Customer Reviews:
This is the best first party book in 3.5 D&D.......2007-05-27
Honestly, when it comes down to it, every single RPG book is a book of houserules. This book lacks a coherent theme, but instead just presents you with a ton of different systems that you can add to your game a la carte. Many of them are very good ideas.
You aren't going to use them all. That's not the point. But you are going to like some, hate others and be inspired by a few more. This is a great book for getting ideas or trying things differently.
Prepare to Drink From the Fire Hose.......2007-05-09
Unearthed Arcana opens with these words and no phrase has ever been more appropriate. This is not a standard core rule book, where the DM can just say yay or nay on whether or not they're using the material. Unearthed Arcana is not even trying to be that kind of book. Unearthed Arcana is a collection of dozens (hundreds, if you count like a marketer) optional rules, many of which conflict with one another. This book has something for everybody and everything for nobody.
If you buy this book thinking your getting another normal core rule book, you're probably not going to like it. If you buy this book hoping to find individual rules to liven your campaign, you'll probably like it very much.
Chapter 1 contains racial rules. These rules are the most niche oriented of the book. For instance, the first section involves environmental racial variants (like desert elves). Honestly, I don't think I'll ever use these unless I do an extremely theme oriented campaign (like a home grown Dark Sun). This is followed by elemental variants, which are even more niche-like (air elves). Then come bloodlines, which are fairly interesting, if you allow this sort of thing. Bloodlines allow you to introduce racial traits without saying a character is half something. If great great grandmama had strange thing for minotaurs or demons, these rules can help your character reflect that (and give the family something not to talk about). Finally, this chapter finishes with what most will think is its most useful section, the racial paragons. These are three-level prestige classes which grant bonuses that emulate the most stereotypical traits of a race (Stonecutting and constitution for dwarves, for example).
Chapter 2 is all about the classes. This starts with variant classes, which are your base classes, tweaked somewhat. For instance, the cloistered cleric is a variant class that drops some of the cleric abilities (it lowers the hit die, for instance) to grant such abilities as Lore and the Knowledge domain. These are actually quite interesting. This is followed by an extensive section on variant specialist wizards and then rules for spontaneous divine casters then variant rules for various class abilities, such as turning undead and the barbarian's rage. Next is the prestige class section, but in this section, they take three base classes (Bard, Paladin and Ranger) and they present them as prestige classes. This will be particularly handy for games where, for instance, a person must petition to a holy order to become a paladin. Next come Gestalt characters, which are essentially characters that have two classes at once (as opposed to multi-classing) for games where there aren't enough players to cover all the class bases (are you starting to see why no one can use all these rules at once?). Finally come the generic classes, which are a way to step away from all the class complexity and get down to four very basic choices.
Wow. Seems like a lot doesn't it. We just finished page 78.
Chapter 3 is building characters, and no, this doesn't have the old Unearthed Arcana's stat rolling system. It starts with alterative skill systems and rules for complex skill checks. Then it moves onto character traits (which are like advantages in other games). Next comes . . . you guessed it . . . character flaws. Next come spelltouched feats for those characters that have had a lot of exposure to certain spells. This is followed by rules for grouping weapons by type for the sake of weapon group proficiencies. Next comes a set of alternate rules for crafting items (magical or otherwise) during campaign down time. Finally comes background rules, for representing skills a character had before becoming an adventurer.
Is your head spinning yet? Mine is.
Next comes Chapter 4: Adventuring. This is where things really start contradicting themselves. It starts with class defense bonuses, like in Star Wars, and moves into armor Damage Reduction. Then it moves into rules for having armor convert damage instead of stopping it outright. Then it moves into an injury system that negates the use of hit points completely. But wait. Then it bring hit points back in the form of vitality and wound damage (like in Star Wars again). Next it goes back to the original hit point system, but allows for a character to have "reserve points" which essentially allow them to heal very quickly. Then it moves on to alternate rules for massive damage while throwing out a rule for dodging when it isn't your turn (a page layout nonsequitur). Next come new death or dying rules (which look a lot like the rules for dying in the vitality points section, but we're back to hit points, now, remember?) Then we move on to action points, which characters can spend during a game to help save their proverbial bacon. Next comes combat facing rules (which I've been waiting for forever) with some extremely ineffective luck rules thrown in a sidebar. But wait! Maybe you're an old GURPS player. We better throw in hex rules as well. Speaking of GURPS, who cares if this is D20. Let's take out the d20 from the game and have the player's roll 3d6s instead. Speaking of that, lets have the players roll all the dice, taking the load off the DM. And, and, and . . .
Oh. I guess that chapter ends there.
On to Chapter 5, because we've barely even touched . . . Magic. Lets start with rules that give a character a magic ratting, based on all their multiclassing, instead of a straight spellcaster level. Hey, rogues pick up stuff about magic too. Then lets introduce the concept of themed summoning lists, because it's always embarrassing the summon an amphibian on the lip of an active volcano. While we're at it, let's let characters throw money at the problem of metamagicked spells instead of increasing the spell slots (and drop in a rule about metamagic and sorcerers while we're at it). Wait! That reminds us. We have all these new possible spontaneous casters now. Lets put in metamagic rules for them and a second optional rules for sorcerers, to boot. Speaking of spontaneous casting. How about spell points? A lot of people play Rolemaster, don't they? Speaking of that, lets have characters recharge between spells, eliminating the hard cap on spells per day entirely. You know, I've stopped mentioning the side bars completely now. Still, I have momentum, so lets move on to legendary weapons, which increase in power with the character (new prestige classes in here). You know, that sounds kinda like a familiar, so lets throw in familiars that are items. Now let's shift gears and throw in rules for ritual magic (we'll call them incantations). Since we've now brought magic into the hands of even nonspellcasters, lets finish up with . . .
