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These vehicles are now used as first-class carriages and used primarily on the Luncheon train and Dinner train.
Several carriages have been temporarily converted to include a guard's compartment.
A number of NQR low-sided goods trucks have also been modified for passenger use, making them similar to the NBH carriages.
Another three NQR trucks have been fitted with seats but no roof and are only used during the summer peak season.
Representatives of all classes of goods vehicles and brake vans (including combined brake van and passenger carriage) used on the narrow gauge lines of the Victorian Railways are to be found on the Puffing Billy line, and are used for works trains, storage, and occasional heritage trains recreating the look of trains in the 1920s.
When the Puffing Billy Preservation Society was formed in 1955, the line was still under the control and ownership of the Victorian Railways (VR).
The Society arranged for the VR to run the train on weekends and holidays, with the Society guaranteeing the VR against losses from insufficient ticket sales.
Society volunteers took the role of conductors, checking tickets on the train, and fund-raising.
This arrangement continued until the Upper Ferntree Gully to Belgrave section was closed in 1958.
When the line reopened in 1962 (between Belgrave and Menzies Creek), Society volunteers took a larger role, manning stations, selling and checking tickets, and doing non-safety-critical maintenance on the train, and track maintenance under the supervision of a VR ganger.
Ticket revenue went into an account on which the VR drew to pay for their staff involved in running the line.
The Victorian Railways were not in the preservation business, and the arrangement was less than ideal, so in 1977 the Victorian Government passed the Emerald Tourist Railway Act 1977 (No.
9020) to set up the Emerald Tourist Railway Board as a statutory authority to take over ownership and operation of the railway from the VR.
The Act requires that the Board have between five and ten members, four of which are to be nominated by the Puffing Billy Preservation Society.
Successive governments have had sufficient confidence in the Board that they have never appointed their full entitlement, effectively leaving control of the Board in the hands of Society nominees.
With the Board, volunteers were now able to take on more responsible roles, including filling the positions of signalmen, guards, and firemen, and later drivers, although the Board does employ staff drivers to provide the core of the driving tasks.
All volunteers filling responsible positions are required to undergo training and testing in their responsibilities.
The line was opened in 1900 to serve the local farming and timber community.
It originally ran from Upper Ferntree Gully station, the terminus of the broad gauge line from Melbourne and now part of Melbourne's suburban railway system, but it now begins at Belgrave.
The train, known to the locals as "Puffing Billy" amongst other names, stopped running in 1953 after a landslide blocked the line between Selby and Menzies Creek, and it was formally closed in 1954.
Today the former line between Upper Ferntree Gully and Belgrave is serviced by Metro Trains Melbourne suburban electric trains, while the line beyond Belgrave has been reopened by the Puffing Billy Preservation Society.
At the end of 1954, the railways desired a scheme to minimise their financial risks if the train was to run indefinitely.
Harold L. Hewett, a teacher at Melbourne Grammar School, was the driving force behind a small group of people who organised a rally attended by 400 people at Upper Ferntree Gully station on 4 January 1955 to try to save the train
Following closure, a few "farewell specials" operated on the remaining usable section to Belgrave, which proved very popular.
On 1 October 1955, the Puffing Billy Preservation Society was formed to keep the train running indefinitely.
This continued until 1958 when the line to Belgrave was closed for conversion to a broad gauge, electrified suburban line.
The society then started work on restoring the Belgrave to Lakeside section, and on 28 July 1962, restored train operation between Belgrave and Menzies Creek.
Rover Scouts attending the 7th World Rover Moot held at Wonga Park assisted in the clearing of the line between Belgrave and Menzies Creek as part of the event's community service component.
Subsequently, operations were gradually extended over the remainder of the original line through Clematis to Emerald in 1965 and Lakeside in 1975 before reaching Gembrook, which was completed in 1998, reopening on 18 October of that year.
Today the railway operates daily (except for Christmas day) as a popular tourist activity over 15 miles (24 km) with original steam engines, and is operated with some of the railway practices from the Victorian Railways 1900 to 1930 era, such as using the "Staff and Ticket" safeworking method and having conductors on board the trains.
In the 2016/17 financial year, Puffing Billy carried 487,237 passengers, up more than 60,000 from the previous financial year.
In 2014, Robert Whitehead, a long-serving volunteer on the railway, was convicted of multiple sexual offences against young boys.
He died in prison in 2015, while serving a sentence of more than 8 years.
Whitehead had been convicted and jailed in 1959 of molesting a boy scout, but returned to his job on the railways at the request of Sir Murray Porter.
He joined the Puffing Billy Railway as a volunteer in 1961 and rose to become Secretary of the Puffing Billy Preservation Society.
He used his position to meet and molest boys into the 1990s.
In 2018, the ombudsman's report on the case found that the board of the railway had known about Whitehead's activities and had actively protected him.
Without the input of hundreds of volunteers who put themselves on rosters for a wide range of duties, the line would not be economical.
Although there are also paid staff involved in maintaining the train and its line, performing support roles such as accounting and advertising, and providing the backbone of the driving duties, volunteers are involved in almost all aspects of running the train including manning stations, selling tickets, maintaining the track and trains, driving and other safeworking duties such as acting as fireman and guard on the trains and signalman at some stations.
Volunteers also help to maintain buildings, grounds and stations.
Many of these roles involve being trained for positions of responsibility.
In line with the policy of representing the 1900–1930 era, the roles carried out by the volunteers use traditional Victorian Railways titles such as those listed below:—
Solo One was a TV police drama series produced by Crawford Productions that screened in 1976, filmed and set in Emerald, Victoria, about a local (fictional) policeman dealing with crime in the town, however it was aimed at a younger audience than most Australian TV police dramas.
