Friday, November 15, 2013

Castel Sant’Angelo, Hadrian final resting place

Archive for the 'Drawing' Category

Mar102009

Return of the Italian

Published by Italy_JT under ArchitectureDrawing
It’s like Return of the Jedi, but better.
I am going back to Rome this week for a ten day visit over my academic spring break to focus on an intensive sketching of 14 buildings.  Each of the 14 students in my class has been researching a building in Rome, and we will present on site to the rest of the class, and then everyone will have a chance to draw our building.
The building I chose is Castel Sant’Angelo, which was previously the burial monument to the Roman emperor Hadrian.  It was converted into a military fortress, a residence for Roman families, then taken over as a Papal residence/retreat during times of war.

  Thematic routes >> The Mausoleum of Hadrian

The remains of the original mausoleum of Emperor Hadrian are clearly seen in the scores below the building, which retain much of the old arrangement. The ancient Roman walls are perfectly visible to the outside along the ' ambulatory Boniface IX - where are placed the remains of some of the colossal statues which were to adorn the tomb.
From the first level, going down the few steps of modern metal staircase, you enter to ' Roman atrium , which now houses some models reconstructing the building and that originally, in the niche skiing, welcomed a colossal statue of the emperor.
Large blocks of travertine that cover the walls clearly show the holes in the clamps that anchored the marble covering the Roman period.
A passage on the right side of the room leads into the large spiral ramp that makes a full turn in the cylinder, leading to the upper level to the Hall of Urns , the heart of the ancient tomb, which occupies exactly the center of the building Hadrian. 



The Mausoleum of Hadrian, drawing by Ludovico Bisi, adapted from a short visit to Castel Sant'Angelo, the Ministry of Heritage and Culture, the Superintendence for the State Museums of Rome.  Rome, Mondadori Electa 2004

The Mausoleum of Hadrian, drawing by Ludovico Bisi,
from "Short visit to Castel Sant'Angelo,"
the Ministry of Heritage and Culture,
the Superintendence for the State Museums of Rome.
Rome, Mondadori Electa 2004.


Most excellent maps and cross views.Neat to see the Grain silos and oil storage.

Cool Hobbit and Lord of the Rings Art.

dc08973c99c5d65034042e40aa2714e0.jpg (758×600)
43ed2be3fda4fca60342b025c030a568.jpg (720×960)
The Hobbit by ~Cakes-and-Comics on deviantART

Ten writing tips From Adventure Time.

15 Pieces Of Writing Advice From The Writers Of "Adventure Time"

1. On how to create incredibly weird, interesting, yet relatable characters:

15 Pieces Of Writing Advice From The Writers Of "Adventure Time"

Pendleton Ward (at the Adventure Time panel): Fan-fic your friends.

2. Sometimes it’s best to let the relationships and backstory grow organically.

15 Pieces Of Writing Advice From The Writers Of "Adventure Time"

PW: We’re playing D&D [Dungeons and Dragons] — we’re role-playing the characters as we’re writing them.

3. Use tears minimally, especially when writing children.

15 Pieces Of Writing Advice From The Writers Of "Adventure Time"

PW: When you’re an adult, you like to punish them [characters].

4. Because they’ll turn into huge sissies that nag all the time, like the worst Ninja Turtle.

Because they'll turn into huge sissies that nag all the time, like the worst Ninja Turtle.

PW: Leonardo sucks.

5. Write things that you would enjoy watching.

15 Pieces Of Writing Advice From The Writers Of "Adventure Time"

PW: We write to make ourselves laugh.

6. Actually listen to people who give you constructive criticism. This is why TV shows have more than one writer.

15 Pieces Of Writing Advice From The Writers Of "Adventure Time"

PW: I like dark places, but we had to pull it back.

7. The more you love the characters you’re writing, the better the show will be.

15 Pieces Of Writing Advice From The Writers Of "Adventure Time"

PW: I’m embarrassed at how much I relate to Lumpy Space Princess.

8. Draw from life, get into the cathartic experience.

 

Rebecca Sugar: Marceline’s song [“I’m Just Your Problem”] from “What Was Missing” was really hard for me to write. I was trying to base it off of some stuff that actually happened, like a falling out I actually had. So I dredged up a lot of really terrible feelings that got, like, a little unhealthy.

9. Build a world where you can tell limitless stories.

Build a world where you can tell limitless stories.

RS: You only have access to a small look at a larger world, and you can feel that there is this larger world. And the past is real, and it’s changed, and everything between that and the show happened. And you can feel that happened but you don’t see it, and I think that’s really important. It made it really interesting to work on, and I think it makes it interesting to participate in because you create a lot of it. Not that it doesn’t exist — it does exist, and that’s why it’s cool, the stuff that you don’t see is really there.

