Dissolution Richard Lee Byers 2003 Favorite characters and situations from R. A. Salvatore's Dark Elf trilogy return in the first volume in a new six-part series that chronicles a davastating civil war that threatens not only Menzoberranzan but also the entire drow civilization. Reprint.
The Russian Folktale by Vladimir Yakovlevich Propp Vladimir Yakovlevich Propp 2012-09-12 Vladimir Propp is the Russian folklore specialist most widely known outside Russia thanks to the impact of his 1928 book Morphology of the Folktale-but Morphology is only the first of Propp's contributions to scholarship. This volume translates into English for the first time his book The Russian Folktale, which was based on a seminar on Russian folktales that Propp taught at Leningrad State University late in his life. Edited and translated by Sibelan Forrester, this English edition contains Propp's own text and is supplemented by notes from his students. The Russian Folktale begins with Propp's description of the folktale's aesthetic qualities and the history of the term; the history of folklore studies, first in Western Europe and then in Russia and the USSR; and the place of the folktale in the matrix of folk culture and folk oral creativity. The book presents Propp's key insight into the formulaic structure of Russian wonder tales (and less schematically than in Morphology, though in abbreviated form), and it devotes one chapter to each of the main types of Russian folktales: the wonder tale, the "novellistic" or everyday tale, the animal tale, and the cumulative tale. Even Propp's bibliography, included here, gives useful insight into the sources accessible to and used by Soviet scholars in the third quarter of the twentieth century. Propp's scholarly authority and his human warmth both emerge from this well-balanced and carefully structured series of lectures. An accessible introduction to the Russian folktale, it will serve readers interested in folklore and fairy-tale studies in addition to Russian history and cultural studies.
The Politics Book DK 2015-03-02 Politics affects us all and the same questions reverberate across history. Who should rule? Is property theft? What's mightier - the bullet or the ballot? Discover 80 of the world's greatest thinkers and their political big ideas that continue to shape our lives today. Humankind has always asked profound questions about how we can best govern ourselves and how rulers should behave. The Politics Book charts the development of long-running themes, such as attitudes to democracy and violence, developed by thinkers from Confucius in ancient China to Mahatma Gandhi in 20th-century India. Justice goes hand in hand with politics, and in this comprehensive guide, you can explore the championing of people's rights from the Magna Carta to Thomas Jefferson's Bill of Rights and Malcolm X's call to arms. Ideologies inevitably clash and The Politics Book takes you through the big ideas such as capitalism, communism, and fascism exploring their beginnings and social contexts in step-by-step diagrams and illustrations, with clear explanations that cut through the jargon. Filled with thought-provoking quotes from great thinkers such as Nietzsche, Karl Marx, and Mao Zedong, The Politics Book is a thought-provoking and unmissable read for both students and everyone interested in how the world of government and power works. Series Overview: Big Ideas Simply Explained series uses creative design and innovative graphics along with straightforward and engaging writing to make complex subjects easier to understand. With over 7 million copies worldwide sold to date, these award-winning books provide just the information needed for students, families, or anyone interested in concise, thought-provoking refreshers on a single subject.
The Maelstrom Henry H. Neff 2013 Rowan taps the combined powers of Max McDaniels and David Menlo to counter the formidable armies of the demon Prusias and relies on the untested powers of Mina to outmaneuver deadly assassins.
The Axe and the Throne M. D. Ireman 2016-01-15 It is a fool's errand and Tallos knows it, but against his own better judgment and the pleading of his wife, Tallos has committed himself to a voyage north. His lifelong friend's eldest sons are said to have been taken by Northmen, a raiding people ill-reputed for their savagery. The boys are already dead, Tallos knows, and in that dark place of grim reasoning he wishes only to find their corpses quickly so he can fulfill his promise and return to his wife. Instead, he finds something far worse.
