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Ok, so you want to create an SF universe – what's it being used for? I want to tell the story of a ship, the UES Achilles. It might be a novel, or a tabletop RPG, or a series of novels. Fortunately, many of the worlds built for role-playing are also good for novels – they lend themselves to the media format switch well since both are basically a print media, and telling a story over a period of several (or several dozen) hours. The major difference is when crafting gaming supplements, which should not railroad the players into one specific path – not a consideration for a novel, where the narrative is whatever you set it to. So basically, we need to get down to the details of what should be in this universe. (again, the purpose of this site is to illustrate the process I am taking to create my setting, take or leave what you will of this)
In my case, I want something which is reasonably hard-SF. Something "harder" than the BSG reboot, or The Expanse. Something that spans multiple star systems, and something where travel takes a fair amount of time, but typically not years. A big part of that is going to be the jump drive. Jump drives are fairly common in SF. Battlestar Galactica and Babylon-5 both have them, and they can basically be engaged at any time – and the Galactica used it frequently to get out of sticky situations. The parameters of the jump drive in BSG were not clearly-defined, but it was damned accurate if you had a good plotter to set the coordinates, and it couldn't generally be used for "tactical" jumps – we only see it used in that fashion a couple times in the series, and it's not clear whether that was due to the other ships in the fleet being civilian ships, or some other reason. Another type of jump drive is the one found in C.J. Cherry's "Alliance-Union" setting. (In "Downbelow Station", the "Chanur" books, and "Cyteen", among others) I am a big fan of Ms. Cherryh's books, especially "Tripoint", "Rimrunners", and "Hellburner". Jump drive in the "Cherryh-verse" involves making one's way to a "jump point" to another system (there is one for each linked system) which is not clearly defined, but once there, you go into jump space and travel in a straight line until the gravity of the destination star pulls you out into normal space. You have to be drugged unconscious or jump space will drive you mad, and it takes a month or more to get there. There's a lot of additional details, but basically that's it, plus the "jump vanes" on your ship can be pulsed to speed up or slow down prior to or after jump – which gives you a lot of ∆V (Delta-V) for free and greatly reduces travel time. The combination of sleeping in jump space and occasional relativistic travel means that characters who are in space a lot are younger than their stationside age would otherwise indicate. In Tripoint, Tom is 23, ship-time, but he was born almost 40 years ago as stationers keep time.
They say that in "good" SF, you're allowed to change one major thing and still hold the reader's suspension of disbelief. (typically most SF authors agree you can also sweep 1-3 minor items under the rug) For most settings, that's a Magic Space Drive (TM) – frequently some form of FTL – and in my case, it's the jump drive. My details can be found here, but that page doesn't explore all of the nuances. Here's a couple of mine, with the key details repeated:
So, what are some of the ramifications of this? That's a good question. One thing it does is allow me to get around some of the limitations of my propulsion system. (see below) Since ships can basically jump to an outer planet or very close to one of the large main belt asteroids, I can retain a setting with realistic propulsion systems and still get from Earth to Jupiter in months rather than years.
Atomic Rockets has a great list of engine types and expected performance. In an ideal world, I would select something with the ∆V and thrust ratio that I wanted, and build from there, but most of the propulsion types cataloged not only don't exist today, but their engineering details haven't been worked out. We know the limits from a scientific perspective, (such as chemical rockets being limited to no more than a specific impulse of about 500 seconds) but we haven't worked out the engineering details – can the reaction chamber take the pressure at this level? How much waste heat is produced, and will that melt the nozzle? Will the cooling requirement mean huge coolant pumps? Things like that. Incidentally, this is one of the things which the game Children of a Dead Earth excels at – allowing you to change all the details of your engine to figure out exact performance and what will and will not work – whether your ship runs on Hydrogen and Oxygen, or Methane, Decane, or other fuels. Basically, the two "performance" options are Chemical Propulsion, or Nuclear Thermal Propulsion (NTP). In either case, my ships will likely have somewhere from 3kps-10kps total ∆V – probably a methane NTR, and there will be a lot of methane tankers running around the Solar System. This assumes, of course, that I don't build ships with Nuclear Pulse Propulsion (NPP), like the 1960s Project Orion. Orion-style NPP engines have 3x-6x as much ∆V as NTR, but they also use up the very bombs the military might want to lob at other spaceships. It's also worth pointing out that we've built and tested an NTR on the ground, whereas Orion never made it past proof of concept.
