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February 3rd, 2013 (4:35 AM).
You are in the Pokémon: Azure out-of-character thread.
Were you looking for story progression and action? Head on over to the in-character thread!
a.n.: If the ensuing wall of text is too much for you to bear, skip ahead to the FAQ section. I don't expect everybody to read every iota of this 5,000-word-post (yes, I checked) - it's only there as a resource.
I've written dozens of roleplays over the almost-decade I've been a part of Pokécommunity, but most of them were mindless "sandbox"-style games with no real substance. Pokémon: Azure is more-or-less the culmination of elements included in my other stories that I found to be most interesting and in-depth, and has evolved into the most immersive world that I've ever created. I attempted another version of this story once before - Pokémon: Aether's Edge, but it failed due to the overload of information present as well as my own disinterest in its outcome. Azure is intended as a slightly watered-down but still content-rich version of Aether's Edge, with storyline elements that should be far easier to follow. Before you continue to the sign-ups and other information, I want to ask one thing of you - please don't sign up to this roleplay if you aren't willing to follow the lore, geography and history that I've spent many hours drafting, re-writing, editing and poring over.
I hope that this will be as much fun for you to participate in as it was for me to write it.
Erilyn is in turmoil. The two warring nations of Kinroth and Carendor have been clashing for a hundred and fifty years, resulting in the widespread strife of people and Pokémon alike. It wasn't always a land of conflict, though; since time immemorial, all the peoples of the continent were united under the Citadel. All life carried on peacefully, a utopia of harmony between all organisms. As with all things good, however, it simply could not last. Two hundred and fifty years ago, a splinter-group of three members of the Citadel Council decided that they wished to claim more than just Erilyn as their kingdom. They wanted to dominate the entire world, certain that every sentient being in existence should submit to their power.
The twisted members of the Citadel's immortal Council, named Zetan, Ikima and Ozyth, known collectively as the Three, attempted the assassination of the council's High Ruler, using their unnaturally powerful Pokémon. Zetan's lightning struck, Ikima's flames seared and Ozyth's water flooded in torrents, but the High Ruler, protected by the divine power of Arceus that was handed down through the Royal Family, would not be defeated. He banished the tainted Three from Kinroth, forcing them to live out the rest of their days on the highest volcanic peak of Carendor - Behemoth Mountain.
A multitude of Citadel rebels who shared the same ideals as the Three then followed the latter to Carendor, where they bided their time for a century. They dubbed themselves "the Legion", and according to spy intelligence, constructed vast encampments purposed for battle. They thrived in an otherwise arid wasteland. And then, like a flood, their army of man and Pokémon bred purely for battle stormed Kinroth, once again attempting to take the continent for themselves. And just as before, they were subdued by the High Ruler. This time, however, their defeat did not last. A seemingly infinite supply of Legion soldiers barrages Kinroth's defenses, an effort mostly in vain, due to the Aetherian Crystal - the vessel of Arceus' power. Wielded by the High Ruler, it possesses the power to augment the physical and ethereal strength of Kinroth's armies beyond that of natural limitations.
Now, an issue arises that may lead to the annihilation of Kinroth's people. The High Ruler, the beloved monarch of Kinroth for over three hundred years, has been killed, and the Aetherian Crystal shattered. Nobody understands why the all-powerful vessel of Arceus' strength failed its carrier. It should have protected the High Ruler from any possible harm. The assassin, when apprehended, refused to give any reason for his actions. Situated in a dungeon cell, he constantly twitches and mutters about "black flame". When pressed, he only becomes more unintelligible. The interrogators, however, managed to catch two words and no more - Oracle Temple. The investigation into his background yielded no connection to any part of the Legion; apparently, he had lived as a hermit in the foothills of Oracle Mountain for his whole life.
This event has spread utter discord throughout the Council. How could the Aetherian Crystal fail the High Ruler? How could such a powerful and ancient artifact even be destroyed? With it gone, the unnatural strength granted to the Citadel forces has ceased. The remaining four members of the Council have agreed not to disclose the death of the High Ruler to the public, as it would do nothing but spread panic. Soon enough, though, all in Erilyn will realize that the tide of battle has been turned.
This is where you come in. As an influential part of the Citadel's army, you have been selected as part of an elite task force; a last-ditch effort to find the reasoning behind the assassin's motives, and hopefully a solution to this catastrophe. You have seen the true horrors of war and experienced the glory of a battle won. Having just recieved word that the Council need to see you, you and your partner Pokémon are required to make your way to the Citadel Palace, where you will await further instruction. Your involvement in this war could influence its entire outcome.
Setting the Scene
Erilyn, 1547 CE
The continent of Erilyn is made up of two nations - Kinroth, the larger, and Carendor. These two isles are separated by a massive aquatic strait, and vary in far more than just size.
Kinroth is the larger, more fertile, and objectively more beautiful counterpart to Carendor. It boasts harsh yet lush terrain, bountiful food and water, and a multitude of Pokémon species. The appearance of Kinrotheans varies greatly depending on the locality of their ancestors.
Northern Kinroth
The far north of Kinroth is dominated by forests and hills, and is possibly the most fertile part of Erilyn - this makes it perfect for farming grain such as wheat and rice, as well as breeding Pokemon for the Citadel army. While hundreds of miles from the Citadel, it has a surprisingly large population. The only major locale is Plume City, but there are several other notable locations.
Plume City
The City of Plume is responsible for the majority of the Citadel's non-perishable food production and Pokemon breeding. It is not considered a "true" city by many Kinrotheans - perhaps due to its layout. The majority of houses are miles apart, separated by rich farmland. Plume boasts one large manufactory in the city proper, where military consumables such as hard tack and dehydrated fruit are produced. Plume was not officially a city until the manufactory was constructed - which was incidentally the first of its kind in all of Kinroth. It was built soon after the Legion showed signs of mounting an attack on the Citadel forces, and as such, is the most primitive of Kinroth's manufactories. It therefore produces large amounts of air pollution, an aspect which gave the city its name.
Elder Town
A small village located on the coast of Kinroth, just north of Kel'dé Lake. As it is quite distanced from the war front, it has been populated by the elderly, persuaded by worried families to migrate away from battle. The peninsula it sits on is quite picturesque, dotted with ponds that are home to myriad species of Pokémon. While most would never dream of visiting such a place with an army banging on Kinroth's door, it is a breeding ground for all sorts of wisdom gathered by the old folk over many decades.
Kel'dé Lake
A body of fresh water located just south of Elder Town. It is said to have once been home to a courageous, resolute Pokémon - but it's just a myth.
Venus Forest
The largest and most ancient of all Kinroth's forests. The center of the forest has such a thick canopy, some parts of the ground are never touched by sunlight. Many who have ventured into the deepest woods have never been seen again.
Lake Z'elf
A large body of fresh water south-west of Venus Forest. It is said that its waters are the source of all willpower in the world. The Citadel's Venus encampment has taken a strategic position on the lake's eastern shore.
Citadel: Venus Warfront Encampment
One of the Citadel's three major military camps. Located just east of Lake Z'elf and surrounded on all sides by the Venus Forest, it is the perfect strategic location for surprise attacks on passing Legion forces. The Venus soldiers specialize in espionage, ambush and skirmishes. They generally use stealthy grass- and bug-type Pokémon such as Shiftry, Scyther and Ninjask, as well as Venusaur used for transport and carrying supplies.
Korita Village
A small mining town situated east of the Venus Forest and northwest of Iceberg Peak. The landscape here is dotted with quarries and mine shafts. The minerals and iron found here go to producing weapons and armor for Citadel forces.
Western Kinroth
Western Kinroth is the setting for the Citadel's major war effort - the main line of defense against the Legion. The terrain is, for the most part, covered with flat plains, but Zephyr Mountain is certainly the discerning feature of this province.
Citadel: Char Warfront Encampment
The Char camp sits on the eastern edge of the Char plains - a once-green highland now turned to a dusty expanse by runaway toxic ash from Carendor. Char camp soldiers are the brute force of the Citadel army, specializing in head-on battle. Their Pokemon of choice include Rhyperior, Emboar and Magmortar for land-based battle, turning to Pokemon outfitted with armor such as Charizard, Salamence and Flygon when the fight takes to the skies.
Zephyr Mountain
A sheer rocky peak jutting out of the otherwise-flat landscape like a sore thumb. Sitting precariously on top of the mountain is a tall stone tower of unknown origin - which has so far proven inaccessible due to its location.
Citadel: Blast Warfront Encampment
Situated in a defensive location on the edge of a small bay, the Blast encampment specializes in intercepting Legion vessels on what would otherwise be a direct shot to the Citadel. Without the Blast Front, hundreds of Legion ships and Pokémon would reach southern Kinroth's shores without a single hindrance. Offensive operations are not their specialty; instead they rely on a far more defensive approach to battle, using heavily-armored water-type Pokémon such as Blastoise, Crawdaunt and Carracosta to ward off Legion attacks.
Shell City
The only permanent settlement in eastern Kinroth. Shell City is largely populated by fishermen and their trawlers, but enormous shipyards are the starting point for the majority of Citadel vessels. Shell City is surrounded on three sides by seawater, but due to its abundance of boats, ships and transport Pokémon, residents are not in much danger of being cornered by the Legion.
Lake Ux'é
A body of fresh water located between Zephyr Mountain and Oracle Mountain. It is said that its waters are the source of all awareness and knowledge in the world.
Southern Kinroth
Vast, flat, grassy plains dominate the majority of southern Kinroth's landscape. The Citadel is located in the center of these plains, with only a few other notable landmarks being present in the province.
The Citadel
The Citadel is home to approximately 40% of Kinroth's population - thousands upon thousands of people and Pokémon live within its gargantuan walls, which give a feeling of safety and security. Dozens of looming manufactories pour out thousands of units of weapons, armor and food at all hours of the day, and as a result, the skies above the Citadel are thick with pale smog. Steam-powered machines have slowly started to take the place of Pokémon-power, which may have abolished anti-slavery groups, but at the cost of toxic coal gases constantly being burned. At the center of the Citadel lies the Citadel Palace, the political center of Kinroth and home to the Council.