The Ultimate Player's Guide to Skylanders Trap Team (Unofficial Guide) Hayley Camille 2015-10-16 Skylanders™ Trap Team: An Epic Adventure Awaits You! The magical floating islands of Skylands await you! But if you really want to master Skylanders Trap Team, you need a great guide. Here it is! Whether you’re young or old, you’ll love how this book offers everything you need to know to thrive in Skylands. It’ll help you discover the Skylanders’ most powerful new secrets–and it’s so easy! This book is packed with full-color pictures and great step-by-step instructions from Hayley “SkyPanda” Camille! She’ll help you get started, meet the characters, master your best strategies, and lots more! Get started fast! See what each of Trap Team’s characters can do Master the elements: Life, Water, Fire, Air, Earth, Tech, Undead, Magic, Light, and Dark Get ready for Doom Challenges and Arena Battles Capture villains in the Traptanium Portal Play as a villain yourself Find golden hordes, trophies, jewels, soul gems, scrolls, and more Beat other characters in Skystones Smash Unlock tricky Lock Puzzles Explore Skylanders Academy Expand your game with new Adventure Packs Challenge Kaos and ultimately defeat him! Skylanders™ Trap Team is a trademark of Activision Publishing Inc. This book was not created by nor is endorsed by Activision.
Dungeon Master's Guide Monte Cook 2000 Shows the reader how to be a Dungeon Master.
The Collages of Kurt Schwitters Dorothea Dietrich 1995 At the end of World War I, the German artist Kurt Schwitters dramatically broke with dominant artistic traditions by adopting collage as the primary medium for his literary and visual production. In The Collages of Kurt Schwitters: Tradition and Innovation, Dorothea Dietrich demonstrates how collages function for the artist. Characterising Schwitters's work as the product of the deep social and political crises of the Weimar Republic, Dietrich challenges the prevalent outlook that twentieth-century art can be reduced to a revolutionary struggle of avant-garde artists against an entrenched artistic tradition. The Collages of Kurt Schwitters argues for a more nuanced view, in which revolutionary art forms are exposed as containing much that is traditional and, indeed, reactionary.
Power Profiles Steve Kenson 2017-08-01 The Mutants & Masterminds Superhero Roleplaying Game gives you all the tools you need to create the super powers you imagine. Power Profiles gives you those powers ... and more! In this book are more than thirty power types from Air and Armor to Water and Weather, each with some two dozen or more powers described and built in M & M game terms. That's more than seven hundred different ready-to-use powers, all in one book! Power Profiles includes something for everyone. Think your ideal hero doesn't have any powers? Think again: Power Profiles includes Luck Powers, Martial Powers, and Talent Powers, special abilities that could all be described as superior training or skill! You can find endless ideas for M & M heroes and villains just by turning the pages of Power Profiles and letting your imagination go, and you can point both new and experienced players to just the right section for the hero they want to play. Power Profiles includes new power options, extras, flaws, and variants to modify the basic power effects from the Hero's Handbook, so you can create the powers you want. More than just powers, each profile also covers complications associated with those powers, to give your characters added depth and to help you earn hero points in play. Power Profiles refines and greatly expands the power options from Mutants & Masterminds, taking its basic effects and turning them into a wealth of options you can choose from. With this book, there's no limit to your power!"--Publisher description.
The CRPG Book: A Guide to Computer Role-Playing Games Felipe Pepe 2019-09 Reviews over 400 seminal games from 1975 to 2015. Each entry shares articles on the genre, mod suggestions and hints on how to run the games on modern hardware.
Book of Vile Darkness Monte Cook 2002-10-01 The most evil and complex elements of the Dungeons & Dragons world are presented for the first time--such as moral dilemma, slavery, human sacrifice, prostitution, and other sensitive issues--to allow players to add a level of complexity to their campaigns.
