David Cameron said "There is only one thing worse than spending money you don't have and that is buying the wrong things and doing so in the wrong way".
He said it in relation to air craft carriers, but we think it can be applied to High Speed Rail as well.
It's clear that developments which come out of the spending review are going to affect the demand for long-distance trains.
Rising fares – predicted to increase by 30% over the next five years – will dampen the demand for rail travel.
The promise, in George Osbourne's speech, of superfast broadband to the Highlands and Islands of Scotland, North Yorkshire, Cumbria and Herefordshire will benefit more people then just the residents of those areas. Telepresence videoconferencing will be viable, linking remote parts of the UK, with the "Great Northern cities" and the rest of the country, in a way which a trainline with a few stations could never hope to match.
The increasing cost of travel will encourage this use of videoconferencing. This will be especially true if combined with further improvements in technology, which may result from the Governemnt's decision to back high-value scientific research.
Specifically on railways, George Osbourne's speech on the spending review did not refer to HS2, or High Speed Rail at all. You had to search through press releases and 100 page documents to find their plans.
If they think HS2 is such a good thing, why did they hide it in the small print?


Technologists from around the globe, from vendors, to service providers, to consultants, to customers descended on the San Jose McEnery Convention Centre for the Hadoop Summit to learn from industry peers and leaders about the latest innovations on the Hadoop Distributed File System. The event was also an opportunity for the leading technology houses and startups to exhibit their solutions on the revolutionary platform designed to "tame" Big Data.
Hortonworks President Herb Cunitz opened proceeding with a recap of the progress of the event since its inception in 2008 and how Hadoop has evolved over the years. The conference has grown from an attendance of 200 people to 3200 at this year's event. There were 126 general sessions – up 22% from last year, and 88 total sponsors – up 30% from last year. The numbers indicate the growing interest in the Hadoop platform within the technology sector, and is amplified by the number of technology firms that have taken notice of the growing influence of Hadoop.
From its humble beginnings as a massively scalable distributed file system to handle single purpose, large volume batch transactions, the platform became a vehicle for early developers to innovate further. The community began to wonder and explore ways to extend the capabilities of Hadoop. When Hadoop became enterprise grade, companies like Cloudera, Hortonworks and MapR were born to apply governance and compliance, security and operationalize the platform.
Innovation on Hadoop has given rise to key access patterns such as interactive queries through Apache Hive, streaming queries through Apache Storm, and in-memory queries such as Apache Spark. Last year's event also saw the advent of YARN, the data operating platform that enabled Hadoop to become a core data platform.
Hadoop has now emerged as the default platform to manage Big Data and this has not been lost on technology vendors who could not ignore its growing influence in a rapidly changing industry. Many of the technology houses have either partnered with the enterprise Hadoop management companies, built their own Hadoop connectors or started to develop applications that run natively on Hadoop.
What is even more astounding is the number of startups that have emerged to challenge established vendors with niche solutions in what is seen as a return to best of breed applications and solutions. What is certain is that this is only the beginning. A whole new industry has grown around the Hadoop platform and shows no signs of slowing down.
Click on the link to read up on the entire proceedings of the Hadoop Summit Insight.


My background is Psychology. I graduated in Clinical Psychology from Universidade de Lisboa and I did part of my Bachelor's degree at Université Bordeaux Ségalen (Bordeaux II, France), under Erasmus Exchange Program. I also obtained my Master degree in Psychology (Social Psychology) from Université de Moncton, in Canada, as part of the Canadian Francophonie Scholarship Program.
My passion for health matters, interdisciplinary and my willingness to continuous learning led me to move to Biology/Neurosciences.
In November 2016, I had the opportunity to join Rui Oliveira's lab to develop my PhD, that is enrolled in the PGCD (Graduate Program Science for Development) of Instituto Gulbenkian de Ciência.
I am now interested in understanding the neuromolecular mechanisms that regulate social memory in zebrafish, and their genetic basis.


Physical activity may take a range of forms depending on the community, the individual's health, and interest level. Wherever an older adult may fall on the spectrum, senior living leaders generally put a strong emphasis on making sure everyone experiences an appropriate level of engagement, one that fosters renewed energy. This emphasis on physical wellness helps ensure long-term health and also contributes to emotional well-being.


As mentioned in our first post of this lessons learned series, the initial stand-alone Visual Production Web Viewer (which we developed as an add-on to NAV 2013, rather than as add-in for NAV 2013 R2) has an own proprietary toolbar. When moving to NAV 2013 R2 and when achieving a fully embedded add-in solution, we replaced all action buttons of that toolbar by buttons in the Dynamics NAV ribbon.
In this context an annoying issue – it is not specific to the Dynamics NAV Web Client, but nevertheless it isn't less annoying – is the fact that you cannot design images by your own for the action buttons. Instead, you are forced to select out of hundreds of predefined images and hopefully you find the ones that fit the semantics of your actions best. This is not only a frustrating job but the main crux is that the user will be almost certainly faced to action buttons with the same images but with different actions behind. This might be very confusing from the user's point of view.
As of yet, we have no solution to this. But as a developer, we would pledge for achieving more flexibility here.
Another next step will be extending the simple VPS Web Viewer to a sophisticated web editor with similar drag & drop functionaly as our .NET-based Visual Production Scheduler for the Dynamics NAV Windows Client has. This means we will add histograms to visualize the capacity utilization and of course we will provide ways to edit data interactively. Of course, we will continue to share the experiences made in this blog post series.


Item # 310075 Stash Points: 2,199 (?) This is the number of points you get in The Zumiez Stash for purchasing this item. Stash points are redeemable for exclusive rewards only available to Zumiez Stash members. To redeem your points check out the rewards catalog on thestash.zumiez.com.
Shake up your black tee collection with the Viva La Bonita New Wave Bonita Black T-Shirt. This overall black tee is tagless and 100% cotton for maximum comfort while the chest features a bright, multicolor text logo that says "bonita" across it.
New Wave Bonita Black T-Shirt from Viva La Bonita.


A large villa that can accommodate 6-8 people located in the Ayia of Ayia Irini on Paros, just 1,5 kilometer away from the kitesurfing beach in Pounda of Paros.
The villa is independent and has been built on one level. It offers three large bedrooms, 2 bathrooms, a fully equipped kitchen, a living room and a dining room. The one bedroom is a master bedroom with its own bathroom and a king sized bed. The second bedroom has two single beds in it and has been decorated in pink for young girls. The third bedroom also offers two single beds and can accommodate 2 extra people!
There are fans in the villa and a good internet connection. The whole villa has been decorated with taste and style and is a brilliant option for relaxing, comfortable holidays on Paros.
For more information about this luxury sunset villa, please contact information@abettergreece.com or telephone: +30 6934 620501 / +30 22840 24879 and we will be glad to help you!


text:
Sales round-up: Oscilloscope picks up "May It Last"; TVF inks pre-sales for "John Torode's Asia"
Oscilloscope picks up rights to Apatow's Avett Brothers doc Film production and distributor Oscilloscope has obtained North American theatrical rights to May It Last: A Portrait of the Avett Brothers from co-directors Judd ...
By Selina Chignall
Oscilloscope picks up rights to Apatow's Avett Brothers doc
Film production and distributor Oscilloscope has obtained North American theatrical rights to May It Last: A Portrait of the Avett Brothers from co-directors Judd Apatow and Michael Bonfiglio.
Produced by Apatow Productions, in association with RadicalMedia, the documentary is an intimate portrait of North Carolina band The Avett Brothers (pictured). The doc charts the band's rise to fame while chronicling their present-day collaboration with producer Rick Rubin on the multi-Grammy-nominated album True Sadness.
With the recording process as a backdrop, the film depicts the bond and partnership as band members experience marriage, divorce, parenthood, illness and the challenges of the music business.
May It Last: A Portrait of the Avett Brothers will air on HBO in early 2018. UTA Independent Film Group brokered the deal on behalf of the filmmakers.
The film premiered at the 2017 SXSW Film Festival where it received the "24 Beats Per Second Audience Award."
TVF International inks pre-sales for John Torode's Asia
London-based indie distributor TVF International has inked pre-sales for a new cooking series featuring Australian presenter John Torode as he goes in search of the finest food in Asia.
Commissioned by UKTV, John Torode's Asia (10 x 30) was pre-bought by Foxtel Australia for its Lifestyle channel.
"John Torode is a firm favorite with our viewers and his previous series have performed very strongly for Lifestyle. We are thrilled to be adding his latest culinary adventure, John Torode's Asia, to our premium food programming line up," said Hannah Barnes, general manager, Lifestyle Group, in a statement.
National Geographic Channels Asia also pre-bought the series, which will roll out across Asia and MENA in 2018.
ZED heads to Sunny Side of the Doc with slate of programming
Independent French producer and distributor ZED is heading to Sunny Side on the Doc with a slate of programming in production and development.
History programming takes central stage with titles such as Korea: The Never-Ending War. The Israel-Palestinian conflict is the subject of Israel, a Twice-Promised Land from Roche Productions. ZED is also handling worldwide distribution on the Cinétévé produced, The American Dreams of Bobby Kennedy, a portrait of the politician during the four years preceding his assassination.
ZED's Sunny Side lineup also includes completed films such as ISS: 24/7 on a Space Station, which shows what life is like inside the biggest orbital station ever built (The Prod for RMC Découverte); Mona Lisa Production's The Science of Hypnosis, a scientific look into the neurological mechanisms behind hypnosis; and China, Land of Colors, an exploration into China seen through the prism of the country's dominant colors and their symbolic meanings (ZED).
Also heading to Sunny Side is ZED's 4K The Secret Versailles of Marie Antoinette which has already been pre-sold in more than 15 territories including Japan (NHK), Germany (ZDF), Austria (Servus TV), the United States (Ovation), and Scandinavia (Viasat).
@radicalmedia, Foxtel Australia, John Torode's Asia, May It Last: A Portrait of the Avett Brothers, Oscilloscope, TVF International, UKTV, Zed
Extra: Scripps takes full stake in Travel; TVF, A+E ink LatAm deals
A+E LatAm picks up "Innovation Nation", "Military Tech Show"
Nat Geo launches new doc banner, returns to "Mars"
HBO picks up Judd Apatow's Avett Brothers doc

