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Journal articles on the topic "Thomas Chaloner (Fictitious character)"

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Harley, Alexis. "Resurveying Eden." M/C Journal 8, no. 4 (2005). http://dx.doi.org/10.5204/mcj.2382.

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 The Garden of Eden is the original surveillance state. God creates the heavens and the earth, turns on the lights, inspects everything that he has made and, behold, finds it very good. But then the creation attempts to acquire the surveillant properties of the creator. In Genesis 3, a serpent explains to Eve the virtues of forbidden fruit: “Ye shall not die: For God doth know that in the day ye eat thereof, then your eyes shall be opened, and ye shall be as gods, knowing good and evil” (Genesis 3: 4–5). Adam’s and Eve’s eyes are certainly opened (sufficiently so to necessitate figleaves), but in the next verse, God’s superior surveillance system has found them out. The power relationship Genesis illustrates has prompted many – the Romantics in their seditious appropriations of Paradise Lost, for instance – to question whether Eden is all that “good” after all. Why was God so concerned for Eve and Adam not to see? For that matter, why was he not there to intercept the serpent, but so promptly on the scene of humanity’s crime? Various answers (that God planned the Fall because it would enable him to demonstrate supreme love through Jesus, that Eve and Adam were wilfully wrong to grasp for equality with the Creator of the Universe, that God could not intervene in the temptation because it would compromise humanity’s free will) do not alter the flaw in God’s perfect garden state.
 
 Consciousness of this imperfection surfaces repeatedly in Western utopian narratives. The very existence of such narratives points to a humanist distrust in God as social engineer; the fact that these secular Edens are themselves often flawed suggests both a parody of the original Eden and an admission that humans are not up to the task of social engineering either. Thomas More’s Utopia and Ridley Scott’s Blade Runner – one the ostensible depiction of a new Eden, the other an outright dystopic inferno – address the association of Eden (or the Creator) with surveillance, and so undermine the ideality of the prelapsarian Garden. The archetypal power relationship, that of All-Seeing Creator with always-seen creation, is reconfigured sans God: in Utopia, with society itself performing the work of a transcendent surveillance system; in Blade Runner, with the multi-planetary Tyrell corporation doing so. In both cases, the Omnisurveillant is stripped of the mitigating quality of being God, and so exposed as oppressive, unjust, an affront to the idea of perfection.
 
 Like Eden, the eponymous island of Thomas More’s Utopia is a surveillance state. Glass, we read, “is there much used” (More 55). Surveillance is decentralised and patriarchal: wives are expected to confess to their husbands, children to their mothers (More 65). Each year, every thirty families select a “syphogrant”, whose “chief and almost … only office … is to see and take heed that no man sit idle, but that every one apply his own craft with earnest diligence” (More 57). In the mess halls, “The Syphogrant and his wife sit in the midst of the high table … because from thence all the whole company is in their sight” (More 66). Elders are ranged amongst the young men so that “the sage gravity and reverence of the elders should keep the youngsters from wanton licence of words and behaviour. Forasmuch as nothing can be so secretly spoken or done at the table, but either they that sit on the one side or on the other must needs perceive it” (More 66). Not only are the Utopians subject to social surveillance, but also to a conviction of its inescapability. Believing that the dead move among them, the Utopians feel that they are being watched (even when they are not) and thus regulate their own behaviour. 
 
 In his preface to The Panopticon, Jeremy Bentham extols the virtues of his surveillance machine: “Morals reformed – health preserved – industry invigorated instruction diffused – public burthens lightened – Economy seated, as it were, upon a rock – the gordian knot of the Poor-Laws are not cut, but untied – all by a simple idea in Architecture!” (Bentham 29). As Foucault points out in “Panopticism”, the Panopticon works so well because the prisoner can never know when she or he is being watched, and this uncertainty compels the prisoner into constant discipline. Atheist Bentham had created a transcendent surveillance system that would replace God in (he trusted) an increasingly secular society. Bentham’s catalogue of the Panopticon’s benefits is something of a Utopian manifesto in its own right, and his utilitarianism, based on the “greatest-happiness principle”, was prepared to embrace the surveillance system so long as that system maximised overall happiness.
 
