Charles Blair Macdonald (November 14, 1855 – April 21, 1939) was a major figure in early American golf. He built the first 18-hole course in the United States, was a driving force in the founding of the United States Golf Association, won the first U.S. Amateur championship, and later built some of the most influential golf courses in the United States, to the extent that he is considered the father of American golf course architecture. He is a member of the World Golf Hall of Fame.

Early years
Macdonald was born in Niagara Falls, Ontario, to naturalized American parents — a Scottish father and Canadian (part Mohawk) mother — and grew up in Chicago. In 1872 at age 16, he was sent to St Andrews University, and while there he took up playing golf with a vengeance. Tutored by Old Tom Morris, Macdonald soon became proficient enough that he played matches on the Old Course at St Andrews against several of the leading golfers of the day, including Young Tom Morris. Macdonald returned to Chicago in 1874 and became a successful stockbroker, but rarely played golf for the next 17 years (a period he termed the "Dark Ages").

United States Golf Association
In 1894, the Newport Country Club and Saint Andrew's Golf Club both held "national championship" tournaments. Macdonald finished second in both, and on both occasions he angrily denounced the manner in which each competition was held, with the result that both tournaments were declared unofficial. That fall, delegates from the Chicago Golf Club (including Macdonald), Saint Andrew's, The Country Club, Newport Country Club, and Shinnecock Hills Golf Club met in New York City to resolve the problem. The result was the formation of the United States Golf Association (USGA), which would administer the official championship. Macdonald was named Vice President of the organization. The first U.S. Amateur was held in 1895 at the Newport Country Club, and this time Macdonald won, beating Charles Sands 12 & 11 in the final (which is still the record winning margin).

Golf course architecture
By the late 1880s, a group of Scottish immigrants had brought the game to the New York City area, playing at the Saint Andrew's Golf Club. In 1892, Macdonald convinced several associates to begin playing. Shortly thereafter, he founded the Chicago Golf Club. At first, Macdonald built nine rudimentary holes in Downers Grove, Illinois; these nine holes comprised the first golf course west of the Allegheny Mountains. In 1893 he expanded the course to 18 holes, creating the first full-length course in the United States. Shortly thereafter, in 1894, the Chicago Golf Club decided to move to a permanent home in nearby Wheaton, Illinois. Macdonald built a new 18-hole course there, a layout which is still the club's home today and has hosted multiple U.S. Opens, routinely continuing to rank as one of the top 50 golf courses in the world (the original 1892 site is now the Downers Grove Golf Course). In 1895 he designed the first nine holes at Onwentsia Club of Lake Forest, Illinois, and also laid out (along with H.J.Whigham and Herbert Tweedie) the first nine holes at Exmoor Country Club of Highland Park, Illinois.

In 1900, Macdonald left Chicago to live in New York, becoming a partner in the Wall Street brokerage firm of C.D. Barney (through mergers, now Morgan Stanley Wealth Management). With only a couple of exceptions, most golf courses in the U.S. at that time were laid out in rudimentary fashion, with little strategy required of the golfer. Macdonald, by virtue of his experiences at St Andrews and later trips to Great Britain, was determined (not immodestly) to build the most noteworthy course outside the British Isles. He searched Long Island for a suitable site to emulate the classic seaside links of Scotland, and eventually settled on a site in Southampton, New York (near Shinnecock Hills Golf Club) in 1906. He dubbed the Southampton home at 119 Whites Lane "Ballyshear" and the house was designed by F. Burrall Hoffman. The home was purchased by Michael Bloomberg in 2011.

In 1908, he organized a group of 70 founders to contribute $1,000 each, and the National Golf Links of America opened for play in 1909. Many of the holes were his versions of famous holes from British courses, a pattern he would repeat on later courses. Macdonald would tweak the course for the rest of his life, altering every hole somewhat over the next 30 years. The course hosted the inaugural Walker Cup in 1922, and is considered a landmark of golf architecture even today. In 2005, Golf Digest ranked it the #9 course in the United States.

With the National Golf Links course, Macdonald began collaborating with Seth Raynor, who would later become a famous golf architect (a term coined by Macdonald in about 1910) in his own right. The pair would collaborate on a number of courses over the years. These included the Old White Course at The Greenbrier (1914), St. Louis Country Club (1914), the Shinnecock Hills Golf Course (1916), the Yale University golf course (1926), and the Mid Ocean Club in Bermuda, a course conceived to escape the reach of Prohibition (1921). One of the most famous was the Lido Golf Club (1914), a course which took an enormous amount of effort to construct and had several unique holes, and was considered at least on par with the National Golf Links while it existed (a course by the same name exists near its location today, but it was built by Robert Trent Jones in 1947).

In 1928, Macdonald published his book Scotland's Gift: Golf, which covers the spread of golf (prominently featuring himself) in the United States from its beginnings in the early 1890s to 1927, when there were some 4,000 courses in the country. It devotes several chapters to four of his courses, and gives his design philosophy. He is often called the "Father of American Golf Architecture".

Macdonald's Template Hole Designs
MacDonald identified 21 different hole designs or templates from the greatest holes in the British Isles that would test a great player's game while allowing mediocre and poor players angles and options to score well. These template holes are typically pretty easy to identify after a little schooling.  While these holes are similar from course to course, they are not duplicates. Each hole was designed specifically for the site to create a unique twist for players. Several of MacDonald's classic templates are:
 Alps
 Double Plateau
 Road Hole
 Eden
 Biarritz
 Cape Hole
 Redan Hole
 Short Hole

Course listing
The list of courses that Macdonald either designed alone or co-designed are listed below. Some courses are defunct (Lido Golf Club), some have been substantially redesigned (Shinnecock Hills Golf Club), and others have not been substantially altered (St. Louis Country Club).

Bermuda
Mid Ocean Club – Tuckers Town (1921)

Connecticut
Yale Golf Course – New Haven (1926)

Florida
Palm Beach Winter Golf Club (original)– Palm Beach  (1927)

Illinois
Downers Grove Golf Course – Downers Grove (1892)
Chicago Golf Club – Wheaton (1895)
Onwentsia Club – Lake Forest (1896)
Exmoor Country Club (first 9 holes) - Highland Park (1897)

Maryland
Gibson Island Club – Gibson Island (1922)

Missouri
St. Louis Country Club (1914)

New York
Blind Brook Club – Purchase (1915)
The Creek – Locust Valley (1925)
Deepdale Golf Club (original) – Manhasset (1924)
Lido Golf Club (original) – Lido Beach (1914)
National Golf Links of America – Southampton (1909)
The Links Golf Club – Manhasset, NY (1918)
North Shore Country Club – Glen Head NY  (1916)
Piping Rock Club – Locust Valley (1911)
Shinnecock Hills Golf Club (original) – Southampton (1916)
Sleepy Hollow Country Club (18 hole & 9 hole) – Scarborough (1914)

West Virginia
The Greenbrier, The Old White Course – White Sulphur Springs (1914)

Honors
In 2007, Macdonald was elected as a member of the World Golf Hall of Fame, in the Lifetime Achievement category.

Major championships

Amateur wins (1)

Results timeline

M = Medalist
WD = Withdrew
"T" indicates a tie for a place
DNQ = Did not qualify for match play portion
R256, R128, R64, R32, R16, QF, SF = Round in which player lost in match play.

Source for U.S. Open and U.S. Amateur: USGA Championship Database

Source for 1906 British Amateur: Golf, July 1906, pg. 29.

Further reading

References

External links

USGA Photo essay on Macdonald
Detailed look at the National Golf Links of America
Review of Evangelist of Golf

Alumni of the University of St Andrews
Amateur golfers
American male golfers
Canadian male golfers
Golf administrators
Golf course architects
Golf clubs and courses designed by Charles B. Macdonald
Golf writers and broadcasters
Golfers from Chicago
Golfing people from Ontario
Sportspeople from Niagara Falls, Ontario
Sportspeople from Chicago
Sportspeople from Wheaton, Illinois
World Golf Hall of Fame inductees
1855 births
1939 deaths

Charles B. Macdonald


Titan Quest is a 2006 action role-playing game developed by Iron Lore Entertainment and published by THQ for Windows, first physically and then in 2007 through Steam. A mobile port was developed by DotEmu and published in 2016, and versions for PlayStation 4, Xbox One and Nintendo Switch were released in 2018. All these versions were published by THQ Nordic. The story follows a player-created protagonist as they navigate Ancient Greece, Egypt and China on a quest to defeat the Titans after they escape from their ancient prison. The gameplay is similar to the Diablo series, with player navigation being handled with a mouse-driven tile-based interface, and gameplay revolving around role-playing mechanics and real-time combat. Four expansions have been created for the game;  Titan Quest: Immortal Throne in 2007, and three others between 2017 and 2021.

Titan Quest was envisioned by game designer Brian Sullivan as a role-playing game set in Ancient Greece similar to Age of Mythology. Production began in 2004 after a successful pitch to THQ. The script was written by Randall Wallace, while Sullivan acted as the designer. Despite being in a mythical setting, the team wanted to make the environments and towns feel as realistic as possible, leading to a large amount of research into ancient cultures. Enemies were inspired by the game's regional mythologies, with designs inspired by the stop-motion work of Ray Harryhausen. The music, composed by Scott Morton and Michael Verrette, was created to avoid the looping tracks of other games.

First announced in 2005, Titan Quest received generally positive reviews when released, being both praised as a good example of the genre while at the same time being criticized for its traditional gameplay. Sales of the main game and its expansion have been estimated as approaching one million units. The mobile port was tricky for its developers due to adapting the game for touchscreen controls: like the console version, it received positive reviews upon release. The engine and gameplay of Titan Quest later became the foundation for Grim Dawn, a video game developed by team members from Iron Lore following the studio's closure.

A sequel, titled Titan Quest II, was announced on August 11, 2023.

Gameplay

Titan Quest is an action role-playing game set in the pre-Roman Ancient World: these include Ancient Greece, Egypt, and the Silk Road leading through Asia. Players take control of an avatar: players are able to choose gender, name and tunic color. The three-dimensional world is navigated through an overhead third-person view, with the player character being controlled with the mouse through a point-and-click interface, while abilities are mapped to keyboard buttons. The environment is obscured by a "Fog of War" effect which blacks out unexplored environments on the minimap. Optional text tutorials for gameplay elements are unlocked progressively throughout the game and can be viewed at any time.

