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The Broken World Book One - Children of Another God
T C Southwell
Science Fiction & Fantasy
When a young peasant girl is injured while hunting, she meets a strange, magical man who is a member of a despised race – Mujar. Truemen scorn the shape-shifting unmen for their odd, humble ways, and envy their power over the elements. Now a scourge is sweeping the land, armies of mounted warriors who cannot be defeated are wiping out Truemankind without mercy.Mujar do not use their powers for good or evil, they simply exist, immortal and apparently purposeless. The mounted warriors are known as the Black Riders, but no one knows where they come from or why they seem bent on exterminating every man, woman and child. Talsy uses her father’s knowledge to trap the Mujar with gold, which has an odd effect on them. Her father intends to throw him in a Pit, from which he will be unable to escape.Talsy does not believe the Mujar deserves such a fate, so she frees him and begs him to take her with him on his journey. He agrees, and they set off across Shamarese, continuing his quest to find an old hermit’s lost son. There is far more at stake than Talsy realises, however, and she has innocently stumbled upon the last free Mujar, who has the power to decide the fate of her race…
The World of Broken Dreams.
Kade Parsons
The beginning of a new world, as they would say. For this kid, Tyler, is just figuring out what he was put on Earth to do. Save a world who has been torn and sucked the life out of. He needs to learn how to use his gift to fight evil and save this world.The beginning of a new world, as they would say. For this kid, Tyler, is just figuring out what he was put on Earth to do. Save a world who has been torn and sucked the life out of. He needs to learn how to use his gift to fight evil and save this world.Monsters and Demons are sent by the Darkness that took the world. Will he use it for good? Or will he use it for bad?
Children of Another God
Part #1 of "The Broken World" series by T C Southwell
Science Fiction & Fantasy
In a perfect world, the breaking of the laws brings retribution to the alien race - Truemen. A girl befriends a denizen of this strange land, not knowing that she holds the key to her people’s fate. Truemen hate the immortal Mujar and cast them into Pits, and the Hashon Jahar sweep across the land, slaughtering all in their path. One thing is certain; Truemankind is doomed unless fate changes.
A Bond Broken: The Infinite World Book Two
J. T. Wright
Having experienced his first survival type Trial, Trent Embra is eager to explore what else the world has to offer. There is only one problem. Not everyone comes away from a month of constant fighting untouched. Trent's friend, Tersa is unhinged by her time in the Land of the Undying Lord, and Sergeant Cullen means to see her fixed. Trent, enlisted to help, is dragged towards another Trial, mostly willingly. Only time will tell if Tersa still has a place in the Guard, and what the Infinite World has in store for Trent
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A Broken World: Letters, Diaries and Memories of the Great War
Sebastian Faulks
Literature & Fiction / Nonfiction
A profound, moving and important collection of letters, diaries and memories of the First World War, edited by Sebastian Faulks - author of Birdsong - and Dr Hope Wolf.
A Broken World presents a cacophony of voices from and about the Great War in a way never before collected together, telling the story of the conflict and its aftermath through memories and stories assembled by place and landscape.
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Sebastian Faulks and Hope Wolf have explored archives and autobiographical records to select true-life stories and experiences from diaries, letters, postcards, memoirs and other remembrances of this terrible conflict and its aftermath.
When thinking about the First World War, images of trenches, no man's land, ruined towns, and fields of white crosses have endured. This collection will include memories from and about these places, but will also feature writing from less familiar environments: voices from deserts, air space and seascapes will jostle alongside war stories from hospitals, railways, monumnets, churches, theatres, factories, prison camps and the home.
As Sebastian Faulks says: 'Much of the most exciting and illuminating writing on the First World War is found in private, unpublished documents. Some little-known or out-of-print published works also have important things to say. The centenary is the right time to shake up our received ideas of those four years. This anthology hopes to give a hearing to a Babel of urgent but little-known voices and to guide the reader through them to a deeper understanding.'
