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Author Topic: Salsair, Vardynn Province, City  (Read 8865 times)
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Altario Shialt-eck-Gorrin
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« on: 07 November 2013, 06:23:19 »

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Salsair, Vardynn Province


    Overview.

    Salsair is a large city of 20, 000 people, mostly Centoraurian, found in the northern province of Vardynn, in Santharia on the continent of Sarvonia.  Where the waters of Lake Aelignós gently lap against the shore near the source of the Aelunn River, Salsair started out as a small fishing village.  Over time it grew in size and importance, where it now serves as a wonderful summer retreat for the wealthy who want to enjoy the beauty of the lake.  It also serves as a major hub for both fishing and agriculture in the area.  Being part of the Aerelian Lakes system as well as on the Aelunn river, Salsair takes advantage of the water system to be a center of trade in Vardynn province.

    Description.

    Salsair is for the most part a typical Centoraurian city.  Narrow cobblestoned streets wind their way like a spider web through wattle and daub buildings.  Some are whitewashed with timber frames others simple mud covered homes of poorer citizens.  Some are larger stone buildings.  

    New City
    Salsair is divided into a few different areas, the first being the New City, or Open City, as it is currently not protected by a completed defensive wall.  The population increased greatly in the last century, as the city transformed more from military importance to economical importance.  The first expansion occurred with new construction being built against the old wall, then gradually fanning out from there, on both sides of the Aelunn.  Construction on a new defensive wall is currently underway, starting at the east side of the city.  Because of this, the eastern road to North Arlemaroth and Aregarth as well as the Farmsteadings is served by Farmstead Gate.  However, the road north to Mirenn has no gate, as the wall has not yet reached that area of the city.

    The New City is inhabited by the more agrarian Salsair society.  Those who work the Farmsteadings live here, as well as woodworkers, foresters that cut trees in the Salvis Wood, stonemasons and others.  Those that work the Farmsteadings are mostly wage labourers and not landowners nor peasants who live on the land itself.  During the sowing and harvesting seasons, these labourers travel from the city to the farms and stay in temporary camps until the work is done.  For the most part, this part of the city is very quiet and peaceful.

    Old City
    The Old City is found within the original Salsair walls on the eastern side of the Aelunn.  This is a much older part of the city.  Here are found the alehouses, the merchants and Guild Houses and temples.  Coram’s Gate is the only gate into the Old City, and all traffic in and out is scrutinized by the city guard.

    White Citadel
    The White Citadel stands in the heart of the old city.  This was the spot where Salaman built his palace at the founding of Salsair.  Over the course of time the palace was redesigned and reconstructed many times.  The last time was during the reign of Harhold, Duke of Aurora, in 987 aS.  He greatly reduced the size of the palace, using much of the leftover stone to build the old wall.  Though smaller in size, it was built much higher, giving him a spectacular view from the rooftop gardens that linked to his private solar.  

    Lake Aelignós is famous for its beautiful white stone that forms much of its banks.  Though this stone is too soft for construction of buildings, Harhold used it simply as cladding for the darker building stones beneath it.  This White Citadel can be seen for strals in every direction and is a symbol of Salsair, being incorporated into its Coat of Arms.

    Foiron
    The Foiron is a temple devoted to Foiros.  It is a circular building, honouring the Circle which is a symbol of Foiros, the God of Fire and Justice.  Like the White Citadel, it has the same white cladding stones with intricately cut geometric designs cut into it along the upper edge, inlaid with gold.  During the day, with the sunlight on it, it seems to glow.  A tower rises from the center of the temple, which used to be the highest building in the city until the construction of the White Citadel.  At the top of the temple there is a room, the Foirostra, semi circular by design, opening wide to the south, facing Lake Aelignós, though in truth it was built to face the sun, the ultimate symbol of Foiros.  This room has golden walls, while a huge brazier in the center of the room blazes.  The effect is that it creates a marker for all the fishermen on the lake, which guides them at night or during poor weather, back to the safety of the city.  Outside the temple, 50 ceremonial braziers are always kept burning, and they form a circle around the temple, as well as creating a pathway to the temples ornate wooden doors.  A marble unicorn stands in the center of the temple, rising majestically on its back legs, while a unicorn against a blazing sun is carved into each of the double doors of ashwude.  The Foiron is used by the Pheramethar of Foiros (the highest ranking cleric) as his summer retreat from his seat of power in Cemphiria.

    Exomater's Square
    Exomater’s Square is where most of the city’s buying and selling can be found.  Each morning, dozens of merchants haul their goods by cart to the square and set up in predetermined areas that they rent from the city council.  Each night they are required by law to remove their carts, leaving the square empty, where city workers clean the square.  Pigs do most of the cleaning, eating all the leftover garbage and rotting food left behind.  The owners of the pigs get the free feed for their animals in return for cleaning any dung the pigs might otherwise leave behind.  It is because of this that Exomater’s Square is sometimes referred to as Squealer’s Square.

    Fisherman's Quay
    Fisherman’s Quay is a stone projection into the lake where the local fishing fleet harbours their boats at night.  The quay can accommodate nearly fifty fishing boats, and iron rings and stone projections are used to moor the boats to the quay.  Fisher Street leads directly from the quay to Exomater Square so the fish can be taken to market and sold fresh.  Smoker Street leads directly to large smokehouses where other fish is dried for selling in other communities.

