text:
Siltbreaker zone: Trial of Gallaron
< Siltbreaker | Act I
Act I: The Sands of Fate
Act II: A Vault in the Deep
Yhilla's Cove
Howling Weald
Crossroads Garrison
Trial of Gallaron
Bonemeal Ridge
The Silkmire Pass
Temple of Ermacor
The Road to Kalabor
Kalabor Oasis
Kalabor Waste
Northern Outpost
Shatterblast Canyon
Rhyzik's Stronghold
Though Gallaron's reputation had not preceded him, his obvious aptitude in the arcane arts quickly convinced the settlement of his authenticity.
2.1 Star requirements
3 Notable characters
4 Creatures
5.1 Traps
5.2 Treasure chests
5.3 Crates
The Trial of Gallaron is, after the starting zone, the third zone of the first act of the Siltbreaker campaign.
The Trial of Gallaron (full size)
The Trial of Gallaron is a maze riddled with traps and ghosts. It consists of one long path which wriggles through the entire zone. After entering the area, the path already splits very soon, one going north and the other going south. The north route is blocked by metal bars which cannot be passed. The south route, after a few stairs down, leads to the first traps. These traps are inactive, but are activated when stepping on the stone strip in front of them. After passing all 7 traps, the path turns into a U-turn to the left. At the tip of the U turn, there is a hidden path behind some trees, leading towards the river which separates the trial from the Siltbreaker/Act I/Howling Weald, which is visible on the other side of the water. After taking the turn, going north again, the next set of traps are found. These traps are automated and shoot at fixed patterns. After passing these traps, the path turns into another U-turn to the left, but a small one this time. After taking the turn, the path gets heavily narrowed down by some statues of a serpent-like figure, and has one trap at the other end of it shooting fire up the entire part of the path. A dead Footman is lying dead on the ground exactly where the fire reaches max. The beams of fire can be avoided by using the gaps betweent he statues along the path. After pathing this trap, the last U-turns left one last time, and has again traps shooting downt he path. This time, it is 3 traps shooting in a sequence. To the right side of these 3 traps, there is a small stone arch, the entry to the last segment of the trial. This segment contains several groups of traps which shoot in different patterns. The path turns right twice, riddle with the traps. After passing all the traps, the path splits in two. When going left, some stairs lead towards an objective item, sitting between the traps. When going to the right, some stairs lead to the checkpoint of this zone. Another small hidden path can be found here, to the north of the path, behind a few trees. After the checkpoin, the path connects with its beginning. The previously mentioned metal bars separate the end of the trial with its beginning, and can be opened with the quest item found at its end.
The trail is directly connected to the Crossroads Garrison by the same path which goes through the entire trial. It is cut off from the Howling Weald by the river, and cut off from Bonemeal Ridge by cliffs and ridges. It is unknown what is located to the east of the trial, and to the north of it after the body of water.
Environmentally, the trial appears to be partially natural and partially artifical. The main path itself has a natural look, although a quite dead atmosphere with a dark grey, crack riddle ground and very few dead trees along it. The ridges separating the different parts of the paths are high and have some dead bushes, grasses, and sometimes trees hanging down from them. At some parts, there are big chains crossing over the path. The narrow paths heavily dim down vision, so that the trial is mostly shrouded in darkness. The straight paths of the trial have a more artificial look, with the traps, markings, stairs, brazers and statues. The traps are refered to as the Barking Dogs, due to them resembling dog heads and constantly "barking" fire. Especially the final room is very artifical, with a very even water trench surrounding with perfectly lined up traps shooting towards the path, and with a podest at the center. The traps' constant barking and hissing can be heared throughough the entire trial, and even a bit outside of it.
Quests[edit]
Find the Orb of Passage REWARD: 1100 , 2000 , 15
Star requirements[edit]
Find the Orb of Passage in under 7:00 / 5:30 / 3:30.
Your team must have no more than 5 / 2 / 0 deaths.
A maximum of 1650 gold and 2000 experience can be earned in this area.
Notable characters[edit]
The Dark Magus
The Dark Magus is a hidden shopkeeper who only sells Gallaron's Gamble, an item which grants the player a random reward when used.
Creatures[edit]
Crones and Banshees reside within this area, located at fixed points within the path of the Trial of Gallaron. Their locations are marked with red dots on the map visible on the right. The camps can consist of the following compositions:
1 Banshee and 3 Crones (9.09% chance)
1 Banshee and 5 Crones (27.27% chance)
2 Banshees and 3 Crones (9.09% chance)
2 Banshees (9.09% chance)
Creep-Hero
Health regeneration
Magic resistance
Attack damage
130‒150
Acquisition range
Base attack time
Attack animation
0.3+0
Projectile speed
Follow range
Turn rate
Collision size
Vision range
80‒90
Objects[edit]
The checkpoint shrine is located at the end of the maze. After passing all traps, and then going right, up the ramp, the shrine is located on the right side of the path.
There is one Gastromancer Note in the Trial of Gallaron. It is also located at the end of the maze. After going up the ramp on the right after the last traps, there is a small hidden path on the left side which contains some crates and sometimes a treasure. The note is located on the right side of this small hidden path.
Traps[edit]
A Barking Dog, glowng blue with arcane fire
Traps, refered to as Barking Dogs by the game, are stationary objects within the Trial of Gallaron, shooting lines of arcane fire when triggered or on set intervals and sequences. There are a total of 41 traps located within the trial.
Fire Trap
Link▶
There is no description for this ability.
Cast Animation: 0+0
Cast Range: 9999
Radius: 70
Damage: 750
The arcane fire travels at a speed of 1050.
The fire travels up to the targeted point. Each trap is set to target specific distances, marked by white arrows in front of them.
Fire patterns used by the traps:
Pattern 1: Manual, shoot 1 beam 0.6 seconds after pressing the trigger
Pattern 2: Automated, shoot 1 beam every 1.5 seconds (total cycle length: 1.5 seconds)
Pattern 3: Automated, shoot 3 beams in 0.5 second intervals every 3 seconds (total cycle length: 3 seconds)
Pattern 4: Automated, shoot 1 beam, wait 1.8 seconds, shoot 3 beams in 0.5 second intervals, wait 1.8 seconds (total cycle length: 4.6 seconds)
The first row of traps consists of 7 traps which use the first listed pattern (shoot when manually triggered). The first three traps and the last trap are positioned so that one can run through them without getting hit. The fourth, fifth and sixth traps, however, have their triggers offset. Without enough movement speed, they will hit when attempting to immediately walk through after triggering them. It is safe to just stand on the triggers of the traps. They only get triggered upon stepping on them, but do not periodically trigger when standing on them.
The next set of traps on the next segment consists of 10 automated traps. The first, second, fourth and fifth traps use the second listed pattern. The third, sixth, seventh and eighth traps use the third listed pattern. These traps are all synchronized. The ninth and tenth traps use the fourth listed pattern.
On the next segment, there is 1 trap. It shoots a very long beam of fire towards north which covers the entire path, using the 5th listed pattern. The fire can be avoided by moving into the ditches on the right and left side of the way. Due to lack of room, this area should be traversed one after another, to not block allies off or get blocked off.
On the next segment, there are 3 traps. They are aligned in a row and shoot long beams towards south with the 6th listed pattern. The traps shoot 1.3 seconds after another, with the left trap starting, followed by the middle trap, then the right trap.
The final segment, a U-shaped path, contains the remaining 20 traps. The traps are divided into 5 groups of 4 traps each.
The first group is located at the east side of beginning of the path, facing west. They use the fifth listed pattern. The traps shoot 0.5 seconds one after another, with the southern-most trap shooting first and the northern-most shooting last.
The second group is located at the north-west corner of the path, facing south-east. They also use the fifth listed pattern. However, in this group, two traps always shoot simultaneously. The third trap shoots together with the first trap and the fourth trap shoots together with the second trap. The pairs shoot 0.5 seconds after another, with the first and third trap shooting first.
The third group is located at the north of the path, after turning the corner, facing south. They also use the fifth listed pattern, and like the first group, shoot 0.5 seconds one after another. However, their order is reversed, with the eastern-most trap shooting first and the western-most shooting last.
The fourth group is located at the north-east corner of the path, facing south-west. They use the fourth listed pattern. The traps shoot 0.5 seconds one after another, with the top trap shooting first and the bottom trap shooting last. This makes their shooting seem random, as the fourth pattern is the most complex one, combined with the offset between the individual traps.
The fifth group is located at the west of the path, after turning the second corner, facing east. The first and second trap use the second listed pattern and the third and fourth use the third listed pattern. All four traps are synchronized, making this the most difficult group to get through without taking damage.
Treasure chests[edit]
Treasure chests have a 50% chance to spawn at any of the marked areas on the map. The chest located to the left of the 3 traps which shoot south has a 100% chance of spawning, but its loot list does not differ from the other chests in this area. The chests of the Trial of Gallaron can drop the following items:
Land Mine trap (600 damage)
Sun Strike trap (500 damage)
500-800 Gold (split evenly)
There is a 2% chance to drop the following artifacts instead:
Creed of Omniscience
Oblivion's Locket
Ambient Sorcery
Violet Blade
Life Rune
Crates[edit]
Crates have a 100% chance to spawn at all of the marked areas on the map. The number of crates are indicated on the map. There are a total of 51 crates in the Trial of Gallaron. Crates have a chance to drop the following items:
80% chance to drop nothing
11% chance to drop 200-300 gold (split evenly)
7% chance to drop:
Health Potion
Mana Potion
Book of Strength
Book of Agility
Book of Intelligence
Retrieved from "https://dota2.gamepedia.com/index.php?title=Siltbreaker/Act_I/Trial_of_Gallaron&oldid=1649638"
Siltbreaker


A beautiful young lady has been stripped and pepper inserted into her tonga by some angry men in the Benin City of Nigeria after she was accused of stealing a mobile phone.
Ever since the videos hit social media, the men who indulged in such a disgraceful manner have been condemned by every reasonable human being who has seen them.
The league of Patriotic Lawyers of Nigeria has also reacted to the video going viral. They are demanding the Edo State Commissioner of Police, Mr. Olusegun Odumosu finds the perpetrators of this heinous crime within 24 hours since their faces showed in the video.


