More Pages: Greenwood Page 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25


A Good and Informative topic
Black Wall Street: From Riot to Renaissance in Tulsa's Histo

Valuable infoThat said, the book does give great, valuable info on supplementation and the right foods to eat to eliminate cellulite and create a cellulite-resistant body. The training section is particularly good, the suggested system of doing 3 sets of each exercise and stretching that muscle in between sets will not only help you eradicate cellulite, but make you much stronger than strength training or cardio alone, much faster. I think the meal plan has a bit too much gluten and dairy for someone who wants to avoid water retention and bloating (and for for general health, too, without mentioning possible intolerances), but if the reader considers that in addition to following the guidelines listed in the chapter about nutrition she can work out her own meal plan better than the one suggested in the book.
To really reach your goal, I would recommend pairing this up with the guidelines in "The Fat Flush Plan" by Ann Louise Gittleman, as well as performing periodic mono-dieting, as suggested in "Fit for Life: a new beginning" by Harvey Diamond.
Definitely a breakthrough

Odd mix of great, good and uneven writing/ideas.This book is an exploration of a city in the campaign setting, and follows the same feel in that the emphasis is far more on the politics rather than old ruins or monsters. This is fine, but not quite what most people expect from AD&D. The cover is a very nice picture of a stone and a fire giant fighting while adventurers watch behind small hills, and the city in the background. Unfortunately, that's about all that these kinds of threats are seen, except in passing. The underground sewers are detailed well, but most areas are given the same "rumors of treasures hidden in the walls" treatment.
So the emphasis is on the people and their interactions. The city overall is one with a very peaceful reputation. You have five main groups, the Castle, the Guilds, the Nobles, the Priests and the common people. The Castle and leaders seem mostly good, with the potential heir being somewhat weak, leading to worries as to what will happen if the Lord dies. The guilds are builders, craftsmen, parcel carriers, etc, and basically well respected. There are one or to evil guildmasters, but very little detailed as to if they have any real plans. The Nobles are the most interesting group at first, as they're disliked by the commoners and Guilds alike. But rather quickly it's obvious that most follow a pattern.. Leader of the house, the heir is almost always a young man or woman who either seeks adventure to make a name, seeks adventurers to provide a power base for when they become the leader, or weak/not interested in the job of being house leader. One or two plots are laid out in fair detail, but they still didn't really grab me, and the sameness of each noble house got monotonous after awhile.
The religions are primarily good or neutral, and the evil religions again follow a pattern of only a few followers, want to expand their powerbase in the city, preparing to do so but not yet... One religion is truly evil, with some fleshing out of the despicable practices of its leader, but this was only a blip in the monotony. The shady dealings in the city are minimal and glossed over in the chapter devoted to this, because the town watch is so effective. The section on adventures is quite thin, and almost nothing in it really grabbed me.
Another element of this book that I disliked were some writing style choices and inconsistencies.
1. Names not always consistent between book, glossary (with page number where character is found) and the NPC list.
2. Almost every paragraph had at least one word in quotes, sometimes needed but more than often not.. Example: "If being 'noble' accords him special privileges, he will shamelessly make use of them ... However, he knows very well that anyone who truly believes Talasaarans are 'better' than their fellow Geanavese..." These quotes interrupt the flow of reading for me.
3. The authors use city-wide versions of common words throughout (at least they do explain the meaning) but this is annoying when they're for words like street, corner, avenue, left (sinister) and right (dexter). Again, it breaks up the flow.
4. The walkthrough of the city switches from guide-book style of simple description to actual guide style ("Now, as we go down this street, we decide to turn in the sinister direction and...") multiple times. Combined with huge amounts of quotes and city specific terms, plus including information already mentioned in the rest of the book, this chapter seemed a waste.
5. Sometimes the book goes into great detail about specific plots and plans (well, all of a couple of them), and other times things that it would help the DM to know are merely mentioned and then left alone as something that "No one really knows.". This seems inconsistent.
Ok, so lots of complaints.. It still gets a three for the high production quality and the wealth of NPCs and locations included. The nits and sameness drag it down to just average.
Very good book with lots of detail

