Tiffield

July 2nd, 2009

Coordinates: 52°11?35?N 0°53?43?W? / ?52.19295°N 0.89517°W? / 52.19295; -0.89517

Tiffield

Tiffield is located in Northamptonshire

Tiffield

Tiffield shown within Northamptonshire

Population 370 (2001 Census)
OS grid reference SP698517
 - London 67 miles (108 km)
Parish Tiffield
District South Northamptonshire
Shire county Northamptonshire
Region East Midlands
Constituent country England
Sovereign state United Kingdom
Post town TOWCESTER
Postcode district NN12
Dialling code 01327
Police Northamptonshire
Fire Northamptonshire
Ambulance East Midlands
European Parliament East Midlands
UK Parliament Northampton South
List of places: UK • England • Northamptonshire

Tiffield is a village and civil parish in the English county of Northamptonshire; it is located north of the town of Towcester between the A5 road to its west and the A43 road to its east.

Contents

  • 1 Governance
  • 2 Demographics
  • 3 Facilities
  • 4 The Gateway School
  • 5 External links
  • 6 References

Governance

Tiffield is part of the district of South Northamptonshire.

Demographics

The 2001 census shows 370 residents, evenly split between male and female, 185 each living in 142 dwellings.

Facilities

The primary school, one of the smallest in the country, with just 46 pupils in the 2007/08 academic year. It is Church of England, Voluntary Aided and has two classrooms. The old Victorian school building, used for KS2 and a 1960s mobile classroom for KS1, was to be demolished in summer 2008 and replaced by a modern classroom behind the Victorian building. Most pupils who leave the school progress to Sponne School in Towcester. There is a church dedicated to St John the Baptist and a pub (”The George”). It also has a pocket park and a playing field, Claydon’s Field, which was opened in 1979 after 8 years of fundraising by villagers.

The village has one main road, which runs from the St. John’s turning on the A43 to the village of Gayton, Northamptonshire. Two 1960s roads exist: Pigeon Hill at the southern end of the village and Meadow Rise at the northern end. The village is approximately ½ mile long. It is linked directly to Gayton, Northamptonshire and Eastcote by road.

Tiffield Pocket Park was declared a Local Nature Reserve in 2008. The Pocket Park land was originally part of the Northampton and Banbury Railway, which was closed in the 1960s. It now is a linear trail connecting several footpaths and rights of way. Three orchid species are found within the Pocket Park and may be seen flowering between April to June (depending on the season).

The village website may be found at www.tiffield-online.co.uk

The Gateway School

The Gateway school teaches more than 50 pupils with behavioural, emotional and social difficulties. It moved from its old building in Raeburn Road, Northampton in May 2008 which cost £6.4m of government funding. The official opening ceremony was attended by HRH The Duchess of Gloucester. The site was occupied by an Approved School many years ago and, before that the Northampton Society’s Reformatory School for Boys which opened on 21 January 1856.

External links

  • Contact Details of the parish council
  • Some details about the parish church
  • ‘Clutch’, a history website set up by residents
  • Tiffield Primary School’s website
  • Tiffield Primary School at the County Council website

Overweight

La Belle Dame sans Merci: A Ballad

July 2nd, 2009


W. J. Neatby’s illustration for “La Belle Dame Sans Merci”

La Belle Dame sans Merci (French: “The Beautiful Lady without Pity”) is a ballad written by the English poet John Keats. It exists in two versions, with minor differences between them. The original was written by Keats in 1819, although the title is that of a fifteenth century poem by Alain Chartier.

The poem describes the encounter between an unnamed knight and a mysterious woman who is said to be “a faery’s child”. It opens with a description of the knight in a barren landscape, “haggard” and “woe-begone”. He tells the reader how he met a beautiful lady whose “eyes were wild”; he set her on his horse and she took him to her “elfin grot”, where she “wept, and sigh’d full sore”. Falling asleep, the knight had a vision of “pale kings and princes”, who cried, “La Belle Dame sans Merci hath thee in thrall!” He awoke to find himself on the same “cold hill’s side” after which he continues to wait and “palely loitering”.