So, what does all the above mean? First off, I have a spreadsheet I created to do the math for the jump drive. Ships can't initiate a jump if the force due to gravity is above a certain limit, (I'm still defining the exact limit) and that limit means if you're inside the boundary of that sphere, (let's call it the jumpshell) you can't enter jump space. If you're outside the shell, then when you contact it, your ship falls out of jump space at that exact point, and re-enters normal space completely stationary in regards to the object that caused you to exit jumpspace. This means you can't hit something at light speed. (or indeed, at all, with one exception) The Jump Shell Boundary (JSB) distance depends on the gravitational force, not gravitational acceleration. Take 2 bricks – a 1kg brick (2.2lbs, fellow Americans) and a 4kg brick. If you drop them off a building at the same time, and stick around to see it, (and no one calls the cops) then they will hit the ground at the same time – acceleration is constant, because accel = force / mass. (derived from ) There is 4x the force, however. Gravitational force is found by meaning that the force is quadrupled if you either quadruple the mass or half the range. (and the inverse of that is true – to get 1/4 the force, quarter the mass, or double the range)
So basically, a ship 9 times as massive has to travel 3x as far from the sun before it can jump. I want UES Achilles to mass about 18,000 tonnes, because it's about the size of a US Navy cruiser or a large submarine. (I might change this later, but it's my aiming point) My spreadsheet does the math according to the Gravity equation, to calculate what range gravitational force exceeds the limit for jump. For my target ship the Achilles (which I previously called a "Cornwallis Block II Frigate") that is 7Mkm from Jupiter, or 758LS (light-seconds) from Sol. (roughly the orbit of Mars) Recycle time after a jump is about 6 hours. During that time, the ship would "fall" towards the central object that pulled it out of jump space. In 6 hours, (21,600 seconds) that would be about 600km towards the Sun or Jupiter, or whatever – assuming nothing is done. Actual gravitational acceleration is about 0.0025m/s2, (1/400g) so countering that acceleration would be trivial – it would cost around 0.055km/s of ∆V if we wanted to "hover" – that's practically a rounding error. The jumpshell distance varies with the mass of the ship, so it could be an issue if one were to miss the Jupiter SOI and hit the solar jumpshell at the distance of Jupiter directly in front of it, since Jupiter circles the sun at 13km/s. Also, the ∆V to get to the inner planets inside the jumpshell will not be trivial, but it would be within the fuel load of a given ship if a low-fuel trajectory is used. This means a travel time in months to the inner planets, unless your ship is small enough that the jumpshell is inside Earth's orbit. (your ship must be lighter than about 8,500 tonnes)
What this means is I have created a setting where the following is true: ships that are smaller than 8,500 tons can jump from lunar orbit (as long as they steer 30,000km clear of Luna itself) to anywhere farther out – Mars, Jupiter, Saturn, the belt. They can do it for very little energy, using no fuel, and can jump again after 6 hours. This makes travel very, very easy once out of Earth's gravity well. (which as Heinlein said, is half the effort to get anywhere) Meaning a spaceship less than 1/6 the size of Paul Allen's yacht can go pretty much anywhere – now we have a reason for tramp freighters. Passenger ships would more closely resemble airliners, or perhaps Amtrak – sleeper cars which would let you travel in relative luxury, getting to your destination in no more than a few days. (6 hours per jump means 8 jumps in 2 days) I'll talk about it later, but this SF setting will have lots of modular ships, so it's likely some of the transports would be a jump "carrier" which can accommodate several (or dozens) of modules and move them from one location / station / whatever to another. imagine something the size and shape of the Destiny lab on the ISS which you live in (maybe with 1-3 other people) and that you own. The module would be your house, similar to in this award-winning design (by a Toronto high-schooler, no less) for a space station – Asten. Asten would have thousands of these living modules (see pages 19-20) based on NASA's inflatable Transhab concept. Now imagine that the modules could be inflatable like those, or rigid like Destiny, and that you could disconnect from the orbital station and be attached to a chemical rocket, then thrust to another orbit where a tug would again detach your house and link it to a jump carrier. Zip! Now your house is in Mars orbit, or Saturn, or Tau Ceti e, or Wolf 359. That's the kind of future I want to write about. Not everything would be modular, but the modules would be what allows a huge and mobile society. It'd be as if the shipping container house fad that's currently in vogue were extended so that you were loaded on a truck, then a ship, then you're living in West Africa, or Hawaii, or Singapore.