The Kirin 980 is a glimpse into the next generation of Huawei phones.
8. We will not see the Mate 20 and Mate 20 Pro, the latest in the series, until the fourth quarter.
But to whet our appetite, Huawei gave us a preview of what is widely expected to drive the Mate 20. On Friday at the Berlin show, he showed the Kirin 980, his in-house phone chip, in response to Apple's A-Series chipsets and Qualcomm's Snapdragon processors, the preferred chipsets of most Android phone manufacturers.
The Kirin 980 is significant because it is the first commercially available 7 nanometer on-chip (SoC) system. Huawei is far ahead in this regard. The first 7nm chips were expected in 2019 at the earliest.
The Kirin 980 is the first 7 nm chip to hit the market.
The key features of the chip, which takes it past the previous generation, are improved overall performance, more efficient power consumption, and better capacity for AI power. For example, the chip can support both real-time video recognition and still image recognition.
The chip's eight cores are used flexibly depending on the device's requirements. Four small cores take over the power management, two middle cores ensure long-lasting performance and two large cores provide turbo boost in the most demanding gaming applications.
We'll see the Kirin 980 hopefully action when the Mate 20 and Mate 20 Pro debut in October. Other rumors include the suggestion that the Mate 20 Pro could have a 6.9-inch screen, making it more the size of a small tablet than a conventional phone. If this is on the big side for you, Huawei has a flagship alternative, the P20, which it released earlier this year and which is a manageable 6.1 inches.
First published, 31st August at 5:30 pm PT. 19659020] Update at 7:13 pm PT : Adds that the Kirin 980 will be released in both the Mate 20 and the Mate 20 Pro after Huawei released the announcement of the launch .


FONTANA, Calif. (AP) A swarm of bees has taken over the flag stand at Fontana, forcing NASCAR to improvise before the start of qualifying.
The starter is using a temporary platform on the fan side of the fence to start the Sprint Cup Series qualifying laps Friday, track officials say.
Track officials dispensed with most of the bees with a non-lethal spray, but a few angry ones hung around. Although the red light on top of the flag stand is still functional, nobody wanted to wave a green flag in the remaining bees' faces.
NASCAR officials told the teams and spotters about the problem. The track doesn't anticipate the bees will stick around to bother the Xfinity Series race on Saturday.


text:
Remedial Investigation/Feasibility Study at Former Parks Air Force Base Formerly Used Defense Site, Alameda County, California
Burleson is completing an RI/FS to support the Defense Environmental Restoration Program (DERP) at two areas of interest at the Former Parks AFB Formerly Used Defense Site (FUDS) in Dublin, California. Historical records and maps from 1945 indicate that these areas were the sites of a burn pit and a sanitary landfill; however, there are no historical records for what may have been burned or put into the landfill.
Burleson is working closely with USACE and California Department of Toxic Substances Control and encourages community and stakeholder participation. Our geologists and engineers evaluated historical photos, area topography, and data from previous site investigations to develop an RI/FS sampling strategy for soil, groundwater, and soil gas to assess the extent of any Department of Defense-related site contamination. Burleson staff will make use of our expertise and 20+ years of experience to characterize the nature of DoD contaminants, any threats to human and ecological health, and identify, develop, evaluate, and select any necessary remediation alternatives.
Terracon Welcomes California-Based Burleson Consulting, Inc
Former Fort Ord Army Base in California Recognized with EPA Superfund Site Reuse Award

redpajama_set_name: RedPajamaCommonCrawl


There are several settings which can be used to customize the polls.
Display the Poll in a Pop-Up Window Sets whether the poll will be displayed inside a web page or if a pop-up window will be opened to contain the poll.
Image -- Cancel The URL of an image to use in place of the cancel button on the voting form.
Image -- Vote The URL of an image to use in place of the vote button on the voting form.
Poll Table Width Specifies the width of the poll table.


text:
Q: Formatting a string in Javascript using DOJO I have a JSON file and I need to replace one Property in it using DOJO Format.
This is my JSON File.
{
    "In1": "00",
    "In2": "01",
    "In3": "02",
    "In4": "04",
    "Pay": "$pay",
}

my code is :
require(["dojo/string"],function(string) {
   object.["Pay"] = string.substitute("${pay}", { replace: "ABC"});
});

I need to replace {$pay} with "ABC"
Its coming to string undefined :(.

A: that  doesn't require extras lib just use the .replace() function to change what ever you want , whether using text or regular expression
see below snippet :

object = {
  "In1": "00",
  "In2": "01",
  "In3": "02",
  "In4": "04",
  "Pay": "$pay",
}

object["Pay"] = object["Pay"].replace("$pay", "ABC")

console.log(object);

A: Finally I figured it out :)
Here is what I used.
require(["dojo/string"],function(string) {
 object.["Pay"] = string.substitute("${pay}", { pay: "ABC"});});
But couldn't figure out a way, if the JSON is like
{
 "Pay": "$pay",
}

:(

redpajama_set_name: RedPajamaStackExchange


Adds a local printer connection.
Deletes all printers from the server specified with the -s parameter. If you do not specify a server, Windows deletes all printers on the local computer.
Sets the default printer to the printer specified by the -p parameter.
Lists all printers installed on the server specified by the -s parameter. If you do not specify a server, Windows lists the printers installed on the local computer.
Specifies that the parameter applies to printer connections. Can be used with the -a and -x parameters.
Specifies the name of the remote computer that hosts the printer that you want to manage. If you do not specify a computer, the local computer is used.
Specifies the name of the printer that you want to manage.
Specifies (by name) the driver you want to install. Drivers are often named for the model of printer they support. See the printer documentation for more information.
Specifies the port where the printer is connected. If this is a parallel or a serial port, use the ID of the port (for example, LPT1: or COM1:). If this is a TCP/IP port, use the port name that was specified when the port was added.
Specifies an account with permissions to connect to the computer that hosts the printer that you want to manage. All members of the target computer's local Administrators group have these permissions, but the permissions can also be granted to other users. If you do not specify an account, you must be logged on under an account with these permissions for the command to work.


text:
Кемер Борисович Норкин (1933—2017) — советский и российский учёный и государственный деятель; доктор технических наук (1977), профессор. Автор более 70 научных работ и 20 изобретений.

Биография
Родился 5 декабря 1933 года в городе Кемерово. Отец К. Б. Норкина Борис Осипович Норкин проходил на Втором московском процессе в качестве троцкиста, что могло и не соответствовать истине, и был расстрелян в 1937 году.

Окончил Московский государственный институт стали и сплавов, металлургический факультет по специальности «Печи и автоматика». В 1956—1957 годах работал в проектном институте «Гипроцветмет» инженером  металлургического отдела. В 1959 году окончил Московский энергетический институт, факультет «Автоматика и вычислительная техника»; инженер-электрик по специальности «Автоматика и управление в технических системах». Затем обучался в аспирантуре Института проблем управления имени В. А. Трапезникова РАН.

С 1957 по 1992 год работал в Институте проблем управления инженером, старшим инженером, начальником стендовой установки, младшим научным сотрудником, старшим научным сотрудником, заведующим лабораторией.

В 1989 году Норкин был избран депутатом Моссовета. С 1991 года курировал Совет предпринимателей при мэре и правительстве Москвы, основной целью которого было содействие развитию предпринимательской деятельности на территории Москвы. С 1992 года был председателем Комитета перспективного планирования департамента мэра Москвы, затем — генеральным директором департамента мэра Москвы, министром правительства Москвы, начальником управления мэра. В январе 2000 года был освобождён от обязанностей начальника управления мэра в связи с упразднением этой должности. Был назначен начальником Аналитического управления мэра Москвы.

С 2007 по 2011 годы работал в Московском городском университете управления им П. А. Столыпина  советником ректора. Был приглашенным профессором Института прикладной математики и систем (Мексика), членом президиума Вольного экономического общества России, членом президиума Международной академии менеджмента.

Умер 24 ноября 2017 года в Москве.