. . . .Chapter 6: Campaigns.
In case we hadn't, you know, done enough to shake up your game.
Let's start with new rules for contacts, but contacts need to have opinions of the characters, so we'll move onto reputation rules. Hey, didn't reputation first come from Oriental Adventures? Yeah, let's throw in honor too. You know with honor comes the opposite, so we should have taint rules as well and if we're going to have tainted characters we'll need, you guessed it, tainted prestige classes. Wow. I'm starting to lose it here. I think we need rules for sanity! That was a little much, so we'll change tracks again, this time attacking the concept of prerequisites. How do you know if a character has the toughness feat? Let's base prerequisites on tests instead. While we're breaking free of molds, how about XP awards that aren't based on level? That sounds good so lets turn the page to . . .
. . . the afterword? Are we done already? I'm barely even started.
I don't know if you became as exhausted reading this as I did writing it, but now you should have some idea what's in store in Unearthed Arcana. Some of these rules are very good. Some of them are stupid. I doubt anyone will completely agree on which are which, and I think that was their attention. The biggest thing to keep in mind is to watch how these rules interact. For instance, if you use vitality points or the death and dying rules, character death is based on fortitude saves, so you best make sure your rules keep those from getting out of control. If you have one gestalt character you better have everyone play gestalt characters. Also, don't try to integrate rules which oppose one another too greatly, like the injury rules and vitality points, unless you want to play with real world insanity as well.
The biggest drawback of this book is you're going to waste money. No one can use more than half of these rules at a time without verging on the ridiculous, so unless you have an extremely high turnover on campaigns, it will take years to use the whole book. Meanwhile, you're paying for development, paper and color ink that you're not using. But If that doesn't bother you, this is the book for you.
Very good acquisition.......2006-11-24
It is a very good book, which can give to a GM the versatility of new rules.
Getting Hit With Everything but the Kitchen Sink Never Felt So Good.......2006-08-12
I admit it. When it comes to Dungeons and Dragons I could never leave well enough alone. Aparently neither could the compilers of this cornocopia-like compendium of house rules and alternate systems for everyone's favorite RPG. For all those out there looking to spice up or revitalize your Dungeons and Dragons experience, this is your resource. Reading trough, one wonders if it is humanly possible to find time to use and apreciate all the options found within. Perhaps that is the true beauty of the thing: that the options persist in being inexahustable. With such a resource one never needs fear falling into any kind of hack-and-slash RPG rut. Game getting trite? Mix in healthy dose of Unearthed Arcana and Hey-Presto! You've got an entirely new game going! I recomend this supplement for all Dungeons and Dragons RPGers who belive that the game could be so much more.
The BEST book (outside of a PH) for characters!.......2006-02-01
Ok, its time to start a new campaign and I've played everything there is to play (aside from the myriad of prestige classes that don't interest me). What am I going to play you ask yourself for hours. If you have ever had this problem, like me, probably because you've been playing D&D for far too long, this book is your savior, plain and simple.
Back in second edition there was a game called Player's Option, if you recall, and it gave you a good deal of freedom to customize your character. This book goes well beyond that. Its actually quite interesting. There are little tweaks for all sorts of races due to climate or elementally based races. Follow this up with a lot of variants for classes which are basically swapping a few things in and out in most cases, sometimes losing a trait from one class and gaining another, while some are new. In my opinion, this adds a lot more depth to the game because if you do want to play one of the 10,000 prestige classes, it gives you more than one avenue to get to them. If you do not like prestige classes, then this gives you more options than the dozen or so base classes that currently exist. I would particularly recommend this if you're fond of playing Specialist Wizards (in which case this is a MUST), Barbarians, Monks, or have ever wanted to see a quality representation of an "Anti-paladin." This may be the section of the book you most commonly use, and that would be mostly at character creation.
There are some feats, which are so-so on the usefulness scale but are just so very interesting and characterful. Then, traits to make your character more attuned to how you envision his personality, and flaws to give him special vulnerabilities (and of course there is a benefit to them as well). Its an interesting section to say the least but after that you get into some very wild and, indeed, very fun options, including a variant on weapon proficiency based on weapon groups, variants on armor systems, D&D without levels, and even D&D without hit-points. All I can say is, despite how crazy that sounds, someone obviously put a good deal of thought into it since it is at least mostly viable.
Basically, if you're bored with D&D sometimes, this book is curry powder. It would DEFINITELY spice things up again.