redpajama_set_name: RedPajamaCommonCrawl


The corporate world is fast paced with no time to waste. Presenting to or hosting clients takes a lot of planning and manpower to make sure you impress them and to seal the deal on potential new business opportunities. Let us help you.
We've got everything you need. Whether you need stages for functions, projectors for presentations and/or LCD and plasma screens, cordless microphones or any other technical assistance, we will not disappoint you.
Our sound technicians is some of the best in the business. We suplly sound for the functions of a large spectrum of clients. From the Western Cape government to small businesses.
The plug. The wire. The plank. The cloth. The paving. The ink. The switch. The light. The carpet. The shoe. The kettle. The cow. The bull. The donkey. The dove. In the house. On the house. In the car . On the car. After you. Before you. The dog. The cat. The gate. The wall. The tree. The mouse. DJ Monré.
The shoe. The kettle. The cow. The bull. The donkey. The dove. In the house. On the house. In the car . On the car. After you. Before you. The dog. The cat. The gate. The wall. The tree. The mouse. The brick. The key. The broom. The door. The roof. The chair. The child. The lady. The man. The baby. The wheel. The grass. The bicycle. The table. The cupboard. The pen. The paper. The scissors. The rock. The pot. DJ Monré.
In the house. On the house. In the car . On the car. After you. Before you. The dog. The cat. The gate. The wall. The tree. The mouse. The brick. The key. The broom. The door. The roof. The chair. The child. The lady. The man. The baby. The wheel. The grass. The bicycle. The table. The cupboard. The pen. The paper. The scissors. The rock. The pot. The plug. The wire. The plank. The cloth. The paving. The ink. The switch. The light. DJ Monré.
You sit. We sit. They sit. She sits. He sits. I run. You run. We run. They run. She runs. He runs. I talk. You talk. We talk. They talk. She talks. He talks. I play. You play. We play. They play. She plays. He plays. Gallery Mountain View Lodge Garden Route. I walk. You Walk. We walk. They walk. She walks. He walks. I eat. You eat. We eat. They eat. She eats. He eats. I sit. You sit. We sit. They sit. She sits. He sits. I run. You run. DJ Monré.
I walk. You Walk. We walk. They walk. She walks. He walks. I eat. You eat. We eat. They eat. She eats. He eats. I sit. You sit. We sit. They sit. She sits.Corporate Events. He sits. I run. You run. We run. They run. She runs. He runs. I talk. You talk. We talk. They talk. She talks. He talks. I play. You play. We play. They play. She plays. He plays. I walk. You Walk. We walk. They walk. She walks. He walks.Corporate Events. I eat. You eat. We eat. They eat. She eats. He eats. I sit. You sit. We sit. They sit. She sits. He sits. I run. You run. We run. They run. She runs. DJ Monré.
I walk. You Walk. We walk. They walk.Corporate Events. She walks. He walks. I eat. You eat. We eat. They eat. She eats. He eats. I sit. You sit. We sit. They sit. She sits. He sits. I run. You run. We run. They run. She runs. He runs. I talk. You talk. We talk. They talk. She talks. He talks. I play. You play. We play. They play. DJ Monré.
I walk. You Walk. We walk. They walk. She walks. He walks. I eat. You eat. We eat. They eat. She eats. He eats. I sit. You sit. We sit. They sit. She sits. He sits. I run. You run. We run. They run. She runs. He runs. I talk. You talk. We talk. They talk. She talks. He talks. I play. You play. We play. DJ Monré.
I walk. You Walk. We walk. They walk. Corporate Events. She walks. He walks. I eat. You eat. We eat. They eat. She eats. He eats. I sit. You sit. We sit. They sit. She sits. He sits. I run. You run. We run. They run. She runs. He runs. I talk. You talk. We talk. You sit. Corporate Events. We sit. They sit. She sits. He sits. I run. You run. We run. DJ Monré.
I walk. You Walk. We walk. They walk. She walks. Corporate Events. He walks. I eat. You eat. We eat. They eat. She eats. He eats. I sit. You sit. We sit. They sit. She sits. He sits. I run. You run. We run. They run. She runs. He runs. I talk. You talk. We talk. They talk. She talks. He talks. I play. You play. Corporate Events. We play. They play. She plays. DJ Monré.
He plays. I walk. You Walk. We walk. They walk. She walks. He walks. I eat. You eat. We eat. They eat. She eats. He eats. I sit. You sit. We sit. They sit. She sits. He sits. I run. You run. We run. They run. Corporate Events. She runs. He runs. I talk. You talk. We talk. They talk. She talks. He talks. I play. You play. We play. They play. Corporate Events. DJ Monré.
I walk. You Walk. We walk. They walk. She walks. He walks. I eat. You eat. We eat. They eat. She eats.Corporate Events. He eats. I sit. You sit. We sit. Corporate Events.They sit. She sits. He sits. I run. You run. We run. They run. She runs. He runs. I talk. You talk. We talk. They talk. Corporate Events. She talks. He talks. I play. You play. We play. They play. She plays.Corporate Events. DJ Monré.
I walk. You Walk. We walk. They walk. Corporate Events. She walks. He walks. I eat. You eat. We eat. They eat. She eats. He eats. I sit. You sit. We sit. They sit. She sits. Corporate Events. He sits. I run. You run. We run. They run. She runs. He runs. I talk. You talk. We talk. They talk. She talks. He talks.Corporate Events. I play. You play. We play. They play. She plays. DJ Monré. Corporate Events.
I walk. You Walk. Corporate Events. We walk. They walk. Corporate Events. She walks. He walks. I eat. You eat. We eat. They eat. She eats. He eats. I sit. You sit. We sit. They sit. She sits. He sits. I run. You run. We run. They run. She runs. He runs. I talk. You talk. We talk. They talk. She talks. He talks. I play. You play. We play. They play. DJ Monré.
TCN4U. TCN4U About. TCN4U Products. TCN4U Agencies. TCN4U Sign up. TCN4U News. TCN4U Challenges 4U. TCN4U Documents. TCN4U Events. TCN4U Contact us. Organic food TCN4U. Organic Units TCN4U. Outlet TCN4U. Business opportunity TCN4U.
Der LederHandler Leather Products. Der Leder Handler Leather Products. Der Leder Handler About us. Der Leder Handler Contact us.
Home Donovan Wright Wildlife Photography. Wildlife Photography. Gallery. Contact Donovan Wright Wildlife Photography.
LPG Garden Route. Easishoppe George. Why LPG Gas. Easi Camping Easi Shoppe George. Easi Cooking Gas Shoppe. Easi Home Easi Shoppe George. Easi Shoppe George Easi Shower.
Home Eden Grass Cutters. About Eden Grass Cutters. Gallery Eden Grass Cutters. Contact Eden Grass Cutters.
Omtrent ons Eden Posduif Klub Eden Racing Pigeon Club. EDEN POSDUIF KLUB Inligtingsblad. EDEN POSDUIF KLUB Verjaarsdaglys. EDEN POSDUIF KLUB Ons Toekoms. Weer en Wind Eden Posduif Klub. Edensigns Eden Posduif Klub Eden Racing Pigeon Club. Eden Posduif Klub Stigerslede. EDEN POSDUIF KLUB Huldeblyk. EDEN POSDUIF KLUB KAMPIOENSKAP. EDEN POSDUIF KLUB Lede. EDEN POSDUIF KLUB Foto Gallery. Eden Posduif Wedvluguitslae. EDEN POSDUIF KLUB Puntstelsel. EDEN POSDUIF KLUB Klubkampioenskap. EDEN POSDUIF KLUB Best Bird. EDEN POSDUIF KLUB Federasie Wedvluguitslae. EDEN POSDUIF KLUB Federasie Kampioenskap.
Green Havens Lodge. GREEN HAVENS Contact Us. Map Gps Green Haven Lodge. Green Haven Lodge Entertainmet. Green Haven Lodge Rooms Pictures.
Springbok Racing Pigeons Loft george south africa. About Springbok Racing Pigeons. Pigeons Springbok Racing Pigeons. Photo Gallery Springbok Racing Pigeons. Contact Springbok Racing Pigeons. Pigeon Racing. Pigeon Friends. Pigeons. Pigeon Eyes.
Contact Eden Websites. Eden Websites Website Design Garden Route.
Staccato Music. History Staccato Music. Staff Staccato Music. Legal Stuff Staccato Music. Photo Gallary Staccato Music. Installations Staccato Music. Contact us Staccato Music. Acoustic Drums Staccato Music. Electronic Drums Staccato Music. Cymbals Staccato Music. Percussion Staccato Music. Acoustic Guitars Staccato Music. Electric Guitars Staccato Music. Classic Guitars Staccato Music. Bass Guitars Staccato Music. Ukulele Staccato Music. Amplification Effects Staccato Music. Strings Accessories Staccato Music. Electronic Piano Staccato Music. Synths Staccato Music. Keyboards Staccato Music. Yamaha Clavinova Staccato Music. Upright Piano Staccato Music. Grand Piano Staccato Music. Brass Woodwind Staccato Music. Bowed Instruments Staccato Music. Speakers Staccato Music. Amplifiers Staccato Music. Mixers Staccato Music. Microphones Staccato Music. Interfaces Staccato Music. Monitors Staccato Music. Controllers Staccato Music. Microphones Staccato Music. LED Lighting Staccato Music. Controllers Software Staccato Music.
Linkt Fashion. About Linkt Fashion Fitness Clothing. Linkt Fashion Products. Linkt Fashion Online Store. Linkt Fashions Testimonials. Linkt Fashion Fitness Clothing Contact us. About Linkt Fashion. Link Fashion Products. Online store. Linkt fashion contact us.
Bull Equipment South Africa. Bull Equipment South Africa Products. Bull Equipment South Africa About. Bull Equipment South Africa Certificates. Contact Bull Equipment South Africa. Bull Equipment South Africa News. Pre owned Machinery Bull Equipment South Africa. Hydraulic Steel Grabber. Waste Baler. Hydraulic Metal Shear. Scrap Metal Briquette Press. Brick Maker. Lifting Magnet. Scrap Metal Shear Baler. Scrap Metal Baler.
Cremona Trading George Garden Route. Cremona Trading George Garden Route Contact. Cremona Trading George Garden Route Hardware. Order Form Cremona Trading. Abrasives. Engineering. Fasteners. Hardware. Hydraulic Tools. Irrigation. Protection. Tools. IBE Africa. About us. IBE Africa. IBE Africa Testimonials. IBE Africa News. IBE Africa.
Blog. Beauty Products. Exuviance. Neostrata. Formula. Contact us. Massage. Hand. Mind. Aroma. Body. Salon. Manicures. PH. Wax. Peel. Eye. Derma. Pedicures. Surgical. Botox fillers. Botox. Botox for men. Facial.
Accommodation George. Accommodation Garden Route. George Self Catering Accommodation. Self Catering Accommodation George Area. Self Catering Accommodation George. Self Catering Accommodation Garden Route. Self Catering George. Accommodation George Self Catering. Lodge Garden Route. Self Catering Garden Route. Self Catering Accommodation Garden Route Eden. George Accommodation. Self Catering George Area. Accommodation George Site Entertainment Area. Accommodation George Area. Accommodation Self Catering.
Garden Route Sound Hire, Equipment , George , DJ Services. About Garden Route Sound Hire. Photo Gallery Garden Route Sound Hire Events. Sound Equipment Hire in George.
GARDENS OF EDEN. Gardens of Eden Advertising. Eden Grass Cutters. Budget Tuindienste. WEBPOWERFORYOU. Gardens of Eden All Services. Contact us. GARDENS OF EDEN Register. GARDENS OF EDEN Login.
iKapa Commodities. HazChem Training. iKapa Commodities Contact Us. Chemical Products. Hazchem Training Related Links. HazChem Training iKapa Commodities.
Pj Appliance Services. About. Cooking Appliances Garden Route. Cooling Appliances. Laundry Appliances Garden Route. Dishwashers. Services Pj Appliances. Contact us. Order Appliances from PJ Appliance Services.
GREAT NEWS. IN YOUR FACE PROJECT. Gallery Mass Marketing. Contact us.
Insomniac Party Bus Rental. Party Bus Booking.