Являлся академиком Международной академии менеджмента и Российской муниципальной академии. Член Элитарного клуба (1996). В 2001 году удостоен Премии Правительства Российской Федерации в области образования за создание учебника «Политэкономия (история экономических учений, экономическая теория, мировая экономика)» для учебных заведений высшего профессионального образования. Кавалер ордена Дружбы (1997), награждён медалями.

Примечания

Ссылки
 Кемер Борисович Норкин
 Кемер Норкин: Социальный контракт граждан и власти — единственный известный способ устойчивого развития и процветания без коррупции
 Абалкинские чтения: Круглый стол «Экономический рост России»

Сотрудники ИПУ РАН
Депутаты Московского городского совета (1990—1993)

redpajama_set_name: RedPajamaWikipedia


It is a category to post copyright free BGM sound source of the four seasons. There are many songs that you can feel Japanese spring, summer, autumn and winter, such as the warmth like spring and the power of summer. Recommended for videos and games where you want to express the atmosphere of the four seasons. If you are looking for BGM of the four seasons, you can search from this category.


Ercegovac hats is a designer's brand that boasts a whole line of fashion items: both women's and men's hats, berets pillbox hats, caps, fascinantes, scarfs, bijouterie and a wide array of wearing headwear including all hair decorations which are made for modern-day dynamic personalities. Our refined and must-have fashion items are designed to be worn on a daily basis but also in a special occasion, thus coloring every individual's appearance.
Discover Ercegovac hats collections and become a part of our 90 year long tradition.


text:
Erik Nicolai Ritzau, född 30 april 1839 i Köpenhamn, Danmark, död 23 december 1903, grundade nyhetsbyrån Ritzaus Bureau den 1 februari 1866 i Köpenhamn under namnet Nordisk Centralbureau for Telegrammer.

Ritzau hade deltagit i dansk-tyska kriget 1864 och sökte därefter anställning vid dagstidningen Dansk Rigstidende i Köpenhamn. Väl där fick han idén att bilda en dansk nyhetsbyrå, som under inledningsfasen åtnjöt stöd av tidningarna Dansk Rigstidende, Fædrelandet, Berlingske Tidende och Dagbladet. Ritzaus son, Lauritz Ritzau, var initiativtagare till Gruppe 39, ett samarbetsavtal mellan en rad europeiska nyhetsbyråer, bland andra svenska TT.

Se även
 Ritzau

Källor
   Ritzaus Bureau I/S – Den Store Danske Encyklopædi
Ritzaus Historie
JP/Politikens Hus

Personer inom Danmarks näringsliv under 1800-talet
Danska militärer under 1800-talet
Personer från Köpenhamn
Män
Födda 1839
Avlidna 1903


text:
Rock Ridge is a community in the Canadian province of Manitoba.

Demographics
In the 2021 Census of Population conducted by Statistics Canada, Rock Ridge had a population of 64 living in 15 of its 16 total private dwellings, a change of  from its 2016 population of 73. With a land area of , it had a population density of  in 2021.

References

Designated places in Manitoba
Northern communities in Manitoba


Over the decades, when I had something to give away to charity, I would always just call Goodwill. They'd come with a big truck and haul my stuff away. In the decades before the Internet – and therefore Craigslist – when the kids grew out of their bicycles, that was the easiest way to get "rid of them" and contribute to a good cause.
Checking just the Goodwill section alone, this had me think that by giving to Goodwill, I have made a terrible mistake for many years, all my life, really.
Then I went to do some fact checking and found almost dozens of references to this chart being a scam, among them this site, which debunks the claims made by the above poster.
Claim: CEO and owner Mark Curran profits $2.3 million a year. Goodwill is a very catchy name for his business. You donate to his business and then he sells the items for PROFIT. He pays nothing for his products and pays his workers minimum wage! Nice guy. $0.00 goes to help anyone! Stop giving to this man.
Facts: This claim is completely false. According to the Goodwill website: "82 percent of Goodwill's revenues go directly into employment and training programs for people with disabilities and other barriers to employment!" Jim Gibbons is the CEO of Goodwill Industries International and his most recent compensation was reported to be $729,310. Goodwill has refuted some of these claims here.
This made me feel better, and I have come to the conclusion that the only thing right about the chart above is that it is important to "Think Before You Donate." Clearly, it's paramount that we check out the organizations we donate money to, so we know what we are actually doing.
Finally, watching the TED talk in the video below was one of the most valuable 18-minute investment of time I have made in a long time. Even though I work with the government sector and non-profits every day, my conceptions of non-profits and charities, and the results they achieve, were completely wrong. This speech by Dan Pallotta, a fundraiser and charity expert, will change the way you think and feel about non-profits, their role in out society and their impact.
To get a higher resolution of this video, go to TED talks directly by clicking here.


Summer, sunshine, IMEX! Event professionals from all over the world got together in Frankfurt from 16-18 May, not only to enjoy the truly beautiful weather during the three days, but also to indulge in trade show madness at one of the most renowned industry events for the MICE and event industry. This year, IMEX put a focus on purposeful meetings, technology, well-being and collaboration. What's behind these trends?
As the name suggests, it's all about purpose! The idea is to raise attention towards meetings with high-quality content and a clear target on innovation and insider knowledge. Meetings that are based on the concept of "purposefulness" should be fun to follow, motivating, inspiring and have a long-term effect on participants. IMEX considers the following five areas as key for purposeful meetings: design thinking, behavioral science, health and wellbeing, social responsibility and technology. The topic "purposeful meetings" will be incorporated in future IMEX shows, too, and hence play a major role in their education and seminar programs.
The need for purposeful meetings surely doesn't surprise industry professionals. Digital offerings and the massive usage of mobile devices make us less attentive, maybe even less patient. Participants have much shorter attention spans than they used to and this will even be more visible in future meetings. Clear targets and efficiency will be essential to reach attendees and engage them. Industry associations around the globe are creating frameworks and guidelines to support the idea of high-quality meetings. A recent example: The initiative "Future Meeting Space" led by the German Convention Bureau in collaboration with Fraunhofer IAO and EVVC, the European association for event venues.
The idea of purposeful meetings is furthermore reflected in the way we work, and much more importantly, in the way we want to work in the future. An increasingly digitized work environment allows us to automate tasks and to work smart instead of hard. The art of succeeding here certainly lies in the smartest possible way of using apps or other tools to create an efficient work environment (and not to get distracted by the flood of possibilities).
As we speak about purposeful meetings, we need to ask ourselves how the concept can be supported by technology. IMEX is the place for event technology providers to showcase their solutions and to push innovative ideas in the industry.
Technology is one of the main drivers of change in the event industry. The seminar program at IMEX offered various sessions on future meeting technology and the tech zone was packed with great ideas and innovations. The guided IMEX Tech Tours offered insights into technology exhibitors' solutions. Visitors were able to get to know new products and services and to exchange with other attendees during the tour.
Once again, IMEX managed to create a "healthy" environment of well-being in Frankfurt. With this theme, the show clearly reacts to the trend of visitors and exhibitors looking at healthy options during business travel. Coffee, cakes, sweets and heavy lunch-breaks are a thing of the past: More and more people seek to maintain their healthy lifestyle even during a trade show. Fruit and sugar-free drinks are very popular, especially among young event participants.
At this year's IMEX, trade show participants had the possibility to attend Yoga and QiGong classes or try guided visualization and relaxation. The catering offerings included healthy drinks and snacks and some exhibitors offered smoothies, juices or other healthy options on their exhibition stand.
Conversations with event planners and venue event managers have shown that collaboration is another important topic to address within the meetings and events industry. As we look at future event formats, we also need to take a closer look at changing customer expectations. Planners and venues must be familiar with the changing needs and requirements of their customers. "Short and sweet" information chunks, interactive elements and healthy catering options will be indispensable for future meetings as a result of changing attendee needs at events, conferences and trade shows.
However, the changing expectations cannot be part of the planner's burden only. Venues are very knowledgeable when it comes to delivering smooth events, so why not share experiences with planners? In the end, successful events are based on a common goal that venues and planners share: Customer satisfaction. Partnering up is therefore beneficial for both parties.
What were your key takeaways from IMEX? Comment below!


Master bander Ken Voget will be at McCarran Ranch this spring. This banding demonstration is geared towards people with little to no banding experience and will focus on the day-to-day tasks at a banding station. Attendees will learn the proper techniques for holding birds, molt phenology, and other data collection methods. This demonstration will be free for members or $5 for non-members.
We will meet at 8:30 a.m. at the "Shamrock House", the historic ranch house of McCarran Ranch along the frontage road of I-80.


text:
César Nicolás Fuentes González est un footballeur chilien né le  à Rancagua. Il évolue au poste de milieu défensif au CD O'Higgins.

Biographie

Il participe à la Coupe du monde des moins de 20 ans 2013 organisée en Turquie. Lors de ce mondial, il joue 5 matchs, atteignant le stade des quarts de finale.

Il prend également part au Tournoi de Toulon 2014 avec la sélection mexicaine.