This type of jump drive also means space "patrol" ships are practical. Not the traditional "space fighter" (which I didn't want anyway) but something analogous to a Coast Guard cutter or a corvette – a small, limited-duration ship – because they can get closer to the inner planets now, instead of 6 weeks (or 6 months) from now. They also would be able to stay close to a base and not devote a lot of volume/mass to things like crew amenities. It also means piracy is practical under certain circumstances. If you want to move large amounts of material in bulk, then there needs to be a large cargo port further out – Saturn would be a good location in the Solar System for one where you could jump Supertanker-sized cargo ships. In general, however, the economics at first glance would seem to favor somewhat smaller ships.
Next post I'll go into the whole "modular" thing, and what I think that means.
(pic source: Marvel's "Guardians of the Galaxy", copyright 2014 Walt Disney Studios)
Whether or not you intend a SF universe to be "hard", that is, reflecting actual science and eliminating things we know won't work given our current understanding of the real world; or "space opera", in which anything goes (for the most part), your reader/player/viewer/consumer will expect you to establish some ground rules and to be consistent. In Star Wars, we know there are certain ground rules regarding The Force, and we know that hyperspace requires calculations, can't be entered while sitting on the ground, and takes time to travel through. Star Wars takes it pretty loose, though – slightly harder is Star Trek, where there are rules as to how fast a ship can travel in warp, transporters have a certain range, etc – although the rules with transporters got looser and looser with each new series or movies. In the latest films in the Abrams canon, transporters seem to be limited solely by plot requirements, which is a quick way to lose the respect of your SF audience. "Harder" settings like Battlestar Galactica or The Expanse have a lot more rules, and have weapons, defenses, and sensors approaching what exists in today's world.
My "UES Achilles" setting is intended to be "harder" still, and that means lots of research.
I started creating this setting under the name "Spacelanes" in 1995. I have several hundred megabytes of data dating back to the beginning with lists of ships, details of star systems, the jump network, history, deckplans, maps and 3D renders – all kinds of stuff. During the past 22 years, I've changed what I wanted to create several times. I was going to write an RPG, then a novel, then a wargame, then a series of novels. It's been my "goofing off" project since Navy boot camp in 1987 when it was a more space operatic setting with a reactionless drive. I'm finally taking steps to create the setting proper, and write one or more novels, probably self-published. For the purpose of providing an example for would-be authors, I want to walk through the process, and much of my prior history with this creation, so that other content creators can draw ideas for their own works. Partly because I want to, and partly because I believe there are very few SF spaceship creations which have a "realistic" feel, or which explore the consequences and ramifications of their technology, sociology, thermodynamics, economics, and energy. We're going to break a few rules along the way, but the plan is to know when and why we're doing so, to call it out, and to keep it to a minimum. There's a few references I'm going to make heavy use of, because they are top-notch:
Atomic Rockets – Winchell Chung's original claim to fame was a drawing of a tank – The Ogre, a futuristic tank created by Steve Jackson Games. Later, he penned other notable gaming illustrations, and in the late 90s, he started the first serious reference for Starmapping – 3D Starmaps. Not long after that, he began working on Atomic Rockets as a repository of knowledge on creating spaceships. It was something I always wanted to do and never got around to – and I'll always be a bit jealous of that. Atomic Rockets is unmatched as a resource on its niche topic – Winchell Chung has possibly one of the greatest private collections of spacecraft articles, designs, and artwork informing his site. We're going to make extensive reference to his site, because he's laid a lot of groundwork. I'll note that I am not an unbiased observer – I contributed a fair amount of discussion on sfconsim-l (see below) during the early days of Atomic Rockets which eventually made it into the site in one form or another. I'm still referenced by name in the section on crew.
