At the Mountains of Madness
At the Mountains of Madness is a novella by H.P. Lovecraft, an American writer of "cosmic" horror, fantasy and sci-fi, particularly in the subgenre known as "weird fiction." Weird fiction incorporated the supernatural, mythical, and scientific into a unique form which predated "niche" genre fiction. This story, which was originally serialized in 1936, features the "de-mythology" of the Cthulhu mythos, which describe ancient extra-dimensional beings whose powers are vast and terrifying. It is told from the perspective of William Dyer, a geologist and professor at Miskatonic University. His manuscript reveals the horrible secrets of "The Old Ones" in an attempt to deter a highly-publicized expedition to Antarctica. Lovecraft's brilliance as a horror writer lies in his defiance of the old standards of ghosts, vampires, and werewolves. It's the peripheral description of his creatures, rather, whose powers are almost unimaginable, that leave the reader with a cosmic, spiritual and intellectual sense of doom.
Bibliographie de la France
Adrien Jean Quentin Beuchot A été écrit sous une forme ou une autre pendant la plus grande partie de sa vie. Vous pouvez trouver autant d'inspiration de Bibliographie de la France Aussi informatif et amusant. Cliquez sur le bouton TÉLÉCHARGER ou Lire en ligne pour obtenir gratuitement le livre de titre $ gratuitement.
La Librairie fran aise
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L ann e de la fiction polar S F fantastique espionnage
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The Doom That Came to Sarnath
According to the tale, more than 10,000 years ago, a race of shepherd people colonized the banks of the river Ai in a land called Mnar, forming the cities of Thraa, Ilarnek, and Kadatheron (not to be confused with Kadath), which rose to great intellectual and mercantile prowess. Craving more land, a group of these hardy people migrated to the shores of a lonely and vast lake at the heart of Mnar, founding the metropolis of Sarnath.
“Later than usual one summer morning in 1984 . . .” On California’s fog-hung North Coast, the enchanted redwood groves of Vineland County harbor a wild assortment of sixties survivors and refugees from the “Nixonian Reaction,” still struggling with the consequences of their past lives. Aging hippie freak Zoyd Wheeler is revving up for his annual act of televised insanity when news reaches that his old nemesis, sinister federal agent Brock Vond, has come storming into Vineland at the head of a heavily armed Justice Department strike force. Zoyd instantly disappears underground, but not before dispatching his teenage daughter Prairie on a dark odyssey into her secret, unspeakable past. . . . Freely combining disparate elements from American popular culture—spy thrillers, ninja potboilers, TV soap operas, sci-fi fantasies—Vineland emerges as what Salman Rushdie has called in The New York Times Book Review “that rarest of birds: a major political novel about what America has been doing to itself, to its children, all these many years.”
The Thing on the Doorstep
"The Thing on the Doorstep" is a story written by H. P. Lovecraft, part of the Cthulhu Mythos universe of horror fiction. Daniel Upton, the story's narrator, begins by telling that he has killed his best friend, Edward Derby, and that he hopes his account will prove that he is not a murderer. He begins by describing Derby's life and career. He then tells of Asenath Waite, and how Derby and she wed. A few years later, people start to notice a change in Derby's abilities. He confides in Upton, telling him strange stories of Asenath, and how he believes her father, Ephraim Waite, may not actually be dead. Upton is called to pick up Derby who has been found in Chesuncook, Maine, rambling incoherently. On the trip back, Derby tells of Asenath using his body, and suggests that it is in fact Ephraim who resides in the body of Asenath. Before finishing, he has a small seizure and rapidly changes personality, asking Upton to ignore what he might have just said. A few months later, Derby shows up at Upton's door and says he has found a way to keep Asenath away; to stop her from using his body. Derby finishes renovations on his old family house, yet seems strangely reluctant to leave Asenath's old place. Upton receives a visit from Derby, who begins raving about his wife and father-in-law. Upton gets him to sleep, but has Derby taken to Arkham Sanitarium. The Sanitarium calls Upton to tell him that Derby's "reason has suddenly come back", though upon visiting, Upton can see it is not the true personality of Edward Derby. Upton is roused from his sleep by a knocking at his door, using "Edward's old signal of three-and-two strokes". Upton believes it may be Derby, but opens his door to find a "dwarfed, humped" messenger, carrying a letter from Derby. The letter explains that Derby had in fact killed Asenath and buried her body in their cellar. Despite this, Asenath had managed to take control of his body while he was in the Sanitarium, meaning that "the thing on the doorstep" was actually Derby inhabiting Asenath's putrefying corpse. The note implores Upton to go to the sanitarium to kill Derby, who has been permanently possessed by Asenath-Ephraim's soul. Upton does so, thus hopefully banishing Asenath-Ephraim's soul to the hereafter, though he reveals that he is afraid of having his soul transferred as well.
The Call of Cthulhu
The Call of Cthulhu, the tale of a horrifying underwater monster coming to life and threatening mankind, is H.P. Lovecraft's most famous and most widely popular tale, spawning an entire mythology, with the power to strike terror into the hearts of even the Great Old Ones.
The Thing on the Doorstep
Daniel Upton, the story's narrator, begins by telling that he has killed his best friend, Edward Derby, and that he hopes his account will prove that he is not a murderer.
Winning the Influence Game
Play the game to win "More and more CEOs are discovering that managing one's business environment is as important as managing operations, finance, and sales. Winning the Influence Game explains how a strategic government relations program can make a major impact on that environment at the federal, state, and local levels."-Douglas G. Pinkham, President, Public Affairs Council "A useful, detailed handbook that should find itself on the desktop-or at the bedside-of every business leader. These are the skills that every business leader needs to succeed in the increasingly complex and rapidly changing globalized economy in which they operate-and to gain competitive advantage for their company's future."-Ira Jackson, Director, Center for Business and Government, John F. Kennedy School of Government "Winning the Influence Game provides an excellent overview for the corporate leader of how government can impact the bottom line-both positively and negatively. The clear, concise, and practical manner in which the book is organized and information provided makes it an extremely useful resource to those charged with the responsibility of creating an effective government relations program."-Margery Kraus, President and CEO, APCO Worldwide