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EDIT 14/10/2024: ADDED MALTA THIS IS MY MAP OF EUROPE, I am so proud of it actually, I LOVE IT SO MUCH, The amount of designs here have literally taken years to finally have all together, so yeah… NAMES: Albania- Erion Hoxha Andorra- Laia Font Austria- Francizka Schwarz Belarus- Tatsiana Romachuk Belgium (Brussels)- Monique de Smet Belgium (Flanders)- Noah Mertens Belgium (Wallonia)- Genevieve Lambert Bosnia and Herzegovina (Bosnia)- Damir Galijašević Bosnia and Herzegovina (Herzegovina)- Zlata Hodžić Bulgaria- Boris Dimitrov Croatia- Darko Perković Cyprus- Androula Christodoulos Czechia (Bohemia)- Matouš Černý Czechia (Moravia)- František Novák Denmark (Denmark)- Helga Christiansen Denmark (Kingdom)- Kirsten Christiansen Finland- Mikko Hakanpää France- Léo Toussaint Estonia- Merike Haavik Germany (east)- Klaus Schmidt Germany (West)- Hanz Schmidt (NOT IN THE MAP) Greece- Leonidas Kostopoulos Hungary- Istvan Erdei Iceland- Arnkatla Einarsdóttir Ireland- Séamus O'Connell North Italy- Nicoletta Bianchi South Italy- Francesco Bianchi Kosovo- Luljeta KrasniqI Latvia- Liene Liepiņa Liechtenstein- Karin Schädle Lithuania- Paulius Dambrauskas Luxembourg- Tom Hoffman Malta- Tessie Abela Moldova- Vasile Stratulat Monaco- Leonardo Crovetto Montenegro- Milica Vujović The Netherlands (The Netherlands)- Daan Van Dijk The Netherlands (Kingdom)- Marjolein Hendriks (NOT IN THE MAP) North Macedonia- Zivka Nikolovska Norway- Magnar Eriksen Poland- Anastazja Kowalska Portugal- Guilherme Mendonça Romania- Ecaterina Popescu Russia- Yuri Ivanov San Marino- Ing Gasperoni Serbia- Zoran Damjanić Slovakia- Viera Lukáčová Slovenia- Alenka Krajnc North Spain- Gaspar de León Serrano South Spain- Ester Sánchez Garcia Sweden- Herbert Ekenberg Switzerland- Rudolph Gerber Ukraine- Nadiya Bondarenko United Kingdom (England)- Annabeth Wright United Kingdom (Northern Ireland)- Finn Doherty United Kingdom (Scotland)- Alistair Douglas United Kingdom (UK)- Olivia Brown (NOT IN THE MAP) United Kingdom (Wales)- Harriet Griffiths The Vatican- Giuseppe Esposito Edit- 02/11/2024... CHANGED SLOVAKIA'S NAME FROM DARINA TO VIERA
#art#countryballs#countryhumans#hetalia#humanization#ART#oc#aphoc#hetalia oc#aph oc#hetaliaoc#europe#aph europe#hws#countryhumans europe#eu#Gracheee random#TNC#TNChronicles#The Nation Chronicles#The Nation Chronicles Europe#TNC Europe
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Vasil Ivanov Kunchev also known as Vasil Levsky(1836 - ∞) The Apostle of Freedom.
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The leader of the pro-Russian party "Vazrazhdane" (Revival), Kostadin Kostadinov, was sued by the journalist Vasil Ivanov for defamation. This became clear from a decision of the Sofia City Court, quoted by Bulgarian media "Sega".
Kostadinov will have to pay 5,000 leva in compensation, as in May 2020 he published insulting and slanderous statements about Ivanov on his Facebook profile. He accuses him of installing "commissioned material" and "doing what he's told." It also accuses him of being "dependent on the system and those who pay him to make unrealistic and misleading material".
The journalist sued Kostadinov for 26,000 leva as a partial claim of 100,000 leva. Because of the case, the reporter also sued the "Vazrazhdane" party for 10,000 leva as a partial claim of 50,000 leva, but the court rejected this part of the claim.
The decision of the Sofia City Court, issued by judge Gergana Koyumdzhieva in May, is not final and can be contested by both Ivanov and Kostadinov.
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Porter Robinson - Cheerleader from Hugh Mulhern on Vimeo.
PRODUCTION Production Company: Riff Raff Director: Hugh Mulhern EP/Producer: Precious Mahaga EP: Natalie Arnett Director's Representation: Hands Executive Producer: Porter Robinson Executive Producer: Slush Management (Aaron Greene, Neal O'Connor, Amar Pathak, Samuel Luria, Valerie Maybaum, Ryan Glatt) Creative Director: Pablo Jones Soler
BTS/DIGITAL Paul Mauer
SERVICE COMPANY Solent Film MD: Alex Momchev Solent Film MP: Magdalena Staneva Solent Film Service Producer: Tihomira Temelkova Assistant Producer: Elena Doroshenko Production Manager: Mitko Milushev Production Coordinator: Teodora Naydenova Production Assistants: Eva Taneva, Simona Atanasova, Serafima Deyanova, Dimitar Borisov
CASTING DIRECTOR Veselina Georgieva
AD'S 1st AD: Antony Tanev 2nd AD: Margarita Aneva 3rd AD: Damyan Tanev
CAMERA DOP: Nikita Popkov 1st AC: Vladislav Mateev 2nd AC A camera: Ivaylo Yovchev 2nd AC B camera: Luciano Ivanov Video Control: Borislav Stoyanov Drone Operator: Nikolay Georgiev - Tanera Data Manager: Delyan Kaloyanov
LIGHTING Gaffer: Alexander Trenev Electricians: Vasil Vasilev, Georgi Tsanev, Dimitar Yanev, Boris Vasilev Dimmer Board Operator: Philip Georgiev
GRIP Key Grip: Tsvetan Kostov Grips: Albert Nikolinski, Dimitar Dimitrov, Yulian Gotchev, Mihail Gotsov, Emil Ivelinov Head Technician: Borislav Tanev Crane Technician: Stanimir Vatsov
SOUND Playback: Kostadin Separevski
ART Production Designer: Elena Isolini Production Designer Assistant: Theresa Bates Art Directors: Momchil Tasev, Aleksandar Yanev Construction Manager: Minko Krustev Props Master: Ada Paunova On-Set Dressers: Nedelcho Hazarbasanov, Yavor Milanov Set Dressers: Kostadin Dervenski, Evtim Evtimov
LOCATION Location Manager: Anita Miletieva Assistants: Elena Karadusheva, Lidiya Aleksandrova
STUNTS Stunt Coordinator: Ivan Vodenicharov Stunt Dept. Coordinator: Aneta Ivanova Stunts: Marina Yordanova, Desislava Slavova, Tea Markova, Mariela Kostadinova, Ventsislav Hristov
CHOREOGRAPHY Kosta Karakashyan
SFX Supervisor: Nikolay Fartunkov Senior Technician: Ivan Kazakov Technicians: Vladimir Mitov, Blagoslav Zhenkov
HAIR/MAKE-UP Hair Cut & Color: Miyuki Goto Artist's Hair & Make-up Artist: Yesol Choi Artist's Hair & Make-up Artist Assistant: Gohun Kim Head of Make Up: Gergana Batanova Head of Hair: Veselka Tsekina Hair Stylists: Bilyana Borisova, Gergana Ivanova, Nataliya Kamenova, Gratziela Dimitrova
COSTUME Artist's Stylist: Luca Wowczyna Luca's Assistant: Elliott Lane Assistant Stylists: Maria Petrova, Teodora Marinova, Nadya Dobrikova, Yoana Kusheva, Emiliyan Bonev Tailor: Marieta Duncheva Mask Design: Audrey Mai
ORGANIZATION Set Manager: Georgi Asenov PAs: Lyubomir Tabakov, Ivaylo Tabakov, Vulcho Monkov
STOP MOTION: THE JUNKS Stop Motion Supervisor: Zlatin Radev Animator: Boris Wolf Assistant Animator / Puppet Doctor: Diliana Valcheva Rigger / Assistant Animator: Teodor Ralev Set Dressers: Alex Suninski, Marin Nalbantov