Traveller – Mark Miller's Traveller is a game known among almost any "old school" tabletop gamer for its "harder" take on SF. (and among many literary/grammarian folk for its misspelled title) The old "black book" 8-1/2″ x 5-1/2″ original version holds a special place in gamers' hearts, and in addition to spawning 5+ versions of the game, has also influenced novels, movies, and TV shows. A Firefly line uttered by the character "Wash" ("Hang on, travelers") may well be a reference, and the Firefly universe closely resembles many aspects of the Traveller game, including the vast difference in tech levels on the Core worlds versus the frontier. The Expanse universe could easily be used as a Traveller game setting, and indeed, The Expanse was a series of Role-Playing Game sessions before the creators wrote the books. (which is why the crew of the Rocinante feels so much like the traditional RPG "party")
Ad Astra Games – Ken Burnside has been creating outstanding space settings since at least the late 90s, and prior to that worked on a number of Starfleet Battles products. He's the creator of the most realistic tabletop space wargame on the market – Attack Vector: Tactical. AV:T was the first space wargame to make 3D Newtonian space combat PLAYABLE. I'll note I am particularly biased on this front since I helped develop the setting, did massive amounts of proofreading and some minor editing of the rules and settings books in versions 1, 1.5, and 2, and playtested many of the scenarios. (and wrote a few for follow-on products) That said, I know of no other game where I can fire and track (realistically) multiple salvos of coilgun rounds and missiles at 2 enemy ships while manuevering in 3D space and do it without a computer and without it taking 6 days to finish the game. Ken has also written three outstanding pieces dealing with orbital mechanics, thermodynamics, and weapons in space which should be mandatory reading for anyone trying to create a believable setting in space. Ken also developed a version of the AV:T system for the Honor Harrington universe, and currently markets a "generic" space wargame called Squadron Strike which allows you to fly ships from ANY universe, and answer questions like "What would happen if I took the Galactica and the Enterprise 1701D up against some Star Destroyers and the Andromeda?"
Children of a Dead Earth – I don't know much about Zane Mankowski / Q Switched Productions, but I will say that he's created the most awesome videogame of realistic space combat ever made. I have quibbles with the official Setting, but ship design and realism are top-notch. This is the flipside of Attack Vector: Tactical, and they are the top of the realism field for tabletop and computer wargaming, respectively. It's interesting, because Burnside started with a set of preconceptions and aimed to make them realistic, whereas Mankowski started with no preconceptions, yet both did the math, and ridiculous amounts of research, and came to roughly the same conclusions – the primary difference being that Burnside's main propulsion is an undefined form of fusion with an implausible amount of Delta-V. (from an engineering standpoint – it's well within the limits of physics)
sfconsim-l – The Science Fiction Conflict Simulation List was created on Onelist by Chris Weuve in 1997. Onelist became part of eGroups in 1999, and was acquired by Yahoo in 2000. Sfconsim-l was moved to Yahoo Groups sometime in 1999. Chris is a professional naval wargamer, and an SF wargamer, and teaches strategy and several other subjects at conferences involving senior strategists and naval notables. The list he created has gone on to host hundreds of fantastic discussions which ironed out the basics of realistic space combat, and dashed the dreams of many a gamer, reader, or writer who hoped that the Death Star could work, stealth was possible in space, or that reactionless drives had no serious repercussions. Participants on the list come from all over the spectrum of careers, and the discussions have had input from actual physicists, astronomers, aeronautical engineers, authors and game designers, and people from dozens of random but related fields. If you want to know what's "realistic" or not, this is a great place to ask. (although beware of frequently-discussed arguments on the list which have been discussed to death with entrenched sides, the aptly-named "Purple/Green Arguments"
Solstation.com, ChView, and the works of C.J. Cherryh – Jo Grant and Ben Lin are major fans of C.J. Cherryh's writing, (as am I) and in the late 90s they created an awesome visualization tool called ChView. (Cherryh Viewer) Jo and Ben were very active in the Cherryh fan mailing lists online at that time, and it was the first real tool for viewing the stellar environment from a "3rd person view" rather than an Earth-centric one. Other tools have come and gone since then, most notably Astrosynthesis. I still use ChView, however, because I use a MacBook, and ChView will run under WINE. Astrosynthesis will not. (Astro also has a number of irritating UI quirks – sometimes the simpler tool is better for the job) C.J. Cherryh is one of the great SF authors, and her books are rich with setting and character, and other than jump drive are reasonably "hard" SF.
Rocketpunk Manifesto – Rick Robinson is a freelance writer who over the years has been a frequent participant in sfconsim-l and quoted often on Atomic Rockets. Rick has a lot of great ideas to spur discussion, and has coined a number of terms and called into question the traditional "naval" model of SF military vessels. I'll be quoting him from time to time, and I highly recommend checking out his blog and having a look around.