 Perhaps Thomas More was a proto-utilitarian, prepared to take up the repressive aspects of panopticism in exchange for moral reform, health preservation, the invigoration of industry and the lightening of public burdens. On the other hand, Utopia is widely read as a deliberately ironic representation of the ideal state. Stephen Greenblatt has pointed out that More “remained ambivalent about many of his most intensely felt perceptions” in Utopia, and he offers the text’s various ironising elements (such as the name of More’s fictitious interlocutor, Hythlodaeus, “well learned in nonsense”) as evidence (Greenblatt 54). Even the text’s title undermines its Edenic vision: as Louis Marin argues, “Utopia” could derive equally from Greek ou-topos, no-place, or eu-topos, good-place (Marin 85). More’s ambivalence about Utopia – to the extent of attributing his account of No-place to a character called Nonsense – suggests his impatience with his own flawed social vision.
 
 While Utopia is ambivalent in its depiction of the perfect state, more recent utopian narratives – Aldous Huxley’s Brave New World (1931), for instance, or George Orwell’s Nineteen Eighty-Four (1949) – are unequivocally ironic about the subordination of the individual to the perfect state. The Bible’s account of human society begins with Eden and ends with Apocalypse, in which divine surveillance reaches its inevitable conclusion in divine judgement. The utopian genre has undergone a very similar trajectory, beginning with what seem to be sincere attempts to sketch the perfect state, briefly flourishing as Europeans became first aware of Cytherean islands in the South Pacific, and, more recently, representing outright apocalypse (as in Margaret Atwood’s The Handmaid’s Tale [1986] and Ridley Scott’s Blade Runner [1992]), or at least responding pessimistically to human attempts at social engineering.
 
 Blade Runner’s dystopic inversion of biblical creation illustrates an enduring distrust in both human and divine attempts to establish Eden. The year is 2019 (only one year off 2020, perfect vision); the place is Los Angeles, the City of Angels. Corporate biomechanic Eldon Tyrell manufactures a race of robots, “replicants”, who are physically indistinguishable from humans, capable of developing emotional responses, but burdened with a four-year self-destruct mechanism. When the replicants rebel, their leader, Roy Batty, demands of Tyrell, “I want more life, Father”. Tyrell is not only “Father”, but “the god of biomechanics”; and Batty is simultaneously a reworking of Adam (the disaffected creation), Lucifer (the rebel angel) and Christ (as shown in the accompanying iconography of crucifixion and doves). The Bible’s leading actors are all present, but the City of Angels, 2019, is unmistakeably not Eden. It is a polluted, dank, flame-spewing dragon of a city, more Inferno than human habitation. The film’s oppressive film noir atmosphere relays the nausea induced by the Tyrell Corporation’s surveillance system. The Voight-Kamff test – a means of assessing emotional response (and thus determining whether an individual is human or replicant) by scanning the pupils – is a surveillance mechanism so intrusive it measures not only behaviour, but feelings. The optical imagery throughout the film reinforces the idea of permanent visibility. The result is a claustrophobic paranoia.
 
 Blade Runner is unambiguous in its pessimism about human attempts to regulate society (attempts which it shows to be reliant on surveillance, slavery and swift punishment). It seems unlikely that the God of Genesis is specifically targeted by this film’s parody of the Creator-creation power relationship – its critiques of capitalism and environmental mismanagement are much more overt – but by configuring its dramatis personae in biblical roles, Blade Runner demonstrates that the paradigm for omnisurveillant creators comes from the Bible. In turn, by placing Los Angeles, 2019, at such a distant aesthetic remove from Eden, the film portrays the omnisurveillant creator unrelieved by natural beauty. Foucault’s formulation of panopticism, that power is seeing without being seen, that being seen without seeing is disempowerment, informs all three texts – Genesis, Utopia and Blade Runner. What differentiates them, determines how perfect each text would have its world believed to be, is the extent to which its authors approve this power relationship. 
 