Will interest advanced competitive bodybuilders only.
In Depth

Complete in some areas- incomplete in others.
A frank, highly accurate and invaluable guideYours truly has traveled to Ireland for eight of the past nine years, and the Rough Guide has been a consistent and consistently helpful travel companion. The recently updated (May 2001) sixth edition is a candid and comprehensive guide, as it covers all the well-known and little-known aspects of the Irish landscape. What distinguishes the Rough Guide from Fodor's, Frommer's, Let's Go, Lonely Planet, et al., is its writing: frank, literate, hard-to-put-down. This reader has all of the aforementioned guides to Ireland (and more), and it's the Rough Guide that receives the overwhelming bulk of my attention. It's the one guide that I turn to again and again, and the one guide that accompanies me to Ireland.
Beyond it's highly literate style, the Rough Guide is particularly strong in the areas of Irish history, and its relationship to the sites that dot the Irish landscape. In recent years the Rough Guide has increased its emphasis on dining and lodging options (this guide is no longer content with hostels as the only way to go). Indeed, the Rough Guide now caters to a broader geographic. In other words, it's not only for those who want to "rough it." Another noteworthy improvement in recent years is the Rough Guide's expanded index, and, even more noteworthy, is its "Contexts" section, which is a wonderful, most informative 75-page section devoted to numerous things Irish: history, wildlife, books, movies, architecture, and more. The contexts section, come to think of it, may alone be worth the publisher's asking price. As for maps, however, this is one of the Rough Guide's shortcomings. While there are more than 40 (and they are clear and helpful), this dedicated reader would like to see more of a particular region. Three pages of maps for all County Donegal, for example, doesn't do justice to a chapter that runs 45 pages. In the future, it would be helpful to have more detailed maps of, say, southwest Donegal, western Donegal, and the like.
Minor criticisms aside, the Rough Guide's sixth edition is a must-have for the serious traveler to the Emerald Isle. While not nearly as slick as some other guides (i.e., Eyewitness), its depth of subject and highly literate style more than compensates. Perhaps it's the ideal guide for the traveler who intends to return to Ireland again and again.


OK supplement; not a standoutThe most value you will probably get out of this guide is for its detail on magic item creation under the 2nd edition rules. This was always something the core rulebooks remained rather vague on, and this guide takes a good step towards laying down some more concrete details (but just a step). It includes some "recipes" for magic items and walkthroughs for the creation process. If you are interested in magic item creation for 2nd edition AD&D, this is a worthwhile supplement.
Beyond that, it introduces some new magic items, some new spells, a few artifacts, and a monster or two. Some interesting stuff, but nothing particularly spectacular. Given the changes to 3rd edition D&D (which lays down its own clear and straight-up magic item creation guidelines), there probably isn't that much of value here for players who have moved on from 2nd edition.
Excellent MaterialThe sections on magical woods, gems and metals are perfect for putting those little extra touches that take a magic item from the humdrum to the extraordinary. Since it's all there ready for you, it can also help you give consistent hints to players about what a magic item does by it's description. For instance, your player may eventually learn that magic items bearing alexandrite almost invariably have good luck powers, while those with onyx inlays are often either cursed or unlucky.
The item creation spells are probably the best feature over all. Unlike the Complete Book of Artifacts, and the Second Edition Dungeons Master's guide, this book actually gives a detailed process for magical item creation, including an example item preperation.
The book is a must have for the detail oriented person or any Dungeon Master running a First or Second Edition campaign that is going to involve magical item creation in any way. The gems and woods section above provide plenty of inspiration for adventures when your would be enchanter has to collect some of his materials by hand.
Unfortunately, the magic item creation system in Third Edition does not work at all with this book. I consider that a failing of Third Edition. It has made the construction of magic items exceptionally mundane.
So let me finish with a few words of caution, if you are not a Dungeon Master or are not interested in fleshing out the magic in your campaign you probably don't want this book. But for the Dungeon Master who is, this book is invalueable.


Great to carry with you

good read

An excellent start to the Delphic Women series.I loved this book for its refreshing retelling of the Classic Greek stories from a new viewpoint. This is a re-telling of the fall of Troy, seen from the point of view of Cassandra, the woman gifted with prophecy and cursed to be unable to use it, and Diomedes a healer with the Greek army.
Kerry Greenwood has researched the background setting and details of every-day life very well, and her style is gripping, and alluring.
This is a fast-paced, thoughtful, sexy and immensely satisfying race through a well known classic story.
(The next two books are Electra and Medea).


A Good Start