Sons of the Oak David Farland 2006-11-14 Certain works of fantasy are immediately recognizable as monuments, towering above the rest of the category. Authors of those works, such as Stephen R. Donaldson, Robert Jordan and Terry Goodkind, come immediately to mind. Add to that list David Farland, whose epic fantasy series continues now. The story picks up eight years after the events of Lair of Bones and begins a new chapter in the Runelords saga focusing on Gaborn's son, Fallion. Gaborn, the Earth King, has been traveling far from his home, to strange and unknown places. While beyond the edge of the earth, he finally succumbs to the accelerated aging that comes from all of the endowments he has taken. His death is the signal for a revolution, an attack from the supernatural realms by immensely powerful immortal beings. These forces have discovered that Gaborn's son is the resurrection of an immortal, one whose potential power is so great that he might be able to reorder the entire universe. Fallion's enemies have decided that they must control him, and failing that, destroy him. He is only a child, but he is the heir to Gaborn's kingdom, and so must flee to the ends of the earth to avoid the destruction of all that Gaborn accomplished. One of the mightiest of contemporary fantasy epics continues. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Final Fantasy XIV: Heavensward -- The Art of Ishgard -Stone and Steel- Square Enix 2021-03-23 The second volume of a two-volume set of the official art books for Final Fantasy XIV: Heavensward. This beautiful new edition features hundreds of pages of full-color art and an exclusive bonus item code! A treat for collectors and fans of Final Fantasy XIV, this high-quality, large-format art book presents a rich collection of illustrations and concept artwork for characters, environments, accessories, and more. Covering content through the end of the Heavensward expansion, this volume also includes comments from the art team and a look at the processes that the team uses when creating art pieces. Book two of a two-book set with The Art of Ishgard: Stone and Steel. Includes an exclusive bonus item code for an in-game Wind-up Hraesvelgr minion!
13th Age Bestiary 2 Rob Heinsoo 2018-09 Fallen icons, apocalyptic fire giants, and a purple dragon who throws the best parties: welcome to 13th Age Bestiary 2!
Creature Codex Wolfgang Baur 2018-10 A Rampage of New 5th Edition Monsters! DM: "A mysterious figure in a cloak approaches you in the tavern..." PALADIN: "Aha! This must be a wizard with a map to a dungeon!" DM: "...and he's ticking." ROGUE: "RUN!" Whether you need scuttling dungeon denizens, alien horrors, or sentient avatars of the World Tree, the Creature Codex has you covered! Nearly 400 new foes for your 5e game--everything from acid ants and grave behemoths to void giants and zombie lords. Creature Codex includes: * A dozen new demons, and five new angels * Wasteland dragons and dinosaurs * All-new golems, including the altar flame golem, doom golem, and keg golem * Monsters inspired by Mesoamerican, Hindustani, and Asian legends and folklore * Chieftains and other leaders for ratfolk, centaurs, goblins, trollkin, and more * New undead, including a heirophant lich suitable for lower-level characters (but plenty tough!) ...and much more! Use them in your favorite published setting, or populate the dungeons in a world of your own creation. Pick up Creature Codex and surprise your players with monsters they won't be expecting!
League of Legends: Realms of Runeterra (Official Companion) Riot Games 2019-11-05 Unlock the mysteries and magic within League of Legends, one of the world's most popular video games, in this encyclopedic and collectible companion book that explores the game's epic lore. Embark on a journey through the realms of Runeterra in this first-ever collectible companion book, published to celebrate the game's tenth anniversary. Spanning the farthest reaches of this universe and venturing into uncharted territory, this encyclopedic compendium connects players to the rich storytelling that inspires all the action. Inside, you'll find: An expedition through eleven regions, chronicling conflicts, entrenched rivalries, and covert alliances Hundreds of illustrations, including never-before-seen maps and artwork Insights into the heroes, flora, fauna, architecture, politics, and technologies from all corners of this world Original narratives that bring the cultures of Runeterra to life League of Legends is an online game played by millions of people around the world, offering endless engagement with an expanding roster of champions, frequent updates, and a thriving esports scene. This volume is an essential reference for fans everywhere.
