text:
7th Sea (collectible card game)

7th Sea is a collectible card game (CCG) first designed by Dan Verssen and published by Alderac Entertainment Group (AEG) in 1999.

Its theme is swashbuckling nautical adventure found in classic stories like Treasure Island. It is set in the world of Théah shared with the 7th Sea tabletop role-playing game.

Setting
In the 7th Sea CCG, players take the role of naval captains in the fantasy-Restoration world of Théah. The game attempted to capture the feeling of a Hollywood pirate battle, complete with huge galleys, cannon-shot exchanges, and daring sea boardings. The game also has aspects of adventuring, treasure seeking, and the occult.

As with most of the games of AEG, 7th Sea had a complex storyline that affected and was influenced by the RPG setting. The results of tournaments would function to guide the storyline, and the storyline in turn would be used to create new cards.

Basics
The game had many interesting concepts, including multiple winning conditions and a unique swashbuckling-themed combat system. The most important aspects were deck building, rules, and storyline.

Terms
The game used a number of terms to describe elements of game play:

 * Faction: The many factions in the game corresponded either to the navies of Théah's different nations, pirates, or other independent fleets. Almost every crew character belonged to a faction, though some were unaligned and thus available to be used by any player.
 * Captain: The leading character on a ship and most important crewmember. Captains followed special rules and were often central to the faction's storyline.
 * Ship: There were many ships with various abilities. Each player would use one ship for the entire game, as well as one captain and crew. Faction ships could only be used with a captain of the corresponding faction, while unaligned ships were available to anyone.
 * Crew: The rest of a ship's characters. A player could build a crew from all factions but the starting crew could not consist of a faction distinct from the ship.
 * Seas: The environment of the ship. Five pre-constructed cards delineated the game space.
 * Tack: When a card's ability was used for the turn, it was turned sideways and could not be used again. This was called 'tacking.' Tacking also resulted from damage.

Cards
The six types of cards in 7th Sea were: Actions, Crew, Adventures, Attachments, Chanteys and Ships. Each card is played differently as explained below.

Crew
The most important card type in 7th Sea is Crew. This card type combines the traditional CCG concepts of both a resource type and a creature type. Most CCGs use some kind of card type to produce resources that they subsequently use to gain other items. Usually those resources do not contribute to anything else. Examples of this are lands from Magic: The Gathering and holdings from Legend of the Five Rings. Most games also have some kind of creature card that provides offence and defense, like M:TG's creatures and Doomtown's Dudes. The game combined both while also providing multiple resource types and multiple combat procedures.

Crew are the sailors you have hired to man the ship. Your Captain is a special and important kind of crew but he still performs in much the same way any other crew.

Crew cards have the following statistics:

 * Cost: This is the amount of Influence (a type of resource, much like 'mana' in Magic: the Gathering, or 'gold' in Legend of the Five Rings) that you must provide to hire that crew and a measure of the card's overall power.
 * Faction: This symbol denoted the faction this crew belongs to. Crews without a symbol were unaligned.
 * Cannon: This statistic represented the crew's skill with a cannon. Its primary function was to perform cannon attacks upon other ships, simply by tacking a crew with more than 0 cannon ability.
 * Sailing: This statistic represented the crew's skill at sailing. A crew with sufficient sailing ability could tack to move the ship by one sea.
 * Adventuring: This statistic represented the crew's abilities in exploration and adventuring. This skill was mostly used to complete the requirements for Adventure cards, which would then bestow benefits upon that crewmember, the ship, or upon the player in other ways.
 * Influence: A measure of a crew's wealth, charisma, and diplomatic skills. Influence is required to hire more crew, and as a result, it is the most important ability in the first few turns of the game.
 * Swashbuckling: This measures the ability of the crew to repair the ship, in effect providing "damage soak" and how effective the crew is at Mêlée. This translates as damage (hits) inflicted from a successful boarding attack.

Crews also had various traits that allowed them to use certain cards. Some of the most common traits were:
 * Swordsman: The crew's skill in mêlée measured with a number (+1, +3 etc.). It translates as extra damage in boardings, and it allowed the crew to attach swordsman school attachment cards. All captains had some level of Swordsmanship.
 * Heroic/Villainous: These mutually exclusive traits revealed a crew's "way of life". There were various cards that were compatible with one of these two traits. For most of the history of the game, Villainous was considered a better trait to have on your Captain, since it gave access to easy card draw.
 * Sorcery: There were various types of sorcery in the world of Théah, and various crew could use them as attachments. However those attachments had a specific sorcery requirement of a certain level (0–2) that the crew had to have to attach them.

Each ship had a limited amount of space for crew and that meant that smaller ships usually had lower resource and offensive capabilities. Usually this was balanced out with different benefits, like stronger special abilities and lower sailing costs. Players usually chose crew for their deck depending on their style and their faction's strengths, usually focusing on one or two statistics and maybe a trait (like sorcery). Crew with sailing or swashbuckling were always useful due to their innate use on movement and damage soak, however players also focused on more than one or two of the other three skills, Cannon, Adventuring, and Influence so as to be able to use specific cards more easily. Decks which focused on many skills together were the most difficult to build, however a good player then had a much greater versatility.

Crew cards had a Punch as their boarding attack.

Actions
Action cards are the surprises you can spring on an unsuspecting opponent. They are one-use cards that have some immediate effect. In 7th Sea, action cards had two costs. One was for the player and the other for his target (the canceling cost) and it was in the form of Skill: number. Costs are paid by tacking one or more crew with the appropriate skill, until the number is fulfilled. The canceling cost was there for the target of the action, and it allowed him to cancel the action by paying it. Thus some pretty powerful cards could be balanced by having a lower canceling cost. Cost and cancel need not use the same skill.

Action cards came in two types, Acts and Reacts. Acts are cards a player used in his turn. They usually worked to provide some unexpected effect, such as a combined cannon attack or an unstoppable boarding. Reacts are the much more common form of action cards. They can only be played on specific triggers such as an augment to a cannon attack, or suffering hits instead of a boarding attack.

All decks employed action cards, and usually the more aggressive decks employed a greater number.

Action cards' boarding attack could either be a Dagger or a Slash.

Attachments
Attachment cards are default enhancing cards for your other cards (the other being adventures). After the player pays the cost, he chooses an appropriate card to attach it to. Usual targets for attachments were:
 * Crew: Attachments ranged from pistols and earrings, to parrots and spells.
 * Ship: Ship attachments usually modified the ship in some way, such as a treasure hold, better sails, figureheads (usually specific to factions) etc. Some ship attachments had the drawback that they took up crew space.
 * Sea: Sea attachments usually were ports, monsters, and allies you could employ. These often required a specific sea.

Usually attachments had some kind of trait that classified it, such as Item, Henchman, Pet, Swordsman School, etc. For example, a pistol would be an Item while Rum Runners would be an Ally. These traits were used to specify targets for other cards.

In later sets requirements for attachments became more frequent. Those requirements ranged from a skill level (Cannon 4), to the alliance to a faction (e.g. Crimson Rogers), to the existence of a trait (Villainous), or a trait at a specific level (e.g. Porte 2). Due to the speed of attachments, they usually had a much lower reward/cost ratio than adventures.

Attachment cards' boarding attack was a Club.

Adventures
This is the second type of card a crew could attach. Adventures are the usual stuff of Hollywood pirate or naval adventure films: ancient relics, captured damsels, sea monsters, etc. These cards were almost exclusively completed by the use of the adventuring skill and were defined by the following:
 * Seas away: Adventures did not automatically attach to a crew, but rather to a sea. When played, an adventure was placed a number of seas away from your ship (usually 1 to 3). To complete an adventure, your ship had to be on the same sea as the Adventure. This served as a balance factor for the more powerful or cheap adventures by forcing you to sail to the target sea to get it (something not always easy when opponents were waiting in the middle)
 * Native sea: Most adventures had one specific sea in which it was much easier to complete them. This could range from a single point of adventuring lower for low-end adventures, to several points lower for the more costly ones. Then other adventures were easier to attach to specific crew, such a Villainous, Skeletal or Rose and Cross crew member.
 * Reward: Adventure rewards usually increased a skill by a number of points with a high reward/cost ratio. However, in later expansions, Adventures started giving various effects, such as traits or special abilities.

Although Adventures were attached to a Sea, they were only available to the player that attached them (barring other card effects). This was a nice way to "archive" uncompleted adventures without cluttering your hand. However, some cards punished rampant adventure archiving.

Adventure Cards' boarding attack was a Thrust.

Chanteys
Chanteys were introduced later in the life of the game. They signified various global changes in the world of Théah in the form of popular songs used by the populace. Chanteys were similar to actions. However their effects, contrary to action cards, were permanent. They could either affect only the player or an opponent, or it could affect all players. Chanteys worked in a way similar to terrains in Legend of the Five Rings or Omens in Legend of the Burning Sands. That is, only one Chantey could be in effect at any one time. At any time that a Chantey came into play, the former Chantey was discarded. More powerful Chanteys had, instead of a cancel cost, a discard cost that any player could use to get rid of the Chantey.

Ships
These cards are special in that they are not in the deck but rather start in play, along with your captain. Most ships belonged to a specific faction and could only be used by matching captains. Each ship was defined by its faction, crew maximum, and sailing cost.

Crew maximum was used to determine the maximum number of crew you could have on your ship. Ships with a large crew maximum tended to be more powerful in the late game, but more vulnerable at the start.

Sailing cost shows how easy a ship is to maneuver. Some action cards did not use a fixed cost, but relied instead upon a ship's sailing cost (sometimes modified up or down). The advantage of a small ship was the fact that it could fill fast and press the offensive quickly.

Seas
The five Seas were always the same. They came with each starter box and were placed in a specific order. Seas had no specific abilities other than forming a game space for ships to move and for being the target of cards. Each captain has a specific starting sea which was usually chosen as a result of the storylines. New players often wondered where the other two seas which are not represented with cards were. The answer lies in the setting of the world of Théah. The 6th sea is protected by a wall of flame and thus difficult to access, and the 7th sea is a mythical place and very hard to find. Neither of these two 'extra' seas played any major role in the card game.