It featured Puffing Billy in the opening credits scene as well as being part of most story-lines.
The ABC children's drama "Come Midnight Monday" was filmed in and around Belgrave, Emerald & Cockatoo and featuring Puffing Billy locomotive 12A—renamed "Wombat"—as the main character.
Filming of "A Country Practice" in the fictional town of Wandin Valley (the towns of Wandin, Wandin North and Wandin East are however 30km north of Emerald) was moved to Emerald when the show moved to Network Ten, and occasionally featured Puffing Billy.
The 1966 television special "The Seekers at Home" filmed a segment at Puffing Billy, where the Seekers sing "Morningtown Ride" to a group of children.
In 1997, the soap opera "Neighbours" filmed scenes set on and around the train.
The characters of Darren Stark and Libby Kennedy lost young Louise Carpenter and chased after the train en route to Belgrave on a motorbike to catch up with her after discovering she had boarded it.
A couple of children's story-books have been published featuring Puffing Billy, telling the story of its rescue, but with a great deal of artistic license.
Regular Puffing Billy services usually only stop at stations shown in bold print at the right.
Stops at other stations can be made by request.
Distances are from Southern Cross station.
Marka, Oslo
Marka is the name of the forested and hilly areas surrounding Oslo, Norway.
It includes areas within the municipality of Oslo, but also large areas in Hole, Ringerike, Jevnaker, Lunner, Nittedal, Bærum, Asker, and other municipalities in Oppland and Akershus counties.
The name is actually just the finite form of "mark" (Norse "mǫrk" f) 'woodland, forest'.
(See also Finnmark, Hedmark, Telemark, Marker and Aremark.)
Though not designated a borough of Oslo, it is a major recreational area for the population of Oslo, and development in the area is for the most part prohibited.
Despite being used frequently by many inhabitants of Oslo, especially at weekends, the fauna of "marka" includes species such as lynx, wolf, beaver, moose and roe deer.
The term Oslomarka is usually used for all the recreational areas around Oslo.
Marka is the administrative name for the part of it that lies inside the city limits.
Neighboring municipalities (most of which lie in Akershus) do not have the same kind of administrative division as Oslo, and thus do not have any separate administrative arrangement for their parts of the area.
The area within Oslo municipality is divided into two parts.
The population and agricultural areas of Marka are located mainly in two valleys, Sørkedalen and Maridalen.
Oslomarka is further divided into:
Of these, Vestmarka, Kjekstadmarka, Romeriksåsene, Follomarka and Sørmarka lie almost entirely outside the city limits.
Dominions II: The Ascension Wars
Dominions II: The Ascension Wars is a 4X turn-based, computer strategy game.
It was developed by Illwinter Game Design and published by Shrapnel Games.
The game was released on November 14, 2003 in North America for Microsoft Windows, Mac OS X and Linux.
"Dominions II: The Ascension Wars" was the sequel to "".
It was followed by "" in 2006.
Dominions II: The Ascension Wars is a 4X turn-based, computer strategy game.
The players play the role of the god of one out of 17 different nations and battle each other for the dominance of a fantasy world.
At the most basic level, Dominions II is similar to Risk.
It is also similar to "Civilization".
The world is divided into many provinces that change hands after a tactical battle.
The players use armies of men and monsters to fight these battles.
The players and game host (who may also play) find each other through out-of-game channels and decide on game setup.
These decisions include:
Each player then designs their god.
Each god-type costs design points which can be spent on the god's dominion properties, his/her magical abilities, or on the national castle type.
The god's initial magic levels also determine the effect of the god's blessing, a special ability which enhances certain types of sacred troops.
A god who wields powerful fire magic will enhance the attack skill of such troops and even set their weapons ablaze, whereas a god who focuses on nature magic will instead allow them to go berserk.
It is possible to make a god who excels at magic and magical research but is physically weak, as well as a near-unkillable warrior-god with barely any magical powers at all.
Dominion effects are adjusted by using design points to 'tilt' 6 scales (graphically 6 balance scales), which represent the nature of the god which becomes manifest in territory under his dominion.
The 6 scales are Order/Turmoil, Productivity/Sloth, Heat/Cold, Growth/Death, Luck/Misfortune, and Magic/Drain.
Players each send the file with their pretender design to the host, who starts the game.
Each turn of the game is split into two phases:
Each player's turn is a process of assessing the apparent opportunities and risks, and acting to advance their plans for world domination.
Recruiting new units, sending messages to other players, reviewing the provinces' tax and unrest levels, and directing magic research are all ways of directing the nation overall.
Players also give specific orders to each of their commanders at the strategic level, such as attacking enemy territory (with any troops under their command); casting a ritual magic spell; forging a magical object; assassinating an enemy commander while hiding in enemy domain; or constructing a building (temple, laboratory, or castle).
Planning for combat involves organizing troops under commanders and issuing up to five tactical battle instructions (such as magic spells to cast) to the commanders, and simpler orders to troop squads.
Each commander can control up to 5 squads and his leadership skills limit the total and kinds of troops he can command.
Leading magical, undead, or demonic troops requires appropriate magical skills.
Troops and commanders are organized and a simple overhead-view grid can be used to place them in specific starting locations for combat.
Once all orders are set, the player sends his turn-file by email or by TCP/IP-connection to the host-computer.
The host-computer calculates the results of all battles and random events simultaneously and sends the result-files back to the players.
The players can now view the results of last turn's orders and events, watch the replays of the battles and proceed with the planning phase of the next turn.