As they progress, players gain experience points through defeating enemies and completing quests for non-player characters (NPCs) scattered around environments: these raise a character's experience level, which grant access to fresh skills and points that can be used to upgrade character attributes such as health and energy levels, dexterity, intelligence, or strength. If the player dies, they respawn at rebirth fountains scattered through the world, although they lose some accumulated experience points. Quests are divided into Main Quests related to the central narrative, and side quests unique to particular areas of the world. Other NPCs can be found in towns and cities that act as Merchants selling equipment and items: these can be both bought and sold. Player characters have multiple equipment slots, which can take armor for limbs and torso, weapons or shields, and accessories that grant passive boons.

Fighting takes the form of real-time hack and slash combat, with players attacking randomly-generated enemies highlighted by the mouse. Available weapon types for characters include swords, clubs, axes, and staves. In addition to the standard attack with an assigned weapon, offensive skills can be deployed. Using active skills triggers a cooldown meter, rendering that skill unusable until the meter depletes. Items and equipment can also be looted from fallen enemies and chests scattered through environments: these range in quality, with grey standing for low-quality gear while purple stands for a "Legendary" item, and orange denotes a Relic or Charm which can be equipped to the player to increase an attribute such as elemental damage resistance. The majority of items and equipment are randomly generated, and are associated with particular types of enemies. The world's currency, Gold, can be gained through quest completion, opening chests and defeating certain enemies. Gold is used with the various shop NPCs in exchange for their services.

After leveling up for the first time, the player can access Masteries, skill tree-based upgrade systems where skill points unlocked upon leveling up can be used to access and boost different skills. Mastery abilities expend energy, which is replenished over time when skills are not in use or by using energy drinks. There are eight available Masteries to choose from (Defence, Warfare, Hunting, Rogue, Earth, Storm, Nature and Spirit). Players can access two Masteries at any one time, mixing skills from both trees. The combination of different Masteries create different character classes: for instance, combining Nature and Earth Masteries grants players the "Summoner" class, while Defense and Warfare Masteries create the "Conqueror". There are 36 possible Classes, which include pure disciplines within one Mastery and hybrids between different Masteries. After a certain point in the game, the player has access to Mystics, NPCs which can reallocate skill points for a fee.

In addition to single-player, the title features cooperative multiplayer, where players can accept invitation from up to six other players to join their game session through either LAN or online connection. Alongside being able to fight enemies together, players can swap messages and exchange loot. There is also a Level Editor available, where players can access developer tools and create their own levels which can be shared with other players. The editor features a large number of options for environment customization, including adjusting the shade of environmental elements like roads.

Synopsis
Titan Quest begins with a narration, detailing how the Titans once ruled the primordial darkness before the light of the Olympian Gods appeared: after a great war, the Titans were exiled and imprisoned, and the Olympians ushered in a golden age. An unknown time later, a trio of lesser Titans known as Telkines broke the conduit linking Olympus with the mortal world, and summoned armies of monsters to prepare for the release of the Titans. The player character begins their quest at the village of Helos, where beasts are destroying the local crops. Fighting their way through Greece, they learn of Telkines from a group called the Order of Prometheus. After defeating the first Telkine beneath the palace of Knossos, the player travels to Egypt and attempts to restore the connection between Earth and Olympus. The ritual fails, and they must defeat a second Telkine. The player then pursues the final Telkine along the Silk Road to China. Pursuing the Telkine to the Wusou Mountains, the player is too late to prevent the release of the Titan Typhon, who travels to Olympus to destroy the gods. After the player defeats Typhon, Zeus declares that humanity has proven itself able to live without the protection of Olympus.

Multiple expansion packs detail further adventures undertaken by the player character. In Immortal Throne, the player descends into the Underworld to confront the source of an outbreak of monster attacks. In Ragnarök, the player travels to the Norse realms, allying with the inhabitants of Asgard against an invasion by the Jotunn and the schemes of the treacherous Loki. In Atlantis, the player is called by Poseidon to help against attacks coming from the corrupted city of Atlantis. In Eternal Embers, the player travels to China and must deal with the ten sun spirits, who seek to avert their prophesied destruction and begin attacking mortals.

Development
Titan Quest was the brainchild of game designer Brian Sullivan: while he was working on Age of Empires, which sported a Grecian setting, he came up with the concept of creating a similar game while including the region's mythology. The concept work for Titan Quest began in 2000, when its developer Iron Lore Entertainment was formed by Sullivan and Paul Chieffo. The two brought together a skeleton team to create a demo with which to find a publisher. During this time, the game was described by producer Jeff Goodsill as being "on the drawing board". The creative leads on the project were Sullivan, Chieffo, programmer Max McGuire, and artists Rich Sullivan and Josh McHugh. According to Sullivan, the pre-production process lasted over a year. Iron Lore's January 2004 pitch to THQ was successful, and development began once they had secured a contract in 2004. The initial staff up to that time was just nine people working in a small office area: when production started and further staff were hired, the team size grew to 38, which included temporary and late development additions. Sullivan was involved in multiple areas of the development, but his main responsibility was game design and overseeing content creation. Titan Quest was aimed at both casual and hardcore gamers, as the necessary prices for games necessitated reaching out to a wide audience to get a profit. For this reason, the team chose the action role-playing genre. Developing the game was made more difficult by the necessity to create Iron Lore around it, recruiting and training new staff. Other studios were also involved with development. Towards the end of development, Demiurge Studios was brought in to help with the final stages during the alpha-beta-ship stages. Demiurge first helped with memory optimization; then worked on the level editor and modification functions so they worked as an independent function; and finally created installers for both the demo and the main game. Demiurge's involvement gave Iron Lore more time and energy to devote to fixing bugs and polishing gameplay. The CGI opening cinematic was created by Blur Studio.

According to designer Ben Schneider, the basic story was built around the recurring motif in multiple mythologies where a younger generation of deities defeat older primal beings, with the main premise being that victory being overturned. They stayed within their mythological subject matter rather than straying into historical events: this was due to an incident during the release of Age of Empires where the developers needed to cut a scenario showing Korean people coming under attack from invading Japanese due to potential political and popular backlash in both countries. The game's story and script were written by Randall Wallace, a screenwriter who had written recent successful films Braveheart and Pearl Harbor. Titan Quest was his first time writing for a video game. Together with Iron Lore staff, Wallace created a story where humans and the Olympians faced both the Titans and the mythical beasts allied with them that had retreated to the forgotten parts of the world. According to Wallace, Iron Lore wanted story to be a priority in contrast to most other video games, with the player experience focusing on growing their character and learning the world's lore from NPCs. Speaking about his experience writing for the game compared to his work on films, he needed to work within more rigid guidelines and the need to make the story fit in with the gameplay and content. This meant that some scenarios needed to be cut either due to budget limitations or some sequences working so well that they were extended. A major change from his writing for films was that it was the side characters rather than the main character that drove the story forward, so he needed to make them entertaining and important to furthering the plot. The team wanted a world with a scope beyond the main story, with material covering all of its locations. They also included NPC storytellers that would relate local legends and myths to the player in a similar way to storytellers of the time. Later, lead gameplay designer Arthur Bruno faulted the presentation as unappealing compared to the version of Greek mythology portrayed by God of War series, saying that the original atmosphere "was seriously lacking a sense of dread and mystery".

Design

The game's art director was Michael Sheidow, who had done concept work for Dungeons & Dragons Online before joining Iron Lore. Initially hired as lead artist, Sheidow was at the time feeling "burnt out" by the design approaches used for Dungeons & Dragons Online. He became art director after the then-current art director proved inadequate for the job, and after the initial shock, set to work managing the general artwork for the title. He was in charge of a 12-strong artistic team, and they needed to create a cohesive experience without a clear narrative to guide them. They also needed to account for the four months "wasted" time under the previous art director. A large amount of research went into what environments, architecture and other elements could be put into each environment so it fit in with the game's setting. Sheidow personally did several helmet designs for the game, all based on surviving examples of early-Bronze Age helmets, along with added elements from other ancient helmet types. He created a broad range of helmet shapes which could be then adjusted with different materials to create high variation. The majority of weapon design was handled by Joe Mirabello, who claimed to have created nearly 1000 different weapons split between six types.

Enemy creatures were taken from the various mythologies the team drew from, and their designs inspired by the stop-motion work of Ray Harryhausen. Sheidow valued the chance of working with mystical creatures, as his previous work had been limited to stock fantasy monsters from the Dungeons & Dragons universe. According to him, the process started when the chosen enemy monsters were given initial designs by lead concept artist Rich Sullivan. Each design was reviewed, and the most suitable was chosen. Creature designs needed to incorporate design choices from the game, such as the monsters' environments and individual fighting styles. They also needed to consider how much detail to put into character models depending on their relative position to the camera at any given time. When it reached the modelling stage, the monster designs were further refined to work within the restrictions of the game, then it was sent to the art time again for final adjustments and mapping of unique animations. The particle effects were handled by Travis Doggett: one of the more prominent pieces of his work were the mastery skills, which had particular themes related to their abilities. According to animator Brian Labore, model animation proved a taxing task, as there were over eighty different monsters which ranged from typical mythical beings to more exotic and unique enemies from each region. The player character also had "hundreds" of animations to incorporate.

The game used a specially-developed proprietary engine developed by Iron Lore staff. This was done as, when development started, no third-party engines existed that could support the team's vision for the game: in Sullivan's words, there were "plenty of technology solutions for someone creating a shooter, but not as much for a role-playing game". One of the key parts of the new engine was an environmental creation tool dubbed "the editor" by staff. This tool combined a tile-based horizontal plain with a height-based map, and allowed for subtle adjustments to environments and terrain with easy-to-use developer tools. Level and plain boundaries were set using cliffs and plateaus within the environment. Objects such as chests and enemies could be then "dropped" into environments using a point-and-click system, some of which could be directly integrated using special "tile" elements which stitched into the wider environment for objects such as bridges and crags. All of this necessitated a large amount of research on multiple subjects, including the flora of Egypt and the appearance of Ancient Greek roads and paths. This development tool was the version released with the retail version so players could create and share their own levels. Level and map creation was handled by a three-person team, with each one needing to agree upon a specific layout and design before it went into full production. While early builds used a high amount of detail along level boundaries, the team switched to simple boundary designs as they "read better" for players and allowed better technical performance. The challenge the content creation team set themselves was creating these areas while making boundaries seem natural. This combination of height and grid-based navigation and environments had not been done when the system was being designed in 2002: most of the map was shaped using the height map, while specialist features and horizontal navigation used the grid. In a preview about the game, the developers said the game was built around "database driven modular proxies", a system where different elements within environments were seamlessly interacted and could interact freely. The artificial intelligence (AI) was designed so individual units would behave differently depending on situation and combat ability. The pathfinding for AI units such as NPCs and enemy units was handled using the PathEngine, a licensed middleware engine dedicated to this task. Titan Quest was one of the first major Western titles to use PathEngine.