Although “La Belle Dame Sans Merci” is short (only twelve stanzas of four lines each, with an ABCB rhyme scheme), it is full of enigmas. Because the knight is associated with images of death—a lily (a symbol of death in Western culture), paleness, “fading”, “wither”—he may well be dead himself at the time of the story. He is clearly doomed to remain on the hillside, but the cause of this fate is unknown. A straightforward reading suggests that the Belle Dame entraps him, along the lines of tales like Thomas the Rhymer or Tam Lin. To continue, as knights are usually bound to vows of sexual chastity, the poem may imply that this knight is doubly compromised — and, actually, now enchanted — as he dallies here with an ethereal creature.

Visual depictions

“La Belle Dame sans Merci” was a popular subject for the Pre-Raphaelite painters. It was depicted by Sir Frank Dicksee, Frank Cadogan Cowper, John William Waterhouse, Arthur Hughes, Walter Crane, and Henry Maynell Rheam. It was also satirised in the December 1, 1920 edition of Punch magazine.

elc fuel saver

Full Thrust

July 2nd, 2009


Cover of the Full Thrust second edition rule book.


Full Thrust, Polish edition cover

Full Thrust is a science fiction strategy wargame written by Jon Tuffley and published by Ground Zero Games of England. It is usually played with miniature figurines representing imaginary starships, although cardboard chits representing the vessels can also be used. Unlike many games, the publishers encourage the use of any miniatures rather than only “official” ones, though Ground Zero Games does also sell an extensive miniature range.

Full Thrust is one of the most popular games representing starship battles. The game has its own military science fiction/space opera universe. There are also many unofficial conversions to other sci-fi universes like Star Trek (sometimes called Full Trek), Star Wars and Honor Harrington.

Contents

  • 1 History
  • 2 Plot and universe
  • 3 Overview of game mechanics
    • 3.1 Point values
    • 3.2 Mass factors
    • 3.3 Thrust rating
    • 3.4 FTL
    • 3.5 Weapons
    • 3.6 Fighters
  • 4 List of available Full Thrust releases
  • 5 References
  • 6 See also
  • 7 External links

History

The most current Full Thrust rules set is generally known as version 2.5, though this is not the title of any official release; it refers to the rules from Full Thrust, Second Edition (1992) as extensively amended by the two Fleet Book volumes (published in 1998 and 2000). Version 2.5 is often played with some rules from More Thrust, the most common being fighter morale. The plain Second Edition rules set is known as version 2, and itself incorporated several changes from the previous, now out of print, First Edition published in 1991.

A Version 3.0 is planned for some time in the future, but no date has been set. However, the Second Edition and the Fleet Books are all available as free downloads in PDF form on the Ground Zero Games online store.

Plot and universe

Although the authors of the game stated that their universe is of second importance to the rules, nonetheless the universe as developed in the rulebooks has been adopted and expanded by many fans.

The official universe is an example of a military space opera with numerous stellar factions fighting for control of the known space. The main political entities include four major human powers, dozens of smaller human powers and three alien races. The game is set around the year 2188.

Major human empires:

  • NAC — The “New Anglian Confederation” was formed in 2057. The NAC colonies fall under a constitutional monarchy. Their Royal Space Navy descended from the British Royal Navy, and is an amalgam of former British, Canadian and United States forces. Their official language is English and their capital is on the planet Albion. Their symbol is a stylized “A” shape with three bars of red, white and blue in the center.
  • NSL — The “Neu Swabian League” was formed in 2101 after the split of the European Space Force. Their official language is German and their navy is known as the Kriegsraumflotte. Their capital is located on the planet Neu Salzburg. Their symbol is a stylized black eagle with spread wings on a field of red.
  • FSE — The “Federal Stats Europa” (aka “Federated States of Europe”) was formed in 2101 after the split of the European Space Force. Their colonies fall under a democratic council core government. Their official language is French and their space navy is known as L’Astromarine des FSE. Their symbol is stylized gold bull’s head with a gold star between the horns upon a field of blue.
  • ESU — The “Eurasian Solar Union” was formed in 2079. Their colonies fall under a primarily communist republic government made up of an amalgam of former Russian and Chinese societies. Their naval fleet, literally Military Space Fleet is known as Voyenno-Kosmicheskiy Flot in Russian and Taikong Jiann Dwee in Chinese. Their capital world is Nova Moskva. Their symbol is a red star with a gold edge on a red field.

Minor human powers — There are also many smaller powers, such as Free Cal-Tex, the Pan-African Union, the League of Latin American Republics, etc. Other human powers also include various mercenary units allied to the highest bidder and numerous smuggling and pirate gangs operating within and outside the territories.