Amazon.com's Best of 2001
The Bible Unearthed is a balanced, thoughtful, bold reconsideration of the historical period that produced the Hebrew Bible. The headline news in this book is easy to pick out: there is no evidence for the existence of Abraham, or any of the Patriarchs; ditto for Moses and the Exodus; and the same goes for the whole period of Judges and the united monarchy of David and Solomon. In fact, the authors argue that it is impossible to say much of anything about ancient Israel until the seventh century B.C., around the time of the reign of King Josiah. In that period, "the narrative of the Bible was uniquely suited to further the religious reform and territorial ambitions of Judah." Yet the authors deny that their arguments should be construed as compromising the Bible's power. Only in the 18th century--"when the Hebrew Bible began to be dissected and studied in isolation from its powerful function in community life"--did readers begin to view the Bible as a source of empirically verifiable history. For most of its life, the Bible has been what Finkelstein and Silberman reveal it once more to be: an eloquent expression of "the deeply rooted sense of shared origins, experiences, and destiny that every human community needs in order to survive," written in such a way as to encompass "the men, women, and children, the rich, the poor, and the destitute of an entire community." --Michael Joseph Gross
Book Description
In this iconoclastic and provocative work, leading scholars Israel Finkelstein and Neil Asher Silberman draw on recent archaeological research to present a dramatically revised portrait of ancient Israel and its neighbors. They argue that crucial evidence (or a telling lack of evidence) at digs in Israel, Egypt, Jordan, and Lebanon suggests that many of the most famous stories in the Bible -- the wanderings of the patriarchs, the Exodus from Egypt, Joshua's conquest of Canaan, and David and Solomon's vast empire -- reflect the world of the later authors rather than actual historical facts.
Challenging the fundamentalist readings of the scriptures and marshaling the latest archaeological evidence to support its new vision of ancient Israel, The Bible Unearthed offers a fascinating and controversial perspective on when and why the Bible was written and why it possesses such great spiritual and emotional power today.
Customer Reviews:
Archaeology and Biblical Criticism.......2007-10-08
The Bible Unearthed attempts to provide a historical and archaeological context for the stories contained in the Hebrew Bible (especially the books comprising the Deuteronomistic history). This book is divided into three parts. The first part discusses the patriarchs (Abraham, Isaac and Jacob) up to David and Solomon; the second part discusses the kingdom of Israel (the northern kingdom) from inception to Assyrian destruction while the third part deals with Judah (the southern kingdom) from King Rehoboam through the return from Babylonian exile.
The authors attempt to relate both the content and the style of writing in the Hebrew Bible with the various political and social issues surrounding early Israel (particularly focusing on Josiah's reign as king of Judah in 639 BCE). Various scriptural passages are compared with archaeological evidence and the authors give their opinions on likely historical scenarios. While these opinions regarding realistic scenarios do not always coincide with the scriptural version of events, the authors do try to provide a historical backdrop for the scriptural accounts and try to grasp the underlying message of the scriptures without holding them to exact historical accuracy.
I enjoyed the archaeological perspective that this book provides. I also enjoyed reading about the proceedings of Israel's neighboring countries throughout the time period discussed in the book, especially with respect to the various empires (mainly the Egyptian, Assyrian and Babylonian empires). I would recommend this book to those interested in an archaeological perspective on biblical criticism. I would also recommend Richard Friedman's Who Wrote the Bible? (which the authors cite) for those who are interested in more of a textual analysis of the Hebrew Bible (Friedman's book deals mainly with the compilation of the Torah although some of the Deuteronomistic history is covered as well).
If bible is a God's work, then God is a liar.......2007-07-09
I read this book, translated to the portuguese, here in Brazil.This book shows you some trues, with large amounts of proofs.Bible hadn't nothing writen by Moses or Abraham.This was a believe by a french catholic priest, in XVIII Century, but this book shows you the proofs.Well, if God wrote the bible, then God likes to lie too much.
I'm a catholic, but this book is for everyone, from atheists to biblical fundamentalists.
Very interesting book about recent archaeological findings in Israel.......2007-05-16
A very interesting book about recent archaeological discoveries in Israel and how they contrast with the stories laid out in the Hebrew Bible. To put it mildly, the latest findings shows much of what is in the Bible to be pure myth. To wit: 1) there is no archaeological evidence for the existence of Abraham or the patriarchs. What's more, much of the description of the land laid out on Genesis (e.g., domesticated camels, trade in exotic goods) corresponds to much later periods in time, 2) the exodus never happened. There is zero archaeological record of the Hebrews living in Egypt at the time, 2) there was no invasion of Canaan. The Hebrews were probably natives of that zone, dedicated to a pastoral existence, who slowly started settling down in villages, 3) David and Solomon might have existed, but in any case they were leaders of small tribal communes, and in no way the powerful kings the Hebrew Bible describes, 4) Much of the Bible was probably written during the kingdom of Josiah (seventh century b.c.), as an ideological project whose goal of cementing monotheism was seen as instrumental in creating a national identity that would serve the king in the attempt of resisting foreign occupiers. There is much more, and authors Finkelstein and Silberman write in a very elegant way. This is also, I think, a very courageous book, since the debunking of the Bible myths would upset not only religious people (not just Jews, but Christians and Muslims as well, who have used extensively the myths of the ancient Hebrews in their religious texts) but secular Zionists as well, who know that the mythological past of the Jews still comprises much of the heart of the national identity of the Israelis. A small criticism: I feel the authors put too much emphasis on Josiah, and a particular passage in the book of Kings, describing the "finding" of an ancient text in the temple. In doing so, they reject the possibility that parts of the Bible were written before that time, which I think it's more probable.