EDITING: TRIM EDITING Editor: Joseph Taylor Edit Assistant: Anders Mills Producer: Noreen Khan
POST PRODUCTION VFX Supervisor: Vasil Galabov VFX: The Mill EP: Saskia Delius Producer: Sam Ashby 2D Lead: Ben Gallagher 2D Assists: Henry Claud N’guetta, Jane Williams, Muhaddissa Hasham Associate Producer: Rushikesh Shelar Production Coordinator: Karishma Verma Compositor Supervisor: Nanda P V Compositor Lead: Ragesh Ramachandran Rotoscoping Supervisor: Kunal Bendke Prep Lead: Jalander Madishetty GABHA Studios: Dafydd Upsdell, Daniel Morris Grade: Andrew Francis Add’l Post Production: Andrzej, Nina Muro, Nick Lane CGI: Alex (chippy) Futtersak, Dom Harwood VFX Artists: David Ochoa
TRANSPORT Coordinator: Vladimir Mashinata Blagoev Prod Vans: Svetoslav Yordanov, Ivo Radkov, Iliya Iliev, Georgi Evstatiev
CATERING Cherry Craft & Catering Manager: Mariela Manolova Cherry Craft & Catering: Petya Kovacheva, Ivan Nalbatski, Borislav Parvanov
SUNWEAVER CREATIVE Shawn Chapman: Producer - Creative Jacqueline Adorni: Producer Garrett Robles: 3D / Previs Lauren Sperling: Project Coordinator Matthew Hunt: Production Assistant
WARDROBE / COSTUME: VENIA Christine Ko: Key Costumer Keeter Ly: Key Costumer
WARDROBE / COSTUME: SUNWEAVER Cybal Hall: Costume Supervisor Annabelle Gerke: Key Costumer Christopher Hall: Costumer (Silkscreening) Daniel Rose: Lead Wig Designer Kieran Smith: Wig Stylist Samantha Michael: Wig Stylist
ART DEPARTMENT Kigarumi Sensei Taiki Nishikawa: Key Artist Paul Nishikawa: Artist
Creative Character Engineering Andrew Clement: Lead Artist Lesley Becerra: Head of Production Brad Palmer: Sr. Project Manager Cory Fisher: 3D print/fabrication Alex Dill: Fabrication Mike Ross: Fabrication
Special Thanks - Venia
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Biblioteca „Alba Iulia”, filială a Bibliotecii Municipale „B.P. Hasdeu” a marcat 25 de ani de activitate, genericul evenimentului fiind „Prin cultură și unitate spirituală”.
Cu mesaje de felicitare și discursuri festive au participat: Mariana Harjevschi, director general, Biblioteca Municipală „B.P. Hasdeu”; Vasile Moroi, pretor, sectorul Buiucani; Alexandru Pruteanu, specialist principal, resurse umane, Direcția generală și patrimoniu cultural al municipiului Chișinău; Mihai Cimpoi, academician, critic și istoric literar; Lidia Kulikovski, director adjunct, Biblioteca Municipală „B.P. Hasdeu”; Silvan Stâncel, manager, Biblioteca Județeană „Lucian Blaga”, Alba Iulia; Marcel Vișa, poet, Alba Iulia; Vlad Grecu, scriitor; Dumitru Apetri, profesor, Universitatea Pedagogică „Ion Creangă”, Chișinău.
În cadrul evenimentului au fost lansate publicațiile: revista Bibliotecii „Alba Iulia” „Orizonturi” și volumul „Confesiuni în bibliotecă” (dialoguri culturale realizate de Nicolae Spătaru, șef, Biblioteca „Alba Iulia”). De asemenea a fost vernisată expoziția „Urme și umbre” semnată de artistul plastic Florentin Leancă, urmată de expoziția de carte „Scriitori din Cetatea Unirii”, expoziția fiind alcătuită din cărțile scriitorilor din județul Alba.
O supriză frumoasă a fost recitalul poetic „Sub semnul aniversării”, la care au participat poeții: Ianoș Țurcanu, Marcel Vișa, Gheorghe Bâlici, Victoria Fonari, Silvia Caloianu, Gheorghe Doni și Nadejda Ivanov.
Nelipsite din program au fost și spectacolele muzicale. Au încins atmosfera: Ana Granaci – Adam și ansamblul vocal „Prometeu”, conducător artistic: Veaceslav Adam. Ne-au încântat auzurile cu un recital muzical Silvan Stâncel și Dan Liviu Cernat pe versurile lui Matei Vișniec.
Evenimentul a fost moderat de Nicolae Spătaru, șef, Biblioteca „Alba Iulia”.
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EDEN | Projector from Zhang + Knight on Vimeo.
The sky took a long time to paint.
Directors: Zhang + Knight Producer: Luke Tierney Production Company: FRIEND DOP: Carl Nilsson B2Y Producer: Alexander Kenanov Service Company: B2Y Productions B2Y Line Producer: Ivan Ivanov-Kebapa Production Manager: Kristin Arakchieva Production Coordinator: Daniel Vasev Production Accountant: Diana Petrova 1 AD: Mihajlo Kocev Production Designer: Lora Venkova Art Director: Kris Lekov Art Department Coordinator: Anna Hadzhieva Props Master: Zdravko Vasilev Props Master Assistant: Vasil Ivanov Buyer: Georgi Georgiev Construction manager: Zamfir Zamfirov Carpenter: Georgi Lazarov Carpenter: Tanislav Lazarov Carpenter: Emanuil Asenov Carpenter: Toni Tomov Carpenter:Ivan Kirov Carpenter: Dian Angelov Carpenter: Stefan Mavrodiev Carpenter: Boyan Georgiev Set Dresser: Luybomir Harizanov Assistant Set Dresser: Andrey Vasilev Lead Painter / Graffiti: Atanas Levakov Lead Painter / Graffiti: Yoan Tsenkov Painter: Todor Raykov Painter: Vasko Vasilev Painter: Toni Kanchev Choreographer: Simon Donnellon Choreographer: Lydia Buckler 1st AC: Mihail Kotev 2nd AC: Ludmil Donchev Steadicam Operator: Nikolay Kerezov Video Control: Simeon Chengelski Loader: Borislav Zlatanov Downloader: Bogomil Georgiev BTS: Angela Stephenson Stylist Taff Williamson Costumer: Mariya Petrova Hair & Make Up: Gergana Batanova Gaffer: Peter Kostov Electrician: Kirirl Bakalov Electrician: Viktor Hristov Key Grip: Vihar Nikolov Grip: Todor Todorov Key PA: Teodor Luckanov PA: Stoqn Rusev PA: Ivelin Ilchev Driver: Dimitar Simeonov Driver: Daniel Balcev Craft Service: RAGAZZI / Stefan Dundakov Editor: Ellie Johnson @ Tenthree Edit Producer: Julian Marshall Colourist: Daniel De Vue @ A52 Colour EP: Thatcher Peterson Colour Producer: Jenny Bright VFX: Analog Studios VFX EP: Mike Merron VFX Producer: Rose Nicholson VFX Lead/Lead 2D: Fabio Zaveti 2D Artist: Giuseppina Cataldo
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While the night is far from quiet, what with all of the costumed patrons milling about the lobby and rubbing elbows on a too-crowded bench, it is peaceful. It’s been at least an hour of carefree mingling, and the only inconvenience anyone has found thus far is the guy dressed as H.H. Holmes being a little too method in his acting, stalking around amongst the crowd before disappearing the moment you see his blur in your periphery. Those who haven’t indulged in the open bar serving jello shots downstairs have likely opted to wait until after their tour through the undoubtedly haunted house, while others nurse their flasks and plead with whatever cosmic force they believe ( or don’t believe ) in that the line will shuffle a touch more quickly so they can black out for the night.