Alien species:

  • Kra’Vak — The Kra’Vak, (their name translated as “People of the Sorrow Killer”), are clan-based bipedal anthropoids with a mix of reptillian and insectoid features. They communicate with a guttural language that is hard for humans to comprehend thus making relations with them very difficult. Relations are complicated further by the fact that Kra’vak pass through several gender and behaviorial stages as they age which make them somewhat unpredictable as members of one stage are more aggressive and territorial than those in another stage. Kra’vak technology is similar to humans, but in some cases they are not as advanced. They favor powerful non-energy based weaponry such as railguns and missiles, and they also lack shield technology.
  • Sa’Vasku — The Sa’Vasku are extremely long-lived semi-aquatic lifeforms resembling giant nearly-immobile jellyfish. They are an ancient race that has seen many space-faring species rise and fall. Little is known of their race except for the fact that they seem obsessed with balance and are fearful of change. They believe young space-faring races like humans are too naive to be left unchecked and they ruthlessly oppose their expansion into space. Sa’Vasku technology is biosynthetic and their spaceships are alive, genetically created and grown for specific purposes. Their construct ships are equipped with various “weapon organs” that generate energy beams or launch spore projectiles.
  • Phalon — The Phalons are a carbon-based, oxygen-breathing species, somewhat humanoid in physique however they have multi-jointed limbs, exoskeletal hides and flat triangular-shaped heads dominated by single tri-lensed eye. They have three sexes, fertile males and females, and a more numerous asexual group that comprises most of their military force. Like the Sa’Vasku, Phalon technology is bio-synthetic in nature however they use genetically grown materials like humans use metal and plastic, building snail-like spaceships that are made from organic components but are not “alive” in their own right. The Phalon thinking-prosess is similar to humans, and the two species can carry on meaningful conversations, however Phalons are completely amoral. They take what they want without considering payment, and do what they wish without any regard to consequence.

Overview of game mechanics

Full Thrust (FT) uses six-sided dice, or d6, for all combat resolutions. Typically, a game of FT requires lots of six-sided dice. In the version 2.5 rule set, measurements in FT are based on Movement Units (MU), which can be equal to whatever measurements the players wish to use. Usually they are either inches or centimeters, but this depends on the sizes of the models used and the size of the battle board. Normally, rulers or tape measures are used to measure distances between models, as in most traditional figure-based wargames; FT can also be played on a hex-printed battle board where each 1 inch hex represents one MU, but the rules do not explicitly support this.

FT is a turn-based game: each player secretly writes down his movement orders, then all players move their ships simultaneously in accordance with those orders. Combat is played in several phases (missile movement, fighter attacks, direct-fire weapons, etc.). A game may be played until one side is wiped out, or for a set number of turns, but most commonly an explicit objective is set for each side, with victory determined both by this and by the remaining forces at the end of the game.

Point values

For a pick-up game rather than part of a more extended campaign, players build fleets of warships based on point values. Opposing forces decide how many points they will be using before play; larger and power powerful ships cost more points, so this is a reasonable guide to the length and complexity of a battle.

Mass factors

Each ship has a Mass Factor which represents the size of its hull; all systems (weapons, drives, defences, etc.) must fit inside this. As the ship gets larger, its classification could change. The smallest ships are usually Scouts, Frigates, and Corvettes (4 - 10 mass); medium mass ships are Destroyers and Cruisers (14 - 36 mass); and the heaviest ships are Battleships, Dreadnoughts, and Carriers (up to about 100 mass). The game is capable of handling “Superships” which have Mass Factors over 100. Adding weapons and systems costs points as well as mass.

Thrust rating

All ships need sublight engines with a Thrust Rating. This number represents how many Movement Units (MU) on the battle map a ship can change its speed per turn. Speed is incremental, so for instance a ship with a Thrust Factor of 3 can increase its speed up +3 MUs per turn: from a speed of 3 one turn, to 6 the next, then to 9 the next, and so on. It can also slow down its thrust rating per turn as well. If it were at speed 9, it would take it 3 turns to slow to a dead stop.

Two movement systems are available: the default “cinematic” system, in which ships move and turn in the style of wet navy vessels as seen in space opera film and television, and the “vector” system which is a rather more realistic representation of movement in space but is somewhat more complex.