Gameplay was compared frequently to Blizzard's Diablo series. According to Sullivan, the comparison was inevitable as Diablo helped define the genre, and was emphasized by the lack of action RPGs at the time. While the core gameplay remained traditional, they attempted to innovate in other areas. Character creation was simplified to simply choosing a name and gender rather than character types being tied to classes or chosen proficiency. They also effectively removed tutorials so players could get straight into gameplay, using games like Neverwinter Nights as an example of tutorials impeding players during early stages. When creating the skill system, the team looked at earlier successful RPGs and considered how they could improve on them. They also wanted to avoid creating characters who had "a little of everything" while offering replayability. The result was the creation of the themed masteries, with the added element of skill acquisition not being tied to level progression, allowing for players to bank skill points for different purposes. This system was built to encourage player freedom and represent logical character progression rather than tying one character to one class. Spawn points for enemies were governed by a random generation system, of what monsters are spawned depending on both environment and player level. Loot was controlled by a database system which mixed and matched characteristics to produce "over 100,000" item combinations. Loot drops were also made to fit the types of creatures killed, in contrast to other games such as World of Warcraft which had animals dropping currency and weapons regardless. Loot types were also designed to be clearly visible on enemies so players could pick and choose which enemies to engage and which defeated enemy to loot. According to Bruno, the team were limited with the amount of impact and realism they could put into combat by the necessity of keeping the game within its prescribed ESRB age ratings of "E for Everyone" and "T for Teens": this meant that blood was non-existent and hit reactions were minimal, negatively affecting player impressions of the game. Multiplayer was part of the game plan from its beginnings, with the main goal being to foster a community around the game. Bruno later faulted the lack of secure multiplayer as one of the major faults with the game: THQ apparently was unwilling to invest in this.

Audio
The music and sound design for Titan Quest was handled by Scott Morton and Mike Verrette. In his role as sound designer, Morton worked from specifications sent by other parts of the Titan Quest development team. This enabled the free modification of sound elements, but also meant that unexpected and large work loads with short deadlines were a constant possibility. The sound design process for each object and character that needed sound effects was the same: based on their appearance, a new sound effect would be created. In the case of monsters, different sound effects were created for different scenarios, such as them seeing the player for the first time or when in battle. The sounds within environments were designed to be "real" and "visceral". The game's audio engine enabled these sound effects to be dynamically shifted depending on their setting.

The music was challenging due to drawing from multiple cultures, then being brought together into a cohesive score while keeping each region distinct from the other. To get the right feeling, the team did research into the historical musical instruments used in each of the game's regions. Rather than a linear progression of looping musical tracks, the norm for most games at the time, the score was broken up into stingers that were brought into the environment when needed. This cuing of themed musical pieces was coupled with a second system tied to environmental progression: musical pieces were arranged in the playlist, then could be cued in depending on the circumstances and environment on-screen. For vocal tracks, the lyrics were written in Ancient Greek: the main vocal piece, "When Gods Fall", was infused into the other vocal tracks and acted as a "cornerstone" for the score. The vocals were provided by Taunia Soderquist.

Release
Titan Quest was first announced in May 2005, with its first public exhibition being at that year's Electronic Entertainment Expo. The game released for Windows on June 26, 2006 in North America, and June 30, 2006 in Europe. According to Bruno, when originally shipped, the ESRB raised the game's rating to "M for Mature" due to the scantily-clad Nymph familiar, although the rating was later amended to its current one. In Japan, the game released on September 1, 2006: it released in English with the manual translated into Japanese. The game was released on Steam on July 17, 2007 alongside its expansion by THQ. An updated version, subtitled Gold Edition, was released on October 22, 2007 in the West and April 25, 2008 in Japan. It contained both the main game and its first expansion.

Titan Quest would be one of only three projects Iron Lore worked on in its lifetime, and the only original project alongside Immortal Throne: after completing work on Soulstorm, an expansion to Warhammer 40,000: Dawn of War, the studio was forced to close in February 2008 due to difficulties in securing any funding for future projects. Some of team founded a new studio called Crate Entertainment and licensed the Titan Quest engine to develop Grim Dawn, dubbed by staff as a spiritual successor to Titan Quest. The Titan Quest intellectual property was purchased by Nordic Games (later THQ Nordic) after THQ began selling off its shares in the wake of its 2013 bankruptcy. Beginning in 2016, Nordic Games began supporting the game's Steam version with patches to fix gameplay and multiplayer issues, along with glitches and bugs. An overhauled version of the game, subtitled Anniversary Edition, was released on August 31, 2016. Compiling all updates and expansions up to that point, it was offered as a free upgrade for players who already owned Steam versions of the game.

Later versions
A port of Titan Quest for mobile devices was developed under license from Nordic Games by DotEmu, a French developer who had previously developed a successful mobile port of Ys Chronicles I. The controls and interface were redesigned from the ground up to work for touchscreen controls, something the team spent months on. Despite the changes, the team worked to make the gameplay as close as possible to the original experience. They also put in additional options for actions such as targeting enemies with mastery abilities and searching for loot It released on May 19, 2016 for iOS. The Android version was released on July 7. Following the game's release, Dotemu handled the project to THQ Nordic, who re-published the game in 2018. It was released a third time that same year under new developer HandyGames as Titan Quest HD. An updated version subtitled Legendary Edition releasing on January 12, 2021, which included all DLC and expansion packs up to that point. Titan Quest was later ported onto PlayStation 4, Xbox One, and Nintendo Switch in 2018. The PS4 and Xbox One version were released on March 20, while the Switch version was released on July 31. These console versions were created by Black Forest Games.

Expansions

Development on an expansion pack began shortly after the release of Titan Quest, with preparatory work happening during the final stages of the main game's development. The expansion, Titan Quest: Immortal Throne, was first announced in late 2006 and eventually released in March 2007. Over eleven years later, a second expansion was released. Titled Titan Quest: Ragnarök, it was released on November 17, 2017 exclusively for the Anniversary Edition. A third expansion subtitled Atlantis was released in May 2019. It included new challenge modes and an in-game casino. PS4 and Xbox One versions of both expansions were released in March 2020. Both Ragnarök and Atlantis were developed by Pieces Interactive. A fourth expansion, Eternal Embers, released in December 2021. Eternal Embers was developed by Digital Arrow.

Reception

On its release in the US, Titan Quest debuted at #3 in the dedicated PC game charts. In the UK, the game debuted at #25 in the multi-platform charts. In a later interview, Bruno stated that the title had sold "surprisingly well" despite a slow start, with combined sales for Titan Quest and Immortal Throne reaching over one million units by late 2008. It also continued to sell well on Steam, though exact figures were not given.

Titan Quest received positive reviews upon release: aggregate site Metacritic recorded a score of 77/100 based on 51 critic reviews. Eric Neigher of 1UP.com enjoyed Titan Quest while noting that it stayed within genre traditions: he rounded off his review by saying "While it may not break, or even dent, any new ground, Titan Quest features a beautifully realized game world based on a tried-and-true core mechanic, with tons of replayability". Jim Rossignol of Eurogamer said that, while it stood high among its contemporary peers, Titan Quest did not evolve the genre enough for him to really enjoy it. GameSpy's Miguel Lopez praised the visuals, gameplay, character customization and editing tools. His main criticisms were performance difficulties and the large potential for cheating in multiplayer. GameSpot's Ryan Davis called it "the next-best thing" to a new Diablo title, praising its single-player campaign and multiplayer while faulting its familiar feel, inventory system and recurring technical issues.

IGN's Tom McNamara generally praised the gameplay despite some awkward elements, called the sound design "well done", and positively noted its graphics despite some technical troubles. He also cited the multiplayer as the main part of the game's replay value, as it was otherwise fairly linear in design. PALGN reviewer Mark Marrow called Titan Quest "one of the best PC games on the market for the year", saying it revitalized its genre despite some minor issues with gameplay and presentation. PC Zones Sam Kieldsen praised the gameplay and leveling system, along with its graphics and soundtrack. His main criticisms were its low difficulty, repetitive structure and weak storyline. VideoGamer.com's Tom Orry said the game "doesn't really do anything new", but praised its presentation and noted that it was more accessible than others within the genre. In his review of the mobile port, Shaun Musgrave of Touch Arcade shared many points of praise with earlier reviewers, along with calling it a good port despite some minor issues such as framerate drops. Gamezebo's Rob Rich praised the gameplay elements carried over from the original, and positively noted its graphical detail despite persistent framerate drops. His main complaints were the inventory system, and problems with contextual commands such as picking up items.

Sequel
On August 11, 2023, it was announced that a sequel, titled Titan Quest II, was in development.

References

Notes

External links
Titan Quest website (archived 2007)

2006 video games
Action role-playing video games
Black Forest games
Cooperative video games
Hack and slash role-playing games
Video games with expansion packs
Windows games
IOS games
THQ games
THQ Nordic games
Android (operating system) games
Nintendo Switch games
PlayStation 4 games
Xbox One games
Video games with gender-selectable protagonists
Video games set in antiquity
Multiplayer and single-player video games
Video games set in ancient China
Video games set in ancient Greece
Video games set in Egypt
Video games set in Europe
Video games set in India
Video games set in Iraq
Video games based on Buddhist mythology
Video games based on Chinese mythology
Video games based on Egyptian mythology
Video games based on Greek mythology
Video games based on Norse mythology
Video games based on multiple mythologies
Video games developed in the United States
HandyGames games
Demiurge Studios games
Dotemu games

Titan Quest


Djedkhonsuefankh was a High Priest of Amun in Thebes believed to have been in office from 1046–1045 BC.

