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'Desolate Landscapes' is one of the most detailed, most complete record of archaeological information I have ever found in any book. Primary sources from Russian literature added greatly to the knowledge we already have about Neanderthals and early modern man. Not light reading, but it can be delightful reading if you enjoy books on early humans or history.
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Modern web technology available from Clearstation and E-trade take the drudgery out of the technical charting, and make it easy for an amateur investor to become an experienced technical chart reader. Edwards and McGee was the book that helped me develop this skill. I can not praise the authors of this book enough.
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The book reads quickly and gives you a sense of awe for the man, and the manner which he and his companions lived. Though the book is mainly based on documented accounts of those who knew Johnston, I sometimes found parts of it hard to believe. One example is simply the sheer number of Indians this man kills throughout the book. That alone is nearly beyond belief, and I wonder if some of the accounts may have been exaggerated. That aside, the book was very enjoyable. A true taste of the harshness of the place and the people of that time. You'll never look at a liver the same after reading this book!
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Essentially, this game allows you to take on the role of a Mummy, just as the previous World of Darkness games put you in the role of other monsters. But these aren't the bandaged wrapped monsters of the cinema. Rather, they are more an amalgam of Boris Karlof's immortal mystic from the original Mummy and Egyptian mythological beings. These Mummies are immortal heros, blessed by Osiris and given the task of restoring balance to the world. As such, this is a much more hopeful tone when compared to, say, Vampire or Wraith, but that only makes the game that much more challenging. Mummies are made of a combination of a flawed mortal and an ancient Egyptian soul, so they are both modern and ancient at the same time. And they are also considerably less powerful than their ancient age would make you think. Therefore, these Mummies are not as unbalancing in cross overs as they might seem. Indeed, even the immortality thing isn't as big an advantage, because it does take considerable time to come back, plus Mummies do not have supernatural endurance on par with some of the other denizens of the World of Darkness.
The book is pretty straight forward. Mummies and their role in the World of Darkness (along with some great tips and ideas for better running Mummy games) are all described in great detail, including Osiris, Anubis, Ma'at, the Judges and various Cults of Life such as the followers of Isis and Osiris. There is a lot of usage of Egyptian and even Arabic words, but these only serve to add to the flavor and shouldn't confuse the reader overly much. Theres even a glossary of the major terms used, and some brief descriptions of Egyptian Gods and Goddesses. Plus theres the recommended reading, viewing and listening which give you some more points of reference for incorporating mummies, ancient Egypt and Middle Eastern culture into your games. And many of these sources can be found on Amazon.com, conveniently enough.
Like other denizens of the World of Darkness, the Mummies are divided into different splats, in this case based off aspects of the Egyptian soul (plus another one for "unaffiliated" mummies). Each of these splats are given full page write ups, which helps players get a handle on what motivates their characters. Each splat also specializes in a specific Hekau, ancient magics of Egypt such as alchemy or making ushabtis. These are given ratings from one to five, and work kind of like Vampire Disciplines or Mage Spheres, so players should grasp these pretty quickly. Furthermore, although Mummies only get a few new abilities, differing from those presented in the core book, Mummies also have a wealth of new backgrounds to help flesh them out, such as Ba, Ka and Companion, and even a handful of new merits and flaws.
As the first book in the "Year of the Scarab" series, Mummy also details the core setting for the game, Egypt and the lands of the Middle East, Africa and the Mediterranean. The histories of Egypt and Saudi Arabia are given, along with an extensive write up of Egypt's geography, from Luxor to Sinai. There are also some description Persia (Iran), Iraq, Kuwait, Kuwait, Israel and the Palestinean Territories, Jordan, Syria, Lebanon, Saudi Arabia, Turkey and Greece. Also, the Lands of the Dead (and beyond) are described, mainly from an Egyptian point of view, but fans of Wraith should be pleased.
The back of the book is also loaded with lots of juicy stuff for STs. Not only are there detailed notes for adding Mummies into a game, but there are also some other nasties, both for Mummy only games and for cross-overs. Corrupt "bane mummies", cannibalistic Egyptian cults, undead monsters and other servants of Aphosis and corruption are unique foes specifically for Mummies. Other supernaturals, such as the local Vampires (Assamites and Followers of Set), the walking dead, Wizards such as the Arabian Ahl-i-Batin and Persian Taftani, ghosts and other spirits, Djinn, shapeshifters (not only werewolves, but also werecrocodiles, werecats and even wereserpents) and monster hunters are all given, either as allies or antagonists, along with stats for various mortal animals native to the mid-east, like scorpions and camels. And then there are also other Mummies as well. Ancient Mummies who lived since the dyas of Egypt, non-Egyptian Mummies (created from Greek translations of the Egyptian ritual), Incan Mummies from the mountains of South America and immortal Taoist sages from China are all presented, with just enough for you to play them or incorporate them into your games.
All in all, this is an extremely useful book for STs and Players alike, whether you intend to run an all Mummy game or run a cross over game. Or even if you just want to add a Mummy or two into your game as NPCs. Even without Mummies, there is a wealth of information about Middle Eastern culture and settings provided in this book, with a specific emphasis on Egypt. If you run a Vampire game with lots of Assamites, or a Mage game focusing on Hermetic lore from ancient Egypt, you might find this game extremely useful, even without Mummies.
The showpiece of the book, of course, is the new breed of mummy which has appeared in the World of Darkness. In the wake of the Year of the Reckoning, Osiris has stirred from his long slumber, and for the first time in millennia, he has sanctioned the creation of new mummies. They are known as Amenti, and are born from the fusion of an ancient soul and a modern one. The Amenti are far more dynamic and interesting than the older mummies you might remember from WoD: Mummy Second Edition. (And no, they don't want around wrapped in toilet paper, either.)