All movement of ships is planned ahead of time, before the miniatures are physically moved. These movements are written down on a Movement Orders sheet and kept secret from other players until the turn begins. Players must move their ships as they have written them down on their orders sheet. Movement orders must also include the launching of any missiles and fighters.

FTL

Most ships also have FTL (faster-than-light) drives; the only ones that don’t are in-system defence ships, orbital stations, or “battle riders” brought into combat via an FTL tug.

The FTL is normally used not for tactical but for strategic purposes, allowing a damaged ship or an outnumbered fleet to flee from battle and preserve its remaining strength. Due to the physical nature of the FTL system, it can (in desperation), be used as a weapon itself although it has as much a chance of destroying the ship that deploys it as it does an enemy vessel.

Variant settings, such as the one based in the Star Trek universe (Full Trek), may have different technology rules. In Full Trek, the nature of the Warp drive allows ship-to-ship combat while in warp.

Weapons

There are several weapon systems available in the Full Thrust game:

Beam weapons

The most common ship weapons are Beam Batteries which have a power level such as 1, 2, 3 (or higher). The larger the number, the farther the battery can fire, and the more damage dice the weapon inflicts.

For every power level of the battery, the beams can fire out 12 Movement Units (MUs) from the ship on the table. A Level 1 battery can fire at a maximum range of 12MU. A Level 2 can fire a maximum of 24MU, and so on. For every 12MU the beam fires, it loses 1 die of damaging power. For instance: A Level 2 battery inflicts 2 dice of damage within 12MU, and only 1 die of damage after that.

Under the Second Edition (Ver. 2.0) of the FT rules, batteries had a letter designation, with Class C batteries being equivalent to Level 1 batteries. Class A was the most powerful until Mega AA batteries were added. Mega AAs could fire the farthest, but had a chance of burning out. In Ver. 2.5 the beam weapon system was refined, and the former class A became class 3, the former class B became class 2 and so on.

In theory, there is now no limit to how powerful a beam weapon can be; for instance, a massive super ship could have a beam weapon of class 10 (or higher), although such an application would be impractical due to the increases of mass and point cost. The ship would have a better chance of inflicting more damage with several smaller weapons instead of one super weapon.

Other systems

Other kinds of offensive weapons include Pulse Torpedoes, Needle Beams (which can target a specific system on an enemy ship and disable it), Submunition Packs, Missiles, Minelayers and “mega-damage” weapons, such as the Nova Cannon and Wave Gun.

Ships can be protected by Point-Defense Systems (PDSs), which are clusters of smaller weapons used to shoot down missiles and enemy fighters. There are also Screen systems to use against beam attacks, though not all weapons are impeded by them; missiles and mass driver projectiles can pass through to the hull, which are why PDSs can be an asset. Some other miscellaneous systems include Reflex Fields (which have a chance of deflecting a beam back at an attacker), Cloaking Fields, and Enhanced Sensors.

Ships are required to include Fire Control sensors in their designs. Without firecons a ship cannot select targets; the more firecons incorporated into the design, the more targets the ship can fire at per turn. A specialised firecon, the Area Defence Fire Control, allows a ship’s PDS to attack missiles and fighters aimed at other targets, in the manner of an Aegis ship.

Fleet Book Vol. 2: The Xeno Files added even more weapons including mass drivers, strange alien weapons, and living ships hulls.

Fighters

If players include carriers in their fleets, they may dispatch groups of fighters into battle. There are many kinds of specialized fighter for different tactical attacks. Interceptors, for instance, have better chances of destroying enemy fighters but have no anti-ship strike ability, while Torpedo Fighters have a heavy one-shot anti-ship punch but are vulnerable to other fighters.

List of available Full Thrust releases

  • Full Thrust - published 1991 (out of print).
  • Full Thrust: Second Edition - published 1992 (the core rule book). Available as a free PDF download at Ground Zero Games website.
  • Full Thrust: More Thrust - published 1993 (now out of print, this book adds more weapons, ship designs, and combat scenarios to FT). Most of the systems documented in More Thrust were later updated by the Fleet Books; those that remain are not entirely easy to bring over. Available as a free PDF download at Ground Zero Games website.
  • Full Thrust: Fleet Book Vol. 1 - published 1998 (adds new rules for beam batteries, vector movement, new fleet designs, and additional background information to the FT storyline). Available as a free PDF download at Ground Zero Games website.
  • Full Thrust: Fleet Book Vol. 2 “The Xeno Files” - published 2000 (adds updated rules for alien spaceship fleets and weaponry, with more timeline in the official universe). Available as a free PDF download at Ground Zero Games website.
  • The Babylon Project: Earthforce Sourcebook (out of print, partly incorporated into the Fleet Books) (Contains a set of space combat rules written by Jon Tuffley, based on his Full Thrust rules).