It is often assumed that he was a son of Pinedjem I who succeeded his brother Masaherta during a time of great turmoil in the city of Thebes. Von Beckerath has even suggested that it is possible that he died a violent death, accounting for his very short reign. Kitchen considered this possibility as well, but also stated that "this may be an over-dramatic interpretation of his brief rule".

All we actually know of his existence is the bare mention of his name on the coffin of his son (now lost). There it reads, according to Cecil Torr:
"[...]re, son of the first prophet of Amun, Djed-Khons-ef-ankh, son of the Lord of the Two Lands, Pinedjem, Beloved of Amun, first prophet of Amun", with the name Pinedjem enclosed in a cartouche.

Djedkhonsuefankh is supposed to have been succeeded as High Priest by his brother Menkheperre, which seems to imply that his son "[...]re" either predeceased him, was too young to succeed or was simply passed over for other reasons.

However, Andrzej Niwiński has suggested that Djedkhonsuefankh was not the son of Pinedjem I, but rather of Pinedjem II, and as such the great grandson of Pinedjem I
Niwiński identifies him with the main official mentioned with the burials of Neskhons in year 5 of king Siamun and of Pinedjem II in year 10 of the same king.
He postulates that Psusennes II (in this model his brother), who probably succeeded his father Pinedjem II as High Priest and succeeded in uniting this title with that of king had Djedkhonsuefankh act as his deputy in Thebes. The title of High Priest on his coffin would then be given posthumously by his son "[...]re"

Niwiński also points out that theophoric names as Djedkhonsuefankh mainly appear very late in the 21st Dynasty.

Djedkhonsuefankh's wife is likely to have been Djedmutesankh, a Singer of Amun, who was buried in Tomb MMA60 in Deir el-Bahari.

References

Ancient Egyptian priests
Theban High Priests of Amun
People of the Twenty-first Dynasty of Egypt
11th-century BC clergy

Djedkhonsuefankh


In algebra, the real radical of an ideal I in a polynomial ring with real coefficients is the largest ideal containing I with the same vanishing locus.
It plays a similar role in real algebraic geometry that the radical of an ideal plays in algebraic geometry over an algebraically closed field.
More specifically, the Nullstellensatz says that when I is an ideal in a polynomial ring with coefficients coming from an algebraically closed field, the radical of I is the set of polynomials vanishing on the vanishing locus of I. In real algebraic geometry, the Nullstellensatz fails as the real numbers are not algebraically closed. However, one can recover a similar theorem, the real Nullstellensatz, by using the real radical in place of the (ordinary) radical.

Definition
The real radical of an ideal I in a polynomial ring  over the real numbers, denoted by , is defined as

The Positivstellensatz then implies that  is the set of all polynomials that vanish on the real variety defined by the vanishing of .

References
Marshall, Murray Positive polynomials and sums of squares. Mathematical Surveys and Monographs, 146. American Mathematical Society, Providence, RI, 2008. xii+187 pp. ; 0-8218-4402-4

Notes

Ideals (ring theory)

Real radical


Umdoni Bird Sanctuary is  situated in Amanzimtoti, KwaZulu-Natal in South Africa.  The sanctuary is often simply referred to as The Bird Park by locals or as Amanzimtoti Bird Sanctuary.  The area is roughly 4 ha of land including a dam on a tributary of the Amanzimtoti River. There are picnic areas and forest trails.

A kilometer-long trail runs through the sanctuary. There are three hides on the trail from which visitors can watch some of the 150 species of birds that inhabit the sanctuary.  The sanctuary is home to large flocks of Spur-winged geese and White-faced ducks. The sanctuary was also home to the southernmost breeding pair of Palm-nut vultures in 2009. Narina trogons are also often sighted here and the endangered Spotted ground-thrush has been seen.

Blue duiker and endangered Cape clawless otters frequent the sanctuary.

Gallery

Bird sanctuaries of South Africa
Tourist attractions in Durban
Protected areas of KwaZulu-Natal

Umdoni Bird Sanctuary


The Mascoma River is a  river in western New Hampshire in the United States. It is a tributary of the Connecticut River, which flows to Long Island Sound. The Mascoma comprises two sections which are split by Mascoma Lake in the communities of Enfield and Lebanon.  Counting the lake would add  to the river's length.

The Mascoma River begins at Cummins Pond in a heavily forested part of the town of Dorchester and flows south into the town of Canaan, collecting water flowing from Reservoir Pond, Clark Pond, and Canaan Street Lake before reaching the Indian River. Here it turns west, collecting tributaries arriving from Goose Pond and Crystal Lake, before it passes through the mill town of Enfield and arrives at Mascoma Lake.

At the western end of Mascoma Lake, the Mascoma River, now in Lebanon, drops quickly over rapids, passing numerous small hydroelectric dams in the center of Lebanon and on its way to West Lebanon, where it reaches the Connecticut River. The section of the river immediately downstream of the Mascoma Lake dam is reserved for fly fishing only, while other portions of the river are open for all types of fishermen. The river is stocked by the New Hampshire Fish and Game Department.

For most of its path from the Indian River to the Connecticut, the Mascoma River and its valley have influenced the location of numerous transportation routes, including U.S. Route 4 and an inactive, state-owned rail line known as the Northern Railroad, most of which has now been converted to a rail trail.

See also

List of rivers of New Hampshire

References

Rivers of New Hampshire
Tributaries of the Connecticut River
Rivers of Grafton County, New Hampshire
New Hampshire placenames of Native American origin

Mascoma River


The Chrysler 300 (Chrysler 300 Sport Series) was a full-size automobile produced by Chrysler from 1962 until 1971.  It was a continuation of the earlier Chrysler 300 letter series. Chrysler decided to consolidate its product line and the sedan replaced the 1961 Chrysler Windsor, which itself filled the place in Chrysler's line previously occupied by the Saratoga just the year before that (1960) and also filled in for the discontinued DeSoto product line. At the time, it was considered a luxurious "muscle car", with all the performance of the Dodge and Plymouth products of the time, but with the luxury features expected of the Chrysler name.

The 300 was positioned as a more affordable version of the exclusive 300 "letter series", and a sporty variant of a full-size automobile, adding 4-door hardtop version and running alongside that model until its discontinuation in 1966. It became the sole 300 model until 1971, when production ended. The 300 name returned to the Chrysler line in 1979 as an option package on the Cordoba coupe.

1962–1964

The Sport Series was introduced in 1962 along with the letter series 300H when DeSoto was cancelled. The Sport Series was the hardtop coupe, sedan and convertible and had only bench seats installed for all passengers, while the letter series was the coupe and had only bucket seats for all passengers and a full length center console.

Chrysler expanded the 300 product line to include a 4-door hardtop, which was a previous appearance on the 1960 DeSoto Adventurer hardtop sedan, adding 383 V8 as a choice (letter cars had 413 V8 as standard).

For Canadian market there was similar Chrysler Saratoga offered instead, also as a 4-door sedan, from 1964 named Chrysler Saratoga 300 and bearing a similar trim.

1963 saw all-new sheet metal and the canted headlights were no longer offered.

1965–1968

There was an all-new sheetmetal in 1965.  When the performance-first the Chrysler 300 letter series was discontinued in 1966, the 440 V8 replaced the 413 V8 in this "non-letter" version, and there was a mild facelift.

1967 brought makeovers which changed front and rear styling extensively.  The 4-door sedan was dropped from lineup (leaving the 4-door hardtop, 2-door hardtop, and 2-door convertible), the 440 V8 remained  and only available powerplant in two guises: base and more powerful TNT. 1968 face-lifting brought concealed headlamps which were to be 300 trademark until 1971.

1969–1971

1969 was first year for "fuselage styling", there were two engine options; 440 and 440 TNT.

For 1970, taking a cue from Oldsmobile, a Hurst 300 was offered in Spinnaker White trimmed in Satin Tan with leather interior (borrowed from the Imperial), powered by a   TNT V8, as a limited edition of 485. The single convertible built used a standard Chrysler 300 white interior.

In 1971, the convertible was no longer offered, as Chrysler halted production of convertibles across the entire lineup in 1971.

Engines

1979

The 300 name returned to the Chrysler line in the spring of 1979; this time based on the Cordoba coupe. The 300 was a $2,040 option package featuring special emblems and traditional "cross-hair" 300-style grille. It was available in Spinnaker White (perhaps 30 were painted Rallye Red) with a red-leather interior and red pin stripes. The model came with the code E58   V8, featuring a four-barrel carburetor, a performance camshaft, and dual exhausts.

Other features included police-spec suspension with 15"x7" wheels, heavy duty torsion bars/leaf springs/shocks, front and rear sway bars, and a 3.23 rear gear ratio. The deteriorating U.S. domestic economic conditions that led to the early 1980s recession reflected in low demand and less than 2,900 were built. The 300 model was planned for the 1980 model year using the new 2nd-generation Cordoba (based on the downsized Chrysler J platform), but was instead called the "LS".

Notes

External links

 Website covering all generations of Chrysler 300 vehicles from 1955 to 2007

300
Rear-wheel-drive vehicles
Full-size vehicles
Convertibles
Coupés
Sedans
1960s cars
1970s cars

Chrysler 300 non-letter series


Rhizanthella speciosa is a species of flowering plant in the orchid family and is endemic to Barrington Tops in New South Wales. It is a mycoheterotrophic herb that spends its entire life cycle, including flowering, at or below the soil surface. As at September 2020, R. speciosa has not yet been accepted as a valid name by the World Checklist of Selected Plant Families or the Australian Plant Census.

Description
Rhizanthella speciosa is a leafless, sympodial herb with a horizontal rhizome and underground stem probably similar to that of R. slateri. From October to early November, the plant produces a flower head  wide containing fifteen to thirty-five flowers about  in diameter. The flower heads are bright mauve to pinkish purple and are surrounded by sixteen to eighteen overlapping, fleshy, egg-shaped to triangular bracts  long and  wide. After pollination, the flower produces a fleshy, narrow cylindrical drupe that is pinkish to light maroon when ripe.

Taxonomy and naming
This species of underground orchid was discovered in 2016 by scientific illustrator Maree Elliot and formally described in 2020 by Mark Clements and David Jones in the journal Lankesteriana from material collected in Barrington Tops National Park. The specific epithet speciosa is from the Latin  meaning "showy" or "splendid".