The Citadel Palace
This castle's countless turrets and spires seem to cut the sky, giving an overwhelming feeling of majesty and awe to any onlookers. It was home to the High Ruler until his death, but with him gone, the majority of the Palace is abandoned. The only parts that are used on an everyday basis are the Citadel's quarters and the Great Hall. On the far wall of the Great Hall, seven smaller thrones sit in a row, with one larger, raised-up throne located behind them. Since the banishing of the Three and the High Ruler's assassination, only four of these seats are ever used.
Lake Esp'r
A body of fresh water located north of the Citadel. It is said that its waters are the source of all emotion in the world.
Ironite Ruins
A strange geological formation roughly one mile south of the Citadel. The area around the Ruins is strangely barren, as if the conditions for life are all wrong. The Ironite Ruins consists of several enormous crystal-like metal growths jutting out of the ground at all angles, with the "crystals" becoming progressively larger and more abundant closer to the center of the Ruins.
Azuma City
A peaceful coastal city on the edge of a bay north of Lake Esp'r. It is a hub for merchants and traders by daylight, but in contrast, has a huge black market dedicated to the sale of rare Pokémon.
Eastern Kinroth
The east of Kinroth is, for the most part, barren. A great desert known as the Expanse takes up much of its area, with only one settlement in the entire province.
The Expanse
A huge, sprawling desert of golden sand, extending from the east coast of Kinroth all the way to Iceberg Peak. It is almost featureless apart from a few small oases, the occasional rocky mountain, and the Sandstone Ruins located in its geographical center.
Sandstone Ruins
The remnants of an ancient civilization, lost thousands of years ago. Most of the ruins are completely covered with sand dunes, but a few crumbling obelisks and pyramids are still accessible.
Soluna Town
A small village in the foothills of Iceberg Peak and Oracle Mountain. The multitude of Solrock and Lunatone present around the village is what gave the settlement its name. The Pokémon seem to be attracted to the village by several glittering meteorites dotted around the town in small craters.
Central Kinroth
The center of Kinroth is a region covered with sheer cliffs, jagged mountains and towering glaciers. Its two highest peaks, Oracle Mountain and Iceberg Peak, are among the tallest in the world.
Oracle Mountain
The largest mountain in all of Erilyn, and perhaps the entire Pokémon World. A precarious stone staircase winds around the mountain, leading those brave enough to make the climb directly to the temple on its peak.
Oracle Temple
A peaceful, snow-covered temple carved out of stone atop Oracle Mountain. Seven eternally-burning flames sit in braziers in the temple's interior, each one a different colour - red, gold, blue, purple, black, green and cyan. These sacred flames surround a shrine dedicated to Erilyn's creator and protector - Arceus.
Iceberg Peak
The second-highest mountain in Kinroth, second to Oracle Mountain and only slightly taller than Zephyr Mountain. Iceberg Peak is covered in a sheet of glassy ice, and is dotted with dozens of cave openings. There is a myth that an ancient "weapon" resides in a temple at the center of the cave system.
Carendor is the sister-isle to Kinroth, but is a stark contrast to its twin's landscape. Where Kinroth has rolling plains, lush forests and frozen peaks, Carendor has dusty wastes, razor-sharp mountains and brutal-looking volcanoes. Despite this, Carendor is home to myriad Pokémon species, as well as a once-thriving indigenous culture, the Carendorians, now displaced by the Legion. Since 1297 CE, Carendor has also been home to the Three, and their followers, the Legion.
Central Carendor
Central Carendor is a volcanic wasteland, a toxic environment which almost no organism can live in - apart from dozens of fire-type Pokémon species, which are able to thrive in a perfect habitat. The largest of Carendor's volcanoes is known as Behemoth Mountain.
Behemoth Mountain
This hulking black mass is very well-deserving of its name. Its crater is over a mile across, and filled with a lake of bubbling lava. There is a large system of caves at the mountain's base, leading to some unknown location deep below the planet's surface. At the crater's center is a brimstone island with an enormous obsidian castle carved out of the rock itself - dubbed Behemoth Fortress.
Behemoth Fortress
Home to the Three since 1297 CE, Behemoth Fortress is a symbol of domination and power. Not much is known about it, as very few Citadel spies have ever returned from missions to Behemoth Mountain.
Outer Carendor
The edge of Carendor is just like one huge, red desert. Only the toughest plant and Pokémon life can exist here, although the native Carendorians have been the nomadic people of this land for centuries, living off what little they could scavenge. The Legion has three known outposts at strategic locations throughout Carendor's outer landscape.
Murk Outpost
The smallest Legion outpost and the furthest away from Kinroth, it is generally believed that this is some form of last-minute "escape route" for Legion forces, or even the Three themselves. It is located on the western coast of Carendor.
Hound Outpost
The most battle-ready of the Legion outposts, and the closest one to the Citadel. It sits on a broad peninsula, seemingly "poking" into Kinroth. It is believed that the majority of Legion attacks on Kinroth stem from this outpost.
Tyrant Outpost
The largest and most permanent Legion outpost, but also the hardest one to gather information on - due to its location. Tyrant Outpost sits on the northern shore of Carendor Oasis, but other than that, is completely surrounded by a flat, cracked lake bed as far as the eye can see. This makes it impossible for Citadel spies to keep watch on, except at a great distance. The Outpost seems to be the main Legion settlement, perhaps housing up to 80% of their forces.
Carendor Oasis
The only large body of fresh water on all of Carendor. It was once a lush paradise in the middle of a wasteland, but the Legion, obviously needing to get water from somewhere or other, has surrounded it with massive pumping factories and distilleries, which then distribute barrels of water to the Legion Outposts.
Leviathan Isles
These six small tropical islands dot the northern waters of Carendor, and are far too inconsequential to be of any value to the Legion. The ocean surrounding them is especially deep, and many ships have sunken to the depths after crashing into one of the six isles. The islands are topped with dense jungle, heavily populated by some otherwise-rare Pokémon.
Leviathan Ruins
The remnants of an ancient civilization which have, for the most part, crumbled into the sea. Some columns and sections of an acropolis-like structure still stand above sea level, however. The ruins seem to have once been a shrine to some sort of ocean deity.
Erilyn :: EH - ruh - lin/ɛ'rɨlɨn
The main continent of Pokémon: Azure, encompassing Carendor, Kinroth and the Leviathan Isles.
Kinroth :: KIN - roth/kɪn'rɔːth
The larger isle of Erilyn and the most fertile. It is home to the Citadel and the Council.
Lake Esp'r :: ESS - per/ɛs'pər
Lake Ux'é :: OOK - say/ʊk'seɪ
Lake Z'elf :: uh - ZELF/əzɛlf'
Carendor :: KAH - ren - dor/kær'ɨndɒr
The smaller isle of Erilyn and the most barren. It is home to the Legion and the Three.
Factions and Races
Erilynians :: eh - ruh - LIN - ee - an/ɛrɨlɪn'iːɨn
"Erilynian" is a broad term for any person or Pokémon originating in either Kinroth or Carendor.
Kinrotheans :: kin - ROTH - ee - an/kɪnrɔːth'iːɨn
Kinrotheans have a broad range of appearances, mainly depending on the locality of their ancestors. The majority of Kinrotheans are divided into two main factions: The Citadel and the Legion.
:: The Citadel
The Citadel is the major faction based in Kinroth, focused on driving the Legion away from Kinroth. The majority of Citadel forces are based in Kinroth's west, closer to Carendor and stationed in large military encampments. The Citadel is supposed to be led by the High Ruler, but with him gone, all of his responsibilities have been transferred to the Council.
:: The Legion
After the Three were banished by the High Ruler to Behemoth Mountain, a multitude of their followers made the transition to Carendor. Here they bided their time for a hundred years before mounting a seemingly-endless, full-scale attack on Kinroth. The Legion is not to be confused with Carendorians, who are the native people of Carendor.
Carendorians :: kah - ren - DOR - ee - an/kærɛndɒr'iːɨn
The native nomadic people of Carendor, they are easy to discern from Kinrotheans due to their tanned skin and pale, flowing clothes. They had lived off the land for thousands of years, constantly moving around in order to spread about their use of the land's resources, but the invasion of the Legion changed all of this. The Carendorians were displaced from their homeland and forced to either merge with the Legion or risk starvation.
The Citadel
The High Ruler
The once-great and loved overseer of Kinroth. He possessed the Aetherian Crystal, and had the power to augment the Citadel army's strength. He has since been assassinated, an event which should not have been possible with the Crystal present. He was partnered with an Eevee, which also passed away of emotional stress minutes after the High Ruler's death.
The Legion
Zetan :: ZET - en/zɛt'ən
One of the Councilors banished by the High Ruler two hundred and fifty years ago, and now one of the Legion's three leaders. Zetan is considered to be the lowest-threat member of the Three, after both Ikima and Ozyth. He was partnered with a Jolteon, but it is unknown if this is still the case.
Ikima :: uh - KEY - muh/ɨkiː'mə
One of the Councilors banished by the High Ruler two hundred and fifty years ago, and now one of the Legion's three leaders. Ikima is considered to be the second-most-dangerous member of the Three, after both Ozyth. He was partnered with a Flareon, but it is unknown if this is still the case.
Ozyth :: OH - zeth/oʊ'zəθ
One of the Councilors banished by the High Ruler two hundred and fifty years ago, and now one of the Legion's three leaders. Ozyth is considered to be the greatest threat out of the Three. He was partnered with a Vaporeon, but it is unknown if this is still the case.
a.n.: This section will be expanded upon as the roleplay progresses.
Standards of Quality
Here it is; the inevitable section. I'd expect that all of you would follow these rules no matter what roleplay you were joining, but all the same, here they are.
1 :: Follow all existing PokéCommunity rules. This includes the roleplaying section rules, which can be found here.
2 :: Respect the lore. Time and effort goes into constructing roleplays. While I realize this type of rule can be a killjoy in some cases, ultimately it contributes to keeping the story coherent and of one mythos.
3 :: You're no superhero. There are far too many sign-ups submitted to roleplays that denote a "dark, edgy and misunderstood" character with some sort of ultra-massive-fart-huge power. While it's fun to play the all-powerful character, equality needs to be maintained, or everything becomes a godmodfest.
4 :: Sign-ups belong in the OoC thread. Do not post sign-ups in the IC thread.
5 :: Posts should be of a reasonable length. Don't be put off by this massive post - but try and keep them to a 300-word minimum; 1,000 words is recommended (and really isn't that huge; it's about 1.5 pages on Microsoft Word with a size 12 font.