Carrière
 2012-201. : CD O'Higgins ()

Palmarès
 Champion du Chili en 2013 (ouverture) avec le CD O'Higgins

Notes et références

Liens externes

Footballeur chilien
Joueur de Colo Colo
Joueur de l'Universidad Católica
Joueur du Club Deportivo O'Higgins
Naissance dans la région du Libertador General Bernardo O'Higgins
Naissance en avril  1993


American Waterfowler stands alone as the bible of contemporary waterfowl hunting while paying homage to the deep traditions and exalted past of the marsh gunners and all their trappings.
American Waterfowler focuses on fi nding solutions for the common problems hunters face. Within dedicated columns such as Duck Dogs, Shotguns, Shotshells, Decoying, Flyway Watch, Smart Money, Marsh Notes and Tried And Tested, experts whose passions reside at the heart of the waterfowling industry share their knowledge and experience, making American Waterfowler THE magazine for waterfowlers both young and old.
Overcoming the challenges of weather, water, mud, decoying birds, dog handling, proper guns and loads and getting to the birds owes much to the brilliant products manufacturers have brought to bear, and the remarkable destinations provided by guides and outfi tters. American Waterfowler answers the call for a dedicated duck and goose hunting magazine to lead fowlers into the new era, while carrying on the rich traditions gained in a century of American waterfowling.
Love this magazine. I haven't had any issues at all with the app crashing. Being a waterfowler, I'm used to spending large amounts of money for something that I love, so a couple extra pennies for something to do when the birds arent flying is worth it.
The magazine is one of my favorites - I look forward to getting each new issue.
I really like this magazine, really wish it was available in print. Great stories and good reviews. Happy I found this.


text:
Japanese nuclear exports consortium launches
A consortium has been officially launched in order to help Japan gain orders for nuclear power plants from so-called emerging nuclear countries. The consortium comprises nine electric utilities and three nuclear engineering companies.
The International Nuclear Energy Development of Japan Co (JINED) was established on 22 October, with the prime purpose of "proposal and research activities for nuclear power plant project orders in emerging countries." The move to establish the consortium is seen as a reaction to South Korea's success in exporting to the United Arab Emirates and directed towards winning new nuclear contracts with the emerging nuclear countries of south-east Asia. The French and Russian nuclear sectors also operate internationally with strong visible backing from their political leaders.
Headquartered in Tokyo, JINED is three-quarters owned by nine electric power companies (so-called "epcos"): Tokyo Electric Power Co (Tepco) (20%); Kansai (15%); Chubu (10%); Hokkaido (5%); Tohoku (5%); Hokuriku (5%); Chugoku (5%); Shikoku (5%); and Kyushu (5%).
Three nuclear engineering companies each hold a 5% stake in the consortium: Toshiba, Hitachi and Mitsubishi Heavy Industries (MHI). The remaining 10% of JINED is held by Innovation Network of Japan (INCJ) - a joint venture of government and industry.
In a statement, Akihiro Ohata, Japan's minister of economy, trade and industry, said: "Internationally expanding the Japanese nuclear power industry is named as a key goal in the 'New Growth Strategy,' the government's recently formulated policy." He added, "This goal is highly significant for establishing safe and reliable nuclear power plants based on Japanese technologies, contributing to Japan's economic growth, and maintaining and enhancing Japan's nuclear power industry and nuclear power infrastructure."
Ohata said that the Ministry of Economy, Trade and Industry (Meti) will support the initiative by continuing "to make utmost efforts in cooperation with related ministries to hold high-level intergovernmental discussions, facilitate the conclusion of bilateral agreements on nuclear energy cooperation, assist other countries in laying the groundwork for nuclear power generation (development of human resources, the legal framework, etc), and enhance the risk compensation capability of public agencies."
Ichiro Takekuro, former executive vice president of Tepco, has been appointed president of JINED, which has equity capital of ¥200 million ($2.5 million).
In July, a planning committee for establishing the consortium was formed including utilities Tepco, Chubu, Kansai and plant manufacturers Toshiba, Hitachi and MHI, plus Meti, which has been considering a public-private proposal aiming to secure nuclear power plant orders from Vietnam.
At that time, the consortium announced an office in preparation for JINED. The new office has three divisions: a 'Vietnam' division, a 'Business (BWR/PWR)' division and a 'General Affairs' division. The decision to set up the office in advance of the launch of the corporate entity itself was made "to ensure the swift execution of the promotion activities," the partners said.
Japan and Vietnam are reported to have now agreed on a basic bilateral nuclear cooperation agreement which would open the way for Japan to export nuclear energy technologies to Vietnam.
Japan offers Vietnam help to launch nuclear power Nuclear exports get a boost in Japan Japan gets organised for nuclear exports Japanese companies join forces for international market Nuclear diplomacy
Chubu Electric Power CoChugoku Electric PowerHitachiHokkaido Electric Power CompanyHokuriku Electric Power CoInnovation Network Corp of JapanKansai Electric Power Co. (Kepco)Kyushu Electric Power CompanyMinistry of Economy, Trade and Industry (Meti)Mitsubishi Heavy IndustriesShikoku Electric Power CoTohoku Electric Power CompanyTokyo Electric Power Co. (Tepco)Toshiba


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text:
Sue Gardnerová (* 11. května 1967 Bridgetown, Barbados) je kanadská novinářka a manažerka, která mezi lety 2007 a 2014 působila jako výkonná ředitelka nadace Wikimedia v San Franciscu.

Vystudovala žurnalistiku v Torontu na Ryerson University. Více než deset let pracovala jako reportérka rozhlasové stanice CBC Radio One, kde začínala v pořadu As it Happens, později ve zpravodajském pořadu Newsworld International. Když rádio přešlo pod CBC.ca, byla Gardnerová pověřena vedením webové sekce a online zpravodajství Canadian Broadcasting Corporation. Od června 2007 pracuje pro nadaci Wikimedia, kde se 3. prosince 2007 stala její výkonnou ředitelkou.

V březnu 2013 oznámila, že svou funkci opustí, a v červnu 2014 byla nahrazena Lilou Tretikovovou. Gardnerová se dále chce věnovat zlepšení fungování Internetu, zejména v souvislosti s bojem proti návrhům zákonů, které by mohly omezit internetové svobody, např. SOPA nebo CISPA.

Reference

Externí odkazy

 Wikipedians do it for love. Really.  interview se Sue Gardnerovou na www.theglobeandmail.com, 2010-06-26
 English Wikipedia anti-SOPA blackout , 2012-01-16 – vysvětlení protestního blackoutu anglickojazyčné Wikipedie 18. ledna 2012

Žijící lidé
Wikimedia Foundation
Narození v roce 1967
Kanadští novináři
Ženy
Narození 11. května


