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Author Topic: Gob-Ocs - The Goblins -revisited-  (Read 4089 times)
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Jonael Tomeskrift
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« on: 15 April 2011, 01:46:53 »

Further Entries:
[] The Tandala Depths
[] The Great Reconciliation - Event that marked the resurgence of the goblins to the Sarvonian surface
     > The Cloud Scroll - Document with the regulations imposed on the goblins from outside
     > The Earth Scroll - Document with the regulations imposed on the goblins from within (by the original council)
     > The Original Council - Gathering of chiefs who united the goblins and imposed rules on them as a nation in order to guarantee their survival
[] Goblin Ear Jewellery
[] Erkel Torcheye
[] Haelberds
     > Flametongues
[] Diamond Shields
[] Troll Masks

List of existing references to Goblins - all previous accounts of goblins should be catered for and drawn together in this entry

Terms in grey are working titles only

--@@@@--

Overview
Smallest among the greenskin, the goblins only gained the right to be considered a race of their own in relatively recent years. Of orcish origins, this race is categorized by scholars as the Gob-Oc Orcs. It was not until centuries after the Third Sarvonian War (298-203 b.S.) that rumors spread about this distinctly new race having nestled in deep within the Tandala Depths. Unbeknownst to the races of Sarvonia, the vast cave systems once created by the Ylossian dwarves had now become the home to these goblins. Seized in the aftermath of the war, they rebuilt, learnt and mastered the terrain and became its new masters. Most of the tunnels used by the advancing armies were destroyed, but the Gob-Oc proved to be as determined and energetic as the dwarves in working the stone.

Reclusive and living under self-imposed isolation for centuries, this race grew and expanded into the vast darkness under the Tandala Highlands. Whether preoccupied with their nation's agendas, or whether they sought forgiveness from both the north and the south in the centuries after the great war, the Gob-Oc only resurfaced into Sarvonia around 720 a.S with 'The Great reconciliation'. By then considered a neutral race, the goblins now hold the Tandala Mountains and its Depths in and unrelenting grasp, and with it the belt between Northern and Southern Sarvonia. A non-aggressive people, they now resurfaced as a nation of merchants and craftsmen sitting atop their impregnable Tandalan Empire.

Appearance
The present day Gob-Oc originates from a mix of orcish tribes, born out of the mass mobilisation of the greenskin armies that attacked the Santharian lands in the last Sarvonian War. They are of a small build, with slender limbs and arms that hide muscles like steel wires. A goblin stands at about 1.5 peds in height and has a naturally hunched, almost cowering composure, a gait instilled into their figures through centuries of living in the underground depths. Make no mistake though, when incited or angered, goblins will tower to their full height and suddenly move in dynamic and agile ways previously hidden to their attacker or prey. Typical of greenskins, their skin color is of a dirty, dark green/brown or even grey, cropped with thick, dark hair which is either shaved or plaited into plaits.

The Gob-Oc's skull is fairly sharp with the lower jaw jutting out slightly. This may be attributed to either their orcish decent or a relatively close gene-pool which accumulated during the goblins' self imposed isolation. Regardless of having been cut off from the outside world from around 500a.S to 720a.S, this relatively new and singled out race presents a great variance from goblin to goblin. Not uncommon, the male Gob-Oc may grow a pair of tusks out of the corner of their mouths. These tusks are greatly respected and admired, in goblin culture. The perception of these tusks varies from goblin to goblin and between warbands. Amongst merchants and high society the tusks are revered as a sign of nobility. There are even rumours circulating through the poorer districts of the goblin empire that low-born goblins who grow tusks are elevated into the higher echelons of their society. If true, this mechanism would keep the aristocracy from causing tightly knit families with genetic cesspools; Equally though, if a lie, then the tale keeps the lower rings of the great warbands living in anticipation and content.

A very notable feature of the goblin are their large ears. Most commonly pinned close the skull and extending back and upwards, it is presumed that this development stemmed from the goblin's need to adapt to the silent and dark environment which dominates the Tandala Depths. These long ears have since come to play an important role in goblin society. Goblin Ear Jewlery plays a significant and extensive role in goblin society, denoting not only wealth and status, but also denoting more intricate concepts such as victory over one's enemies or revenge taken for past transgressions.