Distribution and habitat
Rhizanthella speciosa was found under dense leaf litter in tall wet sclerophyll forest of the Barrington Tops National Park with Sydney blue gum, tallowood, and turpentine, and a well-developed rainforest subcanopy with Trochocarpa laurina and Synoum glandulosum.

Conservation status
As of 2020, only fifty plants in a single locality are known. The habitat where it grows is widespread, but searches have not uncovered other populations. Thus the species meets the "critically endangered" definition. The population's exact location is kept unpublished for its protection.

References

speciosa
Myco-heterotrophic orchids
Orchids of New South Wales
Endemic orchids of Australia
Endangered flora of Australia
Plants described in 2020
Taxa named by Mark Alwin Clements
Taxa named by David L. Jones (botanist)

Rhizanthella speciosa


Hal Gibson Pateshall Colebatch (7 October 1945 – 10 September 2019) was a West Australian author, historian, poet, lecturer, journalist, editor, and lawyer.

Biography
Colebatch was the son and biographer of Australian politician Sir Hal Colebatch (1872 – 1953). His mother Marion, Lady Colebatch, was the daughter of long-time Fremantle mayor and parliamentarian Sir Frank Gibson, and had served as an Australian Army nursing sister.

He graduated BA Hons and MA in History/Politics and PhD in Political Science from the University of Western Australia. He later attained degrees in law and jurisprudence.

Colebatch nominated as a candidate in the 1977 and 1993 state elections for the seat of Perth as the Liberal candidate, and although he was not elected to the Legislative Assembly on either occasion, on the second attempt he came within 0.12% of winning the seat from the Australian Labor Party, which had held it since 1968.

Hal G. P. Colebatch is not to be confused with author Dr Hal K. Colebatch who was born in 1944 and has taught political science at several universities.

Writing
Colebatch's work includes eight volumes of poetry (starting with Spectators on the Shore in 1975), and a series of 18 science-fiction stories published in the US in the Larry Niven series The Man-Kzin Wars.  Man-Kzin Wars XII, containing three more stories by Colebatch (two written in collaboration with M. J. Harrington) was published in February 2009. He also published works of political, social, legal and economic commentary. He was described in Penguin's "A New Literary History of Australia" published in 1988, as having had "a quiet but steady career" in Australian poetry at that time. He was a regular contributor to publications including Quadrant and his 1999 book Blair's Britain was chosen in The Spectator (London) as a Book of the Year. He also contributed to The American Spectator Online, wrote op-ed articles for The Australian and occasional pieces for other publications including The Australian Financial Review, IPA Review The Salisbury Review and The New Criterion. He also wrote regular book-reviews and other features for The West Australian and The Record in Perth. His Return of the Heroes is a study of heroic fantasy including The Lord of the Rings, Star Wars and Harry Potter, and he contributed several articles to the J. R. R. Tolkien Encyclopaedia; Scholarship and Critical Assessment. He wrote biographies of Sir Victor Garland and the late Sir Stanley Argyle.

Colebatch also edited many books, including Lucky Ross, written by John Ross, an Australian Navy officer who was transferred out of HMAS Sydney 19 days before it was sunk with all hands in November 1941. He wrote commissioned histories of the Parents' and Friends Association and The Victoria League in Western Australia. He had two novels published by Acashic— Counterstrike, set in Western Australia in the near future, and Time Machine Troopers, a sequel to H. G. Wells's The Time Machine, set in 802,719 and featuring Wells himself, Winston Churchill and Lord Robert Baden-Powell as characters. Counterstrike has been described in The American Spectator Online and the Perth Record as a "thriller of ideas, one of the first books to grapple with the problems of false and manufactured counter-knowledge." (9 July 2011) Time Machine Troopers has been described as "better than Wells" and "a subversion of Wells". In 2011 Picaro Press published his small "chapbook" of poetry, The Age of Revolution, No. 113 in its Wagtail Poets series.

Poetry
Many of his poems concern Perth and its suburbs, the Swan River and Rottnest Island, as well as travels in Britain, Asia, the Middle East and elsewhere. His poetry, which has won various prizes, is in both free-verse and highly structured forms including sonnets and sestinas.

Colebatch was described by Peter Alexander, Professor of English at the University of New South Wales, in his biography of Les Murray, as being among Australia's best writers.

His seventh book of poetry, The Light River, with a foreword by Les Murray, was published by Connor Court Publishing in 2007. In the foreword Murray stated that Colebatch's work had been unjustly suppressed by the Australian literary establishment because of his refusal to join poetic cliques. This book contains, among other works, the long narrative poem The San Demetrio, telling of the salvaging of a burning petrol-tanker at sea in World War II, and a poem It, on the return of terrorism. The long poem Red-Head with Phosphorus is a romantic love story. His poems are included in about 25 anthologies.  The Light River was awarded the West Australian Premier's literary prize for poetry in 2008.

Other activities
When working as a reporter on The West Australian in the early 1970s, Colebatch made several trips to the Kimberley to report on the construction and filling of the Ord River Dam and associated animal rescues with naturalist Harry Butler, a long-time friend. He was also involved in exploring several kilometres of extensions to Easter Cave in the south-west of Western Australia. Many scenes in Man-Kzin Wars X: The Wunder War, and subsequent volumes, are set in caves and caverns, reflecting his knowledge of the subject.

Hobbies included sailing, war-gaming and underwater photography, especially at the reefs around Rottnest Island. He spent much of 1973, 1983–84 and 1997–98 in Britain, the Middle East and Europe. He also worked for the Australian Institute for Public Policy, the "dry" think-tank established by John Hyde, former MHR for Moore; and engineering tycoon Harold Clough; Debrett's publications (as managing editor) and on the staff of two federal ministers – the Hon. Sir Victor Garland and Senator the Hon. Chris Ellison. He ran his own law practice after completing articles with Stone James in Perth.

Colebatch tutored in creative writing at Curtin University, political science at the University of Western Australia, torts and contract law at Curtin University, and lectured in international law at Edith Cowan University and University of Notre Dame Australia. He was also a co-author of a book on traffic law in Western Australia, published in 2007 with Barrister Patrick Mugliston and former police sergeant Stewart Ainsworth. He had a volume of short stories accepted for publication by Acashic, and wrote a short film, Fiddler's Green.

His book Australia's Secret War won the 2014 Prime Minister's Literary Award for history, attracting significant controversy due to accusations of political bias. Among the judges for the award were Gerard Henderson and Peter Coleman. The book details strikes and purported sabotage by left-wing unions during World War II, although many of his examples were criticised for inaccuracy or for relying on unsubstantiated statements by individual servicemen.

Death

Colebatch died unexpectedly in September 2019 during a stay in a Perth hospital.

Bibliography

Fiction
 "The Colonel's Tiger" in Man-Kzin Wars VII, Baen, 1995.
 Man-Kzin Wars X: The Wunder War, Baen, 2003.
 Counterstrike, Acashic, 2011.
 Time Machine Troopers, Acashic, 2011.
 Freedom: A Man-Kzin Novel (2020, with Jessica Q. Fox)

Poetry
Collections
 The Light River, Connor Court, 2007.
List of poems

Non-fiction
 Claude de Bernales: The Magnificent Miner: A Biography, Carlisle, W.A. : Hesperian Press, 1996.
 Steadfast Knight: A Life of Sir Hal Colebatch  with a foreword by Geoffrey Blainey. Fremantle, W.A. : Fremantle Arts Centre Press, 2004.  (biography of his father)
 Return of the Heroes : The Lord of the Rings, Star Wars, Harry Potter, and Social Conflict, Cybereditions Corporation, 2003.
 Good work and friendship : the Victoria League for Commonwealth Friendship in Western Australia 1909-2009,Victoria League, 2010.
 The Modest Member, the official biography of Bert Kelly MHR, Connor Court Publishing, 2012
 Australia's Secret War: How Unionists Sabotaged Our Troops in World War II, Quadrant Books, 2013.
 Fragile Flame : The Uniqueness and Vulnerability of Scientific and Technological Civilization, Acashic, 2013
 Caverns of Magic (Cybereditions, 2006), a survey of caves in myth, legend and story, and of the development of speleology, with a foreword by naturalist and conservationist Harry Butler
 Blair's Britain:  British Culture Wars and New Labour was chosen as a Book of the Year by the London Spectator.

Book reviews

References

Further reading
 Tony Thomas, "Hal Colebatch", Quadrant, October 2013, pp. 59–63.

External links

1945 births
Australian anti-communists
Australian biographers
Male biographers
20th-century Australian lawyers
Australian science fiction writers
Australian people of English descent
People educated at Christ Church Grammar School
Writers from Perth, Western Australia
Journalists from Western Australia
Quadrant (magazine) people
Australian male novelists
2019 deaths
Australian monarchists
Historians from Western Australia

Hal Colebatch (author)


Cristophe Schatteman (born ), known professionally as Cristophe, is a Belgian-American hairstylist based in Beverly Hills.

Cristophe was born, raised and educated in Belgium. He and his wife Danielle moved to the United States in 1982.

In May 1993, Cristophe found himself at the center of the "Hairgate" incident. He gave President Clinton a haircut while Air Force One sat on the tarmac at Los Angeles International Airport.  It was then widely but mistakenly reported that air traffic at the airport had been delayed until Cristophe finished the haircut, causing a media controversy for the Clinton administration and increasing Cristophe's prominence as a stylist.  Cristophe currently operates five "Salon Cristophe" locations (Beverly Hills, Washington, D.C., Las Vegas, Newport Beach, and Saint Barths).

References

1958 births
Living people
American hairdressers
Belgian emigrants to the United States

Cristophe (hairstylist)


Sher Ali Khan (; c. 1825 – 21 February 1879) was Amir of Afghanistan from 1863 to 1866 and from 1868 until his death in 1879. He was one of the sons of Dost Mohammed Khan, founder of the Barakzai dynasty in Afghanistan.

Life
Sher Ali Khan was born into a Pashtun Barakzai family, Initially he seized power when his father died, but was quickly ousted by his older brother, Mohammad Afzal Khan. Internecine warfare followed until Sher Ali Khan defeated his brother and regained the title of Emir.