    Canal Area
    The Canal Area is an area found at the mouth of the Aelunn River where it flows from Lake Aelignós.  The original sandbars where the first inhabitants lived are joined by six stone bridges called the Six Maidens.  Each arched bridge has a stone statue of a maiden at the crown of the arch in the center of the bridge.  The six maidens refer to the architect’s six daughters, whom he immortalized in stone.  They do limit the bridges to pedestrian traffic only, as a cart would not fit beyond the statues.  Many buildings here are built upon stilts to protect them from flooding and flat bottomed boats are used to navigate between them, propelled by pole bearers.

    The canal area also includes a large area on the western side of the Aelunn.  The original city here was flooded in 642 aS, when a storm completely changed the shoreline and how it emptied into the river.  Many buildings were washed away, and there were many lives lost.  The Night of Great Sorrow was the largest natural disaster in Salsair’s history.

    Sunken City
    The Night of Great Sorrow, a storm that washed away many buildings and changed the shoreline,  created something which makes Salsair unique in Santharia, is that it created the Sunken City.  Many buildings made of stone were not washed away in the flood, but rather simply sank whole beneath the waves.  It is said that the ground beneath this area of the city became like quicksand.  Whole buildings disappeared beneath the waves.  Over the years the sand washed away, revealing an entire neighborhood just below the water's surface.  Buildings that were once homes to families of Salsair now were homes to fish, shellfish and of course the rivermaids.  Streets that used to take travelers from one part of the city to another were now conduits for the tides, creating currents that could sometimes be dangerous to those boats floating above, or even more dangerous to those foolhardy enough to swim in the area looking for lost treasure.  Many a soul has been sucked below, only to be found days later washed ashore on some nearby beach.  Gardens of fruit trees, vegetables and flowers now were gardens of underwater foliage as green and full as any above water.  These thick areas were rife with hidden treasures and creatures beneath.

    This area is now regarded as almost mystical by the populace and either avoided by most of them, while attracting the more adventurous among them.  Tales of spirits haunting the buildings can be heard whispered at night, as well as tales of lost treasure hidden under the water.

    One factor about the Sunken City that is true without a doubt is that there are many sightings of rivermaids there.  These sightings are usually made when the first rays of light at dawn or the last beams of light at dusk and usually only for a moment.  It is surmised that the rivermaids use the sunken buildings as shelter at night, then during the day travel down the Aelunn to their hunting areas.  Some locals have come to calling the area Mertown.  For the most part, there is no interaction between the locals and the rivermaids, though this is mainly because the rivermaids show no interest in human activity.  Many a young man has caught a glimpse of these beautiful creatures and thereafter stood on the shores mooning over a lost love that was never really theirs to begin with.  See the section on Lore for a story of one such lad.

    Western Shore
    The Western Shore is a section of the city that has its own wall built around it.  It is within this area that many wealthy nobles and even a few wealthy merchants own summer retreats.  In the summer, this area is bustling with activity and a large contingent of guards keep the peace and undesirables outside the gates.  By contrast, in winter it is a ghost town, as everyone has long gone back to their permanent residences.  Only a handful of guards man the gates while a few patrol the empty streets on the lookout for thieves.

    Location.

    The Santharian city of Salsair is found on the northern shores of Lake Aelignós, one of the six bodies of fresh water that make up the Aerelian Lakes system.  This is in the northern province of Vardynn, part of the Kingdom of Santharia on the continent of Sarvonia.  Directly across the lake is found Salsair's sister city, Corgammon.

    To the north is the great city Milkengrad, and further on, the provincial capital of Voldar.  To the northeast the rich and fertile Salsair Farmsteadings are found, sometimes called the Breadbasket of the North.  To the east, the ominous smoke of the Heckra Volcano rises toward the heavens.  In the west the important coastal town of Thyslan is located.

    People.

    Salsair is a city of close to 20,000 people.  The vast majority are human, being mostly Centoraurian.  The Duke of Aurora has made his home here for centuries, and before that the Centoraurian Kings ruled.  Salsair has deep roots in Centoraurian history.  But, within the human community, a large number of Helcrani can also be found.  Many of these are relatively new to Salsair, being merchants who set up shops and industry.  This was because Salsair was a good stopping point between Milkengrad to the northwest and other Helcrani communities such as Menegula, Sostra Town, Codomma, Ahaiwanna and Heleroth to the east.  

    A community of Daran Gnomes also make their home within the walls of the Old City.  This community is divided into two main groups.  By far the larger of these groups has very good relations with the humans of Salsair.  They are referred to by many as the Salsair Daran, which has been shortened to Salran.  Salran trade, and interact with humans, not fearing to travel into human areas as well as inviting humans into their area.   A particular Daran Gnome, called The Salran, is even called upon to serve in the city council.  

    The second community of Daran Gnomes is found deep within the Salran community, though they are separated by a wooden picket fence.  This group refuses to deal directly with the humans, and humans are banned from entering this community.  The Salran express their respect for the Darans by discreetly guiding humans away from the Daran area, and most Salsair humans have no idea this subgroup of Gnomes even exists.  This keeps the peace between the two Gnome groups.

    Other races and tribes can be found here as well, and for the most part they get along.  Salsair has been at peace for many years and few want that to change by foolishly igniting the racial tensions that used to flare dangerously.

    Coat of Arms.

    Salsair has a Coat of Arms that consists of a White Citadel against an azure blue background emphasized by darker blue wave lines.  This represents the Duke’s Citadel, the white clad building within the city that is home to the Duke of Aurora, while the blue is obviously Lake Aelignós, which has long played an important role in the area.