Territory
The Gob-Oc live in the extensive caverns and tunnels of the Tandala Mountain range now known as the Tandala Depths. These greenskin established this home after the failed campaign of the North against Santharia during the Third Sarvonian War (298-203 b.S.). Up until the great reconciliation (720 a.S.) little was known about this vast subterranean network that once housed the great Ylossian dwarves. Since the Gob-Oc’s slow integration into current Sarvonia however, more information has come to light about the isolated underground empire that has taken its stead.

Bound by the agreements and conditions defined by the “cloud scroll” the goblins represent a neutral race on the planes of Santharia. While their neutrality is unquestionable they do still hold an isolationist stance towards outsiders entering their empire in the Tandala Depths. The reason for this becomes apparent when addressing the chasm between outside goblins and the empire’s own.  

It is now known that the goblins nestled into the Tandala Depths’ caverns after the united greenskin’s defeat. At first their occupation of these deep and dark places was sporadic at best. It wasn’t until the “original council” united the goblins that their reclamation of the Ylossian mines took on shape and form. Following the goblin’s national decision of isolation from the outside world efforts solidified. Researchers agree that without the unification of the original council, the goblins as a race would have faded and grown extinct as a feral race. Now united and with purpose, the goblins steadily reclaimed the underground land abandoned by the Ylossian Dwarves. These greenskins displayed a natural talent for scavenging and foraging, a trait that was later refined and turned into a master class talent for crafting and smithing.

Finally after almost 200 years of focusing solely on each other and their society, adopting harsh national isolation measures the goblins establish themselves. They had built themselves up to a powerful and self-sustaining race that was now ready to emerge onto the playing field above ground. While the goblins are now an active race with a presence throughout Santharia, it is noteworthy that a goblin will never claim land outside of the Tandala Depths. Such actions are forbidden them by the “earth scroll”, a goblin crafted attachment to the “cloud scroll”. Such measures were enforced by the original council to ensure that the goblins did not spread too thin after finally being allowed to emerge from their Tandala Depths Empire.

Even after the great reconciliation, no official maps of the subterranean area exist. However, ‘unofficial’ drawings have surfaced here and there. Having hunted down these morsels of information about the Gob-Ocs, researcher Erkel Torcheye has been able to construct a sketch of the main expanse that this race covers. When first hearing about their existence, it was predicted that the goblins would fill up the Ylossian network. Predictions suggested that though hardworking, this volatile new race would not expand beyond that. Now it would appear that although politically neutral, the goblins hold an undisputed stranglehold on the entirety of the Tandala Depths.

Mode of Living
Similar to the Thergerim, the goblins have gained a reputation for not leaving the dark and deep safety of the Tandala Depths. This ‘image’ very much stuck after their seclusion from the rest of the world for almost 500 years. It is true that the regulations enforced during that time strictly prohibited goblins from surfacing, but what started as enforcement eventually evolved into the race’s satisfaction with what was available to them. The vast Tandala Depths hold numerous adventures and unexplored depths to the sarvonian continent, allowing the goblins to develop and expand an empire without ever being clamped or forced to rise to the surface.

After the Great Reconciliation enforcement of the ban remained in order to control the exposure of the goblins to the outside races and empires. As a whole, the goblins were naturally still reluctant to rise to the surface anyhow. Still engrossed in their own empire and constant power struggles, the gob’oc have not yet really entered the political table of Southern or Northern Sarvonia.

Society & Culture



Weapons & Armour
The quality of craftsmanship of the goblins, once their wares and they themselves surfaced, incited rumours that these scavenging people must have enslaved a colony of dwarves within the Tandala Depths; The fine metal works and weapons the gob-oc have produced falls only just short of that of the dwarves.

The goblin arsenal has been shaped predominantly by their environment. Heavily influenced by mining and salvaging, the gob-oc’s preferred weapons include clubs, hammers and other bludgeoning weapons. It is rare that a goblin resorts to ranged weapons, the narrow and winding tunnels and dark caverns of the Tandala Depths often rendering such weapons impractical. Since goblins have a relatively small frame, single handed weapons are often preferred over two handed ones. Such single handed weapons also allow for shields and bucklers to be carried, though many a gob-oc seems to favour no shields before their unification under the orginal council and the introduction of fighting united as a nation. Though none of the struggles in the goblin empire could ever be described as wars, the revolts and massacres that flooded its cavern and halls were often wars of attrition: tunnels would be collapsed, supply chains broken or segments held with heavy fortifications and defences.