text:
Donald Trump Says Electoral College 'Genius' After Calling It 'Disaster'
Trump has held differing opinions on the electoral college.
By TOM LIDDY
Donald Trump In A Minute
Here's everything you need to know (and probably didn't know) about the 2016 presidential candidate.
Evan Vucci/AP Photo
— -- What a difference four years makes.
A newly elected Donald Trump has changed his tune on the Electoral College, calling it "genius" after his win in the presidential election -- a far cry from when he blasted it four years ago.
Trump, despite trailing by nearly 1 million ballots in the popular vote, with 94 percent of the count in, won an Electoral College victory 290-232, with Michigan outstanding.
A large part of that victory was claiming Rust Belt states that were considered largely safe for Democrats, such as Pennsylvania and Wisconsin -- a move that stunned observers. Trump won by narrow margins in both states.
But just four years ago, when President Obama won reelection, Trump called for a march on Washington and decried the system of electors.
Trump even bragged Tuesday that he would have run up the score against Clinton had the Electoral College not been in play.
Trump lost New York 59-37 percent by a margin of nearly 1.5 million votes, according to ABC News projections. He lost California by an even bigger margin -- 62-33 with a margin of more than 3 million votes with 70 percent of the expected vote in.
Trump also won a narrow victory in Florida -- 49-48 percent with a margin of 120,000 votes. He made several campaign stops in Florida.
This is the second time in five presidential elections that the winner was projected to lose the popular vote. The other was in 2000 when George W. Bush won.


Why should you look older than you want to? The Dr Hauschka Facial Firming Treatment helps to revitalise your skin, leaving it feeling smoother, firmer and rejuvenated.
Relax as you and your skin are pampered with a luxurious facial treatment which will leave your skin nourished and rejuvenated and you feeling relaxed and restored.
The treatment begins with a relaxing foot bath, followed by lymphatic stimulation of your face and neck with fine brushes to help soften and slow down the natural signs of ageing. An Intensive Treatment is applied in combination with a specific treatment mask to support and stimulate regeneration.
Ideal in combination with Facial Gymnastic Exercises.
Why not treat yourself top to toe? Experience the addition of a deeply relaxing and rhythmical back massage and cleanse, with extra nurturing care for hands, feet and nails and then a luxurious Dr. Hauschka Classic facial. This is a wonderful pampering relaxing experience - you know you deserve this!