The Whole World Is Broken
Ben Darrow
When the Tenbor Dish Valley loses its protector, Tench must navigate the treacherous alternate reality of the Verch in order to restore his home.Emily had always known that her grandmothers were witches. She had seen them making smelly brews in their black old cauldrons. She had watched them growing plants overnight. She had secretly taken a peek at their midnight broomstick rides a few times behind closed curtains. But, when they took her into a circular clearing at the center of the woods, not even the full moon could prepare her for the grotesque truth waiting silently there.
The Broken World
Lindsey Klingele
An exciting sequel to The Marked Girl, filled with fantastical adventure and a quest to save two worlds...In the fantasy world of Caelum, Liv, Cedric, and Kat attempt to defeat an evil traitor and his army to save their families and the kingdom. Meanwhile, Liv's best friend and Cedric's frenemy stick in LA to try and figure out how to fix Los Angeles. The city, thanks to the open portals between LA and Caelum, is breaking down: the sky is orange, gravity isn't working right, and earthquakes shake the ground every few hours.When the crew reunites in LA, it's a race against time to restore the balance of magic between the two worlds.The adventure that started in Lindsey Klingele's The Marked Girl concludes in The Broken World!
The Broken World
J. D. Oswald
The Broken World is the fourth instalment in the epic fantasy series by J. D. Oswald, The Ballad of Sir Benfro, preceded by Dreamwalker, The Rose Cord and The Golden Cage.***The book, sir. The Llyfr Draconius.You'll find what you need in there, if you know how to look.The war across the Twin Kingdoms rages on.Queen Beulah has killed one sister and ordered the assassination of another. The Inquisitor Melyn journeys though the north-lands of Llanwennog in a merciless bid to overthrow King Ballah. Now in possession of Brynceri's ring, his power seems indestructible. Nothing can stop the invasion.Captured by the travelling circus, Sir Benfro cannot shake their control, more powerful than Magog's malign influence. Errol Ramsbottom, left for dead, follows the trail of his friend's captors - only Benfro holds the key to Errol's...
The Broken World Book One - Children of Another God
T C Southwell
Science Fiction & Fantasy
In a perfect world, the breaking of the laws brings retribution to the alien race - Truemen. A girl befriends a denizen of this strange land, not knowing that she holds the key to her people’s fate. Truemen hate the immortal Mujar and cast them into Pits, and the Hashon Jahar sweep across the land, slaughtering all in their path. One thing is certain; Truemankind is doomed unless fate changes.
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Jane McGonigal
Amazon.com ReviewPractical Advice for Gamers by Jane McGonigalReality is Broken explains the science behind why games are good for us--why they make us happier, more creative, more resilient, and better able to lead others in world-changing efforts.But some games are better for us than others, and there is too much of a good thing.Here are a few secrets that aren’t in the book to help you (or the gamer in your life) get the most positive impact from playing games.This practical advice--5 key quidelines, plus 2 quick rules--is scientifically backed, and it can be summed up in a single sentence:Play games you enjoy no more than 21 hours a week; face-to-face with friends and family as often as you can; and in co-operative or creator modes whenever possible. 1. Don’t play more than 21 hours a week.Studies show that games benefit us mentally and emotionally when we play up to 3 hours a day, or 21 hours a week. (In extremely stressful circumstances--such as serving in the military during war-time--research shows that gamers can benefit from as many as 28 hours a week.) But for virtually everyone else, whenever you play more than 21 hours a week, the benefits of gaming start to decline sharply. By the time you’re spending 40 hours or more a week playing games, the psychological benefits of playing games have disappeared entirely--and are replaced with negative impacts on your physical health, relationships, and real-life goals. So always strive to keep your gaming in the sweet spot: 7–21 hours a week.2. Playing with real-life friends and family is better than playing alone all the time, or with strangers. Gaming strengthens your social bonds and builds trust, two key factors in any positive relationship. And the more positive relationships you have in real life, the happier, healthier and more successful you are.You can get mental and emotional benefits from single-player games, or by playing with strangers online--but to really unlock the power of games, it’s important to play them with people you really know and like as often as possible.A handy rule-of-thumb: try to make half of your gaming social. If you play 10 hours a week, try to play face-to-face with real-life friends or family for at least 5 of those hours.