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Speedway Motors is your number one source for racing how-to books, videos and DVDs. From suspension tuning and chassis setup to engine building and driving techniques, you can do it with a technical manual from Speedway!
$29.99More InfoFast Company - Six Decades of Racers, Rascals and Rods, Book(Part #91085500)x
The 'Speedy' Bill Smith Story. If you know anything about 'Speedy' Bill, you can guess what's in this book. Over 350 pages total and 32 of them with pictures! You will read about the man, the business that he built, the roads he traveled and the people he met. It's a hard back book.
$4.99More InfoFord Racing M-0750-P2013 Performance Equipment Catalog(Part #91085102)x
The must have catalog for ford fanatics. The ford racing catalog for all your high performance equipment needs.
$39.99More InfoTrack-T Instruction Manual(Part #97386127)x
"Test the water" before you buy the kit! This step-by-step manual has instructions, tips and photos... even suggested tools and parts sources. 91 pages, b&w photos with wiring schematics.
Cost of the manual is completely refundable upon purchase of the kit.
$24.99More InfoSteve Smith Autosports S280 Book - IMCA Racing Technology(Part #91085121)x
By Steve Smith. Everything a racer needs to know to build, set-up and race the modified competitively. Nine informative chapters cover ares of design, suspension systems, chassis set-up and adjustment. 120 pages.
$3.99More Info10 Spline Quick Change Gear Chart(Part #91681208)x
Speedway Motors now offers an extremely durable 10 spline quick change gear chart to help you determine the correct final drive ratio for your car at the track or in the shop. Includes both "Low" and "High" calculations for all gear sets ranging from 1-58 when used with 4.12, 4.57, 4.86 ring and pinion ratios.
- Extreme durability
- Tear, oil, and water resistant
- Convenient and accurate
- 10 Spline Gear Chart
$22.99More InfoGeorge Trosley's How To Draw Cartoon Cars(Part #910860)x
George Trosley wrote the book on drawing cartoon cars. Here it is. 188 pages of How to, step-by-step instructions gathered into a comprehensive collection.
$39.99More InfoLo-Boy Instruction Manual(Part #97486132)x
You too can build a first rate 1932 Roadster with ordinary tools! This manual shows you how to do it, what you'll need and where to find it. It's full of photos, diagrams and step-by-step instructions. Should you purchase the Lo-Boy kit, the cost of the manual is completely refundable.
142 pages, b&w pictures w/ wiring schematics.
$8.99More InfoHolley 4150 and 4160 Carburetors Handbook(Part #91085058)x
By Mike Urich. Explains the basics of fuel inlet, idle, main metering, power, accelerator pump, secondary and choke systems, and how to choose a carb based on engine size. Gives modifications and tuning and performance tips. Also includes disassembly and repair section. 80 pages.
"Oval Track, Books" Page 1 of 8
Page 1 of 8
$24.99More InfoBook/Manual - How To Swap GM LS-Series Engines Into Almost Anything(Part #28178156)x
How to Swap GM LS-Series Engines into Almost Anything shows how to fit these powerhouse engines into popular GM F-Body cars, such as the Camaro and Firebird, and also how to install these powerplants into non-GM muscle cars, sports cars, trucks, and of course, hot rods. This book includes a historical review, complete specs, and detailed information so you can select and fit the best LS engine for a particular vehicle and application.
A section on mounting kits, explaining how to install these engines into a variety of cars using readily available motor mount kits, universal engine mounts, or fabricated mounts. In addition, the book shows you how to perform necessary oil-pan modifications and adapt accessory drivers as well as choose the most suitable fuel pump, exhaust system, wiring harness, and electronic control module. This guide takes it a step further, revealing how to select the best reprogramming equipment and software for a vehicle and its application. Finally, the book covers the range of compatible transmissions for LS engines.
- By Jefferson Bryant
- 144 pages
- Photos: 375 color
- Paperback
- Sold individually
$5.99More InfoSwindell Series Sprint Car Set-Up Sheets(Part #94082050)x
- Can be used if running a 305, 360 or 410 sprint car
- 1 tablet contains 50 sheets
- Easily organize your set-up notes for each race
- Gives you a permanent record of every adjustment and set-up
- Designed and used by World of Outlaw and Chili Bowl Champion Sammy Swindell
$14.99More InfoHalibrand Champion Owners Manual(Part #91085013)x
Thirty pages filled with complete details, illustrations and tips on all Halibrand Champion open tube rear axles. It includes exploded view illustrations and a list of replacement parts, plus helpful tips to prepare for installation, assembly, disassembly and maintenance.
$14.99More InfoSteve Smith Autosports S217 Book - The New Racers Tax Guide(Part #91085090)x
One of Steve Smith's books. A totally new, updated book. It tells you how to legally subtract your racing costs from your income tax by running your operation as a business. Step-by-step, how to do everything correctly. Includes a complete discussion of racers' Tax Court cases (who has won, who as lost, and why). An alternate form of funding your racing. Read this book now and start saving. 79 pages.
$14.99More InfoBook - Borg Warner Overdrive(Part #91085209)x
The Borg Warner 'R' series overdrive transmission was offered as an option until the early 1960's in many cars. This book is one of our books that covers design, operating, troubleshooting, repair and wiring. 24 pages.
$21.99More InfoFord Flathead V8 Builders Handbook(Part #91085211)x
This book covers every facet of your Flathead Ford V-8. Rebuilding? Get one of these books! 200 images. 154 pages.
$19.99More InfoBook - The Secret World of Race Car Sponsorships(Part #91085222)x
Finally a great book on race car sponsorships written by a racer, for a racer. One of these books will take you from how to get a sponsor and more importantly, how to keep a sponsor. Well worth the money. 40 pages.
$15.99More InfoSteve Smith Autosports S301 Book - Stock Car Racing Chassis(Part #91085033)x
By Steve Smith. Covers design, theory and construction. Explains shock & spring selection, caster/camber, sorting a chassis, and step-by-step construction of a Chevelle chassis. 33 pages.
$24.99More InfoSteve Smith Autosports S280 Book - IMCA Racing Technology(Part #91085121)x
By Steve Smith. Everything a racer needs to know to build, set-up and race the modified competitively. Nine informative chapters cover ares of design, suspension systems, chassis set-up and adjustment. 120 pages.
$29.99More InfoBook - How To Build Chevy Small Block Circle Track Engines(Part #91085241)x
This informative new engine building book explains how to understand the specific needs of your car and track, and how to build an engine to address them. Includes information on parts selection, machine work and assembly, with in-depth builds on three race engines.
Steve Smith Autosports S286 Book - Mini-Micro Sprint Racing Technology(Part #91085122)x
By Steve Smith. Covers frames, suspension, chassis, torque arms, chassis alignment, tires, wheels, wings, parts and sources. Well illustrated. 87 pages.
$28.99More InfoSteve Smith Autosports S203 Book - How To Build Trailers(Part #91085263)x
This is a must have book if you are going to build your own open, flatbed trailer. Details on suspension and components, materials, all phases of construction, braking systems, couplers, electrical, design and fabrication, and accessories.
We also have complete scale drawings for a flatbed tandem axle trailer with leaf springs and tire track. All material specifications and parts sources included.
Book/Manual - How to Hook and Launch: Traction Mods for Street & Strip(Part #28178195)x
Please view the product's page for more information
$14.99$16.99More InfoWelders Handbook(Part #91085171)x
By Richard Finch. Covers all types of welding, from gas welding and cutting to arc, MIG, TIG and plasma-arc welding and cutting. Tips on weld jigs and fixtures. How to weld mild steel, Chromoly, aluminum, magnesium and titanium. 170 pages.
$24.99More InfoBook/Manual - How to Rebuild & Modify Chevy 348/409 Engines(Part #28178210)x
Chevy's W-series 348 and later the 409 became legends on the street, and in particular the 409 also became a legend on the track. In the early 1960s, these engines powered a variety of GM vehicles and the Z11 Impalas at the drag strip. Recently, the 348s and 409s have enjoyed a high-performance renaissance and many speed manufacturers are making heads, blocks, and virtually every part for these engines.
- By John Carollo
- 144 pages
- Photos: 259 color
- Paperback
- Sold individually
$29.99More InfoBook - How To Build Big-Inch Ford Small Blocks(Part #91085253)x
Have you been dreaming about a little extra displacement for your Ford? By increasing the bore and stroke of your current engine, you can add those cubic inches without the hassle of switching to a big block.