Fortunately for the impatient, a handful of groups are called to enter their respective rooms, though instead of enjoying the night with the ones who came here on their arms, they’re suited with a handful of strangers, acquaintances, and enemies. Now isn’t the time to brandish your weapons—let’s call it a truce for Halloween. Each group is assigned a specific room, and, satisfied with their groupings or not, they press forward. At first glance, no room looks any different than what you’d expect, maybe more void of furniture and spooky decor than ideal for the holiday which revolves around that sort of thing, but for once, it appears the night may go smoothly. Until the doors lock behind them.
Part II of the Halloween Murder Castle event has begun ! Your characters are assigned to a group, which then are assigned to rooms. It is up to you and your groupmates how they will survive the obstacles hindering the exit—but be warned; there’s an imposter in your midst. Someone in your group, who agreed to what they now realize is a test of their wit and strength, may opt to take the selfish way out and preserve their own life over the lives of their teammates. Imposters, determine whether you will prioritize yourself or your group to escape each room. Good luck !
This event will last until 9 PM EST on NOVEMBER 3RD, 2020. Under the cut are your group assignments, plus room assignments. PLEASE collaborate with your groupmates to determine how your characters will solve their rooms and make their escape. If you have any questions, always feel free to reach out ! Happy Halloween !
GROUPS
GROUP #1: Alejandra Ruiz, Beau Griveaud, Marie-Anne Beaulieu, and Wren Lucas are in ROOM 19. (BARBED)
GROUP #2: Nova Deveraux, Orion Andersen, Ivy Ivashkov, and Rahi Kumar are in ROOM 24. (CHALICE)
GROUP #3: Addison McKinnley,Veronica Pierce, Maite DeLeon, Blythe Sweetwine are in ROOM 7. (BANSHEE)
GROUP #4: Aries “Rhys” Rigsby, Cassidy Faust, Barnaby Eaton, Vitomir Kipriyanov are in ROOM 12. (DESCENT)
GROUP #5: Charlotte “Charlie” Arden, Marissa Atkinson, Levi Bohan, and Jean Jacque Baptiste De Romanet are in ROOM 20. (CLOSURE)
GROUP #6: Armande Ivashkov, Jessika Delmonico, and Josephine “Josie” Leon are in ROOM 30. (TUNDRA)
GROUP #7: Oakley Butler, Birdie Mendoza, Harlow Dumas, and Andrew “Drew”Whitemore are in ROOM 16. (ELEVATOR)
GROUP #8: Zoe Washington, Jesse Valencia, Logan Walsh, and Effie Faust in ROOM 4. (TUNDRA)
GROUP #9: Katarina Vasile, Saskia Vasile, Genevieve Basset, Callan Quinn in ROOM 14. (VOLTAGE)
GROUP #10: Taron Lynch, Rosalie Halliday, Tyson Kane, and Andrea “Andy” Perez are in ROOM 18. (MIRRORS)
GROUP #11: Sutton James, Juno Song, Oisin Donnelly, and Violet Madden are in ROOM 11. (CLOSURE)
GROUP #12: Billie Washington, Leo Vasile, Erin Cerci, and Milo Arrington are in ROOM 15. (BARBED)
GROUP #13: Liam Walsh, Audric Noire, Monika Adler, and Angelo Faust are in ROOM 10. (EXHALE)
GROUP #14: Braden Kahale, Gwen Arnolds, and Audrey Rousseau are in ROOM 5. (OVEN)
GROUP #15: Wyatt Leon, Ariela Leon, Fabian Drake Kalashnyk, and Milicent Washington are in ROOM 31. (KEY)
GROUP #16: Maisie Kane, Linus Arnolds, Sasha Ivanov, and Lev Vasile are in ROOM 17. (TAR)
GROUP #17: Lorelai Faust, Oliver Faust, Anastasia Sahin, and Glenda Ray are in ROOM 8. (FLASH )
GROUP #18: Konstantin Vasile, Fletcher Hargrave, Igor Vasile, and Cecilia Cavendish are in ROOM 23. (VOLTAGE)
GROUP #19: Abel Washington, Zane Washington, Holden Mercer, and Nadia James are in ROOM 25. (OCEAN)
GROUP #20: Autumn Dawson , Olivia Madden, and Auron Wright are in ROOM 21. (VIEW)
GROUP #21: Anatayla Vasile, Killian Walsh, Hana Faust, and Caoilainn “Callie” Walsh are in ROOM 2. (OCEAN)
GROUP #22: Atticus Mercer, Carrigan Connolly, Viktoriya Vasile, and Alejandro ‘Jano’ Solano are in ROOM 22. (HOURGLASS)
GROUP #23: Catriona O’Shea, Joey O’Shea, Lee Malkovich, and Lavrentii ‘Lav’ Vasile are in ROOM 3. (VIEW)
GROUP #24: Lincoln Dawson, Ira Evans, Rosalia Leon, and Amara Ricci are in ROOM 27. (EXHALE)
GROUP #25: Letitia ‘Tia’ Valentine, Teddy Cohen, Layla Jiminez, and Mikhail Morosov are in ROOM 1. (PIT)
GROUP #26: Noah Etkin, Blair Faust, Stefano Vittori, and Mathias Attano are in ROOM 6. (HOURGLASS)
GROUP #27: Callum James, Faith Williams, and Dominika Romanov are in ROOM 26. (MIRRORS)
GROUP #28: Jackson Martson, Anton Volkov, Lada Antonovna, and Arlo Flores are in ROOM 29. (TAR)
GROUP #29: Diamond Washington, Darren Murphy, Zedekiah “Zed” Vasile, and Esmeray Demir are in ROOM 9. (CHALICE)
GROUP #30: David Sharpe and Edith Cohen are in ROOM 28. (BANSHEE)
GROUP #31: Caroline Shepherd, Nicholas Krieger, Christine Lin, and Constansia Fournier are in ROOM 13. (KEY)
ROOMS
ROOM 1 — THE PIT
SUMMARY: You and your fellow group members enter the room, and it seems relatively normal, if not a touch boring. The walls are a sleek chrome with a matching floor and ceiling, and the only thing that stands out is an ornate door opposite from—and identical to—the one you entered through. You try it, but it doesn’t open, and the door you just came through suddenly decides not to open either. Then, you feel the tremble, and the center of the floor begins to open up into an abyss lined with jagged glass, and metal, and everything else that screams tetanus. In the center of the new floor is a pedestal, and atop the pedestal is a key—surely the way out. CHALLENGE: You and your teammates must find a way to retrieve the key before the floor fully gives way and engulfs all of you. How you do this is up to your own discretion, but you’d better count on some injuries.