Deck construction
Players make many choices when designing a deck. They must keep in mind both the captain's and ship's abilities, the faction's strengths and weaknesses, and the strategy they want to use. Even with the same Captain and Ship, it is possible to make completely different deck types.

 * Restrictions
 * A player must first choose a captain. The captain determines the faction.
 * A player must choose a ship of the same faction as the captain, or an unaligned ship.
 * The deck may not be less than 60 cards including captain and ship.
 * A deck may not have more than 3 copies of a single card.

Strategies
There are many different concepts for a deck and many different ways to achieve them, depending mainly on the faction and secondarily on the ship.

For example, the Castilians were mainly a boarding faction (which means they liked to attack in mêlée) but with the right construction it was possible to attack without boarding (by making ramming attacks and limited cannon). The original Castillian ship was a hulking galley but in later expansions they got a small fast ship that allowed them to perform a tactic which some called 'speed boarding'.

Some sample deck foci are:
 * 'Atomic Cannon': These decks focused on sinking the opponent's ship with one big cannon attack. They usually had many adventures and actions to evade boardings.
 * 'Plinging': These decks focused on producing many small attacks, slowly forcing the opponent to tack all their cards, rendering them unable to take action against you. This was mainly achieved with cannon, but there were variations with spells.
 * Boarding: These decks focused on catching the opponent and entering boarding. They usually used big ships with lots of crew and had a nice spread of cards.
 * 'Speed Boarding': These decks focused on catching the opponent in a boarding during the first or early second turn. If they couldn't, they usually lost. The ships these decks used were small and had small sailing requirements.
 * 'Control': These rare decks tried to complete the secondary control victory condition. They were the harder decks to construct competitively.

Even within these broad categories, there were many ways to carry out any given strategy. For example, a boarding deck might use only the captain to deal damage while the rest of the crew absorbed hits, or it might use small attacks with pistols and weak characters or it could just have a nice spread. One could use boarding action cards to enhance the attacks or to just absorb damage. One could also use attachments to win the attacks more easily, or adventures to inflict more damage etc.

Combining various strategies was not uncommon, such as a boarding deck that used a big cannon attack before the boarding to soften the enemy.

Start
At the start of each game, players used their captain's starting Wealth statistic to recruit their starting crew. Since the starting crew could be anyone from the deck, it was a nice tactic to have some backup crew in the deck for specific situations (much like a sideboard, only built-in). A captain's starting Wealth usually ranged from 7 to 10. Players typically chose a crew with high Influence statistics to start a game, although speed decks often preferred Sailing, Swashbuckling, and Cannon.

Phases
Each turn has 3 phases. The first phase is used to determine which player goes first; the second phase, the most important one, is where the game is actually played and the final phase is the end of turn were all resources are replenished (by untacking and drawing cards). Unlike in many games where a player performs as many actions as he wishes before passing to the next player, in 7th Sea each player performs only one action, and players pass to one another until none choose to take further actions.

In the main phase, starting with the first player, each player performs an action or passes and then play proceeded clockwise to the next player. Actions can be playing an Action card from one's hand, using a printed ability on a card in play, or performing an action innate to the game like hiring crew, or performing a cannon attack.

Once all players pass consecutively, the turn ends.

The innate actions all players can perform in 7th Sea are:
 * Moving: By tacking Crew to produce Sailing points to equal or exceed the ship's sailing cost, a player can move his ship to an adjacent sea.
 * Cannon Attack: By producing any number of cannon with a single Crew, a player can inflict that number of hits on a ship in the same sea.
 * Hire Crew: If the ship has not reached its crew maximum, a player can reveal a crew from his hand and then produce equal or more influence than that crew's cost to recruit it.
 * Begin a boarding: By producing sailing equal to the ship's sailing cost, a player can attempt to begin a boarding against a ship in the same sea.
 * Complete an adventure: While in the same sea as one of his own adventures, a player can play all costs and attach the adventure to an appropriate target.

Boardings
Boarding is considered the most interesting phase of the game. Once begun, the involved ships lock together with their crews engaged in "cinematic mêlée battle". While a player can escape a ship's cannons by running away, the only ways to disengage from boarding are with both players' consent or with a card effect. Accordingly, boarding decks are rewarded for the difficulty of engagement.

Boarding occurs within the main phase of the game. During boarding, the rest of the game stops, so players can no longer play acts. Boarding consists of alternating boarding attacks between the two players involved. In turn, each boarding attack includes choosing a crew and sending it forward to attack (i.e. jumping to the other ship and causing some trouble). The defender can choose either to stand and take the hits (equal to the other crew's damage plus swordsman level) or to send someone forward to defend.

Each card in the deck has three boarding boxes. The large attack box is first, with two smaller defend boxes below it. Each boarding box has one of the following actions: [C] (Club), [P] (Punch), [D] (Dagger), [S] (Slash), or [T] (Thrust). The attacker starts by playing a card from his hand to initiate his attack. If possible, the defender resists by playing a matching defence card from his hand (i.e. the defender's card must have a defend box matching the attacker's attack box). The defender immediately counter-attacks with the action in the attack box of that defending card. The original attacker then defends himself against the counter-attack. In effect, the exchange is reminiscent of a continuous cinematic "Thrust-Slash-Parry-Riposte" mêlée. The mêlée ends when either player cannot defend against an attack (i.e. the player's hand is empty, he chose the order of his attacks wrongly, or he has a bad boarding hand). The last attacking player wins the boarding attack, and the loser suffers hits.

Boardings are interesting both because defenders can inflict hits and because the crews locked in mêlée suffer hits first. Such early hits risk loss of either crews' captain (and thus the game) while the crew may still be in otherwise prime condition. Because of this, a player may choose to avoid starting a boarding attack by passing or by playing a react (e.g. firing a musket or getting drunk). When both players perform a boarding attack, they draw 3 cards each and the attacks continue.

Since boarding boxes are spread in different card types, boarding decks usually have a wide variety of card types, unlike cannon and victory decks with few (two or three) card types. Thus, dedicated cannon decks can be caught helplessly in a boarding.

Death and destruction
Ships are fragile things. When a ship suffers hits, the crew is responsible for fixing it by tacking or sinking (getting killed). Hits cannot be ignored. When a captain sinks to absorb hits you lose the game. Players sometimes employed action cards to help them absorb hits.

Victory
In 7th Sea, there were two roads to victory. You could either sink all enemy ships, or perform a control victory (play several expensive cards, one in each sea).

Storyline
The game was a heavily story influenced game. Its factions had ties to specific RPG elements and rivalries and alliances occurred between them as the story progressed. The first story arc saw many serious conflicts, not necessarily all tied together. Storyline deaths were not uncommon (they did not have some specific effect in the game), and the game even saw the death of an entire faction.

Factions

 * Crimson Rogers: Bloodthirsty pirates led by the cruel and ruthless Captain Reis, the Crimson Rogers flew red sails and were feared more than any other faction, save perhaps the Black Freighter. Their motto was No Banter, No Barter, No Quarter. The Crimson Rogers have excellent cannon, adequate boarding and adventuring capabilities, but low influence. They are mostly Villainous.
 * Sea Dogs: More privateers than pirates, the Sea Dogs were sponsored by Avalon (a nation inspired by mythic England). They angered the Crimson Rogers, leading to the destruction of their ship and the near-death of their first captain Berek, the luckiest man alive. Bloody Bonnie McGee took the helm and sacrificed her life for a chance to take down Reis. The Sea Dogs have high influence and jack of all trades crew, without any particular specialisation. They dabble in Glamour sorcery and are primarily Heroic, being the only faction in the game with no villainous crew.
 * Castillians: Sailors from the nation of Castille (based on renaissance Spain), this faction was originally the enemy of the Montaigne, with whose nation they were at war. They later allied with the Montaigne faction to save their captain, Orduno. They were also allied with the Inquisition (the punitive, warlike arm of the church). Castillians are mainly a boarding faction with some cannon capabilities.
 * Montaigne: Montaigne (based on renaissance France) is the wealthiest nation and as a result they excel at many things. They usually employ Musketeers for sword fights and their fighting style employs the most tricks. Their original captain, the General, was a mercenary soldier from Eisen who was promoted as a pirate hunter. Their secondary captain was mainly preoccupied with bringing Montaigne's rivals, the Castillians, back in line. Montaigne have many good swordsmen and fighting tricks while also being very fast on the offensive due to their high influence.
 * The Brotherhood: The Brotherhood are escaped convicts from a Castillian prison who formed their own pirate nation. Their original captain, Allende, was recaptured, but later freed by Berek, who became the Brotherhood's new captain following his escape from Reis. The Brotherhood has high adventuring, giving them flexibility, but also making them weak to start, needing time to complete adventures. Later ships and captains with powerful abilities grant them greater playability.
 * The Explorers: The explorers were neither pirates nor allied with any nation. Their captain, Guy McCormic was obsessed with finding ancient Syrneth artifacts (the remnants of a lost high-tech civilization). At some point, after he sacrificed a crewmember to his passion, the rest of the crew mutinied and overcame him. Explorers have very high adventuring and sailing and are very good at escaping trouble.
 * The Corsairs: The only faction hailing from the Crescent Empire (inspired by the Ottoman Empire), the Corsairs are led by Kheired Din, a ruthless slavemaster who sacrificed his own crew to get results. The corsairs were hit hard story wise when their slaves rebelled and their leader, Espero, turned out to be a descendant of the lost Castillian royal bloodline. The second corsair ship was led by Ernesto Castillus (AKA Espero) whose actions were critical to the end of the storyline. Corsairs are very good at boarding, and have a very high damage absorption.
 * The Gosse's Gentlemen: A former legend once again picks up the sword and sails the seven seas along with his band of heroic gentlemen-pirates. Gosse had sworn to bring down the Black Freighter captained by the man who killed his wife. He achieved this aim, with the help of Ernesto Castillus, the sacrifice of his ship, and his own life. The Gosse had very high swashbuckling, and as a result they were very good at boardings, and to some extent, damage absorption.
 * The Vesten: The Vestenmannavnjar or Vesten (based on Vikings of the late Dark Ages) are raiders and warriors of an old tradition. Bitter over the betrayal by their greedy kinsmen, they hunt and loot any Vendel Trading ship they caught. Eventually betrayed from within, their captain Yngvild survived and hunted for revenge. The next captain was led by their betrayer and rival, Jorund. In keeping with their Viking inspiration, the Vesten specialise in boarding. Their cannon abilities are non-existent, but they make up for this with large amounts of damage-absorption.
 * The Black Freighter: The undead of 7th Sea sail on a massive ghost ship, the Black Freighter that gives them their name. Their original Captain, Necros was brought back to avenge his death at the hands of Gosse. The original crew consisted of undead versions of normal crew (the faction can't recruit non Black Freighter crew) and resurrected crew from the other factions. The first story arc ended with the death of Necros and his ship. The Black Freighter was an interesting faction since it relied on skeletal crew and fear cards. They could go for either boarding or cannon and usually mixed both.