    Climate.

    The climate of Salsair is very much affected by the Aerelian Lakes.  It is a place of generally mild winters and refreshing summers.  During the winter, snow falls mostly between the months of Dead Tree and Molten Ice.  The temperature rarely gets extremely cold, and can sometimes warm to the point where the snows will melt.  If conditions are right, a freezing rain can fall, leaving everything covered in a thin coating of ice.  Mornings can be a beautiful sight, with the sun coming over the horizon and refracting off the frozen fields.  This layer of ice usually melts during the day.

    Summers are cool, again with much rain, though it is more prevalent at night.  The combination of warm days followed by a cooling in the evening has contributed to Salsair's reputation as a summer retreat for those wealthy enough to have a summer home there.

    Wind is predominantly from the west and southwest, which is why the farmsteadings to the northeast get such moisture that allows for near continuous bumper crops.  In winter the wind switches to predominantly from the west and northwest.  The winds of winter are much stronger than the winds of summer, which causes the occasional blizzard, but the general mild climate dictates that these storms are rare and short in duration.

    Resources.

    Salsair is rich in resources.  Of course, Lake Aelignós provides much of this.  Fishermen here make a good living throwing their nets from their fishing boats and bringing in hauls of Mithanjor and other varieties of fish.  Dried and salted, or smoked, this fish is then sold all over northern Santharia.

    The Salsair Farmsteadings are famous throughout Santharia.  Due to the good amount of rainfall, the mild summers, early spring and late autumns, plus the rich dark soil in the shadow of the Heckra Volcano, crops grow quickly and full here.  Most years, farmers here are able to plant a second crop, called the Winter Harvest, which they collect in late autumn.  This has led to the farmsteadings being referred to as the Breadbasket of the North. Because of the richness of the land, most of it is owned by only a few noble houses.  To keep as much of the land workable, the nobles do not keep large buildings for housing.  Instead, most of the labour used on the land comes from Salsair itself in the form of wage labourers.  During the sowing and harvest seasons, temporary camps, made from tents, are created to house these labourers from Salsair.  When the work is finished, the camps are taken down.  Land is not needlessly wasted here. Grain here is delivered and sold throughout the north of the kingdom, not only in the province of Vardynn, but neighboring provinces of Xaramon, Nermeran and Enthronia.  

    The Equine Plains to the northwest are vast tracts of rich grasslands.  These are used by herders to graze many types of cattle and sheep as well as horses.  Thus, Salsair is able to sell much livestock to other areas of the kingdom.  Add to this the wool that these herds of sheep produce, and Salsair can claim to be a major trading hub.

    Artisans in the city also use the wool to create much in the way of cloth, which is sold elsewhere.  Most of this cloth is taken by merchants and exported to Carmelad to be dyed, thus increasing its value.

    The Daran Gnomes create much in the way of jewelry.  From wooden items to fine metal and gem encrusted trinkets, the Salran have created a name for themselves, and their Jewelry guild has insisted that each item be stamped with a tiny symbol bearing their mark.  Items with this mark often times are sold for up to three times an item without the mark goes for.

    Water truly is a resource that Salsair is rich in as well.  From a haven for artists to come and create beautiful masterpieces commissioned by well paying nobles, to perceived special properties, it is the lakes themselves that draw people to the city.  Artists flood the city each spring, most by commission but many to simply paint and sell their works on the streets of Salsair, and they stay through the summer.  

    As well, many of the breeders in and around Salsair firmly believe that the waters of the lakes have special properties that make their animals more special than other animals of the like.  This is especially true of the horse breeders.  Centoraurian horses are considered some of the most beautiful in the kingdom, and those from around Salsair even more so.

    To add to this, and to expand the reach of the lake waters, a gnome inspired irrigation system is being created to bring water from the lake direct to the Equine Plains.  A man made aqueduct is being built that will bring water from Lake Salestra to the plains.  The aqueduct is fed by a oxen powered pumping station that draws the water up to the aqueduct, where a gentle slope takes the water ultimately to the plains.  It is not yet finished.

    Special Occasions.

    Salsair Festival of the Horse
    Every fifth summer, people from all over Santharia travel to Salsair.  This is when the city holds one of the most famous festivals in the kingdom.  The Salsair Festival of the Horse takes place every fifth Burning Heavens during the second week.  It lasts for one week and started out as a Centoraurian festival dedicated to their horses.  The festival has grown and includes many events and tournaments.

    Renewal Ceremony
    On the first day of Burning Heavens, the month dedicated to Foiros, the renewal ceremony takes place.  This is when all the braziers around the temple, with the exception of the fire in the Foirostra, are extinguished.  The Duke is then allowed to light the first brazier with a brand lit in the fires of Heckra.  The other braziers are lit by nobles, clerics and a few by people of Salsair chosen by the clerics over the course of the year by exemplifying the spirit of Salsair.  This brand has previously been carried from Heckra to Salsair, carried only by the High Cleric of the temple, and on occasion the Pheramethar of Foiros, if his health should allow it.  This ceremony is said to express the renewal of a new year and bring good tidings for the next.