ROOM 2 — THE OCEAN
SUMMARY: You and your fellow group members enter the room, which is devoid of any furniture, and, well, much of anything, really, besides what looks like a hatch on the ceiling. Oddly enough, the walls look like glass—or some version of it—though they’re not as breakable as they seem when you rap your knuckles against them. For the first minute or so, you’re confused, but then a pipe creaks somewhere overhead, and water bubbles up from under your feet. You all realize it at once—the room is filling up fast, and the door you entered through is deadbolted. You’re trapped in here. CHALLENGE: Find a way out of the room before the water reaches the ceiling. You’ll only have about twenty-five minutes to determine which part of what wall is breakable enough to escape through. Alternatively, you can test your swimming skills—and gamble with what’s left of your oxygen—to get the hatch on the ceiling open. It will take all of you, so no matter your allegiance, it’s imperative you work together.
ROOM 3 — THE VIEW
SUMMARY: This room is not what it appears—it’s decorated floor-to-ceiling like the streets of France, complete with a gaudy painting of the Eiffel Tower, street lamps and mannequins in period clothing. It’s beautiful, and a far cry from scary—that is, until you start to lose your breath standing in place. At first you wonder what’s wrong with you, until you realize your partner’s breath is becoming ragged and wheezy, too. It strikes you a second too late; the oxygen is being removed from this room little by little, and suddenly the breathtaking view makes sense. ( What a horrible pun, eh ? ) You’ll suffocate if you stay in here any longer, so it’s up to you and the rest of your teammates to find the exit. CHALLENGE: The door you entered through is locked, so weave your way through the “street” to find the other exit. You should know it’s locked, too, so you’ll have to work together to find the key. It could be in a flower pot, it could be inside the skull of a mannequin—but if you don’t find it, this cheap version of Paris is the last thing you’ll ever see.
ROOM 4 — THE TUNDRA
SUMMARY: The moment you cross the threshold of this room, you feel the drop in temperature, and the door falls shut behind you. The moment you turn for it, you realize it’s jammed, and your only choice is to get comfortable. You look around, your eyes wandering across the painting hung ceiling-to-floor on the walls and wonder how many of them are watching you back. For the minute or so you stand in place, you feel the temperature get somehow lower. Those around you seem to notice the same thing, and the epiphany strikes at once—someone is freezing you into the room. CHALLENGE: There is a locked door on the opposite wall that is surely your exit. Collaborate with your teammates to find the key inside the paintings before the room freezes over. You only have fifteen or so minutes to leave the room.
ROOM 5 — THE OVEN
SUMMARY: The room you enter with your teammates is an obnoxious white, and the lights seem a little too bright for anyone’s liking. It’s also warm enough to have anyone shedding an extra layer, and the longer you explore the room the hotter it becomes, as if you’re baking alive. The realization hits you all at the same time, but the exit at the end of the room won’t budge. A voice over the speaker above you—was that there before ?—urges you to sacrifice one member to the room. CHALLENGE: You must decide who will stay behind so the others can escape. If you choose the correct imposter, you may leave the room, thus sacrificing the imposter to the room.
ROOM 6 — THE HOURGLASS
SUMMARY: This room looks relatively average at first—you toddle in a couple of steps, and it doesn’t seem particularly out of the ordinary, save for the junk pile stationed in the corner of the room. You think it might be a prop closet, but when you feel the first trickle of—is that sand ?—sweep over you, there’s suddenly a weight in your gut. The room is filling up with it, and in the center of the junk pile sits an hourglass that dwindles down in sync. You’ll be buried in the next twenty minutes if you don’t find a way to escape. CHALLENGE: You turn to the door you just entered through and realize there’s a keypad you may use to unlock it from the inside. Now all you have to do is find the four-digit code ( and the order in which to input it ) separately hidden in the junk pile to escape. Just don’t take too long.
ROOM 7 — THE BANSHEE
SUMMARY: Nothing seems out of the ordinary in this room, save for the padded walls and the giant, creepy painting of the man of the hour—H.H. Holmes—on the opposite side of the entrance. You get a brief look at the room, the four buttons on the floor, the fine china lining the shelves on the walls, before the room goes dark. The floor trembles beneath your feet, and sure, it’s a little campy with the filtered-in gunfire, but then the sounds get louder, and louder, and louder. You can hardly listen to it without physically wincing, and there’s no doubt the looming possibility of hearing damage, not to mention loss. You can practically feel your eardrums beginning to drip—you have to get out of here. CHALLENGE: You have to escape the room to avoid causing irreparable damage by searching with your teammates in the dark for the buttons you saw earlier. Find all four buttons, then press them simultaneously to pop open the painting, which doubles as an exit. If you don’t get out, someone will get you out, but they’ll be far less welcoming than a few loud noises.
ROOM 8 — THE FLASH
SUMMARY: In this room, all of the empty walls are a stark white, almost hard to look at when you first enter. The lights above your head are bright enough to radiate heat, and you can already see colors swirling in your vision. The floor pulses in a pattern, lighting up red like a guide to the exit on the other side of the room. Before you take the first step, the lights flash brighter, so much so the whole room melts into a blur in front of your eyes. You take a moment to get your bearings, then blink away the moisture spawning at your lash line. When you open your eyes again, the room is back to normal, but the pattern on the floor has changed. CHALLENGE: You and your teammates must navigate the floor tiles before the room resets. If you simply approach the door, it will remain locked, and the puzzle will simply reset. The longer you’re in this room and exposing yourself to the flashes, the more likely you are to leave with permanent damage to your retinas. Also, you’d better work quickly, because that ticking sound underneath your shoes probably isn’t a good sign.
ROOM 9 — THE CHALICE
SUMMARY: This room, compared to its predecessors, is pretty tame—the four walls are a dark velvet with a golden table in the center. On the table are a set of four chalices, each more ornate than the last. The voice that plays on a loop overhead establishes the rules; choose who will drink from which chalice, but be warned: three of them are poisoned, and only one holds an antidote. Determine who will be sacrificed to which chalice. To escape this room, everyone must take a drink. CHALLENGE: There’s no way around it—no one is leaving this room until each chalice is sampled. Each member will have to sample their assigned chalice, and only time will tell who has the antidote. There is a possibility of exiting the room alive if the one left standing can evenly portion the antidote.
ROOM 10 — THE EXHALE
SUMMARY: As you enter the room, you instantly recognize the theme of charred remains, with a splintered set of dining chairs and the matching table, peeling wallpaper, and singed curtains decorating the walls that wrap around you. It even smells like smoke in here, and the longer you wander around the still smoking debris, the more saturated the atmosphere becomes. Soon, you and the other occupants of the room begin to cough, and you realize it’s not your imagination that’s making the air thicker—it’s the vent leaking a grey cloud into the room. CHALLENGE: The door at the far end of the room must be opened with a code, and you must find the code scattered among the debris. You’ll find four numbers in total stamped on various items—input the numbers in the correct order to escape the room.