In terms of armour, common equipment of the Gob-Oc is a breast plate and a back plate over either a chain or scaled mail, strengthened gloves and armoured leggings. In addition, though only a relatively recent trend, goblins also carry shields, often of rectangular shape. On the sparse occasions Santharians fought these orcs in their own tunnels these shields have proven perfect to enact a shield wall in a tunnel that is difficult to conquer. Such strategies were soon refined and led to the infamous goblin Wyrm-Skin shield wall.

A goblin’s fighting style very much reflects the old goblins’ scavenger’s mentality: Why damage something that will soon become yours? Goblins will fight fiercely and even dirty if need be, but the ultimate goal of a fight never escapes them: Loot. For a race that thrived off studying existing knowledge and skill it is of paramount importance that an enemy’s possessions be preserved.

An exception to this rule however is the goblins’ reverence for Haelberds. These ornate polearms, while not practical, have always been help in respect by this race. While narrow corridors in the tunnel systems don’t allow for the weapon’s swinging advantage to be brought out, they are great weapons to keep enemies at bay and probe into the darkness ahead. Whether the attacker is striking over a barricade or keeping their enemy far enough to collapse a tunnel on them, the haelberd has always been appreciated by these relatively small greenskins. Rather than practical and mainstream though, these weapons hold a revered spot in goblin hearts. Haelberds are often held by guards or higher-up ranks to inspire awe and respect before the weapon has to actually be used. In the 200 years of isolation, the goblin master blacksmiths have crafted some impressive and ornate designs. One of the most established designs of ornate haelberds are the flame-tongue haelberds.

Government
+ will remain that 'faux-democratic' government type as initially described, just elaborated on. The whole thing will be a constant power struggle between the 4 Legion, with the Neutral Legion staying out of it. Support for a representative is shown by giving one of your fangs ( which as you can imagine leads to all sorts of dark and gruesome stories, as Legion reps try to gain more and non-existent supporters) The whole system will revolve around the Neutral Legion maintaining military dominance in the centre and them holding the big central capital city. In true goblin fashion though the whole thing will be so messy and squirming that, as good as their ideas may be, they will get no where, caught up in their own internal struggles to power, instead of uniting (as discussed in the discussion thread)

Production & Trade
Up until their resurgence into both northern and southern Sarvonia in 720 a.S., little was known about any form of interaction with the Gob-Oc. To a great extent Sarvonia's populace was unknowing about the goblins' existence, considering they only featured scarcely in the Third Sarvonian War. As was later found out, thanks to the self-imposed principles of isolation the goblins remained unregistered and unhindered. While the possibility existed that they would have traded with their once northern brothers, it has been told that a great sense of shame and fear of despise held the goblins back from reaching out to their greenskin brothers in the north.

Once resurfaced though, the goblins picked up contact and consequent trade with both the north and the south. Their weapons and armour became highly praised by the Losh-Oc, their nearest northern neighbors, and possibly by the Ashz-Oc as well. While they remain a neutral empire, research suggests that trade with the north is far more arms based than trade with the south, where their craftsmanship lends itself to more practical applications. Anything else, precious and rare that comes from the belly of the Tandala Mountains is up for trade, from silver to precious crystals.

Goblin production focuses heavily on blacksmithing and crafting. Rich in ores and other resources, the Tandala Mountains provide enough to support such an economy. Since their resurgence into the outside world though, goblins have developed a taste for the finer and lighter accommodations of Sarvonia.

Others
+ Goblin architecture will also be defined, mainly playing on the idea that for them appearance of sturdiness and solidity is more important than these actual properties. That is to say, instead of bothering to study the dwarven architecture there, expanding on their robust builds, the goblins hastily and with salvaged parts fix up the solid dwarven structures, making them appear sturdy and impressive, but lacking their actual strength and beauty.

---

When I get back from the highlands, back to civilisation and a reliable source of internet I'll fix this up. Just wanted to make sure I stuck to my word, so here is that list of things I was hoping to implement and expand on the goblins with. Ta,

Jonael
« Last Edit: 09 July 2012, 03:39:04 by Jonael Tomeskrift » Logged

Valan Nonesuch
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« Reply #1 on: 15 April 2011, 04:37:52 »

Jonael, I want you to do two things.

Look here. Tharoc has done a lot of work looking at the tattoos existing in the world, so that might be a resource.

Second, can you list for the sake of Meta/Dev-Only Knowledge just which specific tribes you're drawing on traits from? Or are the Gob-Oc a general mixture?