10. Play games.

15 Pieces Of Writing Advice From The Writers Of "Adventure Time"

Kent Osborne: We play these writer’s games where we all sit around the table and you have two minutes to draw a picture, and it’s just whatever you’re thinking — and then you pass it to the next person, and they get it and you have two minutes to write the first act. You’ll do it all day and you’ll get 40 drawings with stories and maybe you can use one of them. It’s hard with two minutes, everyone’s like, “They end up pooping!”

11. No, seriously. Get your friends together and play games.

15 Pieces Of Writing Advice From The Writers Of "Adventure Time"

KO: Sometimes we’ll put a lot of characters’ names in the middle, and you pull two characters out and you have two minutes to a write a story with those two characters. Exquisite corpse: Like, sometimes you’ll draw the head, the next person draws the torso, and then when it’s all drawn you’ll have to figure a story around the character.

12. Sometimes the best solution is the simplest one.

Sometimes the best solution is the simplest one.

RS: The characters are really beautifully simple. If you add a bunch of extra stuff on them, it looks wrong. In the Ricardio episode [“Ricardio The Heart Guy”], Ice King had a hole in his chest and his body parts were everywhere, and I made it like a hole. But Pen [Ward] was like, “No, just make it heart, like heart-shaped.” That’s so much better! It reads, it’s cute, and it’s also really horrible.

13. Find the emotional reality of the situation, even if the world is fantastical.

15 Pieces Of Writing Advice From The Writers Of "Adventure Time"

KO: I feel like Lorraine kinda burned BMO. He’s looking out for her, but I don’t know if he’s ever gonna go back to that — you can’t go backwards. They’re just different worlds, Lorraine kinda used him. I hear that, I got a Lorraine. I actually wrote that line, “Same old Lorraine.”

14. Complex backstory can evolve from a simple idea.

15 Pieces Of Writing Advice From The Writers Of "Adventure Time"

KO: We usually start with a simple idea. The whole Simon and Marcy thing, there’s an episode where Ice King’s singing the “Fry Song,” and it occurred to us that we’ve never had Ice King and Marceline in an episode before — they’ve never interacted. And it came out of that: What’s a good reason why they haven’t interacted? Oh, maybe there’s something going on there.

15. And most importantly, write. A lot. Every day, even. Be prepared when the opportunity arises.

15 Pieces Of Writing Advice From The Writers Of "Adventure Time"
KO: Make stuff. Make a cartoon, make a comic, etc. Pen [Ward] goes to comic cons and meets people and buys their comics and likes them and then says, “Hey, would you wanna come freelance a board?” or something like that. You definitely need to have whateundefined

Tuesday, November 12, 2013

Sunday, November 10, 2013

Post World Games Sets Rogues for next set of Tool Cards

Check out a free guide to Tool Cards and be hooked on this game prep product that can also be added seamlessly to your game play to make you look like a Gaming GAWD,

 Follow the link for wonderful product.

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Post World Games on DrivethruRPG

 It is amazing  how much fine product that Post world Games has on  DriveThruRPG

But don't take my word for it Visit  them
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SouJARS Dice Crawl Coming soon to Kickstarter..

Dice Crawl is a fast-paced dungeon-crawling tile board game for 2 to 4 players.

At the heart of the Dungeon lays the Eye of the Dragon. All of the great races seek it. It brings power to those who control it. Weakness to those who face it. The race to the Eye begins now.
Dice Crawl is a quick, fun dungeon-crawling tile game for 2 to 4 players. Players take on the roles of mercenary captains racing to get their team of adventurers to the center of the dungeon, while other captains race do the same thing. But, not all paths lead to the center and some teams may never find the glory they seek.
In Dice Crawl, players select a race and class for their mercenary captain before flipping tiles, rolling dice, and collecting their share of the dungeon treasure. Abstract game mechanics mix with flavorful graphics and theme to make dice crawl a fast, highly replayable game of luck and strategy.


  • 4 wooden player markers.
  • 60 tiles on XYZ GSM cardstock, printed at XXX" x XXX" (as follows):
  • 48 interchangeable dungeon tiles. Each game uses 25 randomly drawn tiles.
  • 4 race cards: elf, dwarf, orc, human are in the core set, stretch goals add others!
  • 4 class cards: archer, soldier, mage, warrior are in the core set, stretch goals add others!
  • 4 quick reference tiles. 
  • Dice are provided by the players (25 6-sided dice are needed per player). And we know you have plenty of dice!

