"Elves and Heroes" by Donald A. Mackenzie. Published by Good Press. Good Press publishes a wide range of titles that encompasses every genre. From well-known classics & literary fiction and non-fiction to forgotten−or yet undiscovered gems−of world literature, we issue the books that need to be read. Each Good Press edition has been meticulously edited and formatted to boost readability for all e-readers and devices. Our goal is to produce eBooks that are user-friendly and accessible to everyone in a high-quality digital format.
There is magic in the grand old tales that have survived through centuries of time. Even the names of the books have a ring that sets the blood pounding - THE VOLSUNG SAGA, THE SHAH-NAMAH, THE MABINOGIAN. From all over the world, from all periods of ancient time, the great myths and heroic tales thunder down through the ages. Each country, each region has its legends. Somewhere, sometime, somehow, some often unknown scribe has set the tales down in permanent form. In this volume, Lin Carter has gathered together samplings from this richest of all sources of adult fantasy and although their original names may sometimes be anonymous, there surely has never been such a pride of taletellers together at one time as we have in DRAGONS, ELVES AND HEROES.
"At the seasonal changes of the year, "the wee folk" were for several days on end inspired, like all other supernatural furies, with enmity against mankind. Their evil influences were negatived by spells and charms. We who still hang on our walls at Christmas the mystic holly, are unconsciously perpetuating an old-world custom connected with belief in the efficacy of the magical circle to protect us against evil spirits. And in our concern about luck, our proneness to believe in omens, the influence of colours and numbers, in dreams and in prophetic warnings, we retain as much of the spirit as the poetry of the religion of our remote ancestors." -Donald A. Mackenzie The immemorial folk-beliefs of our native land are passing away, but they still retain for us a poetic appeal, not only on account of the glamour of early associations, but also because they afford us inviting glimpses of the mental habits and inherent characteristics of the men and women of past generations. When we re-tell the old tales of our ancestors, we sit beside them over the peat-fire; and, as we glory with them in their strong heroes, and share their elemental joys and fears, we breathe the palpitating air of that old mysterious world of theirs, peopled by spirits beautiful, and strange, and awe-inspiring. The attitude of the Gael towards the supernatural, and his general outlook upon life in times gone by, was not associated with unbroken gloom; nor was he always an ineffectual dreamer and melancholy fatalist. These attributes belong chiefly to the Literary Celt of latter-day conception--the Celt of Arnold and Renan, and other writers following in their wake, who have woven misty impressions of a people whom they have met as strangers, and never really understood. Celtic literature is not a morbid literature. In Highland poetry there is more light than shadow, much symbolism, but no vagueness; pictures are presented in minute detail; stanzas are cunningly wrought in a spirit of keen artistry; and the literary style is direct and clear and comprehensible. In Highland folklore we find associated with the haunting "fear of things invisible," common to all peoples in early stages of development, a confident feeling of security inspired by the minute observances of ceremonial practices. We also note a distinct tendency to discriminate between spirits, some of which are invariably friendly, some merely picturesque, and perhaps fearsome, and others constantly harbouring a desire to work evil upon mankind. Associated with belief in the efficacy of propitiatory offerings and "ceremonies of riddance," is the ethical suggestion that good wishes and good deeds influence spirits to perform acts of kindly intent.
The Legacy of Heroes is a Fantasy Role Playing Game with a singular focus: imagination. The Legacy of Heroes Player's Guide offers everything you need to bring the myriad characters from movies, literature, mythology and anything else you can imagine to life on the page before you. This book contains 11 races, 11 classes, 40 heroic arcs and all the spells, styles, equipment, magic items and more you need for your own brave heroes to move from character to legend. The Legacy of Heroes exciting Heroic Talent and Heroic Moment systems empower the players to create truly memorable role-playing experiences like never before. This book facilitates that collaboration by giving you, the player, the tools you need for the stories you imagine in an efficient, simple, and familiar system based on the OGL license. The only question is, are you ready for your own legacy? Visit www.thelegacyofheroes.com for support, downloads and more!