6 :: Yes, death is a theme, but not the core. People and Pokémon are going to die - it's a roleplay about a war, after all. Just don't be graphic about it - they can "crumple to the ground, lifeless", but not "explode into a million bits and now there's guts everywhere oh god help"
The part you've all been waiting for - the sign-up sheet! I've left out the "Appearance" criterion that's usually present in all application forms, because I want you to write it into your first post. Nothing like "charlie brown has purple hair and rainbow eyes also he's walking along a track"; more like "As Mr. Charles Brownson strolled through the countryside, he smoothed out his elegant purple afro and stared into the distance with his fabulous, multi-coloured eyes." Show, don't tell!
Name: If you don't understand this, I suggest you find another hobby.
Gender: Gee whizz, Bill! What do ya' think this could mean?
Alignment: Citadel/Legion*/Other (clarify)
Nationality: Kanto, Johto, Hoenn, Sinnoh, Unova, Kinroth, Carendor**
If not from Carendor/Kinroth, why did you immigrate?:
History: Examples: childhood, lifestyle, war involvement, enlistment, partner Pokémon, etc. - A couple of good paragraphs here.
Personality: FOUR HUNDRED THOUSAND PARAGRAPHS NO EXCEPTIONS EVER
Partner Pokémon + Nickname (if applicable): Only one; more will be available to you as you progress. Yes, ANY SPECIES (excluding legendaries).
Current hometown: One of the Kinrothean towns/cities.
*If you select Legion as your faction, write as though your character is a spy - the Council would have no reason for summoning somebody they knew was allied with the Legion.
**Remember that no matter which region your character is from, the technology and general culture is at the same level. They didn't come from super-advanced Kanto on the Fast Ship to sightsee in medieval Erilyn.
There are bound to be a load of questions, so I'll answer the most obvious ones right here.
Why? :: Why not?
How many characters are allowed? :: The roleplay will commence with 4 characters, and sign-ups will close at 6.
Am I meant to read all of that? :: It's a massive post, I know. The short answer: No. I would, however, like you to at least familiarize yourself with the prologue and the location information that actually has anything to do with the story. There'll soon be a map, also.
Okay, so what do I do? :: Fill in the sign-up sheet!
Where's the freedom? :: You'll notice I've kept most locations and terrain descriptions pretty vague. I'm happy for you guys to come up with other (minor) factions, locations, organizations, etc. as long as it coincides with the existing lore.
Are you nuts? How long did this take you? :: Probably. And a while.
Where is this roleplay going? What's the intended direction of the plot? :: ~Places~.
"a.n."? :: Author's note.
"CE"? :: Common Era. The year 0 CE is the year Arceus gave the Aetherian Crystal to the first High Ruler, leading to the peoples of Kinroth being united and the formation of the Council. So basically, this roleplay takes place 1547 years after the Citadel was founded. BCE = Before Common Era.
How many Pokémon do I get? :: For the first chapter or two, just one. This Pokémon will be your "partner", the one you established an emotional bond with at an early age. Almost every person in Erilyn has a partner Pokémon.
What's the culture of Erilyn like? :: South, west and north Kinroth = generic medieval Britain. East Kinroth = Egyptian/Graeco-Roman. Carendor = pseudo-Persian. Leviathan Isles = Greek.
All Pokémon regions are based on real-world locations. What's Erilyn based off? :: Ibiza <3
You sound bossy! :: I'm sorry! I'm proud of the work I've done here, and for some reason that equals formality. Find me at any other time at any place on the forums and I promise I'm not so serious
Your pictures are all pixel-y, Mang! :: Lies! It's an oil painting effect D:<
- The Pokémon Company and Game Freak, for being the basis upon which this universe is allowed to exist.
- Ian Irvine's The Well of Echoes quartet of novels, for providing inspiration in all forms.
- Various photographers and Google for providing photographs showcasing nature.
- Cirrus' roleplay Litany: An Anthem of Worlds for inspiring the CSS layout of this thread.
- The Presets' and Swedish House Mafia's respective albums Apocalypso and Until Now for helping me get through this enormous post. I strongly recommend them - really, they're great records.
It's all in the Music.
The Music
Pendulum - The Terminal
Danny Byrd - Ill Behavior
Netsky - Love Has Gone
The Projects
Unnamed DnB project
Composition for rehearsals
The Inspiration
Enter Shikari
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February 6th, 2013 (5:56 PM).
Name: Rowan Macmurray
Gender: Male
Alignment: Citadel (White Tide, see history)
Nationality: Kinroth
History: Though typically not directly affiliated with the Citadel, (and with a few rumors that he does not follow the Citadel's teachings) Captain Macmurray's proven aptitude in the war are utilities that cannot be ignored. Patron of Azuma City, captain of the Mistrider, and influential leader in the campaign against the black market, privateers, and more recently the Carendorians, Macmurray is a useful ally to have.
Born to a fisherman in a humble town on the coast of Kinroth, Rowan spent a great deal of his childhood learning his father's trade, following in his footsteps. Though to most an unremarkable man, he had a profound effect upon young Rowan. His had been a fisherman all his life, in his younger days he would partake in fishing outings in large ships, but he ultimately decided to settle down after the birth of Rowan. He taught his son all the essentials of being a proper sailor. Two things were very important to Rowan's father: honor and loyalty, which Rowan to this day has held up as some of the most important traits one can uphold.
It was in these days in the small town that Rowan believed he would grow up to be a fisherman like his father, and his biggest dream was to one day own his own ship, such that he may be in charge of the fishing trips his father had often reminisced about. Needless to say, things did not turn out exactly that way.
It was much to Rowan's surprise when he and his family suddenly moved to Azuma. The death of a great uncle Rowan had never known had caused his father to gain a large inheritance, the great uncle having no heirs of his own and his brother, Rowan's grandfather, long dead. A piece of this inheritance was the great uncle's illustrious home, which just so happened to be in Azuma City. Along with a change of scenery came a wealth of new opportunities, one of these the chance to train as a seaman and to be part of a crew. Rowan jumped at the chance.
At first, Rowan had to jump from ship to ship, going along with any who would take him. Eventually, after gaining a deal of experience, he had found a crew that would regularly hire him. They worked in the shipping industry, bringing cargo from the port of one island to the port on the other. Sure, he wasn't a fisherman, but Rowan was part of a crew now, and he was making good money to boot.
One day, on a voyage back from Carendor, the ship Rowan was serving on was attacked by privateers. Though he and the rest of the crew managed to escape with their lives, they had lost the cargo they were shipping. This financial blow, coupled with the rising threats of piracy in the waters was enough to put the small independent shipping company out of business. The fact was that they simply did not have the money to afford the proper protection while still making deliveries, nor the luxury to waste resources taking longer, safer routes to destinations. The company resolved to split whatever profits they had remaining and disband. Rowan's sum was not as much as some may think, given that most of the profits from one trip went right back into funding the next. Still though, the money he had made was substantial, and Rowan had a new goal to spend it on: he wanted to fight not only the crime on the open waters, but also that which occurred locally.
So it was that Rowan rallied whatever forces he could to coordinate and execute attacks on criminals, starting with the black market deals that took place within Azuma. It started out simple, raids on deals and ships that came into port that were known to carry illegal goods, the capture and interrogation of those involved, and the ever-continuing search for more deal locations, suppliers, and potential members of the admittedly rag-tag group of vigilantes.
It was on one of these raids that Rowan met a Buizel who had shown ingenuity not only to escape its captors, but also to incapacitate them. This all happened during Rowan's raid. Upon first contact, the Buizel was hostile towards Rowan, and attacked him. It was only after a party of mercenaries in employment of the black market traders showed up and a few times saving one another's lives that Rowan and the Buizel found the prospect of working together. Naming it Skipper, the two have worked alongside each other ever since, in times of late the Buizel has evolved into a Floatzel. Nowadays, Skipper regularly assists Rowan in everything from fighting to sailing ships. (A rumor has started stating that the two along could pilot a ship through a storm.) Skipper tends to be a bit hot-headed. More of an 'action first' thinker, and stubborn to no end. Being stubborn, though, does have its advantages when your opponent insists there is no possible way for you to pull through.
Over the years, Rowan's gang grew, as did his fame and fortune. He had amassed enough wealth to obtain a ship, calling it the Mistrider, which sails with the other ships that would join in its crusade on crime at sea. In years of late, Rowan has ascended the social ladder and has become an influential member in Azuma, his reach sometimes extending far beyond the city. When the war started, and the coastal cities began being threatened by the Legion, it was only natural that Rowan's group, recently dubbed the White Tide, turn its attention towards the new threat. Backed by Citadel forces, Rowan has shown a deal of success in repelling Legion ships that would have posed a threat to Kinroth.
Seeing Rowan's efforts in the war, it was not unexpected for the Citadel to contact him. Though Rowan directly joined the the Citadel army, remaining a third party backing the Citadel, he has become involved in its affairs, acting as sort of a representative of the White Tide, which is considered as much a mercenary band as vigilantes. Granted, relations between him (and the White Tide as a whole) and the Citadel can be shaky at some times. Rowan doesn't always agree with Citadel policies, especially when they concern his home area. On the other side, certain members of the Citadel feel uneasy about the almost private army of the White Tide in employment of Azuma rather than the state as a whole, and feel as if the band may switch sides at any moment. Still, the White Tide's assistance is a help to the Citadel, and the White Tide would not be able to accomplish nearly as much without Citadel support, so the two tolerate each other.
Personality: Charismatic, anti-crime, and no doubt passionate about what he does. Rowan enjoys the luxury of higher living, if not spoiled by it, but not without the spirit of a small-town man who knows about a hard day's work. Rowan tends to act familiar around people, regardless if such familiarity exists or not. He is no stranger to a lighthearted quip or a loose-tongued remark. He is not afraid to be blunt or to say things exactly how they are, in fact, her prefers it that way. His past achievements and practical leadership of the White Tide give him an air of confidence, perhaps overly so, and also a sense of business. In short, a fairly friendly man who prefers to get right down to business when there is business to be done.
