Noble Passions: Aristocracy and the Novel
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The Dodo and Its Kindred
4ti € Kl 4;fii,v Cd 4 S C tx • V V (1 (^ S <^' « ^C i>i» <rr*i. C'^'^ ^ ^ r<rv I' c(t ^*^ CM Jl^ljf ..r.f -I- i,t C Cffi'l <Vi cr- die C^J^ V:? i^''» ^^» :^^ ^ 2--,// \rrC /^fL /" v/ V y^£,x^- y.^c.^>-^ x)c^ 7 /OH THE DODO AND ITS KINDRED. .a pq 4^ '+2 q-io CD O PHr-H '^cn CO o CO o —: ff^-' THE DODO AND ITS KINDRED; HISTORY, AFFINITIES, AND OSTEOLOGY DODO, SOLITAIRE, OTHER EXTINCT BIRDS or THE ISLANDS MAUKITIUS, KODRIGUEZ, AND BOURBON. ^^-^ H. E. STRICKLAND, M.A., F.G.S., F.R.G.S., PRESIDENT OF THE ASHMOLEAN SOCIETY, &c., A '-X > U^'^^' A. G. MELVILLE, M.D. Edin., M.R.C.S. "Pes et Caput uni Eeddentur fornije." Hor. LONDON EEEVE, BENHAM, AND KEEVE, 8, KING WILLIAM STEEET, STEAND. 1848. REEVE, BE?iHAM. AND REEVE. PRINTERS A:<D publishers OF SCIENTIFIC WORKS, KING WILLIAM STREET, STRAND, TO P. B. DUNCAN, ESQ., M.A., KEEPER OF THE ASHMOLEAN MUSEUM, Cftig seaorfe IS! fingcnbrli, AS A SLIGHT TOKEN OF REGARD AND ESTEEM, BY HIS SINCERE FRIENDS, THE AUTHORS. ilist Of ^ubsrrtbfrs. H.R.H. PRINCE ALBEET, K.G. HEll GRACE THE DUCHESS OF BUCCLEUCH (two copies). THE MOST NOBLE THE MARQUIS OF NORTHAMPTON, Pres. Brit. Assoc, Pres. R.S. THE RIGHT HON. THE EARL OF DERBY, Pres. Z.S., F.R.S. The Eadcliffe Library, Oxford. Mrs. Dixon, Govan HUl, Glasgow. The Belfast Library. Mrs. A. Smith, Edinburgh. The Edinburgh College Library. Mrs. C. Clarke, Matlock. -
A Many-Storied Place
A Many-storied Place Historic Resource Study Arkansas Post National Memorial, Arkansas Theodore Catton Principal Investigator Midwest Region National Park Service Omaha, Nebraska 2017 A Many-Storied Place Historic Resource Study Arkansas Post National Memorial, Arkansas Theodore Catton Principal Investigator 2017 Recommended: {){ Superintendent, Arkansas Post AihV'j Concurred: Associate Regional Director, Cultural Resources, Midwest Region Date Approved: Date Remove not the ancient landmark which thy fathers have set. Proverbs 22:28 Words spoken by Regional Director Elbert Cox Arkansas Post National Memorial dedication June 23, 1964 Table of Contents List of Figures vii Introduction 1 1 – Geography and the River 4 2 – The Site in Antiquity and Quapaw Ethnogenesis 38 3 – A French and Spanish Outpost in Colonial America 72 4 – Osotouy and the Changing Native World 115 5 – Arkansas Post from the Louisiana Purchase to the Trail of Tears 141 6 – The River Port from Arkansas Statehood to the Civil War 179 7 – The Village and Environs from Reconstruction to Recent Times 209 Conclusion 237 Appendices 241 1 – Cultural Resource Base Map: Eight exhibits from the Memorial Unit CLR (a) Pre-1673 / Pre-Contact Period Contributing Features (b) 1673-1803 / Colonial and Revolutionary Period Contributing Features (c) 1804-1855 / Settlement and Early Statehood Period Contributing Features (d) 1856-1865 / Civil War Period Contributing Features (e) 1866-1928 / Late 19th and Early 20th Century Period Contributing Features (f) 1929-1963 / Early 20th Century Period -
The Craft of the Adventure
The Craft of the Adventure Five articles on the design of adventure games Second edition 1 Intro duction :: ::: :::: ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: ::: :::: ::2 2 In The Beginning ::: :::: ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: ::: ::: 3 3 Bill of Player's Rights : ::: :::: ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: :7 4 A Narrative... ::: ::: :::: ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: ::: :: 12 5 ...AtWar With a Crossword : : :::: ::: :::: :::: ::: :::: ::: :::: :::: :: 21 6 Varnish and Veneer : ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: ::: :::: ::32 1 1 Intro duction 1 Intro duction Skill without imagination is craftsmanship and gives us many useful ob jects such as wickerwork picnic baskets. Imagination without skill gives us