text:
Home / Author: chris
Author: chris
After running his first tabletop game at the age of 9, Chris has developed an abiding love for roleplaying systems. He is at the creative heart of Rowan, Rook and Decard, designing beautiful rules that make stories happen. He also has an astonishing capacity to find the weak point in a game system, and then exploit it until the game explodes.
Posted on January 13, 2020 January 13, 2020 by chris — Leave a comment
Cleaver Class Breakdown
THE CLEAVER
The Heart is a wild place, and it calls to wild people – those on the edge of society who find that the yoke of civilisation chafes against their skin. The wildest of all are known as Cleavers; those who step out into the shifting nightmare of the City Beneath and make a home there. They are the first people to set foot in each new chamber of the place, forging ahead through a dark and strange frontier.
Their bodies change. Some welcome and seek out the transformation, being unsatisfied with their physical forms – they modify their bodies with surgeries impossible in the City Above, or hunt and consume beasts of the Heart to gain their power. Some struggle with the change, but it is inevitable. Just as they scar the Heart into new patterns with each footstep forward, the Heart scars them in return and remakes them in a more suitable form: twisting horns, night-black eyes, curious senses unknown to the surface world, and so on.
Cleavers are a common sight amongst parties of delvers, especially those in need of a guide – no-one knows the Heart like they do. No amount of research, no technological device, and no arcane scrying ritual can tell you as much as burying yourself waist-deep in the red wet heaven and eating of the bounty it offers up so generously.
CORE ABILITIES
The cleaver comes with two abilities as standard:
HEARTSBLOOD gives them a minimum Protection value in all resistances equal to the tier of the Heart that they're currently on; this means that the deeper they go (and the more dangerous things get) the tougher they'll become. Secondly, THE RED FEAST allows them to eat any resource they can get their hands on and claim any domain associated with it until the end of the current situation as their crucible guts pluck memories from the meat. (Or screws. Or rocks. Or their best friend's watch.)
These combine to make the cleaver fairly adaptable, but they have a few gaps in their repertoire that comes from being a mutated hunter on the bleeding edge of civilisation. The only way they can get access to the Haven domain, for example, is to chew down a handful of coins (or some other resource with the Haven tag) and hope that sees them through whatever negotiations lay ahead of them.
Most of the cleaver's minor abilities come with weird bodily aberrations attached to them, acquired from years of surviving in the raw frontier of the City Beneath. They can smell authority, see in the dark, sweat pitch and sprout glitching, unmaking claws to eviscerate their prey, if they'd like. (And if that fails they can perhaps summon a horde of furious beasts with their CALL OF THE WILD ability, which makes for a good distraction.)
Their majors go in three directions: hunting, transformation, and eating.
Hunting-wise, they can lead their allies in a semi-sacred ritual known as THE WILD HUNT which imparts their bone-deep understanding of the Heart upon them, they have access to something called an EXTINCTION BOW that probably counts as a siege engine in the City Above, and they can acquire the assistance of a BLOODBOUND BEAST who fights with them, sniffs out their enemies, and – once – rescues them from the brink of death before dying, heartbreakingly, in their arms.
As far as transformation goes, CHIMERIC STRAIN gives them the option of transforming their bodies into living weapons in exchange for automatic Echo stress – the further from humanoid they go, the more stress they mark. But it's worth it to have the bark-tough skin of the blighted treefolk, the many-pointed horns of a butcher, or the flat-out refusal to feel pain of the dreaded carrion-pig.
Finally, if you're still peckish, MONSTROUS APPETITE gives the cleaver the ability to heal directly by eating vast amounts of meat (and any other resource that you share a domain with), boost their HEARTSBLOOD resistances by eating tainted meat, and growing teeth so powerful that you can hamstring an angel with them.
Speaking of angels, they're one of the more terrifying things in the Heart – walking, shimmering avatars of the Heart Itself, singing a scraping song of rust and unmaking, heralding the end of all things as they approach bound up in alien meat.
So: why not become one? The first zenith advance for the cleaver lets you do just that. The second turns you into a legendary beast of the ancient forest, and gives you full opportunity to act out your Princess Mononoke fantasies as you appear on the treelines and nod sagely to another group of delvers before messily consuming a deer that got too close to you.
Finally, if those seem a bit safe for you, you can instead choose to go to heaven – you get a happy ending – except it's The Forest, the prehistoric heaven for ancient hunters and beasts alike, and to get there you have to a) die and b) summon a mighty explosion of trees and giant beasts in the landmark around you as the hungry loam rises up to claim you as its own.
Cleavers are rangers, at the core of it – people who exist on the edge of civilisation, but are crucial to its ongoing survival as they form the first line of defence but also the first line of expansion. We wanted to get the dichotomy into the class from the word go; cleavers are necessary for people in the Heart to prosper, but they're treated with suspicion by most of the inhabitants – and the feeling is mutual.
We drew on existing adversaries to generate the cleaver's abilities – it was useful that they were the last class that we wrote, as we could reference our big list of monsters and work out what would happen if someone ate one and, somehow, absorbed their abilities. We had a class very early on that focused around eating monsters and absorbing their attacks/abilities, but it proved largely impossible to balance. This version, where it's implied that you've eaten – say – a tree that can not only walk and think but is insane, but you don't have to go through and roleplay the entire affair nor can you start a grand tour of the City Beneath solely to capture high-damage abilities from monsters, is an adjustment from that original idea.
The EXTINCTION BOW, a giant creaking ranged weapon that can bring down a charging target in a single shot and uses specially-made ammunition, is basically 99% Monster Hunter and 1% Lurtz from Lord of the Rings. Chris likes Monster Hunter; Grant was willing to listen to him read the Wiki aloud while they worked on the class. We're happy with the way it worked out.
The cleaver is a class from Heart: the City Beneath. If you're interested in learning more about Heart, check out our (now finished) Kickstarter or pre-order a copy from our Backerkit store.
Posted on April 24, 2018 April 24, 2018 by chris — 1 Comment
Advancement in Spire
Since releasing Spire, one of the pieces of feedback that we've received is that some people are finding it tricky to judge when to allot advances to their players. Advances allow characters to grow in power in exchange for changing the city around them, but what sort of changes do they need to make? We'll discuss that, and what went into the experience system, now.
Spire is a game about change, and we wanted to reward players who mess with things. (We also wanted GMs and players alike to not be scared of changing the "canonical" Spire; roleplaying games never survive contact with the players, and settings of roleplaying games doubly so.) So: when a player character makes a change in the city of Spire, they advance. They gain a low advance for a small change, a medium advance for a medium one, and high advance for a serious, lasting transformation on the city.
Crucially, though, the change doesn't have to be for the better. (And: it rarely is.) We wanted to step away from moralising at players and judging change as "good" or bad" – we're rewarding chaos, not justice. (Spire is not a game about good and evil, but ends and means.) Also, we wanted to give people a chance to advance regardless of whether or not their actions turn out for the best, because it would be pretty dissatisfying to lose out on getting cool powers just because the guy you choked to death at the opera turns out to have been secretly funding orphanages all through the city.
But: how much change equals an advance? That all depends on the scale and scope of the campaign.
Bonds come in three flavours in Spire – individual, street, and city – that reflect their size and influence, so we might as well use those flavours for illustrating change as well. An individual (low) change makes someone's life different in a big way; a street-level (medium) change affects a group of anything up to a hundred people; and a city-level (high) change has wide-reaching implications for a lot of people – thousands, if not more.
But: these assume a default campaign, and by default campaign, we mean: a cell operating in secret throughout a handful of districts and attempting to overthrow or undermine aelfir interests within those districts. Success on a grand scale would see the city changed – rulers dethroned, buildings erected and destroyed, new festivals commemorated and possibly the odd giant statue thrown off the side of the city. There are other levels of resistance in Spire, such as:
A devoted cell of operatives play the long game and decide to take the Council back into drow hands through years of political maneuvering, assassinations, blackmail campaigns and several riots. (City-level.)
A hand-chosen team of ministers are tasked with taking full control of a single district – the Silver Quarter, say – and given resources to achieve their aims. (Street-level.)
A gang of Knights and a few layabout priests, new recruits to the Ministry, find themselves forced out of their tavern HQ by rival gangs of Knights. To carry on their mission of righteous justice, first they'll have to save their pub, and the people who live around it. (Individual-level.)
In each of these, the scale differs, so the actions performed within shift in narrative impact. Let's take the example of the following change: the players publically humiliate a local gang leader, dragging him beaten and bloody through the streets.
In the city-level campaign, this barely matters; the characters have bigger fish to fry, and they probably have bonds that can handle this sort of thing. It'd probably be a Low advance, if anything at all.
In the street-level campaign, this could represent a useful step in the right direction; it stamps their authority on the district and secures them some power. It'd be a Medium advance.
In the Individual-level campaign, this might represent the culmination of several games' work: gathering info on the gang, ambushing the guy, getting a crowd together to watch him getting the tar beaten out of him, buying off his bodyguards, etc. This could be a High advance, and signal that the campaign is coming to a close – presumably after a fitting climax, where the gang leader comes back for revenge, or his aelfir bosses start asking difficult (and violent) questions.
WHAT'S REALLY GOING ON
In essence, levels of change are roughly equivalent to effort and impact. If a change took a lot of effort to enact – multiple game sessions, risky actions, expenditure of resources, suffering fallout – then the players have earned a bigger advance than they would if they'd just sent one of their bonds off to handle it during downtime.
In addition to bonds, advances are one of the ways that the GM can reward players for acting in ways that they like, and encouraging repeat performances. The scope of the change is secondary to the time spent and importance of the act to the group as a whole.
5 TIPS FOR USING ADVANCES
– Talk to your players at the start of the campaign and ask them what they reckon would constitute a Low, Medium and High advance; discuss it with them, and you can all try to get on the same page about what constitutes what.
– The scope of a campaign can change! Don't feel stuck at one level, and trust your gut.
– Get your players to plan out their insurrection as a series of low and medium advances leading up to a high advance. Maybe get them to build a "murder board," with pictures of important characters and buildings written down and connected with red lines. These can change as you play, but it basically amounts to having players do your campaign prep for you.
– Sometimes a bond can be as powerful, if not more powerful, than an advance – especially a bond in the right place. Don't forget to reward players with new relationships and connections, especially as a means of mechanically codifying alliances with NPCs that arose naturally out of the fiction.
– Bribe your players! Tell them you'll give them a Medium advance if they pull something off without a hitch, and a Low advance if something goes awry. (It's all basically up to you anyway, you're the GM, but it can be exciting to feel like something's on the line.)
Tags: Advance, Spire
Posted on February 16, 2018 February 17, 2018 by chris — Leave a comment
What minor pocket dimension have we stumbled into?
1 – First, you need to find a tree that's stood for more than a century; then it has to get struck by lightning, and die. Then you have to crawl down inside the rotted-out trunk of it, into the ground, and eventually (pray it's a short trip) you'll emerge into the garden. There isn't a name for it, really; no-one really knows it exists, and for some reason there's a cult of one-eyed priests who are going around and uprooting every lightning-struck tree they can find. The dimension itself is a small rooftop garden, and storm clouds roll overhead, and the air is heavy with the threat of a storm that never comes. But at least it's quiet.
2 –It's where cats go. You know, at night? It's a mix of rooftops, linen closets, the bins out the back of taverns, and blankets. All the ceilings are too low, the stars are blurry and indistinct, and it smells like cat piss.
3 – It used to be a well-maintained graveyard, but it fell into disrepair a long time ago; you don't think that dimensions can be "hungry," as it were, but it's as though it doesn't want you to leave. The longer you stay here, the more of your vitality drains away, and your colour, and you begin to feel like laying down in one of the (suspiciously) open graves and going to sleep.
4 – You know when you're drunk – like, really drunk, can't-find-your-shoes-drunk – and you wake up at home? This is the dimension you use to get there. It's a universal shortcut, but you can only use it when you're blackout drunk, so. If you took notice of your surroundings – which you can't do, you're too busy throwing up in an alley – you'd notice a cadre of wine-making monks who have set up their monastery here, and who are all several drinks in all the time.
5 – Look, we're not here to judge you, but: you went to a peep show. We're sure you've got your reasons. But when the partition rolled back, you saw into a different pocket dimension, instead of the dancing sex worker you paid for. Turns out the place is its own shard of reality – in the back, at least – and you can use it to spy on people (or… cats) in other ones. This could be tremendously valuable in the right hands, but at the moment those hands are busy with other things.
6 – It's a library; you fell asleep face-down on a pile of books, and woke up here. All the pages and covers are blank and it's utterly, terrifyingly, silent. Your heartbeat begins to deafen you, and you can hear the high-pitched buzz of your central nervous system.
7 – He paints landscape scenes, and he's very good at it. So good, in fact, that people wishing for sanctuary – usually when they're running away from something – stumble into these peaceful, tranquil skylines and city-scapes. At the edge of the space there's a rough pane of glass, which looks out of the painting and into his studio, so you can talk to him if you want. He doesn't seem inclined to let you out; it's as though capturing people was his aim all along.
8 – There's a Screen Omega at this cinema, and you can get into it, if you know how to ask. You don't recognise any of the films playing here – they're all one step away from familiar, featuring people who look a little like the stars of yesteryear, and they're all in black and white. Some of them are in languages you can nearly recognise. Anyway; the rules of cinema, not the real world, apply here. Walk in with a gunshot wound and you can heal it with a bandage and a montage. (Alternatively: walk in with a nasty cough and it'll develop into full-blown tuberculosis by the end of the film, so be careful.)
9 – There's a reason you don't talk to people on the bus – they aren't people. Every single bus is part of a mass hallucination, and there's only one interdimensional space that we use to transport between locations; the bus is just a way to let your mind handle it. Why do you think they don't let you off if it's not at a stop? You'd be torn to shreds by transdimensional parasites.
10 – Someone built this place – it was a Sorcerer-King's mind palace, they say, back when you had Sorcerer-Kings – and since then, every Tom, Dick and Harry with a stepping sideways spell has been through here and lifted everything of value. All the majestic tapestries have long since been ripped off the walls and sold; all the devious traps have been triggered, or rusted into inaction, or been deactivated and stripped for copper; even the walls themselves have been chipped away at, the shards of mind-stone sold for a few quid, leaving the place barren, empty, and draughty.
Glimmers is a series where Chris and Grant, the creative leads behind Rowan, Rook & Decard, create an urban horror world through the use of Dx tables. Because who has time to read a full setting book?
[GLIMMERS.] The city is alive. The city is connected, with streams of light and noise and people, to every other city; they are all the same being, all branches of the same concrete-and-glass tree. There are streets between them, forgotten streets, with secret names and grim inhabitants. (And: there are wild-lands, dark places, the Spaces Between, where nothing seems right. Airport waiting rooms. Churches, at night. Backwater villages.)
There is vast power in the thrum of machines and the buzz of traffic, and it can be yours, for a price.
Image by Eelke on Flickr
Tags: art, books, cats, cemeteries, cinemas, copies of people that aren't really people, d10 table, drinking, forest people, Glimmers, graves, libraries, lightning, monks, palaces, sex, Sorceror-Kings, transdimensional parasites, trees
Blood & Dust play report – Session 3
Eoin Dooley has recently been running the Blood & Dust quick-start adventure for Spire. What follows is an account of their second session. Be aware this will have spoilers for the adventure.
Red Row is on fire. A riot has spread through like a shockwave, smashing windows, tossing rubble, and leaving people bloody on the street. The Weeping Maiden's enchantments were akin to gasoline that the prison uprising ignited, cascading from flashpoint to flashpoint, and now the district is engulfed in chaos. That is what Seiger and Illyria see from their rowboat as they emerge from the depths of Endline. The sight terrifies them, as they know now that the Dust Machines will have kicked into overdrive, feasting on the entropic energy in front of them, so they make for Dacien's church, both for as a rendezvous and also maybe some back-up praying.
Dacien emerges from the basement of her church, having concluded an hours-long ceremony that saw her enter the first circle of Scryatrices. Her robes, now of fine cloth and silver sigils, juxtapose with the mass of battered civilians taking shelter on the main floor and the sound of gunfire and shrieks. She walks outside, and out of the fracas emerge Loz and Quenelle, awkwardly proud of being top-tier shit-stirrers. Dacien berates Loz for giving in to Lekolé's influence. Quenelle argues this was needed to achieve the ultimate goal of liberating Red Row. Seiger and Illyria then show up and explain exactly why this the worst possible thing that could be happening, as well as the mechanics of the Dust Machines. The gang realise that they've likely played directly into the hands of whoever is behind this, and that a lot of people are going to die no matter what. A gaggle of cast and crew from the Weeping Maiden arrive, begging the party for shelter in the church. They are allowed to hide out the riots inside, though whether the party is now uncomfortable with needless violence or they wish to vengefully extort them later is unclear. But it suffices for the desperate.