George Reid thoroughly explains the concept of building a stroker, paying special attention to the effect that increasing the bore and stroke have on the engine as a whole. With this information, you'll be better able to tailor your heads, cam, intake manifold, carburetor, and exhaust system to get the most out of the extra cubes.
Also included in this engine building book is a complete guide to factory head and block castings, as well as aftermarket block and head guides, so you can choose exactly the right parts for your project. This book is the definitive guide for building a big-inch Ford small block, complete with four engine buildups ranging from 331 to 408 cubic inches.
$24.99More InfoBook - 335 HP Flathead Ford V8 Performance Handbook(Part #91085309)x
This book by Joe Abbin will show you 'real' horsepower figures from 'real' Flathead Ford engines that were built and run on the dyno, the street and the dragstrip. Clearly shows each engine (naturally aspirated and supercharged) being built and dyno tested. 138 pages.
$19.99More InfoBook - Racing Safely, Living Dangerously - Bill Simpson(Part #91085502)x
"The on-track stories are good, but the off-track exploits are even better. Any stories involving famous racers and South American brothers are worth the price of admission."
"Bill Simpson with the Beatles, Bill Simpson the safety pioneer, Bill Simpson in handcuffs, Bill Simpson the racer, Bill Simpson crashing through a restaurant with his boat, Bill Simpson sets himself on fire and wins a court case, Bill Simpson tests his first drag chute and goes to jail via the woods..."
Written by Bill Simpson himself with help from his friend and renowned motor-sports author, Bones Bourcier.
$39.99More InfoBook - Hurst Equipped: More Than 50 Years of Hi-Performance(Part #28128490)x
George Hurst was a hot rodder at heart, but he was also a visionary, an innovator, a brilliant promoter, and particularly skilled at building alliances. Hurst developed and marketed a high-performance line of shifters that would lead the industry and be the cornerstone of the company. After forming an alliance with Anco Industries, Hurst marketed and sold more than 100 speed parts, which included shifters, heads, wheels, and many other parts, and eventually the Hurst catalog became the source for high-performance parts in the1960s and 1970s.
Jack "Doc" Watson joined Hurst and became a pivotal figure within the company, which led to many performance projects with Pontiac. Over the years Hurst was also able to partner with Oldsmobile to build special 442s known as "Hurst" Olds, AMC with their wickedly effective SC Rambler, and Chrysler, creating a number of Super Stock cars as well as the 300H and one of the most memorable exhibition cars in drag racing history, the Hemi Under Glass.
No other company or individual had as big an impact on so many aspects of the automotive industry as George Hurst. His performance parts were some of the best ever, the competition cars won many races, and the muscle cars that bear his name were some of the best of the era. Scores of interviews, in-depth research, and exceptional insight from veteran magazine editor Richard Truesdell and co-author Mark Fletcher has created a g
$18.99More InfoBook - How to Build Max Performance Ford V8s on a Budget(Part #91085244)x
This engine building book addresses high-performance V-8 engines such as the 289, 302, 351ci small-blocks found in Mustangs, as well as the FE series of big-blocks. Emphasis throughout is a budget approach to building high performance powerplants through the use of over-the-counter factory components and selected aftermarket pieces. Includes realistic, low-cost formulas for building serious horsepower in Ford V-8 engines. 128 pages.
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Residential Treadmills
FreeMotion 790 iFit Treadmill w/HD TV, Powered By Android™, Google Maps (SFTL19511)Top-of-the line entertainment, superior technology and fitness expertise are all built-in to the FreeMotion® 790 Interactive Treadmill. With a 15" TV..MSRP: $2,999.00SALE PRICE: $1,997.00You Save: $1,002.00!
FreeMotion i7.9 Incline Trainer (VMTL39811)The FreeMotion Treadmill is driven by a one-of-a-kind, rear-drive motor system that delivers quality performance with the softest deck cushioning. Als..MSRP: $5,499.00SALE PRICE: $4,199.00You Save: $1,300.00!
FreeMotion 760 Interactive Treadmill (SFTL13512)The 2013 760 Interactive Treadmill, model # SFTL13512, is the #1 brand in thousands of health clubs and used by over 50,000 million people WorldWide. ..MSRP: $2,799.00SALE PRICE: $1,289.00You Save: $1,510.00!
FreeMotion T6.0 treadmill (SFTL20512)With the amazing FreeMotion t6.0 treadmill, SFTL20512, you can experience a virtual workout in Hawaii with built-in HD Video Workouts! Sightsee on you..MSRP: $2,995.00SALE PRICE: $2,299.00You Save: $696.00!
FreeMotion Reflex t7.7 (VMTL29811)Superior technology, luxurious comfort and powerful performance combine for an incredible workout experience in the FreeMotion® Reflex t7.7 Treadmill..MSRP: $4,499.00SALE PRICE: $3,849.00You Save: $650.00!
FreeMotion Treadmill t7.4 Light Cpmmercial (VMTL34808)Users can run or walk in comfort with the FreeMotion Treadmill t7.4. The four deck isolators combined with the rear drive system offer outstanding cus..MSRP: $3,999.00SALE PRICE: $3,100.00You Save: $899.00!
FreeMotion Treadmill t5.8 (SFTL27808)Users can run or walk in comfort with the FreeMotion Treadmill t5.8. The four deck isolators combined with the rear drive system offer outstanding cus..MSRP: $3,299.00SALE PRICE: $2,750.00You Save: $549.00!
FreeMotion t7.5 Treadmill (VMTL83607)Featuring a unique, rear-drive motor system, the FreeMotion Treadmill t7.5 offers users a spacious running surface with comfortable cushioning. Featur..MSRP: $4,499.00SALE PRICE: $3,345.00You Save: $1,154.00!
ProForm Boston Marathon Training Treadmill 4.0- (PFTL40012)Introducing a design that boasts a wide-open running platform and eliminates the motor hood and arms that feel confining and constricting to experienc..MSRP: $4,995.00SALE PRICE: $3,995.00You Save: $1,000.00!
FreeMotion SmartRun 2.0 Treadmill (SFTL898100)Get a smarter workout with the FreeMotion SmartRun 2.0 Treadmill. Featuring iFit Live™ Technology built-in, you'll get workouts Powered by Google ..MSRP: $1,599.00SALE PRICE: $1,099.00You Save: $500.00!


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Churches holding Easter Week services and Masses
Thursday, March 28, 2013
GREATER SANFORD AREA — Next week is Holy Week, and the following churches in the area have provided schedules for their Easter services and Masses and other gatherings.
■ Sanford First Baptist Church, located at 905 Main Street in Sanford, will serve a supper at 6 p.m. and will hold a Communion Service at 7 p.m. For more information, please call 324-5456.
■ St. George's Episcopal Church will offer services at noon and 7 p.m.
■ St. Therese of Lisieux Parish will offer Masses at 7:30 a.m. at Notre Dame Church and at 9 and 11 a.m. at Holy Family Church.
■ St. George's Episcopal Church will hold services at 8 and 10 a.m. with an Easter Egg Hunt to follow for children.
■ Shapleigh First Baptist Church will host a Sunrise Service at 6 a.m. Please call 636-1662 to find out the location. The church will serve breakfast at 7 a.m. A Resurrection Worship Service and Baptisms will be held at 10:45 a.m.
■ The Sanford-Springvale Vineyard, 77 Emery Street, Sanford, 324-7776.


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Rohan Online
Rohan Online: Blood Feud is a 3D Fantasy MMORPG with great graphics, music and PvP oriented gameplay. Choose from seven races and explore the lush world of Rohan. Form guilds and battle for control of towns and participate in open PvP after level 30. Buy mounts, train pets, and play a fishing or card minigame in this feature rich free to play MMORPG.
Publisher: YNK Interactive
Playerbase: Medium
Graphics: High Quality
Type: MMORPG
EXP Rate: Low
PvP: Duels / Guild Wars / Open
Filesize: 1570MB
Pros: +Great music. +Rewarding optional tutorial. +Heavily PvP oriented. +Plenty of dungeons and other zones. +Large skill tree for each of the 7 classes.
Cons: -Huge world, lots of walking. -Game crashes on occasion. -Quests are dull but necessary. -Each race has only one class available.