mo dern art. {Tom Stoppard, Artist Descending A Staircase Making b o oks is a skilled trade, like making clo cks. { Jean de la Bruy ere 1645-1696 If you're going to have a complicated story you must work to a map; otherwise you'll never make a map of it afterwards. {J.R.R.Tolkien 1892-1973 Designing an adventure game is b oth an art and a craft. Whereas art cannot be taught, only commented up on, craft at least can be handed down: but the tricks of the trade do not make an elegant narrative, only a catalogue. This small collection of essays is just such a string of grits of wisdom and half-baked critical opinions, whichmaywell leave the reader feeling unsatis ed. One can only say to such a reader that any book claiming to reveal the secret of how to paint, or to write novels, should be recycled at once into something more genuinely artistic, say a papier-mach e sculpture. If there is any theme here, it is that standards count: not just of comp etent co ding, but of writing. -
Scenario Book 1
Here I Stand SCENARIO BOOK 1 SCENARIO BOOK T A B L E O F C O N T E N T S ABOUT THIS BOOK ......................................................... 2 Controlling 2 Powers ........................................................... 6 GETTING STARTED ......................................................... 2 Domination Victory ............................................................. 6 SCENARIOS ....................................................................... 2 PLAY-BY-EMAIL TIPS ...................................................... 6 Setup Guidelines .................................................................. 2 Interruptions to Play ............................................................ 6 1517 Scenario ...................................................................... 3 Response Card Play ............................................................. 7 1532 Scenario ...................................................................... 4 DESIGNER’S NOTES ........................................................ 7 Tournament Scenario ........................................................... 5 EXTENDED EXAMPLE OF PLAY................................... 8 SETTING YOUR OWN TIME LIMIT ............................... 6 THE GAME AS HISTORY................................................. 11 GAMES WITH 3 TO 5 PLAYERS ..................................... 6 CHARACTERS OF THE REFORMATION ...................... 15 Configurations ..................................................................... 6 EVENTS OF THE REFORMATION -
King of Kings (Matthew 2)
washington,wa s h i n g t o n , dcd c KING OF KINGS Epiphany 2019 Matthew 2:1-12 Dan Claire The story of the Wise Men is the sequel to Matthew’s account of the birth of Jesus, and it begins with two important details that weren’t mentioned in chapter one: namely, the place and the time. Matthew writes: “Now after Jesus was born in Bethlehem of Judea in the days of Herod the king, behold, wise men from the east came to Jerusalem.” (2:1) The place and the time of a story usually aren’t all that exciting, but if it’s a good story, these details are often essential for understanding what the story is all about. That’s certainly the case in Matthew’s story. The place where Jesus was born, Matthew tells us, was Bethlehem–not Jerusalem. Isn’t it odd that Matthew didn’t mention this earlier, when he told the story of Jesus' birth? Matthew was saving this detail until now, until the story of the Wise Men. Most people would have expected the new king to be born in the royal palace in Jerusalem, ~5 miles to the north, and that’s exactly where the Wise Men looked first. They arrived and asked, “Where is he who has been born king of the Jews? For we saw his star when it rose and have come to worship him.” (2:2) But Jesus wasn’t there. He was in the City of David, in Bethlehem and not in Jerusalem. -
