title: Battle of Perlasz

text: The Hungarian troops arrived near the Serbian camp at 5 am. Here, Lieutenant Colonel Vetter took over the command of the infantry and artillery. Meanwhile, 2 companies of Prince Mieczysław Woroniecki's Pest Jäger Volunteers bypassed the entrenchment from the northeast; to their left, 3 companies of the 39th (Dom Miguel) infantry regiment were deploying. These formed the left flank of the attacking troops. On the right flank, facing the northern main line of the Serbian entrenchment system the 6th Company of the 37th (Michael) Infantry Regiment, the 10th Honvéd Battalion, and the Bihar National Guard Company were positioned. To observe the eastern flank of the entrenchments, namely the redoubt and its exit towards the village of Perlasz - on the extreme left flank of the Hungarian troops - 6 companies of Hanover and Württenberg hussars were deployed. The guns were sent forward as close to the weakest points of the enemy defenses as possible. Because of the terrain, they could only be set up on the north and north-eastern front line.


title: Battle of Perlasz

text: The Serb insurgents were desperate to defend their positions. At first, they tried to stop the attackers with rifle fire, and only when that failed did they attack them with their scimitars. A terrible, deadly fight ensued. After sending forward the 3rd Battalion of the 37th Infantry Regiment and the Woroniecki Jägers, Vetter saw the time for a decisive attack and hurried to the 10th Honvéd Battalion. He jumped down from his horse and with his sword in hand, he led the right flank of the battalion to charge. The soldiers followed him with their bayonets, and broke into the camp. They began the assault from the numerically superior right flank against the trenches. The infantrymen of the Michael Regiment were the first to climb the ramparts and penetrate the Serbian camp; then the 10th Honvéd Battalion pushed in. The success of the right wing encouraged the left wing. Woroniecky's volunteer Jäger companies, led by the Polish Prince himself, dismounting from his horse, advanced against the entrenchments, and so did also the Dom Miguel infantry. The Serbs "greeted" the Hungarians with a hail of bullets.


title: Battle of Perlasz

text: The assault lasted barely ten minutes, the rebels could not withstand the Hungarian bayonet charge and, abandoning their defense, began to run. The Serbs fled to the redoubt behind them, but the Hungarians pursued them and simultaneously penetrated into the closed entrenchment, from which, after a short period of fierce fighting, the Serbs were completely chased out. The company of the Bihar National Guards, which was in reserve behind the right wing, under the encouragement and command of Pál Kiss from the 37th Regiment, followed the example of the regulars with death-defying contempt, and despite their imperfect weapons and inadequate training, resolutely stormed and chased out of their position an enemy squadron, which dug itself in the thicket near the road behind the redoubt, trying to hold up and disturb the Hungarian right wing. The Serbian artillerymen were killed by the bayonets of the Hungarian infantry. At eight in the morning, after 3 hours of fighting, the Perlasz Serb fortified camp was in Hungarian hands. Kiss himself praised the honvéds, saying that even Napoleon never had such an assault.


title: Battle of Perlasz

text: On the same day, under the command of Lieutenant Stefanović, with 3,000 men and 7 guns, the Serbs entered Perlasz, abandoned earlier by the Hungarians, and attempted to rebuild the fortifications. The plan was for the two columns (Knićanin's and Stefanović's) to attack Nagybecskerek from two directions. The Hungarian troops on Écska learned about the plan, and Colonel Vetter was determined to prevent it at all costs. The Serbs took up position on the vineyards not far from the former military camp, and under the leadership of Lieutenant Živanović they started to build a closed entrenchment, but they did not finish it before the Hungarian attack. Vetter gathered up the troops from Écska and moved towards Perlasz. Vetter approached the half-finished entrenchments at a distance of 600 paces, and after the enemy had fired a few grenades, he sent the Máriássy battalion and the 10th Honvéd Battalion on the attack. They immediately occupied the half-finished entrenchments and then pushed the Serbs toward Perlasz. Stefanović tried to hold the village, and set up his guns on the southeast side of Perlasz, at the windmill. Meanwhile, from Nagybecskerek, Colonel Ernő Kiss arrived with his troops, led his infantry to the attack, and with his cavalry - the 2nd (Hannover) Hussars - tried to cut off the Serbs' retreat towards Leopoldova. This had its effect: after a short street fight, the Serbs evacuated Perlasz and fled towards Titel, Szakula, Farkasd, and Leopoldova. Their losses were two guns, a lot of weapons, and many dead and wounded.


title: Christian Embassy

text: In July, 2007, the Inspector General issued a report on "Alleged Misconduct by DoD Officials Concerning Christian Embassy". The report concluded that some of the individuals filmed in the video did not violate any policies, but that others had violated DoD policy by endorsing the Christian Embassy while in uniform. Furthermore, Chaplain (Colonel) Ralph G. Benson had provided a "selective benefit" to Christian Embassy by obtaining permission for them to film the promotional video in the Pentagon, and that he had done so by "mischaracterizing the purpose and proponent of the video." Six senior officers (four generals and two colonels) were described in the report as having "improperly endorsed and participated with a non-Federal entity while in uniform." The report also noted that "their remarks conferred approval of and support to Christian Embassy, and the remarks of some officers implied they spoke for a group of senior military leaders rather than just for themselves." One of the generals stated that he thought that Christian Embassy was a "quasi-federal entity".


title: Charles W. Miller

text: Miller was elected Attorney General in 1902, succeeding William L. Taylor. He served as Attorney General in the administration of Republican Governors Winfield T. Durbin and Frank Hanly. In 1906, Miller (breaking with former Attorney General Alonzo G. Smith's decision on the matter) supported the state government's lawsuits against hotel companies in French Lick and West Baden Springs regarding illegal gambling. Also, in 1906, Miller reviewed and approved the appointment of Mary Stubbs to the office of state statistician. Mary Stubbs had previously served as assistant to the former statistician, her father, Joseph Stubbs, but he had died while in office. Governor Hanly nominated Mary Stubbs to her father's former position. Despite the controversy surrounding the appointment due to Stubbs's gender, Miller declared that Governor Hanly had the authority to nominate a woman for the position. Additionally, Miller earned the ire of labor organizations in East Chicago due to his opposition to a bill regarding Calumet River canal construction. The Brotherhood of Railroad Trainmen declared Miller an enemy of labor unions and opposed his re-election campaign. Despite this, Miller was re-elected to the position in 1904. He served until 1907, when he was succeeded by James Bingham.


title: First-person shooter

text: During the 1990s, the genre was one of the main cornerstones for technological advancements of computer graphics, starting with the release of Quake in 1996. Quake was one of the first real-time 3D rendered video games in history, and quickly became one of the most acclaimed shooter games of all time. Graphics accelerator hardware became essential to improve performances and add new effects such as full texture mapping, dynamic lighting and particle processing to the 3D engines that powered the games of that period, such as the iconic id Tech 2, the first iteration of the Unreal Engine, or the more versatile Build. Other seminal games were released during the years, with Marathon enhancing the narrative and puzzle elements, Duke Nukem 3D introducing voice acting, complete interactivity with the environment, and city-life settings to the genre, and games like Tom Clancy's Rainbow Six and Counter-Strike starting to adopt a realistic and tactical approach aimed at simulating real life counter-terrorism situations. GoldenEye 007, released in 1997, was a landmark first-person shooter for home consoles, while the critical and commercial success of later titles like Perfect Dark, Medal of Honor and the Halo series helped to heighten the appeal of this genre for the consoles market, straightening the road to the current tendency to release most titles as cross-platform, like many games in the Far Cry and Call of Duty series.


title: First-person shooter

text: The first-person shooter may be considered a distinct genre itself, or a type of shooter game, in turn a subgenre of the wider action game genre. Following the release of Doom in 1993, games in this style were commonly referred to as "Doom clones"; over time this term has largely been replaced by "first-person shooter". Wolfenstein 3D, released in 1992, the year before Doom, has been often credited with introducing the genre, but critics have since identified similar, though less advanced, games developed as far back as 1973. There are occasional disagreements regarding the specific design elements which constitute a first-person shooter. For example, titles like Deus Ex or BioShock may be considered as first-person shooters, but may also fit into the role-playing games category, as they borrow extensively from that genre. Other examples, like Far Cry and Rage, could also be considered adventure games, because they focus more on exploration than simple action, they task players with multiple different objectives other than just killing enemies, and they often revolve around the construction of complex cinematic storylines with a well defined cast of secondary characters to interact with. Furthermore, certain puzzle or platforming games are also sometimes categorized as first-person shooters, in spite of lacking any direct combat or shooting element, instead using a first-person perspective to help players immerse within the game and better navigate 3D environments (for example, in the case of Portal, the 'gun' the player character carries is used to create portals through walls rather than fire projectiles). Some commentators also extend the definition to include combat flight simulators and space battle games, whenever the cockpit of the aircraft is depicted from a first-person point of view.


title: First-person shooter

text: First-person shooters may be structurally composed of levels, or use the technique of a continuous narrative in which the game never leaves the first-person perspective. Others feature large sandbox environments, which are not divided into levels and can be explored freely. In first-person shooters, protagonists interact with the environment to varying degrees, from basics such as using doors, to problem solving puzzles based on a variety of interactive objects. In some games, the player can damage the environment, also to varying degrees: one common device is the use of barrels containing explosive material which the player can shoot, harming nearby enemies. Other games feature environments which are extensively destructible, allowing for additional visual effects. The game world will often make use of science fiction, historic (particularly World War II) or modern military themes, with such antagonists as aliens, monsters, terrorists and soldiers of various types. Games feature multiple difficulty settings; in harder modes, enemies are tougher, more aggressive and do more damage, and power-ups are limited. In easier modes, the player can succeed through reaction times alone; on more difficult settings, it is often necessary to memorize the levels through trial and error.