Reforms
Sher Ali Khan's reign as Amir is often remembered for his attempts at reforming Barakzai rule in Afghanistan. Changes brought during the period of Sher Ali Khan's rule include the creation of governmental posts, military reform, the introduction of the first postal service in Afghanistan and the first attempts of an Afghan leader at promoting the Pashto language.

Sher Ali Khan tried to limit the power of the Barakzai sardars. He didn't allow his sons to administer provinces and instead appointed governors loyal to him. He also had a council of 12 members to advise him on matters of state. He created various ministerial offices like Prime Minister (Sadr-i Azam/صدر اعظم), minister of finance, minister of the interior, minister of war, minister of foreign affairs, and minister of the treasury.

Under Sher Ali Khan's reign, Afghanistan was divided into 5 provinces: Kabul, Herat, Afghan Turkestan, Kandahar, and Farah. Formerly Farah had been subject to Herat, but instead he made it a separate province and gave it to his cousin, Sardar Mohammad Afzal (not to be confused with Mohammad Afzal Khan).

During his reign, Sher Ali Khan embarked on a project to modernise his armed forces, standardising uniforms and equipment. After being gifted a battery of mountain guns and several howitzers by the British in 1868, Sher Ali realised the potential of breech-loading artillery and was determined to modernise Afghanistan's arsenal. Whilst his early attempts failed, Sher Ali's craftsmen had soon established new workshops at the Bala Hissar Arsenal and began to produce four to five modern breechloaders each month. Despite his successes in producing relatively modern weapons and equipment, a lack of competent officers and poor discipline meant the new cannons were quickly captured by the British during the Second Anglo-Afghan War. British forces captured more than 250 guns from the Afghans during their campaign.

Sher Ali Khan's rule was hindered by pressure from both the British Empire and the Russian Empire, though Sher Ali Khan attempted to keep Afghanistan neutral during their conflict. His neutrality resulted in Afghanistan being invaded by the British which started the Second Anglo-Afghan War. This war resulted in a British victory and a devastating loss to Afghanistan as Sher Ali Khan was forced to give away a large amount of territory to British India including the city of Quetta. In 1878, the fragile neutrality fell apart with Sher Ali Khan's resisting of British demands for Afghanistan to accept a permanent envoy in Kabul. The British viewing this as confirmation of Sher Ali Khan's inclination towards Russia, gathered their forces and marched on Kabul. Sher Ali Khan opted to leave Kabul in order to seek political and military aid from the Russian Empire. He died in Mazar-e Sharif trying to reach the Russian border, leaving the throne to his son Mohammad Yaqub Khan.

See also
Great Game

References

External links

Profile: Amir Sher Ali Khan

1825 births
1879 deaths
19th-century Afghan monarchs
Emirs of Afghanistan
Barakzai dynasty
People of the Second Anglo-Afghan War
Pashtun people
19th-century Afghan politicians

Sher Ali Khan


Thomas Clinton "T. C." Ostrander (born January 4, 1985) is a former American football quarterback.

High school career
Ostrander graduated from Menlo-Atherton High School in Atherton, California, where he led the team to a Central Coast Section Division II championship in his senior year. That year, he completed 193 of 288 passes for 3,059 yards, 44 touchdowns, and just seven interceptions.

College career
Ostrander was a top quarterback recruit in 2002. He chose Stanford, and after redshirting in his freshman year of 2003, Ostrander started the last two games of the 2004 season after starter Trent Edwards went out with injuries. He played backup to Edwards in 2005 and the first half of 2006. When Edwards suffered a season-ending foot injury in the seventh week of the 2006 season, Ostrander became the starter, and started for the first 4 games of the 2007 season under new coach Jim Harbaugh.

On September 30, 2007, Ostrander suffered a seizure while watching Edwards make his first professional start for the Buffalo Bills. He was sidelined as a precautionary measure for Stanford's next game against top-ranked USC. His backup, Tavita Pritchard, led Stanford to an upset 24–23 victory and was named the starter for the next game against TCU. Pritchard remained the starter until the last game of the season against Cal, when Ostrander again got the start in his last college game. He and Pritchard both played, with each throwing a touchdown pass to lead Stanford to its first Big Game win since 2001.

NFL
Ostrander went undrafted in the 2008 NFL Draft, but was signed as a free agent by the New Orleans Saints soon afterward. On May 18, 2008, Ostrander was waived.

References

1985 births
Living people
American football quarterbacks
Stanford Cardinal football players
New Orleans Saints players
People from Stanford, California
Players of American football from Santa Clara County, California

T. C. Ostrander


Stirling High School is a state high school for 11- to 18-year-olds run by Stirling Council in Stirling, Scotland. It is one of seven  high schools in the Stirling district, and has approximately 972 pupils. It is located on Torbrex Farm Road, near Torbrex Village in the suburbs of Stirling, previously being situated on the old volcanic rock where Stirling Castle lies and on Ogilvie Road.

The headteacher of the school is Ally Macleod. The school operates a house system. The five houses are Douglas, Eccles, Randolph, Snowdon and Stewart.

Originally established for the training of ecclesiastics, it began as the seminary of the Church of the Holy Rude, founded in the reign of David I in 1129. Both the church and school, along with those of Perth, were brought under the charge of the monks of the Church of the Holy Trinity of Dunfermline in 1173.

New school buildings
The school now operates from a new building on the former site of Williamfield Cricket Pitches, ex-home to Stirling County Cricket Club. Stirling High School had an official opening ceremony on 26 June 2008, which consisted of a ribbon cutting by former pupil Kirsty Young.

Private Finance Initiative
The new school was financed by the Public Private Finance initiative, which involves the current site being sold to developers. Over the following years, the developers then lease the school back to the council. The school's facilities management is carried out by FES FM Ltd rather than Stirling Council. Teaching, administration and catering will continue to be provided by Stirling Council.

Location
The new school sits adjacent to St Ninian's Primary School. It was built on a greenfield site of the old cricket club, and the current playing fields are to be sold off to housing.

Coat of arms and motto
The coat of arms shows Queen Margaret, richly habited and crowned bearing in her right hand a sceptre and in her left a book all proper between two trees of knowledge, to remind us of the remote 12th century, when a bishop of St. Andrews, in whose diocese Stirling was, gave to Queen Margaret's Church of the Holy Trinity of Dunfermline the churches of Perth and Stirling and their schools. The wolf, couchant gardant, at the Queen's feet is taken from the "Small" Burgh seal, and reflects the early interest in education taken by the magistrates of the Royal Burgh, for later charters speak of scholam de Striuelin, and Scholam ejusdam ville, which suggest that the 'Church' school fairly soon became the town's school.

The Latin motto Tempori Parendum translates to 'Be prepared for your time'.

The Old School

The High School of Stirling has been housed in several buildings over the course of its long history.

In 1856 the high school was housed in a specially created building on Spittal Street. This building housed the classrooms for Mathematics, English, Modern Languages, Art, Classics; as well as a Gymnasium, and an Observatory on the roof.

This school stayed open until 1962, long after the Education (Scotland) Act 1872 which made education compulsory for children aged 5 to 13 and dramatically increased the intake of pupils for the school, when the school moved from its place at the top of the town, to Torbrex - the previous position of the High School.

The building the old school was housed in is now the Stirling Highland Hotel.

The school's home from 1962 to 2008 was near the village of Torbrex.

Through the various relocations great care has been taken to ensure the history of the School has been retained. This has resulted in a dedicated 'Heritage Room' being included in both the 1960s and 2008 buildings. This room is managed by the Former Pupil Association and houses the school Remembrance Book, various whole school photographs and oak panelling from the Rector's office of the Spittal Street Building. Also moved was the War Memorial Window, stained glass windows from the 1850s building and the House Captain Board listing the recipients of the School Dux Award and the names of the Head Boys and Girls. All of these items are displayed in the main foyer of the school.

Notable former pupils

 Kieron Achara - Basketball player
 Henry Campbell-Bannerman - Prime Minister
 William A.F. Browne (1805–1885) - first president of the Medico-Psychological Association
 Sir David Bruce KCB (1855–1931) - bacteriologist
 Patrick Forbes - 17th-century Bishop of Aberdeen
 Linda Gilroy - Labour and Co-operative Member of Parliament
 John Grierson (1898–1972) - filmmaker
 Robert Henry - historian
 Allister Hogg - Scottish international rugby player
 James MacLaren - architect
 Norman McLaren (1914–1987) - animator and film director
 Muir Mathieson (1911–1975) - conductor
 Sir John Murray - oceanographer
 Craig Oliver - former BBC media executive and Downing Street Director of Communications
 Steven Paterson - SNP MP for Stirling
 Sir Craig Reedie - chairman of the British Olympic Association
 Helen Renton - Director of the Women's Royal Air Force
 Sir Josiah Symon KCMG - Attorney-General of Australia
 Gregor Tait - Scottish international swimmer and reigning Commonwealth Games 200-m backstroke and 200-m individual medley champion
 Prof John Mitchell Watt - pharmacologist
 Kirsty Young - television journalist

References

Bibliography
History of the High School of Stirling by A. F. Hutchison, Rector of the school 1866 - 1896.  The Sentinel Press (Eneas Mackay), Stirling, 1904.

External links

Stirling High School's page on Scottish Schools Online

Secondary schools in Stirling (council area)
Educational institutions established in the 12th century
1129 establishments in Scotland
Buildings and structures in Stirling (city)
School buildings completed in 1962
School buildings completed in 2008
School buildings completed in 1856

Stirling High School


Plataniotiko Nero is a syrtos style dance from the Island of Samos named after a village on the island called Platano and from the famous song on the island called "Το πλατανιώτικο νερό". The song also comes from the village of Platanos on the island. None of the other villages on the island have a distinct dance.

References

Greek dances

Plataniotiko Nero


A service structure is a steel framework or tower that is built on a rocket launch pad to facilitate assembly and servicing.

An umbilical tower also usually includes an elevator which allows maintenance and crew access. Immediately before ignition of the rocket's motors, all connections between the tower and the craft are severed, and the bridges over which these connections pass often quickly swing away to prevent damage to the structure or vehicle.