Super Solitaire™
Nintendo Gateway - Super NES Executive Game Summary Game Title Super Solitaire™ Trademark Super Solitaire™ & © 1993 Extreme Entertainment Group, Inc. Attribution Game This game brings you 12 classic solitaire games in one. Each game features a complete set of Description rules as well as hints for game play. If you think you're good, try the championship and tournament modes. Game play is available in English, French, German, Italian, and Spanish. This is a one-player game. Available games include: Klondike, Cruel, Dozen't Matter, Poker, Free Cell, Pyramid, Aces Up, Canfield, Golf, Stonewall, Florentine, and Scorpion. Controller Control Pad: Move cursor. Information A Button: Bring up menus. B Button: Pick up a card; enter a letter on a password screen. Y Button: Put down a card; close a menu; backspace on the password screen. X Button: Return cursor to stock pile; return to the title screen from the password screen. Start and pause the game. START: Not used. SELECT: "Yes" on the message screens; undo a move. L Button: "No" on the message screens; undo a move. R Button: Strongly Starting a Game: Suggested Put the cursor on the game; it's name will appear. Press the B Button to highlight it. Position cursor over the "OK" and press the B Button. To return to the title screen, press the B Button Info Block while on the "EXIT" icon. Super Solitaire 10/05/2001 Game Redeal: Start new game with new cards. Start over: Start a game over. Undo: Take back the last move. Quit: Return to title screen. Code: Provide the current password. -
Don Caesar De Bazan, but for Yon Pretty Dancing Girl
DON CÆSAR DE BAZAN. A DRAMA IN THREE ACTS. TRANSLATED AND ADAPTED FROM THE FRENCH OF M.M. DUMANOIS AND DENNERY. BY G. A. A'BECKETT & MARK LEMON. THOMAS HAILES LACY WELLINGTON STREET, STRAND, LONDON. First performed at the Princess's Theatre, on Tuesday, October 8th, 1844. CHARACTERS. CHARLES II. (King of Spain) MR.WALTON. DON JOSE (his Minister) MR. FITZJAMES. DON CÆSAR DE BAZAN MR. JAMES WALLACE. MARQUIS DE ROTONDO MR.GRANBY. LAZARILLO MISS MARSHALL. LOPEZ MR. T. HILL. CAPTAIN OF THE GUARD MR. A. HARRIS. JUDGE ......... MR.HONNER. PACOLO MR. COWLRICK. MARITANA (the Gipsy) MRS. STIRLING. COUNTESS DE ROTONDO MRS. FOSBROOKE. Nobles, Soldiers, Men-at-Arms, Alguazils, and Populace. COSTUMES. The King.—A rich brown Spanish dress, trimmed with gold lace, slashed with black satin, silk stockings with gold clocks, black shoes, large Spanish hat with black feathers, one red ditto, point lace collar and cuffs. Don Cæsar.— First Dress: Old blue velvet trunks, leather doublet, brown velvet sleeves, old brown sombrero with old feathers, large buff and red striped cloak, torn point lace collar and cuffs, old silk stockings. —Second dress: Rich emerald green velvet Spanish dress, slashed with white satin, jacket of white satin, cloak of white satin, turn back, embroidered with broad philaetcries of dead and bright gold, white hat, white feathers, white silk stockings, shoes, with gold and satin rosettes, and dress trimmed with satin of the same.—Third dress:: Blue cloth doublet and breeches, blue silk stockings, jacket looped with black velvet, black velvet hat, blue feathers, point lace collar and cuffs, sword, black boots. -
The Brain That Changes Itself
The Brain That Changes Itself Stories of Personal Triumph from the Frontiers of Brain Science NORMAN DOIDGE, M.D. For Eugene L. Goldberg, M.D., because you said you might like to read it Contents 1 A Woman Perpetually Falling . Rescued by the Man Who Discovered the Plasticity of Our Senses 2 Building Herself a Better Brain A Woman Labeled "Retarded" Discovers How to Heal Herself 3 Redesigning the Brain A Scientist Changes Brains to Sharpen Perception and Memory, Increase Speed of Thought, and Heal Learning Problems 4 Acquiring Tastes and Loves What Neuroplasticity Teaches Us About Sexual Attraction and Love 5 Midnight