In the same light of getting down to business, Rowan greatly prefers direct engagement over other means in most any situation. Being in the position he is, Rowan is no stranger to parlay or negotiation with enemies, but that does nothing to say of his liking for it. When possible, he prefers direct confrontation, especially when it comes to criminals or enemies. In Rowan's eyes, if one has committed a wrong, they must answer for their actions and a person is irredeemable until all dues are paid and all debts settled. The line between acquaintance and foe is not a hard one to cross, either. An enemy of the law is an enemy of Rowan. An enemy of the White Tide is an enemy of Rowan. An enemy of the Citadel is an enemy of Rowan. When it comes to those things, Rowan has no remorse nor regret.
Pokemon: Floatzel (Skipper)
Current Hometown: Azuma City
February 6th, 2013 (8:26 PM). Edited February 8th, 2013 by Greiger.
Edit: It... is done!
Name: Mario Retna
Gender: Male
Alignment: Citadel
Nationality: Kinroth
History: To say that Mario's life was filled with tragedy, drama, and a constant struggle to live would laughable. Even though he was born in Shell City, Mario was not born to a fisherman. Yes, quite intriguing isn't it? If not a fisherman, then why would he call Shell City his home? It is a city full of those who live off of the sea right? Well, Mario was actually born into a family of soldiers. Yes, for many generations his family has served the Citadel, working to ensure that it remains intact and that they would serve the High Ruler and the Council with all of their heart and soul. For the first few years of his life Mario was trained underneath his father who was unfortunately disabled due to an injury when he partook in battle. He learned how to use various weapons such as maces and swords to find the perfect fit for his training. Since children weren't taken in until a certain age he had a good number of years to learn the various battle stances and defensive maneuvers that served the rest of his family whenever they fought. This of course led him to be socially awkward around other children his age. While they were busy playing near the water or socializing while they went out on the boats he would strike trees and make shift dummies with his wooden weapons. Often times he would wonder why these other children were concerned with play when a war was going on and sooner or later they would have to fight in some way.
By the time he had turned ten he had already accepted using a mace as his prime weapon. More powerful than a sword, but a bit slower as well, it was a surprise when he traveled with his parents on his birthday to The Citadel to see the very city where the High Ruler resided. As they toured the city his parents were more than apt to drill it into his head that when he grew up into a strong soldier he would be one of the many who would take responsibility to ensure the city would never be taken and that those who resided in it would be able to count on him to protect them. It was a unique vision to the young lad who wanted more than anything to follow in his father's footsteps and strive to be the best soldier he could be.
Upon returning Mario continued his training and learned how to use a bow, although he wasn't as efficient with it as he was with his mace. Two more years passed and by this time Mario had long been ostracized by his peers for simply neglecting the community he grew up in. He wasn't one to partake in local events or to even ask girl's out on dates. He remained diligent in carrying on his parent's legacy for when he enlisted, seeing it as the highest priority he would ever have. His father surprised him one day by having him head out on his first 'quest'. When his father had been young he had gone off to find his partner pokemon, the very being he would entrust his life to on the battlefield and likewise who would place its trust in him. Mario gathered only a few supplies for a small trip and headed off down the road to find a pokemon worthy of being essentially his warrior soul mate. The road stuck mainly near the water side allowing Mario to come upon various water type and flying type pokemon. Since Shell City was nearby most of these pokemon were used to a human presence and didn't run away. Luckily, these pokemon knew about the forces in the Citadel and knew that if they could impress the boy then they would be on their way to having various needs attended to them.
It seemed that no matter which pokemon came up to Mario he always found a flaw that ended up with him shaking his head. There were those that displayed overly aggressive behavior, or would wind up in a situation where they showed carelessness, and all other matter of things came into play such as personalities. Mario would always move on leaving disappointed pokemon behind. It was at his third stop that he came upon yet another group of pokemon who eagerly showed off for the boy or strived to earn his attention. As he eliminated pokemon after pokemon from his list he had only one left. It was actually a pokemon who hadn't tried to show off, but had stood off to the side with a distant look in its eyes. The Psyduck didn't try to boast itself to the boy, or attempt to sabotage another pokemon's performance. Rather, it had waited patiently for the others to take their turns before simply stepping up bowing a bit to show its respect. It was the attitude that Mario was looking for and he led the Psyduck back to his home. Although his father looked upon the strange pokemon with a bit of concern, he did say that it was Mario's choice after all.
With his partner set Mario set out with the task to teach the water type all that he knew and although the Psyduck was a bit slow he would eventually catch onto the lesson and put all of his effort into the training... even though his effort was lackluster to say the least. The yellow duck ended up constantly missing his targets, would use his psychic abilities without forewarning, and even didn't know when he was threatened. By the end of his fifteenth year Mario was struggling to have the duck so much as remember how to put out a fire. The lad was seriously doubting whether or not he would even be accepted into the soldier's ranks with such a weak pokemon as his partner, but he still continued on noting that perseverance was always a trait to have as a soldier.
Still though, it worried him greatly when he had reached the age of eighteen and was eligible to enter the line of duty. Although Neptune was rather happy being his partner pokemon Mario still held some doubts as to whether he should have picked another pokemon. Regardless, he packed up his equipment and departed from the house and headed to The Citadel. Due to Neptune's rather... lacking performance Mario was assigned to the Venus Encampment to basically stay out of the way while the real soldiers participated in battle. The assignment left Mario furious and he ended up taking it out on Neptune every now and then to the Pysduck's dismay. He did eventually calm down and accepted that he would most likely never see the frontlines. For a year the two stayed in this camp performing simple tasks around the camp that left a bitter taste in Mario's mouth. One day the camp turned to panic as there grew news of a fire started by the Legion in an attempt to weed out the soldiers.
Mario was called upon to head to the fire and take it out as quickly as possible and seeing it was his chance to prove himself headed off with Neptune. It turned out even the fire was a trap as Legion soldiers attacked any pokemon that tried to put out the flames. Although Neptune was doing his best to prove himself to Mario the flames were spreading too quickly but Mario made sure to urge Neptune on. With Neptune occupied Mario found himself surrounded by several soldiers and fire pokemon and while he did manage to beat back a soldier or two, the fire from the pokemon was causing him intense pain. Mario really didn't know what had happened when he blacked out. All he knew was that the flames were dispersing when he came to and that there was a Golduck that was protecting him.
Based upon the reports of other soldiers who were there Neptune ended up evolving and used his new found psychic powers to beat back soldiers and pokmeon alike and aided the other pokemon in extinguishing the fire. Due to his heroics as well as Neptune's increase in power he was reassigned to the Blast Warfront Encampment where he has remained for the last few years as he has even gained his own small squadron of troops to command with his new rank of Commander. Recently word was gotten to Mario that the Council was requesting his presence and after promoting another to Commander while he was temporarily away he set off with Neptune to The Citadel to serve his kingdom.
Personality: Due to the many years he has been at war Mario has one thing that many seem to loose, perseverance. Taking the lessons his parents taught him to heart, he always makes sure to go for his best no matter the circumstance. He also shows a large amount of dedication to his superiors by rarely complaining about a task, instead working until the task is finished, and many times working as quickly as he can if he particularly dislikes the task. Even though the war has brought out the best in him, it has also awakened his nightmares. There are many times when he will stay up all night due to the images he has seen. Broken bodies, blood on the ground, and those are the images that don't even come close to causing him to tremble anymore. It has gotten to the point where he will sleep with at least a dagger by his side in case there are any surprise attacks by the enemy.
His relationship with Neptune meanwhile has blossomed. Ever since the Golduck evolved he has made sure to include him in all of his activities. Wherever Mario goes Neptune ALWAYS follows, no exceptions. The one weakness Mario knows he has is for his partner. He knows that if anything were to happen to Neptune he might just crack.
He holds high esteem toward his other soldiers and while some might not have the most respectable of positions his time in the Venus Forest allowed him just the briefest glance into their world. Of course, traitors and such are not tolerated by Mario and if he does see a soldier more than happily avoiding his duty to the Citadel he is one to make sure he pays for his crimes.
Partner Pokémon + Nickname (if applicable): Golduck (Neptune)
Pokmeon Personality (Because I think pokemon should have personalities and mostly for some flavor ): Neptune shares the same pain his master has. Due to being up close and personal with other pokemon he too shares his own unique scars telling of the many battles he has survived. Since he belongs to a commander Neptune is used to being respected by other soldiers and their pokemon. Although he does respect a young pokemon's decision to enter the war, he tends to stay distant from them since many times it is the younger ones that end up dying quickly.
Due to his typing he tends to be wary around electric and grass type pokmeon, even if they are part of the same forces. Instincts can suck like that. If anything, it is only thanks to Mario that Neptune has built up a bit of courage to approach them. In battle Neptune focuses on staying with Mario and focusing on any pokemon that intend to harm him. While the two have often snapped at each other due to the stressful situation, Neptune still considers himself loyal to Mario.
Current hometown: Shell City.
February 6th, 2013 (8:56 PM). Edited February 7th, 2013 by Xlugon Pyro.
This very much resembles the basic idea I had for a Pokemon fantasy RP. Glad to see you did the work for me. I believe I signed up for the original Aether's Edge too but I do miss the map you had if I recall corectly. Even so, this is fascinating and I want to take part.
Consider this a reservation if I may. You may notice that I'm borrowing from my old app. from the last RP but as of right now, everything's a work in progress.
I do have a question though: are we allowed to make up our own hometown, birthplace and regions within Erilyn in regards to our character's history so long as they're not in conflict with the regions and lore already set in place? Also, is the Legion an evil faction or is the two faction conflict more of a gray or neutral one? The motives of the Three aren't really explained but the vibe from reading the plot implies that the Legion are the bad guys.
My posts look too short, so I'm going to misguide the general public and artificially enhance the length of my posts with this garbage of a signature!
In a world without substance, a nonsense signature is only appropriate!
February 6th, 2013 (10:20 PM). Edited February 10th, 2013 by RedWing.
Name: Olivie (Pronounced Oh-liv-long e sound-ay) Castile Romanov, the First
February 8th, 2013 (1:24 PM).
Alright, finished up my SU. Hope it is amazing enough to let me into this.
February 11th, 2013 (12:04 PM).
This looks amazing. You obviously put so much effort and thought into this. I'm really so excited.
I'll be making up a SU when I get off work tonight. uwu
This is the most fun you will ever have reading anything ever.
March 1st, 2013 (2:08 AM).