There were also a number of "unaligned" crew who belonged to no faction and so were usable by any Captain. Usually these were generic pirates, but some were given quite a bit of character and even included a handful of captains.

Story arc
The first story arc began with minor events and conflicts between the various factions and gradually progressed with events of greater importance which ended up changing the state of the world. Notable events include the rivalry between the Sea Dogs and the Crimson Rogers, which climaxed with the apparent death of Captain Reis at the hands of the Sea Dogs second captain; Bloody Bonnie McGee. There was also the appearance of the Black Freighter and its later defeat at the hands of Phillip Gosse by the sacrifice of his whole faction. And finally the Corsair's search for the final Syrneth switch which revealed the hidden island, Cabora, and their destiny.

The second story arc did not have enough time to be fully fleshed out but it started with the Montaigne Revolution and the capture of their former emperor.

Experience
As with most other AEG games, experience was a major factor in the game's progression. Experienced crew usually got stronger and costlier. Since 7th Sea had a lax uniqueness rule, usually experienced crew ended up becoming unique. Experienced crew sometimes ended up changing factions (Such as the experienced versions of killed crew becoming Black Freighter members) or gained some secret society allegiance.

 * Experienced crew could simply be hired without requiring their original version to already be in play, unlike evolved Pokémon for example.

History of 7th Sea
During the lifetime of 7th Sea, both the RPG and the CCG had a very loyal following. Players would often ask for a specific result in a storyline tournament while offering bounty to anyone who achieved it. The game may be cancelled, but a following of the game still exists with tournaments in major events and custom cards.

Expansions
The first base set of 7th Sea offered 6 factions for player to choose from, but later expansions revealed more factions. The game saw two more base sets and a final online-only set at its closing.

 * No Quarter (Original base set, featuring factions: Crimson Rogers, Explorers, Sea Dogs, Brotherhood, Montaigne, Castillian. 1999, 323 cards. Set icon: white cannon in profile on a black background. Winner of the 1999 Origins Awards for Best Trading Card Game and Best Graphic Presentation of a Card Game or Supplement. )
 * Strange Vistas (First expansion, featuring factions: the Corsairs, Gosse's Gentlemen. 1999, 161 cards. Set icon: white sail on a pale blue background. Winner of the 1999 Origins Award for Best Card Game Expansion or Supplement. )
 * Broadsides (Identical reprint of No Quarter, except for six faction-specific cards. 1999, 323 cards. Set icon: white crossbones on green background.)
 * Shifting Tides (Second expansion, featuring factions: Vesten, Montaigne. 1999, 161 cards. Set icon: white crown on pale red background.)
 * Scarlet Seas (Third expansion, featuring factions: Crimson Rogers, Sea Dogs. 2000, 161 cards. Set icon: white crossed cutlasses on purple background.)
 * Black Sails (Fourth expansion, featuring faction: Black Freighter. 2000, 54 cards. Set icon: black sail on white background. Instead of randomized boosters, this expansion was sold in 50-card fixed distribution boosters.)
 * Fate's Debt (Fifth expansion, featuring factions: the Brotherhood, Corsairs. 2000, 161 cards. Set icon: white cannon in profile on a blue background.)
 * Reaper's Fee (Sixth expansion, featuring factions: Castillians, Vesten. 2000, 161 cards. Set icon: white crossbones on black background. Probably the hardest set to currently locate.)
 * Horizon's Edge (Seventh expansion, featuring factions: the Explorers, the Gosse's Gentlemen. 115 cards. Set icon: white crossed cutlasses on red background.)
 * Iron Shadow (623 cards. The second revision of the base set was arguably the biggest release of the game since it contained all the ships and captains while also having new versions of older cards to make them more playable and a new card layout. From this set forward, the use of set icons was discontinued in favor of printing the set's name at the bottom edge of each of its cards.)
 * Syrneth Secret (Eighth expansion, featuring factions: the Brotherhood, Montaigne. 2001, 169 cards.)
 * Parting Shot (54 cards. The final set of 7th Sea was released only in an online form and mainly to close the storyline and balance the factions. A Final gift from AEG to its loyal customers.)

Ghost Ship: The Death of a Game
Although 7th Sea seemed to be going well sales-wise, there were some things that began to spell the end of the game. They were either easily avoidable or common blunders that have been known to end the life of many collectible card games.
 * The third release of the base set saw the reprint of many older cards with new abilities to increase their playability. While many players saw this as a good move (because it effectively increased their card base), some had a hard time keeping track of the changes, while others did not want to waste money on new versions of cards they already owned.
 * A series of storyline tournaments in which the players themselves would mark a faction for death, The Gosse Faction was selected. Many players incorrectly believed this meant that no more Gosse crew and Gosse-specific cards would appear in the game.
 * Late in its lifespan, 7th Sea also opted for "facelift", meaning cards were reprinted, keeping 99% of the format, but with whole art design and background across. Conceptually this was a good move, but in practice it seemed to tire players to adjusting to the new art, getting new copies of older cards to match new cards, etc.
 * A minor complaint arose in the last set being printed in the wrong size.
 * 7th Sea's demise came with the success of AEG's new Warlord: Saga of the Storm CCG. AEG lacked the resources to support L5R, Warlord and 7th Sea, and as 7th Sea was the least successful of the three, it was retired to free up resources.

Present
The popularity of 7th Sea – like that of related games such as Doomtown or Rage – has waned. However, many players continue to play in tournaments and even design new cards and sets.

Because the RPG is maintained, there is still interest in the setting and a number of websites continue to support the CCG as well as the RPG.

The game has also been ported to OCTGN and Untap.in for online play.

In 2022, Pine Box Entertainment revived the game as an Expandable Card Game, in the same vein as games such as Doomtown CCG. 7th Sea: City of Five Sails, was successfully funded on Kickstarter in November, 2022. An inaugural tournament was held over two days at Gen Con in 2022 using pre-release starter decks. Sixty fine players attended the event and the finalists were Stephen Skilton and Hayes Hunter. A retro tournament was also held using the original edition of the game.

Reviews

 * Pyramid
 * Inquest Gamer, February 2000

title: 7th Sea (collectible card game)


text:
GPhoto

gPhoto is a set of software applications and libraries for use in digital photography. gPhoto supports not just retrieving of images from camera devices, but also upload and remote controlled configuration and capture, depending on whether the camera supports those features.

Released under the GNU Lesser General Public License, gPhoto is free software.

Support
gPhoto supports more than 2500 cameras as of June 2019. It is cross-platform, running under Linux, FreeBSD, NetBSD and other Unix-like operating systems.

gPhoto has support for the Picture Transfer Protocol (PTP) and will also connect to devices that use the Media Transfer Protocol (MTP). Many cameras are not supported by gPhoto, but have support for the USB mass storage device class, which is well-supported under Linux.

gPhoto supports camera tethering control, preview, viewfinder in PTP or camera specific protocols on numerous cameras.

Applications
gPhoto provides a library, libgphoto2, to allow for other frontends to be written for it, and a command-line interface. gtkam is the official GUI client for gPhoto. Other clients are the KDE program digiKam and the GNOME program Shotwell. GVfs uses libgphoto2 to expose on-camera photos to GNOME applications via a virtual filesystem.

DigiKam, gtkam and support tethering capture and viewfinder for supported cameras.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: GPhoto


text:
Talk:Homestead principle

Common Law is variable
In Australia, title to land for e.g. farmers and householders, does NOT include control over the mineral resources beneath the land, hence e.g. the disputes over fracking and the separation of primary industry from the mining industry. — Preceding unsigned comment added by 58.7.49.220 (talk) 04:07, 3 March 2014 (UTC)

title: Talk:Homestead principle


text:
Take the fifth

Take the fifth may refer to:
 * Invoking the Fifth Amendment to the United States Constitution's self-incrimination clause
 * "Take the Fifth", a song by Spoon from their 2001 album Girls Can Tell

title: Take the fifth


text:
Swaledale

Swaledale is a valley in North Yorkshire, England. It is one of the Yorkshire Dales, which are part of the Pennines, and within the Yorkshire Dales National Park. It is named after the River Swale, which runs through it. Swaledale is the most northerly of the major dales.

Geographical overview
Swaledale runs broadly from west to east, from the high moors on the Cumbria–Yorkshire boundary at the watershed of Northern England to the market town of Richmond, where the dale meets the lowlands. Nine Standards Rigg, the prominent ridge with nine ancient tall cairns, rises on the watershed at the head of Swaledale. To the south and east of the ridge a number of smaller dales (Birkdale, Little Sleddale, Great Sleddale and Whitsundale) join to form the narrow valley of upper Swaledale at the small village of Keld. From there, the valley runs briefly south then turns east at Thwaite to broaden progressively as it passes Muker, Gunnerside, Low Row, Healaugh and Reeth.