    Dedication Ceremony
    The last day of Burning Heavens is also important in Salsair.  This is the Dedication Ceremony.  Historically, this is when two people dedicate themselves to each other.  More often than not, it involves lovers marking their betrothal, but can be a lower individual dedicating their service to a higher figure.  Many nobles dedicate themselves to the Duke in this manner, though the Duke in most cases appoints a representative to accept the dedication on his behalf, for reasons to follow.  The two people to dedicate themselves each strip off one sleeve, exposing their arm.  The arm chosen usually is decided by the type of dedication to be done.  Lovers expose the left arm, as it is closest to the heart, while men swearing fealty to their lord will expose their right arm, which is associated with strength and holding a weapon.  A thin metal rod is heated in the fires, and on this rod is attached a small metal unicorn head about a thumbwidth in size, which is also heated.  The rod is held forth by the cleric and the two individuals press the inner side of their forearms together with the unicorn head between them.  The resulting scar in the shape of a unicorn head on each arm binds the two together for eternity.  It is because of this that obviously the Duke does not partake of the ceremony himself, for he would have hundreds of scars on his arm from nobles swearing allegiance to him.  On the rare occasion that the Duke does consent to this, as in a betrothal or even accepting of fealty from a particularly important noble, then this ceremony is private and held in the Foirostra, using the sacred flame.


    Myth/Lore.

    The legend of how Salsair's founding goes like this:

    It is said that King Salaman was traveling across the Aurora Fields with his contingent of horse warriors and immense horse herd, when they drove the herd to the mouth of the Aelunn River to water them.  Salaman’s wife, Salsai became so enamoured of the location that she stated that she had finally found the spot where she could put down roots and raise the king's children.  It is said that although as a true Centoraurian, Salaman could not understand her desire to stay in one spot rather than the nomadic way of her people, he was so much in love with her that he was unable to deny her every whim.  He chose a prime spot on a rise overlooking the sandbars that were home to the local fishermen, and he built her a palace that all who saw it were envious.  This must have made her quite happy, for she bore him 15 children, all boys but two.

    One of the many myths surrounding the Sunken City relates the story of a young man named Tylunn.

    Ages long past, Tylunn was the son of a fisherman in Salsair.  By all accounts he was a hard working serious young man who never let his chores fall by the wayside.  One morning Tylunn was on his way to meet his father’s boat for a day on the lake pulling in the harvest of fish they would catch in their nets.  He heard some splashing in the water and the sounds of girls laughing.  His interest raised, he came to the edge of water near the Sunken City.  As soon as his presence was perceived, the figures in the water dove beneath the surface, leaving only ripples as evidence that anything had been there.  Tylunn was baffled as anyone would be, and a bit concerned.  He called to the figures, but no answer came, and no one came up for air.  Curious, he crawled out onto the ruins of a partially submerged building and stared into the deep blue green waters of the lake.  At first he could see nothing, but then he thought he could see his face.  He wanted it to simply be his own reflection in the water’s surface, but the image got stronger until it was clear that it was not his reflection.  The face was one of a very beautiful young maiden.  It was clear for a moment, and then was gone.

    Each morning thereafter, Tylunn was to make his way to that particular spot and stare into the water until the face that captured him so would reappear, then vanish again.  He began to dream of the face beneath the waves and his heart longed for her.  Soon he was not the same lad he had once been.  He began to miss going out on his father’s boat in order to spend more time staring into the water.  He began to go at twilight as well, and each time his maiden would be there staring up at him.

    He tried to call to her, but each time he did, his maiden would disappear, so soon his time with her was one of silent longing.  He missed meals, he lacked sleep, he lost friends.  He was consumed by her; his every waking thought was of her.

    Tylunn began to kneel, getting closer to the water, then took to lying on his stomach, his head out over the water.  One day, when sleep was threatening to overtake him, his head nodded downward, to where his nose broke the surface of the water.  Just as he was about to pull up, the water broke and the maiden’s lips touched his.  Ever so gentle it was a kiss that filled him with love and longing.  So each morning and each evening he would lower his face to the water’s surface and each time his maiden would come close enough to give him the sweetest of light kisses before disappearing into the depths.

    Tylunn vowed to teach himself to hold his breath so that he might join her.  He asked his family, he asked his friends, but all simply told him the foolishness of his plan and advised him to leave her be.  But Tylunn was unperturbed and began to place his head beneath the water, holding his breath as long as he could.  Each day he could do so longer.

    One day, Tylunn could not be found, though many searched for the young lad.  His family was convinced that he had drowned, seduced by the maiden into diving beneath the waves.  His father vowed to kill the folk beneath the waves, and each day he stood on the same shore that Tylunn had stood, harpoon in hand, hoping to kill the maiden.  But he never saw her or any of her kind or even his lost son.

    One day, about a year later, the father and his boat were caught in a sudden squall that blew in on the lake.  Trying to get back to the safety of Salsair, his boat was swamped and he fell into the water, prepared to die.  Just as he was about to sink beneath the waves, within sight of the shore and Salsair, he felt hands under him, holding him above the water and carrying him toward the land.  He was deposited gently in shallow water and he knew he would not drown.

    Turning and staring out at the choppy waves, he saw Tylunn in the water, next to him the face of a beautiful young maiden, and between them a child.  Tears filling his eyes, the father waved goodbye to his son and his son’s family, never to see them again.  And never again would he hunt for the maiden with his harpoon.

    Another legend of the Sunken City is related here.

    It is said that immediately after the storms and floods that caused part of the city to sink beneath the waters of Lake Aelignós, that the clerics of Salsair begged the Duke to make offerings to the Twelve where the city had disappeared and many of the city's inhabitants had perished.  The Duke, whose own daughter was one of those who had died, angrily refused and cursed the gods.  The clerics were dismayed and ominously predicted dire consequences for the Duke's angry words.