High Frontier – Phil Eklund is a minor legend in the boardgaming community, unless you have certain specific interests, in which case he is a major legend. High Frontier is Phil's masterpiece of interplanetary travel and space mining, a strategically DEEP game, and not for the feint-of-heart. Phil also did some early background work on Attack Vector: Tactical, among many other projects. High Frontier contains a lot of references to various space technologies which can be hard to find elsewhere – although Atomic Rockets now also has most of the information and references that High Frontier makes use of. There is a 3rd Edition which was published by One Small Step Games. Phil Eklund recently reacquired the rights to High Frontier and is working on 4th Edition incorporating additional space technology not present in the prior versions.
I'll likely add more to this list as we go along.
Jump drives are pretty common in SF – most recently they appeared in the remake of Battlestar Galactica. BSG ships could jump every 33 minutes without problems, but I wanted something with more restrictions than that. I envision something closer to the jump drive in the Traveller RPG, or in C.J. Cherryh's "Alliance-Union" setting. Other than jump drive, I wanted everything to be very "hard" SF – meaning keeping the more futuristic elements to a strict minimum. Basically, I settled on this:
Jump Requirements
My notes below have the details, but basically, you have to be far enough away from a mass for gravity to be below a certain force in order to start a jump, and the jump goes in a straight line until you hit another sufficient gravity well that pulls you out of jump space. I get around explaining how they work by making them alien technology – ship crashes on Earth, crew all dead, carrying multiple jump drives onboard (basically a freighter with a small crew) – and fortunately if you take the drive apart and manufacture the components exactly, you can build something that will work once it's activated (passed through a jump). Also fortunately, if you scale the drive up, it will work on bigger ships, up to a point. Details are below.
These are my raw notes for how Jump Drive would work in the "Achilles" universe:
For accurate jump:
All objects create "bumps" or indentations in the sheet of spacetime – gravity peaks (the reverse concept of gravity well). Jump is possible if the gravity gradient is sufficiently low – 21,870.1337N or less. The actual distance out from a star, gas giant, or other large body is dependent on the masses in question. The larger the ship, the greater the distance. Close in, the mass of the primary (or primaries) will dominate, but for outer planets, the driving factor will be the planet, moon, or asteroid the ship is near. Jumps are unrestricted in open space when sufficiently far from large bodies.
Jumps are effectively instantaneous, and a ship travels along a jump vector governed by the jump axis. The jump vector must intersect a gravity peak before the jump field becomes unstable – if the vector does not encounter a gravity peak, the ship reappears in "normal" spacetime when the jump field collapses. (a mis-jump) Since it's not an orderly exit caused by intersection with a gravity gradient, the field collapse will not be uniform and the exit position and velocity may vary significantly from expected values. Typically this will be 9-15LY from the point of origin depending on the mass of the ship and several other factors, but a small percentage of the time, it can be significantly further. For an on-target jump, the maximum safe jump distance is 7.454 LY – and this is regarded as the "normal" maximum range. Military vessels have more crew and better support systems maintaining the stability of the jump governor, and their maximum range is slightly more than 7.6LY. In practice, military ships and the desperate rarely attempt jumps longer than the maximum safe distance of 7.454 LY.
Misjumps, in addition to missing the target and having a randomized exit point and exit vector, will typically damage or destroy the jump governor and any "spare" jump governors kept onboard. In the rare event that the jump governor is not damaged, a jump can be again attempted once the jump drive has cooled.
The jump axis runs through the center of the jump governor. This controls the creation of the entry field which transitions the ship into jump space. Ideally, the jump axis should pass through the center of mass – when it does not, the jump vector will precess ("wobble") around the axis of mass, creating a less accurate path through jumpspace. The jump governor is typically mounted on 3-axis gyro wheels to allow the governor to be rotated so that the jump axis can be centered on the mass axis. This reduces jump error to the precision of the gyro wheels in pointing the jump axis, and typically is 1 arcsecond or less.
Jump itself doesn't use a lot of energy – maybe a few kilowatts per thousand tons to initiate the jump. At the completion of the jump, there is a lot of thermal energy in the jump governor, which prevents another jump until the governor cools. Cooling generally cannot be accelerated without causing thermal shock that cracks components and destroys the governor. Cooldown is typically on the order of several hours. Large jump governors for large ships can have some external cooling, which allows cooldown times to remain fairly constant regardless of size. If a second jump is attempted before cooldown, the ship may fail to jump entirely, or might succeed and be lost on entry when the governor fractures, or might complete the jump successfully and merely destroy the jump governor.