title: First-person shooter

text: The earliest two documented first-person shooter video games are Maze War and Spasim. Maze War was originally developed in 1973 by Greg Thompson, Steve Colley and Howard Palmer, high-school students in a NASA work-study program trying to develop a program to help visualize fluid dynamics for spacecraft designs. The work became a maze game presented to the player in the first-person, and later included support for a second player and the ability to shoot the other player to win the game. Thompson took the game's code with him to Massachusetts Institute of Technology, where with help from Dave Lebling to create an eight-player version that could be played over ARPANET, computer-run players using artificial intelligence, customizable maps, online scoreboards and a spectator mode. Spasim had a documented debut at the University of Illinois in 1974 on the PLATO mainframe system. The game was a rudimentary space flight simulator for up to 32 players, featuring a first-person perspective. Both games were distinct from modern first-person shooters, involving simple tile-based movement where the player could only move from square to square and turn in 90-degree increments. Such games spawned others that used similar visuals to display the player as part of a maze , and were loosely called "rat's eye view" games, since they gave the appearance of a rat running through a maze. Another crucial early game that influenced first-person shooters was Wayout. It featured the player trying to escape a maze, using ray casting to render the environment, simulating visually how each wall segment would be rendered relative to the player's position and facing angle. This allowed more freeform movement compared to the grid-based and cardinal Maze War and Spasim. Among PLATO games, Witz and Boland's 1977 Futurewar, a dystopian 3D first-person dungeon shooter, has been argued to be the first true FPS. This is due to the combination of a fully perspective-shifting 3D maze with enemies ahead, and what may be the earliest representation of weapons appearing in perspective in front of the player.


title: First-person shooter

text: Id Software's Hovertank 3D pioneered ray casting technology in May 1991 to enable faster gameplay than 1980s vehicle simulators; and Catacomb 3-D introduced another advance, texture mapping, in November 1991. The second game to use texture mapping was Ultima Underworld: The Stygian Abyss, a March 1992 action role-playing game by Looking Glass Technologies that featured a first-person viewpoint and an advanced graphics engine. In October 1990, id developer John Romero learned about texture mapping from a phone call to Paul Neurath. Romero described the texture mapping technique to id programmer John Carmack, who remarked, "I can do that.", and would feel motivated by Looking Glass's example to do the same in Catacomb 3-D. Catacomb 3-D also introduced the display of the protagonist's hand and weapon (in this case, magical spells) on the screen, whereas previously aspects of the player's avatar were not visible. The experience of developing Ultima Underworld would make it possible for Looking Glass to create the Thief and System Shock series years later.


title: First-person shooter

text: Wolfenstein 3D was the first episodic FPS game developed by id Software, as a successor to the successful 1980s 2D infiltration video-games Castle Wolfenstein and Beyond Castle Wolfenstein from Muse Software, and published by Apogee Software the 5th of May 1992 in which the player had to explore mazes while battling Nazis to find keys required to unlock doors to reach each floor's exit all while searching every wall for secret areas filled with treasures for a higher score until each episode's last floor's boss and was an instant success because of its first episode's distribution and spread as shareware whereas the second and the third available after registration; and the three last prequel episodes available as a separate mission pack, to the point that it has since been credited for having single-handedly invented the concept of first-person-shooter as a genre of video-games. It was built on John Carmack's ray casting technology already experimented into id's previous games Hovertank One and Catacomb 3D to create a new standard for first-person-shooter video-games widely emulated, improved, and still applied to this day. Tom Hall originally designed it to be a first-person infiltration game including stealth, hiding dead bodies, disguises and alarms, following the legacy of its predecessors, and the game engine does include these original features, however John Romero and John Carmack wanted a simple shooter and Tom Hall had to fight hard to even include the secret areas. Despite its violent themes, Wolfenstein largely escaped the controversy generated by the later Doom, although it was banned from Germany due to the use of Nazi iconography which is a sensitive topic there where Wolfenstein has been forbidden until 2022 and Nintendo too required id Software to remove blood, gore, and all Nazi iconography as well as replace the enemy attack dogs with giant rats to allow it to be released on SNES because of their anti-violence policy. id Software released a map editor to let players create and share online their own home-made maps for the game which started the players' modding communities who blossomed with Doom and maintain their games alive continuously sustaining new content for them. During Doom's development, id Software quickly developed a short extension for Wolfenstein 3D titled Spear of Destiny released the 19th of September 1992 to tease the players with the Hell to come in Doom as Spear of Destiny concluded into Hell, then two years later, Doom 2 included two secret levels featuring Wolfenstein in Hell while re-using Spear of Destiny's Hell final level's music to close the loop.


title: First-person shooter

text: ShadowCaster, developed by Raven Software and published by Origin Systems the 27th of October 1993, used a heavily modified version of Wolf3D engine made by John Carmack during summer 1992 who offered it to Raven Software after he was impressed with their first RPVG Black Crypt because he was curious about how Raven would use his game engine to make a RPVG instead of a FPSG. ShadowCaster was the first commercial game released with classic "2.5D Doom engine" improvements such as distance fogging, non-orthogonal walls, textured ceilings and floors, etc before Doom itself came out. It introduced some RPG elements into a FPS game engine as well as a customizable HUD, an auto-map, jumping, swimming, flying, shapeshifting with each metamorphosis featuring its own characteristics to adapt to each situation. Then it got enhanced with redbook audio narration, voiced dialogues which replaced the text boxes, two new levels, and 3D rendered cutscenes, then re-released on CD-ROM in 1994. ShadowCaster started a durable close friendship between id Software and Raven Software as id will always share their technologies with Raven who will continuously use and upgrade them.


title: First-person shooter

text: Apogee Software, the publisher of Wolfenstein 3D, followed up its success and released another FPS game based on its engine titled Blake Stone: Aliens of Gold from another developer Jam Productions 5 December 1993 which featured a sci-fi setting about a British secret agent named Blake Stone pursuing a mad scientist through his facilities like a sci-fi James Bond, a similar Wolf3D's gameplay of exploring mazes while battling various foes to find keycards required to unlock doors to reach each floor's exit all while searching every wall for secret areas filled with treasures for a higher score until each episode's last floor's boss but with a far wider diversity of enemies, and added textured floors and ceilings, switches to find and to press to open new areas, traps, an auto-map, stats tracking, a grenade launcher, limited-use vending-machines, teleporters, enemies spawners, back-tracking to previous levels as well as some friendly NPCs in the form of scientists who would give the player hints and supplies provided the player didn't kill them. The game was initially well-received but sales rapidly declined in the wake of the success of id's Doom, released a week later. It still got a sequel Blake Stone: Planet Strike the 28th of October 1994 which integrated the auto-map into the HUD as a rotating mini-map which revealed secret doors at the cost of consuming auto-mapper charges and added some enemies who camouflaged into the environment or were cloaked to surprise the player though.


title: First-person shooter

text: Doom, released the 10th of December 1993, refined Wolfenstein 3D's template by adding support for higher resolution, improved textures, variations in height (e.g., stairs and platforms the player's character could climb upon), more intricate level design (Wolfenstein 3D was limited to a grid based system where walls had to be orthogonal to each other, whereas Doom allowed for any inclination) and rudimentary illumination effects such as flickering lights and areas of darkness, creating a far more believable 3D environment than Wolfenstein 3D's levels, all of which had a flat-floor space and corridors. Doom allowed competitive matches between multiple players, termed "deathmatches", and the game was responsible for the word's subsequent entry into the video gaming lexicon. According to creator John Romero, the game's deathmatch concept was inspired by the competitive multiplayer of fighting games such as Street Fighter II and Fatal Fury. Doom became so popular that its multiplayer features began to cause problems for companies whose networks were used to play the game, causing frequent bandwidth reductions. Doom has been considered the most important first-person shooter ever made. It was highly influential not only on subsequent shooter games but on video gaming in general, and has been made available on almost every video gaming system since. Multiplayer gaming, which is now integral to the first-person shooter genre, was first successfully achieved on a large scale by Doom. While its combination of gory violence, dark humor and hellish imagery garnered acclaim from critics, these attributes also generated criticism from religious groups and censorship committees, with many commentators labelling the game a "murder simulator". There was further controversy when it emerged that the perpetrators of the Columbine High School massacre were fans of the game; the families of several victims later unsuccessfully attempted to sue numerous video game companies - among them id Software - whose work the families claimed inspired the massacre. John Carmack explained how he designed his Doom engine to Ken Silverman that he considered his only equal which inspired Ken who was in the process of developing his Build engine.


title: First-person shooter

text: Operation Body Count, developed on Wolf3D engine and released by Capstone Software the 1st of January 1994, was Capstone's first FPS game, was all about a terrorist attack on the UNO tower, and was an early attempt at making a tactical FPS game since the player was in command of an anti-terrorist squad that they could order around and even switch to any of their body at any time as long as they were not dead and featured some digitized graphics, transparent textures such as breakable glass, randomization of enemies and items' placement, body armors, booby-traps, and a nearly fully destructible environment since the flamethrower could set people and environments on fire, which could make movement extremely hazardous for the player, especially since the fire randomly spread, and the grenade-launcher too could destroy any wall (with some hard coded exceptions). OBC also featured textured floors and ceilings and an auto-map like Blake Stone however, unlike BS, OBC featured more than one floor texture per level although its floors and ceilings' graphics were partially parallax meaning that they appeared to "warp" as the player moved around. Despite some of its original ideas, it was badly made, the terrorists were stereotypes of Arabian people, the AI was not smart enough to make nor the enemies pose any challenge nor the squad's teammates be actually useful, and being based on Wolf3D engine after Doom was released made it already technologically outdated and "doomed" from the start as opposite to Blake Stone which did enjoy one week of glory before Doom was released. OBC still got to be source-ported into GZDoom and remastered by its modding community eventually though.


title: First-person shooter

text: CyClones was begun in February 1994 and published by Raven Software the 1st of November 1994, marking the beginning of a new period for Raven who split into two groups: One which worked with id's new DOOM engine to create Mage, a fantasy action game, which would eventually evolve into the game Heretic. The other team started on a project that was to use the engine from ShadowCaster to create a futuristic missions-based FPS game called CyClones. The name referred to Cybernetic Clones, the minions of aliens who had ravaged and devastated Earth. The game was in first person 3D, as was most other Raven games, so reusing the ShadowCaster engine and its tools was a natural choice. But within a short time, the team found that they wanted to do more with the game and engine than they had done before. A new, 100% in-house engine was created that could handle moving platforms, catwalks, sloped areas, and transparent textures. The engine, by Carl Stika, was nicknamed STEAM. A small budget was granted for full-motion video sequences to be created for the game, to be presented between missions as briefings. CyClones allowed to use the mouse to aim without moving, as opposite to other FPS games from the time which bound the mouse to both aiming and moving simultaneously, and without turning either, as the crosshair was not fixed at the center of the screen on which it could move freely as opposite to nowadays standard fixed aiming, CyClones's aiming was comparable to Metroid Prime's years later. CyClones used the mouse not only for aiming but also for picking up objects and interacting with the environment such as doors and switches and even revealed secret doors since the crosshair changed color upon pointing a secret door. It also included vertical aiming, jumping, various missions objectives as well as one of the first training modes in a FPS game.