Rohan Online Overview
Rohan Online: Blood Feud may not be the most innovative game out there but it manages to take tried and true MMORPG elements and blend them into one of the best free to play games available. The graphics and music are top notch and the game is feature packed. Besides a huge world to explore, Rohan has a wide variety of PvP options. Oddly, your race and class choices are intertwined in Rohan, each race represents a distinct class. This does limit variety but each class has a huge skill tree with multiple branches which leads to a number of specializations per class. The current races/classes in Rohan are:
Human (Knight) – Toughest race, best suited for a tanking role. Specializes in melee combat.
Elf (Healer) – Mainly support race. Elves specialize in healing and buffing their allies though they also maintain many offensive spells.
Half Elf (Archer) – Ranged damage dealer. Half Elves you bows or crossbows to inflict heavy damage from a distance. Half Elves make excellent soloers but can also assist others.
Dhan (Assassin) – Rohan's specialty assassin race, Dhans can activate a special assassin mode where they can attack other players at will and gain experience from defeating them. In this mode, Dhan's cannot party or complete quests.
Dekan (Dragon Fighter) – Dekan are offensive spell casters who have the ability to drain hp from their opponent and transform into dragons.
Dark Elf (Mage) – Powerful spell casters. Dark Elves are the traditional heavy nukers of Rohan. Dark Elves also have a number of curse and debuff spells at their disposal.
Giant (Warrior) - A powerful melee oriented class. They can use dual blades or powerful 2 handed weapons to attack multiple enemies at once.
Rohan Online Screenshots
Rohan Online Featured Video
Rohan Online Full Review
By Erhan Altay
Launched in May of 2008 by the Korean publisher YNK Interactive, Rohan Online is one of the most polished and complete free to play MMORPGs to date. Despite being yet another fantasy game, Rohan manages to do enough differently to set itself apart from the crowd. Rohan puts far more emphasis on PvP and even has a PvP centered race; the Dhan. Those of you familiar with Lineage 2 will notice its influence on many aspects of Rohan.
A Long Start
While Rohan is an enjoyable game, some of the initial steps involved can be lengthy. Character creation is fairly simple, start by picking one of the five servers (as of this writing) then select from one of the seven races; Human, Elf, Half-Elf, Dhan, Dekan, Giant, or Dark Elf. Bear in mind that in Rohan your race choice also determines your class since each race has a single preset class. For a description of all 7 classes, refer to the overview. The only race worth an extra mention here would have to be the Dhan. This race is one of Rohan Online's most original and compelling features. Unlike other races, the Dhan are a race of assassins and rarely work in groups. Instead, they are free to kill other players and can do so without their name being revealed. The downside to this is that they can neither group nor complete quests while in assassination mode. Instead, Dhans receive experience for each player they manage to kill. This is not to say the other races are lacking in PvP actions, PvP plays an important part in Rohan as I will explain later but suffice it to say, the Dhan are the most 'hardcore' choice available for the PvP nuts out there.
After race selection, you may be disappointed by Rohan's limited character customization options. Being a very large 3d game, I was expecting much more than a handful of face and hair choices. In a 1.5 GB download I was at least expecting height and body proportion options. At this stage players may opt out of the tutorial by unchecking a small box. Personally, I would recommend completing the tutorial since the simple talk quests provide large experience and equipment rewards. The tutorial does take quite some time, about 10-15 minutes, mainly because the tutorial zone is so needlessly large.
Of Skills and Trees
As you play through the tutorial, you'll be introduced to both the Skills and Stats in Rohan. Players gain 4 stat points per level which they can distribute among 6 stats; Str, Vit, Int, Dex, Agi and Psyche. In addition, players receive a single skill point to use on the rather extensive skill tree provided to each race. Each race has dozens of skills and multiple specialization paths available to them. At level 50, players can specialize into one of two classes, each with yet another large skill tree. With games like this it's all too easy to mess up your skill distribution without even realizing it, luckily Rohan provides all new players with a single skill reset premium item. My advise would be to experiment with the skill tree as you see fit and only use the reset when you've done enough research on your future class and specialization.
Quests and Travel
After completing the tutorial, players will be at around level 7. This means the first few quests available near the beginner areas will be less than rewarding but are worth completing to gain access to higher level quests. Another problem with the starting areas is that each race has its own starting city which means you'll be surrounded by players of the same race and class as yourself. While you can travel to other cities and areas, be warned that the game world in Rohan Online is massive. Even running back and forth between town handing in quests feels like a chore. Besides the travel complaint, the quests in Rohan are hit and miss. They are usually straight forward kill quests but there doesn't seem to be enough of them despite an in game notifier of all available quests and locations. At one point I had to complete a single repeatable quest several times until I leveled up and qualified for newer ones.
Player Killing and Guild Wars
As mentioned earlier, Rohan is primarily a player vs player (PvP) oriented game. Starting at level 30, all players will be capable of attacking and being attacked by other players freely. Luckily, there are some consequences to killing another player, unless of course you're a Dhan in which case you're rewarded with triple experience. Most races who player kill (PK) will appear on their victim's 'Hit List' which allows them to instantly teleport to their assailant and get revenge. Players may also work together to defeat Dhan assassins and receive rewards for doing so. Besides this individual style PvP, Rohan has an in depth Guild vs Guild system in place that allows guilds to fight for control over towns. Winning control of a town rewards the victors with special mounts, badges and gives them the ability to collect taxes from players who use that town's services.
Pets, Minigames and More
Most MMORPGs these days have some sort of pet system and while Rohan's isn't very interesting, it is worth mentioning. Pets cannot directly assist their master in combat but do provide a stat boost depending on their type and level. There are currently 8 different pets available, including the cash shop ones. Their abilities range from increasing the players health regeneration to their movement speed. Players may also purchase mounts to increase their movement speed starting at level 30. As another way to pass the time, Rohan has a built in card game that's similar to Blackjack but with the aim being to get closer to the number 9 than any other player. There is also a fishing mini game that I have not yet experimented with. But all these are extras, if you're read this far you should know whether Rohan Online is the game for you. If you're looking for a great looking PvP styled MMORPG than look no further. You'll have to bear with the grind and huge game world until level 30 at which time you can mount up and start having some real fun. If its a casual game you're after, you may wish to pass on this one.
Final Verdict: Great
Rohan Online doesn't have the best questing system or character customization but it makes up for all this with its hard core PvP themed gameplay and fantastic graphics. This is one game worth trying for anyone looking for a serious free to play MMORPG that can stand toe to toe with the pay to play games out there.
Rohan Online Videos
Rohan Online Combat Footage
Rohan Online Dungeon Run
Rohan Online Gameplay Trailer
Rohan Online Tutorial Video
Rohan Online Official Trailer
Rohan Online Links
Rohan Online System Requirements
Minimum Requirements:
OS: Windows 2000 SP 4,Windows98 SE
CPU: Intel Pentium 4 2.4Ghz, AMD Sempron 2.0Ghz
Graphics Card: Geforce FX, Radeon 9600 128MB
DirectX: 9.0c
Recommended Specification:
OS: Windows XP SP2/Vista SP2
CPU: Pentium D 915(2.8Ghz), AMD Athlon64-X2 3800(2.0Ghz) or better
RAM: 2.0 GB or better
HDD: 6.0 GB or more
Graphics Card: Geforce 6×00, Radeon x600 256MB or better
DirectX: 9.0c or better


text:
Where History Has Been Fixed
Playlist Navigation Bar
End To Innocence, An: 13. The Hands Of A Healer
And through that glow dragged the massive battering ram. She'd heard the cry when it had first appeared, its black steel head the shape of a snarling wolf, and seeming to move in the dancing firelight. Drawn by armored beasts and flanked by warriors, it was followed by creatures so large that Maggie had suddenly felt the world was out of proportion. In confusion, she'd turned to the soldier beside her.
"What are those things?" she'd asked. "Those things behind the battering ram?"
"Mountain trolls," he had answered, shaking his head. "Mountain trolls to wield it," and his voice had been that of one who has abandoned hope, and now stands only because to die facing death seems no more a horror than to die fleeing it, and easier.
So now she watched. The grenades were spent, had been used up on the catapults and the siege towers, and in a vain attempt to destroy the wheels of the housing that carried the ram. No fire would catch on it, and the grenadiers hadn't been able to reach the wheels - the Enemy had understood their strategy, and had blocked them with the bodies of soldiers. For every cadre of Orcs and Men that was torn apart by explosions, more rushed forward to replace them, and so the desperate defenders had finally used the last of the missiles. Still it rolled on, now dripping gore, and Maggie knew that the Gate would not hold. Not against this.
