSR, Inc. All Rights Reserved. Made in the U.S.A. -
White by Default: an Examination of Race Portrayed by Character Creation Systems in Video Games
White by Default: An Examination of Race Portrayed by Character Creation Systems in Video Games A thesis submitted to the Graduate School of the University of Cincinnati In partial fulfillment of the requirements for the degree of Master of Arts In the Department of Sociology of the College of Arts and Sciences By Samuel Oakley B.A. Otterbein University July 2019 Committee Chair: Dr. Littisha A. Bates, PhD Abstract Video games are utilized as a form of escapism by millions, thousands of hours are put in by multiple players every week. However, the opportunity to escape, and free oneself from societal scrutiny and biases like racism is limited within video games. Color-blind development and reaffirmation of gaming as a white male space limits the ability of players with marginalized identities to escape and enjoy games. A sample of character creation focused video games were analyzed to better understand if there was an impact of the White by Default character occurrence on the overall narrative, ludic (gameplay mechanics) and limitations or bonuses that could affect a player’s agency within a video game. This analysis includes The Sims 3 (freeform life simulator), Skyrim (fantasy roleplaying game), XCOM 2 (tactical science fiction), Tyranny (tactical fantasy), and South Park: The Fractured but Whole (science fiction roleplaying game) all of which allow character creations. My findings suggest that character creation did not limit a player’s agency through the usage of race in character creation, but instead offered a chance for players to self-insert or correct negative stereotypes of color-blind racism in the games narrative. -
The Life and Adventures of Robinson Crusoe, by Daniel Defoe Title
The Life and Adventures of Robinson Crusoe, by Daniel Defoe Title: The Life and Adventures of Robinson Crusoe Author: Daniel Defoe CHAPTER I—START IN LIFE I was born in the year 1632, in the city of York, of a good family, though not of that country, my father being a foreigner of Bremen, who settled first at Hull. He got a good estate by merchandise, and leaving off his trade, lived afterwards at York, from whence he had married my mother, whose relations were named Robinson, a very good family in that country, and from whom I was called Robinson Kreutznaer; but, by the usual corruption of words in England, we are now called—nay we call ourselves and write our name—Crusoe; and so my companions always called me. I had two elder brothers, one of whom was lieutenant-colonel to an English regiment of foot in Flanders, formerly commanded by the famous Colonel Lockhart, and was killed at the battle near Dunkirk against the Spaniards. What became of my second brother I never knew, any more than my father or mother knew what became of me. Being the third son of the family and not bred to any trade, my head began to be filled very early with rambling thoughts. My father, who was very ancient, had given me a competent share of learning, as far as house-education and a country free school generally go, and designed me for the law; but I would be satisfied with nothing but going to sea; and my inclination to this led me so strongly against the will, nay, the commands of my father, and against all the entreaties and persuasions of my mother and other friends, that there seemed to be something fatal in that propensity of nature, tending directly to the life of misery which was to befall me. -
Sample File WILLOWBRANCH HALFLINGS
INTRODUCTION but the most extreme environments. Hidefoots tend to Halflings. The very word strikes fear in the hearts of have lightly tanned or golden-brown skin, dark brown many. Well, OK, it doesn’t. But many halflings would hair and brown eyes. like to think that it does. Even the sedentary, non- Society: Hidefoots (or hidefeet, as some call adventurous types among the halflings have a pride in themselves) have more of a tendency to form their own themselves and their ancestors that makes them swell communities outside of the cities of other races, though with satisfaction and boast with bravado on occasion. they do not form entire nations of their own. Hidefoot Presented here are several options for your halfling halflings are more sedentary than standard halflings, character, including two variant halfling races, the and especially more sedentary than willowbranch half-halfling template, over a dozen feats, a half-dozen halflings, but they are not unknown as adventurers and flaws, and some halfling specific gear and equipment, traveling merchants. Most hidefoot communities tend all designed to allow you to play a fierce, proud halfling to be located in cooler, wetter climates. who will strike fear into all enemies! Relations: Hidefoot halflings tend to be a bit DISCLAIMER: In an attempt to provide game provincial, preferring their own family and local friends mechanics for many well known halfling activities such over outsiders. They generally do not trust the “big as those depicted in certain novels and films, we have folk” – which includes dwarves, as far as they are included both feats and flaws centered around smoking concerned – but will tolerate them, especially traders a pipe and drinking. -