title: First-person shooter

text: Bungie Software released the sci-fi FPS game Marathon the 21th of December 1994 still exclusively on Mac, which streamlined concepts from their previous game Pathways Into Darkness by eliminating role-playing elements in favor of the shooter action spurred by Doom's success. Marathon was highly successful, leading to two sequels Marathon 2: Durandal released the 24th of November 1995 then Marathon: Infinity released the 15th of October 1996 to form the Marathon Trilogy, and becoming the standard for FPS games on Mac which pioneered or was an early adopter of several new gameplay features such as default freelook, ammo clips and weapons reloading though not manually, forcing the player to keep an eye on their ammo clips to anticipate the next reloading, dual-wielded and dual-function weapons, a motion sensor to detect both enemies and allies in the area, gravity alterations, swimming, interactive environments such as healing stations, oxygen stations, save points, teleporters, many computer terminals spread all around the levels as plot devices which provided messages, informations, various objectives and maps to the player's character as well as friendly defense drones and non-player characters (NPCs), versatile multiplayer modes (such as King of the Hill, Kill the Man with the Ball, and cooperative campaign) and a map editor for players to create and share their own maps for the games. The Marathon games also had a strong emphasis on storytelling in addition to the action, which revolved around evolving relationships between the human player's character and some AIs during a surprise invasion and subsequent war against a hostile alien Empire which already conquered and enslaved some other alien species, much like Bungie's future projects such as the Halo and Destiny series which took a lot from the Marathon trilogy which is no more exclusive to Mac since Bungie Software open-sourced it in 2000 then released the original trilogy as freeware in 2005, some fans have source-ported it to Windows and Linux as well as remastered them using the open-source engine Aleph One and have even been developing many new scenarios, total conversions, and multiplayer maps sustaining a still active community. Many sci-fi games both from Bungie themselves and from other studios have cited the Marathon trilogy as a huge influence on their stories and settings such as the series Halo, Destiny, Mass Effect and Warframe.


title: First-person shooter

text: After having provided a modified Wolfenstein 3D engine to Raven Software for ShadowCaster and being impressed by the final result, id Software requested that Raven develop a medieval-themed/dark fantasy game using a modified version of id's Doom engine. Raven considered themselves as typical D&D fans and initially drafted the game with role-playing elements. They then took instruction from id programmer John Carmack to simply "do it like Doom, and add the fantasy flavor." Raven Software then used and upgraded the Doom engine and released Heretic the 23th of December 1994 which introduced larger maps, vertical aiming, flying, gibs, randomized ambient sound effects, interactive environments such as rushing water and winds which push the player along, an inventory system to store and select many different items which range from health potions to the "morph ovum" which transforms enemies into chickens and one of the most notable item that can be found is the "Tome of Power" which acts as a secondary firing mode for certain weapons, resulting in a much more powerful projectile for each weapon, some of which change the look of the projectile entirely, then Raven added two more episodes and re-released it as Heretic: Shadow of the Serpent Riders the 31st of March 1996.


title: First-person shooter

text: Super 3D Noah's Ark, developed on Wolf3D engine and published by the christian video-games company Wisdom Tree (formerly named Color Dreams) the 1st of January 1995, was the first non-violent FPS game along with being the first religious FPS game (Doom was already based on christian mythology as well since the enemy was christian's Hell however unlike Super 3D Noah's Ark, it merely used it as a setting and didn't attempt to teach religion) which featured Noah from Abrahamic mythology's Noah's Ark as the protagonist and re-used Wolfenstein 3D's gameplay and level-design while replacing enemies' death animations by seemingly friendly animals falling asleep upon being hit by the player's weapon which was a slingshot shooting food to feed the unresting hungry animals aboard goats filled Noah's Ark made of the recycled original maps from Wolfenstein 3D including the same items' placements and even the SNES version was itself a mere reskin from Wolfenstein 3D's SNES version as well however the PC version did upgrade some things upon Wolfenstein 3D such as textured floors (like Blake Stone) along with higher resolutions graphics and MIDI music, and added a new gameplay feature such as quizzes which tested the player's religious knowledge whose rewards were more ammo to keep playing the game along with some score's points. This is not what Wisdom Tree had originally designed though, since they originally designed a FPS game based on the horror movies Hellraiser themselves adapted from Clive Barker's novels, until they realized that this was in contradiction with their christian social image then designed Super 3D Noah's Ark instead. A popular rumor has it that Wolf3D engine was given to Wisdom Tree by id Software as a kind of "revenge" against Nintendo for all the censorship that Wolfenstein 3D had to go through to be on the Super Nintendo. However, there's no proof of this, and Wisdom Tree bought a license for the game engine like everybody else instead of having it "given" to them. The SNES version was not licensed by Nintendo and therefore couldn't be played on a SNES by itself which is why the SNES game cartridge was actually an adapter cartridge which required another licensed SNES game cartridge to be inserted into it in order to get Super 3D Noah's Ark to work despite being unlicensed.


title: First-person shooter

text: Witchaven, developed by Capstone Software and published by their parent company IntraCorp the 20th of September 1995, was the first commercial game licensed on Apogee Software rebranded 3D Realms' Ken Silverman's new Build engine to rival id Software's John Carmack's Doom engine and was a medieval fantasy First Person Slasher game as in a melee-focused FPS game, reminiscent of Raven Software's Heretic including an inventory system, both a single-player campaign and multiplayer, but far harder as it was far more tactical, making use of environmental hazards such as magma and traps against enemies, while implementing more of a RPG gameplay such as weapons' durability which broke after many uses, requiring the player to find other weapons and save the strongest weapons for the strongest foes, evolving stats from earned experience where each level up unlocked new spells and abilities such as lockpicking in the form of an unlocking spell as well as dual wielding some weapons. The campaign involved a knight on an epic quest to defeat a witch who cast a curse of never-ending darkness onto his land. In order to complete this quest, he had to battle hordes of minions with both medieval weapons and magical spells to reach the witch on her volcanic island. It featured digitized graphics, however the characters made of clay didn't appeal to everyone and the environments were empty, as well as adjustable level of gore, the same Corridor 7's trick to spawn a screen jumpscare whenever the player is idle, and it is known for game logic issues, dumb AI, hazardous map triggers and game physics that cause slippery player movement, sudden deaths, and faulty hit detection. That didn't stop an original fan of the game to eventually name his black metal band after it. Witchaven was open-sourced in 2006 then source-ported into JFBuild by JonoF and into BuildGDX by its community which fixed most of its original issues in 2018.


title: First-person shooter

text: William Shatner's TekWar, developed by Capstone Software and published by SoftKey Multimedia Inc. the 30th of September 1995, barely ten days after Witchaven (read above), was the second commercial game licensed on Apogee Software rebranded 3D Realms' Ken Silverman's new Build engine to rival id Software's John Carmack's Doom engine and was a FPS game adapted from William Shatner's TekWar novels and TV series who personally contributed to the video-game to the point of live-acting the player's boss during briefings and debriefings. William Shatner's TekWar, both novels, TV series and video-game, is a sci-fi story revolving around a neural drug named Tek and the Matrix, a virtual reality (four years before the first Matrix movie). The video-game featured FMVs, digitized live-actors and actresses, a stun gun to neutralize people in a non-lethal fashion, and gibs and dropped the player into a lively open-world future Los Angeles, making it the first FPS game which featured an open-world modern city, full of civilians, cops and enemies where civilians panicked if the player drew a weapon who they begged to not shoot while holding their hands up and ran away for their life whereas cops drew their gun onto the player and ordered him to drop their weapon and enemies shot him on sight from everywhere without the cops ever reacting whereas they shot the player if he dared to shoot back at the enemies, which is the main issue with this game: everyone is allowed to shoot you but you are not allowed to shoot anyone. Some civilians were actually kamikaze androids who self-destructed when close to the player, taking them into their explosion. Half of the game also took place into the Matrix. William Shatner's TekWar was the worst of Capstone's FPS games however it still got to be source-ported into BuildGDX.


title: First-person shooter

text: Strife, developed by Rogue Entertainment and published by Velocity Inc. the 15th of May 1996, was the last commercial game which used and modified the Doom engine before id released the new Quake engine the following month and it introduced some RPVG's features into the standard FPS formula such as an actual lively open-world filled with NPCs, dialogues with choices of answers, some of them were even voiced, trade, reinforcements who engage the enemies in battle, mandatory and optional quests, character's evolution of his abilities, an intriguing plot branching into different routes and conclusions according to the player's choices and actions, some burning effects as well as some infiltration gameplay such as stealth, disguises and alarms. The plot takes place in a medieval world struck by a comet which released a virus which wiped out almost all life on the planet and corrupted most of the remaining people who created a high-tech theocratic new world order known as "The Order" whereas the few remaining free people organized into an underground resistance known as "The Front" and the player is an unnamed mercenary (sometimes referred to as the Strifeguy) who joins the Front to fight the Order's oppressive rule while being remotely assisted by a Front's radio operative woman nicknamed Blackbird who occasionally comments with humor the situations that the player encounters. However despite all of its innovations, Strife went relatively unnoticed because it was released right between the two other overwhelmingly popular games Duke Nukem 3D and Quake which made the Doom engine already outdated by then. Still, players who discovered it many years after its original release appreciated its originality for its time and even compared it to Deus Ex and Marathon. Doom's modding community source-ported Strife into GZDoom to update and upgrade it from its original version to modern standards.


title: First-person shooter

text: Shortly after the release of Duke Nukem 3D, id Software released the much anticipated Quake the 22nd of June 1996. Like Doom, Quake was influential and genre-defining, featuring fast-paced, gory gameplay, within a completely 3D game environment, and making use of real-time rendered polygonal models instead of sprites. It was centered on online gaming and featured multiple match types still found in first-person shooter games today. It was the first FPS game to gain a cult following of player clans (although the concept had existed previously in MechWarrior 2's Netmech, with its Battletech lore as well as amongst MUD players), and would inspire popular LAN parties and events such as QuakeCon. The game's popularity and use of 3D polygonal graphics also helped to expand the growing market for video card hardware; and the additional support and encouragement for game modifications attracted players who wanted to tinker with the game and create their own modules. According to creator John Romero, Quake's 3D world was inspired by the 3D fighting game Virtua Fighter. Quake was also intended to expand the genre with Virtua Fighter influenced melee brawling, but this element was eventually scrapped from the final game.