Then, cutting through the darkness, she heard Boromir's voice. Frantically her eyes sought for him, and found him finally, and with him Gandalf, and Imrahil, Gandalf mounted on Shadowfax, the meara gleaming pale silver even in the ruddy light of the battle. Boromir and Imrahil dismounted their own steeds as one, climbed the steps to the battlements, their armor glittering, their swords drawn. "For Gondor!" they cried, "Now, for glory! For country and comrade, rise, and stand!" and where they walked, the soldiers seemed able to throw off the terror that had stricken them, turning again to the field and loosing volley after volley.
But still the great ram came forward, and Maggie could not take her eyes from her lover as he strode the battlements. In the black haze that shrouded her mind, even as her heart leapt at his strength, bringing his men back from despair with the power of his courage alone, all she could think was that she wanted him down, gone, away from here, someplace where he didn't stand shining in the glare from the flames, didn't make such a tempting target for the enemy.
The enemy. With a gasp, she tore her gaze loose from Boromir and rose to a half crouch, raised the rifle to her shoulder. Eyes flickering over the field, she pushed back the terror that had overwhelmed her and looked now for enemy missiles, for enemy archers, for all who would threaten the defenders - all who would threaten him. She fired, and they fell, and she felt it in her throat and in her gut when she struck, crushed velvet wrapping a gaping wound, filling her mouth with the bitter taste of absinthe and sweet poison, and she lost herself in killing.
And then, drums in the darkness, rolling like thunder. Over the bodies of the slain rode a gruesome figure, cloaked in black, astride a black steed with hooves washed in blood from the corpses it trampled. Fear and awe overcame her, freezing her, and Maggie felt her rifle drop to the stone battlements from numbed hands. The Rider raised a sword then, long, gleaming like ice, and on the walls, no bow sang, no rifle, and stillness covered all.
Twice the great ram struck. Twice the Gate held, and Maggie screamed aloud at the sound, the terrible tremble of the stone battlements. She cowered where she knelt, her head bowed between her arms, her hands clutching each other behind her neck, her eyes squeezed so tightly shut that red stars swam in her vision.
A third strike, and a crack of lightning, the wall shaken as if the very earth were torn asunder. In a terrible flash of light, the Gate was broken. Maggie could not move, could not unclench her hands, could not open her eyes, nor did she want to. She would rather die here, on the cold stone, than risk seeing the terror that was below. Her mind crawled in upon itself, crawled deep into the blackness that the Riders had opened, and she waited for death.
Long moments passed like years of torment as she knelt there, and she couldn't be sure whether she lived, whether she felt the stone beneath her or the press of her own hands. Voices seemed to carry to her on the air - Gandalf, his tone commanding, and another, the scrape of unclean claws on bone, and she shrank further into the darkness of her mind.
But then, far away, as unexpected as a green leaf in a pit of fire, a sound - a rooster crowing somewhere in the stricken City, heralding the dawn. And answering it, horns, challenging the Enemy and calling out to the defenders: finally, allies have come. Finally, finally, Rohan has come. With the sound of the horns, it seemed a great wind swept over the City, and on it were voices raised in terrible song, a terrible, joyful song of slaughter and of terror to the Enemy.
The darkness lifted. Slowly, Maggie unclenched her hands, and brought them to her face. Slowly, slowly, she opened her eyes, her heart loosed from its black cell, her mind returning, reaching for the light that somehow, as if by the hand of God, finally came to the world again. She turned her gaze to the sky, and though it was heavy with coming rain, and the light of the rising sun barely a glimmer of hope, dawn approached. The darkness of Mordor was breaking.
On the horizon the grey sky grew as bright as silver, and the wind smelled of the sea. She held her hands up to touch the breeze, looking around her as though her eyes had opened for the first time. Turning her gaze to the field, she saw that the battle still raged, and as she looked, the sounds reached her, now that her ears could hear any sound but her own heartbeat and fear. She picked her rifle up again, remembering in a flash the rage that had come on her and the fierce joy she'd taken in killing the soldiers that threatened Minas Tirith. Her stomach turned, sickened, but she took a deep and sudden breath and shook her head. "Stop it," she muttered to herself, shutting her mind to it, then raised her head again and looked around to see if she could find any that she knew.
On the other side of the broken Gate, up on the battlements, Maggie caught sight of olive skin and dark hair, a slim, rounded figure holding an M16 machine gun. She smiled, and made her way down the steps to the street, carefully through the ruins of the Gate, and called up. "Mira!"
The other woman turned, and grinned, took the steps two at a time and threw her arm around Maggie's neck, hugged her tight with the hand that wasn't holding the weapon. "Not dead yet?" she asked with a laugh.
"Not yet," Maggie answered, smiling. "Who else, do we know?"
Mira's laughter faded, and she frowned, saying, "None killed, but Greg and Jack are both hurt, and just over half of Chip's people. They're in that hospital they set up on the - whatchacallit, the Third Circle."
"How bad?"
She shook her head. "Not sure. I think as soon as they can, they're going to move the worst of them up to the Houses of Healing. Some of them," and she met Maggie's gaze, her own puzzled, "it's like they just don't wake up. No head wounds, nothing that would put them in a coma or anything, just," and she paused, then shrugged. "They just don't wake up."
"Like Faramir," Maggie murmured. "It's the Black Riders, I think. They - there's some kind of... thing they do."
"You mean apart from the bone-numbing, mind-shattering terror and despair?" Mira asked archly.
Maggie chuckled. "Well, sort of along with that," she replied. "Boromir said he saw a man die of it once. Greg and Jack," she said softly, looking at her friend. "Do they...?"
Mira had paled, and she nodded. "Greg. He's out cold with nothing but a bad gash on his arm." She paused, then said, "It was weird. We bandaged it, and he should have been fine, but he just kept getting more tired, and... more weird. By the time I got him to the aid station, he hardly knew where we were. He kept talking about Lila."
"Shit." Maggie shook her head. Lila was Greg's girlfriend, or had been until she died in a firefight with the Black Hand. "We should go see him."
"There's still a war on, babe," said Mira, "and he's not - he wouldn't know if we did."
Suddenly there was a clatter of hooves, and the women turned to see the knights of Dol Amroth and what must have been all the men inside the walls who could still fight, riding towards the Gate, Imrahil and Boromir at the head of the column. Maggie and Mira stepped back, up the stairs, to watch them go by. Boromir shot her a quick glance as they passed, and with a jerk of his head indicated she should leave the wall, but she just smiled, and blew him a kiss, and then he was gone.
"Now there's a sight," said Mira. "Damn."
"Indeed. Almost makes me want to enlist," and she nudged Mira and grinned.
Mira laughed. "Though you already had, babydoll. Come on, what should we do? Go see Greg and Jack, or haul our useless carcasses out there and see if we can do some more damage to the enemy?"
Maggie chuckled and looked away. "I don't know, babe. I'm used to - urban warfare. Houses and streets and buildings." She paused, glancing towards the Pelennor as though she could see it through the wall. "It's so open out there. I'm not sure how to take care of me or mine when there's nothing to hide behind."
"You did it at Helm's Deep," said Mira.
Maggie thought about it. "Yeah," she said finally, "but I was mounted. It - I - " and she hesitated again. "It seemed different."
Mira shrugged. "Well, it's a fair point," she said. "We're not much on the 'open field of battle' paradigm. How 'bout we find Chip, see what he says?"
"Yeah, okay," Maggie replied, her brow furrowed. "I'll tell you what - can you do that? I - I want to just sit a minute and kind of collect myself."
"Good enough. You can keep an eye on the - well, where the Gate used to be, and try to keep it so we don't get the urban warfare thing going on in Minas Tirith."
Maggie had sat quietly on the wall as dawn broke and morning came, beside her a tall, rangy woman named Cassandra, who had come with Chip. She was a sharpshooter as well, though during the battle she'd acted as one of the grenadiers. She and Maggie had taken turns dozing in the cool, damp morning, and no one had approached the Gate, or what was left of it. It was mid-morning by the time had Mira had returned, and she, Chip, Michael, Paul, and five others had formed a squad and ventured onto the field. Two fire teams flanked Chip, one led by Michael, and the other by a heavily-scarred older man with a heavy Northern England accent. "They called him Tank," Mira had said, "but his real name is Winstead. And Maggie," she'd said in a whisper, "I swear, I think I'm in love, I don't care what his name is." And in a wedge they'd advanced southward.