The Home of Lejendary Adventures RPG here at Dragonsfoot.
Section Editor: Steve steve@dragonsfoot.org Forum support for this section available.
The LA game is a trifle short of interesting mineral-based monsters, so I decided to do something about that. Funny thing is, though, the submissions from the active fans sort of shot me down, so all of these are from other designers. No question in my mind that the LA fans are creative!
2 x 9-30 +13-16 & sp.
Drillipedes are large creatures that eat their way through rock in the depths of the Earth. They avoid soil. Millennia ago, intelligent subterranean races bred (and magically altered) their progenitors to enhance their instinctive behavior and increase their usefulness. These creatures are now rarely seen, either because they are few in number or because they are kept secret by races using them (both their actions and byproducts are of value). Drillipedes create patterns of passages and chambers in solid rock, much as bees build honeycombs or spiders spin webs. Their structures may look like symmetric natural caves and caverns (and no doubt did originally), but they usually imitate humanoid architectural patterns, complete with pillared halls, tunnels with arched ceilings, stairways, archways, and so on. The construction styles might seem like those of dockalfar or dwarves of any era, the eldritch geometry of lost races, or even a mix. They can learn new styles if they encounter them, and pass on the repertoire genetically to their offspring. The work is structurally sound and precisely crafted, but not notably artistic. Humanoids often move into these constructions and add doors and decoration.
Drillipedes look like enormous millipedes, colored a dark, mottled red overall, with pale rose legs and underside. Their powerful mandibles have many overlapping shearing and grinding plates. Their small eyes see in complete darkness as a human does at dusk, and see in dim light (glowlichen to torchlight) as a human does in twilight. In brighter light they can barely see at all: it causes them pain, and they will retreat from it unless defending themselves or their young. They communicate among themselves using subsonic vibrations, which travel many miles through rock. These vibrations also let them map out cavities, water, and magma to avoid flooding or immolating themselves, get safe access to water, skirt heavily populated areas, and join their passages neatly to existing ones. It is thought that they have a perfect mental map of everywhere they have been. They are semi-intelligent at best except in their architectural work and ability to solve the problems of underground excavation.
The shearing and grinding plates in their powerful jaws are of a very hard abrasive material. (We would recognize it as mostly silicon carbide and tungsten carbide studded with industrial diamonds: it is a good abrasive, but has neither gem value nor uses in weaponry.) This, and a highly acidic saliva, lets adults chew through hard rock at about 1500 cubic feet (15 x 10 x 10) per day, double that for soft rock. (Rogue drillipedes, see hereafter, get through two to four times that volume.) They digest most of the mineral, but eventually excrete very rich ore—about 1 cubic foot of excreta per 1000 of rock, depending on the content of the rock. This is rolled into large balls and stored as food for the young—although other races take much of it. Digestion produces oxygen as a byproduct. Glowlichen often grows on drillipedes' exoskeletons. It seems to cause no harm, but they scrape it off from time to time, thus spreading it about the subterranean realms. Their chitin and mandibles constantly self-repair, growing and thickening from the inside.
Both sexes of the species create passages to move from place to place, to seek out water and join up spaces underground to allow free travel. While progress may be slow, they live for centuries. Every decade or so, a male adult creates a nesting complex near a water source, generally a central chamber with 4-6 side chambers and a few passageways. He will often (75%) imitate any constructed areas nearby. A subsonic mating call is then sent out. Females (who concentrate on networking rather than nest-making) arrive via existing passages to inspect the work. If the chamber is well constructed, with perfectly level floors, a satisfying number of pillars and arches, pleasing symmetry, and so on, mating takes place. The pair stay together during the gestation and initial growth of the young (4-6 weeks), jointly creating more chambers in that time. The young are born live, and grow quickly, feeding on the rich ore balls stockpiled in the side chambers, and leaving only small amounts of precious metals, hard crystals, and gems undigested (and deposited in one place). The parents separate and leave shortly after the young exceed 20 feet in length and can defend themselves. The young may instinctively detail the rooms and halls, fluting or spiraling pillars, incising simple patterns in floors, walls, and ceilings, carving small niches into the walls, and so on. After a few months, or if the ore has been finished or removed by others for its non-precious content, they leave the nest. They become adults after a few years, at which stage their growth rate slows further.
Adults and juveniles may work together on large passages connecting areas important to the species (cysts in the underdeeps, and so on). Several adult males may work on more elaborate complexes, in case several females become interested, and complexes may build up over the decades into intricate mazes of rooms and halls. If a light-using race occupies a complex, the drillipedes abandon it and start work on a new one elsewhere.
The young are prey to wyrms and similar creatures, but nothing much bothers the older drillipedes, and intelligent races may well protect them. The few drillipedes that live to be more than three centuries old become infertile, and grow into solitary rogues, delving ever deeper into the Earth. This state approaches the ancestral existence of the species. Their burrowing usually reverts to plainer and more primitive forms, most often natural-looking, and they create ever larger tunnels and caverns (of necessity, since they are now huge themselves). They may live as long as a millennium, growing slowly all the time. They seem to get more irritable and aggressive with age, so it is as well that rogues are almost never met.
The drillipede is 45-90 feet long, as indicated by its Health, and a tenth of that length in diameter. Roll a d10 to establish its Health (40 + d10 x 5) and Precision (40 + d20). It cannot climb on walls and ceilings, but can rear to half its height. If excavating very large chambers or passageways, it starts at the top and works down. It will flee light brighter than torchlight unless defending itself or its young, and will rarely attack unless attacked. A mated pair may, if pickings have been very lean (10%), attempt to eat metal-armored persons to provide more nutritious ore for imminent offspring, though.
Attack: The drillipede attacks with a shearing bite that chomps through normal or preternatural armor for 21-30 Harm plus 11-20 acid Harm to both the victim and his armor (supernatural or better armor will protect the victim, but still suffers Harm). If it is mortally wounded, it will function for one more ABC, and during that time expel its remaining powerfully acidic saliva in a great gout over its attackers. This attack affects an area of 10-foot radius, up to 50 feet from the drillipede, and does 26-35 points of acid Harm to all those in the area, and their armor and exposed gear (shields, drawn weapons, and so on). Supernatural or better armor will protect the victims, but still suffers damage.
Defense: The drillipede has tough chitinous plates, several inches thick, providing 11-20 points of armor against all normal and half that amount against preternatural attack forms (10 points + 1 point per 5-foot increment over 40 feet of the beast's length). It is immune to toxins and acids of any sort.
The immature drillipede is 1-foot in diameter and 10 feet long when born, growing quickly on the food left by its parents to reach 21-40 feet in length, as indicated by its Health, and a tenth of that in diameter. At this stage, it can climb walls and ceilings. Its jaws are not as well developed as those of its parents. It will flee light brighter than torchlight, and will rarely attack unless attacked. There is a chance (10%) that one will mistake a metal-armored person for a piece of tasty ore and attempt to eat him or her, though. It will usually retreat quickly if its meal bites back.
Attacks: The immature drillipede attacks with a bite that chomps through normal armor for 11-20 Harm to both the victim and his armor (preternatural or better armor will protect the victim, but still suffers Harm).
Defense: The immature drillipede has tough chitinous plates providing 10 points of armor against all normal attack forms. It takes half damage from toxins and acids of any sort.
The rogue drillipede is 91-190 feet long, as indicated by its Health, and a tenth of that in diameter. Roll d% to establish its Health (90 + d%) and a d20 for its Precision (60 + d20). It cannot climb on walls and ceilings, but can rear to a quarter of its height. If excavating very large chambers or passageways, it starts at the top and works down. It will attack bearers of light brighter than torchlight if they don't remove themselves from its presence, and sometimes may attack out of bad temper anyway—5% per 10 points of Health over 90 (5% at 91-100, 10% at 101-110, and so on). This chance is doubled if potential victims are buzzing around making a lot of noise, using Activations, and the like.
Attack: The rogue drillipede attacks every other ABC with a powerful shearing bite that chomps through any armor for 31-50 Harm plus 21-40 acid Harm to both the victim and his armor (normal, preternatural, or supernatural). If it is mortally wounded, it will function for one more ABC, and during that time expel its remaining powerfully acidic saliva in a great gout over its attackers. This attack affects an area of 20-foot radius, up to 100 feet from the drillipede, and does 36-55 acid Harm to all those in the area, and their armor and exposed gear (shields, drawn weapons, and so on), whether normal, preternatural, or supernatural.
Defense: The rogue drillipede has tough chitinous plates, up to a foot thick, providing 21-40 points of armor against all normal, half that against preternatural, and one-quarter against supernatural attack forms (20 points + 1 point per 5-foot increment over 90 feet of the beast's length). It is immune to natural heat less than that of molten lava, toxins and acids of any sort, and any form of mind control or paralysis.
Igneolids are gigantic worm-like creatures that tunnel through igneous rock (granite, basalt, and so on), melting and eating it, and often any encountered life forms, as they go. They avoid sedimentary rocks and soil.
An igneolid looks something like a muscular worm crossed with a squid. The roughly cylindrical body, 180 feet long, splits at the head into a dozen 30-foot-long tentacles, which it keeps pinched together when it travels in open areas such as deep caverns. The body is 21 feet in diameter at the head, 18 feet diameter 90 feet further on; the tail tapers over the last 60 feet. Propulsion is aided by primitive flipper-like appendages spaced around the body—three staggered bands of six such appendages. The body is mottled violet and dark gray, with three lines of shimmering indigo oval plates along its length; the flippers and tentacles are purple; the 6 teardrop-shaped sensory nodes (eyes, ears, and perhaps more) around the head are glossy black. The interior mouth and gut are the bright orange of a furnace (which the gut is, more or less).
The igneolid uses its electrical discharge for tunneling through the rock it ingests, focusing it to melt the material. It can move fast (12), letting most of the rock melt pass through it, or more slowly (1), creating large tubes relatively free of debris.
The rarely seen igneolids may be nearly as old as the world itself. It is thought that they live and breed in the molten rock in the deeps of the earth. They have been known to travel in magma flows, and eruptions have brought some to the surface. There are unconfirmed rumors that some primitives worship them as gods when they appear in volcano craters: if so then perhaps some means of communication is possible. Only adults are have been met; younger creatures would be proportionately less powerful (40% + d5 x 10% of adult statistics).
Igneolids store the electricity their muscle movement generates in a series of connected nodes along their bodies, under the oval plates. The nodes are root-like metallic structures around clusters of quartz crystals. A day's work with a supernaturally sharp blade could extract valuable material from a dead igneolid's tough flesh — after it has cooled for one or two days. It is possible to smelt the 500 pounds of conductive nodes to get half that weight of copper and silver, and also to collect about 20 pounds (45,400 carats) of tear-shaped quartz crystals (uncut gems, hard, 70% common, 30% uncommon). That said, there are probably easier ways to get wealth than by tangling with one of these creatures.