NEW YORK TIMES BESTSELLER • 80 recipes inspired by the magical world of Dungeons & Dragons “Ready a tall tankard of mead and brace yourself for a culinary journey to match any quest!”—Tom Morello, Rage Against the Machine From the D&D experts behind Dungeons & Dragons Art & Arcana comes a cookbook that invites fantasy lovers to celebrate the unique culinary creations and traditions of their favorite fictional cultures. With this book, you can prepare dishes delicate enough to dine like elves and their drow cousins or hearty enough to feast like a dwarven clan or an orcish horde. All eighty dishes—developed by a professional chef—are delicious, easy to prepare, and composed of wholesome ingredients readily found in our world. Heroes’ Feast includes recipes for snacking, such as Elven Bread, Iron Rations, savory Hand Pies, and Orc Bacon, as well as hearty vegetarian, meaty, and fish mains, such as Amphail Braised Beef, Hommlet Golden Brown Roasted Turkey, Drow Mushroom Steaks, and Pan-Fried Knucklehead Trout—all which pair perfectly with a side of Otik’s famous fried spiced potatoes. There are also featured desserts and cocktails—such as Heartlands Rose Apple and Blackberry Pie, Trolltide Candied Apples, Evermead, Potion of Restoration, and Goodberry Blend—and everything in between, to satisfy a craving for any adventure.
In The Fourth Age heroes from across Verdan were summoned to oppose Terek, a wizard bent on world domination. In Dark Passages those heroes led by the Lady Y’Shanarra and the brave crusader, Trevor, braved the ancient evils of Kyrotha and the unknown horrors of the Khanian caves to reach Izmir, the base of Terek’s new world order. Sacrifices were made, but those that survived have finally reached their destination. In Heroes of Bardoom, those that oppose Terek find a country at odds with itself and less than fully committed to their leader’s vision. Yet Terek’s power and reach have brought most of the human civilization under his control. A surprise from Terek’s past and a bargain struck of necessity have likewise placed the dragons in Terek’s debt. Now, it appears that only the elves stand between the wizard and total control of Verdan. And so Terek has summoned the elven kings and queens to Bardoom for a council that will determine all their fates.
An Exploration of Tolkien's Heroic Characters, and the Sources that Inspired his Work from Myth, Literature and History
Author: David Day
Publisher: Hachette UK
Category: Literary Criticism
In J. R. R Tolkien's Lord of the Rings, The Hobbit and The Silmarillion, Middle-earth endured cataclysmic wars and critical battles, causing great men, women and mystical creatures to arise, influence and shape the course of its history. Here in this book, Tolkien expert David Day examines the complexities surrounding Tolkien's portrayal of good and evil, and analyses Middle-earth's most celebrated heroes and the literary, historical and mythological sources that inspired their creation. This work is unofficial and is not authorized by the Tolkien Estate or HarperCollins Publishers.
A comprehensive examination of the intertwined mythology, folklore, and literary history of the little people • Explores the pagan roots of dwarfs and elves and their evolution in myth and literature • Reveals the role the church played in changing them from fearless, shape-shifting warriors with magical powers into cheerful helpmates and cute garden gnomes • Traces their history from ancient Celtic and Germanic lore through their emergence in the literature of the Middle Ages to their modern popularization by the Brothers Grimm and Walt Disney Most people are familiar with the popular image of elves as Santa’s helpers and dwarfs as little bearded men wearing red caps, who are mischievous and playful, helpful and sly, industrious and dexterous. But their roots go far deeper than their appearance in fairy tales and popular stories. Elves and dwarfs are survivors of a much older belief system that predates Christianity and was widespread throughout Western Europe. Sharing his extensive analysis of Germanic and Norse legends, as well as Roman, Celtic, and medieval literature, Claude Lecouteux explores the ancient, intertwined history of dwarfs and elves. He reveals how both were once peoples who lived in wild regions as keepers of the secrets of nature. They were able to change their size at will and had superhuman strength and healing powers. They were excellent smiths, crafting swords that nothing could dull as well as magical jewelry, and often entered into the service of lords or heroes. They were a part of the everyday life of our ancestors before they were transformed by fairy tales and church texts into the mythical creatures we know today. Lecouteux shows how, in earlier folklore, elves and dwarfs were interchangeable, gradually evolving over time to express very different kinds of beings. “Dwarf,” “giant,” and even “elf” did not necessarily connote size but referred to races with different skills. Elves were more ethereal, offering protection and kindness, while dwarfs reflected a more corporeal form of spirit, often appearing as messengers from the underworld. Yet dwarfs and elves could be bargained with, and our ancestors would leave a broken object outside the door at night with the hope that a dwarf or elf (or other local spirit) would repair it. Revealing the true roots of these helpful and powerful beings, including an in-depth exploration of one of the most famous dwarf/elf/fairy beings of the Middle Ages, Auberon or Oberon, also known as Alberich, Lecouteux shows how the magic of dwarfs and elves can be rekindled if we recognize their signs and invite them back into our world.