Maggie and Gus remained at the Gate with Cassandra, in case the enemy did try to gain entrance, and to provide covering fire for as long as the squad was in range. The battle was turning against Gondor, and Maggie watched as the squad made its way southeast through the chaos on the field. Gus spoke quietly into the headset he now wore, appraising Chip of what he could see from where they were on the battlements, and Maggie and Cassandra watched the field with alert eyes, picking off whatever enemies came into their sights, or threatened the squad.
The wind had picked up, bringing rain with it, and suddenly there was a great gust from the south, clearing away the clouds so the sun shone on the field, and on the wind Maggie heard voices raised in alarm. "South," she heard Gus say, and she and Cassandra looked where he pointed. Raising binoculars to her eyes, Maggie saw what had caused the cry.
"Ships," she said. "Black sails. I don't know what it means."
"Well, the horse people don't like it," said Gus. "Check it out. They're - hey, Chip," he said, "get your asses over there - the banner, the green one with the white horse on it. They've been cut off. Cut 'em back in again."
"Fuck," Maggie said softly, turning the glass to the hillock where Éomer had set the banner. "Damn it, he's - hey," and she hesitated, saw him raise his sword and seem to laugh, and she turned again to where the black sails came up the river. "Hey! Hey, that's - wait a minute. What?"
Gus and Cassandra looked as well, seeing the standard break on the foremost ship - a white tree, and seven stars, a crown above, blazing in the silvery sunlight as though wrought in fire. "What? Mags, what is it?"
"Well, I'm not sure," she said, "but I don't think it's an enemy. The White Tree, that's for Gondor. I'm not clear about the stars or the crown, but I - yeah, it looks like the cavalry's coming."
"I thought Rohan was the cavalry," said Gus.
"Well, okay," said Maggie, "the Navy then. The Navy's coming. Ashore."
It was some time later before Maggie again viewed the field not through the scope of her rifle. The squad's ammunition spent, they'd come back to the City and reconnoitered at the foot of the battlements, where Maggie, Gus, and Cassandra joined them. All had returned safely, though not unscathed. Mira bore a cut on the side of her head where she'd been struck a glancing blow by a Southron arrow, and the body armor, while it had saved several of them from being skewered, hadn't saved them from the impact - Paul and Chip both breathed painfully, and Maggie knew that bruises would be flowering beneath the vests, and hoped nothing had been broken. Tank limped from a bolt that had struck his heavily-muscled thigh, and Maggie was pleased to see that Mira had taken the opportunity to get her arm around him. He leaned on her with the air of one who isn't sure whether to be annoyed that he needs the help, or pleased at the attention.
"So we're out of ammo, and not really in fighting trim," said Chip, wincing, "but hey, we're all here. Which is pretty good, considering the odds."
"But y'all need to get patched up," said Maggie. "And when was the last time anyone slept? or ate?" She looked at them sternly, and no one answered. "Come on now," she said. "I know it's been since before I came to get you - and that was, what, like, seven in the morning your time, yesterday? And now it's mid-afternoon. Come on - let's get y'all some medical attention, and then someplace to crash for a while."
Maggie left them at the aid station on the Third Circle, fully intending to return to her apartments in the Citadel, but when she came to the Sixth Circle and the Houses of Healing, she remembered that she had teammates there, as well as Janet, and Faramir. She hesitated. "I'll just go in for a minute," she murmured finally. "Just to see." But once she stepped inside, she realized no one was going to have time to help her find her friends - everywhere was movement, men and women hurrying to and fro, and Maggie could hear the sounds of people in pain coming from down the long, busy hallways. She started to leave, then thought of Faramir, and knew that at least she could find his room, see if he'd somehow regained consciousness.
She found the hallway the woman had taken her down, found the turn, and came then to the door to Faramir's room. It was standing slightly open, and she pushed against it gently, and peeked inside. No one was there. Only Faramir, his eyes still closed, his breathing light and shallow. Maggie slipped into the room and set the door only slightly ajar behind her, as it had been, then moved to sit in the chair Boromir had occupied when she'd found him here before. The silver bowl and pitcher were still beside the table, but filled with fresh water, and the air in the room was still. Everything seemed far away, everything except the man who lay before her. "Faramir," she murmured. "Where have you gone?"
She touched his forehead, and the skin was hot. Taking one of the clean clothes that lay folded beside the bowl, she wet it, and wrung it out between her hands, then placed it across his forehead. Repeating the process, she set the second damp cloth on his throat. She didn't know if that was the right thing to do or not, but she remembered once having a fever that lasted for days, sometimes spiking up to over a hundred three degrees, and she remembered how it had seemed to help, the cool cloths at her face and neck. She sat with him for a while, re-wetting the cloths as they warmed from his fever, and trying to picture him as the boy Boromir had described. Tried to see him laughing with his brother at the fox that had escaped, and the hound that was left scratching at a hole in a cave wall. She tried to imagine him as the boy who had run away, and then been grounded because his brother had come looking for him. She wondered what Denethor must have been thinking at the time. Did he know that punishing the younger was the best way to punish the elder? Had he known it when he'd ordered Faramir to spend a week shut up in his room?
"Faramir," she said softly, leaning on the bed and gazing at his face. So like his brother's. "You can't leave him, you know," she said, her voice gentle. She took the cloths from his face and neck, and lay them in the bowl. She felt too tired to move, and didn't want them to dry hot on his hot skin. "You can't leave him," she murmured again, and leaned forward to lay her head on her arms, intending just to close her eyes, not for long. "Come back to him," she said softly. "Come back to him."
Slowly, she became aware of voices in the room. "...with the Steward's other son."
"Do you suppose he sent her? Perhaps to see that we watch him close?"
"Nay, I think not. He knows we know our business. But she should wake now, for that chair is no good for sleeping."
She turned her gaze and saw two women by the door. "I'm sorry," she said, sitting up and putting her hand to her neck, wincing at the soreness of the muscles. Her right hand was asleep. "I just came in to see him - I didn't mean to fall asleep on him."
"No harm done, my chick," said the older of the women, coming forward to help Maggie rise. "But you should find your own bed, and your own rest now, and let old Ioreth see to the young lord." Her eyes sparkled, and the strength in her hands belied the grey that streaked her hair. "Can you find your way?" she asked, and Maggie nodded, then looked towards Faramir again.
"Is he going to be all right?" she asked, turning back to face the woman, who held her arm gently.
"If there is aught we can do assure it," she replied, "we shall, but you must not worry yourself. You've your own ills to tend, I dare say, and should be seeing to them. Now hurry on, and let us do our work."
Maggie nodded, and slipped past the younger woman and out into the hallway, rubbing her cold hand and wishing she had an aspirin. Her head ached. Groggy and sore, she made her way back through the halls, and into the yard in front of the building, to find that evening had fallen while she slept, and stars glittered in the deep blue of the sky. She raised her face to the breeze that still blew, feeling the dampness that clung to the air after the rain. Glancing towards the tunnel that led to the Seventh Gate and the Citadel, she knew she should go up, but instead, turned to find a low bench near the wall, and sat down wearily, stretching her legs in front of her, and breathed.
Still the world seemed far away, and she felt apart from things, and watched in silence as figures approached. She knew the stride of Boromir, the particular way he displaced the air, and beside him she recognized the blue of Dol Amroth, and the Prince Imrahil. With them, another figure, though she wasn't sure who, but from the starlight gleaming on his pale hair, she thought Éomer. And approaching from another direction, the tall, white-haired wizard, and one cloaked in grey. They met in the shadowy yard, not twenty feet from her, and she didn't speak, but watched them as if she watched a dream. They spoke quietly, and Maggie felt a sort of vague surprise to hear them say that Éowyn was inside, and near death. She started to sit up, and as she did, the cloaked figure stepped forward into the light.
Unnoticed, Maggie stood and stepped closer.
There was a moment's silence, then Boromir gripped Aragorn's arm. "My friend," and his voice was low. "Why are you here, after what we spoke of? I thought you camped on the Pelennor tonight."
"I would," he replied. "I will, but Mithrandir came to me. Boromir," he said, "why did you not tell me of your brother's injury?"
The other man smiled wryly. "Why, Ranger, were my words unclear?" he asked. "I thought t'would be better if you came not to the city while my father is in his madness. Does no one follow my commands but my own men?"
Aragorn returned the smile, and said, "But I am disguised, do you see?" his tone teasing. "A Ranger may avoid being noticed if he chooses, and I am naught but a captain of Rangers."
Boromir arched an eloquent brow, and Aragorn shook his head.
"I do not dismiss your warning, friend," he continued, serious, "and I have some idea what it may have cost you. But I would not have you gain a King and lose your brother."
