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Author Topic: Thalambath  (Read 16067 times)
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Ta`lia of the Seven Jewels
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« Reply #60 on: 03 July 2009, 01:17:47 »

Not yet finished with commenting, but better I post this before dinner.


Layout.
Thalambath’s layout is highly organized, owing to its strong government. While, long ago, the city utilized a more organic construction, nearly every remnant of this has been swept away. Now, wide, straight roads weave through evenly-sized square blocks throughout the city. The major roads go from north to south and east to west. Aside from these primary ‘border roads’, a third type cuts down diagonally through the city blocks. There are only two of these angled roads in the city, and where they intersect lays the major congregational location in the city: Eltar Square. The two diagonal roads that go through Eltar Square are considered the lifelines of the city. The street from north-east to south-west, known as Khaled Street, starts at Thalambath’s northern-most east gate and runs through Eltar Square to the waterfront. The second street starts at the foot of the Black Castle, and is thus known as Thalam Way. Thalam Way crosses down through Eltar Square and terminates at East Gate, which leads out into the desert east of the city.

Some kind of map would be great, the one you posted after your entry helped a lot.

*Eltar Square
Eltar Square is the heart of the city. Though most of the important government complexes and noble estates are located at the base of Norong’sorno, the majority of the city’s trading happens in Eltar, overseen by the Templum of Trade. Brightly-coloured stalls  line the streets, which are separated into two floors. Most trading carts pass through the wider streets underneath while walking traffic is relegated to the upper level.

Where is this templum of trade, at which side?

All merchant stalls are under government control, and require permits from the Templum of Trade. As these stalls are controlled and financed by the government, they are of significantly more permanent construction than traditional ‘wooden stalls’ one would normally think of. These stalls often are constructed out of the same stone and plaster of nearby buildings, and most are, indeed, inside a single large trade building. Most do their business on the upper floor, but have a walled stock room on the bottom floor that is stocked by the trade caravans. These stock rooms are usually linked to the upper stall through either stairs or a hole in the ground with a levy. Despite the government control of trade outlets, however, that doesn’t stop the occasional squatter or sideline hawker from plying their wares when they can get away with it, though the guards are usually quick to mop up these illegals.

Aside from trade stalls, hosts of other personal-related industry are also present in Eltar, including inns, a local barracks and jailhouse, bordellos, and taverns, all overseen and most residing within the large Templum of Trade building.

*The Foot of the Black Castle
Comprising of both the Black Castle as well as the surrounding city blocks, the Foot of the Black Castle is, as named, the location of the Black Castle of Thalambath. In the center of it all lies Castle Square, located at the intersection between Royal Way running east and Viseur Street running south, and which was the original hub of Old Thalambath. As the centerpoint of the Foot of the Black Castle, Castle Square still stands between the most powerful locations in the city, with the Black Castle to its north, the Temple of the Arcane to its west, and the Templum of Seven to its east. Viseur Street itself runs directly out of the steps of the Black Castle to the waterfront, intersecting with Khaled Street near the water’s edge at Niban Square. Thalam Way also starts here, running south-east from Castle Square.

-The Black Castle
The most famous building in Thalambath and perhaps one of the most renowned constructions in the world, the Black Castle is the supposed resting place of Thalambath himself. Sealed from the rest of the city by a great black wall, the Black Castle can only be entered by Keep’s Gate, north of Castle Square.

The Black Castle is a great black monument, rising high into the air and carving deep into the mountainside. Its bottom level comprises of the first quarter of a pyramid in shape, which flattens out two stories up. Above the base is a large rectangular rising, reaching some four or five stories into the air, and indented deep into the structure. Pillars surround this large stone slab, each carved to depict a Rahaz’Estar wrapping around the stone, with jaw wide open. These pillars support a flat roof, upon which is carved a variety of arcane runes and symbols, some believed to be an ancient human evolution of Old Styrash *, but most meaning has been lost to time. The base is flanked on its south-east and south-west corners by two obsidian obelisks. At the entrance to the Black Castle, a small flat rise stretches out 10 peds south, and is ringed by seven pillars on its left and seven on its right, supporting a thick stone roof. These seven pillars each depict a robed figure in humbled prayer, meant to represent the Seven. It is rumored that these pillars were only carved after the Black Castle was actually constructed.


some believed to be an ancient human evolution of Old Styrash --> or unknown runes the old people used? Could be of course both!