 References
 
 Bentham, Jeremy. The Panopticon; or, The Inspection House (1787). In The Panopticon Writings. Ed. Miran Bozovic. London: Verso, 1995. 29-95. Foucault, Michel. “Panopticism”. In Discipline and Punish: the Birth of the Prison. Trans. Alan Sheridan (1977). New York: Vintage Books, 1995. 195–228. Greenblatt, Stephen. Renaissance Self-Fashioning: From More to Shakespeare. Chicago and London: U of Chicago P, 1980. Marin, Louis. Utopics: The Semiological Play of Textual Spaces. Trans. Robert A. Vollrath. Atlantic Highlands, NJ: Humanities Press International, 1990. More, Thomas. Utopia (1516). In Susan Brice, ed. Three Early Modern Utopias: Utopia, New Atlantis, The Isle of Pines. Oxford: Oxford UP, 1996. Scott, Ridley. Blade Runner: The Director’s Cut. United States, 1992.
 
 
 
 
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 MLA Style
 Harley, Alexis. "Resurveying Eden: Panoptica in Imperfect Worlds." M/C Journal 8.4 (2005). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0508/02-harley.php>. APA Style
 Harley, A. (Aug. 2005) "Resurveying Eden: Panoptica in Imperfect Worlds," M/C Journal, 8(4). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0508/02-harley.php>. 
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2

Braun, Carol-Ann, and Annie Gentes. "Dialogue: A Hyper-Link to Multimedia Content." M/C Journal 7, no. 3 (2004). http://dx.doi.org/10.5204/mcj.2361.