A Guide for the Perplexed.......2007-05-14
Traditional scholarly and homiletical approaches to the Hebrew scriptures have often seemed contradictory, or at best somewhat schizophrenic. Many Christians, especially preachers, use the material addressed by Finkelstein and Silberman as a combination of history and didactic pronouncements from the divine throne. Many, if not most, scholars approach the same material from a more literary standpoint. They attempt to discern the various layers of writing and editing that produced the Pentateuch, the books of the kings, the chronicles, and certain other texts. Thus we are introduced to the notion that various writers contributed various strands to the narratives that are central to the Hebrew Bible.
The usefulness of the first approach has largely been normative: Christian preachers, especially evangelicals and pentecostals, declare that these stories reveal God's expectations of a righteous people. The usefulness of the second approach is that it opens the door to honesty in evaluating the documents. The genius of Finkelstein and Silberman's work is that they show how both approaches combined in the original production of these valued scriptures. F and S understand that the Bible is always used as a political and pastoral document. Preachers/pastors routinely use it in this way. It can provide unity to the faith community and comfort to those perplexed and afflicted by life. As recent American history has shown, it is maddeningly easy to fall into the same kind of apostasy decried by the original writers of the Hebrew Bible--using God's purported word to serve less-than-noble ends. F and S want us to appreciate the political and pastoral genius of, as they contend, the seventh-century BCE Judahite community that produced the scriptures for the same ends for which they are often used today. Their insistence on evaluating every claim against the plumb line of archaeology is a necessary corrective against the distortion of the documents in any age.
I see no greater relevance than in assessing the current situation in the very lands F and S discuss. Israel's claims to primacy in the Holy Land are not borne out by the Biblical record, but neither are the Palestinians'. Further, Christian claims that the Hebrew Bible contains the inerrant word of God cannot be sustained by the archaeological evidence, by reference to the history of empires contemporary with the periods discussed in the scriptures, or by simple common sense. Instead, the Hebrew scriptures should be read for what they are: Brilliant literature, produced by a particular community at a particular time in history, with particular goals in mind. Millennia later, we still use them that way.
Ideological archaeology.......2007-04-25
To quote from an extensive review in the Denver Jounal:
"This book must be used with caution because it pretends to describe what we now really know about archaeology and how it contradicts various biblical claims; however, it does so in a biased and non-objective manner. Contrary opinions in interpreting the new evidence are not discussed, much less given a fair hearing. The book is ideologically driven and should be treated that way by any one who reads it."
Book Description
The nursery rhyme begins, "In fourteen hundred and ninety two, Columbus sailed the ocean blue." Less well-known is the line that follows: "
to learn if the old maps were true." How can there be "old maps" of a land no one knew existed? Were others here before Columbus? What were their reasons for coming and what unexplained artifacts did they leave behind?
The oceans were highways to America rather than barriers, and when discoverers put ashore, they were greeted by unusual inhabitants. In Discovering the Mysteries of Ancient America, the author of The Atlantis Encyclopedia turns his sextant towards this hemisphere. Here is a collection of the most controversial articles selected from seventy issues of the infamous Ancient American magazine. They range from the discovery of Roman relics in Arizona and California's Chinese treasure, to Viking rune-stones in Minnesota and Oklahoma and the mysterious religions of ancient Americans. Many questions will be raised including:
What role did extraterrestrials have in the lives of ancient civilizations?
What ancient pyramids and towers tell us about the people who built them?
Are they some sort of portals to another dimension?
What prehistoric technologies have been discovered, and what can they tell us about early settlers, their religious beliefs, and possible other-worldly visitors?
Did El Dorado exist, and what of the legendary Fountain of Youth?
Was Atlantis in Cuba?
What are America's lost races and what happened to them?
Discovering the Mysteries of Ancient America brings to the fore the once-hidden true past of America's earliest civilizations
Frank Joseph is the author of The Atlantis Encyclopedia (New Page Books), as well as a dozen other books on history, prehistory, and metaphysics. He has been the editor-in-chief of Ancient American magazine since its first issue in 1993. He lives in Wisconsin.
Wayne May is the founder-publisher of Ancient American. Laura Lee is the award-winning producer and host of the nationally syndicated "The Laura Lee Show". David Hatcher Childress wrote the best-selling Lost Cities series. Zecharia Sitchin is the author of the best-selling Earth Chronicles series. Andrew Collins is world-renowned for his consistent bestsellers, including Gateway to Atlantis.
Customer Reviews:
Ridiculous conspiracy theories based on facts.......2007-04-29
This book is a compilation of articles that take facts and add conjecture or speculation to arrive at a possible thesis.
The articles in this book are generally based on large leaps of faith which have little or no basis.
The editor, Frank Joseph, is from a historical conspiracy theory type magazine called Ancient American.
The book is a collection of articles from the magazine, printed in book form for a quick buck.
If you looked for this book in your local bookstore, you would most likely find it in the "new age" or "alternative history" section.
It is not possible to read this book as non-fiction because some of it is based on guesswork or patchwork history.
If fact and fiction are mixed, you have fiction, no matter how much fact is involved.
Unless you are a conspiracy theorist or you are looking for a book full of magazine articles of historical fiction, you can probably skip this one.
Some of the stories are interesting, but all are portrayted as journalism when they would more accurately be described as historical fiction.
Authentic Ancient American History.......2007-04-29
Finally, people aren't ignoring the evidence of pre-Columbus voyages to America. This change in thinking has been a long time coming. This book presents some of the most compelling evidences for the voyages and visits. Even skeptics will have a hard time putting this book down. See also: Columbus Was Last: From 200,000 BC to 1492, A Heretical History of Who Was First & The Island of Seven Cities: Where the Chinese Settled When They Discovered America
excellent seller and product.......2007-02-13
Item as described and received in a timely manner... an excellent buying experience!