Ground Zero Games also publish the following wargames set in the same optional background universe:

  • Dirtside II (a set of combat rules for planetside battles, mostly dealing with fighting vehicles; playable at the Battalion level). Available as a free PDF download at the Ground Zero Games website.
  • Stargrunt II (a set of combat rules for smaller scale planetside battles; typically played at the Company level, with individual units being squads and each soldier separately represented by a model). Like Dirtside II, Stargrunt II is available as a free PDF download at the Ground Zero Games website.

Ground Zero Games licensed out the Full Thrust engine to British Isles Traveller Support, or BITS.

  • Power Projection: Escort Smaller combatant ships from Traveller done in a variant of the Full Thrust Rules, adapted for the Traveller millieux.
  • Power Projection: Fleet Full range of combatant ships from Traveller done in a variant of the Full Thrust Rules, adapted for the Traveller millieux. All of the rules from Power Projection: Escort are included, and additional rules are added to cover elements unique to the larger ships.

References

  1. ^ a b Full Thrust: Fleet Book Vol. 1
  2. ^ Full Thrust: Fleet Book Vol. 2 “The Xeno Files”
  3. ^ Full Thrust: Second Edition

See also

  • Attack Vector: Tactical
  • Battlefleet Gothic
  • Starfire
  • Star Fleet Battles
  • Stellar Fire

Tricks For Fast Weight Loss

Daidai

July 2nd, 2009

Daidai
In fruit
In fruit
Scientific classification
Kingdom: Plantae
(unranked): Angiosperms
(unranked): Eudicots
(unranked): Rosids
Order: Sapindales
Family: Rutaceae
Genus: Citrus
Species: C. aurantium
Binomial name
Citrus aurantium
L. var daidai (Makino)

The daidai (Japanese: ?, ??; Chinese: ??; Korean: ??, gwanggyul), is an Asian variety of bitter orange. The name daidai, originally meaning several generations, originates from the fruit staying on the tree for several years if not picked. The colour of the fruit returns to green in the spring.

The daidai originated in the Himalayas. It spread to the Yangtze valley region and later to Japan.

The native Japanese word for the color orange, daidai-iro, is derived from the name of this fruit. It is used as a decoration in Japanese New Year celebrations. A daidai is placed on top of a stack of round mochi cakes, called kagami mochi. This use is believed to date from the Edo period.

The fruit is very bitter, and not usually eaten, but its dried peel is used in Kampo (the Japanese adaptation of Chinese medicine), in which it is called kijitsu (??) . It is used as an expectorant and a digestive tonic.

nicecall and nc-2000

American films of 1926

July 2nd, 2009

payphone

This film-related list is incomplete; you can help by expanding it.

Cinema of
the United States
1890s
1890 1891 1892 1893 1894
1895 1896 1897 1898 1899
1900s
1900 1901 1902 1903 1904
1905 1906 1907 1908 1909
1910s
1910 1911 1912 1913 1914
1915 1916 1917 1918 1919
1920s
1920 1921 1922 1923 1924
1925 1926 1927 1928 1929
1930s
1930 1931 1932 1933 1934
1935 1936 1937 1938 1939
1940s
1940 1941 1942 1943 1944
1945 1946 1947 1948 1949
1950s
1950 1951 1952 1953 1954
1955 1956 1957 1958 1959
1960s
1960 1961 1962 1963 1964
1965 1966 1967 1968 1969
1970s
1970 1971 1972 1973 1974
1975 1976 1977 1978 1979
1980s
1980 1981 1982 1983 1984
1985 1986 1987 1988 1989
1990s
1990 1991 1992 1993 1994
1995 1996 1997 1998 1999
2000s
2000 2001 2002 2003 2004
2005 2006 2007 2008 2009

A list of American films released in 1926.