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Background information Sandscript was programmed with the web application « Tchat-scene », created by Carol-Ann Braun and the computer services company Timsoft (). It organizes a data-base of raw material into compositions and sequences allowing to build larger episodes. Multimedia resources are thus attributed to frames surrounding the chat space or to the chat space itself, thus “augmented” to include pre-written texts and graphics. Sandscript works best on a PC, with Internet Explorer. On Mac, use 0S9 and Internet Explorer. You will have to download a chat application for the site to function. Coded conversation General opinion would have it that chat space is a conversational space, facilitating rather than complicating communication. Writing in a chat space is very much influenced by the current ideological stance which sees collaborative spaces as places to make friends, speak freely, flip from one “channel” to another, link with a simple click into related themes, etc. Moreover, chat users tend to think of the chat screen in terms of a white page, an essentially neutral environment. A quick analysis of chat practices reveals a different scenario: chat spaces are highly coded typographical writing spaces, quick to exclude those who don’t abide by the technical and procedural constraints associated with computer reading/writing tools (Despret-Lonné, Gentès). Chatters seek to belong to a “community;” conversely, every chat has “codes” which restrict its membership to the like-minded. The patterns of exchange characteristic of chats are phatic (Jakobson), and their primary purpose is to get and maintain a social link. It is no surprise then that chatters should emphasize two skills: one related to rhetorical ingenuity, the other to dexterity and speed of writing. To belong, one first has to grasp the banter, then manage very quickly the rules and rituals of the group, then answer by mastering the intricacies of the keyboard and its shortcuts. Speed is compulsory if your answers are to follow the communal chat; as a result, sentences tend to be very short, truncated bits, dispatched in a continuous flow. Sandscript attempts to play with the limits of this often hermetic writing process (and the underlying questions of affinity, participation and reciprocity). It opens up a social space to an artistic and fictional space, each with rules of its own. Hyper-linked dialogue Sandscript is not just about people chatting, it is also about influencing the course of these exchanges. The site weaves pre-scripted poetic content into the spontaneous, real-time dialogue of chatters. Smileys and the plethora of abbreviations, punctuations and icons characteristic of chat rooms are mixed in with typographical games that develop the idea of text as image and text as sound — using Morse Code to make text resonate, CB code to evoke its spoken use, and graphic elements within the chat space itself to oppose keyboard text and handwritten graffiti. The web site encourages chatters to broaden the scope of their “net-speak,” and take a playfully conscious stance towards their own familiar practices. Actually, most of the writing in this web-site is buried in the database. Two hundred or so “key words” — expressions typical of phatic exchanges, in addition to other words linked to the idea of sandstorms and archeology — lie dormant, inactive and unseen until a chatter inadvertently types one in. These keywords bridge the gap between spontaneous exchange and multimedia content: if someone types in “hi,” an image of a face, half buried in sand, pops up in a floating window and welcomes you, silently; if someone types in the word “wind,” a typewritten “wind” floats out into the graphic environment and oscillates between the left and right edges of the frames; typing the word “no” “magically” triggers the intervention of an anarchist who says something provocative*. *Sandscript works like a game of ping-pong among chatters who are intermittently surprised by a comment “out of nowhere.” The chat space, augmented by a database, forms an ever-evolving, fluid “back-bone” around which artistic content is articulated. Present in the form of programs who participate in their stead, artists share the spot light, adding another level of mediation to a collective writing process. Individual and collective identities Not only does Sandscript accentuate the multimedia aspects of typed chat dialogues, it also seeks to give a “ shape” to the community of assembled chatters. This shape is musical: along with typing in a nickname of her choice, each chatter is attributed a sound. Like crickets in a field, each sound adds to the next to create a collective presence, modified with every new arrival and departure. For example, if your nick is “yoyo-mama,” your presence will be associated with a low, electronic purr. When “pillX” shows up, his nick will be associated with a sharp violin chord. When “mojo” pitches in, she adds her sound profile to the lot, and the overall environment changes again. Chatters can’t hear the clatter of each other’s keyboards, but they hear the different rhythms of their musical identities. The repeated pings of people present in the same “scape” reinforce the idea of community in a world where everything typed is swept away by the next bit of text, soon to be pushed off-screen in turn. The nature of this orchestrated collective presence is determined by the artists and their programs, not by the chatters themselves, whose freedom is limited to switching from one nick to another to test the various sounds associated with each. Here, identity is both given and built, both individual and collective, both a matter of choice and pre-defined rules. (Goffman) Real or fictitious characters The authors introduce simulated bits of dialogue within the flow of written conversation. Some of these fake dialogues simply echo whatever keywords chatters might type. Others, however, point else where, suggesting a hyper-link to a more elaborate fictionalized drama among “characters.” Sandscript also hides a plot. Once chatters realize that there are strange goings on in their midst, they become caught in the shifting sands of this web site’s inherent duality. They can completely lose their footing: not only do they have to position themselves in relation to other, real people (however disguised…) but they also have to find their bearings in the midst of a database of fake interlocutors. Not only are they expected to “write” in order to belong, they are also expected to unearth content in order to be “in the know.” A hybridized writing is required to maintain this ambivalence in place. Sandscript’s fake dialogue straddles two worlds: it melds in with the real-time small talk of chatters all while pointing to elements in a fictional narrative. For example, “mojo” will say: “silting up here ”, and “zano” will answer “10-4, what now? ” These two characters could be banal chatters, inviting others to join in their sarcastic banter… But they are also specifically referring to incidents in their fictional world. The “chat code” not only addresses its audience, it implies that something else is going on that merits a “click” or a question. “Clicking” at this juncture means more than just quickly responding to what another chatter might have typed. It implies stopping the banter and delving into the details of a character developed at greater length elsewhere. Indeed, in Sandscript, each fictional dialogue is linked to a blog that reinforces each character’s personality traits and provides insights into the web-site’s wind-swept, self-erasing world. Interestingly enough, Sandscript then reverses this movement towards a closed fictional space by having each character not only write about himself, but relate her immediate preoccupations to the larger world. Each blog entry mentions a character’s favorite URL at that particular moment. One character might evoke a web site about romantic poetry, another one on anarchist political theory, a third a web-site on Morse code, etc… Chatters click on the URL and open up an entirely new web-site, directly related to the questions being discussed in Sandscript. Thus, each character represents himself as well as a point of view on the larger world of the web. Fiction opens onto a “real” slice of cyber-space and the work of other authors and programmers. Sandscript mixes up different types of on-line identities, emphasizing that representations of people on the web are neither “true” nor “false.” They are simply artificial and staged, simple facets of identities which shift in style and rhetoric depending on the platform available to them. Again, identity is both closed by our social integration and opened to singular “play.” Conclusion: looking at and looking through One could argue that since the futurists staged their “electrical theater” in the streets of Turin close to a hundred years ago, artists have worked on the blurry edge between recognizable formal structures and their dissolution into life itself. And after a century of avant-gardes, self-referential appropriations of mass media are also second nature. Juxtaposing one “use” along another reveals how different frames of reference include or exclude each other in unexpected ways. For the past twenty years much artwork has which fallen in between genres, and most recently in the realm of what Nicolas Bourriaud calls “relational aesthetics.” Such work is designed not only to draw attention to itself but also to the spectator’s relation to it and the broader artistic context which infuses the work with additional meaning. By having dialogue serve as a hyper-link to multimedia content, Sandscript, however, does more. Even though some changes in the web site are pre-programmed to occur automatically, not much happens without the chatters, who occupy center-stage and trigger the appearance of a latent content. Chatters are the driving force, they are the ones who make text appear and flow off-screen, who explore links, who exchange information, and who decide what pops up and doesn’t. Here, the art “object” reveals its different facets around a multi-layered, on-going conversation, subjected to the “flux” of an un-formulated present. Secondly, Sandscript demands that we constantly vary our posture towards the work: getting involved in conversation to look through the device, all while taking some distance to consider the object and look at its content and artistic “mediations.” (Bolster and Grusin, Manovitch). This tension is at the heart of Sandscript, which insists on being both a communication device “transparent” to its user, and an artistic device that imposes an opaque and reflexive quality. The former is supposed to disappear behind its task; the latter attracts the viewer’s attention over and over again, ever open to new interpretations. This approach is not without pitfalls. One Sandscript chatter wondered if as the authors of the web-site were not disappointed when conversation took the upper hand, and chatters ignored the graphics. On the other hand, the web site’s explicit status as a chat space was quickly compromised when users stopped being interested in each other and turned to explore the different layers hidden within the interface. In the end, Sandscript chatters are not bound to any single one of these modes. They can experience one and then other, and —why not —both simultaneously. This hybrid posture brings to mind Herman’s metaphor of a door that cannot be closed entirely: “la porte joue” —the door “gives.” It is not perfectly fitted and closed — there is room for “play.” Such openness requires that the artistic device provide two seemingly contradictory ways of relating to it: a desire to communicate seamlessly all while being fascinated by every seam in the representational space projected on-screen. Sandscript is supposed to “run” and “not run” at the same time; it exemplifies the technico-semiotic logic of speed and resists it full stop. Here, openness is not ontological; it is experiential, shifting. About the Authors Carol-Ann Braun is multimedia artist, at the Ecole Nationale Superieure des Telecomunications, Paris, France. EmaiL: carol-ann.braun@wanadoo.fr Annie Gentes is media theorist and professor at the Ecole Nationale Superieure des Telecomunications, Paris, France. Email: Annie.Gentes@enst.fr Works Cited Adamowicz, Elza. Surrealist Collage in Text and Image, Dissecting the Exquisite Corpse. Cambridge: Cambridge University Press, 1998. Augé, Marc. Non-lieux, Introduction à une Anthropologie de la Surmodernité. Paris: Seuil, 1992. Bolter, Jay David and Richard Grusin. Remediation, Understanding New Media. Cambridge: MIT Press, 2000. Bourriaud, Nicholas. Esthétique Relationnelle. Paris: Les Presses du Réel, 1998. Despret-Lonnet, Marie and Annie Gentes, Lire, Ecrire, Réécrire. Paris: Bibliothèque Centre Pompidou, 2003. Goffman, Irving. Interaction Ritual. New York: Pantheon, 1967. Habermas, Jürgen. Théorie de l’Agir Communicationnel, Vol.1. Paris: Fayard, 1987. Herman, Jacques. “Jeux et Rationalité.” Encyclopedia Universalis, 1997. Jakobson, Roman.“Linguistics and Poetics: Closing statements,” in Thomas Sebeok. Style in Language. Cambridge: MIT Press, 1960. Latzko-Toth, Guillaume. “L’Internet Relay Chat, Un Cas Exemplaire de Dispositif Socio-technique,” in Composite. Montreal: Université du Québec à Montréal, 2001. Lyotard, Jean-François. La Condition Post-Moderne. Paris: les Editions de Minuit, 1979. Manovitch, Lev. The Language of New Media. Cambridge: MIT Press, 2001. Michaud, Yves. L’Art à l’Etat Gazeux. Essai sur le Triomphe de l’Esthétique, Les essais. Paris: Stock, 2003. Citation reference for this article MLA Style Braun, Carol-Ann & Gentes, Annie. "Dialogue: a hyper-link to multimedia content." M/C: A Journal of Media and Culture <http://www.media-culture.org.au/0406/05_Braun-Gentes.php>. APA Style Braun, C. & Gentes, A. (2004, Jul1). Dialogue: a hyper-link to multimedia content.. M/C: A Journal of Media and Culture, 7, <http://www.media-culture.org.au/0406/05_Braun-Gentes.php>
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Dissertations / Theses on the topic "Thomas Chaloner (Fictitious character)"