Discovering Mysteries.......2007-01-03
This is exactly what I looked for. A collection of interesting articles, and among them strong evidences that the Vikings were in America before Columbus. Just what I was looking for. Great!
Be Realistic In Your Analysis..........2006-05-24
Childress' book cites numerous known abberations to the common perception that most relics and antiquities found in North America are of "native" cultural origin, and having these bits all in one place in one book is useful and entertaining. However, the speculation on aliens, portals, and Atlantis-type culture is, as always, tedious. Anyone can speculate and it is a writer's choice on how he or she chooses to speculate. The reader ,however, must be realistic in their analysis and truth behind the writer's speculation. If it is for entertainment purposes, the book and its speculations are wothwhile; if it is for actual information, the book is worth the price to read about the additional relics that have been found in North America that can really question our prevalent interpretations of North American history - however, the speculation on aliens and such is just that...entertainment value only. Early Mankind was a lot more innovative and flexible than people like Childress give them credit for - no use of aliens and portals is necessary to explain the historical evidence that is apparent in the antiquities record.
Book Description
In the American Southwest, turquoise is a highly prized gemstone with great cultural significance. Author Joe Dan Lowry is recognized worldwide as a leading expert on the subject, and Turquoise Unearthed: An Illustrated Guide is the definitive resource for rock hounds and serious collectors alike. Lowry describes the fascinating history of turquoise mining in the American Southwest and reveals the astonishing variety of colors and forms that make this a gemstone like no other. Among Native American peoples of the Southwest, turquoise is especially prized, with blue stones symbolizing "Father Sky" and greener ones evoking "Mother Earth." This lavishly illustrated volume also features some of the finest examples of antique and contemporary Southwest Indian turquoise jewelry. 70 color photographs and illustrations.
Customer Reviews:
For those who THINK they know everything about Turquoise..........2007-03-28
I have been a gem and mineral dealer for over ten years...and a rockhound for a lot longer than that...but this book taught me more in a single sitting than all my years in the buisiness and in the hobby.
I have dug, traded, bought and sold a whole bunch of "Turq"...natural, treated and "color-shot"...and this book instantly became my favorite reference for the rest of my life.
If you are planning on investing in real American or Persian turquoise jewelry or stones...and it is an investment...then this book is a "Must Have!"
No sooner did I put this book down than I called up one of my suppliers and bought all of the Blue Gem and Turquoise Mountain stones they had left in stock...I am sure they are wondering what precipitated that call!
My many thanks to the Lowry family for their labor of love...from the "Turq" Museum to this book...and I hope we cross paths real soon.
Turquoise Unearthed.......2006-12-20
I would highly reccomend that anyone who plans to buy or be interested
in increasing their knowledge of Turquoise read Turquoise Unearthed by
Joe Dan Lowry and Joe P. Lowry and also attend a Lecture by Joe Dan Lowry
at The Turquoise Museum in Albuquerque N.M. if possible
Should be required reading for turquoise lovers..........2005-11-08
This compact little book is jammed solid with luscious pictures of tuquoise and to-the-point information. The topics discussed range from the technique of inlays to the various methods turquoise is altered on the modern market - from 'stabilizing' to 'color enhancing'.
The heart of the book, which is sure to captivate rock hounds and bead/jewelry designers (I fall into both camps) is the pictorial review of the major American mines. You'll be able to see at a glance the difference between the pale greens of King Manassas and the blackberry-like beauty of Lander Blue.
Oh, and if you're planning a trip to Albuquerque, New Mexico, the author's Turquoise Museum is probably the best-kept tourist secret around. Highly recommended.
Average customer rating:
- "Unfinishable" would be a better title.
- Great start for the series
- Loved it!
- A wonderful sci fi romance
- The one that started it all.
|
Unearthed
C. J. Barry
Manufacturer: Love Spell
ProductGroup: Book
Binding: Mass Market Paperback
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ASIN: 0505525402 |
Book Description
Life on Earth was just getting interesting for Tess MacKenzie. She'd postponed her singing career to support the family business and after eight long years, she finally earned her chance to shine. Her band was hot, her songs were rocking and Tess was on her way to becoming a star.
Things were definitely looking up.
That is until Cohl Travers, alien extraordinaire, swoops out of the night sky and snatches her off her planet. When he says he desperately needs her voice for a dangerous cosmic mission and the fate of two planets hangs on her song, she figures one of them is in for some serious therapy. Tess soon finds herself up to her neck in smelly bad guys, a robot with a superiority complex, an ancient Amulet that could end her singing career permanently, and a man who can burn her from the inside out.
Cohl Travers thought he was free and clear of his destiny to become the next ruler of his planet. But when the warring Trakas abduct his father and hold him hostage for the Amulet, Cohl is dragged back to a fate he does not want with a woman he cannot ignore.
Customer Reviews:
"Unfinishable" would be a better title........2007-08-29
Someone recommended this to me... I'm not sure why now. Must have been the supposedly "science fiction" setting. Yeah. There are robots and spaceships. And aliens who would fit right in on 'Melrose Place'... gah!
And why use one tired romance cliche when one can use all of them? This book hits about twelve of them by the end of the first three chapters alone... without giving them any fresh twist at all. I eventually stopped counting.
