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IT IS THE SECOND AGE OF SPACE... In the seventeenth millennium, the New Commonality of Humankind is expanding, using newly-discovered faster-than-light travel to rediscover lost worlds colonised in the distant past. It's a time of turmoil, of clashing cultures, as civilisations shudder and collapse before the might of a benevolent empire ten millennia old. In the Solenine Cluster, things are going from bad to worse, as hyper-advanced technologies destabilise a world in chaos. Thaddeus Clay and his SCI Force special ops team are on the trail of the Transmigration Heresy. What they find is something beyond even their imagining - something which could tear the whole Commonality apart... "Thrill...
"When Isaac Newton died at 85 without a will on March 20, 1727, he left a mass of disorganized papers--upwards of 8 million words--that presented an immediate challenge to his heirs. Most of these writings, on subjects ranging from secret alchemical formulas to impassioned rejections of the Holy Trinity to notes and calculations on his core discoveries in calculus, universal gravitation, and optics, were summarily dismissed by his heirs as "not fit to be printed." Rabidly heretical, alchemically obsessed, and possibly even mad, the Newton presented in these papers threatened to undermine not just his personal reputation but the status of science itself. As a result, the private papers of the...
It was all so easy in the beginning. There you were with your tiny bundle of joy, looking forward to their first word, first steps, first day at school. You felt proud and privileged to be a parent and it wasn't until their teens that you began to wonder where it all went wrong . . . Suddenly your child is transformed into a sulky and disobedient teenager whose only means of communication consists of grunts and door slamming. You're nearing the end of your tether — but rest assured, here is a teen expert who has the skills and knowledge to help you regain control. Sarah Newton has years of experience working with teenagers, and is the expert for the popular ITV2 series My Teen's a Nightmare – I'm Moving Out!. By following her advice you will see how the barriers can be broken down and a new level of understanding reached between you and your child. Try Sarah's methods out at home and see what a difference they can make to your family life.
Two siblings, one crime. One long-buried secret. 17-year-old Ellen never wanted a holiday. What is there to do in Svartjokk, a mining town in the northernmost corner of Sweden, with no one but her brother Simon – a boy with Asperger’s and obsessed with detective stories – for company? Nothing, until they stumble upon a horrifying crime scene that brings them into a generations-long conflict between the townspeople and the native Sami. When the police dismiss Simon’s findings, he decides to track down the perpetrator himself. Ellen reluctantly helps, drawn in by a link between the crime and the siblings’ own past. What started off as a tedious holiday soon escalates into a dangerous journey through hatred, lies and self-discovery that makes Ellen question not only the relationship to her parents, but also her own identity. Embers is a chilling and haunting who-dunnit with a Scandi-Noir twist, set against the backdrop of the deep, Swedish forests and the mysticism of Sami folklore.
Legends of Anglerre shoves a massive battle axe in the hands of the Ennie Award nominated Starblazer Adventures roleplaying game. This stand-alone fantasy interpretation of the popular FATE rules features two detailed settings: - Anglerre, the world featured in the original Starblazer fantasy comics, and - Lords of the Hither Kingdoms, a brand new setting. Artwork from the Starblazer comics brings the worlds to life and will inspire Story Tellers to get plotting! Players will be able to start with gritty characters through to epic demi-god like heroes, lead armies, fleets and kingdoms, conduct sieges and build a dynasty. New FATE rules include an elegantly simple system for magic and creatur...
Newton's contributions to an understanding of the heavens and the earth are considered to be unparalleled. This very short introduction explains his scientific theories, and uses Newton's unpublished writings to paint a picture of an extremely complex man whose beliefs had a huge impact on Europe's political, intellectual, and religious landscape.
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The Legends of Anglerre Companion is the first supplement for the Fate-powered Legends of Anglerre fantasy roleplaying game, giving you new rules, tools, and scenarios to take your Legends of Anglerre games to new heights of action and adventure! Packed with new rules for families and dynasties, city and island adventures, aspects-only play, and a complete random adventure generator, as well as two complete scenarios ("Dreams on Dragon Island" and "The Sirens of Simris"), and much more.
Wilfred and Duncan live in a large old house in Sussex, only ever see their parents on Wednesdays, and spend their days catching butterflies and dreaming of adventure. Then their mother elopes and their already distant father becomes hostile. So the brothers pack their camping equipment and run away from home. They already have a plan. They're going to London to buy a tram they have seen in an advertisement, and it costs two pounds... Lively, funny and charming, The Two Pound Tram is a bittersweet testament to youth, its dreams and its triumph over adversity.
Over the past twenty-five years - since the very large collection of Newton's papers became available and began to be seriously examined - the beginnings of a new picture of Newton has emerged. This volume of essays builds upon the foundation of its authors in their previous works and extends and elaborates the emerging picture of the `new' Newton, the great synthesizer of science and religion as revealed in his intellectual context.