ROOM 11 — THE CLOSURE
SUMMARY: You and your group step through the door into a room bare of anything as far as the eyes can see. After everyone is inside the door locks behind you and the small bits of confetti fall from the ceiling as a warm distraction. You missed the different patterns on the ground of your feet. CHALLENGE: The walls start to close in on your and the group. You notice the door in the opposite direction get crushed as the walls inch closer. You must solve the puzzle to get out of the room before the walls make you a Chicago style pancake.
ROOM 12 — THE DESCENT
SUMMARY: Everything about this room when you and your group enters seems mundane. An old fashioned study is stocked with bookcases against both walls. An old fashioned globe with a mini bar inside of it lays in the center.The door locks behind you, but then you take a glance to the ceiling and notice the sinister sleek metal inching towards you. CHALLENGE: The ceiling in the room starts to lower. You must locate the key to get out of the room in time to not be flattened.
ROOM 13 — THE KEY
SUMMARY: You and your group enter a moderately furnished room. Some small chairs, a small children’s desk, among other mundane objects like pencils and pens. A few books that are on the desk. In the center of the room is where your vision is drawn to a circular crater that holds an overabundance of keys. With a glance you can wager that the key to open the door across from you is within this pit. CHALLENGE: A ticking above your heads alarms you to the fact that there are wired explosives ahead that are counting down. You must locate the correct key among dozens of faux ones. However, if you take too long the explosives will go off.
ROOM 14 — THE VOLTAGE
SUMMARY: Once you enter the room a soft breeze touches your face. You and your group take notice after the door locks behind you that the room is covered with different paintings of a cloudy sky. Lightning bolts painted on several places in the room scattered from wall to wall. Up above on the ceiling are shapes that seem to have formed grey clouds. All you’re missing is a nice cup of warm drink and a chair to leisure in. CHALLENGE: At first you feel it, and you hear the zap. Small bits of electricity shoot up your leg, and then it grows worse and worse. As if someone has turned on the electric chair for everyone in the room. You must locate the key to get out of the other door.
ROOM 15 — THE BARBED WIRE
SUMMARY: You and your group enter a room that you would have thought was created in a horror movie flick. From the ceiling to barely above the ground are barbed wire. The door is on the other side that will grant you the way out. That is if the barbed obstacle doesn’t grapple any of you first. CHALLENGE: You will need to get to the other side of the room through the barbed wires. Then you will be able to exit out the door, but you might want to be mindful not to become a mangled livestock on the conquest to escape.
ROOM 16 — THE ELEVATOR
SUMMARY: You and your group enter what you think is a normal room. However, once the regular door closes it locks. The room itself moves, and you’re presented with an elevator door in front of you. The keypad shows the different levels of the castle to the right, and there’s even a counter on the floors above the locked elevator door in front of everyone. THE CHALLENGE: The room goes between dropping at an alarming rate to rising upwards quickly. There’s no end in sight no matter what buttons you press on it. The elevator doesn’t stop on any floors. The group will need to figure out a way to disable the power inside the elevator and escape out the ceiling of it. But be careful it’s a finicky machine.
ROOM 17 — THE TAR
SUMMARY: The darkness captures you and your fellow group members at first. There is a light switch in this room that buzzes a dim cheap light onto the ground. Once everyone shuffles in you notice that the ground you step on is black, thick, and sticky. Black tar coats the ground of the room, and you notice it on the mediocre furniture that adorns it. A makeshift map with pins and faces of H.H. Holmes’s alleged victims are strawn out. You can take a breather or two, but then. THE CHALLENGE: The mechanic clink is heard around the room as panel boards slide apart. Through these panels projectiles are aimed into the room. Arrows & darts fly towards the group. Normally these would be easy to dodge, but you are stuck in place. You must work to get to the exit door on the other side of the room.
ROOM 18 — THE MIRRORS
SUMMARY: You and your fellow group members enter the room, the room is empty of furniture. Visibly on the roof are cogs and attached to them are large thick mirrors. The end isn’t in sight for anyone to see, and the only thing that looks back at you is your multiple reflections. The walls are lost and you swear they’re mirrors themselves. You can’t shake the feeling that you’re being watched. Are these two-way mirrors? CHALLENGE: The mirrors move with each step in a manner as if to smash or crush the opponent. The movements of them are precise and you can almost feel yourself being enclosed into a box of mirrors that gets smaller. The objective is to make it out of the reflective maze in one piece.
ROOM 19 — THE BARBED WIRE
SUMMARY: You and your group enter a room that you would have thought was created in a horror movie flick. From the ceiling to barely above the ground are barbed wire. The door is on the other side that will grant you the way out. That is if the barbed obstacle doesn’t grapple any of you first. CHALLENGE: You will need to get to the other side of the room through the barbed wires. Then you will be able to exit out the door, but you might want to be mindful not to become a mangled livestock on the conquest to escape.
ROOM 20 — THE CLOSURE
SUMMARY: You and your group step through the door into a room bare of anything as far as the eyes can see. After everyone is inside the door locks behind you and the small bits of confetti fall from the ceiling as a warm distraction. You missed the different patterns on the ground of your feet. CHALLENGE: The walls start to close in on your and the group. You notice the door in the opposite direction get crushed as the walls inch closer. You must solve the puzzle to get out of the room before the walls make you a Chicago style pancake.
ROOM 21 — THE VIEW
SUMMARY: This room is not what it appears—it’s decorated floor-to-ceiling like the streets of France, complete with a gaudy painting of the Eiffel Tower, streetlamps and mannequins in period clothing. It’s beautiful, and a far cry from scary—that is, until you start to lose your breath standing in place. At first you wonder what’s wrong with you, until you realize your partner’s breath is becoming ragged and wheezy, too. It strikes you a second too late; the oxygen is being removed from this room little by little, and suddenly the breathtaking view makes sense. ( What a horrible pun, eh ? ) You’ll suffocate if you stay in here any longer, so it’s up to you and the rest of your teammates to find the exit. CHALLENGE: The door you entered through is locked, so weave your way through the “street” to find the other exit. You should know it’s locked, too, so you’ll have to work together to find the key. It could be in a flower pot, it could be inside the skull of a mannequin—but if you don’t find it, this cheap version of Paris is the last thing you’ll ever see.
ROOM 22 — THE HOURGLASS
SUMMARY: This room looks relatively average at first—you toddle in a couple of steps, and it doesn’t seem particularly out of the ordinary, save for the junk pile stationed in the corner of the room. You think it might be a prop closet, but when you feel the first trickle of—is that sand ?—sweep over you, there’s suddenly a weight in your gut. The room is filling up with it, and in the center of the junk pile sits an hourglass that dwindles down in sync. You’ll be buried in the next twenty minutes if you don’t find a way to escape. CHALLENGE: You turn to the door you just entered through and realize there’s a keypad you may use to unlock it from the inside. Now all you have to do is find the four-digit code ( and the order in which to input it ) separately hidden in the junk pile to escape. Just don’t take too long.
ROOM 23 — THE VOLTAGE
SUMMARY: Once you enter the room a soft breeze touches your face. You and your group take notice after the door locks behind you that the room is covered with different paintings of a cloudy sky. Lightning bolts painted on several places in the room scattered from wall to wall. Up above on the ceiling are shapes that seem to have formed grey clouds. All you’re missing is a nice cup of warm drink and a chair to leisure in. CHALLENGE: At first you feel it, and you hear the zap. Small bits of electricity shoot up your leg, and then it grows worse and worse. As if someone has turned on the electric chair for everyone in the room. You must locate the key to get out of the other door.