The team put their heads together and realise that the only way to salvage the situation is to take back control of the Dust Machines. Towards this end, two plans of attack. The first is to rewire the Machines. Rather than have them absorb and direct entropic energy, perhaps they can direct positive energy which will inspire Red Row, possibly even all of Spire, with Quenelle and Loz acting as focal points for the energy – their prison break technique put to restorative use. Perhaps they could even take the Weeping Maiden actors or some of Quenelle's fans to put them in the Machines in a strong display of thematic irony. Loz and Seiger will meet with Loz's retroengineer contact, Jackson Crouch, who was kicked out of the order for his heretical experiments, to ascertain the possibility of this and recruit him regardless. The second is to redirect the Machines. If they can find representations of a more useful target – perhaps the Aelfir council – they can buy themselves space and power to restore Red Row more directly. Quenelle, Illyria and Dacien head towards a manor Councilman Drynn was known to be staying in, to ascertain the effect of the Machines on their target and any other useful information. Loz gives a rousing speech about what each of them are owed by the Aelfir – and notes that oppressed gods become devils. Illyria imbues the speech with arcane knowledge, finding dormant ancestral abilities in Seiger and Loz she will trigger for the assault on the camp. Athelmayas and Madame Cazanoux protect the church, and the final mission commences.
The party boys find Jackson drinking himself to an early death in a quiet pub. They explain the situation and Jackson, even if smashed, is familiar enough with the theory to make rewiring the Dust Machines possible, though time-consuming, and in need of new catalysts that aren't nihilistic cultists. Easier to make the signal stronger or weaker. Also, if they tampered with anything the retroengineers will be expecting trouble. Seiger says they did a bit but they put it all back – 'it' being a person – so, uh, no trouble right? Jackson, frankly, doesn't care, he just wants the big fucking gun he made back in his hands. The one that sentry had. The one that will be pointed right at them. At least the drunk is eager.
The three mystics, however, find Drynn's manor a ruin beyond description. The walls, the fences, the very foundations, have rotted to dust and mulch. They step over maggot-ridden guards and hide their noses from the sickening stench of decay. The Dust Machines worked overtime the last few hours. In the distance, they see an Aelfir woman in finery with four Solar Paladins in gleaming armour. Councilwoman Thorns-On-Silk steps over the wreckage and finds a twisted, blind, toothless Drynn half-buried under rotten wood. She smiles, grabs his neck, and needs only shift her fingers slightly to snap his spine, and his skin sloughs off like an overripe peach. It is now obvious who told the guard to work overtime, and who commanded the retroengineers. Quenelle sneaks over to see if Thorns-On-Silk leaves anything that can be used with the Machines – and their hand pushes through a crumbling wall, leaving them stumbling out in front of the Big Bad and her elite guard. Thorns-On-Silk recognises the celebrity, and orders the Paladins to destroy the now confirmed agent of the Ministry. No matter what, Quenelle and everyone Quenelle has known or cared about, will be hunted down, tortured, and killed by Aelfir inquisitors. Dacien bathes the Paladins in Limyé's calm to stall them, and the trio run full pelt back to the river, abandoning any chance of taking new people to put into the Machines.
Rowing on the river, the party are quiet as they realise how hopelessly outgunned they are with Paladins in the shadows behind them. Illyria reveals that Loz descends from House Yssen, the Unquiet Blades, and Seiger descends from House Malrique, the Unlidded Eyes, who cannot be surprised or ambushed. Seiger sees a plume of smoke behind them that belongs to the engine of a small barge, and a vision of a figure standing at its prow. He is wreathed in cordite smoke, and his only visible facial features are glowing red eyes half obscured by a broad-brimmed leather hat. Two revolvers, black and white, are holstered by his sides. Brother Hellion and his followers have found them too. They row into the canyon-like channels of the Endline river. Illyria knows the place well, and steers the boat into an eddy tucked out of sight around a bend. She smacks on a train carriage and a pile of equipment for infiltrating the retroengineers camp falls into the boat. There is a beat where they realise this boat is the only way out without entering the Vermissian. The party clamber up the side of the river as the Hellionite barge passes, and sails straight for the retroengineers. Brother Hellion shouts a challenge for Seiger, and is promptly shot at by the sentry with the big fucking gun. However, the bullet passes right through Hellion and into the floor behind hm – because no gun can shoot him unless he wills it. He laughs. The Hellionites return fire, and butcher the grounded Knights.
Loz, wanting to draw the conflict out, invokes Lekolé to set fire to the store of gunpowder on the barge. The barge detonates, taking a handful of Hellionites with it, but not the divine lunatic now shooting point-blank at the oncoming swordsmen. The party sneak to the train where the Dust Machines are stored, all except for Seiger, who Brother Hellion spots and attacks. Seiger summarily beats the shit out of him (GM note: rolled a 10 with single die, then rolled an 8 for damage. After Armour, Hellion had one Resistance left). Hellion catches an almighty overhead swing between his revolvers, and sinks to a knee. This provides an opening for Illyria, tracking the zealot with her crossbow from above. She fires, and the crossbow bolt sticks into the mist of Hellion, killing him. Yet, Brother Hellion is no mortal. He is a monster of smoke and fury. The Sage's mind is battered by its soul, overcoming her and entering into her body. Unbeknownst to everyone else, the mind of Brother Hellion slowly begins to take control of Illyria's faculties. No matter what, Illyria's identity will be subsumed by Brother Hellion's, and her control is slipping even now. The remaining combatants flee, leaving the Machines to them. Illyria tosses her crossbow to Loz, and takes the revolvers from the corpse.
They descend into the reeking, wretched chamber where the Machines do their work. Neither of their plans are possible. They lack new people to put in the Machines, as well as any representation of Aelfir targets. Worse, Quenelle feels a presence the others do not, something watching and whispering to them. Dacien scries and sees inside the Vermissian, with a wall of black, writhing tentacles reaching for Quenelle. The Hungry Deep yearns for the perfect Idol, and wishes to consume them. This was why Illyria had seen Quenelle wandering the Vermissian in a trance – the Hungry Deep called to them in their sleep. In that moment, Quenelle realises that if the Hungry Deep gorges on their perfection, it might slow the destruction in Red Row. It might give them an opening to inspire the people directly. Quenelle moves aside the representations of Drynn, and cuts a lock of their hair to be placed between the Machines. The only problem is time – the Paladins will be here soon. Seiger and Loz decide to hold the front line and meet the Paladins directly. Dacien will wait in the chamber to stall any who arrive, and blesses her love Quenelle with shining moonlight. Illyria escorts Quenelle, Jackson and Seiger's squire Vennis through the Vermissian. They emerge by the destroyed Voloren Standard barracks, and Quenelle begins to play a new song on the viola.
(GM note: This was the piece used as Quenelle's song, and it was played over the remainder of the game)
Quenelle walks forward, spotlit by a moon that isn't there. Their viola pierces the violences around them. A small crowd begins to form behind them, a procession enchanted by song. Illyria stays behind, smiling sadly at her friend, and then turns back to the Vermissian. As Quenelle's song plays, Illyria walks far into the impossible tunnels, far past anything she knows or recognises, walking as long as she can to drive the spirit of Brother Hellion and his revolvers deep into the bowels of the earth. Illyria Lox will never be seen again, and nobody will know why.
The Dust Machines take effect on Quenelle. Hair turns white, then falls out. Teeth turn yellow, then black. Skin wrinkles. Joints twist. Muscles atrophy. Eyes turn rheumy, then to cataracts. Quenelle plays on flawlessly. Seiger and Loz walk out to meet four Paladins face to face. They sing an old Drow folk song as they do. Loz invokes Lekolé's rage, a ring of fire erupting around them, he himself ablaze too, and shoots one dead. Seiger charges, but soon finds himself outmatched, wearied and bloodied. He roars his name, causing the Paladins to pause, then turns, declares his love for Loz, kisses him, and then drops his sword to tackle one of the Paladins into the river. Weighted down by armour, the two drown. Loz fires Illyria's crossbow, then takes up Seiger's sword to continue the fight. He slays one, but the last Paladin skewers him. Loz grabs the Paladin in a bear hug, and summons Lekolé one last time, as the two are incinerated in a pillar of flame.
Quenelle reaches the church, where a huge crowd has gathered to see the Idol degenerate to nothing, for no cause they can see, though to the Drow among them, the reason is obvious. Quenelle is no Idol now, but an icon of violence degrading something that once was perfect. Quenelle plays their last in the centre of the crowd, and withers away to dust, carried away on the air. The Dust Machines have done their work, and the Hungry Deep has eaten. One of her fans, Molly, who viewed them as a mentor, steps forward with her own viola, and begins to play a counterpoint.
In the reeking darkness, Dacien waits to give her life. She waits for hours, singing softly all the while, never certain if it was time enough, but nobody comes. Eventually she steps out to ash, and finds Seiger's sword stuck in the ground. When she touches it, symbols of Limyé, Lombre, and Lekolé appear, united as the one true mother goddess, Damnou. She carries the sword back to the Knight-Admiral's boat, and drifts back to Red Row, alone.
At a later time, Dacien will reclaim the Dust Machines with those inspired by Quenelle. Her church will become an epicentre for Ministry activity. The cultists in the machines will be euthanized, and replaced with Aelfir inquisitors and sympathisers, for they will become torture machines. For Quenlle's performance did not change the fact that they were caught by Thorns-On-Silk, no, now the Councillor shall wage war upon Red Row to stamp out any remnant of the icon and their final song. The rule of gangsters in Red Row is over. Now far more guards and agents of the Aelfir shall walk the district. Dacien, who began this story as a new recruit, shall lead a cell of Ministry agents against them all in turn, and will not rest until Thorns-On-Silk dies. The Councillor will relish the challenge. "
Eoin Dooley – GM – @eoin_dooley
Dave Fennell – Lozlyn de Vire – @MysteriousDrD
Jess Bernard – Quenell Laurant – @InfiniteJess
Aisling Reina – Ganford Seiger
Ciaran Monaghan – Illyria Lox
Samantha Keaveney – Dacien Theroux – @sampersand
Tags: actual play, Blood & Dust, Spire
Posted on February 2, 2018 February 11, 2018 by chris — 1 Comment
What's different about these gnomes?
1 – Gnomes are what happens when you leave magic items unattended for long periods of time; they absorb information from around them, grow and become sentient, then sprout a pair of legs and wander off into the countryside to go live up a tree or down in a cave. To that end, it's quite hard to keep hold of large quantities of magic items – if you don't want your favourite axe to turn into a gnome, keep it by your side and take good care of it. Gnomes don't have any particular universal physical traits, aside from their diminutive stature – they look a bit like the item they grew out of.
2 – They're swamp witches; they live in wet ground and hang out with toads. Some of them marry the toads; others ride them as mounts, leaping stickily through the mud, grabbing people with long tongues and dragging them under the filthy water to drown. Careful examination of the toads has proven that they are the kind that secrete hallucinogenic grease, and may well be dominating the gnomes with some sort of innate mind-control spell.
3 – They're all the avatars of deities. When they visit earth, gods assume the ideal form; turns out it's gnomes. Weird.
4 – They build cities in strange places where life shouldn't be able to survive: the frozen north, deep beneath the sea, in lava-spewing volcanoes, in mid-air, that sort of thing. They're fiercely isolationist. Diplomats emerge once every few months to trade with the outside world; you hear tell that each gnomish city is a brutal totalitarian state devoted to keeping the outside out and the inside in.
5 – You remember how gran always said you were to eat your vegetables so you'll grow up big and strong? She wasn't wrong. If you don't get a varied diet as a child, you'll never grow past four feet tall, and you'll become a gnome. Most gnomes live in the ghettos, marginalised for their stature; a few reach positions of responsibility or power, but it's a rarity.
6 – They're machines, but: they're made of flesh, just like you and me. They're part of some vast, complex, world-spanning computational engine designed to solve the problem of eternal life – the machine operates on a scale that neither we nor the gnomes can really comprehend. This explains why they like machines so much, why they seem a bit weird to outsiders, and why they snore in binary.
7 – A gnome is born every time someone swears at a piece of broken machinery; mechanics have a wide variety of replacement profanities to hand so they don't end up having to take care of (or "take care of") a small gaggle of gnomes that they've created.
8 – They're beastmasters. They have an innate knack of getting animals to do what they want; gnomes will generally ride the biggest creature they can find and get it to eat the second biggest creature they can find for dinner. They're absurdly good at it, too – elephant dressage is a popular gnomish sport in the flatlands.
9 – They can never set foot on land. Well, they can, but they instantly start to sprout roots and, within a minute or two, become horrid little tree-statues. As such, gnomes live their lives as sailors, pirates, river-traders or trees.
10 – Gnomes happen organically when you store too many books next to each other; they coalesce out of dust mites and torn pages until, before you know it, you've got twenty of the little buggers running around the stacks. They steal books and then hurl them into the river, laughing the whole time; no-one's quite sure why. Seeing as they're comprised out of knowledge, they know some weird things that they shouldn't know, so you might be able to get something useful out of them. Or they'll just piss on you and run away, one or the other.
Remnants is a series where Chris and Grant, the creative leads behind Rowan, Rook & Decard, create a fantasy world through the use of Dx tables. Because who has time to read a full setting book?
[REMNANTS] Once upon a time, when the dragon-kings ruled the aetherealms and the Witch-Queens fought grand duels over generations with arcana of unimaginable power, the worlds split apart. There was too much magic, and reality couldn't bear the weight any longer. The otherworlds splintered apart like ships crashing against a shoreline; but the pieces remained, shards of reality, and they pierced the material realm. A thousand dimensions, all attached to various degrees, to the prime material: some forgotten, some overrun with new inhabitants, some spawning monstrous creatures into the world, and some ripe for plundering.
Tags: books, cities in places they shouldn't be, d10 table, drugs, elephant dressage, forest people, Gnomes, gods, machines, magic items, Remnants, surprising larval forms, swamps, swearing, vegetables, witches
Posted on February 2, 2018 February 11, 2018 by chris — Leave a comment
The gang meet up on Knight-Admiral Seiger's excessively ornate rowboat on the sewage-soaked river of Red Row, and avail themselves of the very small shelf of spirits aboard. Rowing drunkenly together, they share reports of the Weeping Maiden play and Brother Hellion, but Loz suffered a wound escaping the Hellionites which reveals his old Vigilite tattoos. Quenelle reasonably decides they want to pull over and talk about the fact that a former terrorist is on the team. Seiger suggests a waterside pub, the proprietor of which, Clarence, is terrified of Seiger due to some debt collection work, so free drinks probably.
The party head in, give Clarence a small panic attack, get yet more drunk, and find some of the Weeping Maiden cast having a drink post-performance. Before they can interrogate them, two Hellionites with shotguns burst in and demand the cast tell them which of their Knights cut off the head of one of their sisters. Seiger is shoved behind a curtain, with reminders that it was you, you idiot. Loz, with his Vigilite past out of the bag, creates a "distraction" by invoking Lekolé to set a fire to the liquor display behind the bar. The display explodes. Clarence starts burning to death. Seiger rushes to help but winds up with two shotguns pointed at him. Clarence finishes burning to death. Some fighting ensues. Seiger leaps out the door to try and seduce the actresses as they dash away. One Hellionite has their head shot clean off, but the other leaps out a window, probably to take revenge another day. Loz is recognised as a possible Vigilite by guards on patrol, what with the gang tattoos, shotgun, and sudden inferno, and, knocked out and bleeding, is arrested.
Against the backdrop of a burning bar falling into a stinking river, Illyria and Quenelle figure out the next step, sensibly, is to get out of there. They look over to see Seiger doing a surprisingly decent job chatting up a fair maiden about her work. They retract the plan, and Quenelle plays wingman. Said maiden tells them the retroengineers aren't really involved in the production of the Weeping Maiden beyond patronage and odd suggestion of magical rituals to manipulate crowds. They actually spend most of their time in Endline, a twisted warren filled with the wrecks of trains and carriages from when the Vermissian used to run, now home for scavenger gangs. Seiger and Illyria decide to investigate Endline while Quenelle meets up with her fans to organise a Johnny Cash in San Quentin type gig for Loz.
Loz, in the immensely overcrowded central lockup in the Voloren Standard, swiftly organises a rally of the prisoners with a fiery speech. Enter Quenelle, now with rather fertile ground for their performance (rolling 5 goddamn d10s for it). The Voloren Standard is a reclaimed shipping warehouse. It is not built for masses agitated by Idols and Firebrands.The prison and guard barracks are both torn apart from the inside, and, with a prayer to Lekolé from Loz, set ablaze. A colossal mob spills out onto the streets, attacking guards left and right and destroying any and all nearby property. Quenelle, Loz, and Loz's guard contact under Loz's protection, disappear back into Red Row.
Back in Endline, unsettled by the more-ominous-than-normal atmosphere, Illyria and Seiger row up through the train graveyard, and find the retroengineer camp with hydroelectric turbines powering something deep in a large abandoned train. The camp is guarded by Knights, lookouts, and a sentry with an exceedingly big gun. With the help of an equipment stache that Illyria somehow knew was there the whole time, they sneak in to the train and find a dark underground chamber, with a spotlight focused on something grotesque and foul-smelling.