Red Pyramid, The (The Kane Chronicles, Book 1) Rick Riordan 2010-05-04 Since their mother's death, Carter and Sadie have become near strangers. While Sadie has lived with her grandparents in London, her brother has traveled the world with their father, the brilliant Egyptologist, Dr. Julius Kane. One night, Dr. Kane brings the siblings together for a "research experiment" at the British Museum, where he hopes to set things right for his family. Instead, he unleashes the Egyptian god Set, who banishes him to oblivion and forces the children to flee for their lives. From the creator of the hit Percy Jackson series.
Complete Mage Penny Williams 2006-10 Taking a fresh look at arcane magic in the D&D game, this guide provides new ideas that put arcane magic into the hands of the players and Dungeon Masters in interesting ways. It also provides new types of feats, spells, warlock invocations, prestige classes, and magic items for characters that cast arcane spells.
Masks of Mayhem Robin Waterfield 1986
Challenges for Game Designers Brenda Brathwaite 2009 Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 "non-digital shorts" to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.
The Warcraft Civilization William Sims Bainbridge 2012-09-21 An exploration of the popular online role-playing game World of Warcraft as a virtual prototype of the real human future. World of Warcraft is more than a game. There is no ultimate goal, no winning hand, no princess to be rescued. WoW is an immersive virtual world in which characters must cope in a dangerous environment, assume identities, struggle to understand and communicate, learn to use technology, and compete for dwindling resources. Beyond the fantasy and science fiction details, as many have noted, it's not entirely unlike today's world. In The Warcraft Civilization, sociologist William Sims Bainbridge goes further, arguing that WoW can be seen not only as an allegory of today but also as a virtual prototype of tomorrow, of a real human future in which tribe-like groups will engage in combat over declining natural resources, build temporary alliances on the basis of mutual self-interest, and seek a set of values that transcend the need for war. What makes WoW an especially good place to look for insights about Western civilization, Bainbridge says, is that it bridges past and future. It is founded on Western cultural tradition, yet aimed toward the virtual worlds we could create in times to come.
Shadowrun Sixth World Almanac CATALYST GAME LABS 2010-08-04
The Genius Engine Kathleen Stein 2007-02-09 Embarking on a spellbinding journey to the frontiers of neuroscience, acclaimed science editor and writer Kathleen Stein takes an enthralling in-depth look at the prefrontal cortex, the site of our working memory, impulse control, reason, perception, decision making, and emotional processing—all the things that comprise our human genius.
Brotherhood of the Wolf David Farland 2007-04-01 Volume Two of The Runelords Raj Ahtan, ruler of Indhopal, has used enough forcibles to transform himself into the ultimate warrior: The Sum of All Men. Ahtan seeks to bring all of humanity under his rule-destroying anything and anyone that stood in his path, including many friends and allies of young Prince Gaborn Val Orden. But Gaborn has fulfilled a two-thousand-year-old prophecy, becoming the Earth King-a mythic figure who can unleash the forces of the Earth itself. And now the struggle continues. Gaborn has managed to drive off Raj Ahtan, but Ahtan is far from defeated. Striking at far-flung cities and fortresses and killing dedicates, Ahtan seeks to draw out the Earth King from his seat of power, to crush him. But as they weaken each other's forces in battle, the armies of an ancient and implacable inhuman enemy issue forth from the very bowels of the Earth. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Special Edition Dungeon Master's Guide Monte Cook 2005-10-01 A deluxe, leather-bound version of the essential tool every D&D Dungeon Master needs. The follow-up to the special edition Player’s Handbook™ released in 2004 for the 30th anniversary of D&D, this special release of the Dungeon Master’s Guide™ features an embossed, leather-bound cover and premium, gilt-edged paper.