Kennedy Space Center
During the Space Shuttle program, the structures at the Launch Complex 39 pads contained a two-piece access tower system, the Fixed Service Structure (FSS) and the Rotating Service Structure (RSS). The FSS permitted access to the Shuttle via a retractable arm and a "beanie cap" to capture vented LOX from the external tank. The RSS contained the Payload Changeout Room, which offered "clean" access to the orbiter's payload bay, protection from the elements, and protection in winds up to .

The FSS on Pad 39A was constructed from most of the top of the umbilical tower of Mobile Launcher 2, while the FSS that was on 39B was constructed from most of the top of the umbilical tower of Mobile Launcher 3 (Mobile Launcher 3 would later become Mobile Launcher Platform 1 for the Shuttle).

In 2011 NASA removed both the fixed and rotating service structures from their pad at LC-39B to make way for a new generation of launch vehicles. Likewise in 2017-2018 SpaceX removed the rotating service structure from LC-39A and modified the fixed service structure to adapt it for the new series of launch vehicles to be launched there.

Certain rockets such as the Delta and the Saturn V use structures consisting of a fixed portion, formally called the umbilical tower and a mobile portion, which is moved away from the vehicle several hours before launch called mobile service tower/structure.  The mobile portion is often called a gantry.

White room

The white room was the small area used by NASA astronauts to access the spacecraft during human flights up through the Space Shuttle program.  The room takes its name from the white paint, which was used on the Gemini.  The room was first used in Project Mercury, its use and white color (since Gemini) continued through subsequent programs of Apollo and the Space Shuttle.

NASA used this room for astronaut final preparations before entering the spacecraft such as donning parachute packs, putting on helmets and detaching portable air conditioning units.
After 2014, NASA planned to move the White Room to a museum. As of the Crew Dragon Demo-2 mission, SpaceX uses the term White Room to refer to the end of the Crew Access Arm at LC-39A. On the first launch attempt, NASA and SpaceX began a tradition to sign the NASA meatball logo (for NASA launches) or the SpaceX X logo (for private launches) at the end of the Crew Access Arm.

Baikonur Cosmodrome
Similarly, Soviet-and Russian-designed service structures such as those at the Baikonur Cosmodrome stand while servicing the vehicle. The entire structure pivots outward and downward out of the way.

References

Rocket launch technologies
Apollo program hardware
Space Shuttle program

Service structure


The Plaza de las Cuatro Calles is a square located in the city of Toledo, in Castile-La Mancha, Spain. This square is the commercial heart of Toledo.

Is the center of a five-armed star from which it reaches Zocodover by the north, the Cathedral by the south, the Teatro Rojas by the east and the Alcaná by the west.

References

Plazas in Toledo, Spain

Plaza de las Cuatro Calles, Toledo


Tupac Huallpa (15th century – 1533) was the fourteenth Sapa Inca. He only ruled for a few months, in the year 1533, after Atahualpa, his half-brother, had been murdered. Tupac Hualpa was the last Inca ruler. He was the son of Sapa Inca Huayna Cápac. Huayana Cápac died in 1527. After that, there was a civil war between Tupac Huallpa and Huáscar, his half-brother. This war ended in 1532, with the victory of Atahualpa. Shortly aferwards Spanish troops led by Francisco Pizarro captured Huascár. Even though a large ransom was paid, Huascar was executed. Tuupac Huallpa was Huasca's younger brother. Atahualpa was executed in 1533, and the Spanish made Tupac Huallpa king of the Incas.

15th-century births
1533 deaths
Inca rulers

Tupac Huallpa


Terrence Anthony "Terry" Evanshen (born June 13, 1944) is a motivational speaker and former star receiver in the Canadian Football League.

CFL
Drafted by the Montreal Alouettes, Terry went on to have an outstanding career in the CFL playing for 13 years from 1965–1978, with the Montreal Alouettes, the Calgary Stampeders, the Hamilton Tiger-Cats, and the Toronto Argonauts playing in nearly 200 games and scoring over 90 touchdowns.

Terry won the Gruen Trophy as the Eastern Rookie of the Year in 1965, the Most Outstanding Canadian Award in 1967 and 1971, was an all star 7 times, won the Grey Cup in 1970 and was inducted into the Canadian Football Hall of Fame in 1984.

In 1994, the CFL instituted the Terry Evanshen Trophy which is awarded annually to the Outstanding Player in the East Division.

Post-football car crash and memory loss
On July 4, 1988, Terry's life was nearly ended when a car ran a red light crashing into his Jeep. His injuries were so serious that a priest was called to perform last rites. Against great odds, he survived in a coma, but when he awoke a month later he had no memory of his life before the crash. His struggles with this great loss eventually led him to become a motivational speaker. In the year 2000, author June Callwood wrote an award-winning book, The Man Who Lost Himself: The Terry Evanshen Story, which was turned into a 2005 movie for CTV, The Stranger I Married (also known as The Man Who Lost Himself), starring David James Elliott and Wendy Crewson and directed by Helen Shaver.

Videos

References

External links
Official website
CFL Legends: Terry Evanshen
W-Five: Terry Evanshen, a life forgotten
Speakers.ca page
Toronto Argonauts tribute page
The Man Who Lost Himself at IMDB
Ontario Brain & Injury Association survivor profile

1944 births
Living people
Anglophone Quebec people
Calgary Stampeders players
Canadian Football Hall of Fame inductees
Canadian Football League announcers
Canadian Football League Most Outstanding Canadian Award winners
Canadian Football League Rookie of the Year Award winners
Canadian football wide receivers
Canadian motivational speakers
Hamilton Tiger-Cats players
Montreal Alouettes players
Players of Canadian football from Quebec
Canadian football people from Montreal
Toronto Argonauts players
Utah State Aggies football players

Terry Evanshen


"Form and Void" is the 2nd episode of the paranormal drama television series Supernaturals season 11, and the 220th overall. The episode was written by Andrew Dabb and directed by executive producer Phil Sgriccia. It was first broadcast on October 14, 2015 on The CW. In the episode, Dean takes Jenna to her grandmother's house with the baby Amara, unaware that she is the Darkness, whom Crowley is looking for so he can use her power. Meanwhile, Sam works on a cure for the virus while Castiel is tortured by angels for Metatron's whereabouts.

The episode received critical acclaim, with critics praising Amara's new role as the antagonist.

Plot
In Superior, Nebraska, Sam (Jared Padalecki) captures an infected man as a way to find a cure for the virus. Meanwhile, Dean (Jensen Ackles) takes Jenna (Laci J. Mailey) and the baby to Cedar Rapids, Iowa at her grandmother's (Christine Willes) house. When her grandmother puts her on her bed, Amara shows signs of telekinesis.

When they discover this, Jenna's religious grandmother decides to call a preacher as she believes she's possessed. Dean is called by Jenna and is surprised when he discovers the preacher is none other than Crowley (Mark A. Sheppard). While Jenna tends to Amara, Amara consumes her soul, making her killing her grandmother.

In the hospital, Sam is visited by Billie (Lisa Berry), a reaper. She explains that after the Death's death, the reapers decided to stop reviving Sam and Dean and instead of sending them to Heaven or Hell when they die, they will be tossed into "the empty", where no one returns. Sam decides to pray to God for help in finding the cure and begins to receive clues from his memories in Lucifer's Cage.

Sam's condition begins worsening and in a last attempt to find a cure, finds a passage in the bible about the holy oil. He pours holy oil over his black veins, healing them. He then attracts the infected people to a ring of fire surrounded by holy oil, curing them. Dean and Crowley find Amara in the crib and realizing she has the Mark of Cain, discovers she's the Darkness. They then find Jenna, who tries to kill Dean and Crowley is forced to kill her. Crowley intends to use Amara for his purposes and when Dean goes to check on the baby, Amara and Crowley are gone.

Meanwhile, Castiel (Misha Collins) is being tortured by the angels Efram and Jonah to reveal Metatron's whereabouts. He is finally rescued by Hannah, who's currently in a male vessel (Lee Majdoub). However, Castiel correctly deduces that Hannah set everything from his torture to his rescue so she could get information from him. When Efram and Jonah return with a plan to break into his brain, Castiel (still in the rabid dog spell) kills Efram and Jonah but Hannah is stabbed and killed after protesting that they went too far.

Sam and Dean return to the bunker where they discover an injured Castiel, asking for help. Meanwhile, Amara is now in the form of a young girl (Gracyn Shinyei). She's found by Crowley, who offers her people to feed.

Reception

Viewers
The episode was watched by 1.85 million viewers with a 0.8/3 share among adults aged 18 to 49. This was a 12% decrease in viewership from the previous episode, which was watched by 1.94 million viewers. This means that 0.8 percent of all households with televisions watched the episode, while 3 percent of all households watching television at that time watched it. Supernatural ranked as the second most watched program on The CW in the day, behind Arrow.

Critical reviews

"Form and Void" received universal acclaim. Amy Ratcliffe of IGN gave the episode a "great" 8.7 out of 10 and wrote in her verdict, "Tonight's Supernatural wasn't earth shattering, but it moved the needle in intelligent and engaging ways. The Amara/Darkness plot is chugging along and bringing about interesting developments for everyone but especially Crowley and Sam."

Hunter Bishop of TV Overmind, wrote, "I thoroughly enjoyed this episode of Supernatural, which is evident by the 1200 rambling words. There is a lot philosophically that I can't wait to explore. I especially can't wait to see more soulless stuff, and I would be very pleased to see a return of Soulless-Sam, which is the best work that Jared Padalecki has ever done. This season of Supernatural is off to a strong start. The first two episodes were very serialized, and I hope that continues. It probably won't, because they have a 23 episode order, and writing 23 serialized episodes would kill most writers (myself included). I just hope that in the episodes that are heavily serialized, we get something like we got tonight."

Sara Netzley of EW stated: "The Supernatural-verse got a little bigger in this week's episode, which picks up hours after the premiere. We have a new Reaper, more jerk angels (seriously, will Heaven ever run out of jerk angels), and a new final resting place for the Winchester boys after they die. Again."

Sean McKenna from TV Fanatic, gave a 4.2 star rating out of 5, stating: "If anything, I'm just glad that Sam and Dean reunited by the end. Sure, there are plenty of questions I'd love to have answered, hopefully in due time, and I'm a bit hesitant when it comes to the new big bad. But the overall direction of Supernatural Season 11 is intriguing, and I'm still looking forward to seeing the Winchester brothers tackle whatever obstacle they have to face."