The Pennine valley ends at Richmond, where an important medieval castle still watches the important ford from the top of a cliff. Below Richmond, the valley sides flatten out and the Swale flows across lowland farmland to meet the Ure just east of Boroughbridge at a point known as Swale Nab. The Ure becomes the Ouse, and eventually (on merging with the Trent) the Humber.

From the north, Arkengarthdale and its river the Arkle Beck join Swaledale at Reeth. To the south, Wensleydale, home of the famous Wensleydale cheese, runs parallel with Swaledale. The two dales are separated by a ridge including Great Shunner Fell, and joined by the road over Buttertubs Pass.

Physical character
Swaledale is a typical limestone Yorkshire dale, with its narrow valley-bottom road, green meadows and fellside fields, white sheep and dry stone walls on the glacier-formed valley sides, and darker moorland skyline. The upper parts of the dale are particularly striking because of its large old limestone field barns and its profusion of wild flowers. The latter are thanks to the return to the practice of leaving the cutting of grass for hay or silage until wild plants have had a chance to seed. Occasionally visible from the valley bottom road are the slowly fading fellside scars of the 18th and 19th century lead mining industry. Ruined stone mine buildings remain, taking on the same colours as the landscape into which they are crumbling. In 1989, Swaledale (and Arkengarthdale) were designated as a Barns and Walls Conservation Area, making it the largest conservation area in the United Kingdom.

Swaledale is home to many small but beautiful waterfalls, such as Richmond Falls, Kisdon Force and Catrake Force.

Agriculture and industry
Sheep-farming has always been central to economic life in Swaledale, which has lent its name to a breed of round-horned sheep. Traditional Swaledale products are woollens and Swaledale cheese, which was formerly made from ewe’s milk. These days it is made from cow’s milk. Starting in the 1700s, and continuing into the 20th century, a major industry in the area was lead mining carried out in Arkengarthdale and at Grinton Moor. Today, Grinton Smelt Mill, a Scheduled Monument, is considered to be the best preserved of its type in the Dales.

Current human activities
Today, tourism has become important, and Swaledale attracts thousands of visitors a year. It is very popular with walkers, particularly because the Coast to Coast Walk passes along it. Unlike Wensleydale it has no large settlements on the scale of Hawes or Leyburn, nor an obvious tourist hook such as the former's connection with James Herriot, and so, like Coverdale, it enjoys a quieter tone, especially as it is more remote compared to, say, Wharfedale, which is much further south and easily accessible from the West Yorkshire metropolis. The market town of Richmond is promoted as offering "an abundance of places to explore" including Richmond Castle and history museums and in 2021, a North Yorkshire publication particularly recommended the small villages of Gunnerside, Muker and Keld to visitors.

In May and June every year, Swaledale hosts the two-week-long Swaledale Festival, which combines a celebration of small-scale music and a programme of guided walks.

The first weekend in August sees the area host the 'Ard Rock mountain bike festival, which is based in Reeth but uses bridleways and private land in both Swaledale and Arkengarthdale.

Since 1950, Swaledale has been the host of the Scott Trial, a British motorcycle trials competition run over an off-road course of approximately 70 mi, raising money for the "Scott charities", a range of local non-profit making organisations. The events were still running as of 2023.

Ravenseat, the farm of Amanda Owen ("The Yorkshire Shepherdess"), is in Swaledale.

Swaledale in literature
In a letter to Geoffrey Grigson of 17 January 1950, the poet W. H. Auden wrote, "My great good place is the part of the Pennines bounded on the S by Swaledale, on the N by the Roman wall and on the W by the Eden Valley".

title: Swaledale


text:
User:Atibens

Arthur T. Bens

title: User:Atibens


text:
File:ThomasBHugerCSN.jpg

Lieutenant Thomas B. Huger, CSN, from the U.S. Naval Historical Center.

title: File:ThomasBHugerCSN.jpg


text:
Dragon Knight (novel series)

The Dragon Knight is a series of fantasy novels begun in 1976 by American writer Gordon R. Dickson. The first book, based on the  short story "St. Dragon and the George", was loosely adapted in the 1982 animated movie The Flight of Dragons by Rankin/Bass. The title here refers in part to an in-universe nomenclature, wherein the story's dragons use the name "george" as a synonym or substitute of "human", after 'St. George the Dragon-Slayer', and in part a reference to the latter.

Jim Eckert
Baron Sir James Eckert de Bois de Malencontri et Riveroak, a.k.a. "the Dragon Knight" or sometimes "Sir Dragon".

The protagonist of the series, a minor academic originating in the 20th century, who to save his fiancée, Angela "Angie" Farell, follows her by astral projection to a parallel universe resembling medieval England, where his psyche is lodged in the body of a dragon named Gorbash. On consultation with the mystic Carolinus (see below), he is sent to rescue Angie from the immaterial evil known as the 'Dark Powers', and is mistitled a Baron by Carolinus (presumably to give him legal freedom of movement). At the end of The Dragon and the George, Jim regains his human form and obtains the land and titles of the deposed antagonist Sir Hugh, who re-appears later in the series.

In The Dragon Knight, Jim rules the estate Malencontri, with Angie as his wife; but finds himself capable of becoming a dragon, without the intervention of Gorbash, and becomes Carolinus' apprentice to control this ability. Having learnt this control enables several extraordinary deeds in the service of England, and later makes Jim eligible to join the 'Collegiate of Magickians' whereof Carolinus is a founder (a subplot emphasised in later books).

Sir Brian Neville-Smythe
Jim and Angie's closest friend; an idealistic, impoverished, zealous knight, present as Jim's companion throughout the series. His understanding of the medieval world proves a great asset to Jim, who is occasionally perplexed by its customs.

Silvanus Carolinus
Jim's mentor, and one of the three highest-rated (AAA+) magicians in the world. In some ways the modern stereotype or archetype of a Wizard: an omniscient, irascible, talkative old man capable of altering reality almost at will, consulted by every species of life-form, and often in conversation with intangible 'Powers'. Identified in later books as a founder of the Collegiate of Magickians to which he belongs. Noted for addressing every character, including royalty, by personal names or nicknames, without reference to title, and for extensive knowledge of anachronisms.

Dafydd Ap Hywel
A Welsh longbowman, likely the greatest in the world, and Jim's ally. Descended in part from a long-extinct line of royalty, associated with the 'Drowned Hundred' of folklore. Married after the first book to the female archer known as Danielle.

Aragh (changed to Aargh in later books)
A wolf capable of speech and noted for an unrepentantly-abrasive character, distinguished by a strong nationalism, possessiveness of territory, and an unceasing pragmatism. Of exceptional size, by descent from the Dire Wolves. Able to move without being seen or heard, even when watched. Ally to all the main characters, including Jim.

Lady Angela 'Angie' Eckert
Betrothed and later married to Jim, Angie appears as a damsel in distress in the first book, and later as chatelaine of Malencontri. Her role has varying degrees of importance, in that being a lady, she is required to remain at her own estate while Jim is away; to oversee all that occurs in it; and to maintain custom and courtesy in all situations. When the action is set in Malencontri, she is Jim's inseparable companion. Most of the books end with their re-union after an arduous adventure. As a rule, Angie takes negative stimuli with more poise than Jim, who is continually frustrated by the situations he encounters.

Gorbash
A Western dragon of the 'Cliffside' dragon colony, whose body was initially inhabited by Jim Eckert until Jim could bring his 'george' form into the medieval world. Not a companion as much as an alternate form assumed by Jim. Later a friend to the latter among the Cliffside dragons.

Smrgol
The "maternal grand-uncle" of the dragon Gorbash, and thus in some degree Jim's grand-uncle as well. Advisor to Jim/Gorbash throughout the first book (in which the two share a body). Depicted as comically pompous, but possessed of great courage and able to overawe the other dragons of his colony in any debate. Killed in the first book fighting a 'renegade' named Bryagh, who had earlier given Lady Angela to the Dark Powers.

Secoh
A wetland-dwelling "mere-dragon": one of a subspecies reduced in size and strength by the presence of the Dark Powers. Fought alongside Smrgol to kill the dragon Bryagh. Though initially cowardly and weak, Secoh increases in confidence, and is one of Jim's vital allies among the dragon community.

Giles o' the Wold
An itinerant archer, and leader of a band of similar men. Responsible for skirmishing against the forces of Sir Hugh outside the immediate vicinity of the Loathly Tower, the headquarters of the Dark Powers.

Danielle o' the Wold
Archer, daughter to Giles o' the Wold, and close friend to Aragh. Married to Dafydd after the first book. Thereafter she is mentioned by name, but usually in connection with her husband and their children, who are said to be numerous.

KinetetE
A female Magickian, described as "cadaverous-looking" and therefore depicted as severe of manner, and close colleague of Carolinus, KinetetE appears as Jim's magical advisor whenever Carolinus is unavailable. She is equal in rank to the latter, and appears initially as his judge in a magical contest. Addressed familiarly by Carolinus and Angie as "Kin".

Lady Geronde Isabel de Chaney
Chatelaine of Castle Malvern, betrothed to Sir Brian while they both wait for her father (Sir Orrin) to return home for permission to marry. Depicted as martial in character. Married to Sir Brian in The Dragon and the Fair Maid of Kent.

Sir John Chandos
A powerful and intelligent knight, who often enlists Jim to conduct difficult and unusual missions. Considered very handsome by his contemporaries, and therefore sometimes the object of Jim's jealousy when seen as too familiar with Angie.

Prince Edward Plantagenet
The hot-tempered, but good-natured son of the King, later identified as the historical 'Black Prince'. Edward owes Jim and Brian his freedom from captivity by the renegade Magickian Malvinne, and is known to speak on their behalf before the King.

King Edward III Plantagenet
The weak-willed, alcoholic monarch of England. Although he is Jim's superior and generally can be considered an ally, the King is impulsive and indecisive; character traits which occasionally put James and Angela's lives in danger.

May Heather
A young, but brave and loyal kitchen maid at Malencontri. Sometimes a source of worry to Sir James and Lady Angela, but otherwise considered an asset.