Jump drive origin: An unknown vessel crashes on Earth. Onboard are hundreds of jump governors, along with other technologies, most of which cannot be used, but many of which lead to breakthroughs in power storage, thermal management, metallurgy, physics, and various engineering disciplines. The vessel is recovered by the Canadian government, and quickly a consortium develops between Canada, the US, Russia, China, the UK, and Norway (all of which had fragments of the ship after impact) and several large aerospace and tech companies (Boeing the most notable). The knowledge of advanced alien life spurs an alliance which eventually develops into United Earth, and the corporate alliance led by Boeing eventually develops into the defense/tech megaconglomerate of Federal Dynamics – a public/private partnership with the UE government. Within 20 years, the secrets of jump are unlocked, UE/FD discover how to make more of them, and the first exploration ships are outfitted and begin their survey work. Over the next century, routes are opened to dozens of star systems.
Size limits: There is a practical size to how small the jump governor can be – this directly determines the lower size limit of a starship. On the larger end, there are several conditions which interact to create a maximum jump governor size. A given jump governor can jump a ship up to 1/4 – 2x the governor rating. The "sweet spot" is 0.0093165 of ship mass. This means that ships with large mass fractions may be unable to jump when most of their reaction mass has been spent, unless the ship has a second (smaller) jump drive.
Jump range of effect: Jump affects the entire ship and anything contained within, attached to, or in direct contact with the ship at the time of jump. Items which are within inches of, but not touching the ship, will be left behind.
Jump drive manufacture: The savant Bartholomew Matthias initially discovered how to disassemble and catalog the components of the jump governor. He successfully created several devices, none of which worked. Jelenn McKitry performed initial remote testing of the devices in space, and discovered how to initiate them. After several remote tests, the decision was made to build a manned vessel for additional testing. The UES Asimov (XS-1) carried 17 crew, including Captain Alistair Flint, Pilot Jelenn McKitry, and Dr. Irene Bhattacharya, an experimental physicist. Bhattacharya had obtained one of Bartholomew Matthias' jump governors, and used it to determine the best points for monitoring equipment. She ran extensive tests before and after the jump with the onboard equipment, and discovered variations in the results of Matthias' governor before and after the jump. The initial manned test was a run to Jupiter from just outside the solar jump radius. Previous tests of the Matthias governors had not been as detailed, so the differences had not been detected. After the jump, the results of the Matthias governor matched the installed governor (of identical size) in every respect – the jump had somehow "activated" the Matthias jump governor. While many of the Matthias governors had been lost over the intervening years, his meticulous documentation of their creation was intact, and Federal Dynamics was able to manufacture additional units and "activate" them on subsequent tests. Experimentation showed that they could be made larger or smaller, to a point.
Jump distances: Jump distances are limited based on pointing accuracy. If aiming at a star 7.5 light years away, if you can point the ship (or the drive if the axis is misaligned) to an accuracy of 1 arcsecond, then the circular error of probability (CEP) is between 2 and 3 astronomical units (AU). Most ships jumping to a sun-sized star would fall out of jump within 1-5AU of the star. As long as the CEP is less than the jump distance limit, there is no chance for the ship to "miss". If the CEP is larger, then there is a chance to miss – so there is a practical limit to the distance that can be jumped, which depends on being able to properly target your destination and accurately point the ship (or the drive). Additionally, since the ship's center of mass and axis of mass can cause inaccuracies, it means that the ship can't be doing things which change those parameters at the time of jump – things like crew moving around, engines firing and burning fuel or causing water or fuel to slosh in the tanks, moving cargo, firing ordinance, or anything else that would muck up the jump.
end of raw notes
Final Notes
This is a work in progress, and additional info and commentary will be added over time.
Ok, here we go – this is my site to document the following:
Over time, I imagine there will quite a bit here, but in the interim, it might be a little sparse.


text:
Catarina Machado February 16th, in the eveningCan't stop singing the song.
Great work :) Congratulations
Kate Paterson February 17th, around noonWell done, just voted for you, big hello to Sascha from us.
Kate Paterson February 17th, around noonWe are up for two awards as well
Catarina Machado February 17th, at noonThank you :)
I voted in you, hope you win.