What if all the heroes died? Malthus Kierin always dreamed of adventuring, of making his mark upon the world of Kalan. After he earns his robe and staff, rewards for passing the tests required to become a wizard, the door to his dreams stands open. But a nightmare awaits him on the other side, a black-hearted wizard who, along with his vile undead minions, systematically assassinates all of Kalan’s heroes. The tale of Malthus and his small band of companions begins, as they flee from the Darkener on a seemingly hopeless quest for aid. Who now will become heroes? Or will Kalan fall to an age of darkness?
The islands of Britain have been a crossroads of gods, heroes, and kings-those of flesh as well as those of myth-for thousands of years. Successive waves of invasion brought distinctive legends, rites, and beliefs. The ancient Celts displaced earlier indigenous peoples, only to find themselves displaced in turn by the Romans, who then abandoned the islands to Germanic tribes, a people themselves nearly overcome in time by an influx of Scandinavians. With each wave of invaders came a battle for the mythic mind of the Isles as the newcomer's belief system met with the existing systems of gods, legends, and myths. In Gods, Heroes, and Kings, medievalist Christopher Fee and veteran myth scholar David Leeming unearth the layers of the British Isles' unique folkloric tradition to discover how this body of seemingly disparate tales developed. The authors find a virtual battlefield of myths in which pagan and Judeo-Christian beliefs fought for dominance, and classical, Anglo-Saxon, Germanic, and Celtic narrative threads became tangled together. The resulting body of legends became a strange but coherent hybrid, so that by the time Chaucer wrote "The Wife of Bath's Tale" in the fourteenth century, a Christian theme of redemption fought for prominence with a tripartite Celtic goddess and the Arthurian legends of Sir Gawain-itself a hybrid mythology. Without a guide, the corpus of British mythology can seem impenetrable. Taking advantage of the latest research, Fee and Leeming employ a unique comparative approach to map the origins and development of one of the richest folkloric traditions. Copiously illustrated with excerpts in translation from the original sources,Gods, Heroes, and Kings provides a fascinating and accessible new perspective on the history of British mythology.