Rrrnlf
A humaniform, amphibious Giant, identified in a dialogue as a "Sea Devil". Described as essentially cone-shaped, in that he is largest in diameter at the head, and narrowest at the feet, with each area of the body narrower than the one above it. An ally to Sir James and Lady Angela, and able to travel from any body of water to any other regardless of physical removal. Usually depicted as amiable, cheerful, and slightly simple-minded, as well as affectionate and respectful of all whom he encounters.

Hob
The castle hobgoblin at Malencontri, and therefore sometimes identified as 'Malencontri hob'. His role is essentially that of a brownie in relation to the larger castle; but he is also Jim's messenger among the other mythical creatures, and sometimes a source of information. Implied to be immortal; originally a true goblin banished from the 'Kingdom of Demons' for his refusal to take part in wars, some centuries prior to the story.

Robert Falon
Jim and Angie's infant ward, introduced in The Dragon, the Earl, and the Troll, and said in later books to supply, in Angie's mind, the need of a son.

Sir Giles de Mer
A Selkie, companion to Jim and Brian.

The Dark Powers
A malicious force, chief antagonist of the series, having an especial grudge against humans and magicians, that unceasingly attempts to set the world into either boredom or chaos. Their power is centered at Loathly Tower and all immediate terrain, within England.

Sir Hugh de Bois
The former lord of Malencontri, much disliked by Aragh and Sir Brian. Betrayed England to enlist in the services of the Dark Powers, and later fled England, to re-appear in later books. Deposed by Jim/Gorbash and their allies. Notable for having scarred Lady Geronde, so that she remains 'disfigured' according to the standards of her society until her marriage to Sir Brian, whereat she is restored to her former appearance by an act of magic considered unusual by the other characters.

The Earl of Cumberland
The King's royal cousin. Power-hungry and ruthless, the Earl frequently attempts various plots to take the throne, even as far as attacking the mythical land of Lyonesse. The Earl regards the Dragon Knight and his companions as a constant annoyance to his schemes, which they consistently dismantle.

Lady Agatha Falon
The Earl's witch ally. Robert Falon's malevolent aunt. Shown as a relatively benign character in The Dragon, the Earl, and the Troll, wherein she is introduced; but depicted as malicious in later books.

Bryagh
Renegade dragon who left the Cliffside dragon community (whereof Smrgol and Gorbash were members) to serve the Dark Powers. Killed by Smrgol and Secoh.

Malvinne
A rogue magickian in league with the Dark Powers. A long-time rival of Carolinus. Defeated by Jim and company.

Sandmirks
Matriarchal, rodentine creatures that impel terror in their intended victims by production of high-frequency sound. These sounds have no effect on wolves, but take full effect on dragons and men alike.

Harpies
Flying creatures resembling those of classic mythology, whose bites contain lethal venom.

Worm
A large, mainly-featureless creature with thick skin and many rows of teeth. Defeated by Jim and Brian.

Ogre
A large, dim-witted, fireproof humanoid noted for impressive gripping power but limited movement at the shoulder. Smrgol and Jim/Gorbash are among a very few dragons to have slain one.

Sea-Lizard or Sea-Serpent
An amphibious reptile of tremendous size, considered traditional enemy of the dragons. One of these, by magical intervention, leads an invasion (in The Dragon at War) of England to destroy the dragons of England, but fails when fought and beaten by Jim Eckert.

Granfer
A Kraken, initially depicted as benign advisor to all marine and amphibious life; but later revealed to be ambitious, according to Carolinus, "to rule the world". It is Granfer that permits a large-scale invasion of England by the sea-serpents, and who connects them to the Italio-French sorcerer Julio Ecotti for this purpose. Banished by Carolinus.

Ahriman
A 'Great Demon', antagonist of The Dragon and the Djinn.

Deep-Earth Goblins
Antagonists of The Dragon and the Fair Maid of Kent, wherein they appear as a cause of the Black Death's proliferation in England, well before the accepted historic date. Especial enemies of the Castle Hobgoblins, whom they expelled from the 'Kingdom of Demons' centuries before the events of the books.

Grottwold Weimar Hansen
University professor of various qualifications, whose experiments in astral projection transported Angie, and later the psyche and memories of Jim, into the medieval period. Considered "an unsavory character" by Jim, owing to their former rivalry for Angie's hand in marriage. Jim's instructor in hypnosis.

Dick Innkeeper
Owner of an inn, of moderate importance to the first book.

Son Won Phon
Chinese Magickian, who appears initially in The Dragon at War to challenge Jim's use of hypnosis on grounds that the latter was "Oriental magic" and ought have been taught by "a qualified Oriental instructor". Disproven by Carolinus. Son later appears as a specialist consulted by Carolinus, and in extension thereof by Jim.

Martti Lahti
Finnish magician, of a moderate rank (identified as 'B+') slightly higher than that of Jim, who appears among those observing Carolinus' challenge by Son Won Phon, and who prevents the injured Sir Brian and Dafydd ap Hywel dying from hemorrhage. Amiable, easy-mannered, and slightly condescending toward Jim.

Mnrogar
Self-proclaimed "King of the Trolls", this is a large and ancient troll living underneath the castle of an Earl. Although solitary, he maintains dominance over all the trolls in the region, and is therefore considered their superior. Addressed by Agatha Falon as "Grandfather" by reason of the years she spent as his ward.

Auditing Department
Intangibly-constructed, nearly-omnipresent entity of immense influence and wry humor, called the accounting office in later books, whose purpose is largely (though not exclusively) to monitor the use of magic by Magickians of the Collegiate, and thus to determine their right to accomplish certain magical feats. Usually appears as a "bass voice" approximately one meter from the ground, but can appear speaking from or through the local environment itself. Invoked by Carolinus early on, it does not take revenge on him for speaking to itself familiarly, but is addressed with deference by Jim.

History
A force of nature that influences events to follow a certain monotonous order. Opposed and balanced by Chance.

Chance
A force of nature that influences events toward chaos. Opposed and balanced by History.

Novels

 * The Dragon and the George (1976, Nelson Doubleday) British Fantasy Award
 * The Dragon Knight (1990, Tor Books)
 * The Dragon on the Border (1992, Berkley Pub Group)
 * The Dragon at War (1992, Ace Hardcover)
 * The Dragon, the Earl, and the Troll (1994, Ace Books)
 * The Dragon and the Djinn (1995, Ace Hardcover)
 * The Dragon and the Gnarly King (1997, Tor Books)
 * The Dragon in Lyonesse (1998, Tor Books)
 * The Dragon and the Fair Maid of Kent (2000, Tor Books)
 * The Dragon and the Knight of Gahool (2014, interrupted by author's death)

The series' only short story "St. Dragon and the George", first published in The Magazine of Fantasy & Science Fiction of September 1957, was later expanded into the first novel of the series. It was later reprinted in several collections, among them A Dragon-Lover's Treasury of the Fantastic, edited by Margaret Weis.

title: Dragon Knight (novel series)


text:
Yeong River

The Yeong River is a river in Mungyeong City, North Gyeongsang province, South Korea. It flows into the Nakdong River, which in turn flows into the Sea of Japan (East Sea). The Yeong rises from Hwabuk-myeon in Sangju, and drains most of western Mungyeong and parts of northern Sangju. From tip to tail, it covers a total of 66.2 km² and drains an area of 913.7 km². The Yeong flows into the Nakdong at the southeastern corner of Mungyeong between Yeongsun-myeon and Sangju's Sabeol-myeon.

During most of the 20th century, coal mines were widespread throughout the Yeong valley, and the quality of the river was heavily degraded. As the water has cleared in recent years, efforts have been made to improve the river's potential to support tourism. The river flows past Jinnam Bridge, which is known as one of the most beautiful places in North Gyeongsang and is a popular symbol of Mungyeong. In addition, rafting trips are now often organized along the Yeong. The river has also become a noted spot for recreational fishing for species including Korean aucha perch, catfish, dark chub, and pale chub.

The Yeong may take its name from the Ying River in China, which is identified by the same Chinese character.

title: Yeong River


text:
Thomas B. Huger

Thomas B. Huger (died April 25, 1862) was an officer in the Confederate States Navy during the U.S. Civil War. Before the war, he had served for over 20 years in the United States Navy.

Biography
Huger was born in South Carolina. He joined the U.S. Navy as a midshipman in March 1835. In 1845 he married Mariamne Williams Meade, the daughter of merchant Richard W. Meade and sister of Civil War general George Meade; she died in 1857. Huger was promoted to the rank of Lieutenant in February 1848 and continued in the service until his native state seceded from the United States. Resigning his commission in the U.S. Navy in January 1861, he became a First Lieutenant in the Confederate Navy the following March.

He commanded a battery on Morris Island, South Carolina in 1861 and was appointed as commanding officer of the gunboat CSS McRae later in that year. Huger's ship operated in defense of New Orleans, Louisiana and the lower Mississippi River.

On April 24, 1862, while battling Federal Navy ships near Fort Jackson and Fort St. Philip, McRae was badly damaged and Lieutenant Huger was mortally wounded. He died the next day.

Huger was wounded while engaged in fighting the Iroquois—a ship on which he served while in the US Navy. After he was wounded, his former shipmates recognized him and raised their caps as a token of respect. After his wounding, he was brought back to Charleston, South Carolina. On his death bed, he was informed that a US Navy officer wanted to see him. Huger responded, “Let him come in; I have no enemies now.” When Huger learned the officer’s name and the fact that he was a Southerner fighting for the Union, Huger declined to see him. Union Navy officers attended his funeral.^1

title: Thomas B. Huger


text:
Henry Horatio Dixon

Henry Horatio Dixon FRS (19 May 1869, Dublin – 20 December 1953, Dublin) was a plant biologist and professor at Trinity College Dublin. Along with John Joly, he put forward the cohesion-tension theory of water and mineral movement in plants.