title: First-person shooter

text: Valve's Half-Life was released in 1998, based upon Quake's graphics technology. Initially met with only mild anticipation, it went on to become a commercial success. While most of the previous first-person shooters on the IBM PC platform had focused on visceral gameplay with relatively weak or irrelevant plots, Half-Life placed a far bigger focus on strong narrative; the game featured no cut scenes but remained in the first-person perspective at all times. It capitalized heavily on the concepts of non-enemy characters (previously featured in many other titles, such as the Marathon series and Strife) and wider in-game interactivity (as first introduced by the likes of Duke Nukem 3D and System Shock) but did not employ power-ups in the traditional sense, making for a somewhat more believable overall experience. The game was praised for its artificial intelligence, selection of weapons and attention to detail and "has since been recognized as one of the greatest games of all time" according to GameSpot. Its sequel, Half-Life 2, , was less influential though "arguably a more impressive game".


title: First-person shooter

text: Starsiege: Tribes, also released in 1998, was a multiplayer online shooter allowing more than 32 players in a single match. It featured team-based gameplay with a variety of specialized roles, and an unusual jet pack feature. The game was highly popular and later imitated by many other titles such as the Battlefield series. Id's Quake III Arena and Epic's Unreal Tournament, both released in 1999, became the real milestones for multiplayer gaming, thanks to their incredible graphics and frenetic, yet accessible and perfectly balanced online modes; on the other hand, both games only featured a very limited single player campaign designed for a more "disposable" arcade approach. Counter-Strike was also released in 1999, a Half-Life modification with a counter-terrorism theme copied from Rainbow Six. The game and later version Counter-Strike: Source went on to become the most popular multiplayer game modification ever, with over 90,000 players competing online at any one time during its peak.


title: First-person shooter

text: As Virtual Reality (VR) technologies are being developed, FPS games are being developed right along-side the various VR gaming platforms. The new immersive 3D environments using VR headsets and motion controllers enable some entirely unique experiences and mechanics for FPS games, such as physically ducking / dodging, precise control for throwing objects, and individual finger control, enhancing the interactivity with in-game wearables and other objects in the environment. VR Games naturally have a greater focus on the players' spatial presence and the 3D environment itself rather than the actual challenge / competitiveness of the game, which also extends to first-person shooters, especially in the horror sub-genre. Half-Life Alyx, released in 2020, is to date the highest grossing VR first-person shooter and is usually considered the first AAA title in VR. While there is much hype in the Virtual Reality arena, it is still an emerging technology, and it has yet to be determined if VR FPS titles will become mainstream competitive or how these platforms will influence the genre in the future.


title: Bharata Lila

text: The plot is based on Odia poetry written by the poet Dinabandhu Dasa, mostly in the chhanda form of Odissi music. While Dinabandhu's version of the play was written only in the 19th century, older forms of the play used to be in vogue even before him. The subject matter has been dealt with extensively in Sarala Dasa's 15th-century Odia Mahabharata as well as Upendra Bhanja's ornate epic-poem Subhadra Parinaya. Dinabandhu's narrative greatly derives from these retellings of the Mahabharata episode. Medieval Odia literature, including the Odissi songs of poets Dinakrusna Dasa, Kabi Samrat Upendra Bhanja, Kabisurjya Baladeba Ratha, Gopalakrusna Pattanayaka are also employed in relevant situations. Classical Odissi music is freely interspersed with folk music. The characters of Bharata Lila are Arjuna, Subhadra, Satyabhama from Mahabharata, and a central character "duari" which is absent in the epic. The ensemble of Bharata Lila comprises a mardala, gini, jodinagara, ghuduki and harmonium.


title: Yamaha FZ-600

text: The FZ came as a 4-stroke, four-cylinder, four-carburetor, naturally aspirated, air-cooled engine package mated with a six-gear constant mesh transmission, dropped into a rectangular tube frame that seemed pieced together from a modern standpoint, balanced upon a large rear mono shock hidden between the swingarm and subframe under the battery complementary to two smooth front forks. It has two large circular headlights iconic of Yamaha FZR's large and small displacement. The fuel tank has a triangular side profile that matches the frame well, with a flat top and a fuel petcock at the bottom left with an overflow hose fitting at the bottom of the front. The four Mikuni BS-30 carburetors utilize the "Round-Slide" design with the diaphragm assembly actuating the main needle jets, with plastic floats and brass slides. It uses two ignition coils (two cylinders each) controlled by a TCI printed circuit board unit, and timed by a two brush "Pick-Up Coil" mounted to the crank. The engine oil doubles as the transmission's lubricant, wetting the manual clutch. The FZ-600 was air-cooled (a Japanese-only 400cc version, the FZ400, was water cooled) with a radiator-like oil cooler mounted on the front of the frame between the engine and front wheel. It also had a thundering four-into-one exhaust. A four-fuse block provides for the headlights, turn signals, rectifier/regulator, etc.


title: Museum of Comic Art

text: After the failure of the Strips! museum in Rotterdam and the absorption of the Nederlands Stripmuseum in Groningen to the more contemporary multimedia museum Storyworld, comics historians Ger Apeldoorn and John Asselbergs decided to try and establish a new comics museum near the coast. John Asselbergs had previously organized and curated the Strips in Space exhibition in the Space Expo museum in Noordwijk. They were soon joined by Arie Korbee, an architect who previously designed the cultural centre De Muze in Noordwijk and the Modern Art Museum in Lisse, LAM. He is also a long-standing collector of comic art and has an extensive collection with representative work of all the great Dutch, European and American masters and had a longtime wish to do create a museum from his collection. He offered to buy a doublefronted store in one of Noordwijks busiest shopping areas, which he had designed himself years ago. Korbee redesigned it and used his collection as the basis for a small but high grade museum. MoCA was organised in a foundation on April 16, 2020, to safeguard the financial situation.


title: Old University of Chicago

text: Burroughs, who remained in office longer than any of his five successors, established in 1859 the university's Law Department, the city's first law school. In 1870, Ada Kepley and Richard A. Dawson received bachelor of law degrees, likely the first woman and first African American, respectively, to receive degrees from the institution. In 1872, the faculty voted to allow the awarding of degrees to women undergraduate students. Alice Robinson Boise Wood became the first woman to graduate from the university with a B.A. in Classics in 1872. In 1873, the Law School became jointly associated with Northwestern University, as the Union College of Law and when the Old University of Chicago folded, today's Northwestern University School of Law. Baptist ministers and lay leaders had gathered in 1856 to organize a university for collegiate and theological education, and Baptists again gathered in 1863 as a separate Baptist Theological Union when theological instruction had not been addressed in the university, forming the Baptist Theological Union Seminary, which existed from 1867 to 1877 alongside the university. In 1877 the seminary moved to Morgan Park, IL. In the 1890s, this seminary became the University of Chicago Divinity School.


title: Mauch Chunk Mountain

text: At the Mauch Chunk-Bear Mountain Gap east of Jim Thorpe, the range ends rapidly descending to the Lehigh River Valley below the northeastern summit marked on USGS topological maps as Mt. Pisgah, which is named for the biblical mountain in Jordan from which Moses first saw the promised land (as are many mountains around the world and especially in the United States). During the late 19th century and early 20th-century, this mountain was a favorite summer resort for those from eastern cities, even as far away as New York City for it sported what has been called the world's first roller coaster, the gravity railroad founded in 1827 by the Lehigh Coal & Navigation Company, builders of the Lehigh Canal and the tourist attracting Mauch Chunk & Summit Hill Railway, which formed a loop between South Mauch Chunk (now the south part of Jim Thorpe, PA) and Summit Hill, Pennsylvania, the site of the first high volume coal production in the greater region. Visitors were able to travel by rail via the Central Railroad of New Jersey (CNJ) which succeeded the Lehigh and Susquehanna founded by LC&N Co. which owned most of the eastern part of the area, stay on in a hotel owned by the LC&N, eat at restaurants and buy from shops owned in part by the LC&N, and see the sights after the long mule-pulled four hour trip up to Summit Hill, which featured other tourist services and a 100 foot observation tower. The views from the tower looked over the bucolic Pennsylvania landscape between the Nesquehoning Ridge and Pisgah Mountain on the North side, and Pisgah and the Mauch Chunk Range on the south valley. The saddle pass between the northern ridges topped by Summit Hill, and Lansford, Pennsylvania generated the springs and run off of Panther Creek which runs nearly due west into the Little Schuylkill River at Tamaqua, Pennsylvania which path eventually allowed conventional steam powered rail trackage to be built into the valley after a convoluted and lengthy path around and between Nesquehoning Ridge and Broad Mountain via Delano Junction, a railroad nexus still in use today.


title: Baxter Building

text: In the aftermath of the collapse of the multiverse, the Fantastic Four have disbanded as the Richards' family have gone on to reconstruct the multiverse, leaving the Thing to join the Guardians of the Galaxy, while the Torch is working as an ambassador for the Inhumans and a member of the Avengers Unity Squad. As a result, the deserted Baxter Building was up for auction, until it was purchased to serve as the temporary headquarters of Parker Industries, much to the initial dismay of the Human Torch. However, Peter Parker explained to the Torch that he outbid Alchemax, Hammer Industries, and Roxxon for the ownership of the building simply to keep it out of their hands, and will give the Baxter Building back when the Fantastic Four reunites. Witnessing a large sculpture of the FF in the entrance hall that was created by Alicia Masters, the Torch reflects that he is glad that the building is staying with family. But when Parker Industries was destroyed during Secret Empire, it was sold out to an anonymous buyer and was shortly the headquarters of The Fantastix. With the creation of a powerful portal through time and space, the building was once again destroyed by the Griever in an attempt to steal the portal. The building then went missing, having been sent one year into the future by Reed in an act of desperation.