Attack: The 150-ton igneolid's primary attack form is electrical. When it spreads its mouth-tentacles apart in a star shape, it can generate a searing, lilac-hued electrical discharge; this crackles forward in a conical area of effect that is 30-foot diameter at the mouth and extends to a point 30 feet away. All in the area of effect take 21–30 Harm, double if the subject is at the point of the cone or in contact with a large amount of ferrous metal, triple if both.
If attacked from behind, the igneolid can sweep with its tail for 21–30 + 10 shock Harm, the (Physique) bonus ignoring armor. If attacked from the side, the igneolid can roll over to crush its opponents for 13–20 + 1–20 Harm (any way up is the same to it). Any person trapped underneath (LM's call, depending on room to maneuver and a Disaster Avoidance Check, if appropriate) takes 1–10 Harm per ABC ignoring amour and cannot attack. Contact with the creature's hot hide also inflicts 3–5 points of heat Harm per ABC. The igneolid can electrocute or swallow an opponent in the same ABC as using either or both of these attack forms.
Defense: The igneolid's massive size and thick plate-studded leathery hide provide 18 points of armor against normal and preternatural attack forms, 9 against supernatural attack forms. It is completely immune to any type of heat, fire, venom, toxin, illusion, or mind control. Electrical attacks just supercharge it, adding +10 Harm to its lightning discharge for a number of ABCs equal to the Grade of the activation used on it.
H: 161-180. P: 20-25. S: 3 attacking-moving backwards/15 moving ahead.
Defense: 10 armor protection due to chitinous skin. See Creature Table above for immature Stone Mantis.
The stone mantis is a thing that was created by the Utiss as a sort of manual laborer. It is a creature partially of mineral sort and in part a giant insect. This strange species is responsible for creating both passages and what some would consider as natural caverns within a mountain or beneath the surface of the land. Indeed, many creatures live within these caverns, and many races often times develop them further into domiciles and communities.
The typical stone mantis is from 61 to 80 in length and can ranges form 10 to 15 feet in diameter. The stone Mantis employs an acid compound that is excreted from a bulbous gland located on the opposite end of their mighty claws. This acid partially dissolves rock, softens it. One then employs its claws to tear into the rock, feeding on it. The skin pods on its worm-like body serve to expel the byproduct gas from digestion, and this gas also serves as protection against possible danger. The gas remains for 2-5 minutes and will paralyze any air-breathing creature within a radius of 20 feet. Each stone mantis has 12 tentacles, and these serve as feelers for cracks in the rock, thus providing a more efficient routing beneath the surface.
Very rarely, if ever, will a creature of this sort venture above ground. The presence a stone mantis is easily noted for the powerful gaseous discharge it omits creates a stench usually notable when within 200 feet of its location.
When feeding, a stone mantis moves at about a foot and a half to two feet per hour. Its passage thus leaves behind a smoothed, shiny passageway of circular form. The tunnel created by feeding is amazingly strong, nearly completely proof against cave-ins and even seismic shocks. A stone mantis can move backwards at a Speed of 3, move along a tunnel normally as a surprisingly rapid rate of 15.
These creatures have a life span of about 200 years, reach maturity at around 50 years, have a breeding life of some 100 years. After a male and female mate, the female will gestate eggs for two years, then deposit from 11 to 20 in a subterranean cul-de-sac. Only about one-half of the eggs will hatch some six months thereafter. For a year and a half after hatching, the stone mantis young are vulnerable to predators, for they have neither strong claws nor acid, lack a strong armor protection. Mortality is high, and only about one in 100 stone mantis larva ever survives to adulthood.
A mature stone mantis will have in its digestive organs from 10-100 crystals and/or gems of from 41-70 carats size with a value per carat of from $1 to $100. Immature ones will have a like number of gems and crystals, with a like value, but of smaller size—21-40 carats.
Rock grubs are larva-like creatures that eat their way slowly through rock, breaking it down into sand and soil. Groups of them tunnel through the shallow rocks of the earth, leaving behind a distinctive maze of twisty little passages, all alike. The tunnels are usually roughly oval, 4–8 feet high, half that wide (and sandy-floored). What nutriment they search for is unknown, but they seem to avoid ores of value to intelligent races.
Attacks: If disturbed, a rock grub will attempt to repel a prospective attacker by spraying powdered rock at its face (the grub aims by sensing the breath). This expelled high-velocity debris stream extends 12 feet, and ignores protection not specific to the face. Maximum damage means the attacker is blinded for 3 ABs (less if he rinses his eyes before then), and must make a Disaster Avoidance Check (Speed BR x 4) or suffer permanent damage to the sight (d4 x 10% impairment). The rock grub thereafter attacks anyone who persists with a bite for 1-12 Harm. The rest of the group of rock grubs will join in, using their ability to clamber easily over walls and ceilings to advantage.
Defense: The rock grub's small size and leathery hide (that is interlaced with metallic strands) provides 14 points of armor against normal attack forms.
Rock grubs look something like deep blue caterpillars: a circular boring head sits on a tapered body with three sets of six legs around its circumference, each ending in three-toed feet that can grip fast to walls and ceilings (and each other, when groups work on a rock face). The segmented disk-like mouthparts are faced with serried rows of teeth around a central orifice. Rock grubs can range in size from as small as a man's forearm to as large as a small dog. They are blind but sensitive to air currents.
Wealth: Rock grubs may occasionally (10%) have nuggets of indigestible gold in their intestinal tracts (d6 x $50 worth). They also store extracted water in sacs in their bodies, about a cup each, and so may sometimes be sought by the desperately thirsty.
H: 25-30. P: 30-35. S: 6.
Attack: Clubbing blow inflicting 3-20 plus points of damage on a target struck, with a variable addition of 2-8 points added, the latter Harm always bypassing non-Extraordinary armor protection.
Defense: 20 armor protection against all normal attacks—including cold based, fire/heat and electrical ones.
Th'ashlar are subterranean life forms of bipedal, humanoid shape. They move through solid rock at the rate of one foot per AB of time, seeking metal ores and crystals to feed upon. When partially melded with natural rock, one is 90% undetectable from normal stone, and the individual thus in transition can move into the rock completely in a ABC of time, or step forth and move at full rate. These creatures do not have visual organs, but in the open they sense vibrations within 100 feet of their location.
They are the natural foes of stone mantis, preying upon the immature of this species, themselves being preyed upon by the adults of the Stone Mantis.
H: 65. P: 20. S: 5 attacking or moving outside lava or magma, 15 attacking or moving within lava or magma.
Attack: Proximity of 10 feet causes 1-10 hear Harm, if actively attacking they can each hurl 10-pound globs of molten rock each ABC of time, inflicting 26-35 points of damage on a target struck, with "splash" Harm of 9-12 points possible for all subjects within a six-foot radius of the point of impact of the missile.
Defense: 18 armor protection against all normal attacks—cold inflicts double normal Harm.
The Health of a th'ore is regenerated at 1 point per ABC when they are in this natural environment. When they are outside (not touching) the lava, they recover lost Health at the same rate does a Human—1 point per day of rest.
If confronted by cold, attacked thus, one will suffer twice the normal Harm to Health thus. Such exposure sends a th'ore hastening to safety almost instantly.
Th'ore will not dwell far from a volcanic region where lava is abundant. They submerge into the earth to where the magma is being expelled and live within obsidian walls that they have created beneath the surface right in the center of the magma's hottest point. They are very strong in nature, have a capacity to lift ten times the weight a normal man can (Physique 500). Due to their need for high temperature, constant heat, th'ore are very rarely seen anywhere far distant from lava or magma.
Objects created by th'ore must be paid for in crystals and/or gemstones at a rate equal to the cost of a like item. The objects so crafted are not magical in any way but will be of highest quality, made with their bare hands of the worker. The item will have an obsidian-black finish with a fine polish and bearing razor- sharp edges if such are present in the object. The weight of these items will be equivalent to that of the same type of item normally created by a smith. Any item will have a symbol marking the identity of its th'ore maker.
Treasure within the dwelling of a th'ore group will be in crystals and gems, each possessing 10-100 of such objects. Value of each crystal or gem varies from $200 to $2,000 per carat, with a carat-weight variable of 1-30 per, re-rolling all 30s, a score above 10 indicating the addition of 1-30 more carats weight.
Xagmites are creatures an inch or so in diameter, possibly of elemental origin, that melt their way through rock in search of precious minerals. Swarms of them tunnel slowly through the deeps of the earth, usually following the veins of the ore on which they live. They have been known to travel in magma flows, and eruptions have brought some to the surface.
Xagmites are large reddish-brown, mite-like, looking roughly like oval coins in size and shape, with eight flat, inward-pointing legs under their bodies. They can scuttle easily over any surface: walls, ceilings, and avatars included. Miners have made efforts to exterminate them, to such effect that they are now reasonably rare, but rumors persist of thousand-strong swarms in deep places in the earth. In the absence of metal or gem ore they become dormant, and can remain in this state for many decades, until aroused by the odor of nutriment. Xagmites are a bane to adventurers and miners, but less than they could be. They are inefficient feeders, and leave a lot behind. Sometimes their melting out of a seam of precious metal ore can even be useful. Furthermore, too rich a diet poisons their systems. Three meals in a row of refined metal or gem material will kill them. Treasure hoards thus suffer only limited harm from their depredations. Adventurers can easily delay or distract them by throwing down quantities of gems and coins before the xagmites get to their magic rings and jeweled dagger hilts.
Attacks: Xagmites are irresistibly attracted to refined metals and most gems. They heat themselves enough to melt the articles upon which they cluster, then ingest the resultant liquid. This not only destroys the items but also causes incidental damage to those wearing or carrying such tasty treats.
The LM should assign probabilities that articles will be targeted based roughly on material value. Xagmites will go after gems (except diamonds, which burn rather than melt) and precious metal (platinum, gold, silver, copper) in preference to ferrous metal. They can eat no more than an ounce of such concentrated nutriment in one meal (and four hours).
Defense: The Xagmite's small size and fast movement provide 1 point of armor against normal attack forms. Its carapace is thin and ceramic-like, providing protection from most insectivores, but not from a booted foot or mailed fist! It is completely immune to heat and fire of any type. Magical cold can kill one, but water only slows its heating effects for one ABC.
Xagmites were originally called 'magmites' because they were mites found in magma. The sage Xagryar was the first to study them, and established that they were attracted to, and melted, metals and gems. Sadly, while he took precautions to avoid keeping metal on his person, he one day forgot he was wearing his gem-studded leather underwear, and suffered a terrible fate. The creatures were renamed in memoriam.
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Rob aka Rob's WW2 Bricks from Flickr, was inspired to make the Battle of Bloody Gulch after seeing it in the Band of Brothers TV series. He quickly set about learning more about the battle and knew it was the perfect moc (My Own Creation) to showcase at BrickFair Virginia 2017.
The Battle of Bloody Gulch took place not far from Carentan in Normandy during the Second World War. This particular moc has the US 101st Airborne Division against the 17th SS Panzergrenadier Division. The Battle takes its name after American soldiers nicknamed the road running past the manor "Bloody Gulch", after a place mentioned in a popular western movie.
Rob contacted us and asked if we would sponsor his new moc, and we said YES! We were delighted to have been able to take part in such an incredible moc, and have our minifigures in the diorama. To see more amazing creations created by fans, check out our dedicated gallery.