He was born in Dublin, the youngest of the seven sons of George Dixon, a soap manufacturer and Rebecca (née Yeates) Dixon. He was educated at Rathmines School and Trinity College, Dublin. After studying in Bonn, Germany he in 1894 he was appointed assistant and later full Professor of Botany at Trinity. In 1906 he became Director of the Botanic gardens and in 1910 of the Herbarium also. He had a close working relationship with physicist John Joly and together they developed the cohesion theory of the ascent of sap.

In 1907 he married Dorothea Mary, daughter of Sir John H Franks, with whom he raised three sons. He was the father of Hal Dixon and grandfather of Adrian Dixon, Joly Dixon and Ruth Dixon.

In 1908 he was elected a Fellow of the Royal Society, his application citation describing him as "[Assistant to the] Professor of Botany in the University of Dublin. Has published various papers on Vegetable Histology, Cytology and Physiology. Joint author with J Joly, of papers, 'On the Ascent of Sap' (Phil Trans, vol 186, B, 1895); 'The Path of the Transpiration-Current' (Annals of Botany, vol ix, 1895); author also of the following papers: - 'Fertilization of 'Pinus silvestris' (ibid, vol viii, 1894); 'On the Vegetative Organs of 'Vanda teres' (Proc Roy Irish Acad, 3rd Ser, vol iii, 1894); 'On the Chromosomes of 'Lilium longiflorum' and 'On the Nuclei of the Endosperm of 'Fritillaria imperials' (ibid, 1896); 'On the Osmotic Pressure in the Cells of Leaves' (ibid, vol iv, 1897); 'On the Physics of the Transpiration-Current' (Notes from the Botanical School, Trinity College, Dublin, 1897); 'Transpiration into a Saturated Atmosphere' (Proc Roy Irish Acad, 3rd Ser, vol iv, 1898); 'On the First Mitosis of the Spore-mother-Cells of Lilium' (ibid, vol vi, 1899); 'The Possible Function of the Nucleolus in Heredity' (Annals of Botany, vol xiii, 1899); 'On the Structure of Coccospheres and the Origin of Coccoliths' (Proc Roy Soc, vol lxvi, 1900); 'On the Germination of Seeds after Exposure to High Temperature' (notes from Botanical School, Trinity College, Dublin, 1902); 'Cohesion Theory of the Ascent of Sap' (Proc Roy Dublin Soc, vol x, 1903); 'Observations on the Temperature of Subterranean Organs of Plants' (Trans Roy Irish Acad, vol xxxii, B, 1903), and other papers on histological and physiology subjects."

He delivered the society's Croonian Lecture in 1937.

In 1916 he was awarded the Boyle Medal of the Royal Dublin Society In 1949 he was elected an honorary fellow of Trinity College Dublin.

title: Henry Horatio Dixon


text:
User:Chris Brown

I sometimes work on information security and computer security related articles here, but mostly I work on the Infosecpedia, which I founded.

Update: If you haven't noticed the Infosecpedia article was deleted (I have no idea when). And the Infosecpedia site is sorely in need of attention.

I am interested in helping to document current interwiki practices and to help develop interwiki policy.

Please note: I am also User:Chrisbrown, which was my first username and is my only other Wikipedia username. I am Changing usernames to be consistent with the "Chris Brown" username I use on all the other MediaWiki based wikis I participate in.

My stuff: /Watchlist - /Interwiki practice - /Notes - /To do

title: User:Chris Brown


text:
Wikipedia:Articles for deletion/Helena-artworks

Helena-artworks
A text in German about some advertising agency. It reads like spam ("preisgünstige Alternative"="cheap alternative", "absolut perfekte Ästhetik"="absolutely perfect aesthetics"), but my main reason for listing it here is that it cannot be verified and doesn't seem to be notable: the article doesn't say anything about its size, number of clients, not even a location. I also can't find anything relevant on Google. Sietse 14:07, 7 Dec 2004 (UTC) delete this is an advert for a german company --81.173.151.20 19:21, 7 Dec 2004 (UTC)
 * If it is indeed an advert, then delete. David Johnson 14:48, 7 Dec 2004 (UTC)
 * Delete with extreme prejudice This is an ad for a web-advertising business. Most of the content is an explanation of the business name (it comes from a well-known Greek myth). Wyss 19:54, 7 Dec 2004 (UTC)
 * Advertising. Delete Martg76 03:42, 8 Dec 2004 (UTC)


text: User talk:205.222.246.137

title: User talk:205.222.246.137


text: Talk:Hyeongsan River

title: Talk:Hyeongsan River


text:
Munich Re

Munich Re Group or Munich Reinsurance Company (Münchener Rück; Münchener Rückversicherungs-Gesellschaft) is a German multinational insurance company based in Munich, Germany. It is the world's largest reinsurer. ERGO, subsidiary of Munich Re, serves as the primary insurance arm of the Group. Munich Re's shares are publicly listed. Munich Re is included in the DAX index at the Frankfurt Stock Exchange, the Euro Stoxx 50, and other indices.

History
In 1880 Carl von Thieme, a native of Erfurt who was the representative in Bavaria of his father's Thuringia insurance company, founded in Munich Münchener Rückversicherungs-Gesellschaft together with Wilhelm von Finck (co-owner of the Merck Finck & Co. bank) and Theodor von Cramer-Klett. This was followed by the founding of Allianz Versicherungs-Gesellschaft in 1890 in Berlin. Carl von Thieme was head of Munich Re until 1921, and Wilhelm von Finck served as Chairman of the supervisory board until 1924. Munich Re became renowned after the San Francisco earthquake of 1906 as the only insurer that remained solvent after paying out all the claims, a total of 15.5 million Marks.

During the Nazi dictatorship Munich Re benefited from anti-Semitic persecution. Jewish customers had to cancel their life insurances prematurely leading to huge profits for the insurance companies. At the same time Munich Re could acquire several properties owned by Jews at prices below the market rate. Starting from 1940 the company was involved in Allianz' insurance business with the SS: Munich Re served as reinsurance company for contracts insuring the barracks and operations in the concentration and extermination camps Auschwitz, Buchenwald, Dachau, Neuengamme, Ravensbrück, Sachsenhausen and Stutthof. Supervisory board member Kurt Schmitt joined the NSDAP and SS in 1933 and took the position as Reich Economy Minister for one year. In 1938 he became Director General of Munich Re and stayed in this position until the American military authorities relieved him of all offices at the end of the war.

In February 2010, U.S. investor Warren Buffett became Munich Re's largest single shareholder. As of December 2015, he reduced his holdings to less than 3 percent.

In 2018, the company's shareholders' equity amounted to €26.5 billion. The group's premium income for the year (gross premiums written) was €49.1 billion, with its consolidated result amounting to €2,275 million.

Structure
Besides its reinsurance business, the Munich Re Group also transacts primary insurance business through the ERGO Group and, since 1999, asset management through MEAG (MUNICH ERGO AssetManagement GmbH).

Reinsurance
Munich Re has clients (insurance companies) worldwide. It assures part of the risk covered by these insurance companies, as well as providing comprehensive advice on insurance business. In addition to its Munich head office, Munich Re has more than 50 Business Units around the world. Munich Re provides reinsurance cover for life, health, casualty, transport, aviation, space, fire and engineering business. In 2018, gross premiums written in the reinsurance segment amounted to around €31.3bn.

Primary insurance – ERGO Group

Munich Re's primary insurance operations are mainly concentrated in the ERGO Insurance Group. ERGO writes all types of life and health insurance and most types of property and casualty insurance. Outside Germany, ERGO is present in more than 30 countries around the world, servicing around 35 million clients. Members of the ERGO Group include the insurance subsidiaries D.A.S., DKV and Europäische Reiseversicherung AG, and the IT service provider ITERGO. With a gross premium written of about €17.8bn in 2018, ERGO is one of the largest primary insurers in Germany and Europe.

Asset management
Founded in 1999, MEAG MUNICH ERGO AssetManagement GmbH manages the assets of Munich Re, ERGO, and external clients. Their purpose is to manage and increase investments of Munich Re and ERGO and third parties. MEAG manages Munich Re's global investments amounting to €264bn.

Ownership
Free float is stated to be nearly 100%, with around 236,000 shareholders (June 2019).

Shareholder profile:
 * Institutional investors (80.0%)
 * Private investors (20.0%)

Most shareholders are located in Germany (around 39.4%), followed by North America (24.9%), other European countries (28.8%), UK (13.4%), other countries (0.5%).

Subsidiaries

 * Munich Reinsurance America
 * American Modern Insurance Group
 * Hartford Steam Boiler Inspection and Insurance Company
 * Munich Reinsurance Trading LLC

Key figures
Accounts prepared according to IFRS.

Munich Re Foundation
The Munich Re Foundation is a charitable organisation, which was founded by Munich Re; the foundation started its work on 7 April 2005.

The foundation is equipped with a capital of €50 million and works predominantly in newly industrializing and developing countries. The main topics of the foundation are:
 * Environmental and climatic changes
 * Microinsurance and poverty reduction
 * Water as a resource and risk factor
 * Disaster prevention.

The prime concern of the foundation is to develop solutions for people at risk. The knowledge of Munich Re's experts should therefore be translated into action. Hence, the working motto of the foundation is 'Munich Re Foundation – from knowledge to action'. The main activities of the foundation concentrate on four fields: knowledge accumulation and implementation, clarification and sensitisation, networking of experts as well as direct help and support of local projects.

The foundation works with local, national as well as international partners. The majority of projects fit within a global framework. Since adaptation to climate and environmental change is much more difficult for poorer countries, the focus of the foundation is primarily on people in the developing world.

Munich Re Art Collection
The Munich Re Art Collection's history begins with the company's founding by Carl von Thieme, who commissioned artists such as Reinhold Max Eichler and Fritz Erler to decorate the new company headquarters built on Munich's Königinstraße in 1912-13. The Collection was geared to modern art, which from the outset has been successively expanded over the decades with works by important artists. It includes works by Rudolf Belling, Barbara Hepworth, Rupprecht Geiger ("Concave rounded", 1973), Norbert Kricke and Joseph Beuys.

