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Other worldy experiences in the high desert of New Mexico, recovery from addictions, adventures through time -Two close childhood friends, separated since high school, meet by chance on Navajo land after transcendental experiences catapult them out of alcoholism and drug addiction. They are assisted by an Old One in the form of crazy old man in a dune buggy who guides them into a new life of helping many recover from the devastation caused by the extensive uranium mining in the Four Corners (New Mexico, Arizona, Utah, Colorado). In the First Movement, follow John and Terry through the heart-wrenching pain and destruction caused by their addictions before they reunite. Then see their dramatic awakenings by means of mysterious other-worldly encounters, and their amazingly coincidental meeting in the Chuska Mountains of New Mexico. In the Second Movement, watch as their awakening spreads healing and harmony to others using their new found powers of transcending time and space to spread love, peace and harmony. They visit a young Navajo warrior in the 1840's and save him from the cavalry. They see him again in the 1950's during the uranium rush as a very old, yet strangely robust medicine man and commission him to sing the medicine ceremonies for the healing of his people from leetso, the yellow monster caused by radiation due to the mining. In the First Interlude, they save William Maestro, first as a young ambitious college graduate/uranium prospector in the 1950's who is trapped on a high ledge. Then, in the Second Interlude, as a billionaire businessman twenty years later. They meet him in his high-rise office and experience a transforming vision dance ceremony together that turns Maestro from a life of greed and selfishness to one that helps the Navajo recover from leetso, and this goodwill spreads to all mankind. In the Third Movement, they visit a Navajo miner in the lunchroom of the largest uranium mine in New Mexico, and lead him into an enlightenment that turns him back to guiding young people as a high school science teacher. They watch as Sadoval is transformed out of this world. John returns to his family. Terry faces his drug crimes, and John discovers who the One Lone Friend actually is: the elusive apparition that had appeared so many times, in so many forms throughout his life. Through fantasy and imagination, coupled with a down to earth understanding of human nature, Bill Webb expertly portrays the devastation and recovery of the alcoholic and drug addict, and focuses on how recovery can spread to others and be a beacon to enlighten the world. A non-religious, yet spiritual novel that anyone can identify with if they have a desire for peace, love and harmony.
The Lost Lands ...... the campaign world of Necromancer Games and Frog God Games for almost 20 years ...... home to locations now legendary in the annals of roleplaying, from the depths of the massive dungeons of Rappan Athuk, to the city of Bard's Gate, the Desolation of Tsar, the Blight, the demon-tainted Sundered Lands, the chaotic tumult of the Borderland Provinces, and the fabled Northlands.Between these covers is the defi nitive guide to the world of the Lost Lands. Herein you will fi nd a description of the lands and seas and the skies above, the people who populate the world, an overview of its history, a summary of its religions, and an enormous gazetteer with thousands of entries covering nations, cities, temples, ruins, mountain ranges, waterways, and other geographical features.For the first time, in a single volume, are detailed descriptions of the continents of Akados - where most of the previously published adventures have been located - and far Libynos, including kingdoms and locations that have been only hinted at before. Here can be found the locations of your favorite adventures, all set into the historical and physical context of the entire world, alongside new lands that have never before been revealed.Welcome to the Lost Lands. A lifetime of adventures awaits!
The Manor is a sprawling edifice of 250+ rooms filled with tricks, traps, puzzles, monsters, and situations both humorous and horrific. The huge manor house has been the curse of its owners, the Rump family, for generations--no matter how many times they have tried to get rid of it
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