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Miller, Brenda Kay Kesterson David B. "Murky impressions of postmodernism Eugene Gant and Shakespearean intertext in Thomas Wolfe's Look homeward, angel and Of time and the river /." [Denton, Tex.] : University of North Texas, 2007. http://digital.library.unt.edu/permalink/meta-dc-5143.

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Del, Hierro Marcos Julian. "It's Bigger and hip-hop Richard Wright, hip-hop, and masculinity /." To access this resource online via ProQuest Dissertations and Theses @ UTEP, 2009. http://0-proquest.umi.com.lib.utep.edu/login?COPT=REJTPTU0YmImSU5UPTAmVkVSPTI=&clientId=2515.

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Miller, Brenda. "Murky Impressions of Postmodernism: Eugene Gant and Shakespearean Intertext in Thomas Wolfe's Look Homeward, Angel and Of Time and the River." Thesis, University of North Texas, 2007. https://digital.library.unt.edu/ark:/67531/metadc5143/.

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In this study, I analyze the significance of Shakespearean intertextuality in the major works of Thomas Wolfe featuring protagonist Eugene Gant: Look Homeward, Angel and Of Time and the River. Specifically, I explore Gant's habits and preferences as a reader by examining the narrative arising from the protagonist's perspectives of Shakespeare's The Merchant of Venice, Hamlet, and King Lear. I examine the significance of parallel reading habits of Wolfe the author and Gant the character. I also scrutinize the plurality of Gant's methods of cognition as a reader who interprets texts, communicates his connections with texts, and wars with texts. Further, I assess the cumulative effect of Wolfe's having blurred the boundaries between fiction and reality, between the novel and drama. I assert, then, that Wolfe, by incorporating a Shakespearean intertext, reveals aspects indicative of postmodernism.
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Books on the topic "Thomas Chaloner (Fictitious character)"

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Gregory, Susanna. The Chelsea strangler: The eleventh Thomas Chaloner adventure. Sphere, 2015.

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Gregory, Susanna. Death in St James's Park. Sphere, 2013.

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Gregory, Susanna. The Westminster poisoner. Sphere, 2009.

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The Westminster poisoner. Sphere, 2008.

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The Piccadilly plot. Sphere, 2012.

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Gregory, Susanna. The butcher of Smithfield. Sphere, 2008.

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Gregory, Susanna. The butcher of Smithfield. Sphere, 2008.

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Gregory, Susanna. The body in the Thames. Sphere, 2011.

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A murder on London Bridge. Sphere, 2009.

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George, MacDonald. Thomas Wingford, curate. Sunrise Books, 1988.

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