Don't get me wrong. I like sci-fi. And I like romance. Abduction plot? While worn thin, it can work for me. Lust... er, I mean... love-at-first-sight is okay too. I also enjoy reading hot alpha-male leads. What I don't enjoy is a supposedly feisty and independent female lead who gives up every dream she's supposedly worked "so hard" and "waited so long" to get -- and has almost within her reach too -- because... get this... the guy's life is so much worthier than hers. And oh yes the power of her awesomely pure voice and unmatched love will open his eyes and make him take that responsibility he's been running away from all his life too!
Yeah! Right! *snort* Only in romantic fiction. Honestly, I can't give a full review because I just couldn't get more than two-thirds of the way through. No matter how much time I spent on the exercise bike! The "oh gimme a break!" factor finally overwhelmed any minor draw of the (fairly standard) bedroom scenes.
Sell me another tale, Amazon, 'cause I'm done with this one.
Great start for the series.......2007-04-11
I enjoyed this book thoroughly, I can always tell if it is a good book by how long it took me to read it. This one not long. The author, C.J., brought the character to life, and I was wondering what happens to his friends when they enter this book, thank god she wrote their novels as well. Those are also must reads. I got to say, I can't wait for more and more great reading to happening when I open one of her books and can't put it down.
Loved it!.......2005-10-10
It's very hard to find any futuristic romances anymore much less one that is as good as this one is. I really liked the interaction between the hero and heroine and the love scenes just sizzled. My only complaint? Too many references to Star Trek and Star Wars that pulled me out of the story. Overall, however, I'd consider this one a keeper. I look forward reading more of Ms. Barry's work.
A wonderful sci fi romance.......2005-09-01
Courtesy of CK2S Kwips and Kritiques
Tess MacKenzie is an aspiring singer. Leaving a gig one night, she is attacked by a would-be mugger. Along comes someone to rescue her, a handsome man and his trusty... robot? Suddenly, she is whisked off to an adventure unlike anything she's ever known.
Cohl Travers is an adventurer, always looking for his next job requisitioning priceless artifacts from all over outer space. His latest quest proves to be his most dangerous, and one in which he stands to lose more then just his life.
Cohl's father has been kidnapped, a pawn in one planet's civil war. He must acquire a legendary amulet from a distant planet long ago believed destroyed. He needs Tess and her incredible singing voice to unlock the hiding place for the mysterious amulet. However, Cohl has left out some key information Tess needs to know about his job and her role in it. Danger lurks around every turn, some which could cost them their lives. The more time they are together, the more their feelings for one another grow. Now Cohl must decide... tell Tess the truth and put his love and life on the line, or let her go as soon as the mission ends and suffer the emptiness in his soul sure to follow.
This book by Ms. Barry is sure to capture the imagination of its readers. She has created a world where almost anything can happen. Adventure is a key factor in this story, keeping a good pace to hold on to one's interest. The developed world is beautifully rendered, with enough detail to give a vivid image in the mind-s eye.
Tess and Cohl are well matched, her fierce independent spirit often tempering his alpha male tendencies. As their love grows, one is more drawn into their lives, cheering for them to accomplish their mission... and find a way to hold on to the love they have found. The colorful cast of secondary characters adds depth to the plot as well. From Pitz the robot's superiority complex to the charmer Rayce, and from Cohl's irrepressible mother Adehla to the mysterious Nish's unknown intentions, the reader is drawn into the spell cast with Ms. Barry's pen.
Readers will be happy to know they have not seen the last of this foreign world. Ms. Barry has already penned another story and more are sure to follow. So why not go out and track them down today? This series will not disappoint.
© Kelley A. Hartsell, March 2004. All rights reserved.
The one that started it all........2005-07-08
Tess MacKenzie and her band were finally becoming well known. Their CD would soon hit the shelves. By the weekend, Tess should no longer have a money problem. But Tess wonders if she will live until then. She is rescued from a mugger only to be kidnapped by the man who rescued her. Could things possibly get worse? The answer is YES! The man who kidnapped her is an alien named Cohl, an extremely handsome alien at that. Even though Tess hates him for abducting her from Earth, she can't help but be attracted to him and understand why he did it.
Cohlman "Cohl" Trae Salle's home planet, Yre Gault, is in another quadrant of the galaxy. His father, Montral, has been kidnapped by a group called the Traka-Nor. They live on the northern hemisphere of the planet Trakas. The Traka-Sou reside on the southern hemisphere. The two hemispheres are ruled by brothers and are at war. Rommol, the leader of the north, holds Montral ransom. Cohl must locate and collect the Demisian Amulet to be exchanged for his father. Legend states that the amulet gives the possessor the ability to control their enemy. It is hidden in a secret chamber somewhere on Demisie, a planet that supposedly did not exist. Tess's voice is needed to unlock the amulet from its chamber. Only her voice has the exact range, pitch, and quality needed for success.
It all sounds bad, right? It gets worse, much worse. Cohl has yet to tell Tess who he really is and what dangers they must go through simply to reach the amulet's chamber.
***** The more I read from this author, the more I love her. Barry has an astounding talent for sucking in her readers and holding onto them tighter than Super Glue. And this is the first of the "Un" series. I've been reading them out of order, so I can tell you that you honestly do not have to read these in order to understand or enjoy them. Each one is a stand-alone tale. I can hardly wait to dive into the next. *****
Reviewed by Detra Fitch of Huntress Reviews.