Purchases for the Collection increased from the mid-1990s. The Walking Man by Jonathan Borofsky has stood outside a Munich Re building on Leopoldstraße since 1995 and has since become a symbol of Munich. Sculptures and installations from the Munich Re Art Collection by artists such as Olafur Eliasson ("Light Curtain", 2002) and Roxy Paine ("Discrepancy" , 2011) are also found in the public spaces.

Artists like Angela Bulloch, Keith Sonnier and James Turrell have designed light installations for the extensive network of underground passages that link the company's buildings in Schwabing, Munich.

The Collection, which now comprises more than 3,000 works, is being constantly enlarged and is displayed in the company's Munich offices. Employees can also borrow art works from the Collection to display in their offices. In addition to internationally famous artists such as Jenny Holzer, Andy Hope 1930 and Wolfgang Tillmans, the Collection also acquires works by up-and-coming artists. The offices on Berliner Strasse, designed by the architectural practice of Sauerbruch Hutton, hold regularly changing exhibitions of contemporary art.

Investments
In Oct, 2019, Munich Re invested $250 million in NEXT Insurance Inc. in a funding round that valued the small-business insurance provider at more than $1 billion.

In October 2022, Munich RE acquired the API Business Operations platform apinity from Allianz Group. The two parties did not disclose the amount.

title: Munich Re


text:
Talk:Nakdong River

External links modified (February 2018)
Hello fellow Wikipedians,

I have just modified 4 external links on Nakdong River. Please take a moment to review my edit. If you have any questions, or need the bot to ignore the links, or the page altogether, please visit this simple FaQ for additional information. I made the following changes:
 * Added archive https://web.archive.org/web/20160304093159/http://rhms.river.go.kr/WebForms/sub_03/Books/%ED%95%9C%EA%B5%AD%ED%95%98%EC%B2%9C%EC%9D%BC%EB%9E%8C%282012.12.31%EA%B8%B0%EC%A4%80%29.pdf to http://rhms.river.go.kr/WebForms/sub_03/Books/%ED%95%9C%EA%B5%AD%ED%95%98%EC%B2%9C%EC%9D%BC%EB%9E%8C%282012.12.31%EA%B8%B0%EC%A4%80%29.pdf
 * Added archive https://web.archive.org/web/20160304093159/http://rhms.river.go.kr/WebForms/sub_03/Books/%ED%95%9C%EA%B5%AD%ED%95%98%EC%B2%9C%EC%9D%BC%EB%9E%8C%282012.12.31%EA%B8%B0%EC%A4%80%29.pdf to http://rhms.river.go.kr/WebForms/sub_03/Books/%ED%95%9C%EA%B5%AD%ED%95%98%EC%B2%9C%EC%9D%BC%EB%9E%8C%282012.12.31%EA%B8%B0%EC%A4%80%29.pdf
 * Added archive https://web.archive.org/web/20140715150153/http://www.hrfco.go.kr/servlet/board.common.FileDownload?fd=WaterOutlook&no=1&id=201401 to http://www.hrfco.go.kr/servlet/board.common.FileDownload?fd=WaterOutlook&no=1&id=201401
 * Added archive https://web.archive.org/web/20120402111719/http://www.hansik.org/zh/restaurant/recommendRestaurantView.do?fboardId=1075 to http://www.hansik.org/zh/restaurant/recommendRestaurantView.do?fboardId=1075

When you have finished reviewing my changes, you may follow the instructions on the template below to fix any issues with the URLs.

Cheers.— InternetArchiveBot  (Report bug) 15:03, 11 February 2018 (UTC)

title: Talk:Nakdong River


text:
Wikipedia:Requests for arbitration/Chuck F

Case Opened on December 7, 2004

Case Closed at 00:21, 6 Feb 2005 (UTC)

Please do not edit this page directly if you are not a participant in this case. Comments are very welcome on the Talk page, and will be read, in full. Evidence, no matter who can provide it, is very welcome at /Evidence. Evidence is more useful than comments.

Arbitrators will be working on a proposed decision at /Proposed decision.

The parties
Request by User:Radicalsubversiv regarding User:Chuck F.

Statement of complaint
Evidence has been compiled at User:Radicalsubversiv/Chuck F.

Chuck F, also known by countless anonymous IPs, is a chronic problem user, who since his arrival here in early September has become one of Wikipedia's most prolific edit warriors, mostly -- but not exclusively -- for the purpose of inserting a strong Libertarian POV into a variety of articles. He has violated the three revert rule on at least twenty-five separate occasions, spanning at least twelve different articles, sometimes reverting as often as once an hour for days at a time. Along the way, he has engaged in personal attacks, created nonsense articles to illustrate a point, changed others' votes on VfD, used deceptive edit summaries, removed well-sourced NPOV material without explanation, used dozens of open HTTP proxies to evade blocks, flagrantly disobeyed a temporary injunction from ArbCom and engaged in any number of other anti-social behaviors.

Every mechanism suggested at Dispute resolution (except the use of an advocate) has been pursued, most of them multiple times by different users. These have all failed. Chuck mostly disregards comments posted to his talk page(s), shows no interest in working towards consensus on article talk pages (though he does offer "explanations" of his edit warring), and has vandalized the crafting of Requests for comment. He accepted mediation with Rhobite after being threatened with arbitration; that mediation failed, and Rhobite has expressed his feeling that further mediation is unlikely to be helpful. (In the interests of full disclosure, he has just requested mediation with me; my judgement is that such one-on-one mediation is unlikely to solve the problem. Moreover, the fact that he requested mediation only after I began accumulating evidence for a second RfA strongly suggests this is merely a delaying tactic.)

The Arbitration Committee recently closed a case Chuck filed against Reithy. Arbitrators seemed to offer three reasons for closing the case: First, that Reithy had been banned. Second, that the evidence against Chuck was "not fully developed". And third, that "disputes regarding Chuck F have not passed through the dispute resolution process."

To respond to each of these in order:

 * 1) Chuck's chronic and willful violations of policy began before Reithy arrived and have continued since his banning. Thus, a separate case to deal with Chuck's actions is appropriate.
 * 2) A fairly comprehensive timeline of evidence -- in the preferred format and including a large amount of material not introduced in the Reithy case -- has been compiled.
 * 3) With all due respect, arbitrators were fundamentally incorrect in stating that disputes regarding Chuck had not passed through the dispute resolution process, as the evidence now clearly demonstrates (look for the items in bold) -- evidence which includes actions taken since the case was closed.

Finally, Chuck's behavior has, if anything, worsened since the case was closed and the injunction lifted, already resulting in one 24-hour block and the protection of several pages.

Specifically, I would like to ask that the arbitration committee take the following steps:

 * 1) Immediately re-impose a temporary injunction prohibiting Chuck from editing in the main namespace (in deference to Improv, Chuck should specifically be allowed to edit User:Improv/lib_draft_dec2004). Reason: his revert rampages over the past two days.
 * 2) Impose a punitive long-term ban for habitual and willful violations of official policy, with automatic extensions for each he time evades it using sockpuppets/open proxies. Reason: he seems to regard policy, particularly the 3RR, as advice which he can ignore, probably because he's never had any clear consequences for violating it.
 * 3) Subsequent to a ban, place him on some form of probation, preferably covering violations of the three-revert rule and making non-trivial edits w/o using Talk. Reason: he can no longer be trusted to edit freely.

Request by Radicalsubversiv

Response by Radicalsubversive to Chuck F's statement
This isn't the appropriate place for an extended back and forth, so let me just state for the record that I don't use AOL and never have, and that I oppose the inclusion of the unnamed AOL IP. I'm also perfectly happy to have my actions in dealing with Chuck scrutinized, because I don't believe I've violated policy. RadicalSubversiv E 13:49, 6 Dec 2004 (UTC)

Response by Radicalsubversiv to Chuck F's second statement
Chuck is being seriously deceptive:

 * Chuck had a good month's worth of policy violations under his belt before Reithy even arrived (which was when I first encountered Chuck), including a major revert war with three separate reputable users on Exxon Mobil. Similar misbehavior has followed since Reithy was banned, most of which don't involve the AOL anon (and many of which don't involve me).
 * Chuck continues to use the behavior of others to justify his violations of policy. He knows perfectly well that others violating the 3RR rule doesn't allow him to do the same, but he doesn't care. I am not alleging that Chuck's actions are worse than Reithy's, merely that they are bad and need to be dealt with.
 * Chuck is now violating the rules of the new evidence page by altering my section instead of creating his own.

RadicalSubversiv E 20:07, 8 Dec 2004 (UTC)

I should also point out that Chuck has a very different view of "consensus" that most other editors I've encountered. One or two people agreeing with him on some broader question is seen as justification for him to revert to his heart's content. Moreover, failing to notice that he removed material without any explanation qualifies as a consensus to remove it. RadicalSubversiv E 20:24, 8 Dec 2004 (UTC)

Statement by affected party
- Well, I'm actually impressed by Radical's pure dislike of me, he's spent an enomorous amount of time preparing this arbcom case. But that dislike of me is the problem, Radical has refused to talk with me/compromise in articles, rejected requests for meditation and even ask other people why are they wasting thier time trying to bother with me (see: http://en.wikipedia.org/w/wiki.phtml?title=User:Improv/lib_draft_dec2004&diff=8123613&oldid=8123530). If arbcom takes this Case I ask them to please also look at Radical's complete lack of assume good faith policy. -   - I also ask that Admin please check to see if radical is using AOL, as his edits are suspicously timed close to the anon aol user I've been reverting with. and Either way if that is radical or not that this case include that aol anon ip. Chuck F 13:12, 6 Dec 2004 (UTC)

Wow, it seems like Radical has gone thourgh every edit I've ever made and spinned his way - Let me just note that almost all of these problems deal either with Reithy, the anon aol ip hater(who I Would please like to be informed if this case includes him or not), Radical After my arb case(who as seen in the previous arb case, obviously violated good faith policy by assuming that I was only out to cause harm to wikipedia) or the final few edits are places where I was reverting along with the concenus of almost every other editor.