Oh dear. I may have forsaken this thread :x I'm really sorry I didn't get back to any of you guys! I've been extremely busy lately with all sorts of real-life stuff, but I'm extremely keen to get back into this - that is, if anyone's still interested! Until I've read over everyone's signups, registration is still open, so get posting, everyone
It's all in the Music.
The Music
Pendulum - The Terminal
Danny Byrd - Ill Behavior
Netsky - Love Has Gone
The Projects
Unnamed DnB project
Composition for rehearsals
The Inspiration
Enter Shikari
March 1st, 2013 (5:54 AM).
Hello. I'm writing this post because I want to say OMFGWTFBBQ. Now that I've got that out of the way, I want to say that this RP sounds -amazing-. The story is really well thought out, and I can tell (Thanks partially to your snarkiness, Mang ) that you've got -quite- a knack for making epic stories with detailed backgrounds and good plots, having it serious without it devolving into some kind of melodrama.
I wish, I REALLY wish I had the will to get into an RP like this and post frequently, but I'm afraid that an RP of this magnitude is going to attract people who writes biga$$ posts which makes me and my epeen feel inadequate. As amazing an idea as this is, I'm not sure I'd be able to follow through on it and get into a decent posting pace (Unless I had someone to do dual posting with or the like. At every so often).
However, I felt that an RP that seemed -this awesome- deserved recognition. So there you go Mang, have some egorubs :3
March 1st, 2013 (9:46 AM).
Yeah, still interested so I am keeping on with this.
March 1st, 2013 (10:56 AM). Edited March 2nd, 2013 by Garet.
Here's my SU sheet, not done yet.
Name: Aduro Viviani
Gender: Male
Alignment: Citadel
Nationality: Kanto/Kinroth
If not from Carendor/Kinroth, why did you immigrate?: It was Aduro's grandparents that immigrated to Kinroth. They brought their knowledge of Pokemon breeding and what was left of the Kanto Pokemon they owned after a violent rainstorm and a wildfire struck their ranch. About that same time, Aduro's grandfather was approached with an offer to find work in Kinroth, which he accepted. The way Aduro has heard it told, there were no other opportunities in Kanto.
History: Aduro Viviani was born on the Viviani ranch, just outside of Plume City. His grandparents, on his father's side, had settled in and, as hired, helped with the local Pokemon breeding and farming. As Aduro's grandfather and father worked, they soon established their own ranch and Pokemon breeding programs, with the current war in mind. Aduro's father married a Kinroth native, a woman with similar interests who moved onto the ranch. They were happy that their first child, Aduro, was a boy.
Of course, Aduro wasn't exempt from daily chores and ranch activities once he was about seven years old. Even with all the people who were available to work on his family's ranch, an extra pair of hands wouldn't be left to waste. Besides, Aduro had to learn things somehow, and it was best to have him learn by doing. One of the things Aduro's father taught him was that you shouldn't expect anyone under you to do something you wouldn't do yourself. As Aduro would discover, this rule applied to more than managing a ranch.
Despite the ongoing war, Aduro and some of the ranch hands he worked with often maintained a largely positive outlook and took what they could in ways of enjoyment. One ranch hand in particular, an old man named Julian who had come to Kinroth with Aduro's grandparents, always took the time to be a friend to the young boy. All in all, if someone was to ask Aduro now what a few of his childhood highlights were, he would say that the times when he found it hardest to be positive was during military training. Aduro's father had taken it upon himself to make sure his ranch hands and their Pokemon could effectively defend themselves if the ranch was ever attacked.
Personality: FOUR HUNDRED THOUSAND PARAGRAPHS NO EXCEPTIONS EVER
Partner Pokémon: Garrett the Arcanine
Current hometown: Plume City
Is it open for us to decide whether the other regions have an interest in the war between the Citadel and the Legion?
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Girl & Fiddle By Joanne B
Calgary Fiddlers show young girl how to play the violin down at the Calgary Stampede (2011).
Jul 13, 2011
Family Fun, Arts & Culture, Festivals & Events
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subset: commoncrawl


text:
2012 DIRTcar Late Model Rules
* Under the guideline of the 2012 DIRTcar Late Model rules any and/or rules and as stated in the 2012 DIRTcar Rule Book, all DIRTcar rules applies to all divisions, except in instances where any local track rules, pertaining to any item are listed in the local track rules, whether that is in the technical components and/or the racing procedures and/or overall rules that are administered by the local track officials and management. In those instances and where applicable, the local track rules shall prevail.
* The following are the 2012 DIRTcar Late Model rules. All amendments supersede any previous rules regarding any technical article and/or aspect.
* Under the guideline of the 2012 DIRTcar Late Model rules any and/or rules and as stated in the 2012 DIRTcar Rule Book, all DIRTcar rules apply to all sanctioned divisions.
* The specifications published shall be considered a section of the "Official Rules and Specifications" for all events, series and sanctions by World Racing Group. All sections should be considered when determining specifications and governance.
15.0 DIRTcar Late Model Rules
15.1 Engines
A,) Only conventional type V-8 engines with the cam in the block will be permitted. There will be no limit on the cubic inch displacement.
B.) All engines must be based on a manufactured, factory design.
C.) Aluminum or steel blocks will be permitted.
D.) All engines must be normally aspirated with a single conventional-type four (4) barrel carburetor.
E.) The engine must have an operating self-starting mechanism. Vehicles that require a 'push start' will not be permitted.
F.) Only a single distributor and magneto will be permitted. Coil pack and/or engines that have individual ignition systems, electronic or mechanical for each cylinder will not be permitted.
G.) A maximum of 25 ½"-inches from the center of the ball joint to the front of the motor plate/engine bell housing flange will be permitted.
H.) Only two (2) valves and one (1) spark plug will be permitted per cylinder.
I.) In the event that there are new engine components and/or a new engine configuration they must be submitted per the World Racing Group submission requests prior to being introduced into competition.
15.1.2 – Transmission/Driveline and Driveline Components
A.) Direct drives systems of any-type will not be permitted.
B.) The transmission must be bolted to the engine it must have forward and working reverse gear(s) and must be able to shift to forward or reverse with engine running.
C.) All cars must be equipped with a working self-starter.
15.1.3 – Driveshaft
A.) The driveshaft must be a minimum of 2"-inches in diameter. All drive shafts must be painted white.
B.) Only one (1) drive shaft connected from the transmission to the center section of the rear end will be permitted.
C.) A minimum of one (1) driveshaft hoop / sling must be fastened securely to the frame. It is recommended that two (2) driveshaft hoops / slings be used.
15.1.4 – Rear End
A.) Any type of rear end differential / center section will be permitted.
B.) Live-axle type rear ends will not be permitted.
C.) Independent rear suspensions will not be permitted.
D.) Floater-type wide-five hub assemblies will be the only hub assemblies permitted.
15.2 Fuel, Fuel Cells and Fuel System
A.) All cars must have fuel cells that meet and/or exceed FT3 specifications. The fuel cell must have a maximum capacity of 35 gallons.
B.) The fuel cell must be enclosed completely in a container that is a minimum thickness of 20-guage magnetic steel and/or .060"-inch aluminum.
C.) The entire container must be visible for ease of inspection.
D.) The fuel cell must be mounted behind the rear axle between the rear tires, a minimum of 4"-inches ahead of the rear bumper. The bottom of the fuel cell must not be any lower than the bottom of the rear end/quick change housing.
E.) The fuel cell must be mounted with a minimum of two (2) .125"-inch thick steel straps. The straps must cover the entire cell. Fuel cells that are mounted in a square tubing frame will be permitted. A minimum of 7/6"-inch ASTM Grade 8 bolts must be used to mount the fuel cell to the frame.
F.) The fuel pick up must be positioned on the top or right side of the fuel cell and be constructed of steel. The fuel pick up must have a check valve.
H.) Only racing gasoline or alcohol will be permitted for competition. Nitrous oxide, nitro-methane and/or propylene oxide will not be permitted.
I.) For the purpose of inspection, the drive and/or crew must be prepared to drain fuel upon request for inspection and/or measurement.
J.) Only mechanical and/or belt driven fuel pumps will be permitted. Fuel injection system(s) and/or electrical fuel pumps and/or any type of pressurized fuel system will not be permitted.
15.3 Exhaust – Muffler and Sound Reduction Devices
A.) The exhaust flow must be parallel to the ground. Exhaust systems that direct the flow toward the ground will not be permitted.
B.) All exhaust systems/headers must end with a collector.
C.) Several tracks have a locally enforced decibel rule, which preempt any particular muffler rule. Some tracks may have a maximum sound level rule of 95 decibels at 100 feet. This rule will be enforced by local government agencies. Such decibel rules preempt utilizing the required mufflers in sub-section 15.2.A.
D.) For all World Racing Group Late Model events that are a part of and/or in the region of the Western All-Stars, Southwest Late Models and/or the Northwest I-5 Late Models, the following mufflers should be utilized in competition from Extreme Technologies; P/N 21435, P/N 21440 or P/N 35835.
E.) If a decibel rule is in place, then the decibel rule must be met, regardless of the specified muffler application.
15.4 Traction Control Devices
A.) All electronic and/or computerized wheel spin and/or ignition retardation and/or acceleration limiting and/or traction control devices of any type will not be permitted.
B.) Adjustable ping control devices, dial a chip controls, timing controls and/or automated throttle controls will not be permitted.
C.) Adjustable restrictor plates will not be permitted.
D.) Remote control components of any-type will not be permitted.
E.) Radios and/or devices for transmitting voice and/or data will not be permitted.
F.) Data acquisition systems will not be permitted.
15.5 Chassis/Frame
A.) The minimum wheel base minimum will be 103"-inches with a maximum wheel base of 105"-inches.
B.) All frames must be fabricated from magnetic steel with a minimum of 2"-inches x 2"-inches or approved rectangular magnetic steel with a minimum material thickness of .083"-inches.
C.) A minimum of 1.75" Outside Diameter magnetic steel tubing, 4130 Chrome Moly or DOM with a minimum material thickness of .083"-inches, will be permitted for frames that are fabricated from round tubing.
D.) Rear bumpers that are stubbed may only extend a maximum of 8"-inches beyond the frame. Any stubbed rear bumper that extends further than the maximum of 8"-inches must be formed and directed 8"-inches toward the front of the car.
E.) External rub rails will not be permitted.