Also, a quick question, would a goblin take trophies? I'm a weakling little goblin, I get lucky and kill a really strong guy. Could I (for instance) flay a section of his skin off and keep it? Like an especially defining/important tattoo. What would having a tattoo removed (either by being flayed or burned off) mean to the goblins?
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« Reply #2 on: 15 April 2011, 05:04:57 »

Reading through the literature available (mainly their history, since the appearances sections is relatively vague), it doesn't seem to define very well which tribes the gob-ocs originated from. It seems to suggest that they're the product of a lot of unknown, long lost tribes banding together. I'll have a look through the orc tribes, see if there are any from which I can trace features back to. If not though I will have to define the Gob-Oc's features as a result of a lot of different tribes mixing. Aye though, it'd be nice to be able to trace them back to different tribes though. I'll give it a shot.

As for the trophies and loosing of a tattoo *shrug* not gotten that far yet. I'm still working on a general plan of how to approach the whole project. Interesting points you raise there though. I'll be sure to give them consideration when I get to the tattoo section. Tharoc's efforts will obviously be woven into the whole thing too, interesting thread he set up there..
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« Reply #3 on: 05 June 2011, 08:15:50 »

Quote
The Goblins are often treated as a race of their own, though in fact they have orcish origins and are categorized by scholars as the Gob-Oc Orcs. It was not until centuries after the Third Sarvonian War (298-203 b.S.) when rumors spread about this new race living deep under the Tandalas.

I know this was put in verbatim from an existing text, but it seems contrary to this quote:

Quote
The increase in sahnrix harvest north and east of Astran begins to cause disturbances between the humans in the area and the Gob-Oc Orcs, who make their homes in the Tandala Highlands. This sets off a war that lasts for nearly 12 years until the expansion in Carmalad slows down. Aelvor, a man of great strength and skill with sword and shield slays the orcs' leader in 1163 b.S. The Gob-Oc orcs suffer serious losses in this battle and return to their homes. Aelvor dies in 1157 b.S. Upon his death, his eldest child, Kaeradda, ascends to the throne - the first female to do so since Queen Jenefra II.

Seems we have some inconsistency we will need to sort out.
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« Reply #4 on: 07 June 2011, 03:19:44 »

If I were revising the Gob-Oc, I wouldn't make them orcs at all. I'd make them a twisted, dark, forgotten off-shoot of dwarves. Or the result of dark orcen shaman magic experiments on dwarves giving them a shrunken, ugly appearance. In fact, the Gob-oc were bred for years before SWIII to serve as fodder in the invasion. After their defeat, the twisted dwarf-orcs made a culture for themselves in the Tandalas, having been rejected by other orc tribes. And tattoos could have been originally used as identification symbols or rank. Over time, the tattoos became something else in the culture.

Seems alot more fun to develop an idea like this than try to integrate another orc tribe #221. Something original please. Now go ask Koldar if he's cool with it.
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« Reply #5 on: 07 June 2011, 04:59:48 »

Seems alot more fun to develop an idea like this than try to integrate another orc tribe #221. Something original please. Now go ask Koldar if he's cool with it.

Haha, if only we could all go on our whims of what is fun and what isn't.. Regardless though, most of the steps you have mentioned  have already been taken Azhira, and though I'm not going for the dwarven approach, I've got a whole mountain of ideas for these little fellas. Koldar has given me full control of the reigns on this one, but I haven't gone all out with them yet because i wanted to judge how the other developers feel about it... it's one thing to get the ok from the original writer, but since they've been around for a while now I didn't wanna brush against anyone else's ideas and perception of these little goblins.

If however the other devs are of the same opinion as you and will accept me revamping the goblins entirely as a more standalone race,  then I'm all ready for it... if not, then of course i will still go at them, but in a more 'moulded' way.

Glad to see that you're voting for the path i'd like to take with the goblins ^^
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« Reply #6 on: 07 June 2011, 07:06:14 »

I'd object to the "corrupted dwarves" idea, if only for the sake of really obviously borrowing from Tolkein (goblins in Middle-Earth were, IIRC, elves captured and corrupted by one of the dark lords (Sauron or Morgoth). Keeping them an orcish offshoot makes the most sense.

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« Reply #7 on: 07 June 2011, 08:41:14 »

How about lizards being the goblin pet?  Not only do we have a dearth of them, it would make them a little more unique.  Dwarves keep flittermice (bats) and use them for communication (Singspeakers), and as I too object to the 'corrupted dwarves' idea, that would provide distancing.