Resurrections Stroke Victims Learn to Move and Speak Again 6 Brain Lock Unlocked Using Plasticity to Stop Worries, OPsessions, Compulsions, and Bad Habits 7 Pain The Dark Side of Plasticity 8 Imagination How Thinking Makes It So 9 Turning Our Ghosts into Ancestors Psychoanalysis as a Neuroplastic Therapy 10 Rejuvenation The Discovery of the Neuronal Stem Cell and Lessons for Preserving Our Brains 11 More than the Sum of Her Parts A Woman Shows Us How Radically Plastic the Brain Can Be Appendix 1 The Culturally Modified Brain Appendix 2 Plasticity and the Idea of Progress Note to the Reader All the names of people who have undergone neuroplastic transformations are real, except in the few places indicated, and in the cases of children and their families. The Notes and References section at the end of the book includes comments on both the chapters and the appendices. Preface This book is about the revolutionary discovery that the human brain can change itself, as told through the stories of the scientists, doctors, and patients who have together brought about these astonishing transformations. -
Roman Literature from Its Earliest Period to the Augustan Age
The Project Gutenberg EBook of History of Roman Literature from its Earliest Period to the Augustan Age. Volume I by John Dunlop This eBook is for the use of anyone anywhere at no cost and with almost no restrictions whatsoever. You may copy it, give it away or re-use it under the terms of the Project Gutenberg License included with this eBook or online at http://www.gutenberg.org/license Title: History of Roman Literature from its Earliest Period to the Augustan Age. Volume I Author: John Dunlop Release Date: April 1, 2011 [Ebook 35750] Language: English ***START OF THE PROJECT GUTENBERG EBOOK HISTORY OF ROMAN LITERATURE FROM ITS EARLIEST PERIOD TO THE AUGUSTAN AGE. VOLUME I*** HISTORY OF ROMAN LITERATURE, FROM ITS EARLIEST PERIOD TO THE AUGUSTAN AGE. IN TWO VOLUMES. BY John Dunlop, AUTHOR OF THE HISTORY OF FICTION. ivHistory of Roman Literature from its Earliest Period to the Augustan Age. Volume I FROM THE LAST LONDON EDITION. VOL. I. PUBLISHED BY E. LITTELL, CHESTNUT STREET, PHILADELPHIA. G. & C. CARVILL, BROADWAY, NEW YORK. 1827 James Kay, Jun. Printer, S. E. Corner of Race & Sixth Streets, Philadelphia. Contents. Preface . ix Etruria . 11 Livius Andronicus . 49 Cneius Nævius . 55 Ennius . 63 Plautus . 108 Cæcilius . 202 Afranius . 204 Luscius Lavinius . 206 Trabea . 209 Terence . 211 Pacuvius . 256 Attius . 262 Satire . 286 Lucilius . 294 Titus Lucretius Carus . 311 Caius Valerius Catullus . 340 Valerius Ædituus . 411 Laberius . 418 Publius Syrus . 423 Index . 453 Transcriber's note . 457 [iii] PREFACE. There are few subjects on which a greater number of laborious volumes have been compiled, than the History and Antiquities of ROME. -
Reality Is Broken a Why Games Make Us Better and How They Can Change the World E JANE Mcgonigal
Reality Is Broken a Why Games Make Us Better and How They Can Change the World E JANE McGONIGAL THE PENGUIN PRESS New York 2011 ADVANCE PRAISE FOR Reality Is Broken “Forget everything you know, or think you know, about online gaming. Like a blast of fresh air, Reality Is Broken blows away the tired stereotypes and reminds us that the human instinct to play can be harnessed for the greater good. With a stirring blend of energy, wisdom, and idealism, Jane McGonigal shows us how to start saving the world one game at a time.” —Carl Honoré, author of In Praise of Slowness and Under Pressure “Reality Is Broken is the most eye-opening book I read this year. With awe-inspiring ex pertise, clarity of thought, and engrossing writing style, Jane McGonigal cleanly exploded every misconception I’ve ever had about games and gaming. If you thought that games are for kids, that games are squandered time, or that games are dangerously isolating, addictive, unproductive, and