title: Glass Slippers (horse)

text: On 7 June Glass Slippers made her debut in a five furlong maiden race at Haydock Park for which she started a 50/1 outsider and finished third to Angel's Hideaway, beaten four and a quarter lengths by the winner. Franny Norton took the ride when the filly ran sixth in a similar event over six furlongs at Goodwood Racecourse on 1 August after being repeatedly denied a clear run. Two weeks later she went off the 5/4 favourite for a minor race at Beverley Racecourse and recorded her first success as she took the lead a furlong from the finish and came home two lengths clear of her rivals. On 1 September Glass Slippers started at 3/1 for a more competitive race over six furlongs at Chester Racecourse and won "a shade comfortably" by a neck from Light My Fire after going to the front in the last 75 yards. Three weeks later the filly was stepped up in class for the Group 3 Firth of Clyde Stakes on heavy ground at Ayr Racecourse and finished sixth to Queen of Bermuda after tiring in the closing stages.


title: Glass Slippers (horse)

text: The flat racing season in Britain and Ireland was restructured as a result of the COVID-19 outbreak and Glass Slippers made her first appearance of the year in the King's Stand Stakes which was run behind closed doors at Royal Ascot on 16 June. Starting the third choice in the betting she tracked the leaders but was unable to make any significant progress in the last quarter mile and came home fifth of the eleven runners behind Battaash. In the King George Stakes at Goodwood she overcame a poor start to move into second place approaching the final furlong but never looked likely to threaten the leader Baattaash and was beaten two and a quarter lengths. On 13 September the filly was sent to Ireland for the Group 1 Flying Five Stakes at the Curragh in which she started the 9/2 second favourite behind A'Ali (Prix Robert Papin) in a fourteen-runner field which also included Que Amoro (runner-up in the Nunthorpe Stakes), Equilateral (Scarbrough Stakes), Liberty Beach (Molecomb Stakes), Keep Busy (Prix Yacowlef), Alligator Alley (Roses Stakes) and Maid In India (World Trophy). After settling in fifth place, Glass Slippers moved up into second place approaching the final furlong, took the lead from Keep Busy in the last 100 yards and "kept on well" to win by half a length. Tom Eaves said "She has been extremely good to me... She takes a while to warm into her season and comes good at this time of year. She's an amazing filly. You could do anything with her. She's so relaxed, has a great mind and is so tough. They went a good pace but Kevin filled me with loads of confidence and I knew she'd come home good."


title: Glass Slippers (horse)

text: On 4 October Glass Slippers returned to Longchamp and started the 1.7/1 favourite when she attempted to repeat her 2019 success in the Prix de l'Abbaye. She settled in second place behind Air De Valse before taking the lead 400 metres from the finish but was soon headed by the three-year-old Wooded. She rallied strongly in the closing stages but was unable to regain the advantage and was beaten a neck into second place. For her final run of the year, the filly was sent to the United States to contest the Breeders' Cup Turf Sprint (a race which had never been won by a European-trained horse) over five and a half furlongs at Keeneland on 7 November. She started the 8/1 sixth choice in the betting behind Leinster (Woodford Stakes), Imprimis (Shakertown Stakes), Big Runnuer (Eddie D Stakes), Got Stormy (Fourstardave Handicap) and Oleksandra (Jaipur Stakes). Glass Slippers raced towards the rear before moving up along the inside rail on the final turn and then "squeezed through" a narrow gap between her opponents (hampering Imprimis as she did so) to take the lead in the last 100 yards and win by half a length from Wet Your Whistle. After the race Kevin Ryan said "She's a filly that improves as the season goes on. When she won in Ireland, we sort of then planned to come here to give her the time... We decided on going on a brave ride up the inner and go the shortest route, and if it didn't work, such is life. Today was our day... She's got a great temperament and she doesn't worry about things. So when she does travel, she straight away she gets into her water, she gets on her food, and you have no worries that way... if everything goes right, we would love to come back."


title: Thelarche

text: The age of thelarche has been decreasing in the past few decades. Between 1973 and 2013, the age of thelarche decreased at a rate of 0.24 years per decade. Other contemporary trends that may be contributing to this change in the onset of thelarche include increasing BMI, changes in pubertal timing, and environmental exposures. Studies also indicate associations between the average age of thelarche and race. The average age of thelarche for African American females in the United States is between 8.9 and 9.5 years, the average for Caucasians is 10–10.4 years, and the average age of thelarche for Hispanic females is approximately 9.8 years. Additionally, in African American and Mexican American girls, breast development may occur earlier than in other ethnic cohorts and can be normal in the 7th year of age. Due to the decreasing age of thelarche over time, there is discussion of adjusting the cutoff for early thelarche to 7 years old for white females and six years old for black females.


title: Presidio Terrace

text: In 2015, as a result of delinquent non-payment of county property taxes by the homeowners association, a San Jose couple, Tina Lam and Michael Cheng, were able to purchase the street, sidewalks and all other "common ground", including garden islands and palm trees, for $90,000. The tax bill was being sent to 47 Kearny Street and the homeowners association blamed a defunct accountant but the owner of 47 Kearny street claimed that no such arrangement existed with the homeowner's association. "Handford Freund has never managed the Presidio Homeowners Association or whatever it may be named." Worried that the new property owners would charge them for parking in the 120 parking spaces on the street, the homeowners complained to San Francisco Board of Supervisors asking that the sale be voided. In addition the British Consulate, which has owned a house on the street as a consular residence since 2003, raised security concerns. On November 28, 2017, the Board of Supervisors voted 7–4 to reverse the sale, reverting ownership to the homeowners. After the vote, Supervisor Mark Farrell referred to the couple as "bottom-feeding pirates attempting to extort and hold San Francisco residents hostage".


title: Turgi–Koblenz–Waldshut railway line

text: Between Döttigen and Klingau the line runs along the natural terrain. The line's curve into Koblenz is very sharp and only allows a speed of 40 km/h. The Turgi–Koblenz section has a weight limit of 22.5 tons per axle and 8 tons per metre and thus the line is approved for class D4 traffic. After leaving the station in Koblenz, the line through a deep cutting through the 350-metre-high (1,150 ft) Frittel Hill and climbs a 1.2% grade to the 181-metre-long (594 ft) curved Koblenz Tunnel. The line runs over an embankment and a viaduct through the middle of the town of Koblenz, crossing the Winterthur–Bülach–Koblenz railway line and, about 150 metres later, the main road. The line then runs over one of the oldest railway bridges in Europe, the 190-metre-long (620 ft) bridge across the Rhine, the Waldshut–Koblenz Rhine Bridge. The northern embankment continues to Waldshut station. On the line between Koblenz and Waldshut the load limit is reduced for the Rhine Bridge to a load limit of 18 tons per axle and 5 tons per metre, corresponding to class B1 traffic.


title: A Golden Wake

text: Cubed3 explains: "This is the first full project from the studio Grundislav Games, previously having produced what are essentially adventure game shorts". The one-man studio Grundislav Games was founded by game developer Francisco Gonzalez, who has a penchant for old-school adventure games. In a July 2014 interview, he explained "I first got the idea and began doing the research in late 2009/early 2010. I didn't actually start seriously working on it until around 2012, after I finished up with the last game in my Ben Jordan series. I'd say I've gotten the bulk of it done in the past 10 months, however, as I've been working on it full time." Though the developer's first commercial product is set in a real historical setting, Gonzalez's aim was to "emphasize the time period and capture a sense of place" rather than design a piece of edutainment. He said "At its heart this is an adventure game. I'm not trying to hit people over the head with history". Gonzalez listed The Dagger of Amon Ra , Gabriel Knight: Sins of the Fathers , Grim Fandango , L.A. Noire , and Deus Ex: Human Revolution as influences for the game. Explaining the context of this game within the industry, IndieHaven wrote: "A Golden Wake explores a slice of both real and video game history. It's historical fiction wrapped in the skin of a point-and-click adventure game employing a visual style and game mechanics popularized in the 1990s when games like Monkey Island and Gabriel Knight first hit the shelves. It comes at a time when the genre is making a comeback with Telltale Games finding success with The Walking Dead and The Wolf Among Us and titles like The Room series getting critical acclaim." In regard to distribution, Gonzalez commented "Like all the other Wadjet Eye games, the initial launch will be on PC only, but the game will be ported to other platforms in the future (including iOS)".


title: A Golden Wake

text: In a preview of promotional material, Destructoid wrote, "these early screens and details have me excited. It's like The Colonel's Bequest and Boardwalk Empire are coming together, just as I always dreamed." In a preview, Hulking Reviewer wrote "The deliberate story build-up suggested a well-crafted tale that wasn't just about going through the motions from one puzzle to the next but trying to pull you into its world completely. And that's one of the things that makes an adventure game a classic. So whether it's condemning a man's house because of violations or stealing designs, it all feels part of an overarching scheme that will lead to some exciting and rewarding scenarios. The hands-on preview was only about 2 chapters but it appears to me that Wadjet Eye Games has another gem on its hands". Rock Paper Shotgun wrote "Expect shady salesmen, cutthroat bootleggers, corrupt politicians, and (of course) the mafia to play major roles. Sounds like my kind of party." Cubed3 wrote "A Golden Wake is certainly not without its problems, then, but it's shaping up to be a fresh take on the genre and an interesting game in its own right. While the puzzles aren't always amazing and the story takes a few strange turns, there's incredible attention to detail and a contagious enthusiasm running through the entire experience. Anyone with so much as a passing interest in this period of history shouldn't miss it, but everyone else should take a look, too – they just might find themselves drawn in." Hardcore Gamer said, "Though not the most pulse-pounding adventure on the market, A Golden Wake offers an authentic glimpse into one of the defining events of the 20th century."


title: 2015 Roger Federer tennis season

text: Federer entered Wimbledon as the second seed. He beat Damir Dzumhur, Sam Querrey and Sam Groth in the first three rounds, losing just one set (a tiebreaker) against the Australian to reach the second week of the tournament. He easily beat Roberto Bautista-Agut in the fourth round in straight sets to advance to his 13th Wimbledon quarterfinal and 45th overall. In his first match on Court One of the tournament, he beat Gilles Simon in straight sets to advance to his 10th Wimbledon semifinal. He then played a flawless match to defeat Andy Murray in straight sets and advance to his 10th Wimbledon final in a repeat against Novak Djokovic, becoming the first man to reach 10 Grand Slam finals at a single event in the Open Era. However, Federer was unable to sustain his form against Djokovic as he squandered a break in the opening set due to a knee injury and despite a fightback to win the second-set tiebreaker from 3–6 down, he lost the match in 4 sets, committing 35 unforced errors in the process. It marked the first time Federer had lost two back to back finals at Wimbledon, and it again denied him the chance to win a record 18th Grand Slam and a record 8th Wimbledon title to break his shared record of 7 Wimbledon titles with Pete Sampras.