Three plinths that look like somewhat like computer servers with veins, hooked up to three beds with glass coverings. The air is thick with dust, flies, maggots and rust, and inside these beds are three Drow wearing soiled, threadbare robes, shaking as if in a permanent seizure, thick wires shoved into their arms and legs and stomachs. Seiger vomits. Illyria learns how these Dust Machines operate, that they feed off the unrest in Red Row, and they are targeting Councillor Drynn (GM note: I want Councillor Thorns-On-Silk to be the big bad because it works better for this group, even though in the official text Drynn is the one in charge). Illyria also recognises the Drow as members of the Church of Absolution, a nihilistic cult that lives deep in the bowels of Spire, that worships the all-consuming Hungry Deep that lives in its Heart, but that, y'know, mostly keep to themselves. The cultists are acting as unwilling catalysts for the entropic force the machines are channeling and focusing onto Drynn. A tense argument ensues over what to do with the Church members. Seiger wants to kill them all. Illyria wants to abduct one. Illyria wins out, and they get so far as unhooking one from a machine but, realising they'd have to sneak back out, place him back into the machine, back to being tortured, and, dismayed, they escape.
Samantha Keaveney – Dacien Theroux (MIA this session) – @sampersand
Posted on January 29, 2018 February 2, 2018 by chris — 1 Comment
How are you still alive?
1 – Duct tape and epoxy putty. You just stuck yourself together. Further examination of your body shows multiple patch-jobs concealed under your clothing – fishing-line stitches, sawdust and staples instead of organs, and so on. You are entirely unsure why you haven't died yet, but it seems to be working.
2 – An angel with neon hair and bluescreen eyes came down from the skies above and brought you back to life with a binary whisper. Everybody saw it but no-one's really… talking about it? Maybe they don't want to admit that they think it's real. On camera, it shows up as a blistering anomaly, or it just flat-out fries the hard-drive that the video records to, so it's all eyewitness accounts and nothing else – unless you can get a polaroid of it.
3 – You've replaced most of your internal organs with car parts (specifically: parts from a 1977 Ford Thunderbird), which makes you almost invulnerable to harm. But not tearing.
4 – The bullet went right through you, and now sand is pouring out of the hole. Wait: not sand, gold-dust. Weird. Anyway, it's running through your fingers, and passers-by are partially concerned and partially interested in stealing the stuff.
5 – You shudder, and add another ghost to the swarm that follow you around, then get up and walk away. You're on twelve, now; two small ones from the same day when you went camping in the forest as a kid, one from heart disease, a couple of car accidents, and so on.
6 – You're the God of Mirrors. The woman who shot you through the chest is face-down dead with a ragged exit wound in her back. You have a bet going with several noted deities that they can't kill you, and are welcome to try, because you're getting bored of being alive and interested to find out what's next.
7 – Because you are the True King (or True Queen) and commoners cannot hurt you. You've only ever been hurt by those of noble blood, and the more noble blood they have in them, the easier it is for them to hurt you. You're petrified that a royal family (from another country, not your country, because the royal family in your country are a bunch of charlatans) will find out and use it against you somehow.
8 – You've never once stepped on a crack in the pavement. (Ironically: your mum's in a wheelchair.) Also, you avoid walking under ladders, turn around when you spot a black cat, never open umbrellas indoors, and so on. But honestly, it's just the cracks that work.
9 – You flickered out of reality for a split-second, just when it would have hit you. It saved your life, but you went somewhere else for the duration (which felt like hours to you, even though no time passed at all as far as everyone else was concerned) and you come back reeking of spoiled milk and hot plastic. You can't remember much about where you went; you're not sure you want to.
10 – You're soul-bound to your brother, and you have to die at the same time in the same way or it just doesn't… take. Still hurts, though. Your brother's been trying to kill you (and, by extension, himself) for the last three years. At the moment he's in hospital following his last attempt.
Image by Salva Graziano on Flickr
Tags: 1977 Ford Thunderbird, angels, bullets, d10 table, duct tape, dust, ghosts, Glimmers, gold, machines, mirrors, pavements, polaroids, siblings, soul bonds, True King
Blood and Dust play report
Eoin Dooley has recently been running the Blood & Dust quick-start adventure for Spire. What follows is an account of their first session. Be aware this will have spoilers for the adventure.
Blood & Dust – Session 1
Deep underneath Spire, a mile-high city where the masked Aelfir rule, is Red Row, a misbegotten quarter ridden with crime, drenched in smoke and hazy from the ruddy glow of red light districts where the Drow are allowed to live with minimal attention paid to them. It's a place where gangsters tell the city guard who they're allowed to arrest, and a sensible guard hopes members of the competing gangs agree, or takes enough of their drugs not to worry about the issue. It's been a remarkably stable equilibrium, but in the last few weeks it's been threatening to spin out of control. A marked uptick in beatings, shootings and serious swear words are symptomatic of anger in the air. Yet, most people are talking about the Weeping Maiden, an avant-garde play that's the hot new ticket in town, doubly noteworthy as a bunch Knights of the North Docks are running security. This isn't their territory – it's not like Red Row is lacking for drunken goons with blades the size of their egos, after all.
To find out what's going on, a cell of insurrectionist Drow have met in a loft, and, after a brief ritual dedicated to Lombre and the Ministry of Our Hidden Mistress, discuss goings-on. Ex-military Firebrand Lozyln de Vire is incredibly annoyed someone told the cops about the seditious texts he may or may not have been keeping under his bed. A new recruit of his, Lajhan priestess Dacien Theroux is ticked off the Crimson Vigil have been recruiting out of her church, probably because that should be considered Ministry turf and she doesn't need their goddess Lekolé setting the place on fire. Her secret crush, Idol and former thief Quenelle Laurant is positively fuming over the attention the play is getting instead of them. Vermissian Sage Illyria Lox is rather vexed about someone blocking off her routes into the Vermissian, colloquially referred to as train hell for smart people, and where Quenelle has apparently been seen wandering around in a trance. Knight of the North Docks Ganford Seiger though, is just, like, real happy to be there and has already started on the rum he brought, wondering idly if he should bring up his 16 year old Dagger-addicted squire Vennis for a drink. Given how much the kid has seen when he and Loz go out a massively illegal secret society meeting should be no big deal.
The atmosphere is punctuated by a bullet cracking through the window and into the roof. Loz kicks over the table, shotgun out. Illyria rushes to the window and sees what appears to be an old blind Lajhan firing around wildly with a revolver. Dacien recognises her as Madame Cazanoux, a former scryatrix who didn't quite make the cut for magical vision after she blinded herself in the name of Limyé, and runs downstairs to bring her in. Loz makes to head off guards coming to investigate, thankfully including a friend of his named Athelmayas who the players decided is Steve Buscemi. Madame Cazanoux is delirious, raging about the goddess who took her sight and the Aelfir that took the rest, but Dacien is able to coax her inside. Athelmayas has been working overtime thanks to orders from on high to crack down and round up criminals, and is totally exasperated to see Loz, but Loz makes everything better with a pouch of silver. Seiger decides Vennis is better off downstairs.
Upstairs, Illyria jury-rigs the ritual material lying around to diagnose and fix the nun. Cazanoux has been enchanted, both with intense anger, and with a desire to see the Weeping Maiden. As the enchantment is broken, Cazanoux snaps, babbling nigh-incoherently of visions of blood and dust and rot and the Hungry Deep that resides at the Heart of Spire and of all-consuming rage and decay. Illyria is mostly unperturbed and finishes repairs. The nun, sweet and kindly now, explains to the gang that her parishioners were kind enough to crowdfund a ticket for her to "see" the Weeping Maiden. It seemed impolite to refuse, and she figured she could listen along anyway. After she left the revolver was given to her, allegedly for her own protection, by a member of the Church of the Gun, which is headed by local lunatic Brother Hellion yet maintains a respectable following due to the incredibly large number of quasi-divine guns they have. It was sometime after she left the play that she started seeing visions again, and attacked them. Sadly, Cazanoux is not the best eyewitness, so the gang split in two to investigate. Loz and Seiger will chat to Brother Hellion in his church on Kiln Street, while Dacien, Quenelle and Illyria attend the next performance of the Weeping Maiden.
The debauched party boys arrive on Kiln Street to see a Sister of the Gun blessing a few beggars with the protection of Brother Hellion, which is to say, giving them a pistol each. Seiger quickly infers that this is probably the person who gave a gun to Cazanoux, and decides to put a stop to this mess. He walks up and decapitates her with his big fuck-off sword. The beggars flee in horror, Seiger stoops down to pick up the guns, and before Loz can explain they just wanted to talk to the Hellionites they are shot at from the church by multiple rifles. They duck into cover, and the Hellionites demand they come out to face justice. They do the opposite, and scarper down an alleyway.
The three mystics arrive in front of the theatre to find a line stretching around the block, with a Knight on bouncer duty, and doors not yet open. After a couple of failed attempts to get in by flirting, Quenelle stomps their feet, reminds everyone that they are famous damnit and that famous people get into theatres. The bouncer and the patrons agree out of sheer shame. They get a stall and Dacien scries on the cast and crew and learns that while they're mostly in it for the art, they are secretly getting paid a tonne of money by someone. The trio head to the stage where the head playwright, Jessamyn, is shouting at her cast. Quenelle interrupts her to ask her about the play, and Jessamyn is displeased to see an arrogant celebrity walking in here. A ferocious conversation follows, which Illyria takes advantage of to access Vermissian-stored knowledge and determine the relationship between Jessamyn and Brother Hellion. She learns there is no direct one, but they are in fact estranged brother and sister. Illyria extorts the playwright by alluding to her relationship with the gun nut and implies word will get out if she doesn't talk. Jessamyn, horrified, tells them they receive funding from human retroengineers and the enchantments in the play were their idea. She then commands Knights to escort them off the premises. The trio leave with new information, but are uneasy about the fact that the Weeping Maiden will continue to produce new hoodlums like Cazanoux."
Tags: actual play, Blood & Dust, play report, Spire
What's weird about the club downtown?
1 – It's run by the fey, and alongside the coat-check, you can hand in your reflection for the evening as well. Without a reflection, your soul doesn't get stained from sin, so you can do whatever you wish and not end up karmically tainted by it. (In more concrete terms, you don't feel bad about it, either. And you don't even feel bad that you don't feel bad.) The club keeps your reflection if you can't pay up, and sells them on to desperate vampires at extortionate rates if you leave it too long.
2 – The music is a ritual. It's one of the longest the world has ever seen, and it's been performed by ten artists over about fifteen years; they come on stage and perform certain notes to add to the oversong. When it's complete, they say that the whole club will ascend, but that's probably just a spiel to get people through the doors.
3 – It's infinite; there's a room for every kind of music that you could imagine. However, seeing as the number of people in the club is finite, the less popular the musical style is the fewer people you'll see. A number of shadowy organisations hold meetings in the throat-singing room, convinced that they'll never be interrupted.
4 – You can only get to it by elevator. There are six elevators that go there, spread across town, and each of them has a slightly different combination of button-pushes that allow access. A lot of the elevators come with a "test" of some kind – a creepy-looking woman or child entering the lift and asking you weird questions – but that's just to put off the tourists.
5 – It's on the inside of a sphere; you can look up and see the other dancefloor. Which would be difficult enough to handle if you were sober, and you definitely aren't. Some people like to throw small change up into the centre to see if you can get it to float in the middle of the sphere; the bouncers kick you out if they catch you doing it, though.
6 – It's Valhalla for ravers. If you die on a dancefloor – generally thanks to an overdose, dehydration, or looking at the wrong guy in the wrong way and getting your head kicked in – then you come here, and dance all night, and sleep all day in the back of the chillout room. It's jam-packed with the most hardcore party people available from throughout time, and they're all impossibly irritating to be around if you're sober.
7 – They've been playing the same song for the last twelve years. It's incredibly long, and they just turn it down and leave it running when the club closes. Regular attendees believe that the mysteries of the universe are contained within the song – eventually. It seems to be about two years behind whatever's fashionable when you hear it, which is pretty good going considering it was written last century.
8 – The place is jam-packed full of birds; owls, crows, hawks, ravens, etc. The staff's main job is cleaning up after them, but if you can deal with the droppings, it lends the place a fantastic ambience.
9 – It's pitch black inside. Most of the things that come here can see in the dark, and indeed prefer to function without light, so they don't need it. Torches (and therefore phones) are banned; you can use night-vision goggles to see what's going on, but expect the other punters to laugh at you and try to steal them.
10 – It's in a rooftop garden. The plants here are unnaturally lush and vibrant, no matter what time of year it is – you reckon that there must be a dryad in charge, or at the very least a druid – and, occasionally, you see a deer or a fox scampering away down one of the corridors. Some of the more elaborate cocktails come served in pitcher plants or sliced-open cacti; the regulars tend to stick to glasses, though.
Image by electricnude on flickr
Tags: birds, dancing, darkness, fey, gardens, Glimmers, infinity, nightclubs, parties, rituals, spheres, the song that ends the earth, vampires
Posted on January 3, 2018 January 15, 2018 by chris — Leave a comment
What happens when you die?
1 – The devil challenges you to a game of your choosing in exchange for a better position in Hell. You can't "win," per se, because the devil cheats, but you're at least in with a chance of getting a role as a middle manager or informant on the other guys. One death mage invented an eternal game and challenged the devil to it, thinking that he was being clever enough to guarantee himself eternal life, but the devil just chucked him into a pit and told him to forget about it.
2 – You enter an infinite plane, a place of ethereal landscapes and half-remembered sunlight, and you must search for a way out to an afterlife. The longer you stay here, the less of your original memories and personality remain; some of the shades here are just smudges of shadow and noise that barely resemble a human. You hear tell of a route to heaven in the mountains; of Elysium beyond the great sea to the east; that Valhalla emerges from between the clouds in a storm; and that Avici dwells, vast and malicious, in the tunnels far below the earth.
3 – Whoever rules the place where you died gets your soul as an eternal servant. The power-players in the occult world have legions of invisible servants at their command, or so they claim; there are secret poltergeist wars fought for territory under the cover of storms, and possessed agents in high levels of government.
4 – You escape death – narrowly, at the least second. You count yourself as lucky and go on living your life. Except: it's not your life. Everything you experience is a simulation, your own personal afterlife, modelled after the one you chose to live while you were breathing. (In reality, your friends are grieving your death.) Die in this one, and you'll enter another simulation, a more suitable heaven; right up until you hit the age of 88. We don't know what happens if you die after that.
5 – You haunt the person who killed you. But: most people aren't directly killed by someone, so your soul takes a roundabout route to punish whoever it thinks is responsible. Someone who fell off a bridge might haunt the bridge's architect; a suicide victim might haunt their ex-therapist; a smoker might haunt a cigarette manufacturer. The closer they are to actually being at fault, the more intense the haunting is; there are layers and layers of bureaucracy between a smoker and a tobacco lobbyist, for example, and this is largely to keep the hauntings to a manageable level.
6 – You instantly become a shade of your former self, and all you can do is watch the world without you in it. You get to watch your family move on and deal with your death, but you can't do anything about it. You can't see other shades, either; just you, forever, in a world that you are incapable of affecting and which increasingly doesn't care about you. (But: you can be pulled out of this state, and the crushing thing is you know how, but you can't tell anyone. At least, not with the tools you currently have available.)
7 – A death mage (one of the bad ones) finds your corpse, and before your soul can move on or manifest into a ghost or any of that good stuff, the bastard field-strips your animus out of you and jams it into a mason jar. Before you know it he's sold off your spectral eyes to juice up a warding spell, he's flogged your sense of purpose to a struggling med student and siphoned off all of your back-from-the-dead vengeance and stored it in a safe in case you get any ideas about coming after him.
8 – You awaken, and you are marching in an impossibly long line under smog-choked stars, and the stench of industry stings your nostrils. You are fuel; your deeds in life have determined how much heat you will produce when burned, and at the end of the vast line, there is the great furnace that powers the machines which keep the world spinning. You see, at the edges of the crowd, iron-masked enforcers; these are people who made so little impact in their lives that they are more useful as agents than fuel. You envy them.
9 – You enter a marketplace – it looks something like a cross between a Moroccan souk and an IKEA – and it contains portions of every available afterlife, ready for purchasing with the proceeds earned from the good deeds you performed while alive. Always wanted to hang out with Abrahamic angels, but didn't want to faff about with the whole "heaven" deal? Why not buy a six-winged friend and go hang out in the Elysian Fields? You find someone offering "Return to Life Unharmed," which is a pretty swish deal, but the kicker is you just can't afford it. So you'll have to find someone willing to lend you some credit, or steal it from the nicest person you can find.
10 – Your spirit possesses someone else in the party, nestling inside their head like a parasite. They gain access to all of your skills and knowledges, but if they ever made a critical success or critical failure, they hand their character sheet over to you (and their body over to your spirit), which means you can do things like eat and love and feel again. Should you make a critical failure or success, or fall asleep, control reverts back to the original player.
Image by Krowten on Flickr
Tags: Death, ghosts, Glimmers, haunting, heaven, Ikea, lucky escapes, Morocco, possession, spirits, unlucky escapes, wizards