F.) All cars must be equipped with a tow hook and/or strap for the purpose of towing.
G.) All battery supports and/or mounts must be secure and braced in two (2) horizontal positions and one (1) vertical position.
H.) Any frame built on or after January 1st, 2006, must have the builder's unique serial number plate prominently attached to the left side roll cage upright. The plate must be welded in place. All characters on the plate must be a minimum of ½"-inch in height and the serial number must not exceed 8 characters.
15.6 Weight / Ballast
A.) The total weight of the car with the driver will be;
1.) A minimum of 2,300 lbs as weighed on the track scales for a car with an aluminum engine block.
2.) A minimum of 2,200 lbs as weighed on the track scales for a car with a crate motor.
3.) At specified events a minimum of 2,250 lbs as weighed on the track scales for a car with a Steel Block engine.
B.) Weights up to 50 lbs must be positively fastened by 2 ½-inch, minimum grade 5 bolts with a minimum of two (2) weight clamps. Threaded rods will not be permitted. All weights must be painted white and clearly labeled with the car number on it.
C.) Any weight(s) must be securely attached to the frame below the body decking.
D.) Any car that loses any weight/ballast during an event may be subject to a penalty.
E.) Weights attached to the rear bumper and/or outside the frame will not be permitted.
F.) Pellet-type and/or liquid-type weight/ballast will not be permitted.
G.) Driver operated weight adjustment, 'weight jacking' devices will not be permitted.
15.7 Body (Refer to diagrams 1 – 4 attached)
15.7.1 – Overall Appearance
A.) The car must be neat in appearance and must display the car number of the front nose and the rear fuel cell. The minimum height for the number will be 6"-inches.
B.) The car must have legible numbers on each side and on the roof a minimum of 18"-inches high,
C.) The driver's last name must be placed in legible letters on both doors or the rocker panels
15.7.2 – General Body
A.)The nosepiece must match the body style of the make and manufacturer of the car and be the same as the make and manufacturer of the motor (GM, Ford, Mopar).
B.) All cars must have a minimum half-inch (1/2") and a maximum of one (1) -inch radius at the top of fenders, doors and quarter panels. Sharp edge(s) will not be permitted.
C.) The floor boards and firewall must completely cover the driver's area with no openings.
D.) Fins and/or lips of any-type will not be permitted anywhere along the entire length of the car.
E.) The body line must be a smooth even line from front to rear.
F.) Wedge shape cars and/or body styles will not be permitted.
G.) "Belly pans" or any type of enclosure on the bottom of the car will not be permitted. A skid plate to protect the oil pan is permitted. A maximum 1/8" skid plate will be permitted.
H.) Wings and/or tunnels and/or any type of air deflection device will not be permitted underneath the body and/or chassis of the car.
I.) A maximum of one (1) stone deflector, for rear mounted oil pumps, oil filters, and for the main oil tank will be permitted. The deflector may be made of steel, aluminum, or heavy gauge wire. The cover may only be mounted near the unit it is designed to protect with a maximum size of 18" x18" and only mounted from the upper right frame rail to the lower right frame rail.
J.) Panels of any type under the rear deck running from the front to the rear of the car will not be permitted.
K.) Bodies that are non-approved will be assessed a weight penalty. The minimum weight penalty will be as follows; 25 lbs per inch of the infraction.
L.) Any style air cleaner scoop used must be positioned in front of/or around the air cleaner and must not exceed 1"-inch in height above any part of the air cleaner. Any type of flange and/or air deflection device and/or fin that is designed to direct airflow will not be permitted.
M.) Cockpit adjustable components with the exception of brake bias adjusters will not be permitted. Adjusters of any-type, including but not limited to adjustable shocks, hydraulic or pneumatic weight jacks, trackers, ignition boxes or similar adjustable components will not be permitted inside the cockpit of the car or within reach of the seated driver.
15.7.2 – Nosepiece
A.) Only approved nosepieces may be used. A list of approved manufactures and part numbers for competition in World of Outlaw Late Model and UMP DIRTcar competition follows:
1.) Dominator – The Official Nose of DIRTcar
2.) MD3 – Performance Bodies
4.) Five-Star MD3 type
B.) All nosepieces must be made of molded type material.
C.) Two piece noses must be positively fastened together in the center. Spacers added to gain width will not be permitted.
D.) The nosepiece must be mounted in a manner that does not alter its original shape.
E.) The nose shall remain flat above the nose lip/wicker bill. Alterations and/or additions may be made to this area other than cooling holes will not be permitted.
F.) The nosepiece can extend a maximum of fifty-three inches (53") from the center of the front hub to the farthest point extending forward.
G.) The nosepiece must display a headlight decal package. A one-race grace period, running contrasting color tape in the shape of a headlight will be permitted.
15.7.3 – Roof
A.) The roof length from front-to-back must be a minimum of 44"-inches with a maximum of 54" inches.
B.) The roof width from side-to-side must be a minimum of 48"-inches to a maximum of 52"-inches.
C.) The roof must be stock appearing and be mounted level to the body.
D.) The minimum height of the roof will be 45"-inches with a maximum height of 48"-inches.
E.) The roof must be mounted parallel to the body and near the center of the car as viewed from the front of the car.
F.) A maximum 1-1/2" roll, turned downward will be permitted along the front of edge of the roof. A maximum 1"-inch roll, turned downward, will be permitted along the rear edge of the roof. These modifications will be permitted to improve the strength of the roof. Any other modifications to the roof will not be permitted.
G.) Flat and/or odd shaped roofs will not be permitted. Bellied and hollowed roofs will not be permitted. 4.3.8. Any sun/antiglare shields may not exceed a 4" drop from the top roof line, and must hinge for easy exiting.
H.) A maximum of two (2) roof edge bead rolls of a maximum height of ½"-inch the length of the roof will be permitted.
I.) The roof posts and spoiler support(s) may not overlap.
J.) Only single plated roofs will be permitted.
H.) The maximum thickness of the roof at any point will be ½"-inch.
I.) The roll cage and associated frame members above the interior panels (decking) must remain open. Enclosures will not be permitted.
15.7.4 Roof Supports and Window Side Panels
A.) All roof side panels must extend to the edge of the body.
B.) The roof side panel window size must be a minimum of 10"-inches x 15"-inches and must match drawing number -2- side view. A maximum crown of two (2) inches will be permitted, measured from the center of a common tangent point on either side of the crown.
C.) The side window area may be covered with clear Lexan and/or equivalent type material, be cut out and/or represented by a decal. Both roof support openings must be covered and/or both must be left open. The left and right side openings must be the same size with a tolerance of one (1) inch.
D.) The left and right side window panels must match.
E.) A maximum bow of two ( 2")-inches outward on the window side panels as viewed from behind will be permitted.
F.) The front roof supports up to 2"-inches in width must extend forward to the rear of the hood.
15.7.5 Front Fenders, Fender Flares and Hood
A.) The hood and the front fenders must be level and flat from the left to the right side of the car.
B.) The outside edges of the hood and/or the fender must remain inside the overall bodyline.
C.) The front fender may be a maximum of 37"-inches in height, measured vertically from the ground to the top of the fender behind the front tires.
D.) The front fender flares must be made of plastic and must not alter the original shape of the nose piece.
E.) The front fender flares must not extend beyond the front tires more than 1"-inch per side to a maximum width, edge-to-edge, of 90"-inches in width with the wheels pointed straight.
F.) The front fender flares must be flat across the entire width of the car.
G.) The front fender flares must have collapsible supports.
15.7.6 Doors
A.) The door-to-door measurement must not exceed 76"-inches in width at the top of the doors.
B.) The door-to-door measurement must not exceed 82"-inches in width when measured at the bottom of the doors in the center of the car.
C.) The doors must not exceed 37"-inches in height when measured from the ground to the top of the door.
D.) The door sides may not break inward from the top 76"-inches and bottom 82"-inch measurements. Hollow and/or belled doors will not be permitted.
E.) The minimum ground clearance will be 3"-inches.
15.7.7 Quarter Panels
A.) The maximum distance from the center of the rear hub to the top quarter of the panel is 52"-inches.
B.) The quarter panels must not exceed 76"-inches in width at any point as measured at the top of the panels.
C.) The rear deck must taper in a symmetrical manner from the center of the rear hub to the rear spoiler with a minimum width of 72"-inches and a maximum width of 76"-inches.
D.) The maximum width for the quarter panels measured from outside-to-outside measured 19"-inches from the ground and/or at the bottom of the quarter panel will be 86"-inches.
E.) Any breaks and/or bends formed in the sides of the quarter panel that move the panel toward the center of the car will not be permitted. Hollow and/or bellied panels will not be permitted.
F.) The maximum distance from the center of the rear hub to the rear trailing edge of the quarter panel will be 48"-inches.
G,) The maximum height from the ground to the top of the rear deck at the top of the rear quarter panel is 38"-inches.
H.) A minimum of 2"-inches of tire clearance between the tire and the body will be required.
I.) Skirting that extends behind the rear quarter panel will not be permitted.
15.7.7 Spoilers and Spoiler Braces/Supports
A.) Only aluminum and/or Lexan and/or Lexan-type rear spoilers will be permitted.
B.) The maximum overall height of the rear spoiler will be 8"-inches. The maximum width of the rear spoiler, including braces and/or supports is 72"-inches.
C.) The rear spoiler must begin at the deck and extend 8"-inches from that point. Suspending the spoiler to create a wing-type device will not be permitted.
D.) The rear spoiler must begin at the rear most point of the quarter panels.
E.) Only three spoiler braces/supports will be permitted. The front edge of the spoiler brace/support must be in line with the spoiler.
F.) The outside spoiler supports must not be mounted any-wider than the top of the quarter panel(s) and must be centered on the rear deck.
G.) In the event that aluminum angle is used to bracer the upper edge of the spoiler, the angle must not add to the height and/or length of the spoiler in any way.
15.7.8 Interior
A.) The interior of the cockpit must be a minimum of 11"-inches below the top of the roof and/or roll cage, measured perpendicular to the ground from the bottom of the roof to the cockpit deck. Roof rolls are not part of the measurement.
B.) The side window opening(s) must be 15"-inches from the top of the door to the bottom of the roof.
C.) Supports bars that block the right window from the driver exiting the cockpit will not be permitted.