title: 2015 Roger Federer tennis season

text: Federer began his summer hard court season at the Cincinnati Open as the second seed and defending champion. He defeated Roberto Bautista-Agut in the second round in straight sets before crushing Kevin Anderson in the third round to advance to the quarterfinals. He beat Feliciano López in straight sets to set up a semifinal clash against Andy Murray. In the semifinal he beat Murray in two tight sets to advance to the final. In the final, he met world No. 1, Novak Djokovic and defeated him in straight sets to win a record 7th Cincinnati title and also deny Djokovic from achieving a historic Career Golden Masters. The win saw Federer regain the No. 2 ranking. It also marked the second time that Federer did not lose a set or have his serve broken at a Masters 1000, having achieved this record at the same tournament back in 2012. This was also the first time that Federer had beaten the Top 2 players in the world at the same tournament, although this feat hadn't been possible during the years that Federer was ranked in the top 2 himself.


title: SungBeats

text: SungBeats quit his job to perform in the subways of New York City when he was 23. A year later, he won Amateur Night at the Apollo and Kollaboration, the premiere Asian American talent contest in the United States. Since, SungBeats has been a vocal advocate for Asian-American representation in mainstream media. In 2015, he shifted his musical focus from solo beatboxing to live vocal looping, recognizing that live instrumentation was the future of the art form. The same year, he became the first American to represent at the Grand Beatbox Battle, Loopstation category, placing 8th. In 2016, Sung partnered with Defy Ventures and toured maximum security prisons, including Solano State Prison and Riker's Island. In 2017, Sung's work as a busker in the New York City underground was featured in various news outlets. In 2021, SungBeats appeared on several national commercials including Mars Wrigley's M&Ms Mix commercial. He currently tours and performs his combination beatbox and looping show all over the United States.


title: Adam Brown (music educator)

text: Adam Brown was born in Cincinnati, Ohio, and is the first of two children born to Bruce and Sara Brown. Adam was more involved in sports as a child, particularly in baseball. But as he grew older he began to focus on his music study. His very first public performances included singing with his grandmother in church. Brown began performing professionally at the age of 13 with local performances around the Cincinnati area. As a student at Fairfield High School he performed with almost every musical group in band, choir, and orchestra. He was a member of the wind ensemble, marching band, percussion ensemble, jazz band, symphony orchestra, show choir band, and pit orchestra. Outside of school he played in local youth orchestras, concert bands, as well as some jazz ensembles. His younger sister, Heidi, was also involved in the band program. His parents provided him with a great education, allowing him to take private lessons and also attend the Modern Drummer Festival as well as the Drum Daze clinics presented by Columbus Percussion and Yamaha and the Drum Corps International World Finals. Through those experiences and the encouragement of his music teachers, he decided to pursue music as a career.


title: Adam Brown (music educator)

text: The school's first performance was alongside Anna Fegi in "Turn Up the Music" at the Terraces at Ayala Center Cebu on Saturday, April 9, 2016. The evening also featured appearances by Derek Ramsay, Nico Antonio, and Shaina Magdayao to promote their movie My Candidate. The show also featured a guest performance of the hit Bisaya song HAHAHAHasula with the song's writer Jude Gitamondoc and Jacky Chang, who is a member of the teaching faculty. In the first year of being open, students from Brown Academy of Music have performed on ABS-CBN as well as shows at Ayala Center Cebu, Robinsons Galleria Cebu, SM City Cebu, and SM Seaside City Cebu. They have performed along numerous celebrities including Bea Alonzo, Gerald Anderson, Bailey May, Matteo Guidicelli, Donna Cruz, Marissa Sanchez, IV of Spades, Maja Salvador, Jose Mari Chan, Kyla, KZ Tandingan, Angeline Quinto, Jaya, Erik Santos, Rocksteddy, international artist David Pomeranz, and appeared at events with Regine Velasquez, Ogie Alcasid, and the President of the Philippines Rodrigo Duterte. The school quickly expanded in its first several months due to the demands of growing enrollment. BAM expanded to become 150 square meters including teaching rooms, rehearsal areas, and a studio. In June 2017, the school had Sheryn Regis, the Crystal Voice of Asia as a guest artist for their culminating show at Ayala Terraces. In 2018, a second expansion took place at the beginning of the year, taking the total space of the school to 250 square meters. The school has become a popular audition venue for national shows such as The Voice of the Philippines, Idol Philippines, Tawag ng Tanghalan, as well as international companies such as Norwegian Cruise Line, Oceania Cruises, Regent Seven Seas Cruises, and Carnival Cruise Line.


title: Adam Brown (music educator)

text: Adam Brown married Anna Fegi (from Cebu City, Philippines) on August 21, 2012, at Sacred Heart Church in Cebu, Philippines. A reception followed at the Radisson Blu hotel. Brown and Fegi met while performing onboard cruise ships where she was a featured singer and he was a drummer and musical director. In September 2012, Fegi's wedding gown, designed by Philip Rodriguez, was featured as a part of Face-Off's "Filipino Bridal Heritage Exhibit" held in Manila at both the Dusit Thani Hotel and the Power Plant Mall at Rockwell Center. In 2016, Anna Fegi-Brown became pregnant with their first child, but the child was stillborn in November at the beginning of the 9th month of pregnancy. The daughter, named Aria Mikeila, serves as an inspiration to them both and the children's classes at Brown Academy of Music have been renamed in her honor. Their love story was featured during a TLC segment on ASAP in August 2018. On May 27, 2020, Anna Fegi-Brown gave birth to their daughter, Amaria Michelle.


title: Charlie Lyon

text: Lyon joined MLS side Los Angeles FC on March 2, 2018, ahead of their inaugural season. On May 22, 2018, he made his LAFC debut in a friendly against Borussia Dortmund. He was released by LAFC at the end of the season and became the MLS pool goalkeeper, joining various teams for short stints to fill unoccupied roster spots for goalkeepers. He is currently based in Portland, Oregon, and trains with the Portland Timbers. Lyon's contract as MLS pool goalkeeper was not renewed in 2020 and he was hired by a logging company in Southwestern Washington amid the COVID-19 pandemic. He was then selected to join the MLS is Back Tournament as the pool goalkeeper. During the tournament, Lyon was brought in as Sporting KC's backup keeper for a match after Tim Melia's red card against Minnesota United. Then, when Vancouver Whitecaps FC were left with only a 20-year-old, third-string keeper, Lyon was prevented from helping the Canadian side over complications with his international transfer certificate. In September 2020, FC Dallas added Lyon to shore up their squad for matches against Minnesota United and Houston Dynamo.


title: Kim Stockwood

text: 2005 SOCAN Award Winner Pop Song of the Year ("Happy Baby") ECMA Award Nomination Album of the Year (Shaye - The Bridge) ECMA Award Nomination Group of the Year ECMA Award Nomination Pop Recording of the Year (Shaye - The Bridge) ECMA Award Nomination Songwriter of the Year (Shaye - "Happy Baby") ECMA Award Nomination Single of the Year (Shaye - "Happy Baby") 2004 JUNO Award Nomination Single of the Year (Shaye - "Happy Baby") Canadian Radio Music Award AC/Hot AC (Shaye - "Happy Baby") ECMA Award Video of the Year (Shaye - "Happy Baby") 2000 EMCA Award Winner Pop/Rock Artist of the Year ECMA Award Winner Single of the Year ("12 Years Old") ECMA Award Nomination Female Artist of the Year ECMA Award Nomination Album of the Year (12 Years Old) ECMA Award Nomination Songwriter of the Year ECMA Award Nomination Entertainer of the Year 1997 SOCAN Award Pop Song of the Year ("Enough Love") ECMA Award Nomination Album of the Year (Bonavista) ECMA Award Nomination Single of the Year ("Enough Love") ECMA Award Nomination Songwriter of the Year 1996 JUNO Award Nomination Best New Artist ECMA Award Nomination Female Artist of the Year ECMA Award Nomination Pop/Rock Artist of the Year


title: Jagdish Khattar

text: He was brought in as an Officer on Special Duty to Maruti Udyog in 1992 by the then managing director R. C. Bhargava. He joined the company in 1993 as a director of marketing and went on to become its executive director before being promoted to being its joint managing director in 1999. This was the time of differences between Suzuki Motor Corporation and the Government of India which were joint venture partners in the company. He was noted to have laid the foundation of the company's growth after the Indian government began its disinvestment from the joint venture in 2002. During this period of disagreement between the venture partners, Khattar dealt with issues on ownership, technology transfer, as well as industrial relations including a workers strike in the Gurgaon plant of the company in 2000. In 2002, he was re-nominated as the managing director by Suzuki Motor Corporation and served as the managing director until his retirement in 2007. At the time of his retirement, the company had more than fifty percent of the market share of the Indian passenger vehicles market. He was also noted for his representations of the Indian auto industry for changes in taxation structure and regulations with the government, working with the Society of Indian Automobile Manufacturers (SIAM).


title: Lohnweiler

text: It is certain that the area around the village was settled as long ago as prehistoric times, bearing witness to which is a wealth of archaeological finds within the municipality's limits. Two stone hatchets have been unearthed here, one near the village in the field called "Im Flur" and the other towards the municipality's southern limits in the Jungenwald (forest). Further finds from the New Stone Age have been potsherds from the Linear Pottery culture and the Rössen culture. Potsherds have also been found from the Iron Age, as has a bronze ring. Some of these objects were once kept at the former school in its own collection. Moreover, within municipal limits lies several groups of, numbering all together about 20, barrows. In 1884, out towards the boundary with Wolfstein, four Celtic graves were unearthed. Found there were neckrings, armrings and footrings, which can now be found at the Historisches Museum in Speyer. Unearthed in Lohnweiler, too, have been various finds from Roman times that are among the most important in the whole district. There have been Roman pieces of brick, potsherds and bronze coins with the emperor's effigy. Of the finds, author Helmut Bernhard wrote in 1990 "On an eastern slope over the Lauter hollow, an extensive estate complex has been known since 1973, from which, during building work several wall lines with hypocaust heating and cellars were dug up. Quite obviously, in this place the main building of a major estate was struck. On the broad sloped surface going down to the Lauter hollow stood the commercial buildings. In 1988, it was possible to unearth a slope wall and a major house. The complex, judging from the few finds, existed at least until the middle of the 4th century. The manor house's cellar with two wall niches, a light shaft and stairways is preserved on a private property."