GITLCO started as a Systems Integrator accommodating IT requirements for clients in both the public and the private sectors. GITLCO has consistently expanded into different sectors andparticipated in major projects that required high degree of expertise, competence and cross-functional knowledge. GITLCO has gained vast experience in the fields of Oil & Gas Services, Industrial Automation, Security and Access Control Systems, Software Design & Implementation, Systems Integration, Hardware installation of fully integrated IT systems, Engineering Services, 24/7 Technical Support and Services, Operations, Maintenance and also in the construction of Residential and Commercial Buildings.


Illegally dumped waste near residents can contribute to an unsightly environment that looks and feels unsafe, and can be harmful to the community.
Household waste dumping ranges from a single bag of domestic waste, to trailer loads of hard waste including discarded white-goods, furniture and bedding. On some occasions, high-risk materials like asbestos has been dumped in areas accessible to the general public.
railway reserves and train station car parks.
Dumping is expensive and costs us all financially. Some councils have recorded costs of up to $100,000 a year to clean up waste.
Household waste dumping is often investigated by your local council, VicRoads, rail authorities, Parks Victoria and other government agencies.
You can report illegal dumping to EPA Victoria.
Dumping waste on any premises not licensed for this purpose is an offence. Dumping includes burying or stockpiling waste and is illegal whether it occurs on public or privately owned land.
Inadequate storage or handling of chemicals or waste is also considered to be a dumping offence.