A Guide to Japanese Role-Playing Games Bitmap Books 2021-11
Adventurer Conqueror King System Alexander Macris 2014
Putnam's Word Book Louis A. Flemming 2017-05-26 This work has been selected by scholars as being culturally important and is part of the knowledge base of civilization as we know it. This work is in the public domain in the United States of America, and possibly other nations. Within the United States, you may freely copy and distribute this work, as no entity (individual or corporate) has a copyright on the body of the work. Scholars believe, and we concur, that this work is important enough to be preserved, reproduced, and made generally available to the public. To ensure a quality reading experience, this work has been proofread and republished using a format that seamlessly blends the original graphical elements with text in an easy-to-read typeface. We appreciate your support of the preservation process, and thank you for being an important part of keeping this knowledge alive and relevant.
The Interactive Past Angus A. A. Mol 2017-05-15 Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.
Monster Manual IV Gwendolyn F. M. Kestrel 2006 Suitable for any Dungeons & Dragons( game, this indispensable resource contains information about new monsters, each one illustrated and accompanied by a new stat block.
Super Mario Encyclopedia: The Official Guide to the First 30 Years Nintendo 2018-10-23 Power Up! Super Mario Bros. Encyclopedia: The Official Guide to the First 30 Years is jam-packed with content from all seventeen Super Mario games--from the original Super Mario Bros. to Super Mario 3D World. Track the evolution of the Goomba, witness the introduction of Yoshi, and relive your favorite levels. This tome also contains an interview with producer Takashi Tezuka, tips to help you find every coin, star, sun, and mushroom--even explanations of glitches! With information on enemies, items, obstacles, and worlds from over thirty years of Mario, Super Mario Bros. Encyclopedia is the definitive resource for everything Super Mario!
Tome of Adventure Design PoD Softcover Frog God Games 2020-07-17 A fantasy adventure game, at its very heart, is about developing an open-ended "story" of the characters. The referee is in charge of the fantasy world, and the players direct the actions of their characters in that fantasy world. Neither the referee nor the group of players has complete control over what's going to happen, and the result is an evolving set of surprises for both the referee and the players. Unlike the players, as the referee and creator of the game world, most of your "work" is done ahead of time. To some degree or other, you have to create the groundwork for the adventure before the game starts. Even though no battle plan survives contact with the enemy - and if you're an experienced referee you know exactly what I mean - the game has to start ... with a starting point. This might just be a vague set of ideas, or it might be as complex as a set of maps with a detailed key and well thought-out encounters for the players to run into. The Tome of Adventure Design is organized as a series of "books," each one providing resources at every step of the way. The vast majority of the content of each book is made up of random generation tables that we created over a quarter of a century (sigh) for our own use. It shoud be said up front that these are tables for deep design - in other words, most of them are too long, and contain too many unusual or contradictory entries, for use on the spot at the gaming table. There are already many excellent books of tables for use on the fly; the tables in these books are different. They work best as a tool for preparation beforehand, providing relatively vast creative resources for browsing and gathering, rather than quick-use tables designed to provide broad, fast brushstrokes. Our shorter tables tend to deliver cryptic results designed to shock the reader's creativity into filling in the gaps, whereas the longer tables are unusably vast for easy random generation, being designed to shock the reader's creativity into operation by presenting a sea of possibilities.
Children of Cain Michael Howard 2019-07-20 The mid-twentieth century saw the birth of popular occultism in Europe and the New World, including an interest in witchcraft. Chief among these was Wicca, a recension of ceremonial magic and nature worship advanced by Gerald Gardner and Alex Sanders, now widely regarded as a religion. However, lesser-known streams of the witch-current thrived the shadows, having older historical roots, and linked to a body of practice - witch-bottles, knotted cord spells, curses, exorcisms, sexual magic, and charms ranging from the conjuration of angels to protection for livestock and hearth. This is Traditional Witchcraft, whose origin in part lies with the sorcery of the cunning-folk of Britain and Colonial America. Eschewing the popular occult limelight, its perpetuation as a mystery-cult continues as a largely closed group of initiates. Now revised and expanded, the second edition of CHILDREN OF CAIN is the definitive history of Traditional Witchcraft and its key operatives in Britain and the United States, and is based on over forty years of research and private collaboration with practitioners of this mysterious form of folk magic.