title: Lohnweiler

text: What has today become the village of Lohnweiler was likely founded only in the Early Middle Ages, thus making any more precise dating of the founding impossible. The village lay in the Nahegau and later passed to the County of Veldenz when this arose in the earlier half of the 12th century. From this epoch comes a whole series of documents, according to which the Counts of the younger County of Veldenz granted their vassals rights in Lohnweiler. Count Heinrich II of Veldenz thus enfeoffed the "Persuna von Muntfort" with a widow's endowment, made up of the "court and people at Lonewilre, the people at Offenbach and all their migrant workers". In 1379, the Veldenz vassal Mohr von Sötern declared that he had received from a series of places belonging to His Grace, the Junker Friedrich holdings, along with some in Lohnweiler. In 1380, Gerhard von Alsenz acknowledged all his Veldenz fiefs, including the income that he drew from levies in Lohnweiler. In turn, his shares in the court and in the people of Lohnweiler were acknowledged in 1417 by the knight Sir Johann Boos von Waldeck to Count Friedrich III of Veldenz . This last fief was newly confirmed in 1422. In 1444, the County of Veldenz met its end when Count Friedrich III of Veldenz died without a male heir. His daughter Anna wed King Ruprecht's son Count Palatine Stephan. By uniting his own Palatine holdings with the now otherwise heirless County of Veldenz – his wife had inherited the county, but not her father's title – and by redeeming the hitherto pledged County of Zweibrücken, Stephan founded a new County Palatine, as whose comital residence he chose the town of Zweibrücken: the County Palatine – later Duchy – of Palatinate-Zweibrücken. Lohnweiler belonged to this new county palatine or duchy.


title: Lohnweiler

text: Under the terms of the Treaty of Marburg of 18 November 1543, a state known as the County Palatine of Veldenz – later Veldenz-Lützelstein – came into being, established by Duke Wolfgang for his uncle Ruprecht as thanks for earlier having taken on, together with Wolfgang's mother (Count Palatine Ludwig II's widow), the regency for the underage Wolfgang, ruling the County Palatine of Zweibrücken for him. Lohnweiler now lay in this new County of Veldenz. Its ruler, Count Palatine Ruprecht, did not enjoy his new lordship for long, dying the very next year. Georg Johannes I of Veldenz-Lauterecken was to succeed him, but having been born in 1543, he was only a baby. During his childhood, Wolfgang ruled the county palatine for him as administrator. Like most of the villages in the Glan area, Lohnweiler, too, had much to suffer in the 17th century's wars, both the Thirty Years' War and French King Louis XIV's wars of conquest. Nevertheless, the nearby residence town of Lauterecken offered the villagers shelter, especially in the Thirty Years' War. Lauterecken was not overrun. Death nonetheless reaped a rich harvest through hunger and the Plague. The County Palatine of Veldenz-Lützelstein was "orphaned" in 1694 by the last ruling Count Palatine, Leopold Ludwig's death, whereupon a dispute arose as to whether the county – and thereby Lohnweiler too – should pass to Electoral Palatinate or the Duchy of Palatinate-Zweibrücken. At first, Zweibrücken, which was then ruled by King of Sweden Karl XI, took ownership of the Ämter of Veldenz and Lauterecken as well as the Remigiusberg. In 1697, Electoral Palatinate troops showed up, and the Amt of Lauterecken was now ruled by Electoral Palatinate. The dispute was settled in 1733 with the Veldenz Succession Treaty of Mannheim, under whose terms the Ämter of Veldenz and Lauterecken passed wholly to Electoral Palatinate, and the former Palatine-Veldenz Amt of Lauterecken was permanently given the status of an Electoral Palatinate Oberamt, after it had already been occupied by Electoral Palatinate troops in 1697 anyway. Johann Goswin Widder wrote in 1788 in his work Geographische Beschreibung der Kur=Pfalz the following about Lohnweiler, among other things: "The current populace is made up of 54 families, working out to 220 souls. The buildings of one church and a school, 45 civic and common houses. The municipal area of 722 Morgen of cropfields, 28 Morgen of vineyards, 55 Morgen of meadows, two and a half Morgen of gardens and 252 Morgen of forest. … The tithes are drawn by the Barons of Boos zu Waldeck in the Dumpf, the landgravial house of Hesse-Darmstadt in the Leyenberg and the Electoral Court Chamber of the New Quarries." Thus it may be assumed that the Lords Boos von Waldeck held rights in Lohnweiler from the Late Middle Ages to the end of feudal times.


title: Lohnweiler

text: During the time of the French Revolution and the Napoleonic Era that followed, the German lands on the Rhine's left bank were annexed by France. Running along the Glan was the boundary between the Departments of Sarre and Mont-Tonnerre (or Donnersberg in German). Lohnweiler lay in the latter, and also in the Arrondissement of Kaiserslautern, the Canton of Lauterecken and the Mairie ("Mayoralty") of Lauterecken. In 1814, the French were driven out of the German lands that they had overrun, and the French departments were soon dissolved and the victorious powers imposed yet a new regional order. The Congress of Vienna annexed the Palatinate to the Kingdom of Bavaria. This brought the unwelcome presence of a border running along the river Glan between Bavaria and, eventually, after a cession, Prussia. Lohnweiler found itself on the Bavarian side, in the exclave known first as the Baierischer Rheinkreis and then later as the Baierische Rheinpfalz ("Bavarian Rhenish Palatinate"), and more locally in the Landcommissariat (later Bezirksamt and Landkreis or district) of Kusel, the Canton of Lauterecken and the Bürgermeisterei ("Mayoralty") of Lauterecken. In the late 1920s and early 1930s, the Nazi Party (NSDAP) became quite popular in Lohnweiler. In the 1928 Reichstag elections, 14.2% of the local votes went to Adolf Hitler's party, but by the 1930 Reichstag elections, this had grown to 32.1%. By the time of the 1933 Reichstag elections, after Hitler had already seized power, local support for the Nazis had swollen to 70.9%. Hitler's success in these elections paved the way for his Enabling Act of 1933 (Ermächtigungsgesetz), thus starting the Third Reich in earnest. After the Second World War, the old Bavarian exclave, which had continued to exist even after the 1871 Unification of Germany and through Imperial times, the First World War, Weimar times, the Third Reich and the Second World War, was now grouped into the then newly founded state of Rhineland-Palatinate. Lohnweiler now lay in the Regierungsbezirk of Pfalz within this state, and then after restructuring in the Regierungsbezirk of Rheinhessen-Pfalz, which has since been dissolved along with Rhineland-Palatinate's other Regierungsbezirke. In the course of administrative restructuring in Rhineland-Palatinate in 1968, Lohnweiler passed as a self-administering Ortsgemeinde to the Verbandsgemeinde of Lauterecken.


title: Lohnweiler

text: Originally, Lohnweiler was an autonomous parish with a church (the Nikolauskirche, or Saint Nicholas's Church), which stood from the Middle Ages until the 19th century. It is certain that this church was built by Count Friedrich II of Veldenz about 1380, and it is highly likely that there had been forerunners to this church. After Lauterecken had been raised to town, likely in 1349, it might well have been that the nearby village of Lohnweiler could no longer hold its own with regard to religion and became a branch church of the one in Lauterecken. About 1530, under the Dukes of Zweibrücken, the Reformation was introduced, and everybody had to convert to Lutheran belief. A further conversion to Calvinism as in villages in the Duchy of Palatinate-Zweibrücken did not come about in Lohnweiler, for it had been since 1543 grouped into the new County Palatine of Veldenz. Nonetheless, after the Thirty Years' War, conversion to Calvinism, and even back to Catholicism, was allowed. Conversions to Catholicism and settling of Catholics were quite extensive after 1733, after Lohnweiler had become an Electoral Palatinate holding. The church was said throughout the 18th century and right up until it was torn down in 1837 to be a simultaneous church. It was torn down because the faithful could attend church in nearby Lauterecken without too much trouble. Of the 398 inhabitants in 1825, 315 were Evangelical and 52 were Catholic. Jews do not appear in the available statistics.


title: Lohnweiler

text: The charge on the sinister (armsbearer's left, viewer's right) side is the Palatine Lion, a reference to the village's former allegiance to the Dukes of the Palatinate. The charge on the dexter (armsbearer's right, viewer's left) side is supposed to be a linchpin, such as might be found on the hub of an old spoked wheel. This is apparently canting for the village's name, for "linchpin" is Lunen in the local speech, or archaically, Lonse (although it is Achsnagel in standard Modern High German). This same device can be seen on village boundary stones from 1750. Another source, though, has a different explanation for this charge, naming it a Lohnen and describing it as a tanner's scraping tool, although it, too, mentions the "linchpin" meaning, and also the meaning of a tool used to bark oaktrees (more useful to the barker than the tanner). The arms have been borne since 7 August 1980 when they were approved by the now defunct Rheinhessen-Pfalz Regierungsbezirk administration in Neustadt an der Weinstraße.


title: Kingdom of Sussex

text: For much of the 7th and 8th centuries, Sussex suffered invasion attempts by the kingdom of Wessex to its west. King Æðelwealh formed an alliance with Christian Mercia against Wessex, becoming Sussex's first Christian king. With support from St Wilfrid, Sussex became the last major Anglo-Saxon kingdom to become Christian. South Saxon and Mercian forces took control of what are now east Hampshire and the Isle of Wight. Cædwalla of Wessex killed Æðelwealh and "ravaged Sussex by fierce slaughter and devastation". The South Saxons forced Cædwalla from Sussex and were able to lead a campaign into Kent, replacing its king. At that time Sussex could have re-emerged into a regional power. Shortly afterwards, Cædwalla returned to Sussex, killing its king and putting its people into what Bede called "a worse state of slavery". The South Saxon clergy were put under the control of West Saxon Winchester. Only around 715 was Eadberht of Selsey made the first bishop of the South Saxons, after which further invasion attempts from Wessex ensued.