escapist, you are in for a giant surprise!” —Sonja Lyubomirsky, Ph.D., professor of psychology at the University of California, Riverside, and author of The How of Happiness: A Scientific Approach to Getting the Life You Want “Reality Is Broken will both stimulate your brain and stir your soul. Once you read this remarkable book, you’ll never look at games—or yourself—quite the same way.” —Daniel H. Pink, author of Drive and A Whole New Mind “The path to becoming happier, improving your business, and saving the world might be one and the same: understanding how the world’s best games work. -
Download the Manual in PDF Format
/ 5Pectrum HdaByte1M division of Sphere, Inc. 2061 Challenger Drive, Alameda, CA 94501 (415) 522-3584 solitaire royale concept and design by Brad Fregger. Macintosh version programmed by Brodie Lockard. Produced by Software Resources International. Program graphics for Macintosh version by Dennis Fregger. Manual for Macintosh version by Bryant Pong, Brad Fregger, Mark Johnson, Larry Throgmorton and Karen Sherman. Editing and Layout by Mark Johnson and Larry Throgmorton. Package design by Brad Fregger and Karen Sherman. Package artwork by Marty Petersen. If you have questions regarding the use of solitaire royale, or any of our other products, please call Spectrum HoloByte Customer Support between the hours of 9:00 AM and 5:00PM Pacific time, Monday through Friday, at the following number: (415) 522-1164 / or write to: rbJ Spectrum HoloByte 2061 Challenger Drive Alameda, CA 94501 Attn: Customer Support solitaire royale is a trademark of Software Resources International. Copyright © 1987 by Software Resources International. All rights reserved. Published by the Spectrum HoloByte division of Sphere, Inc. Spectrum HoloByte is a trademark of Sphere, Inc. Macintosh is a registered trademark of Apple Computer, Inc. PageMaker is a trademark of Aldus Corporation. Player's Guide FullPaint is a trademark of Ann Arbor Softworks, Inc. Helvetica and Times are registered trademarks of Allied Corporation. ITC Zapf Dingbats is a registered trademark of International Typeface Corporation. Contents Introduction .................................................................................. -
B. Medieval Manorialism and Peasant Serfdom: the Agricultural Foundations of Medieval Feudalism Revised 21 October 2013
III. BARRIERS TO ECONOMIC GROWTH IN THE MEDIEVAL ECONOMY: B. Medieval Manorialism and Peasant Serfdom: the Agricultural Foundations of Medieval Feudalism revised 21 October 2013 Manorialism: definitions • (1) a system of dependent peasant cultivation, • in which a community of peasants, ranging from servile to free, received their lands or holdings from a landlord • - usually a feudal, military lord • (2) the peasants: worked those lands at least in part for the lord’s economic benefit • - in return for both economic and military security in holding their tenancy lands from that military lord. Medieval Manorialism Key Features • (1) European manorialism --- also known as seigniorialism [seignior, seigneur = lord] both predated and outlived feudalism: predominant agrarian socio-economic institution from 4th-18th century • (2) Medieval manorialism: links to Feudalism • The manor was generally a feudal fief • i.e., a landed estate held by a military lord in payment and reward for military services • Feudal fiefs were often collections of manors, • servile peasants provided most of labour force in most northern medieval manors (before 14th century) THE FEUDAL LORD OF THE MANOR • (1) The Feudal Lord of the Manor: almost always possessed judicial powers • secular lord: usually a feudal knight (or superior lord: i.e., count or early, duke, etc.); • ecclesiastical lord: a bishop (cathedral); abbot (monastery); an abbess (nunnery) • (2) Subsequent Changes: 15th – 18th centuries • Many manors, in western Europe, passed into the hands of non-feudal