The Aesirthe Children of Loki, From Asgard to Utgard, Baldur, Ragnarök, Twilight of the Gods…
Author: Annie Keary
Musaicum Books presents to you a meticulously edited collection of Norse Mythology. This ebook has been designed and formatted to the highest digital standards and adjusted for readability on all devices. Contents: The Æsir. A Giant—a Cow—and a Hero Air Throne, the Dwarfs, and the Light Elves Niflheim The Children of Loki Bifröst, Urda, and the Norns Odhærir How Thor Went to Jötunheim From Asgard to Utgard The Serpent and the Kettle Frey On Tiptoe in Air Throne The Gift Fairest Gerd The Wood Barri The Wanderings of Freyja The Necklace Brisingamen Loki—the Iron Wood—a Boundless Waste The King of the Sea and His Daughters Idūna's Apples Reflections in the Water The Winged-giant Hela Through Flood and Fire Baldur The Dream The Peacestead Baldur Dead Helheim Weeping The Binding of Fenrir The Might of Asgard The Secret of Svartheim The Punishment of Loki, Ragnarök The Twilight of the Gods
In The Fallen Elves, book three of The Second Neoluzian War epic fantasy series, the wicked Orc dictator Arkan Spiritstrike, his wizards and military generals are on the verge of laying waste to the elven cities of Balenwood and Oakmantle after destroying the human settlements in the northern lands. This is a time of desperation for the good races because Darius has been lost to lower Neoluzia due to the Gathering of Replenishment spell cast upon him by members of the secretive wizard guild, the Veiled Institution. David Parr, a human from Earth summoned by Darius that reluctantly remains in Neoluzia to assist the Salon of Enlightenment against their Orc enemies, must find the great necromancer Termaplix if the land is to be saved. Finding Termaplix may be impossible however, for the hero from the War of Cleansing has been hidden in a secret place due to unknown circumstances one thousand years ago--a tomb long since forgotten to the current generations in the land. Perilously stifled in their shift away from the old magic and the forced elimination of history, those that Parr seeks to help against the enemy from the north must first learn to embrace the gift of magic again, an art banished in antiquity by the deception of peace and the deep wounds of the surviving populations in the first war.
The journey continues. It doesn't stop. The retrieval of the first diamond is just the beginning of Terra's future. The challenges of its varied landscape and the creatures lurking beneath the soil stand prepared to test Vesus' courage once again. Accompanied by valiant warriors with shared goals, the pursuit to his captured bride and the liberation of the elven race is defined by some of the most lethal circumstances they have ever faced. The magical diamonds they seek are hidden amidst frightening foes and perilous puzzles. However, the determined elves are not without purpose and show the power of perseverance as they explore every possible location to finish what they started...
Ruins on Stone Hill What do you get when you mix a novice wizard, a reckless warrior, a sharp-tongued thief, & a saintly cleric? Swords, sorcery, & sarcasm. Glolindir thought he knew all about magic until he came face to face with his very first monster. He only survived thanks to his new friends: a gallant warrior as talented as he is reckless, a mysterious halfling whose knives are nearly as sharp as his tongue, and a saintly gnome whose very touch can heal. Unfortunately, that was just the beginning of their troubles. Strange things have been happening around the little town of Ravenford. Before they know it, they are up to their necks in monsters and worse. From eerie ruins to underground caves to a ghostly forest devoid of life, they encounter the forces of darkness. Can they overcome their faults and work together to save the town, or will they die trying? Serpent Cult An army of darkness. A group of young heroes. A town hanging in the balance. "You'll be sorry... they'll enthrall... you all..." Voltark's shade had threatened. The mage had been part of a cult that practices the darkest of arts. For reasons shrouded in mystery, the group has set its sights on the little town of Ravenford. With new threats cropping up in and around the town, Glolindir and friends are faced with an impossible task: protect Ravenford from an army of monsters, assassins, and black magic. From the depths of the sea to the spires of Ravenford keep, the young heroes follow a twisted trail of intrigue and death. Surrounded on all sides and vastly outnumbered, do they even stand a chance against such overwhelming odds? Dark Monolith A cult of black mages and demons. The secret to the Thrall Masters’ terrifying power. A desperate race to find it before they do. “They’ll be able to make… golems that haven’t been seen… since the Thrall Masters walked the earth…” Tevlar’s corpse had warned. A hundred and fifty years have passed since the Thrall Masters nearly destroyed the land of Thac. Now the secret to their terrifying power has been found and the Serpent Cult is after it. To stop them, Glolindir and friends must seek out an ancient monolith hidden somewhere in the depths of the mysterious Darkwoods. Yet first they must deal with accusations of treason. They have been branded traitors and must prove themselves in trial by combat or be banished forever. From the tournament fields of Ravenford Keep to the depths of the Darkwoods, the young heroes face deadly traps, fierce monsters, and cunning demons. Can they reach the Dark Monolith before the cult? And if so, what terrifying magical force awaits them there? Enter a world of magic and adventure in this fun tale of heroes in the making. Perfect for fans of Lord of the Rings and Dungeons and Dragons.