Dice Crawl is played using a 5x5 grid of 25 dungeon tiles, each placed face down at the start of the game. Each tile is a room or corridor and when revealed they form a route through to the center of the dungeon.
Each player enters the playing area through one corner and they earn points by controlling tiles or by being the first to reach the center of the dungeon. 

Control is obtained by rolling their dice and matching numbers on the tiles. But the same dice can alternatively be used to unlock race and class abilities, each of which can be very useful in helping the player control tiles, or hindering the other players in doing the same!

Strategy is required to consider a fine balance between the unique class and race abilities (which are randomly drawn and paired by players at the beginning of the game), and keeping enough dice back to control the tiles themselves.

Play proceeds until one player reaching the center tile or uses his/her last die. At this time points are counted for each tile controlled by each player and the highest points wins the game.

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As stretch goals are achieved we will unlock additional races and classes: these are automatically then added to the core game for all $50 and $100 reward level backers (or higher). When we hit these levels we will ask YOU - our backers - which races and classes to add!
Other stretch goals will add whole new expansion packs: 24 themed dungeon tiles, 2 races, 2 classes, and whole new rules for: The Crypt of the Undying, Tricks & Traps, Halls of the Dwarven King, and Goblin Warrens. Expansion packs can then be purchased separately as add-ons or will automatically be included in the $100 reward level.


Only added if stretch goals are met:

Collector's Cards Set #1: Crypt of the Undying 
30 undead-themed expansion cards and new rules:
  • 24 crypt cards
  • 2 new-rule reference cards
  • 2 new class cards
  • 2 new race cards

Collector's Cards Set #2: Tricks & Traps
30 Tricks & Traps themed expansion cards and new rules:
  • 24 Tricks & Traps cards to turn your core Dice Crawl into a deathtrap for the unwary!
  • 2 new-rule reference cards
  • 2 new class cards
  • 2 new race cards

Collector's Cards Set #3: Halls of the Dwarven Lords
30 dwarven hall-themed expansion cards and new rules:
  • 24 dwarven hall cards
  • 2 new-rule reference cards
  • 2 new class cards
  • 2 new race cards

Collector's Cards Set #4: The Goblin Warrens
30 goblin warren-themed expansion cards and new rules:
  • 24 goblin warren cards
  • 2 new-rule reference cards
  • 2 new class cards
  • 2 new race cards

Saturday, November 9, 2013

The Forgotten Militant Order: the Knights of St. Lazarus

The Forgotten Militant Order: the Knights of St. Lazarus

by Helena P. Schrader


The so-called Militant Orders – monastic orders open to fighting men – were children of the Crusades. Scollins and Wise (in The Knights of Christ ) list no less than 17 military orders, 8 of which were founded in the Iberian Peninsula, 2 of which were Italian, and 2 German. The most famous and most powerful militant orders, however, were the Templars and the Hospitallers, both founded in the Holy Land and international in their structures and membership.

Initially, true to the Word of Christ, the Church of Rome condemned violence of any kind. By the 5th century, however, the Church conceded that there were circumstances under which the use of force – even homicide – was necessary, excusable, and potentially pious. The concept of the “just war” emerged and was recognized theologically by St. Augustine.

Furthermore, the more Islam threatened the Christian world, the more the Church recognized the need for armed men to defend it against armies determined to spread Islam with the sword. Meanwhile, wherever secular power was weak, the need for men willing to protect clerics, women, and peasants against everything from Viking raids to common robbers was equally evident and urgent.

The fact that the Church drew its leadership from the ruling class Рthe secular lords with strong military traditions Рmeant that most clerics in the Middle Ages were themselves imbued with a warrior ethos. This fact was borne out by the number of bishops who donned armor and took active part in warfare, from the Battle of Hastings to the Battle of Cr̩cy. Thus it is not surprising that by the end of the first Christian millennium, Christianity recognized the need for armed force and men who wielded it, but that did not mean the Church had completely abandoned its principles.

On the contrary, the Church sought repeatedly to restrict, reduce, control, and direct warfare and violence. Violence against churches and clergy was punished with excommunication, for example, and there were frequent clerical diatribes against the vanity, arrogance, and violence of the warrior class.

When the Byzantine Emperor appealed to Pope Urban II for aid in fighting the Seljuk Turks and freeing the Holy Land, there is little doubt that Urban II had dual motives for calling for a crusade: on the one hand, he wanted to free the Holy Land, but on the other he wanted to free France and Western Europe from excess numbers of violent young men, trained in the profession of arms, who were too quick to fight each other and prey upon the defenseless.