-The Temple of the Arcane
The Temple of the Arcane is a series of buildings lying against the mountain to the west of Castle Square, and are everlit of a dull blue colour from glowing arcane enchantments, crystals, and runic carvings. Despite the vast size of these buildings, they are surprisingly sparse of population on the inside—for only few are deemed worthy enough to be admitted as what are known as the Thalam Wizards. All sorcerers within Thalambath are required to join the Temple—foreign magic is forbidden within Thalambath. Even Ximaxian envoys require explicit approval and honourary positions within the Temple to be allowed to partake in Thalambathian studies.

-The Templum of Seven
The Templum of Seven is the political capital of the city. A large building, the Templum is comprised of a domed center, surrounded by three wings of rectangular build, and flanked on corners by smaller domed towers. At the front presides two black obelisks, as well as statues of the Seven. A stone ledge stretches out from the center of the dome, from which official proclamations may be held.

Again, I think we should introduce a name for obelisk. Maybe the Kaizoumetran used them a lot and we could derive from this name a name for obelisk? Or from thalambath itself?
Thalam you have used already for your wizards, hmm

Kaizouthal? --> would need a little entry for explanation and introduction into Santh.


The Seven of Thalambath reside within the Templum, and each have their primary quarters within the building, in the northern wing. The central dome structure is for the most part a wide-open space, filled with statues of each of the gods as well as finely engraved walls and flooring. The top of the dome is where the Seven conduct private business, along with the Viseur.

The western wing comprises of the Templums of Coin and Construction, where the Councils of like name meet to overview matters, while the south wing contains the Templum of the Sword and the Royal Throne for military and civic duties.

Royal Throne--> for whom? Who sits there? (haven't read government)

Each wing utilizes similar design philosophies to other rich locals of Thalambath, though the carpeting in each is of a different hue for the purpose of identification. The south wing is dabbed in indigo carpets and tapestries, due to its duties over royal charges. The west wing is coloured in a variety of blues, and the northern wing is known for its bright crimsons and golds.

Nice!  Want a picture!

*Old Nosir – The Waterfront
Old Nosir is the section of the Thalambath comprising of the majority of the original territory of the harbour city of Nosir. Today, it primarily consists of warehouses, inns, and homes for the local dockworkers.

The Waterfront, particularly the docks and harbour sections, are where the majority of the daily activity in the city commences. Even though the primary trading hub of Thalambath is Eltar Square, much ‘local’ trading happens in the docks, at Niban Square.

The docks themselves are primarily constructed of wood. However, recent construction projects have aimed at replacing the old and decaying wood for massive nor’sidian blocks reaching deep into the bay. Currently, only a fifth of the docks are built of nor’sidian. The most important traffic is directed to these docks, such as shipments from far away Nybelmar or the Stormcloaks Shipping Guild. Two pleasure ships, the Royal Sail and the Etherus, also have access to these great docks.

Varcopas has still the monopole of the trade with Nybelmar (what purpose could it have otherwise between Milkengrad and Thalambath? ) while the stromcloacks don’t trade farther west than Strata. Remains Shan’Thai and the west coast of Aeruillin, which is a pretty huge area as well. Thalambath could of course try to break that monopoly and try to get connections to the south-west of Nybelmar, maybe with new ships who travel this far?


-The Ship Houses
The Ship Houses are an older construction that were the inspiration behind the latest nor’sidian revamp of the docks. The Ship Houses are massive stone structures, some nor’sidian, along the western edge of the bay that reach deep into the sea to provide covering during storms for wealthy vessels. In addition, the dry docks are located in some of these Ship Houses, where new warships and barges are built.

Renting a Ship House is an incredibly expensive venture. Only a very few companies can afford them, so there have been no new Ship Houses built in over a century.

-The Templum of Sail
The Templum of Sail is a large building ringing Niban Square. As its name indicates, the Templum of Sail controls all matters of port work, ship construction, and the provision of Trade Coins. Over the last several decades, the Templum of Sail has been granted more and more of Thalambath’s funds, in order to provide even more incentive for merchants to come to Thalambath instead of Strata. Despite this increased economic power, however, the Templum of Sail’s workers are no more wealthy than any other. Unlike other Templums, the Templum of Sail is overseen by an Archwizard and a garrison of Templar Knights, charged with making sure that the Templum does not abuse its impressive funds for personal gain.

-The Harbour Estates
The Harbour Estates are located along the north-eastern edge of the bay, and no port beyond personal estate docks extend here. These massive, nor’sidian buildings comprise of both permanent noble estates as well as secondary estates for those nobles who occasionally want to rest in the view of the bay.

As South Gate lies nearly directly to the east of these estates, land travelers from Strata are granted their first image of Thalambath’s nobility through these buildings.

