Soon to be a major Netflix original series! The Witcher, Geralt of Rivia, becomes the guardian of Ciri, surviving heiress of a bloody revolution and prophesied savior of the world, in the first novel of the NYT bestselling series that inspired the blockbuster video games. For over a century, humans, dwarves, gnomes, and elves have lived together in relative peace. But times have changed, the uneasy peace is over, and now the races are fighting once again. The only good elf, it seems, is a dead elf. Geralt of Rivia, the cunning assassin known as The Witcher, has been waiting for the birth of a prophesied child. This child has the power to change the world - for good, or for evil. As the threat of war hangs over the land and the child is hunted for her extraordinary powers, it will become Geralt's responsibility to protect them all - and the Witcher never accepts defeat. Blood of Elves is the first full-length Witcher novel by World Fantasy Award winner Andrzej Sapkowski, and the perfect follow up if you've read The Last Wish collection. Witcher novelsBlood of Elves The Time of Contempt Baptism of Fire The Tower of SwallowsLady of the LakeSeason of Storms Witcher collectionsThe Last WishSword of Destiny The Malady and Other Stories: An Andrzej Sapkowski Sampler (e-only) Translated from original Polish by Danusia Stok
blood of elves read online
In order to READ Online or Download Blood Of Elves Read Online ebooks in PDF, ePUB, Tuebl and Mobi format, you need to create a FREE account. We cannot guarantee that Blood Of Elves Read Online book is in the library, But if You are still not sure with the service, you can choose FREE Trial service. READ as many books as you like (Personal use).
"In the elfin land of Minonowe, a fifteen-year-old orphan named Luthiel embarks on a dangerous journey to save her beloved foster sister Leowin. On the way, she encounters sorcerers, werewolves, dragons, monstrous spiders and Vyrl. Through her adventures--both in the world of Oesha and in the world of dreams--she learns that nothing, not even her own life, is what it seems"--Title page verso.
Soon to be a major Netflix original series! To protect his ward, Ciri, Geralt of Rivia sends her away from the home of the Witchers to train with the sorceress Yennefer. But all is not well within the Wizard's Guild in the second book of the NYT bestselling series that inspired the blockbuster video games. Geralt is a witcher: guardian of the innocent; protector of those in need; a defender, in dark times, against some of the most frightening creatures of myth and legend. His task, now, is to protect Ciri. A child of prophecy, she will have the power to change the world for good or for ill -- but only if she lives to use it. Andrzej Sapkowski, winner of the World Fantasy Lifetime Achievement award, started an international phenomenon with his Witcher series: Witcher novelsBlood of Elves The Time of Contempt Baptism of Fire The Tower of SwallowsLady of the LakeSeason of Storms Witcher collectionsThe Last WishSword of Destiny The Malady and Other Stories: An Andrzej Sapkowski Sampler (e-only) Translated from original Polish by David French
"Ever since the creators of the animated television show South Park turned their lovingly sardonic gaze on the massively multiplayer online game World of Warcraft for an entire episode, WoW's status as an icon of digital culture has been secure. My Life as a Night Elf Priest digs deep beneath the surface of that icon to explore the rich particulars of the World of Warcraft player's experience." —Julian Dibbell, Wired "World of Warcraft is the best representative of a significant new technology, art form, and sector of society: the theme-oriented virtual world. Bonnie Nardi's pioneering transnational ethnography explores this game both sensitively and systematically using the methods of cultural anthropology and aesthetics with intensive personal experience as a guild member, media teacher, and magical quest Elf." —William Sims Bainbridge, author of The Warcraft Civilization and editor of Online Worlds “Nardi skillfully covers all of the hot button issues that come to mind when people think of video games like World of Warcraft such as game addiction, sexism, and violence. What gives this book its value are its unexpected gems of rare and beautifully detailed research on less sensationalized topics of interest such as the World of Warcraft player community in China, game modding, the increasingly blurred line between play and work, and the rich and fascinating lives of players and player cultures. Nardi brings World of Warcraft down to earth for non-players and ties it to social and cultural theory for scholars. . . . the best ethnography of a single virtual world produced so far.” —Lisa Nakamura, University of Illinois World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants. In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes. Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer. Bonnie A. Nardi is an anthropologist by training and a professor in the Department of Informatics in the Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her research focus is the social implications of digital technologies. She is the author of A Small Matter of Programming: Perspectives on End User Computing and the coauthor of Information Ecologies: Using Technology with Heart and Acting with Technology: Activity Theory and Interaction Design. Cover art by Jessica Damsky
Queerness in Play examines the many ways queerness of all kinds—from queer as ‘LGBT’ to other, less well-covered aspects of the queer spectrum—intersects with games and the social contexts of play. The current unprecedented visibility of queer creators and content comes at a high tide of resistance to the inclusion of those outside a long-imagined cisgender, heterosexual, white male norm. By critically engaging the ways games—as a culture, an industry, and a medium—help reproduce limiting binary formations of gender and sexuality, Queerness in Play contributes to the growing body of scholarship promoting more inclusive understandings of identity, sexuality, and games.