    True enough, within a fortnight, those who had died beneath the lake returned as zombiis, those who had died beneath the lake began to rise again, changed terribly, with pale, tumid skin, their former bright clothes hanging in worn, bleached rags from their unshaped limps.  The miserable dead came up onto land each night , dripping wet and smelling, and haunted their relatives, trying to get back into their houses and beds, ignoring their former beloved though, killing those who tried to get into their way. Nobody managed to chase them away, the guards were helpless. Trying to slash them did not work, they just moved on, not recognising, that an arm or foot was missing.

    The clerics of Salsair wondered, why such a disaster had smitten their town, first the floods and part of the city sunken into the water, then the dead coming out of the water. What was amiss? Soon they realised, that there was a magnificent temple for Foiros, the god of fire, but only small places where Baveras, the goddess of water and Grothar , the weather god were worshipped.  Should they have been angry and therefore sent those plagues?  Money was collected with everyone giving freely and soon the foundation of a temple for Baveras and Grothar was laid.  In a short time a two story building was raised close by the water - the base level, dedicated to Baveras was susceptible to flooding, the upper dedicated to Grothar open to the winds, a building concept which was copied many times after and widely known as a Salsair temple.  

    The clerics of Salsair coalesced behind the Clerics of Foiros, the most powerful faction of clerics in Salsair, who then revisited the Duke and pleaded with him to appease the gods.  So the Duke and Duchess, with a retinue of a hundred guards went to the shores of the sunken city, where the new temple was erected.  Against the plaintive cries of his wife, and the earnest advice of his guards, the Duke waded out into the water until it was up around his waist  raised his arms and began to pray to Queprur, calling out for her to end the invasion of the dead and bind them to her realm.  He began to pray to Baveras and Grothar, and most of the Twelve , naming them and begging their forgiveness and asking that the curse be lifted from his city.  He then offered himself as a sacrifice to them in order to seal the bargain.

    Almost at once, dozens of the drowned undead rose from the depths and grabbed the Duke, who stoically allowed himself to be dragged beneath the waves.  The Duchess screamed in her grief, surrounded by the guards, but not one of these abominations who had been their relatives came to the shore and all disappeared beneath the water.

    Instead, suddenly the sound of laughter could be heard.  As everyone stopped and listened the laughing grew louder as did the sounds of splashing.  Looking out over the water, the Duchess was able to discern the shapes of rivermaids frolicking merrily.  One rivermaid in particular caught her eye, and it swam nearer the shore.  This rivermaid had all the features of her dear departed daughter who had drowned when the city sank.  The rivermaid locked eyes with the Duchess for the briefest of moments, appeared to raise a hand in greeting, then dove beneath, its tail slapping the surface with a splash.

    The Duchess and the clerics knew then that the gods had been appeased and once more granted life to those who had died in the disaster, allowing them to live as rivermaids in the waters of the Aelunn river.

    History.

    • c1120 b.S.   The Founding of Salsair  The Centoraurian King Salaman names his palace The Salsair, after his wife Salsai.  He has built a small palace on a patch of high ground where the lake pours into the Aelunn River.  A village grows up in the shadow and protection of the palace, and flourishes due to the fishing on the lake..

    • 850 b.S.   The League's first Contacts with the Humans  The League tries to re-introduce the elven civilisation to the humans. Among the first they contact are peaceful villagers living in the valley between Salsair and the High Fores. Elves from Goltherlon will visit them and familiarise them with the elven culture. Prince Tacunija from Goltherlon is the most important of them. Moreover, it will be interesting to monitor their reaction to the next human-elven war.

    • 736 b.S  In the year 736 b.S., Envyanath was killed in an accident as he returned victorious from a battle against the Caltherians. On his funeral Agaran met Curogane for the first time and appreciated his courage to come alone among his enemies just to honor a worthy opponent. After the funeral, the Ac’rónn Nyermag Avaelan agreed to a peace treaty with the human leader. A few months later, the human army under Helronn, Curogane’s son, was in Salsair to assist king Armandil of Centorauria in breaking the siege of his capital. The Anactar was in Sostra recovering from a wound and planning a campaign against the Vontron elves. If the Sanhorrhim were defeated, then the Helcrani could withdraw from the war for a while and try to promote a truce. Curogane’s dream was to form a league of rulers against the war and then drag the others in a peace treaty. He considered Nyermag a valuable ally in this effort and was hoping that what happened with the Goltherhim could repeat with the Sanhorrhim.

    • 736 b.S.  Nyermag's Treason  After the death of the elven acron Envyanath's at the Goltherlon, his heir Nyermag Av'aelvan (the one-eyed) originally established peace with the Helcrani. But when their army was in Salsair to assist the city, which was under siege, he invaded Helcrah. Curogane died in the battle defending the Helsalari passage, but he managed to delay the elves until his son, Helronn, arrived from Salsair with reinforcements. Nyermag was caught unaware and very few of his army survived. A peace treaty was finally established between the elves and the Helcrani. Helronn became the Helcrani king taking his father's place.

    • 637 b.S.   The Battle of Thyslan   The Helcrani over seven years captured one Centorauria stronghold after the other and at last corner Ephiagar in Thyslan where they lay siege upon him. The vast majority of the Centoraurian folk are supporting the Helcrani rebels. The last Centoraurian king, Ephiagar of Salsair, is finally killed in this very battle of Thyslan.