MaryAnn Sleasman of TV.com wrote, "'Form and Void' picked up where 'Out of the Darkness, Into the Fire' left off and gave shape to the amorphous plot point that the Darkness and Amara presented. It also didn't waste anymore time tormenting Castiel at the hands of the prep-school angel boys, finally reuniting him with his precious, precious Winchesters. More Please."

Becky Lea of Den of Geek wrote, "Thankfully though, for now, both Winchesters are back together at the bunker, neither one of them harbouring anything particularly nasty waiting to erode their souls. What they do have is a weakened, cursed Castiel to deal with. The eleventh season is off to a characteristically strong start." Lisa Macklem of SpoilerTV wrote, "I thought this was a reasonably fun episode, with good effects – baby Amara morphing into slightly older Amara was also super creepy! Lots of good one liners and some interesting things like that vision and Billie thrown into the mix. What did you think of the episode? Did you have a favorite line? Do you think Amara has a more sinister purpose than simply eating souls? Any more theories about her connection to Dean? Is Chuck out there?!"

References

External links

Supernatural (season 11) episodes
2015 American television episodes
Television episodes set in Nebraska
Television episodes set in Iowa

Form and Void (Supernatural)


On 8 September 1997 Flight 451, a Eurocopter AS 332L1 Super Puma, from the Norwegian helicopter operator Helikopter Service, crashed into the Norwegian Sea,  northwest of Brønnøysund, Norway. The aircraft was en route from Brønnøysund Airport, Brønnøy to Norne, an offshore Floating production storage and offloading vessel (FPSO). The accident was caused by a fatigue crack in a spline of a power transmission shaft connector, which ultimately caused the power transmission shaft to fail. All twelve people on board were killed in the crash.

Aircraft
The accident aircraft was an AS332 L1 Super Puma helicopter, manufactured by Eurocopter (now named Airbus Helicopters), registration LN-OPG.

Background
At 06:00 a.m. local time (UTC+2), Helikopter Service Flight 451 took off from Brønnøysund Airport with two pilots and ten passengers, heading for the Statoil operated FPSO Norne. The route was a daily shuttle due to lack of accommodation on Norne during the busy period when the vessel was under commissioning.

Accident
The flight proceeded as normal until 06:50:07 hours when the engine overspeed light was observed for a short time. The co-pilot read out the corresponding information from the emergency checklist, before they continued the approach to land on Norne. At 06:52:41 hours the crew contacted Transocean Prospect, the oil platform that was handling radio communication with helicopters landing on Norne. At 06:54:42 hours they informed Bodø ATCC that they were leaving , with an estimated time of arrival of 07:05 hours. According to the helicopter's cockpit voice recorder (CVR), the abnormal indications recurred at 06:55:37 hours before "something strange" was observed at 06:55:55 hours. A thud was heard at 06:56:30 hours; then, after a loud crunching sound 1.7 seconds later, the crew lost control over the aircraft. The helicopter fell to the sea from around  and all on board were killed as a result of the impact. The wreckage sank and came to rest at a depth of .

All twelve people on board were killed in the crash.

Summary of investigation findings
Following their investigation of the accident, the Norwegian Accident Investigation Board (AIBN) concluded that the cause of the accident was multiple fatigue cracks in the splined sleeve between the high-speed bendix shaft and the right-hand engine, which had caused damage to the engine overspeed protection system. The splined sleeve disintegrated, severing the high-speed shaft, which led to an overspeed of the right-hand power turbine which in turn burst, destroying the left-hand engine as well as to cutting control rods which made the helicopter uncontrollable.

The crew could not be expected to have been sufficiently knowledgeable about the aircraft's control system to understand the seriousness of the intermittent overspeed alarm, and there were no procedures or checklists available that covered this scenario.

The AIBN also found reason to believe that one of the HUMS accelerometers installed in the aircraft would have been able to alert maintenance crew about the change in vibration patterns in time to avoid the accident had it been serviceable since it was configured with a setpoint value. Retrospective analysis of HUMS data showed that vibrations at the location where this accelerometer was mounted were above the setpoint value before the accident. The part of HUMS that was serviceable stored relevant information, but those data had to be retrieved by maintenance staff and analyzed between flights. At the time of the accident, usage of HUMS in offshore helicopters was in an early phase and not required by regulations. The cracks had been developing slowly for several days before the catastrophic failure occurred, and if HUMS data had been systematically retrieved and analyzed between flights the change in vibration patterns might have been discovered by maintenance staff before the fatal flight. Regulation of HUMS in offshore helicopters was one of 18 recommendations in the final AIBN report. The AIBN report and the unrealized potential of HUMS in avoiding this accident was discussed at the 2003 HUMS Conference in Melbourne and was described as "a defining moment" for HUMS in offshore helicopter operations.

See also
Other North Sea helicopter incidents:
 1986 British International Helicopters Chinook crash
 Bristow Helicopters Flight 56C (1995)
 Bond Offshore Helicopters Flight 85N (2009)
 CHC Helikopter Service Flight 241 (2016)

References

Aviation accidents and incidents in Norway
CHC Helikopter Service accidents and incidents
Accidents and incidents involving the Eurocopter AS332 Super Puma
Aviation accidents and incidents in 1997
1997 in Norway
Brønnøy
Norwegian Sea
Airliner accidents and incidents caused by in-flight structural failure
September 1997 events in Europe

Helikopter Service Flight 451


Frank Clark (March 28, 1860 – April 14, 1936) was an American lawyer and politician who served in public and private practice for some 50 years, including 20 years in the United States Congress.

Born in Eufaula, Alabama, Clark attended law school in Georgia and was admitted to the bar there in 1881, beginning in private practice in Newnan.

In 1884 he moved to Florida, where he spent most of his life as a politician and lawyer in public and private practice. One year later, Clark was elected city attorney of Bartow, Polk County, Florida, for 1885-86. He returned to private practicing for three years until winning the first of two two-year terms - ten years apart - in the Florida House of Representatives.

Between the end of his first term in 1891 and his re-election in 1899, Clark worked at his law practice in-between his 1893 appointed to a four-year term as assistant U.S. attorney for Southern Florida. He then moved to Jacksonville, Florida and resumed his law practice until being re-elected to the State House. In 1900, he was elected chair of the Florida Democratic Party.

When his second term ended in 1901, Clark spent four years in private practice before being elected to the U.S. House of Representatives. The highlight of his 20-year tenure was chairing the Committee on Public Buildings and Grounds from 1913 through 1919.

In 1908, Clark gave a speech voicing his strong support for a bill to segregate the streetcars in Washington, D.C., during which he praised segregation and espoused numerous racial stereotypes of African Americans which he believed made them inferior to whites, including that God had created them with "low brow, low order of intelligence, and repulsive features", that "The average negro is perfectly happy when he finds himself eating a watermelon or going on a railroad excursion.", and that while "the [railroad] cars furnished for negro passengers are just as good as those furnished for white passengers" they do not remain that way because "Imagine a nice, new passenger coach, packed with dirty, greasy, filthy negroes, down South, in midsummer, and you can readily understand why that car does not long remain as good, as clean, and as desirable as a similar car occupied exclusively by white travelers."

Clark ended his speech by saying that:"This is our country, as it was the country of our fathers. The country of the white man, not the home of the mongrel. It will always be the white man's country. If the black man and the yellow man each desire to remain with us, occupying the sphere in life for which God Almighty intended each, let them do so. If not content with that, then let them go elsewhere."In 1911, Clark proposed H.R. 2582, which read: "To prohibit the intermarriage of persons of the white and Negro races within the District of Columbia; to declare such contracts of marriage null and void; to prescribe punishments for violations and attempts to violate its provisions."

His congressional career ended in 1925 when, despite his history as state chairman, he failed to win his party's nomination to run.

Once again Clark resumed his law practice, this time in Miami. Three years later, in 1928, President Calvin Coolidge appointed him to the U.S. Tariff Commission, where he served for two years.

In 1930, at the age of 70, Clark remained in the nation's capital and returned to practicing law, but in 1933 he became attorney for the Bureau of Internal Revenue (predecessor to the Internal Revenue Service), serving until his death at age 76.

He was returned and interred in Bartow, Florida.

References

External links

1860 births
1936 deaths
People from Eufaula, Alabama
Democratic Party members of the United States House of Representatives from Florida
Democratic Party members of the Florida House of Representatives

Frank Clark (politician)


Twilight (Spanish: Crepúsculo) is a 1945 Mexican drama film directed by Julio Bracho and starring Arturo de Córdova, Gloria Marín and Julio Villarreal.

Synopsis
Shortly before leaving for a trip to Europe, the celebrated Doctor Alejandro Mangino sees his former girlfriend Lucía posing nude in an art class. He becomes infatuated with her once more, but after returning from Europe he finds she is married to his best friend, Ricardo. He tries desperately to avoid Lucía, but struggles to overcome his obsessive feelings. She entices him into having an affair with her, despite the concerns of Lucía's younger sister Cristina, who also has a crush on Doctor Mangino. Mangino is left in a state of psychological trauma when he has to operate on Ricardo to save his life.

Cast
 Arturo de Córdova as Alejandro Mangino
 Gloria Marín as Lucía
 Julio Villarreal as Maestro de psiquiatria
 Manuel Arvide as Ricardo Molina
 Octavio Martínez as Sebastián, mayordomo
 Felipe Montoya as Primitivo
 Manuel Noriega as Papá de Lucía
 Jesús Valero as Escultor
 Lilia Michel as Cristina
 Lidia Franco as Mamá de Lucía
 Carlos Aguirre as Raúl
 María Gentil Arcos as Madre de Lucia
 Francisco Jambrina as Doctor Díaz González
 Chel López as Chofer
 Luz María Núñez as Enfermera
 Salvador Quiroz as José
 Humberto Rodríguez as José, Conserje
 Félix Samper as Invitado a reunión
 Manuel Trejo Morales as Invitado a reunión
 Armando Velasco as Conductor del tren

References

Bibliography
 Spicer, Andrew. Historical Dictionary of Film Noir. Scarecrow Press, 2010.

External links

1945 films
1945 drama films
Mexican drama films
1940s Spanish-language films
Films directed by Julio Bracho
Mexican black-and-white films
1940s Mexican films

Twilight (1945 film)