Do we have any type of chameleon?  It seems an obvious identification - small, scuttling, good at hiding.... and if the Santharian versions were carnivorous hunters, even better...
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« Reply #8 on: 07 June 2011, 14:33:07 »

I like how you were going, Jonael.
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« Reply #9 on: 07 June 2011, 23:20:42 »

I'd object to the "corrupted dwarves" idea, if only for the sake of really obviously borrowing from Tolkein (goblins in Middle-Earth were, IIRC, elves captured and corrupted by one of the dark lords (Sauron or Morgoth). Keeping them an orcish offshoot makes the most sense.



Our whole site borrows from Tolkien, so the idea of dwarven corruption is no more borrowing than the idea of orcs or elves...but Bard shot down that potentially awesome idea anyway.

Wasn't the concept of the dark dwarves supposed to be corrupt? What's the difference? Let's make the gob-oc a clan of dark dwarves. But not my tribe, not my call. I just think we have more than enough orcs in the North.
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« Reply #10 on: 08 June 2011, 02:32:51 »

@Valan: You do "RC"; Sauron, although Tolkein later decided he wasn't comfortable with that idea. (except it was Orcs, not goblins)

Interesting trivia

*Stops derailing the thread*
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« Reply #11 on: 09 June 2011, 19:27:54 »

Just taking a peak.

The Gob-oc are kind of meant as the glue between Santharia and Northern Sarvonia with the main reason being Santharian heroes constantly  bering refered to slaying Orcs but not a single major orc tribe who can pose a threat living south of the Tandalas. They'd be kind of the reason that can actually happened in the Northern half of Santharia without anything major happening in northern Sarvonia to cause a great migration.

I otherwise think that overall the number of orc tribes is pretty clean. There is only the Ashz-oc and Losh-oc who are squeezed into a narrow area, the rest occupies large and not so defined areas of Sarvonia.


Maybe look for underground/miner sounding name instead of legion. Similarily division. That term is a bit too common. Maybe have them identify themselves by den, cavern, mountain where a group of them has their central settlement. Doesn't mean they cannot be sophisticated or smart about it, just that these words invoke a very specific feel to it.

Anyway, have fun!
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« Reply #12 on: 09 June 2011, 21:10:48 »

I like den.  Use that where one would use clan or such.  "My den mate..."  or "our den leader...".  Sounds good.
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« Reply #13 on: 17 April 2012, 01:54:11 »

Here's taking the goblins in a new direction entirely. Most sections are still under construction, but the "oranged" ones are solid enough to take a beating from critics and supporters alike.

Let me know what you guys think of the idea of having the goblins establish themselves as a neutral state wedged in the middle of Sarvonia ^^
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« Reply #14 on: 17 April 2012, 23:40:45 »

Hello again, Jonael! Long time no see! wave

I would love to see this entry getting finished, because what's there looks already very good and I personally really like this idea of re-defining the goblins and make them an officially accepted race with its own territory and quite distinctive agenda compared to the regular orc of the north. That way we get a better racial mix on our main continent, as the few pockets of Volkek-Oshra and half-orcs here and there (remnants from the war) are interesting, but not own races with all that entails.

Now with the Gob-Ocs with their new orientation as a non-aggressive folk to reconcile things are quite different, and positively so as far as I'm concerned. I've read most of the orange sections and you make it all very believable and apparently also have ideas on related entries to round up the whole thing and really embed these new concepts. Very nice! :)

I'm not sure how much they will venture as traders into Santharian society and how accepted they are, but I'd like to see a few of them pop up and play a role, even if Santharian competitors are still suspicious about them (who knows, they might secretly plan the next invasion down there!). Or, on the other hand: I'd like to see humans venture into this realm for a change, would also be quite interesting.

Anyway, please continue with this, Jonael! Looks like the entry was already started a year ago, so it's time that it takes shape in all sections ;) And I've already forgotten what you picked as your masterwork, but I guess this entry could do as well :D  thumbup Aura +1 from here!
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15 September 2016, 02:24:10
Still no problems here, Erutan...
14 September 2016, 14:55:28
Still having trouble accessing the RPG side, anyone else? Or is it just me?
27 August 2016, 21:17:33
Short note: We had a bit of downtime Friday/Saturday night due to a server change. Site went online first, message boards took a while longer - now everything should be back to normal.
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