    • 637 b.S.  The Milkengradian Tephron becomes Centoraurian King  The last Centoraurian king, Ephiagar of Salsair, was killed in the battle of Thyslan. Tephron was anointed king of Centorauria and the capital was moved to Milkengrad. The Helcrani were the ruling class now in Centorauria and the process of their assimilation with the Centoraurian population began. In a few decades the word "helcrani" would mean both "person deriving from Helcrah" and also "Centoraurian aristocrat" as many Centoraurians were awarded the title of Helcrani as a sign of honor.

    • 628 b.S.  The War against the Erpheronians.  Two years later in 628 b.S. the Erpheronian army invaded Centorauria. They advanced fast from Cemphiria to Salsair and set the city under siege. Tephron sent Curgan and Cumrann to encircle the enemy. The Erpheronians suffered a defeat under the walls of Salsair, but nevertheless they managed to escape in friendly territory. During the next weeks the war evolved around the bridge of Cemphiria where the two armies faced each other but didn't decide to fight. The Helcrani launched a series of sabotage operations with great success. Curgan prefered military targets like the stationed Erpheronian fleet and their catapults, while Cumrann aimed at the enemy's morale with operations that had a psychological affect on the enemy rather than a tactical one, like the kidnapping of Rabellu, the Erpheronian 6 year old princess. Finally, after a year of warfare the two sides decided to sign a peace treaty abandoning futile confrontation. Renevor, the Erpheronian king would remember this year for a long time to come.

    • 621 b.S.  The Centoraurian Civil War   The Centoraurian king Tephron dies as he falls off his horse. His younger son, Cumrann, claimes the throne from his older brother and rightful heir, Curgan. After a civil war, which devastates a large portion of Milkengrad, Cumrann is caught prisoner and exiled for 20 years. As he leaves he takes more than two thirds of the citizens with him.   Curgan goes to Helcrah where he organizes the native and newcomer Helcrani into a semi-autonomous province of Caltheria. At the same time he urges the other Centoraurian cities to revolt. A man claiming to be Ephiagar's lost son Exomater takes over Salsair and declares himself "King of Centorauria". Curgan starts an offensive against him. However, he cannot do much as he expects his brother's attempt to take over the City.

    • 617 b.S. to 607 b.S.   Chaos rules in Centorauria  The rest of the Centoraurian cities except Milkengrad become independent, offering submission to the Alliance. However, in less than a decade Thyslan and Salsair plunge into a war with each other in their attempt to reunite Centorauria under their rule. Ximax stays out of the conflict and is happy to be ridden of the central government. Horth temporarily allies with the strongest regardless if it is Salsair, Thyslan, Ximax or Kyrania. Chaos rules in Centorauria.

    • At the time right after the fall of Milkengrad, the Centoraurian capital fell to the forces of the Red Alliance in 617 b.S. and the country plunged into chaos and several independent regions arose. These city states tried to preserve their independence and expand their rule to the rest of their countrymen. From 617 b.S. till 580 b.S. the islands of Efirhal and Esperoth to the north were given to a bulk of Stratanian pirates and Ashmari mercenaries, collectively called the Turacanthians after the name they had temporarily given to Milkengrad. Thyslan and the nearby area of Thysland formed the homonymous duchy. Salsair was the capital of the Aurorian duchy and Ximax the capital of the Magicroth Common. The small town of Horth formed the small duchy of Hypheria. At this time Helcrah emerged as another independent Centoraurian state and gained its independence from Caltharia. Kyrania annexed the area south of the Aurelian Lakes.

    • 507 bS  Curogana’s first Campaign  About a week after Ascandir’s funeral, the Centoraurian army had to defend the besieged Salsair. The expedition force was ready to depart in Milkengrad. They were to be led by Jonahir son of Zarehim, Fratrageta of the Helerothi Fratra, a capable and valiant general. The men however were demoralized. “Where is the king?” they asked only to reply to themselves “No king will ever lead us to war again. The sons of Curogane have failed. Cursed we are and cursed we shall fall.” Curogana was informed of the situation and decided to go to the army assembly. She was wearing a long red cloak. As soon as she reached the Hypheralean Square, the army’s welcome was cold and without excitement. She addressed the army and among others she said the following, as it is recorded in “Curogana’s Deeds” by Meroh son of Ishoc the Ahai.

    • 70 b.S.  Desecration of the Aurora Fields  Renegade dark elves of Alvang ambushed dwarves of the Nerterean fratra of Milkengrad clan at the Aurora fields near Salsaír in order to capture their dead bodies for experiments with dark magic. The terrible bloodshed cumulated at the  Battle at the Fores  where the joint forces of the Milkengrad and Helcrah dwarves tried to take revenge for the assault, but were defeated in the valley between the High and the Low Fores, which should later on be called Bone Valley according to this incidents.

    • 13 b.S.   Assassination of the Human Ambassador to the Alliance, Aelric Salazath    The Tharanian King Marzevash "the Adamant" fears to lose his powers and supposedly plots an assassination of the highly respected Ambassador to the Alliance, Aelric Salazath. While Marzevash is a prominent figure in the Alliance between the races, the face of the kingdom to the elves and dwarves is Aelric, who helps to negotiate between the races. The alleged plot to kill Marzevash's internal foe succeeds, but several representatives from other races are killed as well unintentionally during the ambush near Salsair. This causes a part of the plot to be uncovered, linking the assassination to Marzevash. However, Marzevash's guilt or innocence can never be proven in its entirety.