(And if you’re not a gamer yourself--but you have a family member who plays games all the time, it would do you both good to play together--even if you think you don’t like games!)3. Playing face-to-face with friends and family beats playing with them online. If you’re in the same physical space, you’ll supercharge both the positive emotional impacts and the social bonding.Many of the benefits of games are derived from the way they make us feel--and all positive emotions are heightened by face-to-face interaction.Plus, research shows that social ties are strengthened much more when we play games in the same room than when we play games together online.Multi-player games are great for this. But single-player works too! You can get all the same benefits by taking turns at a single-player game, helping and cheering each other on.4. Cooperative gameplay, overall, has more benefits than competitive gameplay. Studies show that cooperative gameplay lifts our mood longer, and strengthens our friendships more, than competing against each other.Cooperative gameplay also makes us more likely to help someone in real life, and better collaborators at work--boosting our real-world likeability and chances for success.Competition has its place, too, of course--we learn to trust others more when we compete against them. But if we spend all our time competing with others, we miss out on the special benefits of co-op play. So when you’re gaming with others, be sure to check to see if there are co-op missions or a co-op mode available. An hour of co-op a week goes a long way. (Find great co-op games for every platform, and a family-friendly list too, at Co-Optimus, the best online resource for co-op gaming.)5. Creative games have special positive impacts. Many games encourage or even require players to design and create as part of the gameplay process--for example: Spore, Little Big Planet, and Minecraft; the Halo level designer and the Guitar Hero song creator. These games have been shown to build up players’ sense of creative agency--and they make us more likely to create something outside of the game. If you want to really build up your own creative powers, creative games are a great place to start.Of course, you can always take the next creative step--and start making your own games. If you’ve never made a game, it’s easier than you think--and there are some great books to help you get started.2 Other Important Rules:* You can get all of the benefits of a good game without realistic violence--you (or your kids) don’t have to play games with guns or gore. If you feel strongly about violence, look to games in other genres--there’s no shortage of amazing sports, music, racing, puzzle, role-playing, casual, strategy and adventure games.*Any game that makes you feel bad is no longer a good game for you to play. This should be obvious, but sometimes we get so caught up in our games that we forget they’re supposed to be fun.If you find yourself feeling really upset when you lose a game, or if you’re fighting with friends or strangers when you play--you’re too invested. Switch to a different game for a while, a game that has “lower stakes” for you personally.Or, especially if you play with strangers online, you might find yourself surrounded by other players who say things that make you uncomfortable--or who just generally act like jerks. Their behavior will actually make it harder for you to get the positive benefits of games--so don’t waste your time playing with a community that gets you down.Meanwhile, if you start to wonder if you’re spending too much time on a particular game – maybe you’re starting to feel just a tiny bit addicted--keep track of your gaming hours for one week. Make sure they add up to less than 21 hours! And you may want to limit yourself to even fewer for a little while if you’re feeling too much “gamer regret.”FromPeople who spend hours playing video or online games are often maligned for “wasting their time” or “not living in the real world,” but McGonigal argues persuasively and passionately against this notion in her eminently effective examination of why games are important. She begins by disabusing the reader of some inherent prejudices and assumptions made about gamers, such as that they’re lazy and unambitious. Quite the opposite: McGonigal finds that gamers are working hard to achieve goals within the world of whatever game they are playing, whether it’s going on a quest to win attributes to enhance their in-game characters or performing tasks to get to a higher level in the game. Games inspire hard work, the setting of ambitious goals, learning from and even enjoying failure, and coming together with others for a common goal. McGonigal points out many real-world applications, including encouraging students to seek out secret assignments, setting up household chores as a challenge, even a 2009 game created by The Guardian to help uncover the excessive expenses of members of Parliament. With so many people playing games, this comprehensive, engaging study is an essential read. --Kristine Huntley
Children of Another God tbw-1
Part #1 of "The Broken World" series by T C Southwell
Science Fiction & Fantasy
Broken World Book Four - The Staff of Law
Southwell, T C
The broken world falls deeper into madness without the laws that govern life, and the son Talsy bears Chanter is an abomination, able to kill with his stunted powers. The young Mujar who roams the lawless land, blinded by golden fire, is the world’s last hope. The chosen must brave the madness to find him, but if the Ghost Riders find them only a creature of the chaos can save them…


