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The Bhagavad Gita (/ ˈ b ʌ ɡ ə v ə d ˈ ɡ iː t ɑː /; [1] Sanskrit: भगवद्गीता, IPA: [ˌbʱɐɡɐʋɐd ˈɡiːtɑː], romanized: bhagavad-gītā, lit. 'God's song'), [a] often referred to as the Gita (IAST: gītā), is a Hindu scripture, dated to the second or first century BCE, [7] which forms part of the epic poem Mahabharata.
Maharishi (Sanskrit: महर्षि, lit. 'great seer', IAST: Maharṣi) is a Sanskrit word used for members of the highest order of ancient Indian sages, popularly known in India as "seers", i.e., those who engage in research to understand and experience nature, divinity, and the divine context of existence, and these experiences' governing laws.
Ragnarok Online (Korean: 라그나로크 온라인, Rageunarokeu Onrain marketed as Ragnarök, and alternatively subtitled The Final Destiny of the Gods) is a massive multiplayer online role-playing game (MMORPG) created by Gravity based on the manhwa Ragnarok by Lee Myung-jin.
Hindu and also Buddhist religious and secular learning had first reached Persia in an organised manner in the 6th century, when the Sassanid Emperor Khosrow I (531–579) deputed Borzuya the physician as his envoy, to invite Indian and Chinese scholars to the Academy of Gondishapur. Burzoe had translated the Sanskrit Panchatantra.
Ragnarok Online 2: Legend of The Second (Korean: 라그나로크 온라인 2 Legend of the Second; RR: Rageunarokeu Onrain 2 Legend of the Second) is a massively multiplayer online role-playing game developed and published by Gravity Co. and is the sequel to Ragnarok Online.
The Hindu god of water. He was defeated, alongside Agni, by Rudra and Shiva during the former's quest to become the strongest god in Svarga. He later appears during Round 5 to support Shiva. Indra (インドラ, Indora) The Hindu god of lightning. He was defeated by Rudra and Shiva during the former's quest to become the strongest god in Svara ...
A 15x15 lattice-style grid is common for cryptic crosswords. A cryptic crossword is a crossword puzzle in which each clue is a word puzzle. Cryptic crosswords are particularly popular in the United Kingdom, where they originated, [1] as well as Ireland, the Netherlands, and in several Commonwealth nations, including Australia, Canada, India, Kenya, Malta, New Zealand, and South Africa.
The earliest escape-the-room game, called 'Origin', dates back from 2006. [2] It was created in Silicon Valley by a group of system programmers. In the same year, similar games became popular throughout China and Japan. From 2007, the concept became a worldwide phenomenon, with over 306 companies currently running live escape games. [3]