D.) A single rock guard (Lexan screen) tapered back from the steering wheel to the height of 1"-inch in line with the driver's chest providing the 11"-inch minimum clearance is met at any point from the roll cage to the body and/or rock guard.
F.) If the interior deck drops the drop must begin at the rear of the engine plate with a maximum of 4"-inches and must not drop below 4"-inches rear of the hood. The start of the dropped interior must remain closed as a part of the fire wall. The entire width must be closed off with sheet metal.
G.) The interior must gradually taper up to the quarter panel height and must be level for a minimum of 20"inches from the rear of the quarter panel and deck.
15.7.9 Driver Compartment
A.) A full metal firewall fabricated from magnetic steel and/or aluminum must encompass the driver's compartment from front-to-rear, on both sides and floor boards.
B.) The driver's seat must be a high back aluminum seat, designed specifically for racing, located on the left side of the car and mounted per the manufacturer's instructions securely to the frame.
C.) The seat design should be one from a current manufacturer and/or recommended to include the full containment design. Installation of the full containment seat should follow the manufacturer's instructions.
D.) All cars must be equipped with a quick-release type steering wheel.
E.) The driver compartment must have a starting switch and/or button within reach of the driver.
F.) A clearly labeled electrical on/off 'kill' switch must be within reach of the driver is recommended.
F.) Mirrors of any-type will not be permitted.
G.) Radios and/or electronic and/or data communication devices will not be permitted.
H.) Any edge and/or sheet metal end in and around the driver compartment must be protected with trim and/or beading and rounded. Sharp and protruding edges will not be permitted.
I.) A substantial rock guard with a minimum of three (3) additional roll bars must be mounted in front of the driver. The rock guard must be made from wire screen. Windshield screens must be a minimum of .090-inches and must be securely fastened.
J.) A fully charged fire extinguisher meeting SFI 167.1 specifications with an activation push and/or pull knob within reach of the driver is recommended
15.8 Suspension
A,) All cars must be equipped with an operating four wheel disc brake system.
15.8.1 Shock Absorbers
A.) All shock absorbers must be constructed of magnetic steel and/or aluminum.
B.) Remote reservoirs will be permitted.
15.8.2 Suspension Components/Springs
A.) Coil springs must be magnetic steel.
B.) Leaf springs may be composite material or magnetic steel.
15.9 Roll Cage
A.) All cars must have a roll cage fabricated from a minimum of 1-1/2" outside diameter with .065"-inch thick seamless magnetic steel tubing.
B.) The side roll bars and/or door bars must extend into the door panels.
C.) A minimum of thee (3) bars must be utilized on the left side of the car in the door area.
D.) Any of the bars that are utilized for the top portion of the roll cage, including, but not limited to the front and rear hoops, the top hoop and the uprights, must extend a minimum of 1"-inch above the driver's helmet.
E.) All new frames and/or roll cages built on or after January 1st, 2006 an additional vertical side brace is required on the left side in vertical alignment with the steering wheel.
15.10 Wheels
A.) Only steel or aluminum wheels will be permitted for competition.
B.) The wheels must be mounted to the hubs utilizing lug nuts. "Knock off" and/or single type wheel mounting systems will not be permitted.
C.) The maximum wheel width that will be permitted is 14"-inches.
D.) The maximum front track width will be 90"-inches and the maximum rear track width will be 88"-inches, measured from the outside edge of the tire to the outside edge of the tire.
E.) Wheel spacers will be permitted provided the track width(s) do not exceed their maximum dimensions.
15.11 Tires
A,) For the 2012 World of Outlaw Late Model racing season, an open tire rule is in effect, provided, the tires meet the 2012 World of Outlaw Tire Specifications.
B.) The maximum size for any tire in competition is 11"-inches x 29"-inches x 15"-inches, unless otherwise specified in written form to all competitors.
C.) The maximum outside circumference of the tire will be 93"-inches, unless otherwise specified in written form to all competitors.
D.) The maximum width of the tires measured from the outside edge(s) of the sidewalls across the face of the tire will be 16 ¾"-inches. There will be a tire hoop used for inspection and the tire must pass through the tire hoop freely, without any manipulation or outside contact.
E.) The tire rule for any event may be amended in written form, to all competitors per any technical bulletin.
F.) Tires changes will not be permitted once a car has been presented to the starting grid/lineup area for any race. Any cars making a tire change will forfeit their assigned starting position for that particular race and start from the rear of the field.
G.)Chemical alterations, vulcanizing, tire softening, defacing and/or altering the face of the tire lettering and/or tire stamping will not be permitted. Chemicals or tire softening is not permitted at any time. Tires may be inspected at any time. Any violation with any tire presented for competition may result in immediate disqualification from the events and/or other penalties including but not limited to; loss of money, fine, loss of points and/or suspension.
15.11.1 Tires UMP DIRTcar Weekly Racing & Special Event Rules
A.) Only the Hoosier LM10, LM20, LM30 and LM40 tires will be permitted for competition. The weekly sanctioned track has the option to choose from any of the selected tire compounds.
B.) Only approved tires will be permitted for use in competition.
15.12 Personal Safety Equipment – see section 3.0
15.13 Other
A.) Cars will not be permitted to make a qualifying attempt without passing technical inspection. All cars must be available for inspection prior to the time of the driver's meeting. Following the driver's meeting, covers of any-type on the racecar will not be permitted.
B.) All cars may be subject to technical inspection at any time.
C.) Full or partial car covers will be permitted only when there is inclement weather and/or the car is in its designated pit stall. All covers shall be removed prior to the car leaving its designated pit stall.
D.) SFI-approved and labeled seat, roll bar, knee and steering pads and/or padding is recommended.
E.) It is recommended that all teams have a fire extinguisher in the rear of their transporter. The fire extinguisher is recommended to be a minimum 0f 2.5 gallons FFF type chemical and/or equivalent.
F.) All drivers are required to have a one-way radio provided by the World of Outlaw Late Model Series. The one-way radio must be working and active prior to any 'on-track' activity. Two-way radios, crew-member to driver and/or any other means of electronic communication, other than the one-way radio provided by the World of Outlaw Late Model Series, will not be permitted.
G.) Seven (7) days prior to any scheduled and/or sanctioned one (1) day World of Outlaw Late Model Series event paying less than $20,000-to-win race teams will not be permitted to rent, test and or attend any practice session(s) at the scheduled track. Any race team and/or driver in violation will be given one (1) lap of qualifying and the best the qualifying position that will be earned is 50% + 1 of the entered cars for that event.
15.14 Series Decal and Patches
A.) All participants will be required to display decals as provided on the decal verification sheet prior to entering into competition. If any required decal is not displayed loss of any awarded money will be the penalty.
B.) A series decal is required on both sides of the car. Driver must display the series patch on their uniform to receive point fund awards.
C.) Contingency and sponsorship awards, any team participating must meet the requirements of the award(s) such as decals, patches, product use and verification. There will be a written deadline presented to the teams prior to the start of each season for each element to be in place for the award requirements. If it is an existing program it will roll over from the prior season and the program will begin at the first race of the season.
16.0 Drawings
A.) – 1 – Top View
B.) – 2 – Side View
C.) – 3 – Spoiler Support
D.) – 4 – Rear Roof Support
E.) – 5 – Quarter panel options


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Photo Caption: Corn is proud of the work his players have accomplished on and off the field. Players routinely volunteer for community service projects in the Columbia area, including a special outreach effort with the Boys and Girls Club, People Helping People, MLKCC, Community Collaborative Clean-up and Maury Regional Hospital.
"I'm honored to have been again selected by the TBCA," Corn said. "In all reality, it's our young men who should be honored. They are the team of the year in my eyes."
The Chargers had an impressive 2012 season with a record 38 consecutive wins at home, a program best 43 victories and an NJCAA national ranking of number four. The 2012 team also boasts four Division-I signees and the only MLB draft pick in the TCCAA, Marsalis Holloway (34th Kansas City Royals).
The Chargers are looking forward to the season starting on Tuesday, Feb. 12, with a trip to Calhoun Community College. The home Opener takes place on Feb. 13 against Wallace State Community College. The double header is slated for a 1 p.m. start.
"With the level of parity seen in today's college athletics, every single game is a challenge," Corn said. "I am anxious to see if our program is mature enough to defend the 2012 TCCAA title. It will take a total buy-in for all of us to repeat last year's success."
Columbia State is a two-year college, serving a nine-county area in southern Middle Tennessee with locations in Columbia, Franklin, Lawrenceburg, Lewisburg and Clifton. As Tennessee's first community college, Columbia State is committed to increasing access and enhancing diversity at all five campuses. Columbia State is a member of the Tennessee Board of Regents, the sixth largest higher education system in the nation. For more information, please visit www.columbiastate.edu.
1665 Hampshire Pike, Columbia TN 38401 | 931-540-2722
Content © 1996-2013 Columbia State - All Rights Reserved. Columbia State Community
College, a Tennessee Board of Regents institution,
is an equal opportunity, affirmative action


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Smith makes spring debut for Indians
By Jordan Bastian / MLB.com
SCOTTSDALE, Ariz. -- Given the extended schedule this spring, the Indians never voiced major concern over Joe Smith's ability to be ready in time for Opening Day. Smith suffered a left abdominal injury early in camp, but had ample time to rest and recover.
On Tuesday, following three weeks of navigating a gradual throwing program, Smith took the mound against the Giants at Scottsdale Stadium for his Cactus League debut. Thanks to the schedule-altering World Baseball Classic, Cleveland was able to take a conservative approach with Smith's comeback.
"Oh, yeah," Indians manager Terry Francona said. "This is almost like a regular Spring Training for him."
In his first official appearance of the spring, Smith threw 14 pitches, including 13 for strikes. The right-hander gave up two runs -- both on a home run by San Francisco's Brandon Crawford -- on two hits and ended with no walks or strikeouts. He induced one groundout off the bat of reigning National League Most Valuable Player Buster Posey and two flyouts.
Francona emphasized before the game that the team would not stress over the results.
"We're just excited to watch him pitch," Francona said. "This is where you've got to remind yourself, even though we're two weeks into our games, this is his first game. He's just getting his feet wet. His progression is going to be a little bit slower."