Balderic, one chronicler of Urban II’s speech calling for the First Crusade, quotes the Pope as saying:

"Christian warriors, who continually and vainly seek pretexts for war, rejoice, for you have today found a true pretext. You, who have so often been the terror of your fellow men, go and fight for the deliverance of the holy places. You, who sell for vile pay the strength of your arms to the fury of others, armed with the sword of the Maccabees, go and merit eternal reward …. If you must have blood, bathe in the blood of the infidels …. Soldiers of Hell, become soldiers of the living God!"

What is remarkable in retrospect is the extent to which Pope Urban II struck a chord with his audience. Not only did they take the cross in great numbers (and proceed to bathe in the blood of infidels when they reached Jerusalem), but for the next 200 years fighting men flocked to serve Christ, not just in crusades, but as fighting monks bound by monastic vows of chastity, poverty, and obedience. This was made possible by the creation of new monastic orders that enabled men to be both monks and knights.

While members of these orders were expected to abjure all wealth and property, to attend Mass multiple times a day, to fast, pray, and eat in silence, and to live in controlled communities cut off from the outside world, especially women, members were not required to give up the profession of arms. Rather, these orders were designed to capture the religious zeal of the time and funnel the fervor and energy of fighting men into religious channels.

The most famous of the “fighting orders” or militant orders were of course the Knights Templar, and the Knights Hospitaller (Knights of St. John), two orders founded in the Holy Land and, for their age, truely international in character. Although not powerful and largely forgotten, there was a third military order also founded in the Holy Land, the Order of St. Lazarus.

The Order of St. Lazarus evolved from a leper hospital that had existed in Jerusalem prior to the First Crusade. After the Christian Kingdom of Jerusalem was established, it became part of the Hospitaller network of hospitals, but by 1142 the Order of St. Lazarus broke away, and by 1147 it was known as the Leper Brothers of Jerusalem.

About this time the Order also started to expand, eventually having houses in Tiberias, Ascalon, Acre, Caesarea, Beirut, and possibly other cities as well. Furthermore, it began to have military brethren, whose role was primarily the defense of the leper hospitals. These military men were most likely former Templars and Hospitallers who had contracted leprosy, because we know that both the Templar and Hospitaller Rules required members with leprosy to join the Order of St. Lazarus.

Possibly some knights and sergeants joined St. Lazarus without being lepers, however, because there are recorded incidents of the Order of St. Lazarus taking part in military operations – possibly at the Battle of Hattin; certainly at the Battle of Gaza in 1244, at Ramla in 1253, and during the defense of Acre in 1291.

After the fall of Acre, the Order of St. Lazarus moved its headquarters to Cyprus, abandoned all military activities, and thereafter concentrated on its mission of providing comfort and care for the victims of leprosy until the mid-14th century.

Scollins and Wise, The Knights of Christ, Osprey Publishing, London, 1984.
Hopkins, Knights, pp. 82-83.

Templar Tuesday Grand Master of the Order.

Robert de Craon or Robert Burgundio (died 13 January 1147) was the second Grand Master of the Knights Templar from June 1136 until his death. He was a member of the Craon family.
Robert was born around the turn of the 12th century, the youngest of the three sons of Renaud de Craon. He settled in Aquitaine and was engaged to the daughter of the lord of Angoumois, but gave up his wedding and travelled to Palestine after learning of the foundation of the Templar Order by Hughes de Payens. He soon showed his military valour and his piety, and in 1136, after the death of Hughes, he was chosen as the new Grand Master. He proved to be a brilliant organizer and legislator, and turned the Order into a major force in the Crusader states. On March 29, 1139, Pope Innocent II issued the bull Omne Datum Optimum, which exempted the order from tithes and made them independent of any ecclesiastical jurisdiction. The Templars were also granted the habit of a red cross over a white tunic, which has since become the popular image of any crusader.
He was less fortunate as a military leader. As soon as he had been elected, he defeated Zengi, the emir of Aleppo and let his knights plunder the enemy camp; Zengi returned and destroyed the unorganized pillagers. Robert authorized the Spanish Templars to lead a naval expedition of about 70 ships againstLisbon, but this also ended in defeat. In 1140 the Templars resisted a numerically superior Turkish army at the Battle of Tecua. In 1143, after protracted negotiations between Raymond Berenguer IV (the Count of Barcelona and a Templar) the order's mission on the Iberian peninsula was defined. According toWilliam of Tyre, Robert participated in the Council of Acre during the Second Crusade in 1148, but according to the Obituary of Reims, he died in January 1147, and was succeeded by Everard des Barres in April that year.
Religious titles
Preceded by
Hugues de Payens
Grand Master of the Knights Templar
1136–1146
Succeeded by
Everard des Barres