Half-Goblins of the Tangled Wood
HALF-GOBLINS OF THE TANGLED WOOD A Pathfinder Roleplaying Game Compatible TRIBES supplement by Creighton Broadhurst HALF-GOBLINS OF THE TANGLED WOOD A Pathfinder Roleplaying Game TRIBES supplement by Creighton Broadhurst Debased, mongrel descendants of humans enslaved by goblins centuries ago, half‐goblins lurk in the deepest unknowable reaches of the Tangled Wood. Hateful and spiteful creatures, they worship fell powers and sacrifice those falling into their clutches to venerate their dark protector. Stealthy and cunning, they skulk about civilisation’s fringe weaving terrible plots to destroy those threatening their precarious existence. C REDITS will correct any game mechanic or balance issues that come to light. Design: Creighton Broadhurst Development: Steven “Taz” Cansdale, C ONTACT U S Editing: Steven “Taz” Cansdale, Aaron T. Huss and Martin Tideswell Email us at [email protected]. Layout: Creighton Broadhurst BOUT THE ESIGNER Interior Artists: Paul Daly, Brittany Michel, Dave Peterson, V A D Shane. Some artwork copyright Paul Daly, used with Creighton is a keen gamer who passionately believes in the Open permission Gaming License and is dedicated to making his games as fun and Cartography: Philippa Broadhurst easy to enjoy as possible for all participants. Reducing or B ONUS M ATERIAL removing entry barriers, simplifying pre‐game prep and easing the GM's workload are the key underpinning principles of the Thank you for purchasing Half‐Goblins of the Tangled Wood; we products he releases through Raging Swan Press. hope you enjoy it and that you check out our other fine print and Over the last 11 years, Creighton has worked with PDF products. -
ASTONISHING SWORDSMEN and SORCERERS of Hype Rborea TM
ASTONISHING SWORDSMEN AND SORCERERS OF hype RBOrEa TM Sample file A Role-Playing Game of Swords, Sorcery, and Weird Fantasy Sample file Sample file ASTONISHING SWORDSMEN & SORCERERS OF HYPERBOREA ASTONISHING SWORDSMEN & SORCERERS OF HYPERBOREA™ A Role-Playing Game of Swords, Sorcery, and Weird Fantasy A COMPLEAT REFERENCE BOOK PRESENTED IN SIX VOLUMES Sample file www.HYPERBOREA.tv iv A ROLE-PLAYING GAME OF SWORDS, SORCERY, AND WEIRD FANTASY CREDITS Text: Jeffrey P. Talanian Editing: David Prata Cover Art: Charles Lang Frontispiece Art: Val Semeiks Frontispiece Colours: Daisey Bingham Interior Art: Ian Baggley, Johnathan Bingham, Charles Lang, Peter Mullen, Russ Nicholson, Glynn Seal, Val Semeiks, Jason Sholtis, Logan Talanian, Del Teigeler Cartography: Glynn Seal Graphic Embellishments: Glynn Seal Layout: Jeffrey P. Talanian Play-Testing (Original Edition): Jarrett Beeley, Dan Berube, Jonas Carlson, Jim Goodwin, Don Manning, Ethan Oyer Play-Testing (Second Edition): Dan Berube, Dennis Bretton, John Cammarata, Jonas Carlson, Don Manning, Anthony Merida, Charles Merida, Mark Merida Additional Development (Original Edition): Ian Baggley, Antonio Eleuteri, Morgan Hazel, Joe Maccarrone, Benoist Poiré, David Prata, Matthew J. Stanham Additional Development (Second Edition): Ben Ball, Chainsaw, Colin Chapman, Rich Franks, Michael Haskell, David Prata, Joseph Salvador With Forewords by Chris Gruber and Stuart Marshall ACKNOWLEDGEMENTS The milieux of Astonishing Swordsmen & Sorcerers of Hyperborea™ are inspired by the fantastic literature of Robert E. Howard, H.P. Lovecraft, and Clark Ashton Smith. Other inspirational authors include Edgar Rice Burroughs, Fritz Leiber, Abraham Merritt, Michael Moorcock, Jack Vance, and Karl Edward Wagner. AS&SH™ rules and conventions are informed by the original 1974 fantasy wargame and miniatures campaign rules as conceived by E. -
DRAGON Magazine (ISSN 0279-6848) Is Pub- Advance in Level