Average customer rating:
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Arcana Unearthed: Seige on Ebonring Keep
Manufacturer: Mystic Eye Games
ProductGroup: Book
Binding: Paperback
General | Dungeons & Dragons | Gaming | Science Fiction & Fantasy | Subjects | Books
ASIN: 1932374132 |
Customer Reviews:
My favorite roll-playing sourcebook!.......2002-03-05
This is the book that changed a casual passtime into an obsession for me. It adds a new layer of depth and magic to the D&D system. It was here that Dark Elves became player characters, the barbarian was introduced. Paladins became the horsemen they always should have been. Here are advanced spells, weapons & armor, character classes (thief-acrobat, higher level druids, cavaliers, and more), and races. At last you could be more defined that simply "elf" or "dwarf." This book loosened up the system a bit and allowed for player individuality and choice. I love this book so much that I still prefer to play 1st edition D&D-- though I have played many many other systems-- because this book allows for so much freedom and creativity.
I KNOW this book is good, because someone always ends up stealing my copy (the true mark of a book's greatness), but I always replace it-- and it's worth whatever I have paid for it.
It's so good, I think it would make interesting reading for a non-gamer. I gave it five stars because they don't allow six.
Highest possible recommendation.
A Preview of one of the Appendicies.......2001-07-13
I've found some of this book unique enough and copious in content.... Well, there's a section on pole arms in this book which is outstanding, filled with [historical] data. In geocities/timessquare/dungeon/9939, you'll find a pole arms section in which I've taken the time to post this out-of-print invaluable material. [And there's a link at the bottom of the page. =)]
This is an outstanding book, and is worth almost any pricetag for its original and truly unique content. It litereally is unearthed arcana.
Gygax's Grand Farewell.......2000-05-02
This is the final piece in the puzzle that is the AD&D rules - Gary Gygax's last major contribution to the game system, before the diluted 2nd edition came out, is displayed in its full glory here. It's obvious that this is a work for intermediate and advanced players, since some of the races and classes here (and the attribute-rolling system!) are over-powered for easier, beginning campaigns. In addition to the dark races (such as the Drow, Duergar, and Svirfneblin), and the advanced classes (such as the Hierophant, Acrobat, Cavalier and my fave, the Barbarian), there's also new weapons, hundreds of new spells, hundreds of new magical items, the deities of the demi-humans, and much more. It's sure to add an entirely new level to your campaigns!
Truly inspiring ideas.......1999-07-02
This book is one of my favorites from the original edition of AD&D. Unearthed Arcana is an excellent source for ideas for any campaign, and gives that small touch of detail to magic.
The only thing that bothered me was the (optional) addition of the Comeliness stat. It really isn't necessary, and actually creates more havoc with dice rolling than it's worth.
My copy of Unearthed Arcana has long since come unglued at the spine and fallen apart (I eventually tossed it out), but the book is one of the few AD&D 1st ed. references that I would suggest, regardless of what edition you play as a PC or run as a DM.
The name alone is inspiration for creation!.......1998-12-21
Unearthed Arcana is one of the referances that I used most in my 10 years of DMing. Just when I thought I would run out of ideas I would just flip through and pick out an odd magic item or spell. One of the greatest ideas was the introduction of lists of cantrops or minor spells, this gave my players endless amounts of fun. Please for the best interest of fun loving gamers everywhere, revise and bring back Unearthed Arcana!!!
Book Description
This unusual and inspiring collection of 70+ stories, essays, poems, and interviews revolves around the central theme of how wilderness affects us spiritually. Through their experience of nature in its most basic form, the notable contributors (Robert Bly, Maxine Kumin, Terry Tempest Williams, and more) confront their relationship to themselves; to planet Earth, and all its inhabitants; and to the divine.
It is within the sanctuary of the wilderness, far from their computer screens and local espresso vendors, that these highly acclaimed writers find their strongest voice. As a result, these vivid stories of encounters with animals, wretched weather, fear, humility, and ultimately, spirit are gritty and as down to earth as it gets. New material from David Whyte, Gary Snyder, Wendell Berry, Nancy Wood, Deena Metzger, Laura Carithers, and Howard Nelson add an additional ten pages to this second edition.
Customer Reviews:
Some wonderful nature writing here.......2003-03-20
This book will make you want to get out into the places beyond the artifacts of civilization and spend some time in the beauty and quiet. Some of our best poets (Wendell Berry, Gary Snyder) and writers (Robert Bly, Matthew Fox, Terry Tempest Williams) tell us eloquently why they go to the wilderness to be closer to themselves and their God. Inspiring!
Some wonderful nature writing here.......2003-03-20
This book will make you want to get out into the places beyond the artifacts of civilization and spend some time in the beauty and quiet. Some of our best poets (Wendell Berry, Gary Snyder) and writers (Robert Bly, Matthew Fox, Terry Tempest Williams) tell us eloquently why they go to the wilderness to be closer to themselves and their God. Inspiring!
Book Description
arsenalpulp.com :
On the heels of his bestselling and award-winning book Out/Lines: Underground Gay Graphics From Before Stonewall, Thomas Waugh offers more historical and erotically charged drawings, depicting aspects of gay male sexuality that were once hidden from public view.