ROOM 24 — THE CHALICE
SUMMARY: This room, compared to its predecessors, is pretty tame—the four walls are a dark velvet with a golden table in the center. On the table are a set of four chalices, each more ornate than the last. The voice that plays on a loop overhead establishes the rules; choose who will drink from which chalice, but be warned: three of them are poisoned, and only one holds an antidote. Determine who will be sacrificed to which chalice. To escape this room, everyone must take a drink. CHALLENGE: There’s no way around it—no one is leaving this room until each chalice is sampled. Each member will have to sample their assigned chalice, and only time will tell who has the antidote. There is a possibility of exiting the room alive if the one left standing can evenly portion the antidote.
ROOM 25 — THE OCEAN
SUMMARY: You and your fellow group members enter the room, which is devoid of any furniture, and, well, much of anything, really, besides what looks like a hatch on the ceiling. Oddly enough, the walls look like glass—or some version of it—though they’re not as breakable as they seem when you rap your knuckles against them. For the first minute or so, you’re confused, but then a pipe creaks somewhere overhead, and water bubbles up from under your feet. You all realize it at once—the room is filling up fast, and the door you entered through is deadbolted. You’re trapped in here. CHALLENGE: Find a way out of the room before the water reaches the ceiling. You’ll only have about twenty-five minutes to determine which part of what wall is breakable enough to escape through. Alternatively, you can test your swimming skills—and gamble with what’s left of your oxygen—to get the hatch on the ceiling open. It will take all of you, so no matter your allegiance, it’s imperative you work together.
ROOM 26 — THE MIRRORS
SUMMARY: You and your fellow group members enter the room, the room is empty of furniture. Visibly on the roof are cogs and attached to them are large thick mirrors. The end isn’t in sight for anyone to see, and the only thing that looks back at you is your multiple reflections. The walls are lost and you swear they’re mirrors themselves. You can’t shake the feeling that you’re being watched. Are these two-way mirrors? CHALLENGE: The mirrors move with each step in a manner as if to smash or crush the opponent. The movements of them are precise and you can almost feel yourself being enclosed into a box of mirrors that gets smaller. The objective is to make it out of the reflective maze in one piece.
ROOM 27 — THE EXHALE
SUMMARY: As you enter the room, you instantly recognize the theme of charred remains, with a splintered set of dining chairs and the matching table, peeling wallpaper, and singed curtains decorating the walls that wrap around you. It even smells like smoke in here, and the longer you wander around the still smoking debris, the more saturated the atmosphere becomes. Soon, you and the other occupants of the room begin to cough, and you realize it’s not your imagination that’s making the air thicker—it’s the vent leaking a grey cloud into the room. CHALLENGE: The door at the far end of the room must be opened with a code, and you must find the code scattered among the debris. You’ll find four numbers in total stamped on various items—input the numbers in the correct order to escape the room.
ROOM 28 — THE BANSHEE
SUMMARY: Nothing seems out of the ordinary in this room, save for the padded walls and the giant, creepy painting of the man of the hour—H.H. Holmes—on the opposite side of the entrance. You get a brief look at the room, the four buttons on the floor, the fine china lining the shelves on the walls, before the room goes dark. The floor trembles beneath your feet, and sure, it’s a little campy with the filtered-in gunfire, but then the sounds get louder, and louder, and louder. You can hardly listen to it without physically wincing, and there’s no doubt the looming possibility of hearing damage, not to mention loss. You can practically feel your eardrums beginning to drip—you have to get out of here. CHALLENGE: You have to escape the room to avoid causing irreparable damage by searching with your teammates in the dark for the buttons you saw earlier. Find all four buttons, then press them simultaneously to pop open the painting, which doubles as an exit. If you don’t get out, someone will get you out, but they’ll be far less welcoming than a few loud noises.
ROOM 29 — THE TAR
SUMMARY: The darkness captures you and your fellow group members at first. There is a light switch in this room that buzzes a dim cheap light onto the ground. Once everyone shuffles in you notice that the ground you step on is black, thick, and sticky. Black tar coats the ground of the room, and you notice it on the mediocre furniture that adorns it. A makeshift map with pins and faces of H.H. Holmes’s alleged victims are strawn out. You can take a breather or two, but then. THE CHALLENGE: The mechanic clink is heard around the room as panel boards slide apart. Through these panels projectiles are aimed into the room. Arrows & darts fly towards the group. Normally these would be easy to dodge, but you are stuck in place. You must work to get to the exit door on the other side of the room.
ROOM 30 — THE TUNDRA
SUMMARY: The moment you cross the threshold of this room, you feel the drop in temperature, and the door falls shut behind you. The moment you turn for it, you realize it’s jammed, and your only choice is to get comfortable. You look around, your eyes wandering across the painting hung ceiling-to-floor on the walls and wonder how many of them are watching you back. For the minute or so you stand in place, you feel the temperature get somehow lower. Those around you seem to notice the same thing, and the epiphany strikes at once—someone is freezing you into the room. CHALLENGE: There is a locked door on the opposite wall that is surely your exit. Collaborate with your teammates to find the key inside the paintings before the room freezes over. You only have fifteen or so minutes to leave the room.
ROOM 31 — THE KEY
SUMMARY: You and your group enter a moderately furnished room. Some small chairs, a small children’s desk, among other mundane objects like pencils and pens. A few books that are on the desk. In the center of the room is where your vision is drawn to a circular crater that holds an overabundance of keys. With a glance you can wager that the key to open the door across from you is within this pit. CHALLENGE: A ticking above your heads alarms you to the fact that there are wired explosives ahead that are counting down. You must locate the correct key among dozens of faux ones. However, if you take too long the explosives will go off.
#crimson.event#oc rp#appless rp#crime rp#gang rp#mature rp#drowning tw#burning tw#violence tw#gore tw#death tw#body horror tw
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Vasil Levski Street,. Plovdiv. “Levski” means “lionlike” and was the nickname given to Vasil Ivanov Kunchev. Levski Sofia FC is named after him . The currency in Bulgaria is the ‘lev” , but I can’t find any connection with Levski.
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EDEN | Projector from Zhang + Knight on Vimeo.
The sky took a long time to paint.