    • 232 a.S  The Second of the Santhran‘s 'Long Voyages'  This time the North was Lysarian's goal, so he left early in the year as soon as the roads were free to visit Naios, Caelum, and Ximax, where he stayed for two weeks enjoying the atmosphere of the magical city and spending a lot of time in the library. Salsair and Thyslan followed, where the Santhran declined the wish of Mariama of Thyslan to see his acknowledged son. Milkengrad followed, then Voldar, Nyermersys, Ishmarin, and Astran, Holm and Acht, Jernais, Veltin, Carmalad, and finally Cavthan - it had been a very long and tiring voyage. The hobbits of the Alianian Hills welcomed him so heartily that he decided to stay for another two weeks, resting, sleeping, eating.

    • 233 a.S  The Birth of Myrissa of Thyslan  In the first month of the year Gravenness Mariama of Thyslan‘ gave birth to a red-haired daughter with green eyes, Myrissa of Thyslan. Mariama‘s uncle Thyram, the Graven of Codáth Lake and Coram Duke of Salsair visited Santhala and spoke with the Santhran on behalf of their relative. It seemed that they had come in vain.

    • 642 a.S  Night of Great Sorrow  A huge storm hammers Salsair.  Part of the city is washed away, while some buildings sink beneath the waters of the lake.  The resulting area is now referred to as the Sunken City..

    • 987 a.S  Reconstruction of the White Citadel  Harhold, Duke of Aurora, greatly reduces the size of the palace, using much of the leftover stone to build the old wall.  Though smaller in size, it is built much taller, giving him a spectacular view from the rooftop gardens that link to his private solar..

    • 1392 a.S  Beginning of the Festival of the Horse in Salsair   Raevalem starts the Festival of the Horse in Salsair as a competition between warriors. Lasting initially only two days, it includes Horse Racing, Jousting, and Battle of the Sword, as well as both types of archery.
    [/list]
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    « Reply #1 on: 31 January 2014, 11:18:05 »

    A proposal question.  In my research of Salsair, I do not see anything that would preclude me from creating, at least for part of the city, a Venice type setting, where part of the city built upon the river delta has been put up on stilts and the roads are flowing water in summer and frozen paths in winter.

    Anyone know of any reason why that should not be?
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    « Reply #2 on: 02 February 2014, 11:31:09 »

    If you mean the Aelunn River on the map, Salsair is at its source, not its delta.  But I don't think that really prevents the Venice thing.  As far as I know, you just need somewhere low and easily flooded.  The real question is why they didn't build the city somewhere dryer in the first place.  As long as you have a decent justification for that, it's probably fine.

    By the way, Amsterdam had plenty of canals too.  It might provide some inspiration.  

    Edit: Had an idea, but I don't know how well it'll fit with your plans.  Basically, begin with a couple of small, low-lying islands which were settled because they were easily defended (and because it's most likely a chokepoint for trade, but that applies to the shores too).  Then, as the population grows, more land is reclaimed from the shallower areas nearby to make room for it, eventually resulting in a city made up of parcels of land separated by canals.  Maybe the population is large enough now that parts of the city are now on the mainland, but the canals could still form an important part of the city's defenses.
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    « Reply #3 on: 02 February 2014, 12:58:38 »

     shocked  I cannot believe I was such a dope as to not see that was not the delta but headwaters.  An aura point Mina for pointing that out.

    Hmmmm... now that I realize I've got things completely backwards, I'll need to rethink my plans.  Though, I do like your idea about small islands. thumbup

    My vision was not to have the whole city like Venice (or Amsterdam, BTW that is a great pic you provided), but just a portion of.  Seeing as fishing is such a big portion of the city economy, I just wanted to add an exotic flair to it.
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    « Reply #4 on: 02 February 2014, 14:19:48 »

    Hmm... you could do that by having the expansion to the mainland happen earlier, I think.  It's over two thousand years old after all.   grin

    Something similar to what I had in mind, except maybe they could be broken up more: https://maps.google.com/maps?ll=46.511,-84.354&q=loc:46.511,-84.354&hl=en&t=h&z=12
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    « Reply #5 on: 02 February 2014, 17:34:52 »

    Well, however that might be explained, it's definitely an intriguing idea to have part of the city underwater. Anything that adds some unique flair, a clearly distinctive landmark to a location is welcome - so from that perspective I'm all for it! grin
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    « Reply #6 on: 02 February 2014, 22:35:29 »

    Part of the city underwater.... They have Merfolk in those waters?  None of the research in Salsair said there were Merfolk in the lake... might have to check into that.

    Cool idea Art, thank you.

    Appreciate the link, Mina.  Yeah, 2000 years gives lots of time to make incremental changes.
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    « Reply #7 on: 06 February 2014, 19:17:34 »

    When do you think you are finished with this with enough worth for an uri check?  :D I can't wait to get another of your pieces to rip apart  look benevolently upon it!   grin

    Note to Myr: Don't worry, Altario is a special friend of mine, I don't eat newbies, no, I don't! I'm just helpful...
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    « Reply #8 on: 11 February 2014, 04:35:53 »

    Quote
    Note to Myr: Don't worry, Altario is a special friend of mine, I don't eat newbies, no, I don't! I'm just helpful..
    buck
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    « Reply #9 on: 17 February 2014, 12:00:16 »

     shocked  I'm not trying to insinuate anything here, but I'm pretty sure the only bigger threat to Newbies around these parts were Mira's Greenhouse pets. rolleyes

    *Begins to check extremities*  Pretty sure I've got a scar or two of my own here....