The tone of Mummy is also much more positive than that of most other White Wolf games: Mummies are mortals who have been reborn as something more than human and given a second chance. They are beacons of light and hope in the World of Darkness, inspiring others through their example. While one can certainly play an all-Amenti chronicle, Mummy: The Resurrection really shines when used to run a crossover game. The Amenti can interact in the realms of vampires, werewolves, and other creatures in all sorts of interesting and flavorful ways: Adding a mummy to a coterie, pack, or coven will open up some great roleplaying opportunities. In addition, the balance issue present in WoD: Mummy Second Edition have been resolved, and the Amenti are now an excellent complement to other supernaturals. Their powers tend to be very subtle; they are not combat monsters or world-breakers, but they have many useful abilities such as healing, alchemy, and powers of the spirit world.
The book also includes tons of information on the Middle East, both in the present day and in the history of the World of Darkness, details on how the Amenti interact with vampires, werewolves, mages, and other supernaturals, as well as a whole chapter on other types of immortals from all around the world. Highly recommended.
If you are into the white wolf storyteller system crossover is the whole idea behind it, so, yeah, it IS worth your money.
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I was glad to learn about the Knights of Templer and that they were crusaders. I always wondered how Sam Spade in the Maltese Falcon knew that and it is because of this classic.
I was surprised that it talked so much about Robin of Lockesley. The story of Ivanhoe seemed to be the same only told by Ivanhoe's friends and not Robin's.
I thought that the DeBracyn and the Knight of Templer Brian de Bois Guilbert were pretty evil guys which made the story interesting. They were weasels when they had their backs to the wall but did preform with honor when required like when Richard gets DeBracy.
I guess I did not understand the prejudice of the time because they treated the Jews like dirt and they were so sterotypical. I really thought that the Jewish girl Rebecca was going to end up with Ivanhoe instead of that Saxon Lady Roweana. I guess you have to appreciate the times that they lived in.
It was a different look the Richard/Prince John history.
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Far more helpful than this vacuous tome is the Worldwatch Institute series "State of the World," issued every year on selected topics edited by Lester R. Brown, with a variety of individually written well-footnoted articles, each on a specific aspect of development and its effects on the environment and people all over the earth. These volumes will remain useful for years to come, and you can get three of the latest books in the series for less than the cost of "An Introduction to Ecological Economics," which you won't want to keep after reading anyway.
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There are three major flaws in the readings:
1) The readers are no better than the average untrained person, and often much worse. (You've just got to hear them for yourself to appreciate how bad they are.)
2) Successive poems by the same poet are read by different "readers." It's jarring to hear 3 or 4 poems from Poet X, each in a wildly different voice.
3) No regard is given to matching the sex of the poet and reader. In general, it is really annoying to hear your favorite poet read by the wrong sex. In particular, making this mistake on "gender specific" poems (like having a woman read Poe's "Annabel Lee") is unforgivable.
Why is this all so upsetting? Because it is practically impossible to find poetry collections on CD, making this a serious waste of limited resources. If you are looking for a good collection on CD, buy "81 Famous Poems CD" by Audio Partners (ISBN 0-945353-82-0). It's a good collection on two CDs and is read by professionals: Alexander Scourby, Bramwell Fletcher, and Nancy Wickwire. In the meantime, we can only hope that the producers of this collection will eventually come to their senses and re-record the poems with the services of trained professionals.
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While this book can be seen a follow-up to his mentor Richard G. Klein's 1973 work "Ice-Age Hunters of the Ukraine", Mr. Hoffecker brings to the subject his own unique expertise in the general study of the archeology of people living in cold environments and applies it to the specific case of these people who amazingly managed to survive in this highly inhospitiable environment during the height of the Ice Age.
The book is divided into seven chapters. The first discusses general anthropological principles and theories pertaining to human adaptation and development in cold environments. The second outlines the environmental conditions of the specific area under study in the book.
The next two chapters focus on Neanderthal finds in the area. The following two chapters discuss the replacement of the local Neanderthal population by the Cro-magnons, and the development of their way of life in the cold Loess Steppe environment. The final chapter summarizes the discussion and is followed by an extremely valuable and extensive bibliography, more than half of which consists of non-English (primarily Russian) sources.
In reading this work I was struck by the ingenuity of these people in the ways they adapted to survive (such as cutting "meat freezers" into the permafrost ground to preserve food for leaner months ahead), and felt that they were much more intelligent than we generally credit prehistoric people as having been. Given the same materials and conditions to survive under, I doubt that I could do half as well as they did.
In summary, this book makes an extremely worthy contribution to the dire lack of knowledge about this subject available in English. The author makes extensive use of the work of Russian and Ukrainian archeologists, as well as knowledge gained from his own participation in digs in the area and access to collections of finds previously closed to Western scholars during the Soviet era.
My only reason for giving this book 4 stars instead of 5 is due to some disappointment with the illustrations in the book. All of them are merely reproductions of drawings of artifacts from earlier Soviet-era publications. With his access to the jealously-guarded collections Mr. Hoffecker has written of, it would seem to have been desirable to include new photographs of at least some of these artifacts which have never been seen by Western eyes.
It is hoped that this oversight can be remedied in the future by some sort of companion volume which focuses more on providing a visual record of the artifacts and sites in question to supplement the excellent information the author has provided in the present work.