Directors: Zhang + Knight Producer: Luke Tierney Production Company: FRIEND DOP: Carl Nilsson B2Y Producer: Alexander Kenanov Service Company: B2Y Productions B2Y Line Producer: Ivan Ivanov-Kebapa Production Manager: Kristin Arakchieva Production Coordinator: Daniel Vasev Production Accountant: Diana Petrova 1 AD: Mihajlo Kocev Production Designer: Lora Venkova Art Director: Kris Lekov Art Department Coordinator: Anna Hadzhieva Props Master: Zdravko Vasilev Props Master Assistant: Vasil Ivanov Buyer: Georgi Georgiev Construction manager: Zamfir Zamfirov Carpenter: Georgi Lazarov Carpenter: Tanislav Lazarov Carpenter: Emanuil Asenov Carpenter: Toni Tomov Carpenter:Ivan Kirov Carpenter: Dian Angelov Carpenter: Stefan Mavrodiev Carpenter: Boyan Georgiev Set Dresser: Luybomir Harizanov Assistant Set Dresser: Andrey Vasilev Lead Painter / Graffiti: Atanas Levakov Lead Painter / Graffiti: Yoan Tsenkov Painter: Todor Raykov Painter: Vasko Vasilev Painter: Toni Kanchev Choreographer: Simon Donnellon Choreographer: Lydia Buckler 1st AC: Mihail Kotev 2nd AC: Ludmil Donchev Steadicam Operator: Nikolay Kerezov Video Control: Simeon Chengelski Loader: Borislav Zlatanov Downloader: Bogomil Georgiev BTS: Angela Stephenson Stylist Taff Williamson Costumer: Mariya Petrova Hair & Make Up: Gergana Batanova Gaffer: Peter Kostov Electrician: Kirirl Bakalov Electrician: Viktor Hristov Key Grip: Vihar Nikolov Grip: Todor Todorov Key PA: Teodor Luckanov PA: Stoqn Rusev PA: Ivelin Ilchev Driver: Dimitar Simeonov Driver: Daniel Balcev Craft Service: RAGAZZI / Stefan Dundakov Editor: Ellie Johnson @ Tenthree Edit Producer: Julian Marshall Colourist: Daniel De Vue @ A52 Colour EP: Thatcher Peterson Colour Producer: Jenny Bright VFX: Analog Studios VFX EP: Mike Merron VFX Producer: Rose Nicholson VFX Lead/Lead 2D: Fabio Zaveti 2D Artist: Giuseppina Cataldo
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Eurovision Insight Podcast: Insight Asks Bulgarian Head of Press Vasil Ivanov
[powerpress] From launching a Eurovision website for Bulgaria, to the Head of Press for his country at this year’s Eurovision Song Contest, his journey is one of many that we will be highlighting this year in the ‘ESC Insight Asks‘ series. Sharleen Wright caught up with Ivanov between rehearsals to ask him about his early years of Eurovision fandom, keeping the spirit of the Song Contest alive in…
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The sky took a long time to paint. Directors: Zhang + Knight Producer: Luke Tierney Production Company: FRIEND DOP: Carl Nilsson B2Y Producer: Alexander Kenanov Service Company: B2Y Productions B2Y Line Producer: Ivan Ivanov-Kebapa Production Manager: Kristin Arakchieva Production Coordinator: Daniel Vasev Production Accountant: Diana Petrova 1 AD: Mihajlo Kocev Production Designer: Lora Venkova Art Director: Kris Lekov Art Department Coordinator: Anna Hadzhieva Props Master: Zdravko Vasilev Props Master Assistant: Vasil Ivanov Buyer: Georgi Georgiev Construction manager: Zamfir Zamfirov Carpenter: Georgi Lazarov Carpenter: Tanislav Lazarov Carpenter: Emanuil Asenov Carpenter: Toni Tomov Carpenter:Ivan Kirov Carpenter: Dian Angelov Carpenter: Stefan Mavrodiev Carpenter: Boyan Georgiev Set Dresser: Luybomir Harizanov Assistant Set Dresser: Andrey Vasilev Lead Painter / Graffiti: Atanas Levakov Lead Painter / Graffiti: Yoan Tsenkov Painter: Todor Raykov Painter: Vasko Vasilev Painter: Toni Kanchev Choreographer: Simon Donnellon Choreographer: Lydia Buckler 1st AC: Mihail Kotev 2nd AC: Ludmil Donchev Steadicam Operator: Nikolay Kerezov Video Control: Simeon Chengelski Loader: Borislav Zlatanov Downloader: Bogomil Georgiev BTS: Angela Stephenson Stylist Taff Williamson Costumer: Mariya Petrova Hair & Make Up: Gergana Batanova Gaffer: Peter Kostov Electrician: Kirirl Bakalov Electrician: Viktor Hristov Key Grip: Vihar Nikolov Grip: Todor Todorov Key PA: Teodor Luckanov PA: Stoqn Rusev PA: Ivelin Ilchev Driver: Dimitar Simeonov Driver: Daniel Balcev Craft Service: RAGAZZI / Stefan Dundakov Editor: Ellie Johnson @ Tenthree Edit Producer: Julian Marshall Colourist: Daniel De Vue @ A52 Colour EP: Thatcher Peterson Colour Producer: Jenny Bright VFX: Analog Studios VFX EP: Mike Merron VFX Producer: Rose Nicholson VFX Lead/Lead 2D: Fabio Zaveti 2D Artist: Giuseppina Cataldo
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Exclusively out now on #beatport. #matheyb's Dance with Me Remix from Vasil Ivanov aka The Editor. Classic Deep House track ready to order:) thanks for supporting our wonderful artists. Enjoy the music!! #deephouse#deephousemusic#deephousevibes#deephouselovers#housemusic#housemusiclovers#housemusicallnightlong#housemusicfamily#housemusicdj#dj#djs#newrelease#electronicmusic#dance#housemusiclover#theeditor#music#club#nightclub#clubbing#leisuremusicproductions#enjoy#staytuned#❤❤❤ https://www.instagram.com/p/Bp6zRHhna9m/?utm_source=ig_tumblr_share&igshid=vbc2mjwzo8zp
#beatport#matheyb#deephouse#deephousemusic#deephousevibes#deephouselovers#housemusic#housemusiclovers#housemusicallnightlong#housemusicfamily#housemusicdj#dj#djs#newrelease#electronicmusic#dance#housemusiclover#theeditor#music#club#nightclub#clubbing#leisuremusicproductions#enjoy#staytuned#❤❤❤
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Vasil Levski - The Apostle of Freedom
Vasil Levski (Bulgarian: Васил Левски, spelled in old Bulgarian orthography as Василъ Лѣвскій, pronounced [vɐˈsiɫ ˈlɛfski]), born Vasil Ivanov Kunchev (Васил Иванов Кунчев; 18 July 1840 – 18 February 1873), was a Bulgarian revolutionary who is, today, a national hero of Bulgaria. Dubbed the Apostle of Freedom, Levski ideologised and strategised a revolutionary movement to liberate Bulgaria from Ottoman rule. Levski founded the Internal Revolutionary Organisation, and sought to foment a nationwide uprising through a network of secret regional committees. In Romania, Levski helped institute the Bulgarian Revolutionary Central Committee, composed of Bulgarian expatriates. During his tours of Bulgaria, Levski established a wide network of insurrectionary committees. Ottoman authorities, however, captured him at an inn near Lovech and executed him by hanging in Sofia. He was a true Christian, a man of loyalty, and an example to all Nationalists.