Love the project!

subset: commoncrawl


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Graduate Teaching Assistant
University of Huddersfield - School of Music, Humanities and Media
|£26,737 to £32,848 per annum
|Full Time
|Contract Type:
|Placed on:
|14th September 2017
|2nd October 2017
|Job Ref:
|★ View Employer Profile
Fixed term appointment for 2 years, 37 hours per week
This is an exciting new role at the University of Huddersfield for someone enthusiastic about teaching and learning, and who is looking to develop their career in teaching. As a Graduate Teaching Assistant you will support the School in meeting its strategic priorities in teaching and learning, which include improving student retention figures and helping students to reach their academic potential.
You will work mainly with first year undergraduate students, supporting them through the transition from School and Further Education College to Higher Education.
You will have some knowledge and understanding of a range of routes into HE, including BTEC, and experience in at least one of the subject areas in the School (history, English literature, creative writing, linguistics, music technology, music, drama, journalism, media and film studies). You will be prepared to take a multi-disciplinary approach to developing support for teaching and learning in these areas, and encouraging student engagement in higher-level studies.
The successful candidate will be expected to undertake the Post-Graduate Certificate in HE at the University of Huddersfield as a condition of employment.
For further details about this post and to make an application please visit http://hud.ac/dm9
Closing Date: 2 October 2017
Interview Date: 31 October 2017
Working for Equal Opportunities. Innovative University. Inspiring Employer
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- Home
- Hardy Succulents
- Sempervivum heuffelii
- Sempervivum heuffelii 'Minutum'
Product Description
Sempervivum heuffelii 'Minutum': Smallest of the cultivars. Nice clumps. Green and tan shades. In early Spring, it turns a beautiful shade of turquoise. One of our favorites!
What You Receive
One order = one 2.0" square pot.
Rosettes (or rosette clumps) range in size from 1.5" to 2.5" diameter.
Primary Color / Secondary Color
Green / Brown / Turquoise
Maximum Rosette Size
2.5" diameter
Ideal Light Conditions
Full sun, with filtered shade in late afternoon.
Zone 4, 5, 6, 7, 8, 9, 10
Sempervivum heuffelii Info
Heuffelii have the same hardiness and drought tolerance as Sempervivum, except they keep their color year-round. They grow in neat clumps and do not multiply on stolons as Sempervivum do. When you want to increase the numbers you cut them in pieces and replant.


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Our Y Type Strainers suitable for liquid, gas and steam and universally used by Industries. ACME Y Type Strainer work easily with high pressure. We are the Y Strainer Manufacturers, Exporters and suppliers all over the India.
|Compact Design
|Large size and Pressure ratings
|Horizontal or Vertical Installation
|D.P tappings/Gauge,
|Large Screening Capacities
|Special Finish /Linings
|Precision Machined Seats Bolted Cover Blow Off Drain Conncetion
|Larger size available


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Servings: four.
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Outstanding recipe. Have made it three times and will continue to. I add half a red bell pepper. Stellar dish.
this was really good. will use low-sodium soy sauce next time though.
Moveable Feast did not go to New York this season, but we couldn't skip the Big Apple completely! In this web-only episode, chef Francis Derby and cookbook author Aliya LeeKong…View all Moveable Feast recipes and video extras
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Функция: Директор по маркетингу / Интернет маркетинг
Тип занятости: Полный рабочий день
Место расположения: Istanbul - Asia
Страна: Turkey
Now, we can start talking about our story of leading the beauty. Let's be honest, we grow fast. So we have redefined leadership; As Social and Community Specialist, you will have the opportunity to learn more than you have in the past. When you get used to being together with the best, you will realize that you have already been one of them.
What we expect;
4 years' university degree and excellent communication skills in English
Minimum 1-2 years of experience in digital communications and content marketing
You will support to plan, develop and design social interactions across Brands digital channels to increase brand exposure and strengthen brand image,
In accordance with the brand's image, you will decide the best platforms for social media presence and support to implement Social Media Optimization and Social Media Marketing campaigns, and participate in the development of real-time marketing content,
You need to keep up to date on social media trends and best practices educating internal and external stakeholders,
You will work on the Social and Community component of digital marketing campaigns, and analyze and report on social community trending (pre and post) promotional launches to key internal stakeholders to ensure optimal customer satisfaction.