Gandalf spoke then, words of urgency, but Maggie scarcely heard them, and she stepped forward to touch Boromir's arm. He turned to her as the others went inside, and smiled. "You are here," he said. "Come, we shall see to Faramir."
"Wait a moment," she answered, drawing him into her embrace. He gazed at her questioningly, and she turned her face from his and rested her head on his shoulder. "Just for a moment," she breathed, "let me feel your arms around me."
He obliged, and she felt strength coming back to her from the strength in him. He stroked her hair, and after long moments had passed, he said gently, "How fare you, love? Is - is all well with you, and with your companions?"
She nodded. "Some of them are here, though I haven't seen them. But I don't think we've lost anyone. Yet, at least." She raised her head again and looked into his eyes. "Some of them are like Faramir," she said. "I don't know how we'll make them better."
He pushed a stray lock of hair back, and kissed her forehead, then drew her close again and held her in the cool evening. At last, he said, "The lore says that the true king has the hands of a healer. Aragorn may have the skill to wake them." His hands were gentle around her waist. "He healed me of the poison at Amon Hen. He may heal greater hurts than that."
"Can he heal the hurt your father has done you?" she asked wearily, then put her hand to her mouth, her eyes widening. "Oh, I didn't mean to say that," she said.
He smiled at her. "You are right, though," he said. "My father has done me an injury, and not only to this face you so admire." She touched the bruise, and he turned to kiss her fingers. "But I need not Aragorn to heal those wounds," he went on. "A man's mind may clear somewhat in the heat of battle, beside good comrades. He might remember his strength, and his own will." His eyes on hers were clear in the starlight, and he kissed her softly. "Come, lady. I would see Faramir."
When they reached Faramir's room, however, the sight that greeted them froze Maggie's heart.
Denethor, tall and proud, stood at Faramir's bedside, his hand on his younger son's motionless form. Imrahil, Éomer, and Gandalf were behind Aragorn, the warriors' hands on their swords, and Aragorn faced the Steward and Boromir's lieutenant Beran, whose own sword was drawn, and the tip pressed to Aragorn's throat. The room, large though it was, seemed close, and full of menace held barely in check.
With a growl, Boromir entered. "Beran, sheathe your weapon," he commanded, and after a moment's hesitation, and with a sideways glance at Denethor, Beran obeyed.
Denethor's voice was hard when he spoke. "You shall answer for that, lieutenant," he said, "but first I shall deal with your Captain and this usurper."
"Aragorn has made no claim," said Boromir calmly, coming to stand beside his friend, "and as such can be no usurper. He is here as a captain of the Rangers, and to do what good he can in healing the hurts of those who fell under the Black Breath."
"'The hands of the king are the hands of a healer,' is this your thinking?" Denethor said scornfully. "Is this how you would prove his claim?"
"Such lore is no proof of kingship," Boromir replied. "I care not for that, but only that he might bring my brother back to me."
There was silence in the room, Aragorn and Boromir shoulder to shoulder in front of the Steward, Imrahil and Éomer's hands still on the hilts of their blades, and Gandalf watching the tableau, his thoughtful gaze resting on Boromir. Beran stood tense, between his Captain and his Steward.
"I have no mind for strife with you, Lord Steward," said Aragorn softly. "The Enemy is at our throats; let us not be at one another's as well."
Denethor glanced at Beran. "Lieutenant, I told you to take this one from my sight. Do as I have commanded."
Beran turned to Boromir, whose gaze had not left his father's face.
"Do you all defy me?" said Denethor angrily. "Boromir, recall my words to you. Obey me now, and have the throne, and you can make this woman you so desire a queen instead of a whore, or stay a beggar to this Ranger, and your brother and your woman will feel the consequences!" His voice broke then, and he scowled. "You are my son," he said, "but I will take from you all that you love." But he sounded now not so certain, nor so hard as he had in the throne room, and Maggie saw that his hand remained on Faramir, gentle, despite his tone.
Boromir shook his head slowly. "I am your son, my lord," he said, "but I am no man's boy, to be coerced with threats and promises." Denethor started to speak but Boromir stopped him with a commanding look. "You raised me to know my own mind, Lord Steward, and to do my own will in all things," he said, his voice steady and strong. "And for all my life, your will has been mine, for always you have acted with wisdom, and clarity." He hesitated then, and Maggie could see him gathering himself, calming himself, to show his father neither anger to fight against nor weakness to scorn. "You try now," he continued evenly, "to thrust me onto so terrible a path that I know it is not your will. Not your will. I am your son, my lord," he said finally. "I am the man you made me."
Denethor watched him, doubtful, seeming uncertain how to contend with one who neither raged nor pleaded, and behind Boromir, Maggie saw Imrahil begin to relax, and place his hand on Éomer's, where it rested on his sword hilt.
Boromir sighed. "Would that I had never undertaken the journey to Imladris," he said sadly, "that I might have been here to see what shadow fell across you, defend you from it as I should have. Then would perhaps my brother, whom you love, not lie so stricken," and Denethor's gaze faltered, strayed to Faramir, and Maggie thought she saw regret in his eyes, "unwaking, and walking the paths of his own mind."
"Or perhaps you would lie so," said Denethor, "and what would I have then? No son at all - only a..." but his voice faded, and he brought his hand to his brow.
"Your heart will not let you finish such a thought," said Boromir softly. "Not now, here, in the very room in which he lies. No, you do love Faramir, for all you know not how to understand him. 'Tis a puzzle to me," he went on thoughtfully, "for you are so alike." Denethor's eyes returned to Boromir's face, somewhat of the wariness returning with them, but Boromir didn't falter. "It is true," he said, a small smile beginning to play about his lips. "Both wise, both thoughtful, ever mindful of the whole. Where I see my course and take it, you and Faramir see the map, and study it, and all its pieces."
Denethor frowned, but the suspicion had left his countenance. "My son," he said, "you wrong yourself. You are as fine a Captain as any could wish for, as fine a strategist in battle, stronger, more valiant than any I have known."
Boromir nodded thoughtfully, and said, "I play to my strengths, Father, as does Faramir. But you, and Faramir, you have the wisdom, I have said it often." He looked into his father's eyes, then, his gaze clear and steady. "You see into men's hearts, do you and my brother," he said. "You saw mine, and truly." Denethor seemed to catch his breath. "Aye," said Boromir, nodding, "you saw truly. I would be King."
Maggie froze, and her eyes flickered to Aragorn, to Imrahil and Éomer. But though the tension in the room had peaked, and the very air seemed tightly drawn, Aragorn made no move, but waited to hear what Boromir would say, and the others, she supposed, waited for Aragorn.
"I would be King," Boromir went on, his eyes never leaving Denethor. "I would rule Gondor as her shepherd, and her champion. I love her with every breath in my body, and I would see her glory return, and our people prosper." He looked to Aragorn and smiled, the smile genuine and unshadowed, though rueful. "You know this, my friend," he said, a wry humor touching his voice. "I do fear to give her over to another, whoever he may be, whatever his lineage. She is," and he hesitated, then said simply, "she is my home. She is my heart." But he shook his head then, his gaze returning to the Steward. "You saw truly, my lord, but you did not see deeply enough. For though my fear for Gondor in the hands of another is great, and my love for my brother as strong as death itself, I will not have you drive us into civil war, no matter the cost to me, or to you."
The words hung heavy on the air, and Maggie counted her heartbeats as Denethor and Boromir regarded each other. Long moments passed, their eyes locked, before Denethor reached gently towards Boromir, his fingers touching the bruise on his face, the two shallow cuts his own rings had made. Boromir didn't move, and Denethor's gaze changed from angry, to regretful, to weary, as he held his son's face in his hand.
Finally Denethor sighed, and turned to sit heavily in the chair behind him. "But what of Gondor, my son?" he asked. "What of her fate in his hands?" and he nodded towards Aragorn. "He does not know her," he said, his voice low, and tired. "He does not love her, or how could he have stayed away for all these long years?"
Boromir moved to stand before the Steward, and then he knelt down, taking his father's hands in his. Maggie was struck by the difference between this, now, and the terrible scene when Boromir had discovered Faramir's mission to Osgiliath. Now, the son was giving strength to the father, and Denethor seemed aged, and weary. His hands trembled in Boromir's. "I will make the choice, Father," Boromir said. "You must trust in me. And you must let Aragorn heal your son."