-Niban Square
Niban Square is the former central square of Nosir. Ringed on its south side by the Templum of Sail and adorned at its center by a statue of an ancient oared warship, Niban Square is the primary tourist attraction for those coming from sea. As Khaled Street begins here and moves north-east to Eltar Square, the majority of traders pass through Niban as well. As such, Niban Square is essentially a miniature Eltar, and possesses many inns, taverns, and shops. Unlike Eltar, trade is largely unregulated here, and most cheap wares are provided here. Niban feels more like a traditional market square, as it is lined with wooden stalls and bright tapestries by the many merchants who cry day and night for travelers to buy their goods. Of significant stock is fresh fish, primarily Bonehead and Flyer Crab, caught from the bay and prepared for sale by local fishermen.

A small branch of the Templum of Trade exists here, within the Templum of Sail building. Its duties are much reduced in comparison with the main Templum, and primarily only deals with renting out merchant shops and overseeing local disputes. Should any one business become too large, however, the Templum will force them to move to Eltar Square.

*The North Estates
The North Estates are the luxurious districts in the northern-most section of the city, resting against and building up into the Norong’sorno. Not only the living space of the affluent, the northern regions are also home to some of the prime tourist attractions of the city, including the Norong’sorno Hotsprings and Lava Tubes.

-The Hotsprings of Norong’sorno
Thalambath sits atop the burning fire of the Norong’sorno, and over the centuries pools of boiling hot water were discovered within the volcano’s caverns. While this water is most often cooled and placed in containers for drinking, some enterprising nobles came up with the idea of building a resort within the caves, where the naturally hot water could be used in the form of spas and saunas.
Fox, I imagined that enough cool, fresh water is running dowm the volcano to provide the city with drinking water. You could however sell this cooled down water as being healthy, for it will contain probably a lot of minerals. If you wanted to say this, it is not clear. I thought you meant, that it is needed as normal drinking water.

The hotsprings consist of one large public bath, several individual baths, and various sizes of steam rooms. The hot water is first cooled slightly to prevent scalding the flesh, and then funneled into various pools and baths, where it is kept at set temperatures by a series of furnaces. The hotsprings employ multiple servants to see to the needs of the bathers, and, like other resort locations in the city, offer everything from massages to food.

An onsen!  Ahhh! Don‘t forget, that there are basins with different temperatures! :)

*The Farmlands
Lying to the west of the city are the farmlands. Here, what few crops can be grown in the Rahaz’Dath are cultivated for the city’s consumption, directed by the Templum of Tilling. The soil off the Norong’sorno is incredibly efficient for plants, however, and rain is much more frequent here than in other parts of the desert, so Thalambath has been capable of providing for itself substantially over the years.

The fields might even get watered.

-The Western Residential Districts
Home to the hundreds of farmers that till the fields on a daily basis, the residential districts on the western edge of the city are some of the oldest buildings in Thalambath. Most of the buildings are connected to each other and rise three stories into the sky, with each individual family comprising of a single story. Unlike the darker buildings inside the city, the buildings here are relatively light, ranging from light yellows to injera-bleached whites.

Again, what for stone can be bleached by he sun? Plaster? Glue? Let me know!

Each family story generally comprises of a single main room and one or two side rooms, usually allocated towards bedding. These rooms are much less decorated than the richer structures inside of Thalambath, and most only have relatively simple carpets of brown tanned hide or cloth and silverware of hardened clay.

I would propose to add a little town in the very west of these fields, where the L of Thalambath is on the little map. Just mention it. It could be a fisher town, but with a history linked to Thalmbath (and under its rule now as well) There could have been (or still is) an outpost of Thalambath who can report ships who come from the north to Thalambath (warships, I mean, for your town and my town has surely had a war in the last centureis, agreed? )

*The East Gates
The East Gates are the series of four gates leading out into the Rahaz’Dath. Of the four, only three are currently being used, as the oldest one in the north has been sealed due to lack of use.

Northgate - directon of volcany?
Eastgate - Oasis which name me evades (Saltpans)..?
Southgate - Strata?

Why are there gates? wo want to go out of the city onthis side? coins needed everwhere? Somehow I had the imprssion, most come by sea.


Location.
Thalambath is located along the western coast of the Rahaz’Dath desert in the Truban province, directly south of the Norong’Sorno volcano. It sits atop the old city of Merioch, and many dig sites are spread throughout the borders of the city. Because of this underground, and the build-up of dried lava from volcanic eruptions eons past, the surface of Thalambath is not entirely flat, and the city is comprised of several rising layers.