The over 200, never-before-published images in Lust Unearthed nare from the private collection of Ambrose DuBek, a Hollywood costume and set designer (his work included George Cukor's 1939 film The Women) who died in 2002 at the age of 87, and whose estate included a wealth of erotic materials, including books, periodicals, prints, and films. DuBek was a passionate advocate and patron of the arts who felt that life and the body were to be celebrated; he had no patience for other people's attempts to make him feel guilty for his attractions and desires, nor any qualms about the different worlds in which he operated. The images from DuBek's collection published here are remarkably frank, explicit, and sometimes outrageous depictions of gay men "in action" created by numerous artists both famous and unknown, and produced during a time when even nude images of men were illegal, and thus rare. Lust Unearthed brings these images out of the boxes in which they are carefully kept and into a new queer world, where expressions of gay male sexuality can be validated and indeed, celebrated.
Waugh's text is a remarkable history lesson that illuminates a once-furtive underground culture. Gay porn for the thinking man, Lust Unearthed will beguile and arouse.
Features an introduction by Willie Walker, the founding archivist at the Gay, Lesbian, Bisexual, and Transgender History Society in San Francisco, where DuBek's erotic materials were donated.
Finialist, Lambda Literary Award, Best Visual Arts Book
Customer Reviews:
Graphically Bold.......2007-07-06
Waugh, Thomas. "Lust Unearthed: Vintage Gay Graphics from the DuBek Collection", Arsenal Pulp Press, 2004.
Graphically Bold
Amos Lassen and Literary Pride
Thomas Waugh seems to know where to find and then collect early gay erotic drawings. He has two volumes of them out. "Lust Unearthed" is a collection of drawings from the DuBek Collection which was housed in almost fifty large document boxes and is very, very erotic. DuBek had collected magazines and pen and inks between 1927 and the 1990's but the majority of the collection come form the 60's and 70's at which time gay male erotic culture came above ground. DuBek had catalogued them before his death and it is absolutely amazing. It did not become public until after his death but we have much of it now in this extensive book. Waugh went through the collection and chose certain selections for us. What we have is one of a kind--a representation of homoerotic doodles salvaged from before Stonewall. Waugh gathered it together obviously with love and the drawings are funny, sexy and very erotic. It is a fantastic historical document.
Waugh gives us the political and social climate for the drawings. The drawings themselves depict all aspects of male homosexual behavior There are more than 200 drawings contained in "Lust Unearthed" all from the apartment of Ambrose DuBek who was a film and television designer from the 40's to the 60's. He as a passionate advocate and patron of the arts who felt that not just life was to be celebrated but the body as well. What he had were frank, explicit, sometimes funny, sometimes outrageous depictions of men. They were created by both famous and unknown artists and were produced at a time when nude male drawings were illegal thereby making them rare.
Waugh has written a remarkable narrative that is an interesting history lesson which sheds light on a culture once clothed in darkness. Here is gay porn for the man who thinks. The book not only sensually arouses but beguiles.
A Pleasure of a Book.......2007-01-12
I am so glad that I bought this book. I had read Thomas Waugh's other title "Hard to Imagine" and I found this book to be just as well written. The images in this book are amazing.
Average customer rating:
- Great Dino Story
- African Dinosaurs Unearthed
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African Dinosaurs Unearthed: The Tendaguru Expeditions (Life of the Past)
Gerhard Maier
Manufacturer: Indiana University Press
ProductGroup: Book
Binding: Hardcover
General | Africa | History | Subjects | Books
Tanzania | Africa | History | Subjects | Books
East Africa | Africa | History | Subjects | Books
General | Science | Subjects | Books
General | Dinosaurs | Animals | Biological Sciences | Science | Subjects | Books
General | Paleontology | Biological Sciences | Science | Subjects | Books
Vertebrate | Paleontology | Biological Sciences | Science | Subjects | Books
General | Geology | Earth Sciences | Science | Subjects | Books
All Titles | Qualifying Textbooks - Fall 2007 | Stores | Books
ASIN: 0253342147 |
Customer Reviews:
Great Dino Story.......2007-05-09
This is a great read - a nicely crafted story of a nearly forgotten time and series of events that led to some great discoveries! I like the way the story unfolds, the way the narrative reveals the challenges and intrigue surrounding this African dinosaur adventure. But I especially appreciated the huge amount of facts, details, and explanations which must have been the result of significant research by the author into this subject. Nice book; great dino story!
African Dinosaurs Unearthed.......2003-07-06
This work of original research is not your "run of the mill" dinosaur book. It makes extensive use of European archival sources to seamlessly weave both history and palaeontology together to tell the story of Tendaguru. It is detailed, thorough and challenging! The photos, many seen for the first time, are awesome.
Books:
- Unraveled
- Warriors: The Lost Warrior (Warriors)
- Woodall's North American Campground Directory with CD, 2007 (Woodall's Campground Directory: North American Ed. (W/CD))
- YOU: The Owner's Manual: An Insider's Guide to the Body that Will Make You Healthier and Younger
- Zodiac Unmasked: The Identity of America's Most Elusive Serial Killer Revealed
- A Game of Thrones (A Song of Ice and Fire, Book 1)
- A Perfect Bride
- After the Kiss (Avon Romantic Treasures.)
- Again The Magic
- American Shortline Railway Guide: Facts, Figures, and Locomotive Rosters for over 500 Short Lines (Railroad Reference Series , No 17)
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