Dr Anna van der Gaag CBE has been appointed as the new Chair for the Responsible Gambling Strategy Board (RGSB) – the Gambling Commission's expert advisors on the research, education and treatment required to reduce gambling-related harms.
Dr Anna van der Gaag, speaking about her appointment said: "Gambling-related harms are increasingly recognised as a public health issue requiring robust collective action. I am thrilled by this opportunity to join a team with such a passionate commitment to understanding and reducing harms and raising awareness of the personal and societal costs that can arise from gambling activities."
The Responsible Gambling Strategy Board was set up in late 2008 to advise the Gambling Commission on research, education and treatment programmes needed to support a national responsible gambling strategy and associated funding requirements.
The Gambling Commission regulates gambling in the public interest alongside licensing authorities. It does so by keeping crime out of gambling, by ensuring that gambling is conducted fairly and openly, and by protecting children and vulnerable people from being harmed or exploited by gambling. The Commission also provides independent advice to government on gambling in Britain.
The Commission will also be appointing three new Board members later this year to provide expertise in the fields of public health, safeguarding vulnerable people and research.


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Home News Breaking News Chacham Ovadiah Yosef Turns 93
Chacham Ovadiah Yosef Turns 93
Chacham Ovadiah Yosef is celebrating his 93rd birthday today, 11 Tishrei.
One of the most brilliant Torah minds of our day, Chacham Ovadiah was born on September 23, 1920.
He is a former Sephardi Chief Rabbi of Israel and currently serves as the spiritual leader of the Shas political party in the Knesset.
Chacham Ovadiah was born in Baghdad, Iraq, the day after Yom Kippur. In 1924, when he was four years old, he immigrated to Yerushalayim with his family. As a teenager he studied at the Porat Yosef Yeshiva, where he advanced to the highest shiur taught by the rosh yeshiva, Rav Ezra Attiya.
Legend has it that Rav Attiya was instrumental in keeping the young Chacham Ovadiah in the Torah world. At one point, the diligent young talmid chochomsuddenly stopped coming to yeshiva for several days. Rav Attiya paid a visit to his home and was shocked by the poverty he saw there. Chacham Ovadiah's father explained that he ran a small grocery and needed the boy to work for him. Rav Attiya attempted to convince the father of the importance of Torah learning, to no avail. The next morning, when Chacham Ovadiah's father entered his store, he found Rav Attiya standing there, wearing a work apron. The rosh yeshiva explained that he had come to the store early that morning when Chacham Ovadiah was opening up. He had told the boy that he had found a substitute worker who would work without pay and sent him back to yeshiva.
"You said that you needed someone to help and could not afford to pay. I am that someone. Your son's learning is more important than my time!" the rosh yeshivatold Chacham Ovadiah's father, who finally conceded and allowed his son to continue learning in yeshiva.
Chacham Ovadiah received semichah at the age of 20. He became long-time friends with Rav Ben Tzion Abba Shaul, who began his yeshiva career in the same class and who advanced to become rosh yeshiva of Porat Yosef in 1983.
In 1947, Chacham Ovadiah was invited to Cairo by Rav Aharon Choueka, the founder of yeshiva Ahavah Ve'achvah, to serve as a maggid shiur in the yeshiva. Chacham Ovadiah also served, at the request of Rav Ben Tzion Meir Chai Uziel, as head of the Cairo Bais Din. Chacham Ovadiah found that religious observance among both the Jewish community at large, and its leadership, was lax. One of the major halachic issues was the lack of any organized system of kashrus, Following a number of events, Chacham Ovadiah resigned from his position two years after having arrived in Cairo. Approximately one year after his resignation, he returned to what, in the meantime, had become Israel.
After returning to Israel, Chacham Ovadiah learned at Yeshiva Bnei Tzion, then headed by Rav Tzvi Pesach Frank. He also served on the bais din in Petah Tikva. His boldness as a posek was already revealed during his first term as a dayan when, at the age of 30, he wrote a halachic ruling permitting yibum instead ofchalitzah, which contradicted a p'sak made by the Chief Rabbinate of Israel a year earlier which had forbidden yibum.
In 1951-1952, Chacham Ovadiah published his sefer on the halachos of Pesach titled Chazon Ovadia. The sefer won much praise and received the approval of, among others, the two Chief Rabbis of Israel at that time, Rav Ben Tzion Meir Chai Uziel and Rav Yitzchok Halevi Herzog.
Two years later, Chacham Ovadiah founded Yeshiva Or HaTorah for gifted Sephardic talmidim. This yeshiva, which did not remain open for long, was the first of many which he established, later with the help of his sons, in order to facilitate Torah education for Sephardic Jews and establish the leadership of the community for future generations.
In 1953-4 and 1955-6, Chacham Ovadiah published the first two volumes of his major work, Yabia Omer, which also received much praise.
Between 1958 and 1965, Chacham Ovadiah served as a dayan in the Yerushalayim district bais din. He was then appointed to the Supreme Rabbinical Court of Appeals in Yerushalayim, eventually becoming the Chief Sephardic Rabbi of Tel Aviv in 1968, a position which he held until his election as Chief Sephardic Rabbi of Israel in 1973.
In 1973, Chacham Ovadiah was elected the Sephardic Chief Rabbi of Israel by a majority of 81 to 68 votes, replacing Rav Yitzchak Nissim. In the same election, Rabbi Shlomo Goren was chosen as the Ashkenazi Chief Rabbi of Israel.
The Council of the Chief Rabbinate was controlled by Rabbi Goren, and for some time Chacham Ovadiah decided that, as a consequence, there was no point in attending its sessions. During his years as Chief Rabbi, Chacham Ovadiah dealt with a variety of important social and halachic issues.
Chacham Ovadiah lives in the Yerushalayim neighborhood of Har Nof.
Chacham Ovadiah's teshuvos are noted for citing almost every source regarding a specific topic. Among Chacham Ovadiah's earliest works was a detailed commentary on the Ben Ish Chai titled Halichos Olam. He was asked to finish the commentary of the Kaf Hachaim by Rav Yaakov Chaim Sofer after the author's passing. Two sets of Chacham Ovadiah's responsa have been published, Yabia Omer and Yechaveh Da'as. There is also another series of seforim under the title of Chazon Ovadia, which Chacham Ovadiah has written laws concerning Shabbos, Yomim Tovim and other topics. Chacham Ovadiah has printed a commentary onPirkei Avos under the title, Anaf Etz Avos; and Maor Yisroel, a commentary on various parts of Shas. His son, Rav Yitzchak Yosef, has published a widely-read codification of Chacham Ovadiah's rulings entitled Yalkut Yosef. Another son, Rav David Yosef, has printed various siddurim and liturgy according to Chacham Ovadiah's rulings, and another halachic compendium titled Halachah Berurah.
May Chacham Ovadiah have strength to continue learning and leading Yidden ad meah ve'esrim shanah.
{Matzav.com Israel News Bureau}
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NACEX.PHARMA extends its services and commitment to thermolabile medicines
NACEX offers a new Premium delivery that guarantees that the temperature of thermolabile medicines is kept at 2ºC-8ºC.
The packaging has been designed with a single configuration for both summer and winter and has been validated in accordance with the sector's requirements, subjected to temperature profiles that are typical of the climate on the mainland and islands.
NACEX, Logista's express parcel and documentation delivery company, has extended its added-value services aimed at the pharmaceutical and para-pharmaceutical sector by means of a new Premium delivery, which guarantees that the temperature is kept at 2ºC-8ºC.
This service is an addition to the one currently offered by NACEX.pharma 15ºC-25ºC, and aims to provide a response to the needs of those clients that have a strict requirement to maintain the temperature for thermolabile products (2ºC-8ºC): sensitive medicines (vaccines, cytostatic agents, biological products), expensive products, and sensitive and special operations such as clinical trials, home deliveries, samples, etc.
Deliveries by means of Passive Cooling in Reusable Isothermal Packaging
NACEX.pharma 2ºC-8ºC allows the delivery to be made by means of passive cooling, with the use of reusable isothermal packaging that guarantees the temperature is kept between 2ºC and 8ºC, during the whole journey to the consignee, using the NACEX.pharma network (guaranteeing deliveries at 0830 hrs, 1000 hrs, 1200 hrs, and on Saturdays). The service covers the mainland, islands, and Ceuta-Melilla.
Each of the shipments made using the isothermal packaging contain probes that are calibrated on an annual basis and enable continuous, online, and on-time temperature monitoring, ensuring that the GDPs (Good Distribution Practices) main requirement for the Distribution of Medicines for Human Use is complied with, which is to be able to demonstrate the temperature of a shipment clearly at all times.
The packaging has been designed with a single configuration for both summer and winter and has been validated in accordance with the sector's requirements, subjected to temperature profiles that are typical of the climate on the mainland and islands. In addition, the environmental impact of each shipment is reduced, due to the fact that the packaging is reusable, thereby contributing to the commitment to sustainability by the company and its clients.
NACEX.pharma 2ºC–8ºC provides the possibility of optimizing the sector's operational processes, by positioning the already prepared containers (correct temperature and configuration) at origin (CRO, hospital and laboratory warehouses, etc.) for the picking package to be inducted and handed over to the driver for shipment.
When the shipment finally reaches its destination, and the consignee has checked its temperature by means of the driver's mobile app, delivery of the order is made and the container is returned in order to be checked and prepared for use again.
Differentiating Value
Stringent delivery at 2ºC-8ºC is achieved using this solution, eliminating all external impact on the temperature of the shipment.
Information on the shipment's position at the location is provided and maintenance of the temperature conditions during transport is guaranteed.
Furthermore, warehousing space is freed up in the client's facilities and preparation of the isothermal packaging is eliminated from their operations.
NACEX strengthens its commitment to the Environment, by avoiding the generation of waste by using reusable packaging, investing in the procurement of electric vehicles for deliveries in the main cities, reporting CO2 emissions for every one of the shipments (ISO 140064), and being certified with ISO 14001 for its environmental management.
About NACEX
NACEX has a wide range of services available and forms part of Logista, the leading distributor of products and services to local retailers in the South of Europe.
NACEX has a fleet of over 1,600 vehicles and more than 3,000 collaborators, as well as a network of 32 hubs, over 300 franchise offices in Spain, Portugal, and Andorra, and more than 1,800 NACEX.shop points in Spain and Portugal.
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Campbell hopes to take more winning risks going forward
DETROIT (AP)Dan Campbell has already shown himself to be an aggressive coach.
Next season, he's hoping to be able to channel that attitude into more than moments of desperation.
This year, though, he's just trying to keep an outgunned offense on the field. His Detroit Lions have gone on fourth down 36 times in 15 games, six more than second-place Washington and the Jacksonville Jaguars, and over twice more than successful teams such as the Tampa Bay Buccaneers (14) and Kansas City Chiefs (13).
"When you have trust in your players, there are times it just feels right," Campbell said on Monday. "I want to send a message that we're playing to win, and while there is a time you have to be conservative, there are also spots where my nature is to take calculated risks."
The results have been mixed. The Lions are only 17th in fourth-down conversion rate (50.0%) and last in red-zone touchdown rate (43.2%) , but the team has improved after an 0-8 start.
That's important, because Campbell needs a better team to make his chances improve for winning games instead of avoiding blowouts.
"I'd like to believe the aggressive nature will remain, but that doesn't mean it will always be on fourth down," he said. "It can show up on first and second down with some different things we can do. If you feel strongly about your players and your scheme, you do it."
In a key situation on Sunday, though, Campbell didn't have the right level of trust in backup quarterback Tim Boyle. Trailing the Falcons 20-13, Detroit faced fourth-and-5 at the Atlanta 8 with 2:42 to play.
Instead of going – something he had done twice already on the drive – Campbell brought in his kicker to make it 20-16. That left the Lions still needing a touchdown, but linebacker Jalen Reeves-Maybin forced a fumble at the Atlanta 37 with 2:18 to play. Boyle got the Lions to the Falcons 9, but was intercepted at the goal line with 33 seconds to play.
"I had to do a better job of helping Tim out on that play," Campbell said. "I watched the tape, and I kicked myself. I should have put a back in motion to help him with the man-zone read."
Despite the lack of results – the Lions are 2-12-1 after the loss to Atlanta – the team has made significant progress down the stretch. Going into the Week 9 bye, the Lions were scoring 16.8 points per game and allowing 30.5. Since then, they've gone 2-4-1 by giving up 20.3 points while scoring 17.9.
One of the league's worst defenses has dealt with injuries, illnesses and an admitted lack of talent to become a unit that gives Detroit a chance to win every week.
"Jalen Reeves-Maybin is out there every week, making plays on defense and special teams," Campbell said. "Alex Anzalone, before he got hurt, and Michael Brockers have been forces for us."
In this seven-game stretch, they've only lost one game by more than four points – a 38-10 rout in Denver – and they looked like a contender in a 30-12 win over Arizona.
Detroit is still a long way from the postseason, but might have found the defense that will let Campbell take risks with the ball.
The Lions only averaged 93.1 rushing yards before the bye, and have improved to 135.3 in the past seven games despite using third-string running back Craig Reynolds for three weeks.
Jared Goff has struggled all season with his inability to throw the ball downfield, but Boyle hasn't shown himself to be the answer in two starts. He's thrown three interceptions against one touchdown, and he's averaging just 6.8 yards per completion.
Rookie wide receiver Amon-Ra St. Brown has caught 35 passes for 340 yards and three touchdowns in the last four games. That's almost as much production as the 39 catches for 352 yards and zero scores he put up in the first 11 games.
Offensive coordinator Anthony Lynn has lost his play-calling duties, but the unit still isn't putting up enough points for the Lions to win on a regular basis.
Goff is back from COVID-19 protocols this week, but wide receiver Josh Reynolds has gone onto the list. Fullback Jason Cabinda could miss the final two weeks with a knee injury sustained against Atlanta.
1 – number of games the Lions need the Jaguars to win to have a chance to get the No. 1 overall draft pick.
Forget about the draft pick – Campbell certainly has – and try to build some momentum going into the offseason with games vs. Seattle and Green Bay.


