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485 result(s) for "Imaginary societies"
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Blood of assassins
\"In a desperate bid to escape the bounty on his head, assassin Girton Club-Foot has returned to Maniyadoc, but the kingdom he knew no longer exists. Three kings battle for supremacy in a land ravaged by war-and one of them is his old friend Rufra. With threats inside and outside the war encampment, Girton races to find the traitor behind an assassination plot. But his magic can no longer be contained and Girton may not be able to save even himself.\"--Page 4 of cover.
Building Imaginary Worlds
Mark J.P. Wolf's study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds-which are often transnarrative, transmedial, and transauthorial in nature-are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer's Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation's relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.
Age of assassins
Girton Club-foot has no family, a crippled leg, and is apprenticed to the best assassin in the land. He's learning the art of taking lives, but his latest mission tasks him with a far more difficult challenge: to save a life. Someone is trying to kill the heir to the throne, and it is up to Girton to uncover the traitor and prevent the prince's murder.
Exploring Imaginary Worlds
From The Brothers Karamazov to Star Trek to Twin Peaks, this collection explores a variety of different imaginary worlds both historic and contemporary. Featuring contributions from an interdisciplinary and international group of scholars, each essay looks at a particular imaginary world in-depth, and world-building issues associated with that world. Together, the essays explore the relationship between the worlds and the media in which they appear as they examine imaginary worlds in literature, television, film, computer games, and theatre, with many existing across multiple media simultaneously. The book argues that the media incarnation of a world affects world structure and poses unique obstacles to the act of world-building. The worlds discussed include Nazar, Barsetshire, Skotopogonievsk, the Vorkosigan Universe, Grover’s Corners, Gormenghast, Collinsport, Daventry, Dune, the Death Gate Cycle universe, Twin Peaks, and the Star Trek galaxy. A follow-up to Mark J. P. Wolf’s field-defining book Building Imaginary Worlds, this collection will be of critical interest to students and scholars of popular culture, subcreation studies, transmedia studies, literature, and beyond.
Collaborative worldbuilding for video games
\"Collaborative Worldbuilding for Video Games is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing clearer lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, which acknowledges that worldbuilding is both created by and instrumental design for narrative, gameplay, art, audio, and more. This book encourages mutual respect and collaboration among teams and provide game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa. Features: Provides in-depth exploration of worldbuilding via respective job disciplines Deep dives and case studies into a variety of games, both AAA and indie Includes boxed articles for deeper interrogation and exploration of key ideas Contains templates and checklists for practical tips on worldbuilding\"-- Provided by publisher.
Psyren
When Sakurako Amaniya disappears, Ageha begins a quest to find her and finds himself in an alternate dimension where the only way back is to fight.
Utopia, Carnival, and Commonwealth in Renaissance England
With the emergence of utopia as a cultural genre in the sixteenth century, a dual understanding of alternative societies, as either political or literary, took shape. InUtopia, Carnival, and Commonwealth in Renaissance England, Christopher Kendrick argues that the chief cultural-discursive conditions of this development are to be found in the practice of carnivalesque satire and in the attempt to construct a valid commonwealth ideology. Meanwhile, the enabling social-political condition of the new utopian writing is the existence of a social class of smallholders whose unevenly developed character prevents it from attaining political power equivalent to its social weight. In a detailed reading of Thomas More'sUtopia, Kendrick argues that the uncanny dislocations, the incongruities and blank spots often remarked upon in Book II's description of Utopian society, amount to a way of discovering uneven development, and that the appeal of Utopian communism stems from its answering the desire of the smallholding class (in which are to be numbered European humanists) for unity and power. Subsequent chapters on Rabelais, Nashe, Marlowe, Bacon, Shakespeare, and others show how the utopian form engages with its two chief discursive preconditions, carnival and commonwealth ideologies, while reflecting the history of uneven development and the smallholding class.Utopia, Carnival, and Commonwealth in Renaissance Englandmakes a novel case for the social and cultural significance of Renaissance utopian writing, and of the modern utopia in general.
Flawed
Set in a powerfully realised society where perfection is valued above humanity, with an intense love story at its centre. Good-girl Celestine has always agreed with the system but following an act of kindness towards one of the Flawed is herself excluded and soon she is fighting for her own survival - and for love. Hugely accessible, emotionally resonant and with a character who will seize the hearts of anyone who meets her, this is the ideal book for anyone who has ever felt the pressure to be perfect.