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Ghouls In Popular Culture
A Ghoul is a mythical creature originating in pre-Islamic Arabia, often described as hideous human-like monster that dwelt in the desert or other secluded locations in order to lure travellers astray. It was not until Antoine Galland translated the Arabian Nights into French that the western idea of Ghoul was introduced. Galland depicted the Ghoul as a monstrous creature that dwelled in cemeteries, feasting upon corpses. This definition of the Ghoul has persisted until modern times, with Ghouls appearing in literature, television and film, as well video games. Notable examples * In J.K. Rowling's ''Harry Potter'' series, ghouls are comparatively harmless creatures that live in the homes of wizards, making loud noises and occasionally groaning; a ghoul resides in the attic of the Weasley family's home as the family's pet. Context implies that in the ''Harry Potter'' universe, ghouls are closer to animals than human beings. This "innocuous", "somewhat anodyne depiction" in popular ...
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Ghoul
A ghoul ( ar, غول, ') is a demon-like being or monstrous humanoid. The concept originated in pre-Islamic Arabian religion, associated with graveyards and the consumption of human flesh. Modern fiction often uses the term to label a certain kind of undead monster. By extension, the word ghoul is also used in a derogatory sense to refer to a person who delights in the macabre or whose occupation directly involves death, such as a gravedigger or graverobber. Etymology Ghoul is from the Arabic ''ghūl'', from ''ghāla'', "to seize". In Arabic, the term is also sometimes used to describe a greedy or gluttonous individual. See also the etymology of gal and gala: "to cast spells," "scream," "crow," and its association with "warlike ardor," "wrath," and the Akkadian "gallu," which refer to demons of the underworld. The term was first used in English literature in 1786 in William Beckford's Orientalist novel ''Vathek'', which describes the ''ghūl'' of Arabic folklore. Th ...
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Roleplaying Game
A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal role-playing game system, system of rules and guidelines. There are several forms of role-playing games. The original form, sometimes called the tabletop role-playing game (TRPG), is conducted through discussion, whereas in live action role-playing game, live action role-playing (LARP), players physically perform their characters' actions.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physica ...
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Posthuman
Posthuman or post-human is a concept originating in the fields of science fiction, futurology, contemporary art, and philosophy that means a person or entity that exists in a state beyond being human. The concept aims at addressing a variety of questions, including ethics and justice, language and trans-species communication, social systems, and the intellectual aspirations of interdisciplinarity. Posthumanism is not to be confused with transhumanism (the biotechnological enhancement of human beings) and narrow definitions of the posthuman as the hoped-for transcendence of materiality. The notion of the posthuman comes up both in posthumanism as well as transhumanism, but it has a special meaning in each tradition. In 2017, Penn State University Press in cooperation with Stefan Lorenz Sorgner and James Hughes established the ''Journal of Posthuman Studies'', in which all aspects of the concept "posthuman" can be analysed. Posthumanism In critical theory, the posthuman is a sp ...
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Fallout (series)
''Fallout'' is a series of post-apocalyptic role-playing video games—and later action role-playing games—created by Interplay Entertainment. The series is set during the 21st, 22nd and 23rd centuries, and its atompunk retrofuturistic setting and art work are influenced by the post-war culture of 1950s United States, with its combination of hope for the promises of technology and the lurking fear of nuclear annihilation. A forerunner of ''Fallout'' is ''Wasteland'', a 1988 game developed by Interplay Productions to which the series is regarded as a spiritual successor. The series' first title, ''Fallout'', was developed by Black Isle Studios and released in 1997, and its sequel, ''Fallout 2,'' the following year. With the tactical role-playing game '' Fallout Tactics: Brotherhood of Steel'', development was handed to Micro Forté and 14 Degrees East. In 2004, Interplay closed Black Isle Studios, and continued to produce '' Fallout: Brotherhood of Steel'', an action game wi ...
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Apocalyptic And Post-apocalyptic Fiction
Apocalyptic and post-apocalyptic fiction is a subgenre of speculative fiction in which the Earth's (or another planet's) civilization is collapsing or has collapsed. The apocalypse event may be climatic, such as runaway climate change; astronomical, such as an impact event; destructive, such as nuclear holocaust or resource depletion; medical, such as a pandemic, whether natural or human-caused; end time, such as the Last Judgment, Second Coming or Ragnarök; or more imaginative, such as a zombie apocalypse, cybernetic revolt, technological singularity, dysgenics or alien invasion. The story may involve attempts to prevent an apocalypse event, deal with the impact and consequences of the event itself, or it may be post-apocalyptic, set after the event. The time may be directly after the catastrophe, focusing on the psychology of survivors, the way to keep the human race alive and together as one, or considerably later, often including that the existence of pre-catastro ...
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TSR, Inc
TSR, Inc. was an American game publishing company, best known as the original publisher of ''Dungeons & Dragons'' (''D&D''). Its earliest incarnation, Tactical Studies Rules, was founded in October 1973 by Gary Gygax and Don Kaye. Gygax had been unable to find a publisher for ''D&D'', a new type of game he and Dave Arneson were co-developing, so founded the new company with Kaye to self-publish their products. Needing financing to bring their new game to market, Gygax and Kaye brought in Brian Blume in December as an equal partner. ''Dungeons & Dragons'' is generally considered the first tabletop role-playing game (TTRPG), and established the genre. When Kaye died suddenly in 1975, the Tactical Studies Rules partnership restructured into TSR Hobbies, Inc. and accepted investment from Blume's father Melvin. With the popular ''D&D'' as its main product, TSR Hobbies became a major force in the games industry by the late 1970s. Melvin Blume eventually transferred his shares to his ...