There are some edits in the begining that are otherwise I admit, but I haven't continuted that pattern(aka distrubitng to prove a point). In the next few days I will be going thourgh this load of evidence and giving my spin on all of it so this can be an even case thanks. Also I need to point out that the main contention here is people disagree with me on what contemporary libertarianism today(the cause of most major edit warring), I'd like everyone(including arbcom staff) to note that our fellow enclyopedia britticana agrees with me, and arguments used against me have essentialy been, no you're wrong and getting friends to gang up on me. see: http://www.britannica.com/ebc/article?tocId=9370164&query=libertarianism&ct=Chuck F 17:54, 8 Dec 2004 (UTC)

After going thourgh the evidence I also think that a large variety of my problem is that I revert all of a user's edits when some of it is valid(and I like how in this evidence page radical will make it seem like I was only reverting the valid edit), Radical found the worst possible angle and most sinster motives he could put on all my edits Chuck F 19:59, 8 Dec 2004 (UTC)

Arbitrators' opinions on hearing this matter (4/0/2/0)

 * Accept Fred Bauder 13:07, Dec 6, 2004 (UTC)
 * Accept. →Raul654 18:57, Dec 6, 2004 (UTC)
 * Accept. Jwrosenzweig 21:13, 6 Dec 2004 (UTC)
 * Accept --the Epopt [[TINC| of the Cabal ]] 03:14, 7 Dec 2004 (UTC)
 * I will remain recused in this case - due to past mediation work -- sannse (talk) 00:43, 10 Jan 2005 (UTC)
 * Recuse. -- Grunt 🇪🇺 01:22, 2005 Jan 10 (UTC)

Temporary injunction (none)
=Final decision = All numbering based on /Proposed decision (vote counts are there as well)

Following official policy
1) Contributors are expected to follow Wikipedia official policy, particularly the three-revert rule, prohibition against personal attacks, and neutral point of view policy.

 * Passed 7 to 0 and enforceable as of 00:20, 6 Feb 2005 (UTC)

Neutral point-of-view
2) Wikipedia's neutral point-of-view (NPOV) policy contemplates inclusion of all significant points of view regarding any subject on which there is division of opinion.

 * Passed 5 to 0 and enforceable as of 00:20, 6 Feb 2005 (UTC)

Removal of Arbitration evidence
3) Removing evidence from an Arbitration page is unacceptable.

 * Passed 7 to 0 and enforceable as of 00:20, 6 Feb 2005 (UTC)

Unexplained deletions on controversial articles
4) Unexplained deletions of portions of controversial articles are unacceptable.

 * Passed 7 to 0 and enforceable as of 00:20, 6 Feb 2005 (UTC)

Don't disrupt Wikipedia to make a point
5) Editors should not disrupt Wikipedia to illustrate a point.

 * Passed 7 to 0 and enforceable as of 00:20, 6 Feb 2005 (UTC)

Changing of votes
6) Changing the votes of other people in a Wikipedia poll such as Votes for deletion is a serious offense.

 * Passed 7 to 0 and enforceable as of 00:20, 6 Feb 2005 (UTC)

Revert warring
1) ChuckF (and various proxies and IP adresses associated with him) have engaged in multiple revert wars on multiple pages on widely varying topics, including libertarianism, see page history, Exxon Mobil, Wal-Mart, Michael Badnarik, United States Libertarian Party, General Motors, McJob, Ron Paul, Roppongi Hills, Temple University, Liberal Democratic Party of Australia, Dred Scott v. Sandford, libertarian socialism, libertarian theory, Libertarian Party and Libertarian League. Often he brazenly ignored the three-revert rule, reverting dozens of times in a very short period. Many times he did not use talk pages or even edit summaries, or used them as forums for abusing other users. He did so even after being advised of policy and warned about his revisions. He continued to revert even after being reverted and asked to stop by dozens of well-respected users. He also continued to revert even after being temporarily blocked and having a RfC brought aganist him. (See the evidence page).

 * Passed 7 to 0 and enforceable as of 00:20, 6 Feb 2005 (UTC)

Removal of templates
2) ChuckF removed the template  from an article that he was in a revert war over (the revert war dealt with POV issues). (See the evidence page).

 * Passed 6 to 1 and enforceable as of 00:20, 6 Feb 2005 (UTC)

Removal of content
3) ChuckF has repeatedly removed content and external links from articles in order to impose a point-of-view on them. In many cases he has given insufficient reasons for the removal. (See the evidence page). For example removing large blocks of information with the edit summary "Minor" "Fixed spelling".

 * Passed 6 to 0 with 1 abstain and enforceable as of 00:20, 6 Feb 2005 (UTC)

Personal attacks
4) ChuckF has made many personal attacks. (See the evidence page).

 * Passed 5 to 1 with 1 abstain and enforceable as of 00:20, 6 Feb 2005 (UTC)

Sockpuppetry
5) ChuckF has used sockpuppets in violation of the sockpuppet policy, having created them to deliberately violate or evade Wikipedia policy. Examples include 203.112.19.195–210.142.29.125, 200.55.11.49, and 208.62.52.1). (See the evidence page).

 * Passed 7 to 0 and enforceable as of 00:20, 6 Feb 2005 (UTC)

Removal of evidence
6) ChuckF (and various proxies and IP adresses associated with him) have removed evidence from Requests for arbitration/Reithy/Evidence. (See the evidence page).

 * Passed 5 to 2 and enforceable as of 00:20, 6 Feb 2005 (UTC)

Ignoring previous Arbitration Committee ruling
7) ChuckF (and various proxies and IP adresses associated with him) have ignored previous Arbitration Committee temporary injunctions. Specifically, ChuckF has made edits to the main namespace several times (from 00:46 (UTC) Nov 16, 2004 to 03:05 (UTC) Nov 25, 2004) in violation of an Arbitration Committee order. (See the evidence page). (violation of a temporary injunction at Requests for arbitration/Reithy)

 * Passed 7 to 0 and enforceable as of 00:20, 6 Feb 2005 (UTC)

NPOV
8) ChuckF (and various proxies and IP adresses associated with him) have repeatedly edited articles in a point-of-view manner. (See the evidence page). Examples include (Removal of material with the comment "More Article Bias removing";  (Removing all criticism and placing it in separate article);  (Removing more prominant link to critical article);  ("POV nonsense").

 * Passed 6 to 0 with 1 abstain and enforceable as of 00:20, 6 Feb 2005 (UTC)

Vandalism
9) ChuckF (and various proxies and IP adresses associated with him) have repeatedly vandalized articles and created nonsense articles, often disrupting Wikipedia to illustrate a point. Examples include 'Hexaform Rotary Surface Compression Unit', Nut (hardware), and NATO at the 2004 Summer Olympics, in addition to vandalizing a userpage. (See Requests for arbitration/Chuck F/Evidence).

 * Passed 7 to 0 and enforceable as of 00:20, 6 Feb 2005 (UTC)

Changing of votes on VfD
10) ChuckF (and various proxies and IP adresses associated with him) have repeatedly engaged in the malicious changing of votes on Votes for deletion (VfD). Examples include Votes for deletion/FahrenHype 9/11, Votes for deletion/Market libertarianism, Votes for deletion/NATO at the 2004 Summer Olympics.,

 * Passed 7 to 0 and enforceable as of 00:20, 6 Feb 2005 (UTC)

One-month ban for disregard for the previous Arbitration ruling
ChuckF (and all user accounts and IP addresses used by him) are banned for one month for blatant disregard for the Arbitration community's previous rulings.

 * Passed 7 to 0 and enforceable as of 00:20, 6 Feb 2005 (UTC)

Ban on editing some articles
ChuckF (and all user accounts and IP addresses used by him) are hereby banned from editing any article related to libertarianism, socialism, or political ideology. Should he do so, any administrator may block him for a length of time up onto and including one week. Administrators are authorized to determine what relates to libertarianism, socialism, or political ideology at their discretion.

 * Passed 5 to 2 and enforceable as of 00:20, 6 Feb 2005 (UTC)

Three-month parole
For repeated violations of the three revert rule, Chuck F is placed on a 3 month general parole. If during this period he violates the other remedies passed in this case, then he can, at the discretion of the Committee, be ordered to serve the rest of his parole period banned from editing the English Wikipedia. This parole period starts after Chuck F successfully serves whatever bans may be imposed by the ArbCom.

 * Passed 6 to 1 and enforceable as of 00:20, 6 Feb 2005 (UTC)

One-year revert probation
Chuck F is hereby limited to 1 revert per article per day and must discuss all reverts on the relevant talk page. This probation will last for 1 year and will start as soon as Chuck F is done serving whatever bans may be imposed by the ArbCom. Admins can treat anything more than 1 revert as a violation of the 3RR and act accordingly. If Chuck F demonstrates good behavior in a minimum of 6 weeks, then he can petition the ArbCom to stay this ruling.

 * Passed 7 to 0 and enforceable as of 00:20, 6 Feb 2005 (UTC)

One-month ban for vandalism/use of open proxies
Chuck F is hereby banned for 1 month for vandalism and use of open proxies to violate policy and to evade blocks.

 * Passed 7 to 0 and enforceable as of 00:20, 6 Feb 2005 (UTC)

Removal of content
ChuckF (and all user accounts and IP addresses used by him) are hereby prohibited from removal of information or substantive content (including external links and references/sources) from any article. Should he do so, any administrator may block him for a length of time up onto and including 24 hours. Administrators are authorized to determine what constitutes a removal of information or content at their discretion.

 * Passed 5 to 2 and enforceable as of 00:20, 6 Feb 2005 (UTC)

Required edit summaries
ChuckF (and all user accounts and IP addresses used by him) must give legitimate edit summary for every edit he makes, excepting those to his userspace. Should he not do so, any administrator may block him for a length of time up to and including 24 hours. Administrators are authorized to determine what constitutes a legitimate edit summary at their discretion.

 * Passed 5 to 1 with 1 abstain and enforceable as of 00:20, 6 Feb 2005 (UTC)


text: Talk:Yeong River

title: Talk:Yeong River