Montreal's Marymount Academy will share its facilities with 66 additional students from a nearby private school, despite opposition from some parents and teachers.
The decision was made Friday night during a special meeting of the board.
The public high school, on Côte Saint-Luc Road in the Côte-des-Neiges–Notre-Dame-de-Grâce borough, already shares its building with about 135 Centennial Academy students in grades nine, 10 and 11.
The English Montreal School Board (EMSB), to which Marymount belongs, was paid $300,000 for space in its schools by Centennial, according to EMSB director general Ann Marie Matheson.
Francine MacInnis, chair of the Marymount Academy School Governing Board, opposed the move and said that she was concerned about the use of resources by their own students.
A vote on the issue was attempted about two weeks ago, but not enough commissioners showed up to vote on the proposal.


Evangelist Billy Graham died last week at the age of 99. He was known to have preached the gospel to millions of people in person and millions more via television, satellite, and films. While some called him "America's pastor," his influence extended far beyond the United States, including to China. Graham made two trips to China. During the first trip he and his wife, Ruth, visited her birthplace—the place where her father L. Nelson Bell served as a medical missionary from 1916 to 1941.
China Christian Daily wrote of those special ties Billy Graham and his family had to China, including pictures from his visit to China in 1988.
Evangelist Billy Graham, born in November 1918, died on February 21, 2018, aged 99. He founded the Billy Graham Evangelistic Association (BGEA) in 1950 and preached to 215 million people from 180 countries.
Billy Graham had been in China several times. Besides, his wife Ruth Bell Graham was born in Huaian, Jiangsu Province, China, and spent her first 17 years there. His father-in-law Lemuel Nelson Bell was a missionary in China. His Chinese name "Aihua" meant "loving China."
Graham visited China the first time in 1988 and again in 1994, saying that he would "pray for China's future and to bless the Chinese." He also held crusades in Hong Kong in 1975 and 1990. His son Franklin Graham and grandsons Will and Roy Graham have been to China, too.
Billy Graham was received by Bishop Ding Guangxun (Bishop K.H.Ting), president and chairman emeritus of CCC & TSPM, in 1988.
In 1988, Ruth Bell Graham met her childhood friend in Huai'an where she was born to the Bells.
Billy and Ruth Graham visited Ruth's birthplace in Huaiyin, 1988.
The Grahams met Zhu Rongji, China's vice premier at that time, in Beijing,1988.
To view more of the pictures, go to "Billy Graham's Special Ties to China."
Edited and reposted with permission.
Header image credit: Paul Walsh via Flickr (edited).
Text image credits: China Christian Daily.
An excellent book for anyone who engages with cultural Chinese or who is doing the challenging work of contextualization.
China in Our Midst: Reaching Chinese International Students in America by Glen Osborn and Daniel Su of China Outreach Ministries (COM) will help anyone who wants to get involved in serving and reaching Chinese students but is uncertain about how to do it or wonders if they are qualified.