Last season, the 28-year-old Smith went 7-4 with a 2.96 ERA in 72 appearances, helping earn a one-year contract worth $3.15 million to avoid arbitration over the winter. Over the past two years, Smith has gone 10-7 with a 2.49 ERA in 143 games. In 134 innings during that span, he has compiled 98 strikeouts against 46 walks.
As things currently stand, Smith is one of three locks -- closer Chris Perez and fellow setup man Vinnie Pestano being the others -- for Cleveland's Opening Day bullpen. Perez is currently sidelined with a right shoulder strain, but he might still be ready in time for the start of the regular season. If Perez's injury lingers, Smith is confident that the rest of the bullpen will hold down the fort.
"I think our depth is outstanding," Smith said. "We brought in a lot of guys who can pitch. I think we're going to have one of the best bullpens we've had since I've been here. From what I've heard, it sounds like C.P. is going to be ready come April. So we're not even putting that thought in our mind that he's not going to be out there.
"If he [isn't ready for Opening Day], then we need some guys to step up and get some outs until he's back."
Numbers don't lie: Chisenhall starts strong
SCOTTSDALE, Ariz. -- Players know not to get too wrapped up in statistics during Spring Training. The sample size is small, the competition is often below big league standards and the focus is supposed to be on preparation rather than production.
All of that said, Indians third baseman Lonnie Chisenhall is enjoying his strong start this spring.
"It's early. I have less than 20 at-bats," Chisenhall said Tuesday. "But I'm happy with where I am right now. I feel comfortable at the plate. Every now and then, I feel a little rusty up there on certain pitches and things like that, but I feel good so far."
During Monday's 13-5 victory over the Cubs, Chisenhall had a busy afternoon at Hohokam Stadium. The 24-year-old third baseman went 3-for-3 with a home run, double and three RBIs. He added three runs scored and one walk in the performance.
Tribe manager Terry Francona was impressed with Chisenhall's fourth-inning single off Chicago lefty Brooks Raley.
"It was nice to see him off a lefty," Francona said. "He's a really aggressive kid. The more he stays in the strike zone, it's not going to matter left or right. He's got a really quick bat. It's just recognizing pitches in the strike zone and swinging at pitches he can do something with. That comes with experience."
In parts of two seasons with the Indians, Chisenhall has hit .260 with a .295 on-base percentage and a .421 slugging percentage in 109 games. Over that span, the third baseman has collected 12 homers, 19 doubles and 38 RBIs. He has hit .227 against lefties, compared to .271 off right-handers.
This spring, Chisenhall has hit at a .471 (8-for-17) clip with two homers and eight RBIs through seven Cactus League games.
Unlike the past two springs, Chisenhall entered camp this year with third base reserved for him come Opening Day. With additions such as center fielder Michael Bourn, first baseman Nick Swisher and designated hitter Mark Reynolds, Chisenhall projects to hit in the lower third of Cleveland's lineup.
"Hitting in the bottom of the lineup, you have the ability to score a lot of runs," Chisenhall said. "Getting on base, you know you have the top of the order coming up to drive you in. I look forward to hitting wherever [Francona] puts me -- most likely seven, eight or nine. We've got a good lineup top to bottom."
Hermida among three reassigned by Indians
SCOTTSDALE, Ariz. -- The Indians made their first roster cuts of the spring on Tuesday, reassigning first baseman Jesus Aguilar, lefty Edward Paredes and outfielder Jeremy Hermida to Cleveland's Minor League camp.
All three players were in big league camp as non-roster invitees.
Cleveland is allowing Hermida to remain with the Major League club for the next week, giving him the chance to have a handful of at-bats before Minor League intrasquad games begin on March 13. Indians manager Terry Francona said the club gave the outfielder the option to stay or immediately join the Minor League side for workouts.
"We talked to Jeremy, because he's a little bit of a veteran guy," Francona said. "We talked it through. We decided that we'll keep him here another week with us, but the at-bats are probably going to be a little scarce for him. He knows that."
Over parts of eight seasons, Hermida has hit .257 with 65 home runs and 250 RBIs in 632 career Major League games between stints with the Marlins, Red Sox, A's, Reds and Padres.
Aguilar, 22, is one of Cleveland's top first-base prospects, but he was only in camp with the Tribe to get some big league experience. The right-handed-hitting Aguilar hit .375 (3-for-8) with three RBIs in seven Cactus League games.
Last year, Aguilar hit .280 with 15 homers, 31 doubles and 71 RBIs in 127 games between tours with high Class A Carolina and Double-A Akron. He also played for the World Team during the All-Star Futures Game last summer.
"He's got the kind of power that not a lot of guys have," Francona said. "He's got a lot of work to do to be consistent with his swing. I've got to see him play a little bit here in Major League camp. ... The hope is you look up after maybe 1,000 at-bats and there's a lot more consistency in that swing, because he's got really good power."
Paredes, 26, allowed three runs on five hits with one walk and no strikeouts in three Cactus League innings this spring. The lefty did not pitch last year, but spent seven seasons (4.66 ERA 201 games) in Seattle's farm system before being released in 2011. This past winter, Paredes went 3-0 with a 1.93 ERA in 14 innings for Estrellas in the Dominican Winter League.
Smoke signals
• Indians left fielder Michael Brantley, who received 15 stitches in his left forearm after being spiked while sliding into third base on Feb. 25, has resumed all baseball drills with the exception of on-field batting practice. Brantley might be deemed ready to resume playing in games by this weekend.
"I just want to make sure that the wound heals correctly," Brantley said on Tuesday. "It's healing great so far -- no setbacks. I'm right on schedule where I need to be. Once the stitches come out, I'll be able to do all baseball activities."
• Indians starter Carlos Carrasco, who was struck in the side of the head by a comebacker during his outing against the Cubs on Monday, was re-evaluated again on Monday night and Tuesday morning. Francona said Carrasco has passed every concussion test.
"He's fine," Francona said. "The trainers checked with him last night and checked with him again this morning. He exhibited no signs [of a concussion]."
• The Indians will play a Minor League "B" game ay 10 a.m. MT on Wednesday morning at the team's player development complex. Left-hander Scott Kazmir, a rotation candidate, is slated to work three innings and reliever Matt Albers is scheduled to work one frame.
Quote to note:
"I'm going to try to stay out of their way. I'll be conscious of them behind me. I know they can score from first easily, so I'm going to have to be on my horse and stay on top of my game, make sure I get good reads and things like that. It's nice having those guys to score for us. I wish I could hand off the baton and let them go by."
--Chisenhall, on potentially hitting in front of the fleet-footed Drew Stubbs and Bourn
Jordan Bastian is a reporter for MLB.com. Read his blog, Major League Bastian, and follow him on Twitter @MLBastian. This story was not subject to the approval of Major League Baseball or its clubs.


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I am still new to appliance repair. The calls have been few and far between however I got a call today on a gas stove (Whirlpool SF3000ww1)I found the gas safety valve to be defective. The supply house found one in another state which means adding S&H. I qoute them retail 91.00 plus my time and S&H WHich comes to about $175.00. Then I was told that they could buy a used one cheaper.This is the third time this has happened to me what am I diong wrong? how do guys make money?
Making a living in appliance repair is getting more difficult everyday. There was a news story on msnbc yesterday about 5 thriving and 5 dying industries. Guess which industry was at the top of the list for not thriving. I can certainly understand why, it is almost cheaper to buy a new piece of junk, than is to have the better old one repaired. Look at the age of most of the techs on this board, most of us are in our 50's & 60's and if the young guys can't start out at $60-$70k they ain't workin. . Don't know about the rest of you guys but, I'm tired. I don't really want to go to anymore schools to start all over again with the new concepts. Parts & shipping are out of sight, can't afford to order just one part at a time, shipping is sometimes more than the cost of the part. Maybe it's time to retire, again!
You have to market yourself, be honest and don't lie to customers and give them your best. Rewards will come to you.
Started by AJ
Started by apptech
Started by jumptrout51


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A little while back, Capcom announced its latest high definition makeover, one that fans had been requesting for a long time. Okami HD is just a couple of months away from release on the PlayStation Network, where it's set to sell for $19.99. Before the game's release, however, the company had a hands-on station set up this past week at the Comic-Con International at San Diego, where devotees and casual players alike got to give Amaterasu a go with the new PlayStation Move set-up. Of course, we joined in the fun.
First off, if you've played Okami before over on the Nintendo Wii, you might have a slight idea how it'll work for the Move. You'll be able to control Amaterasu (your main heroine, a goddess transformed into a wolf) using the main controller, while utilizing the Move controller for attacks and other functions throughout the vivid world. However, the real treat is activating the Celestial Brush, a special tool that allows you to draw items in the world that come to life and aid you on your journey. Using this is just like using a paintbrush, guiding your strokes to create stuff like a sword on an incomplete statue, or a sun that will brighten the land. It's really quite cool how it works.
But obviously the main draw to this version has to be the graphics. Capcom has gone through a painstaking process bringing Clover Studios' bold vision to life in the high-definition era, and based upon what we've seen so far, it's a process that has been very rewarding. The bright pastel water colors shine brighter than ever in this version, and there's no detail we weren't able to spot when we were running around the level, striking enemies and making flowers pop out of the ground. The camera angles are excellent as well, though the best one is right behind Amaterasu, so you don't miss anything that's happening on the ground. The frame rate is still a slight bit sluggish, but that might have been the TV that the demo station was running on. No question this thing will be a beaut on something 50" or bigger.
Since Clover has gone on to become Platinum Games and partner up with the likes of Sega (Anarchy Reigns) and Konami (Metal Gear Rising Revengeance), Capcom turned to the development team at Hexadrive to handle the conversion. If you don't recall, they previously worked on bringing the classic Rez to high-definition form on the Xbox 360…so you know a good team is on the case. So far, so good. We can't wait to see more of the game in action.
Best of all, Okami HD will come with bonus PS3 goodies, including Trophies that can be unlocked over the course of the game. It's always nice to have bonus little rewards for your efforts.
Even if you've already bought Okami previously on another game platform, you owe it to yourself to give it another try on the PS3 when it releases in a few months' time. Between the tranquil music, luscious new visuals and innovative control and Trophy additions, you'll be howling to play it again.


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Molly Mae the Golden Retriever
Featured on 05/20/2008
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Molly Mae is a little over three years old. Her favorite thing in the whole world is to chase her green tennis ball. If she feels like pl...more
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