The Divine Reality Hamza Andreas Tzortzis 2019-09-30 In The Divine Reality, (Newly Revised Edition 2019) Hamza Andreas Tzortzis provides a compelling case for the rational and spiritual foundations of Islam, whilst intelligently and compassionately deconstructing atheism. Join him on an existential, spiritual and rational journey that articulates powerful arguments for the existence of God, the Qur'an, the Prophethood of Muhammad and why we must know, love and worship God. He addresses academic and popular objections while showing how contemporary atheism is based on false assumptions about reality, which leads to incoherent answers to life's important questions. Does hope, happiness and human value make sense without the Divine?Do we have an ultimate purpose?Can we have consciousness and rational minds without God?Did the universe come from nothing?Does evil and suffering negate Divine mercy?Has scientific progress led to the denial of God?Are revelation and prophethood myths?Is God worthy of our worship?If you want to know how the Islamic intellectual and spiritual tradition answers these questions then this is the book for you.Hamza Andreas Tzortzis's new book presents a much needed comprehensive account of Islamic theism that draws upon Western and Islamic thought. Hamza Tzortzis is an international speaker, writer and instructor. He has a PgCert and an MA in philosophy and is currently continuing his postgraduate studies in the field. Hamza has studied Islamic thought and theology under qualified scholars. He has delivered workshops and courses on topics related to Islamic thought and philosophy. Hamza has debated prominent academics and thinkers on Islam and atheism.
Homeland R.A. Salvatore 2009-06-23 Drow ranger Drizzt Do’Urden, first introduced in The Icewind Dale Trilogy, quickly became one of the fantasy genre’s standout characters. But Homeland first reveals the startling tale of how this one lone drow walked out of the shadowy depths of the Underdark, leaving behind a society of evil and a family who want him dead. It is here that the story of this amazing dark elf truly began.
Ai No Kusabi - The Space Between Reiko Yoshihara 2013-11-12 Riki's stumbled his way into the upper class's neighborhood?! Guy, who's hot on his trail, is shocked to discover that Iason is Riki's patron. However, before Riki's eyes, Iason announces "Riki is my pet" in a display of dominion over him. Blinded by his jealousy, Gai kidnaps Riki and challenges Iason to a no-holds-barred confrontation. Master and pet...love forged in the bonds of a twisted relationship - this is the stunning conclusion of Ai no Kusabi!
The Mayor of Casterbridge (嘉德橋市長) Thomas Hardy 2011-10-15
Warcraft: Day of the Dragon Richard A. Knaak 2001-12-05 In the mist-shrouded haze of the past, the world of Azeroth teemed with wondrous creatures of every kind. Mysterious Elves and hardy Dwarves walked among tribes of man in relative peace and harmony -- until the arrival of the demonic army known as Burning Legion shattered the world's tranquility forever. Now Orcs, Dragons, Goblins, and Trolls all vie for supremacy over the scattered, warring kingdoms -- part of a grand, malevolent scheme that will determine the fate of the world of WarCraft A terrifying upheaval among the highest ranks of the world's Wizards sends the maverick Mage, Rhonin, on a perilous journey into the Orc-controlled lands of Khaz Modan. What Rhonin uncovers is a vast, far-reaching conspiracy, darker than anything he ever imagined -- a threat that will force him into a dangerous alliance with ancient creatures of air and Þre if the world of Azeroth is to see another dawn.
Arms & Armor V3.5 Bastion Press 2004-03
Midgard Worldbook Wolfgang Baur 2018-10 "Pathfinder roleplaying game compatible."

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