Most of the human population of Morstan lives in walled cities, though very few people know the real reason those walls were built. Stories tell of strange creatures like elves, vampires and shape-shifters, but to most people, these are only stories. Zania Corthinn, an ordinary girl from the city of Ocrisia, is about to find out the truth behind those stories -- and a few things about herself as well. "You'll see many more things you never believed in, before you've been with us very long."
Behind the legend stands a being hungry for justice and vengeance as the adventure, intrigue, and heroism of World of Warcraft, the global phenomenon, rise to a new level. You are not prepared. Illidan Stormrage is one of the most powerful beings ever to walk the lands of Azeroth. He is also one of the least understood. Behind his legend, beneath his enigmatic mission, lies a brilliant mind whose machinations are comprehended by few—and trusted by even fewer. Illidan’s righteous reign of justice and vengeance has begun. Long ago, the night elf sorcerer Illidan infiltrated the demonic Burning Legion to ward off its invasion of Azeroth. Instead of hailing him as a hero, his own kind branded him the Betrayer, questioning his intentions after he appeared to aid the demon lords. For ten thousand years, he languished in prison—vilified, isolated, but never forgetting his purpose. Now the Legion has returned, and there is only one champion who can truly stand against it. Released from his bonds, Illidan prepares for the final confrontation in the alien realm of Outland, gathering an army of grotesque fel orcs, serpentine naga, cunning blood elves, and twisted demon hunters to his side. He alone knows what deeply hidden motives guide his hand; he alone understands the price that must be paid to defeat the enemies of creation. Yet as before, he is assailed by those who see his schemes as a cynical quest for power, including the night elf Maiev Shadowsong, his former jailor. Warden Shadowsong and her Watchers have pursued the Betrayer to Outland to exact retribution for his crimes, and she will not rest until Illidan is in her custody . . . or in his grave. Praise for Illidan “William King kicks off a great story with Illidan.”—BlizzPro “For many people, new and old players alike, this book will be an eye-opening journey.”—All Things Azeroth “I enjoyed World of Warcraft: Illidan a great deal.”—BlizzPlanet “Damn fun . . . There’s virtually never a dull moment in Illidan.”—Cinelinx
Gifted profiler Sloan Skye joins the hunt for an elusive serial killer--and discovers a breed of criminal few know exists. . . A cynic by nature, Sloan Skye wasn't thrilled when she was assigned to the FBI's Paranormal Behavioral Analysis Unit. But her doubts are slowly easing, especially when she sees that working on the fringe allows her to use some of her more unconventional tactics. Most of all, Sloan's grateful her career is on track--because her love life, if you can even call it that, is in shambles. Sloan is searching for a suspect who slays his female victims at night, and bizarrely drains their bodies of blood. Bad enough, but when Sloan learns what the killer is really after, she can barely sleep at night. When the suspect guns for someone very close to Sloan, it's time to throw out the rules and face her deepest fears. . .
World of Warcraft is more than a game. There is no ultimate goal, no winning hand, no princess to be rescued. WoW is an immersive virtual world in which characters must cope in a dangerous environment, assume identities, struggle to understand and communicate, learn to use technology, and compete for dwindling resources. Beyond the fantasy and science fiction details, as many have noted, it's not entirely unlike today's world. In The Warcraft Civilization, sociologist William Sims Bainbridge goes further, arguing that WoW can be seen not only as an allegory of today but also as a virtual prototype of tomorrow, of a real human future in which tribe-like groups will engage in combat over declining natural resources, build temporary alliances on the basis of mutual self-interest, and seek a set of values that transcend the need for war. What makes WoW an especially good place to look for insights about Western civilization, Bainbridge says, is that it bridges past and future. It is founded on Western cultural tradition, yet aimed toward the virtual worlds we could create in times to come.
Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. This book serves as a general introduction to "archaeogaming"; it describes the intersection of archaeology and video games and applies archaeological method and theory into understanding game-spaces as both site and artifact.