There was a long moment, and finally Denethor spoke. "The hands of the king are the hands of a healer," his low voice carrying in the still air of the room. "So much anger, so much bitterness," he said, closing his eyes. "I have held the white rod of the Stewards for too long, Boromir," he murmured. "You must take my place, now, and do as you will. I ... I am weary of this struggle." With that he stood, Boromir beside him, and he seemed suddenly frail, and old, all his years come on him at once. Boromir's face was grave, and he nodded to Beran, who came forward to take Denethor's arm.
The older man shrugged him off, saying, "I am not so frail as that, Beran, that I need a nursemaid to carry me from here to the Citadel." And straightening his back, he gave one final glance to Faramir, and walked from the room, his footsteps heavy and slow.
Boromir's voice was soft when he spoke to Beran. "See that my father returns to the Citadel," he said, "but keep him from the upper chambers."
"Yes, my lord," Beran replied, and then hesitated. "My lord, would you..." and he looked at Boromir questioningly, and didn't finish the thought.
Boromir smiled gently. "There will be time enough later to understand the... to understand my father's wishes. For now, make it known that the Lord Steward is," and he hesitated, "indisposed. And that I shall command the City in his place, for now. And Beran," he said, and his lieutenant turned to him. "Beran, keep my father from the upper chambers of the Tower," his voice stern, but worried. "If he troubles you on this score, send for me."
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Maybe if my Netflix wasn't acting up I could've finished The Last Stand, it was getting good!
432 days ago.
Watching The Last Stand starring Arnold Schwarzenegger. Once again I went in with low expectations and was quite surprised.
Wow #TheLastStand was a great movie.
@uhnet I think there were about a dozen at the 11pm last night. Last turnout that low was THE LAST STAND.
Given that it was supposed to be Schwarzenegger's big return to film, 'The Last Stand' was pretty damn underwhelming #FilmFridays
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Education briefs
Thursday, February 14, 2013
NORTH BERWICK -- The culinary arts program of Sanford Regional Technical Center (SRTC) is kicking off its 2013 season with a free breakfast promotion for the month of February.
The recipient will be selected in May and be awarded in June. The scholarship awarded will be payable to the institution they are attending in their second year of attending a full-time college, university or technical school.
Completed applications are due on May 1, 2013. The forms may be obtained from a retired educator in your area, Phyllis Simmons at 382-8405, Margaret Pyszka at 472-5716, Nancy Doe at 978-373-0960 or Patricia Bolduc at 524-2662.
These funds are established for a variety of reasons, from honoring a family member to carrying on the tradition of "giving back" that helped an individual through college.


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Ivanko E-Z Lift® Cast Iron Olympic Plate Package Deal - Ivanko introduces it's new patent pending E-Z Lift Plates. These new plates feature a traditional, round shape, multi-opening, E-Z lift design. Our plates incorporate (7) openings, not just (2) or (3). These extra openings dramatically improve handling off the floor and on and off machines and bars. Ivanko E-Z lift plates are the same diameter as conventional round Olympic plates and easily integrate with existing plates in the facility. This allows any facility to add E-Z lift plates, without having to discard their older plates.
*All the 2.5, 5 and 10 lb. plates do not include grip holes. The 2.5, 5 and 10 lb. plates will be different from the plate(s) shown above.
Caution - These Ivanko plates may only be compatible with an Ivanko bar. The hole size of an Ivanko Olympic plate is 50.2mm (1.976 inches) minimum to 50.8mm (2.00 inches) maximum. This diameter may be too tight for other bars. To avoid returns, if you are unsure of the compatibility of these plates with your bar please contact an Ironcompany sales rep before you buy.
*Plate sizes 1.25, 2.5, 5, and 10 lb. of this set are the OM plates with no holes.
All of the openings have smooth radius and rounded edges for maximum comfort while grabbing the plates. Because they are round, there are no sharp "points" or "edges" to cut floors and damage equipment as with other "anti-roll" designs. Ivanko's rounded, contour shape of the plate conforms better to the hand, making it easier to carry. We round all edges to make it more comfortable to hold onto. Available in baked-on, polyester based, hammertone grey painted finish.
Shipping Included
Shipping cost included within the lower 48 states only
Ships via one of our various freight carriers on a wooden pallet. This delivery is considered a curbside delivery only and will be delivered to a location at your address that is acceptable for a tractor trailer at the drivers discretion. Customers are required to be home at the time of delivery to sign the delivery receipt and help offload the individual packages from the tail end of the truck. On most deliveries, customers will receive a 24-hour notification before the delivery is made.


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War Rock
War Rock Overview
War Rock is almost two games in one. It has the standard deathmatch mode (called 'Close Quarter Combat') where players run around shooting each other but also has two modes where teams battle it out for domination on large maps with tanks, planes, and other vehicles. The graphics in War Rock are not spectacular but the 'Urban Ops' and 'Battle Group' modes make it unique in the free to player shoot field. Similar to EA's Battlefield series, players must capture and hold strategic locations to speed up their team's victory. There are a total of 5 roles players can chose from in War Rock but the selection is not permanent, upon death players are free to repick. The 5 roles are:
Engineer - Armed with a wrench, the Engineer is capable of repairing vehicles.
Medic - The Medic is equipped with a special injection that restores the health of either the medic or her allies.
Sniper - The sniper is deadly from a distance. The Sniper's main weapon has a powerful scope but a slow rate of fire.
Assault - Assaults are the primary offensive soldiers in War Rock. Equipped with a K-2 assault rifle and grenades, Assault's get the job done.
Heavy Trooper - Anti-vehicle specialist. Heavy Troopers have land mines and a powerful Rocket Launcher with which to dispose of enemy vehicles.
War Rock Screenshots
War Rock Featured Video
War Rock Review
By Erhan Altay
War Rock is a Korean shooter published in North America and Europe by Gamers First. Like many other free to play shooters, War Rock has a 'modern combat' theme. Originally released back in 2004, the game's graphics are beginning to show their age, but War Rock is still the most feature rich free to play FPS available. Three unique game modes and the ability to play 5 different soldier types is the kind of stuff you normally only find in retail games like Battlefield 2.
Rock The Basics
Gamer's First has a typical registration process but requires a 'nickname' which must be different than your user ID, at least six characters long and cannot include capital letters or numbers. This might not sound complicated but after several attempts at an original name, I ended up going with random letters out of frustration. Once you got your account settled, you're ready to log in and start playing right away. War Rock has no character creation, instead players simply log in with their and are immediately taken to the channel select screen. The most popular channels seem to be US East, US vs EUR, and EUR vs US. War Rock has no tutorial so I'll take a moment to explain some of the controls. Like most shooters, movement is done through the W A S D keys, space bar jumps, 1-5 switch weapons and the mouse fires/zooms. The 'shift' key allows your character to preform a tumble, double tapping 'W' lets you sprint and clicking 'c' crouches, hitting it again while crouching puts you in a prone position. That's basically it; aiming, strafing and figuring out how to manage recoil all take experience and cannot be explained easily. My only problem with War Rock's controls were that its very difficult to know whether or not you're actually hitting your opponent. Hit detection doesn't seem to be the problem, it just doesn't give the one doing the hitting much notice.
Classic Deathmatch
As mentioned earlier, War Rock has three game modes; Close Quarter Combat, Urban Ops, and Battle Group. The first and most popular of these, at least among casual players, is Close Quarter Combat. Those familiar with FPS games should have no trouble figuring this mode out. 8-16 players, separated into two teams, battle it out on small maps in a series of rounds with the objective of kill all members of the opposing force. This mode is best for a quick game or if you're looking for an experience similar to the popular Counter Strike shooter. Since this game mode is the quickest and easiest to jump into, its the best for earning dinars and experience for higher ranks. The only problem with this mode is that every other free to player shooter has an almost identical mode but does it better. Because of its age, War Rock's 'Close Quarter Combat' mode simply cannot stand up to more recent games like Combat Arms. War Rock has fewer map choices (3 for non premium members), uglier terrain, and gameplay that just feels old. Its the other two modes that earn War Rock my recommendation.
