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The Secrets of the Shadow-Men Magic? It's for the rich, the powerful...the Archmage and his elite wizards and cloud-masters. Livak is not among them. She haunts the back taverns of the realm, careful to appear neither rich nor poor, neither tall nor short . . . neither man nor woman. Obscurity is her protection, thievery her livelihood, and gambling her weakness. Alas, some bets are hard to resist. Particularly when they offer a chance to board a ship for Hadrumal, the fabled city of the Archmage. So Livak follows a minor wizard, Shiv, in an attempt to turn a rune or two, never dreaming that the stolen tankard she wants to sell contains the secrets of an ancient magic far more powerful, and infinitely darker, than any mortal mage's spells.
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This fascinating and lively book provides the first comprehensive discussion of the production, circulation, and use of books in early Christianity. It explores the extent of literacy in early Christian communities; the relation in the early church between oral tradition and written materials; the physical form of early Christian books; how books were produced, transcribed, published, duplicated, and disseminated; how Christian libraries were formed; who read the books, in what circumstances, and to what purposes. Harry Y. Gamble interweaves practical and technological dimensions of the production and use of early Christian books with the social and institutional history of the period. Drawing on evidence from papyrology, codicology, textual criticism, and early church history, as well as on knowledge about the bibliographical practices that characterized Jewish and Greco-Roman culture, he offers a new perspective on the role of books in the first five centuries of the early church.
For use in schools and libraries only. Gen is plucked from the king's prison by the king's magus who wants his assistance in stealing an ancient treasure.
John Ashton in the book "The History of Gambling in England" describes what it means to play a game and to gamble. He also went further to describe the history of meanings associated with these words. Also, he talks about the various games played across the British Empire, views from different aspects of society, and more. This book is a great piece for people who want to learn about the history of the activity that has become paramount in the 21st century.
[Buy this book now only at the iUniverse.com bookstore. Order from bookstores everywhere in 4-6 weeks!] Although gambling is enjoyable entertainment and can provide unparalleled excitement, it can financially drain and ruin some people. This manual is a roadmap and workbook for the problem gambler or potential problem gambler, who can not control the amount of money he/she loses, to seriously give up on gambling. This work is based on over 25 years of experience in gambling by the author, who shares his insight with the reader. While attending college, the author began gambling at 18 in local New York City OTB parlors and New York horse racing tracks. Then he got caught up in casino gambling...
Pathways to Excessive Gambling draws upon extensive empirical research amongst young people and problem gamblers in Australia, comparing it with situations in other territories, to shed light on social, recreational gambling and the ways in which this can lead to excessive gambling. It highlights the relationship between the local community, sports clubs, governments, social recreation, economy and regulation of gambling venues, identifying the social indicators that typify situations which commonly lead to excessive gambling. By developing a 'society-based' perspective, this volume recognizes problem gambling as an issue for the whole society rather than just the individual, focusing on the availability of gambling and identifying its capacity, as a construct, to encourage or restrict the behaviour of the individual. As such, this book will be of significance to social scientists with interests in gambling, young people, social problems, and the sociology of leisure and culture.
A revolutionary new strategy reverses the house edge to a player advantage of seven percent.
This book develops the concept of "gamble-play media", describing how some gambling and gambling-like practices are increasingly mediated by digital technologies. Digital gambling brings gambling closer to the practices and features of videogames, as audio-visual simulations structure users’ experiences. By studying digital gambling from media studies, videogame and cultural studies approaches, this book offers a new critical perspective on the issues raised by computer-mediated gambling, while expanding our perspective on what media and gambling are. In particular, it critically analyses terrestrial, mobile and online slot machines, online poker and stock trading apps through a selection of case studies.
Describes the origins and reasons for gambling, and discusses problem gambling, gambling by children, legalizations, and related questions.