    Anywho, I present Salsair.  It spent two days immersed in this, so it might not be polished up to par yet, but it's worthy of a uri, I should think.

    Next time, I create something Arti just plunked on the map out of his head.  Do you have any idea how many times Salsair is referenced on site, let alone in Dev discussions?  Forgive me if I missed anything.  I tried to incorporate most of it, though at certain times there seemed to be contradictions, so I made choices based on the prevalent information and what made sense to me.
    « Last Edit: 17 February 2014, 12:11:07 by Altario Shialt-eck-Gorrin » Logged

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    « Reply #10 on: 17 February 2014, 19:25:05 »

    Hi Alt,

    started to read, but decided then, that I need to do my work first..... so you need to wait a bit.

    Just one thing:

    Quote
    The Foiron is used by the Archbishop of Foiros (could not find a thread that had the title agreed upon) as his home when in the Province of Vardynn.

    The title is quite clear: Pheramethar (Pheramethár?)

    I copy what we have in this old thread:

    Quote
    THE CLERICAL AGE (610-825)

    The Clerical Age is a time where the 4 elemental "archbishops" (better name needed)have heavy influence on the political agenda and finally instruct a puppet king. In the course of this Age the time shift back again.

    Power centers of the "archbishops":
    - Sanctuary of the Twelve in Elsreth (vashamethar)
    - Sanctuary of the Twelve in Milkengrad (pheramethar)
    - Sanctuary of the Twelve in Chrondra (dominating, so it became capital eventually (motamethar))
    - Sanctuary of the Twelve in Varcopas (maramethar)
    - Fifth: Northern Rimmerins Ring, highest elevation in the mountains - "Sky Fortress", here the meetings take place between the so-called "archbishops"
    - The Voice: sorain (the speaker)
    - Archbishop: methar (plural: metharín)
    - Bistum: arameth, plural: aramethín (vashameth, pherameth, marameth, motameth)

    Comment Curgan:
    It will be hard for the Helcrani to have an archbishop of the 12 since they consider them inferior and believe to Ava, just like the elves (who along with dwarves form two of the Helcrani clans). Maybe they could have an archbishop of Ava, as a heresy...
    http://www.santharia.com/dev/index.php/topic,10783.0.html

    Some questions arise here:

    As Curgan said, Milkengrad might not be the best place for the seat of the Pheramethár. But Voldar or Nyermersis are more important cities, would it not be there?

    Is it today at is was back then?

    Perhaps the official seat of the Pheramethar is not Salsair, but he has his private 'retreat' here as the pope has in Castel Gandolfo. Would that be ok?

    If you like to have the official seat, we just have to find a reason, why it is there, no problem with our unwritten history :)
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    « Reply #11 on: 17 February 2014, 20:23:12 »

    I never spotted this thread, thank you Talia.  thumbup

    Pheramethar it is then.

    My idea was not to have the seat of Power in Salsair.  It was only a place to stay while in the area, though I did not know that he was indeed based in the area (Milkengrad).  So, yes, the idea of a retreat fits better with what I had planned rather than a seat of power.

    In the reading of the entry on Milkengrad, I would agree that it would not be my choice as a seat of power, which is why I thought of Salsair as his retreat rather than his home.  I have no preference between Voldar or Nyermersys as the seat of power.  Perhaps Nyermersys, as it makes a retreat in Salsair more of a "vacation", being further from his permanent home.

    I'll reference Nyermersys for now, and if you wish to change it later it won't be that much of a edit to make. (Did not colour changes as this is a basic change and it was previously tagged in colour because I knew it would need to change)

    Now, be honest, don't you just love how I challenge you?  I force you to do as much work researching my facts as you do me in trying to get my things right.  Being my nemesis makes us both better. :P

    BTW, I'd Aurie you for your help, but you are 7 ahead of me, so no. angry
    « Last Edit: 17 February 2014, 20:37:57 by Altario Shialt-eck-Gorrin » Logged

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    « Reply #12 on: 18 February 2014, 00:21:18 »

    I think in one of the more recent threads (might have been the Vardynn masterplan discussion, I don't remember), it was decided that the seat of power was Cemphiria. 
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    « Reply #13 on: 18 February 2014, 00:52:46 »

    Found the thread, Mina.  It seems it was discussed and essentially agreed to, though not firmly.  I changed it now to Cemphiria, and can change it again should someone else find yet a newer thread with yet another discussion. :P
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    « Reply #14 on: 18 February 2014, 06:21:57 »

    Quote
    Now, be honest, don't you just love how I challenge you?  I force you to do as much work researching my facts as you do me in trying to get my things right.  Being my nemesis makes us both better.

    That's true, especially as I don't know anything about Vardynn, it's too rainy up there. Hmm, does that imply, that I will get much better than you, because I have to learn more? Well, I won't be able to let you suffer truly... lucky you!
    I'll try to get to it tomorrow, I'm not fit enough this evening to find your grave errors... ;)

    Quote
    BTW, I'd Aurie you for your help, but you are 7 ahead of me, so no.

    *looks down to Alt*
    You pittied me so, that I gave you one recently , just for trying to be good  buck
    but I apprecite, that I don't have that boring 139 anymore, 140 is a much nicer number, 141 would be even more please me!
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