You need to have;
You need to have strong communication skills and negotiation skills because you will cooperate with highly passionate and innovative teams,
With your strong analytical thinking you will assist with the creation and presentation of Social Media strategy and integrated marketing campaigns based on customer social media analytical data,
As a core member of the team you will have strong sensitivity for beauty because our marketing team creates the best local and global initiations in beauty industry,
With the desire to make a difference you will be able to develop the project as you wish,
Do not worry, when you take the initiative for the world's most prestigious products, you'll witness how beauty can changes our lives,
So, if you've ever wanted to be on a team that's focused on learning at a blistering pace, we want to get to know you.
L'ORÉAL Turkey performs in 4 different business units; Consumer Products, Professional Products, Luxe and Active Cosmetics division. Leading the global beauty market, L'ORÉAL has 89,000 employees in 140 countries. L'ORÉAL operates with 42 factories and 145 distribution centers around the world


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Humans Made the Banana Perfect—But Soon, It'll Be Gone
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ByDiscovered by Player FM and our community — copyright is owned by the publisher, not Player FM, and audio streamed directly from their servers.
On a plate, a single banana seems whimsical—yellow and sweet, contained in its own easy-to-open peel. It is a charming breakfast luxury as silly as it is delicious and ever-present. Yet when you eat a banana the flavor on your tongue has complex roots, equal parts sweetness and tragedy. In 1950, most bananas were exported from Central America. Guatemala in particular was a key piece of a vast empire of banana plantations run by the American-owned United Fruit Company.
212 episodes available. A new episode about every day averaging 7 mins duration .


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Online Games – Get Great Excitement
In case you are doing a role which comes to 8 hours of labor, you require a few rest on the finish of the day. You'll be overjoyed to understand that there are loose on-line video games which will if truth be told paintings as a rigidity buster. Video games be offering lot of a


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ZURICH -- Soccer gave its stamp of approval Thursday to goal-line technology and headscarves for female Muslim players.
Also adopted was a proposal for a five-referee system to officiate matches -- placing an additional assistant beside each goal.
The three decisions will be "long-lasting and resonate throughout the world," said Patrick Nelson, chief executive of the Northern Ireland association.
FIFA said it will introduce the goal-line mechanism at the seven-team Club World Cup in Japan in December, with plans to use it in Brazil at the 2013 Confederations Cup and 2014 World Cup.
FIFA approves goal-line technology...
Current Status: Blessed (1)
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Interested in obtaining your GED in Lakeside CT? The General Education Development examination is for adults who have not received their high school diploma. The certification that you receive upon completion of the Connecticut GED examination is accepted as an equivalent credential to a high school diploma by employers and colleges across the United States.
The General Education Development (GED) exam covers basic skills that students learn about in high school. Subjects reviewed in GED classes include writing, reading, social studies, math, and science. These are the subject areas that make up the General Education Development (GED) examination in Connecticut.
Many GED programs in Lakeside CT are offered at:
- Lakeside Adult Education Centers
- Lakeside Public Library
- Lakeside Literacy Centers
- Lakeside Community Colleges


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Taken By Trees
After departing the Concretes in 2006, Swedish indie-pop singer Victoria Bergsman soon embarked on a solo project dubbed Taken By Trees. A more subdued, folk-oriented endeavor, the act's debut album, OPEN FIELD, placed Bergsman's warm, kitten-like vocals front and center, and benefited from production by Peter, Bjorn & John's Bjorn Yttling, who plays on the record with bandmate John Eriksson. Bergsman's close ties to P, B & J were also made clear by her prominent guest appearance on the band's hit single "Young Folks."
Related Artists
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Do high protein diets make you fart
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When you first begin to do it, it might be very uncomfortable for you so what I suggest you to do are to have small meal in between this 2 meal. Further analogous diets will be Optifast, and completely different meal replacement purposes which is perhaps primarily low calorie, liquid primarily based packages. Neither low nor high metabolic charges are good for well being. Within the first column, you insert the time of taking all meals, drinks and medication. Excessive carbohydrate consuming regimen is liable to elevate serum triglyceride ranges (endogenous ldl cholesterol). One such chemical agent is chloride oxide. Maintain a separate meals journal. Nonetheless the mere act of digesting this stalk burns better than 6 energy, resulting in a calorie deficit. 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Comments:08.03.2013 at 00:27 Zulunos:
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