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GERB’s candidate, Prof. Nikolay Gabrovski presented to President Rumen Radev the draft composition of the Council of Ministers:
Malina Valentinova Krumova – Deputy Prime Minister for the management of funds from the European Union
Miglena Yanakieva Tacheva – Deputy Prime Minister for Public Order and Security and Minister of Justice
Meglena Ivanova Plugchieva-Aleksandrova – Deputy Prime Minister for Climate Policies and Minister of Environment and Water
Marinela Pirinova Petrova – Minister of Finance
Blagorodna Hristeva Makeva-Naydenova – Minister of Internal Affairs
Atanas Dimitrov Zapryanov – Minister of Defense
Dragomir Valeriev Zakov – Minister of Foreign Affairs
Martin Ivanov Danovski – Minister of Economy and Industry
Dobromir Prodanov Simidchiev – Minister of Regional Development and Public Works
Proshko Nachev Proshkov – Minister of Transport and Communications
Sabina Todorova Sabeva – Minister of Labor and Social Policy
Blagomir Nikolaev Zdravkov – Minister of Health
Slavcho Tomov Tomov – Minister of Education and Science
Irinei Borisov Konstantinov - Minister of Culture
Vasil Georgiev Grudev – Minister of Agriculture, Food and Forestry
Milena Ivanova Stoycheva – Minister of Innovation and Growth
Krasimir Yordanov Simonski – Minister of Electronic Government
Nikolay Angelov Pavlov – Minister of Energy
Martin Georgiev Zahariev – Minister of Tourism
Boril Plamenov Krastev – Minister of Youth and Sports
According to the candidate for prime minister, it is necessary:
- forming a regular government with the aim of quickly overcoming the division in society, restoring the dialogue between parties and institutions, ending the political crisis;
- implementation of justice reform and effective countermeasures against corruption;
- the introduction of quick and effective anti-crisis measures to overcome the challenges of the economic crisis, inflation and the decline in economic growth, including achieving fiscal sustainability;
- a clear European and Euro-Atlantic orientation of the foreign policy and the security and defense policy;
- implementation of key reforms, including through the Recovery and Sustainability Plan;
- making active political and diplomatic efforts to accept Bulgaria into the Schengen area;
- mobilization and preparation of business, the banking sector and citizens for the accession of Bulgaria to the Eurozone in 2024;
- achieving energy independence, including by continuing efforts to ensure real diversification of supply sources;
- the implementation of targeted public investments in key sectors for the entire society, such as education, health care, social protection;
- Bulgaria should come out of the timelessness and spiral of elections an hour sooner.
"My main goal is to reduce the tension and find a normal tone between the political parties. I am convinced that the Council of Ministers and its composition is capable of guiding Bulgaria through this crisis. The candidates are well known to the public. They have also worked in high positions. Without we are wasting time, we will be able to vote on the budget, Schengen and the Eurozone. I am convinced that these professionals will do it in an extremely short time," said the GERB-SDS candidate for prime minister.
In turn, the head of state wished him success and stated that "today I will issue a decree with which I will propose to the National Assembly to vote on your cabinet".
Last week, Prof. Gabrovski held meetings with DPS, BSP, "Democratic Bulgaria" and "Bulgarian Rise".
"We Continue the Change" and "Vazrazhdane" refused the invitation to the GERB-SDS candidate for prime minister and are adamant that they will not give their support.
BSP also announced that it will stand against a cabinet with the mandate of GERB-SDS, "Bulgarian Rise" expressed readiness for dialogue, and DPS asked to hear the goals, priorities and personal composition of the possible future government.
The GERB-SDS government project is expected to be voted on either on Wednesday or Thursday.
"I expect full support from all political forces and I would be happy for this cabinet to be elected with a full majority", said the candidate for Prime Minister Prof. Nikolay Gabrovski after presenting his proposed cabinet composition and handing over the completed mandate to President Rumen Radev. Nikolay Gabrovski stated that he has outlined priorities on 7 topics on which there is a majority in the 48th National Assembly, and on the remaining topics "there may be arguments between the political forces".
Gabrovski defined the members of the proposed project cabinet as high professionals in their fields, people with careers, all with management experience and without a bright political color, who will give a chance and can lead Bulgaria out of the crisis.
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EDEN | Projector from Zhang + Knight on Vimeo.
The sky took a long time to paint.
Directors: Zhang + Knight Producer: Luke Tierney Production Company: FRIEND DOP: Carl Nilsson B2Y Producer: Alexander Kenanov Service Company: B2Y Productions B2Y Line Producer: Ivan Ivanov-Kebapa Production Manager: Kristin Arakchieva Production Coordinator: Daniel Vasev Production Accountant: Diana Petrova 1 AD: Mihajlo Kocev Production Designer: Lora Venkova Art Director: Kris Lekov Art Department Coordinator: Anna Hadzhieva Props Master: Zdravko Vasilev Props Master Assistant: Vasil Ivanov Buyer: Georgi Georgiev Construction manager: Zamfir Zamfirov Carpenter: Georgi Lazarov Carpenter: Tanislav Lazarov Carpenter: Emanuil Asenov Carpenter: Toni Tomov Carpenter:Ivan Kirov Carpenter: Dian Angelov Carpenter: Stefan Mavrodiev Carpenter: Boyan Georgiev Set Dresser: Luybomir Harizanov Assistant Set Dresser: Andrey Vasilev Lead Painter / Graffiti: Atanas Levakov Lead Painter / Graffiti: Yoan Tsenkov Painter: Todor Raykov Painter: Vasko Vasilev Painter: Toni Kanchev Choreographer: Simon Donnellon Choreographer: Lydia Buckler 1st AC: Mihail Kotev 2nd AC: Ludmil Donchev Steadicam Operator: Nikolay Kerezov Video Control: Simeon Chengelski Loader: Borislav Zlatanov Downloader: Bogomil Georgiev BTS: Angela Stephenson Stylist Taff Williamson Costumer: Mariya Petrova Hair & Make Up: Gergana Batanova Gaffer: Peter Kostov Electrician: Kirirl Bakalov Electrician: Viktor Hristov Key Grip: Vihar Nikolov Grip: Todor Todorov Key PA: Teodor Luckanov PA: Stoqn Rusev PA: Ivelin Ilchev Driver: Dimitar Simeonov Driver: Daniel Balcev Craft Service: RAGAZZI / Stefan Dundakov Editor: Ellie Johnson @ Tenthree Edit Producer: Julian Marshall Colourist: Daniel De Vue @ A52 Colour EP: Thatcher Peterson Colour Producer: Jenny Bright VFX: Analog Studios VFX EP: Mike Merron VFX Producer: Rose Nicholson VFX Lead/Lead 2D: Fabio Zaveti 2D Artist: Giuseppina Cataldo
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SEGA - Humankind from B2Y Productions on Vimeo.
Vice President /TV Producer: Fabrice Brovelli Creative: Arnaud Assouline Creative: Benjamin Le Breton Executive Producer: Baptiste Chassaing Producer: Maxime Bouyer Line Producer: Alexander Kenanov UPM (BG): Ivan Ivanov
Director: Romain Chassing DOP: Matias Boucard Production Designer: DavidDirectorBersanetti Art Director: Kristian Lekov
1st AD FR: Marie Le Grevellec 1st AD FR: Yana Viktorova 2nd AD: Velina Shtarbakova 3rd AD: Aliki Nakopulu
1st Camera Assistant: François Vigon 2nd Camera Assistant: Vladimir Velichkov Movie Operator: Myron Mance Video Controll: Georgi Sirakov Data Manager: Bogomil Georgiev Camera Trainee: Yoan Evstatiev BTC: Ivo Baldzhiev
Production Coordinator (BG): Iren Mashova Production Assistant (BG) Elitsa Fileva Chaperone: Atanas Atanasov
Gaffer: Pavel Mitov Electritian: Ivaylo Angelov Electritian: Penko Ivanov Electritian: Tsvetan Trifonov Electritian: Konstantin Bodurov Electritian: Latchezar Lazarov Electritian: Ismail Said Salton
Key Grip: Petar Stoyanov Grip: Martin Velichkov Grip: Vasil Velichkov Grip: Dimitar Petrov Grip: Marchelo Vladimirov
Casting Director: Mila Parusheva Casting Assitant: Anelia Shaneva Crowd Marshall: Mihail Petrov
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