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  • - Defying Gravity, Embracing Creativity, and Transforming Movement Culture"
    av James George
    159,-

    Zepbound is a dynamic and compelling discipline that combines elements of parkour, acrobatics, and aerial performance. It is an exciting sport. Zepbound fundamentally captures the spirit of freedom and individuality by pushing users to explore movement in previously unheard-of ways and defy gravity. Zepbound's origins can be found in the combination of several movement disciplines, including gymnastics, freerunning, and even martial arts. At the time of its founding, it was different from traditional sports in that its participants aimed to release themselves from the limitations of traditional athleticism and adopt a more fluid, creative style of physical expression.

  • av James George
    585 - 852,-

  • av James George
    239,-

    The early days of the roleplaying hobby were, dare we say, primitive. Well these rules seal those days in amber, imagining a post-magical world where remnants of a magical age live on to threaten - and sometimes aid - the characters, who face it all with rules so simple they almost aren't there! Become a raging berserker or harness what little spellcraft remains; each character is unique, being written into existence with a narrative as varied as the players writing it. Combat is fast, furious, and tactical; magic too. With a minimum of charts and tables, there's nothing to interrupt the serious business of adventuring. This is a breeze for Delvers (Gamemasters) as well, for their imaginations can run wild unshackled by the interruption (and limitations) of unwieldly mechanics. The greatest stories are just that - stories; and Gaming Primitive Helps you bring them to life...

  • av James George & Sir Frazer
    545,-

  • av James George & Sir Frazer
    279,-

    Sir James George Frazer developed an affinity for classic literature at a young age, which developed into a very real talent through his schooling at Glasgow University and then Trinity College at Cambridge, where he remained as a Classics Fellow for all but one year of his life. After the success of his first novel, "Totemism", in 1887, Frazer set out to create what was to become his defining work, "The Golden Bough: A Study in Comparative Religion". Originally a two-volume edition, the work expanded into multiple volumes, which in 1922 he edited down to the most widely-read abridged version, which has been reproduced here for this edition. It was initially celebrated as a remarkable study of comparative anthropology, but was later discredited by scientists because Frazer did not follow standard scientific procedures. Nevertheless, it could not be denied that the work was an incredible literary accomplishment. "The Golden Bough" is an important work which has heavily influenced many modern writers and philosophers. This edition is printed on premium acid-free paper.

  • - Being a Collection of Sermons
    av James George
    399,-

  • av James George
    146,-

    What if you could travel to a land where your desires could be fulfilled? Would the fear of the unknown hold you back or push you forward? A trio of unusual friends has the opportunity to visit such a place, where the apples of desire grow. With them, any wish may be granted. Dim, an aggressive, slightly chubby vampire who's obsessed with blood sausages, is eager to go on adventure to the country of Wenaruts and decides to recruit his two closest friends. Vuvi, a ghost, is picky, sarcastic, and lacking any filter. Nicky, a werewolf, is intelligent and logical, doing everything with the greatest of care. Although they are horrors, they're good-natured and friendly-even if they do occasionally have horrible impulses. What's more, they're determined to find a way to gain their wishes, no matter what obstacles stand in their way. In this novel, a group of sociable supernatural horrors embarks on a quest to another land to find apples that will grant them their hearts' desires.

  • av James George & Robyn George
    268,-

    Set against the backdrop of the 1920s, Stalkers of the Elder Dark is a role-playing game of cosmic horror. An evil from beyond space threatens our world, and it is up to a motley assortment of academics and criminals, artists and explorers to turn the tide. If they can. For the evil they face is ancient and terrible, and there are fates worse than death. These rules contain everything needed to create and equip characters and to build adventures for them to go on. But Stalkers is a rules-lite game that emphasizes decision-making, problem solving, and role-playing over complex mechanics, drawing upon the tradition of pulp literature. Lovecraft and his followers were on to something; but this game sets the record straight...

  • - Volume I (The Belief Among the Aborigines of Australia, the Torres Straits Islands, New Guinea and Melanesia)
    av James George & Sir Frazer
    235,-

    This book has been deemed as a classic and has stood the test of time. The book has been considered by academicians and scholars of great significance and value to literature. This forms a part of the knowledge base for future generations.

  • av James George & Robyn George
    108,-

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