The once unbeatable Band of the Hawk is smashed, and their former leader, Griffith, has made an unholy pact with the demon lords of the Godhand, sacrificing his former troops to resurrect his crippled body and ascend to stand in power beside these profane gods. The Invocation of Doom has unleashed a plague of unspeakable horrors upon the earth, and the first battle not only shatters the Hawks, but the hand of their champion, Guts, and the mind of their captain and Guts’ lover, Casca. And while time may heal some of Guts’ wounds, it will not heal his desire for vengeance. And his discovery of a gigantic, dragon-slaying sword might be just the ticket to deal out some king-sized payback! Also included in this volume: "Berserk Prototype," the very first Berserk story, created during Kentaro Miura’s college days as his audition that sold the series!
A certain unlikely hero... Ever since the attack on Academy City, the disputes between the magic side and the science side have been getting worse day by day. Now protests have broken out in France, instigated by a sinister magical artifact, and world tensions are nearing their breaking point. Unable to just stand and watch, Touma Kamijou flies off to Avignon in order to use his trump card, Imagine Breaker, but he should be a little more wary of what could be waiting for him in the historic stronghold of the papacy...
The Smithsonian Institution’s Handbook of North American Indians, Volume 14, Southeast The Southeast Indians were sophisticated farmers, hunters, gatherers, and fishers occupying a diverse region extending from the Blue Ridge Mountains of the Southern Appalachians, the Carolina Piedmont, the Atlantic and Gulf coastal plains, Florida, and west of the mountains to the rich valley of the southern Mississippi River. The complexity and uniqueness of the Southeast culture area is detailed in The Smithsonian Institution’s Handbook of North American Indians, Volume 14, Southeast. Its 64 chapters, written by 63 leading authorities, both anthropologists and historians, describe and illustrate the culture of each major tribe and tribal group, their history, transformation, and evolution over time. Regional and sub-regional overviews frame these and summarize the long prehistory of the area. Special topic chapters examine broad aspects of culture that characterize the Southeast and cross tribal lines. Introductory chapters explore the history of research in the area, languages spoken, and environment, and synthesize information on many small groups inadequately described in the historical literature. 508 illustrations--maps, drawings, paintings, engravings, photographs. Essays on sources, extensive bibliography, detailed index.
A Guide to Programs Currently Available on Video in the Areas Of: Movies/entertainment, General Interest/education, Sports/recreation, Fine Arts, Heal
Author: Thomson Gale
Publisher: Gale Cengage
Category: Performing Arts
From classroom aids to corporate training programs, technical resources to self-help guides, children's features to documentaries, theatrical releases to straight-to-video movies, The Video Source Book continues its comprehensive coverage of the wide universe of video offerings with more than 130,000 complete program listings, encompassing more than 160,000 videos. All listings are arranged alphabetically by title. Each entry provides a description of the program and information on obtaining the title. Six indexes -- alternate title, subject, credits, awards, special formats and program distributors -- help speed research.
The Boardgamer magazine was a quarterly magazine devoted primarily, but not exclusively, to the coverage of Avalon Hill / Victory Games titles and to other aspects of the boardgaming hobby. Initially, The Boardgamer’s publication ran concurrently with Avalon Hill’s house magazine, The General, but instead of focusing on new releases, it devoted coverage to those classic, Avalon Hill games which no longer graced the pages of The General. Following the cessation of The General in June 1998, The Boardgamer was the primary periodical dedicated to the titles from AH/VG, until its final issue in 2004. The contents of this volume consists of: Strategy And Tactics In The Civil War - And Variant Rules The First Spoke - Where To Start In Air Baron War At Sea Series Replay - A Game On The AREA Ladder Mission SPB1 - Breakfast At The Café Gondree French Dune - Highlights Of The New Version Leaders And Morale - In Panzerblitz / Panzer Leader A.R.E.A. News - Technology Crunch Strategies For Winning At 7th Fleet - A Look At Scenarios 1-5 The Skies Of Caen Escorts Over Leipzig Escort To Muenster: An Ace Is Born A Legend's First Kill - Four Airforce / Dauntless Scenarios Strategies For Winning At 7th Fleet - A Look At Scenarios #6 Through #9 More New Scenarios - For Israeli Defense Force Battle Of Porto Praya - A Wooden Ships & Iron Men Scenario Adel Verpflichtet, By Hook Or By Crook, By Fair Means Or Foul - A Lot Of Fun, No Matter How You Say It! Adel Verpflichtet - Series Replay Modified 501 City-Fight-In-Four - A Modified Up Front Scenario Jutland In The Baltic - Battles Between the Germans and Russians The French Sellout - Not Your Average Advanced Third Reich Series Replay Potpourri For The Gamer - DEN, W&P, FE, VITP/WAS, SUB & FT 1999 March Madness Sweet Sixteen - Mens and Womens Teams Termoli - Panzer Leader Situations The Star of Africa - Air Force Scenarios Featuring Hans Joachim Marseille Unit ID Numbers For Counters - From The Boardgamer's Special Panzer Leader Issue Insert: Countersheet for Jutland Variant In Short, The Longest Day - An Old Monster Gets A Facelift Brethren Of The Coast - A Variant For Blackbeard The “Liberator” of Europe - The B24J Joins the Queen of the Skies A New (Inter)face - For Panzerblitz and Panzer Leader Point Of Decision - Allied Turn 2 Strategies in Victory In The Pacific AREA Scoring System For Board Games - An Open Letter to Tournament GM’s & Game Club Presidents
Osamu Tezuka, Mighty Atom, and the Manga/Anime Revolution
Author: Frederik L. Schodt
Publisher: Stone Bridge Press
Category: Performing Arts
The pioneering genius of Japan’s “God of Comics,” Osamu Tezuka (1928–89), is examined through his life’s masterwork: Tetsuwan Atomu, also known as Mighty Atom or Astro Boy, a comic series featuring a cute little android who yearns to be more human. The history of Tetsuwan Atomu and Tezuka’s role in it is a road map to understanding the development of new media in Japan and the United States. Topics include Tezuka’s life, the art of animation, the connection between fantasy robots and technology, spin-offs, and Astro Boy’s cultural impact. Frederik L. Schodt is a translator and author of numerous books about Japan, including Manga! Manga! and Dreamland Japan. He often served as Osamu Tezuka’s English interpreter. In 2009 he was received the The Order of the Rising Sun, Gold Rays with Rosette for his contribution to the introduction and promotion of Japanese contemporary popular culture.