1926

Title Director Cast Genre Notes
1926
Aloma of the South Seas Charles R. Bowers, Bud Fisher Gilda Gray, Percy Mamont Animated Comedy
The Bat Roland West Tullio Carminatti, Charles Herzinger, Jewel Carmen, Louise Fazenda Mystery, Thriller
The Bells James Young Lionel Barrymore, Caroline Frances Cooke, Gustav von Seyffertitz, Lorimer Johnston Crime Thriller
Battling Butler Buster Keaton Buster Keaton, Sally O’Neil Comedy
The Black Pirate Albert Parker Douglas Fairbanks, Billie Dove Swashbuckler
La Bohème King Vidor Lillian Gish
Brown Harvard Jack Conway William Haines, Jack Pickford, Mary Brian American Football
Cruise of the Jasper B James W. Horne Rod La Rocque, Mildred Harris, Snitz Edwards Comedy
Don Juan Alan Crosland John Barrymore, Mary Astor, Warner Oland, Estelle Taylor
Flesh and the Devil Clarence Brown John Gilbert, Greta Garbo Melodrama
Fool’s Luck Fatty Arbuckle
For Heaven’s Sake Sam Taylor Harold Lloyd, Jobyna Ralston Comedy
His Private Life Fatty Arbuckle
Home Cured Fatty Arbuckle
A Kiss for Cinderella Herbert Brenon Fantasy, Romance
Madame Mystery Theda Bara
Mare Nostrum Rex Ingram Antonio Moreno, Alice Terry
My Stars Fatty Arbuckle
One Sunday Morning Fatty Arbuckle
The Scarlet Letter Victor Sjöström Lillian Gish, Lars Hanson Drama
Sea Beast John Barrymore
The Son of the Sheik George Fitzmaurice Rudolph Valentino, Vilma Bánky, Montagu Love
The Sorrows of Satan D.W. Griffith Adolphe Menjou, Ricardo Cortez, Carol Dempster, Lya De Putti Fantasy
Sparrows William Beaudine Mary Pickford
The Strong Man Frank Capra Harry Langdon Comedy
The Temptress Fred Niblo, Mauritz Stiller Greta Garbo, Antonio Moreno Drama
Three Bad Men John Ford Western
Tramp, Tramp, Tramp Harry Edwards, Frank Capra Harry Langdon, Joan Crawford Comedy
What Price Glory? Raoul Walsh Edmund Lowe, Victor McLaglen, Dolores del Rio War

daytona 24

The Twelfth Album

July 2nd, 2009

“The Twelfth Album” is an alternate history short story by Stephen Baxter, first published in Interzone in April 1998. It is about an imaginary twelfth album recorded by The Beatles, called God. The album features songs that were written and recorded as solo projects by the group’s members in reality, but in a parallel universe where The Beatles did not split up following the release of Let It Be, resulting in these songs being recorded by the group.

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Tenggri

July 2nd, 2009

Gök Tanr?
Tengri - god of sky in modern Mongolian mythology art.
Tengri - god of sky in modern Mongolian mythology art.
Sky
Abode Sky
Symbol White goose
Parents non
Children Bai-Ulgan
Umay
Erlik
Koyash
Ay Tanr?
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Tengri (Bulgarian: ??????, Turkish: Tanr?) is the supreme god of the old Turkic (Xiongnu, Hunnic, Bulgar) and Mongolic (Xianbei) religion named Tengriism. It is analogous with the early Chinese concept of Tianli in Western Zhou Dynasty (11th century BC to 8th century BC), and later Daoist coinage of ? (with ? “blue” and ? “qi”, i.e., “blue heaven”) and derived Confucian concept of Tianli. The four direction symbols of Blue Dragon (East), White Tiger (West), Red Phoenix (South), Black Snake-Turtle (North) in Chinese cosmology is also analogous with the four direction symbol used in Tengriism.

There are no official symbols of Tengriism, however the symbol of the World Tree and the four directions symbol are common. It is often confused with a sun-worshipping religion, but the sun is merely a symbol of Tengri. A dramatic pyramidal mountain peak, long believed to be the highest point on the border between Kazakhstan and Kyrgyzstan, is called “Khan Tengri”.

