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1000 tulosta hakusanalla Cj Hunnel
the poetic observation of my two week stay in a small psychiatric hospital. it is meant as a tribute to those in the mental health care field, who work hard each day to help find the road again, after our wheels have suddenly left it.
KINGDOM PAX Module Adventure is a supplement to The World That Was Miniature Game. The World That Was Miniature Game - Avatars & Armies Rulebook is necessary to play this Adventure Module. Module Adventure Series This is a Module Adventure set in The World That Was setting and is intended to show greater detail of the Kingdoms within The World That Was, as well as provide more facets of game play. Kingdom Pax This Module is set in the Imp Nation's Kingdom Pax. The center of Kingdom Pax lies within the Caldera Crater of Amrika, in the mighty fortress Castle Pax. This is the dominion home of King Darius built on a large island in the Pax Sea. More details of Kingdom Pax are available within this Module Adventure to assist you in your own Adventures within this noble realm. This Module Adventure contains Hex Maps of Kingdom Pax, descriptions of major Cities and Towns within Kingdom, plus Wandering Monster Tables, Rumor Tables, and Weather Tables. This Module also contains more information on the Schizomids that threaten Kingdom Pax, New Special Avatars, New Tek, New Feats, and a New Class: the Ranger. Enjoy seven Adventures plus New rules for Bar Brawls and the Arena of Death. The KINGDOM PAX Module Adventure is jam-packed with activities for every Player in The World That Was Miniature Game.
The Paradox War's knot in time tightens about Desi and her abductors; Lost in space and time, fighting a pitched battle against Garner and his machine-god ally, while Teucoi weaves his thread through their story. With the Paradox War now becoming a technological and magickal arms race between the two sides, that is until the creation of the first 'Culture Bomb'. This is a story with UFOs, aliens, time-travel, magic, Daemons, faeries, shape-shifters, werebears, dragons, nanotechnology, femtotechnology, weaponised Memes, alternate universes, fate, space-craft, artificial intelligence, cyberwraiths, mythology and masses of mysteries...And this is only the second book of the trilogy!
The stunning conclusion to the Paradox War: Desi, Garner and Teucoi battle to survive in a universe that is coming apart at the seams. Desi quickly learns that she has not won the war. Norridi and Garner escaped her trap and are still continuing the war against her and her friends. Meanwhile Teucoi learns about the city in the centre of the Lea and the Daemons that besiege it. Each side of the War races back in time trying to secure the timeline for themselves in a conclusion that redefines the very nature of reality. Before the end of the book, each character has faced the same choice, with death being at least one of the options.
When Desi, a twenty-something sci-ence gradu-ate, can't get to sleep one night, the last thing she expec-ted was for the TV to explode, for her to get abduc-ted by ali-ens, or to get drawn into a tem-poral war that, some-how, is prob-ably her fault. Dur-ing her adven-tures we also fol-low the pro-gress of two other, com-batants also drawn into this war: One is Garner a half-fey, half-human wiz-ard work-ing for a mad machine-god, and the other is a mem-ber of a spir-itu-ally rich spe-cies of shape-shifting trav-el-lers, that call them-selves the Bul-mas, but that Desi knows by a host of other names. We follow our three adventurers stories as they weave their way through Time and Space, through alternate histories, into the realms of the inner-world of Faery and the outer abyss, and finally right back to the beginning, fighting a war that holds the fate of Universes in the balance. Combining Humour, Science-Fiction, Fantasy, Time-Travel, Pop-culture, and Mythology into a spell-binding roller-coaster.
From the author of "The Paradox War" trilogy, a new mosaic novel set in a world of Dark Faery tale, magic, and Steampunk mad science. In 1560, Queen Elizabeth I finally sued for peace with the Faeries that plagued her lands. The new Covenant granted noble titles to those with magic and magic to those with titles. Now it's the 1980s, and after centuries of mage rule, including a recent 30 years of total war in Europa followed by 20 years of uneasy peace, the world is ready to embrace change. Over 30 tales of Airship Pirates, Flying Monsters, Alchemical Adventurers, Rocket Ninjas, Chthonic Horrors, Mad Scientists, Occult Detectives, Dog-Headed Cops, Folk-Magicians, Seelie and Unseelie Faeries, Infernal Conspiracies, Sorceress-Queens, and Punk-Rocker Spies, build into the story of a revolution, and a Civil War that will change the destiny of a whole universe.