Welcome to the Battlefield
Urban Ops and Battle Group are similar game modes except for the number of players and the size of the maps. Urban Ops has a maximum of 24 players while Battle Group has a cap of 32. Urban Ops maps are medium sized while Battle Group maps are huge and very inconvenient to traverse without a vehicle. The number and variety of vehicles avail also differ slightly with Battle Group maps having many more vehicles available. The basic goal of the two, however, is identical. Reduce the enemy team's tickets to 0 by killing them and capturing and holding strategic points across the map. Players can respawn at strategic bases their team controls and having control of the majority of points causes the opposing team's tickets to decrease faster. Neutral vehicle spawns are scattered around strategic points, with most being near each team's starting base. Vehicles include tanks, armored personal carriers (APCs), jeeps, attack helicopters, motorcycles, gun boats, and various kinds of jet planes. In order to enter a vehicle, a player must stand nearby and hi 'f.' Most vehicles have more than one slot meaning multiple players can enter it and man different stations. For example, the first player to enter a tank takes control of its movement and main turret while additional players can jump in and control the tank's machine guns. Just like players themselves, vehicles can be damaged and destroyed. Some vehicles are immune to ordinary bullets but still take heavy damage from specialty weapons such as the Heavy Trooper's RPG or mines. The random games you're likely to join have very little in the way of coordination so matches usually end up as giant playgrounds where players take turns smashing tanks and planes into each other but that's not necessarily a bad thing.
Members Only
One of War Rocks largest flaws, especially from the perspective of a site dedicated to free games, is the how much content is off limits to non-members. Members who pay a monthly fee are rewarded with access to farm more maps and are able to purchase many of the most powerful guns through the game's shop. The game's currency, dinars are even doled out the members monthly as a bonus. I'm not as concerned about the guns, I always view being poorly equipped as an additional challenge but having access to only 3 maps in Close Quarter Combat mode and 6 in the Battle Group is discouraging. The Clan system which War Rock boasts about was temporarily disabled during the time I played but my guess is non members don't stand much of a chance in the competitive clan environment. Nevertheless, there is nothing stopping players from enjoying War Rock without paying a dime. There are plenty of free shooters out there but none that emulate battlefield experience quite like War Rock. If you're been looking for a poor man's Battlefield 2, War Rock is it.
Final Verdict: Good
War Rock isn't the flashiest shooter out there but it offers much more than the competition. Nothing beats riding a motorcycle while dodging strafing helicopters and war planes. A recent patch and ban sweep seem to have taken care of the hackers (for now) so be sure to give War Rock a shot if you're a fan of the genre.
War Rock Videos
War Rock Gameplay Video
War Rock Battle Group Video
War Rock Official Trailer
War Rock Gameplay Footage
War Rock Cinematic Trailer
War Rock Links
War Rock System Requirements
Minimum Requirements:
OS: Windows 98 or better
CPU: Pentium 3 / 700 Mhz
Graphics Card: GeForce MX2
Recommended Specification:
OS: Windows 2000 or better
CPU: Pentium 4 / 2.0Ghz
Graphics Card: FZ 5700 / ATI 9200
War Rock Articles
- Nexon Europe Forecasts Severe Weather for War Rock - Posted on January 21, 2015
Nexon Europe is excited to announce that War Rock is set to receive a wintery overhaul this month in the shape of a snow covered map and special seasonal events.
Similar games we recommend
- Soldier Front 2 - Prepare for the next in the Soldier Front lineup with Soldier Front 2, an improved, top-of-the-line MMOFPS from Aeria Games.
- Blacklight Retribution
- Team Fortress 2 - Team Fortress 2 Review for Valves F2P MMO Shooter.


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The City has made considerable investments in the development of parks, landscaping, tree planting, and maintenance in recent years. However, there is always room for improvement when it comes to increasing the quality and health of our city. Our horticultural investment in the city is a reflection of our commitment to a healthy urban environment. We are enthusiastic about improving our environmental responsibility and the quality of urban life in the city of Cambridge. With that in mind, the following programs are available for residents that share these goals and would like to be more involved: Adopt a Hanging Basket, Adopt a Green Space, Adopt a Park, Buy a Bench, Organize a Planting Day, and Community Service Days. Contact the Parks Division for more information at 617.349.4885.
Keeping you connected wherever you are. Learn more about Mobile Cambridge
Have a question?Find the answer in our extensiveFrequently Asked Questions
147 Hampshire StCambridge
02139Phone:617.349.4800TDD:617.499.9924Email Us
Monday: 8:30am-8pm
Tuesday-Thursday: 8:30am-5pm
Friday: 8:30am-12pm
Elliot Street PlazaChurch Street PlanterLampoon Planter


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Deadliest Catch It's Good to Be the Captain T-Shirt - Red
Product Rating
(1 review)
(1 review)
- Additional Details
- Color: Red
- Fit: Standard Fit
- Gender: Unisex
- Made In: Imported
- Made Of: 100% Cotton
- Size_Chart:
Doubling the Width measurement will give the chest size.
S M L XL XXL XXXL Length 28" 29" 31" 32" 33" 34" Width 18" 20" 22" 24" 26" 28"
With a red Deadliest Catch t-shirt "It's Good to Be the Captain," show your support for Captains Sig Hansen, Keith Colburn, Jonathan and Andy Hillstrand, and the late Phil Harris. These fearless men lead crews through some of the most treacherous waters on earth and risk it all to bring in the biggest catches, while facing gale force winds, killer swells and a 100-percent injury rate. This Deadliest Catch short sleeve shirt, with the white and black slogan across the front, is the perfect way to join the crew but in the comfort (and safety!) of your own 100% cotton shirt.


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Some models may have a problem where the Check Engine light illuminates indicating an improperly tightened fuel cap. Due to improperly manufactured threads on the fuel filler pipe, the filler pipe may need to be replaced.
Problems for specific Mazda Miata MX-5 years:
Car problem reports
Problem with your car? See what our experts say or submit your own.


text: MEDFORD, Ore. — Local homebrewers celebrated the annual Teach a Friend to Homebrew Day Saturday. The event at Medford's Grains Beans & Things was part instructional, part just for fun. About 60-70 people came down to talk with brewers from the Bear Creek Homebrew Club and Rogue Valley Homebrewers, and of course see some of … Continue reading »


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With pot legal, police worry about road safety
Thursday, November 15, 2012
DENVER (AP) — It's settled. Pot, at least certain amounts of it, will soon be legal under state laws in Washington and Colorado. Now, officials in both states are trying to figure out how to keep stoned drivers off the road.


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A resource for reliable information about significant people, places, events, and things in Minnesota history.
Superintendent's Cottage at the Minnesota State Sanatorium, 1913. Photographer: Charles J. Hibbard.
Members of Company F, Sixth Minnesota Volunteer Infantry at the home of Captain Horace B. Wilson at Red Wing, 1897.
Survivors of the First Minnesota at Gettysburg, c.1913. Photograph by W. H. Tipton.
Photographic portrait of Susan Hazeltine, the first schoolteacher in Carver County, c.1855. Photograph Collection, Carver County Historical Society, Waconia.
Portrait of Susie Schmitt Hanson, seated in a dress with roses in her lap, c.1885.
Woman standing wearing dark dress and an apron covered with buttons. A table showing her button collection on the right, 1930s or 1940s.
Susie Schmitt Hanson's millinery store, on the corner Main and Olive in Waconia.
Susie Schmitt Hanson pictured at age eighty-five with a birthday cake, c.1945.
Triple exposure of Susie Schmitt Hanson seated at a table : back to audience, standing behind table working and seated to right of table. Each exposure shows her in a different outfit.
Susie Stageberg, c.1940.
Made possible by the Arts and Cultural Heritage Fund through the vote of Minnesotans on November 4, 2008. Administered by the Minnesota Historical Society.
Minnesota Historical Society • 345 W. Kellogg Blvd., St. Paul, MN 55102-1906 (Map) • 651-259-3000 © .
Send questions or comments to mnopediamnhs [dot] org. View our Privacy Policy.


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The Foundation for Advancing Alcohol Responsibility leads the fight against drunk driving.
Since its founding in 1991, The Foundation for Advancing Alcohol Responsibility has lent its support to a number of policies and programs in the national effort to reduce drunk driving fatalities; administrative license revocation, zero tolerance for drunk drivers under 21, tougher penalties for DUI test refusal and .08 Blood Alcohol Concentration as part of a comprehensive plan to fight drunk driving.
More than a decade ago, The Foundation for Advancing Alcohol Responsibility took a leadership role in identifying a group of DUI offenders who were disproportionately responsible for drunk driving fatalities, known as hardcore drunk drivers. Based on the principles of swift identification, certain punishment, and effective treatment of these deadly offenders, we work to eliminate drunk driving with the help of a national panel of safety experts and our partners in law enforcement, judges, prosecutors, probation and parole.