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Monstrous Manual
The ''Monster Manual'' (''MM'' is the primary bestiary sourcebook for monsters in the ''Dungeons & Dragons'' (''D&D'' fantasy role-playing game, first published in 1977 by TSR. The ''Monster Manual'' was the first hardcover D&D book and includes monsters derived from mythology and folklore, as well as creatures created specifically for ''D&D''. Creature descriptions include game-specific statistics (such as the monster's level or number of hit dice), a brief description of its habits and habitats, and typically an image of the creature. Along with the ''Player's Handbook'' and ''Dungeon Master's Guide'', the ''Monster Manual'' is one of the three "core rulebooks" in most editions of the ''D&D'' game. As such, new editions of the ''Monster Manual'' have been released for each edition of ''D&D''. Due to the level of detail and illustration included in the 1977 release, the book was cited as a pivotal example of a new style of wargame books. Future editions would draw on various ...
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Monster Manual
The ''Monster Manual'' (''MM'' is the primary bestiary sourcebook for Monsters in Dungeons & Dragons, monsters in the ''Dungeons & Dragons'' (''D&D'' fantasy role-playing game, first published in 1977 by TSR (company), TSR. The ''Monster Manual'' was the first hardcover D&D book and includes monsters derived from mythology and folklore, as well as creatures created specifically for ''D&D''. Creature descriptions include game-specific statistics (such as the monster's Experience point#Level-based progression, level or number of hit dice), a brief description of its habits and habitats, and typically an image of the creature. Along with the ''Player's Handbook'' and ''Dungeon Master's Guide'', the ''Monster Manual'' is one of the three "core rulebooks" in most editions of the ''D&D'' game. As such, new editions of the ''Monster Manual'' have been released for each edition of ''D&D''. Due to the level of detail and illustration included in the 1977 release, the book was cited as a ...
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Saga Press
Gallery Publishing Group is a general interest publisher and a division of Simon & Schuster which houses the imprints Gallery Books, Pocket Books, Scout Press, Gallery 13, and Saga Press. Jen Bergstrom is the Senior Vice President and Publisher. History Simon & Schuster created the Gallery Books imprint in 2009 to unite the editorial teams of Pocket Books and Simon Spotlight Entertainment (or SSE), and Gallery Books launched its first list in 2010. Louise Burke was named executive vice-president and publisher while Jennifer Bergstrom, who had been publisher of SSE, would be editor-in-chief. Gallery’s initial mission was to focus on women's fiction, pop culture and entertainment.  Simon & Schuster announced a reorganization in October 2012 that created four divisions, with the Gallery Publishing Group as one. When the reorganization was complete, Gallery Publishing Group consisted of Gallery Books, Pocket Books, Pocket Star, and Karen Hunter Books. In the years since, Pocke ...
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The Monsters Know What They're Doing
''The Monsters Know What They're Doing'' is a book series by Keith Ammann, published by Saga Press since 2019, consisting of unofficial supplements for fifth-edition ''Dungeons & Dragons''. Contents ''The Monsters Know What They're Doing: Combat Tactics for Dungeon Masters'' provides gamemasters with tactical recommendations for most of the creatures in the fifth-edition ''D&D'' ''Monster Manual''. Publication history The content of the initial book is based on Keith Ammann's blog of the same name, started in 2016. It was extended into a series with similar topics, with ''The Monsters Know What They're Doing: Combat Tactics for Dungeon Masters'' (2019) followed by ''Live to Tell the Tale: Combat Tactics for Player Characters'' (2020), ''MOAR! Monsters Know What They're Doing'' (2022) and ''How to Defend Your Lair'' (2022). Reception SyFy author James Grebey called the seminal blog "a valuable resource for DMs who want to give their players a challenge and make their game feel t ...
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Paralysis
Paralysis (also known as plegia) is a loss of motor function in one or more muscles. Paralysis can also be accompanied by a loss of feeling (sensory loss) in the affected area if there is sensory damage. In the United States, roughly 1 in 50 people have been diagnosed with some form of permanent or transient paralysis. The word "paralysis" derives from the Greek παράλυσις, meaning "disabling of the nerves" from παρά (''para'') meaning "beside, by" and λύσις (''lysis'') meaning "making loose". A paralysis accompanied by involuntary tremors is usually called "palsy". Causes Paralysis is most often caused by damage in the nervous system, especially the spinal cord. Other major causes are stroke, trauma with nerve injury, poliomyelitis, cerebral palsy, peripheral neuropathy, Parkinson's disease, ALS, botulism, spina bifida, multiple sclerosis, and Guillain–Barré syndrome. Temporary paralysis occurs during REM sleep, and dysregulation of this system can lead ...
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Ghoul (Dungeons & Dragons)
A Ghoul is a mythical creature originating in pre-Islamic Arabia, often described as hideous human-like monster that dwelt in the desert or other secluded locations in order to lure travellers astray. It was not until Antoine Galland translated the Arabian Nights into French that the western idea of Ghoul was introduced. Galland depicted the Ghoul as a monstrous creature that dwelled in cemeteries, feasting upon corpses. This definition of the Ghoul has persisted until modern times, with Ghouls appearing in literature, television and film, as well video games. Notable examples * In J.K. Rowling's '' Harry Potter'' series, ghouls are comparatively harmless creatures that live in the homes of wizards, making loud noises and occasionally groaning; a ghoul resides in the attic of the Weasley family's home as the family's pet. Context implies that in the ''Harry Potter'' universe, ghouls are closer to animals than human beings. This "innocuous", "somewhat anodyne depiction" in popu ...
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