Contents

  • 1 Xiongnu version
  • 2 Mongol version
  • 3 Bulgar version
  • 4 Turkic version
  • 5 Similarity with Chinese Tian “Sky”
  • 6 Honour
  • 7 See also
  • 8 Notes
  • 9 References
  • 10 External links

Xiongnu version

First appeared in Chinese records as “dhiu liei” (Chinese: ??). “???????” : The Huns call Tian (? meaning sky or heaven in Chinese) as Tengri

Mongol version

The core beings in Tengriism are Sky-Father (Tengri/Tenger Etseg) and Mother Earth (Eje/Gazar Eej). In history, Genghis Khan, the unifier of the Mongolian nation, based his power on a mandate from Tengri himself, and began all his declarations with the words “by the will of Eternal Blue Heaven.” Father Heaven is worshipped for what he is, the timeless and infinite blue sky. He is not visualized as a person, although he is said to have at least two sons.

Geser is a great hero of Tengriism and he is a reincarnation of a sky spirit sent to earth to help serve people as a shaman. His story is recounted in a very long epic text, meant to be performed over the course of several days with a horse head fiddle (moriin huur).

Bulgar version

The Sky-Father Tangra is the prime deity. The Khan is the supreme shaman to the god. However, in reality, the one who was the first among the shamans is the nedjin, the eldest shaman of the tribe.

Turkic version


The word tengri in Orkhon script.

Tengri or the god of blue sky was the main god of the Turkic pantheon, controlling the heavenly universe. In the ancient Turkic mythology, Tengri is a pure, white goose that flies constantly over an endless expanse of water, which represents time. Beneath this water, Ak Ana (”White Mother”) calls out to him saying “Create”. To overcome his loneliness, Tengri creates Er Kishi, who is not as pure or as white as Tengri and together they set up the world. Er Kishi becomes a demonic character and strives to mislead people and draw them into its darkness. Tengri assumes the name Tengri Ülgen and withdraws into Heaven from which he tries to provide people with guidance through sacred animals that he sends among them. The Ak Tengris occupy the fifth level of Heaven. Shaman priests who want to reach Tengri Ülgen never get further than this level, where they convey their wishes to the divine guides. Returns to earth or to the human level take place in a goose-shaped vessel.

In former Turkic states before the Middle Ages, among them the Göktürks, the khans based their power on a mandate from Tengri themselves. These rulers were generally accepted as the sons of Tengri who represented him on Earth. They wore titles such as tengrikut, kutlu? or kutalmysh, based on the belief that they attained the kut, the mighty spirit granted to these rulers by Tengri.

Traditionally Turks’ ancestors were animists and nature worshippers. Through their shamanistic beliefs, they revered celestial gods and the natural forces on earth that were important to them. In the ancient Turkish world as it is now, the word for god is “Tengri”. In their religious beliefs, the sky is identified with Tengri. Tengri is considered to be the chief god who created all things. In addition to this celestial god, they also had minor divinities that served the purposes of Tengri.

According to Mahmud Kashgari, Tengri was known to make plants grow and the lightning flash. Turks used the adjective tengri which means “heavenly, divine”, to label everything that seemed grandiose, such as a tree or a mountain, and they stooped to such entities.

In modern Turkish, the derived word “Tanr?” is used as the generic word for “god”, also for the Abrahamic God, and is often used today by Muslim Turks to refer to God in Turkish as an alternative to the word “Allah”, the originally Arabic Islamic word for “God”. Also, “Tengri” is the oldest known Turkic word, believed to have originated in the 6th century B.C.

Tengriism, a monotheistic religion, replaced an earlier polytheistic Turkic religion; it was also the religion of the Huns, Eurasian Avars, and early Hungarians.

Similarity with Chinese Tian “Sky”

Main article: Tian

Tengri is analogous with Tianli. The German sinologist Axel Schüssler suggests tengri as an etymology for tian ? “sky; heaven; god” and li ? “reasoning; rites; etiqutte; morality”:

“Because the deity Ti?n came into prominence with the Zhou dynasty (a western state), a Central Asian origin has been suggested, note Mongolian tengri ’sky, heaven, heavenly deity’” (Shaughnessy Sino-Platonic Papers, July 1989, and others, like Shirakawa Shizuka before him). (2007:495)

While some linguists argue that actually the word tian is the etymology for tengri, some other linguistic studies accentuate a Turkic etymology.

Honour

Tangra Mountains on Livingston Island in the South Shetland Islands, Antarctica is named after the deity, Tangra being the Bulgar version of the name.