The entire contents of this website are based upon the research and opinions of the publisher, unless otherwise noted. The information on this website or in Gary's program or others is not intended to replace a one-on-one relationship with a qualified health care professional and is not intended as medical advice.
Gary is not a health care professional or a doctor. Gary's work and information is based on his personal experiences and background and offers advice based on personal growth experience.


An announcement that left everyone surprised as well as excited was when 'Ulaganayagan' Kamal Haasan revealed he would be producing a film under his Raaj Kamal Films International banner with 'Chiyaan' Vikram in the lead role.
To be directed by Thoongavanam fame Rajesh M. Selva, who was said to be scouting for locations in Malaysia, the yet-to-be-titled project would be co-produced by Trident Arts with music most likely by Ghibran and Akshara Haasan in a vital role.
Although there haven't been any big updates from the film since then, popular Telugu actor Nithiin few days back revealed he was offered a role in the film, which he had to turn down owing to scheduling conflicts with his upcoming projects.
Based on the recent developments in the project, we can surmise the film is going to include a second male lead with Akshara Haasan possibly being paired with the said character.


Anthony Mancuso is currently considered a "single author." If one or more works are by a distinct, homonymous authors, go ahead and split the author.
Anthony Mancuso is composed of 6 names. You can examine and separate out names.


text:
Best Movies by Farr
A password of atleast 2 characters is required.
Please provide your First Name.
Please provide your Last Name.
By clicking "Sign Up", you agree to Best Movies by Farr's Terms of Use and Privacy Policy.
Let us know what email you use to login and we'll send you an email with instructions.
The password did not match.
Watch it on:
River Phoenix, Wil Wheaton, Corey Feldman, Jerry O'Connell, Richard Dreyfuss, Kiefer Sutherland
What's it About
In the summer of 1959, four preteen boys — brainy Gordie (Wheaton), troubled Teddy (Feldman), overweight Vern (O'Connell), and brooding leader Chris (Phoenix) — set out on an overnight hike to find the dead body of a missing boy rumored to be lying a few miles into the woods. Besides the obvious intrigue and adventure of the quest, the boys believe that success will bring them positive publicity. But they may not be the only ones searching.
Based on Stephen King's story "The Body," this bittersweet, atmospheric coming-of-age pic, set in a small Oregon town, is narrated by Richard Dreyfuss, who plays Gordie as an adult. Hearing of the death of one of his three old friends makes him recall this momentous time in his youth. Strong performances from Dreyfuss and the young quartet of actors, especially Phoenix, lifted this nostalgic tale above the fray and made it a sleeper hit in 1986. Director Rob Reiner wisely focuses on the things that fascinate boys on the cusp of adolescence, which makes his film insightful, resonant, and touching. Watch for future "24" star Kiefer Sutherland as a merciless teen bully, and don't mind the leeches.
BEST MOVIES BY FARR is your personal guide to great movies to rent, stream, or buy; to watch at home or on-the-go. Led by film advocate John Farr, the Best Movies by Farr team works as a "quality filter" for the discerning moviegoer. Every day, we bring you the best of the best, the fantastic familiar films and hidden gems, to answer that age-old question: "What should we watch tonight?"
Why Best Movies by Farr
Streaming Links Powered by GoWatchIt
Copyright © 2021, Farr on Film, LLC. All rights reserved.


text:
Петер Кетман (, 27 апреля 1916 Эльберфельд, Германия — 8 марта 2005 Марквартштайн, Германия) — немецкий фотограф.

Биография
Петер Кетман родился в Эльберфельде в 1916 году в богатой семье. Его отец Альфред Кетман занимал должность директора в банковском доме «J. Wichelhaus P. Sohn». Петер Кетман жил со своей женой Эзой в Прине, Брайтбрунне, а позже они переехали в Марквартштайн в Кимгау (Верхняя Бавария).

С 1935 по 1937 гг. Кетман обучался в Баварском государственном институте фотографии (Bayerische Staatslehranstalt für Lichtbildwesen), позже переименованный в Государственную Академию фотодизайна Мюнхена (Staatliche Fachakademie für Fotodesign München). После получения диплома Петер стал помощником портретного и промышленного фотографа Гертруды Хессе в Дуйсбурге, а также промышленного фотографа Карла Хайнца Шмека в Ахене. В 1940 году Петер был призван в качестве пионера железнодорожного транспорта, в 1944 году получив серьёзные ранения он вернулся с войны. С 1947 по 1948 год он посещал мастер-классы в Баварском государственном институте фотографии (Bayerische Staatslehranstalt für Lichtbildwesen). В 1948 году он помогал Адольфу Лаци в планировании и проведении выставки «Фотография 1948» в музее ремёсел Штутгарта.

В 1949 году Кетман был одним из основателей авангардной фотографической группы «fotoform» и сыграл решающую роль в определении направления, которое в дальнейшем получило название «субъективная фотография». На выставке «Субъективная фотография», организованной Отто Штайнертом в 1951 году, и в вышедшей к этому времени книге работы Кетмана заняли своё прочное место. С 1948 года работы Кетмана были представлены во всех крупных немецких и некоторых международных фотожурналах. Его серия работ «Eine Woche im Volkswagenwerk» (Одна неделя на заводе Фольксваген), которую он снимал в 1953 году в Вольфсбурге, стала особенно известной. Его фотографии технологии сборочной линии, частей кузова автомобиля и технических деталей «Фольксваген-жук» были революционными. Благодаря кадрированию и перспективе Кетману удалось выделить эту серию снимков среди остальных.

Музей Фолькванг и Фонд Ф. К. Гундлаха посвятили фотографу всестороннюю ретроспективу в 2016 году по случаю его 100-летия под названием «Peter Keetman. Gestaltete Welt» (Петер Кетман. Созданный мир).

Выставки
 «Peter Keetman» (Петер Кетман), Государственная галерея, Гамбург, 1961
 «fotoform. Peter Keetman» (фотоформ. Петер Кетман), Кикен, Кельн 1980
 «Peter Keetman. Photographien» (Петер Кетман. Фотографии), PPS Gallery F.C. Гундлах, Гамбург 1982
 «Fotografien von Peter Keetman» (Фотографии Петера Кетмана), Fotografie Forum, Франкфурт, 1989
 «Peter Keetman. Fotografien 1937—1987» (Петер Кетман. Фотографии 1937—1987), Fotomuseum im Stadtmuseum, Мюнхен 1991
 «Peter Keetman. Fotografien» (Петер Кетман. Фотографии), Музей фон дер Хейдта, Вупперталь, 1994
 «Peter Keetman and fotoform» (Петер Кетман и фотоформ), Галерея Говарда Гринберга, Нью-Йорк, 1995
 «Peter Keetman. Bilder aus dem 1995 erworbenen Archiv» (Петер Кетман. Снимки из приобретенного в 1995 году архива), Музей Фолькванг, Эссен, 1996
 «Peter Keetman. Volkswagenwerk 1953» (Петер Кетман. Volkswagenwerk 1953), Музей искусств, Вольфсбург 2003
 «Peter Keetman» (Петер Кетман), Кикен, Берлин, 2006
 «Peter Keetman. Gestaltete Welt» (Петер Кетман. Созданный мир), Музей Фолькванг, Эссен 2016
 «Peter Keetman. Gestaltete Welt» (Петер Кетман. Созданный мир), Дом фотографии — Deichtorhallen, Гамбург 2016
 «Peter Keetman. Gestaltete Welt» (Петер Кетман. Созданный мир), Kunstfoyer, Мюнхен, 2017

Награды
 1981 Медаль Дэвида Октавиуса Хилла
 1991 Премия в сфере культуры Немецкого общества фотографии

Литература
 München. Lebenskreise einer Stadt, Jan Thorbecke Verlag, Lindau 1955
 Ute Eskildsen (Hrsg.): Subjektive Fotografie — Bilder der 50er Jahre, Folkwang Verlag, Essen 1984
 Eine Woche im Volkswagenwerk. Fotografien aus dem April 1953, Nishen, Berlin 1985, ISBN 3-88940-605-X
 F. C. Gundlach (Hrsg.): fotoform / Peter Keetman, Nishen, Berlin 1988, ISBN 3-88940-017-5
 Volkswagen: A Week at the Factory, Chronicle Books, San Francisco 1992, ISBN 0-8118-0268-X
 Manfred Heiting (Hrsg.): Peter Keetman. Bewegung und Struktur, Cinubia, Amsterdam 1996, ISBN 90-802694-4-1
 Gijs van Tuyl (Hrsg.): Peter Keetman: «Volkswagenwerk 1953», Kerber Verlag, Bielefeld 2003, ISBN 3-936646-34-1
 F. C. Gundlach (Hrsg.): Peter Keetman — Gestaltete Welt. Steidl, Göttingen 2016, ISBN 978-3-95829-204-8 (including extensive biographical and bibliographical information)

Примечания

Члены Баварской академии изящных искусств

redpajama_set_name: RedPajamaWikipedia