D RAGON 1 as it ever occurred to you how much big-time foot- ball resembles a fantasy adventure game? Players Contents prepare themselves in a dungeon (the locker room), set out for the wilderness (the field) at the appointed time, and then proceed to conduct melee after me- lee until a victor emerges. We’ve taken that line of reasoning SPECIAL ATTRACTION one step further with MONSTERS OF THE MIDWAY, this MONSTERS OF THE MIDWAY — A fantasy football issue’s special inclusion. You can choose and coach a team of game for two players . 35 AD&D™ monsters — and the team that wins isn’t always the one with the biggest players: that little guy with the hairy feet can OTHER FEATURES really kick! Dragon Rumbles: Guest editorial by E. Gary Gygax ...... 4 This month’s article section is chock full of new material for Blastoff! — First look at the STAR FRONTIERS™ game ... 7 D&D® and AD&D campaigns. In Leomund’s Tiny Hut, Len Weapons wear out, skills don’t — Variant system for Lakofka unveils a system for determining the quality of armor AD&D™ rules on weapon proficiency ................ 19 and weapons, which is complemented by Christopher Town- The Missing Dragons — Completing the colors .......... 27 send’s proposal for a new way of defining weapon proficiency. Timelords — A new NPC, any time you’re ready .......... 32 If new monsters are more up your alley, you’ll enjoy the official Tuatha De Danann — Celtic mythos revised ............. 47 descriptions of the baku and the phoenix in Gary Gygax’s Law of the Land — Give your world “personality” ....... -
Why the Humans Are White: Fantasy, Modernity, and the Rhetorics Of
WHY THE HUMANS ARE WHITE: FANTASY, MODERNITY, AND THE RHETORICS OF RACISM IN WORLD OF WARCRAFT By CHRISTOPHER JONAS RITTER A dissertation submitted in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY WASHINGTON STATE UNIVERSITY Department of English MAY 2010 To the Faculty of Washington State University: The members of the Committee appointed to examine the dissertation of CHRISTOPHER JONAS RITTER find it satisfactory and recommend that it be accepted. __________________________________ Victor Villanueva, Ph.D., Chair __________________________________ Patricia Freitag Ericsson, Ph.D. __________________________________ Jason Farman, Ph.D. ii ACKNOWLEDGMENTS Greatest thanks go to my family guild, without whom I would never have played WoW for so long (or even in the first place, possibly): Dan Crockett, Annie Ritter, Dave Ritter, Betsy Ritter, and Peter Ritter. To my committee: Victor Villanueva, Patty Ericsson, and Jason Farman. Without your open- mindedness and encouragement, I would have succumbed to the derision of the Luddites and avoided studying what I love. To my colleagues/friends/professors at WSU, who helped me work out my ideas about this subject as they were born in several different seminars. Especially: Shawn LameBull, Rachael Shapiro, Hannah Allen, and Kristin Arola. To Jeff Hatch for his expertise with the architecture stuff. To The Gang, who helped me work out my ideas over beers: Pat Johnson, Sarah Bergfeld, Scott McMurtrey, Jim Haendiges, and Gage Lawhon. To my dad, Tom Ritter, for introducing me to Pong in like 1985 and indirectly putting me on the path that led me here. To Blizzard, not only for making a game that‘s kept me happy for approximately six times longer than any game had done previously; but more importantly, for providing the context and occasion for me to maintain long-distance relationships with people I love. -
Tauric Races
ADVENTURER’S OPTION: TAURIC RACES Sample file A player character race supplement for 5TH EDITION RULES ADVENTURER’S OPTION: TAURIC RACES Contents Introduction . 2. Tauric Races in your Campaign . 3. Creating and Playing Tauric Races . 5. Tauric Race Outlines . 7. Backgrounds and Customization . 13. Races . 14. Final Words & Author’s Notes . 20. Concept, Writing, and Layout by Oliver Bollmann Proofreading by Aaron Bertrand DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All artwork used within was obtained through public domain searches. Cover image by LadyofHats, made available under CC 0 public domain licence. All other original material in this work is copyright 2017 by Oliver Bollmann and published under the Community ContentSample Agreement for Dungeon Masters Guild. file K A N N I K STUDIOS Introduction HE mighty CENTAUR IS A well- have found themselves described, expanded, and known mythical beast, easily recognized occasionally offered up as a player race with varying by gamer and non-gamer alike. At their degrees of success. mention, familiar images are likely to With the arrival of the 5th edition of D&D, the allure spring to mind: the famed half-human/ of tauric races has not abated. This supplement is half-horse charging valiantly over the intended to make available a wide variety of playable Thills, powerfully carrying someone tauric races within the 5th Edition ruleset, bringing away through the forest; or perhaps even dancing with them their uniqueness and special forms delightfully in a Fantasia-induced vision.