See also

  • Sky father

Notes

  1. ^ ???·?????“???????”
  2. ^ ?????·300??“?????”
  3. ^ Abazov, Rafis. “Culture and Customs of the Central Asian Republics“. Greenwood Press, 2006. page 62
  4. ^ Göknil, Can. “Creation myths from Central Asia to Anatolia”. Yap? Kredi Art Galleries, 1997.
  5. ^ Käthe Uray-K?halmi, Jean-Paul Roux, Pertev N. Boratav, Edith Vertes. “Götter und Mythen in Zentralasien und Nordeurasien“; section: Jean-Paul Roux: “Die alttürkische Mythologie” (”Old Turkic Mythology”) ISBN 3-12-909870-4
  6. ^ Kaya, Polat. “Search For the Origin of the Crescent and Star Motif in the Turkish Flag”, 1997.
  7. ^ Baldick, Julian. Animal and Shaman: Ancient Religions of Central Asia. I.B.Tauris, 2000.
  8. ^ TDK Online Dictionary - Tanr?, Allah
  9. ^ The Tower of Babel. Turkic Etymology by Anna Dybo. te?ri

References

  • Brent, Peter. The Mongol Empire: Genghis Khan: His Triumph and his Legacy. Book Club Associates, London. 1976.
  • Sarangerel. “Chosen by the Spirits” Destiny Books, Vermont. 2001
  • Schuessler, Axel. ABC Etymological Dictionary of Old Chinese. University of Hawaii Press. 2007.

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Subdural hygroma

July 2nd, 2009

The subdural space is a virtual one, so any collection within it is considered as abnormal.

A subdural hygroma is a subdural collection of cerebrospinal fluid (CSF), without blood. Most subdural hygromas are believed to be derived from chronic subdural hematomas. It is commonly seen in elderly after minor trauma but can be seen in children after an infection. One of the common causes of subdural hygroma is sudden decrease in pressure by ventricular shunting. This can lead to leak of CSF into the subdural space especially in cases with moderate to severe brain atrophy. In these cases the symptoms such as mild fever, headache, drowsiness and confusion can be seen, which are relieved by draining this subdural fluid.

Most subdural hygromas are small and clinically insignificant. Larger hygromas may cause secondary localized mass effects on the adjacent brain parenchyma, enough to cause a neurologic deficit or other symptoms. Acute subdural hygromas can be a potential neurosurgical emergency, requiring decompression. Acute hygromas are typically a result of head trauma — they’re a relatively common posttraumatic lesion — but can also develop following neurosurgical procedures, and have also been associated with a variety of conditions, including dehydration in the elderly, lymphoma and connective tissue diseases. It’s not uncommon on head CT reports for chronic subdural hematomas (SDHs) to be misinterpreted as subdural hygromas, and vice versa. Magnetic resonance imaging (MRI) should be done to differentiate a chronic SDH from a subdural hygroma, when clinically warranted. Elderly patients with marked cerebral atrophy, and secondary widened subarachnoid CSF spaces, can also cause confusion on CT. To distinguish chronic subdural hygromas from simple brain atrophy and CSF space expansion, a gadolinium- enhanced MRI can be performed. Visualization of cortical veins traversing the collection favors a widened subarachnoid space as seen in brain atrophy, whereas subdural hygromas will displace the cortex and cortical veins.

In the majority of cases, if there hasn’t been any acute trauma or severe neurologic symptoms, a small subdural hygroma on the head CT scan will be an incidental finding. If there’s an associated localized mass effect that may explain the clinical symptoms, or concern for a potential chronic SDH that could rebleed, then an MRI, with or without neurologic consultation, may be useful.

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Bowling Green, Indiana

July 1st, 2009

Bowling Green

Bowling Green is located in Indiana

Bowling Green
Bowling Green

Coordinates: 39°22?59?N 87°00?42?W? / ?39.38306°N 87.01167°W? / 39.38306; -87.01167
Country United States
State Indiana
County Clay
Township Washington
Elevation 653 ft (199 m)
ZIP code 47833
FIPS code 18-06832
GNIS feature ID 431404

Bowling Green is an unincorporated town in Washington Township, Clay County, Indiana. It is part of the Terre Haute Metropolitan Statistical Area.

Geography

Bowling Green is located at 39°22?59?N 87°00?42?W? / ?39.38306°N 87.01167°W? / 39.38306; -87.01167.

I Need To Lose Weight

Loll

July 1st, 2009

Loll may refer to:

  • Renate Loll, physicist
  • Sven Loll (born 1964), German judoka Olympic medalist
  • Angle of loll, a specific hydrostatic stability condition experienced by unstable vessels at sea

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