Life had always been fairly normal for Max Carter. Well, fairly normal for an orphan who had been raised by hippy grandparents. All he wants for his 13th birthday is a phone or maybe a laptop, like all his friends, but the Olds aren't really the type to buy either for him. Imagine his surprise then when his other Grandparents show up, and bring him a lot more than he expected. Not only does he have a phone, and a laptop, but he gets a present from his parents that is going to change his life, forever. This is the first book in a new series that mixes humour and fantasy with computer science, written by British Indie SF Author CJ Moseley especially for younger readers.
In a world of dark secrets and lies, it takes only an unbelievable truth to bring it all crashing down. Professor Andrew Kemp just wants to teach English. When a student comes to him, asking for help, he assumes he means with University work. He couldn't be more wrong. Andy Kemp and his friends are about to be drawn by strange coincidences into the dark secretive world of a powerful cartel that believes kidnappings, child abuse, human slavery, and playing god are all good for the bottom-line.
In 1983, I naively traveled to Guatemala, wishing to serve those in need by working with an evangelical ministry there. Nothing that I planned for happened, and the unexpected very much did, leading me into mountain villages where children had never seen someone like me, becoming slowly aware of the political turmoil that would lead to a military coup, ousting the president, and creating an environment that was threatening to those of my faith at the time. Through it all, I experienced great hospitality from the very poor, was encouraged by their New Testmant faith, and will cherish always singing, in the mountain villages, with the children.
Memories are what we have. Memories are what we make. We all have memories of our childhood and adulthood. Memories are what we make each and every day. And, oh what memories our children will have of us; our parenting and the time we spend together. This is the first book in a series of Education for Families! A book intended to provide information and skills to help improve communication and FUN within families. To assist families with research based skills and knowledge for better communication and understanding. Random Acts of Parenting is designed to bring quick, simple techniques to refer back to time and time again. CJ Coppedge and Partners In Time Education strive to empower creativity within families with the goal of deeper relationships and fond memories. To bring about partnerships based on Respect and Responsibility, Time and Love.
Altithronus is a nation of soldiers. Seventeen year old, Mikael Emers, is drafted out to fight in the war with the neighboring nation of Qaue. At basic training and after, Mikael hears a voice speaking in an old tongue and experiences strange dreams and things he cannot explain. He's no soldier, and he is terrified.
LOVE Mistakes, and make positive memories. Memories are what we have. Memories are what we make. We all have memories of our childhood and adulthood. Memories are what we make each and every day. And, oh what memories our children will have of us; the time we spend together. This is the second book in a series of Education for Families! A book intended to provide information and skills to help improve communication and FUN within families. Perhaps a different way to look at Mistakes! To assist families with research based skills and knowledge for better communication and understanding. LOVE Mistakes is designed to bring quick, simple techniques to refer back to time and time again. CJ Coppedge and Partners In Time Education strive to empower creativity within families with the goal of deeper relationships and fond memories. To bring about partnerships based on Respect and Responsibility, Time and Love.
CityScapes: a sweet, passionate and romantic tour across the United States.Nisa Forester has avoided everything racing related since the violent crash that killed her father. Twenty years later, the track management has scheduled a memorial in his honor during the season's longest race, and she attends as a favor to her brother, Cole. Finding love is not at all on her radar.Tyson Patterson sees Nisa for the first time at a pre-race party, annoyed that she attends with his biggest on-track rival. In an attempt to woo her away from Cole, Ty asks her to dance. However, as their relationship progresses after a case of mistaken identity, things get complicated between them.Just as love blooms between them, Ty hits the wall next to the spot where her father did, giving Nisa a crash course on why she never wanted to fall for a racecar driver. Can she find the strength to overcome her fears? Will Ty be able to convince her that their love is worth the risk?
Newly revised and expanded Oz in Canada is the Canadian answer to Bibliographia Oziana, with thorough bibliographic detail specific to Oz books published in the Great White North. (Paperback edition)
Flat Earth Chronicles: The Earth Stands, is a collection of information to encourage young readers to explore what they have heard and been taught regarding the universe in which they live. This book in no way purports to have all the answers. What it does do, especially for young readers, is to encourage them to search for themselves. (4th to 6th grade level) It is the fondest desire of the authors to encourage the young reader on his or her quest for Truth. (5th to 6th grade reading level)
From the Tell Me More series for Young Readers (4th to 6th grade level). Noah: Commander of the Sea, elaborates, extends and provides more details to supplement the traditional story. Combining ancient Biblical writings that have recently come to light, sharing many heretofore lost details, the young reader is encouraged to pursue a quest for Truth. "Earth was destroyed two times, once by fire and once by water. The destruction of water was not as great, and came about as told in the following story."
Revenge is a dish best served old . . . a charming, uplifting and cosy mystery about two national treasures with official secrets and double lives.