title: Kingdom of Sussex

text: A large part of its territory was covered by the forest that took its name from the fort of Anderitum at modern Pevensey, and known to the Romano-British as the Forest of Andred and to the Saxons as Andredsleah or Andredsweald, known today as the Weald. This forest, according to the Anglo-Saxon Chronicle, was 120 miles (190 km) wide and 30 miles (50 km) deep (although probably closer to 90 miles (140 km) wide). It was the largest remaining area of woodland and heath in the territories that became England and was inhabited by wolves, boars and possibly bears. It was so dense that Domesday Book did not record some of its settlements. The heavily forested Weald made expansion difficult but also provided some protection from invasion by neighbouring kingdoms. Whilst Sussex's isolation from the rest of Anglo-Saxon England has been emphasised, Roman roads must have remained important communication arteries across the forest of the Weald. The Weald was not the only area of Sussex that was forested in Saxon times—for example, at the western end of Sussex is the Manhood Peninsula, which in the modern era is largely deforested, but the name is probably derived from the Old English maene-wudu meaning "men's wood" or "common wood" indicating that it was once woodland.


title: Kingdom of Sussex

text: The ancient droveways of Sussex linked coastal and downland communities in the south with summer pasture land in the interior of the Weald. The droveways were used throughout the Saxon era by the South Saxons and probably originated before the Roman occupation of Britain. The droveways formed a road system that clearly suggests that the settlers in the oldest developed parts of Sussex were concerned not so much with east–west connections between neighbouring settlements as with north–south communication between each settlement and its outlying woodland pasture. The droving roads had an enduring effect on the pattern of Sussex settlement. When churches came to be built, an ideal site was where a drove crossed a river. Eventually traders gravitated to churches, founding villages, and in some cases market towns such as Ditchling, Shermanbury, Thakeham, Ashurst and Shipley. Different names existed for the swine pastures in different parts of Sussex. In the territory of the Haestingas in the east, swine pastures were named denns, in the centre they were referred to as "styes" (stig) and in the west, folds. These places grew from being sheds for animals and temporary huts for swineherders, to permanent farms, water-mills, churches and market towns. Churches in the High Weald are mostly on isolated ridge-top sites, away from the pioneer farms being established on the valley sides, as at Worth and Itchingfield to this day.


title: Kingdom of Sussex

text: Archaeology gives a different settlement picture to that indicated by the South Saxon foundation story. Germanic tribes probably first arrived in Sussex earlier in the 5th century than AD 477. The archaeological evidence that we do have indicates the area of settlement by the location of cemeteries of the period. The origins of the settlers can be derived by comparing the design of grave goods and pottery with the designs of similar items in the German homelands. The principal area of settlement in the 5th century has been identified as between the lower Ouse and Cuckmere rivers in East Sussex, based on the number of Anglo-Saxon cemeteries there. However, there are two cemeteries in West Sussex at Highdown, near Worthing and Apple Down, 11 km (7 mi.) northwest of Chichester. The area between the Ouse and Cuckmere was believed to have been the location for the federate treaty settlement of Anglo-Saxon mercenaries. Whatever the original settlement pattern of the early Germanic settlers, their culture came to rapidly dominate the whole of Sussex.


title: Kingdom of Sussex

text: Shortly after the arrival of St Wilfrid, the kingdom was ravaged with "fierce slaughter and devastation" and Æðelwealh was slain by an exiled West Saxon prince Cædwalla. The latter was eventually expelled, by Æðelwealh's successors, two Ealdormen named Berhthun and Andhun. In 686 the South Saxons attacked Hlothhere, king of Kent, in support of his nephew Eadric, who afterwards became king of Kent. At this time, a new South Saxon hegemony extending from the Isle of Wight into Kent could conceivably have seen Sussex re-emerge as a regional power but the revival of Wessex ended this possibility. Eadric's rule in Kent lasted until Kent was invaded by Cædwalla who had managed to establish himself as ruler of Wessex. With his additional resources, Cædwalla once more invaded Sussex, killing Berhthun. Sussex now became for some years subject to a period of harsh West Saxon domination. According to Bede, the subjection reduced the kingdom of Sussex to "a worse state of slavery"; it also included placing the South Saxon clergy under the authority of Wessex through the bishops of Winchester. Cædwalla also seized the Isle of Wight where he ruthlessly exterminated its population, including its royal line. According to David Dumville, Cædwalla's savage behaviour towards Sussex and the Isle of Wight can be explained by Sussex's westward expansion with assistance from Mercia at the expense of Wessex and Cædwalla was determined that this should never happen again.


title: Kingdom of Sussex

text: There is another charter, that is thought to be genuine, that records a series of transactions of a piece of land near modern-day Burpham in the Arun Valley. It starts off with a grant of land, at Peppering, by Nunna to Berhfrith probably for the foundation of a minster. Berhfrith transferred the land to Eolla, who in turn sold it to Wulfhere. The land then went to Beoba who passed it on to Beorra and Ecca. Finally King Osmund bought the land from his comes Erra and granted it to a religious woman known as Tidburgh. The charter is undated but it has been possible to date the various transactions approximately, by cross referencing people who appear both on this charter and on other charters that do provide dates. On the transaction, where Eolla has acquired the land from Berhfrith and sells it to Wulfhere , Nunna's subscription is followed by a certain Osric who was possibly Nunna's co-ruler. The other witnesses who followed Osric were Eadberht and Eolla, both who can be identified as ecclesiastics.


title: Kingdom of Sussex

text: Edward the Confessor, who had spent much of his early life in exile in Normandy, was pro-Norman and in Sussex gave to the abbot of Fécamp Abbey the minster church at Steyning, as well as confirming land existing land grants at Hastings, Rye and Winchelsea. To his chaplain, Osborn, later William's Bishop of Exeter, Edward gave the harbour and other land at Bosham. Many of the Saxon nobles grew jealous and from 1049 there was conflict between the disgruntled Saxon nobility, the king and the incoming Normans. Godwine and his second son Harold kept the peace off the Sussex coast by using Bosham and Pevensey to drive away pirates. In 1049 the murder by Sweyn Godwinson of his cousin Beorn after Beorn has been tricked in going to Bosham resulted in the entire Godwine family being banished. It was from Bosham in 1051 that Godwin, Sweyn and Tostig fled to Bruges and the court of Baldwin V, Count of Flanders, a relative of Tostig's wife, Judith of Flanders. When they returned in 1052 to an enthusiastic welcome in the Sussex ports, Edward had to reinstate the Godwine family.


title: Kingdom of Sussex

text: Before Saxon occupation of Chichester, Sussex had been annexed, by the Kingdom of Wessex, in the middle of the 7th century.It was then ruled by Mercia and after regaining its independence, it was finally annexed and then absorbed, into Wessex, in 860. The Anglo Saxon Chronicle suggests that Sussex was founded in the Selsey and Chichester area, however the archaeology does not support this. What the archaeology does show is that the initial settlement, of the South Saxons, was in the downland areas, between the River Ouse and River Cuckmere to the east of Sussex. From there the South Saxons migrated to the west of Sussex and by the 680s the area between Chichester and Selsey had become the political and ecclesiastical centre of the kingdom with the kings residence in Orreo Regis (Kingsham), south west of Chichester, and Wilfrid's religious centre in Selsey. According to Martin Welch "After the Romans left there is no evidence for the reoccupation of Chichester till the 9th century", when it was rebuilt and fortified as part of a programme of defence, instigated by Alfred the Great, of Wessex, to protect against Danish raids.


title: Kingdom of Sussex

text: In the 9th century, Sussex was ruled by the West Saxons. It would appear that the ultimate intention of Æthelwulf of Wessex was for the kingdom of Wessex and the eastern regions of Sussex, Surrey, Kent and Essex to become separate kingdoms, with separate but related royal dynasties. It was only the early deaths of Aethelwulf's first two sons that allowed Æthelbert of Wessex, his third son, to reunite Wessex and the eastern regions, including Sussex, into a single kingdom in 860. This occurred only after Athelberht had secured the consent of his younger brothers, Aethelred and Alfred. Though in part due to the careful cultivation of conquered regions, the establishment of an enduring "Greater Wessex" stretching along the southern coast owed much to chance, early deaths, and perhaps, to the growing recognition of the need for unity in the face of an increasing Viking threat. Sussex was never again treated as part of an eastern subkingdom but was not closely integrated with the old West Saxon provinces either. Sussex seems to have had its own ealdorman for much of the 10th century.


title: Kingdom of Sussex

text: Æðelwealh became Sussex's first Christian king when he married Eafe, the daughter of Wulfhere, the Christian king of Mercia. In 681 AD Saint Wilfrid, the exiled Bishop of York, landed at Selsey and is credited with evangelising the local population and founding the church in Sussex. King Æðelwealh granted land to Wilfrid which became the site of Selsey Abbey. According to Bede, it was the last area of the country to be converted. Whilst Wilfrid is credited with the conversion of the Kingdom of Sussex to Christianity, it is unlikely that it was wholly heathen when he arrived. Æðelwealh, Sussex's king, had been baptised. Damianus, a South Saxon, was made Bishop of Rochester in the Kingdom of Kent in the 650s and may indicate earlier missionary work in the first half of the 7th century. At the time of Wilfrid's mission there was a monastery at Bosham containing a few monks led by an Irish monk named Dicul, which was probably part of the Hiberno-Scottish mission of the time. Wilfrid was a champion of Roman customs and it was these customs that were adopted by the church in Sussex rather than the Celtic customs that had taken root in Scotland and Ireland.


title: Kingdom of Sussex

text: In the late 7th or early 8th century, St. Cuthman, a shepherd who may have been born in Chidham and had been reduced to begging set out from his home with his disabled mother using a one-wheeled cart. When he reached Steyning he saw a vision and stopped there to build a church. Cuthman was venerated as a saint and his church was in existence by 857 when King Æthelwulf of Wessex was buried there. Steyning was an important religious centre and St Cuthman's grave became a place of pilgrimage in the 10th and 11th centuries. According to the hagiography of the 11th century Secgan manuscript, another saint, St Cuthflæd of Lyminster, is buried in or near to Lyminster Priory. In 681, Bede records that an outbreak of the plague had devastated parts of England, including Sussex and the monks at Selsey Abbey fasted and prayed for three days for an end to the outbreak. A young boy with the plague prayed to St Oswald and his prayers were answered, and a vision of St Peter and St Paul was said to have appeared to the boy, telling the boy that he would be the last to die.