People.
Many exotic people have inhabited Thalambath over many centuries. Though the Truban province is traditionally thought to be the domain of the Shendar and Stratanians alone, Thalambath has existed even before those two peoples arrived.

That has to be cleared, for the Stratanians are no “people”, but a conglomerate of many tribes and ethnics which got the name of Stratanians out of a politcal dominance of Strata at a certain time. Maybe replace it simply with : ..before the refuges of the Daran tribe and  Tristan XX. and his followers arrived.

Though most refer to the citizens of the city as Stratanians ever since Strata’s former political importance in the Santharian Kingdom, native Thalambathians see that title as an insult. *Instead, those who carry the heritage of the original settlers of the city still call themselves Kaizoumetran, shortened in modern use to Kaizranian, and they believe that they still carry that ancient blood. Considered a rich and untainted blood, the most important and powerful positions in Thalambath hierarchy are reserved for pureblooded Kaizranians alone.

* Haha ;) Good!
I doubt, that there are poorblood left, but maybe people who look like those old folk is imagined to have looked like, are seen as noble. I still haven‘t looked, but I think we imagined them as having had a fairly dark skin (therefore the southern Shendar tribe is darker than the two northern ones). So, say, the blacker the nobler?
I couldn‘t find the good photo I had in mind, but what about dark skin, aqualine noses, not too broad lips? There is a beautiful tribe in Afrika, I just don‘t remember its name..


Even with the efforts to keep the races separate, however, mingling has left the marks of a Kaizranian to be only slight. Most Kaizranian families are simply traced back by patriarchal bloodline, even if there are no physical traits remaining. Others can be recognized by a sharpness of features, notably the eyes, and a dusky, rather than tan, skin, but even these are recognizable from a Stratanian or Shendar by only by a keen eye.

So not so much brown, but grey-brown? Or is this for Thalmbath, not so much for the Kaizumetras?
What, if a child/youth from a not bloodline shows those features, can he climb up in rank ?


This class distinction is a prominent aspect of Thalambathian society. The city’s longstanding independence has allowed it to maintain its ancient values, and Thalambath has made strides to keep foreign influences out of its development. In Thalambath, those of valued blood have higher power, and those who have lesser power have lesser blood. Blood is always given as the explanation for one’s power—while pureblooded Kaizranians have naturally greater status, an impoverished Kaizranian is considered to have somehow tainted or cursed blood which dulls the value of his blood, thus preventing him from rising to higher power. The purest blood is that of the Seven, and the Thalam, as the Kaizranians believe that such blood is what fuels magical power. Those arcanists who do not possess pure blood, such as the magi of Ximax, are considered to be the equivalent of thieves, making covenants with demons in exchange for the power of magic, and that such stolen magic is vastly inferior to the might of pureblooded arcanistry.

Haha, like that! So your relations to Ximax cannot be too good!

Up until active trading began, Thalambath was highly isolated, and limited access to the region to only specific individuals. While in modern times, the city is far more open to travelers, non-citizens still require a Trade Coin to walk freely in the city, and often face discrimination. These coins are granted to all travelers coming by sea, but must be returned to legally leave the city, again by sea. Being caught in Thalambath’s borders without a passcoin is considered a criminal offense and can be punished with hefty fines with one warning, up to exile or even death for repeat offenders, who are classified as foreign agents.

This strict form of border monitoring has been one of the largest factors for the strife between Thalambath and the Shendar over the centuries, as Thalambath has been known to arrest or execute Shendar that are found within Thalambath’s borders, despite the Shendar’s nomadic lifestyle. Currently, Thalambath maintains heavy patrols, walls, and defensive outposts at its borders. Foreigners and traders are funneled through the trade routes, but even then, they must acquire a Travel Coin at the border keep.

So, what if you are coming the land way from Strata? A coin as well? A different coin maybe? Which restricts your whereabouts in Thalambath? I like that coin idea, never heard of it before.

Overall, however, the people of Thalambath are a private, suspicious, but prideful population. They place great value on their culture, pleasurable activities, knowledge, and artwork, and believe that many provinces are jealous of Thalambath’s wealth and status, a jealousy that they fear has the potential to turn into full-scale war despite the peace within the Santharian Kingdom. Nevertheless, Thalambathians do not overtly desire conquest and have stayed out of many of the wars that have plagued other kingdoms prior to the unification. They would rather build down, not out, and have an intense scholarly pursuit to uncover the secrets of the Kaizoumetrá empire and other ancient facts as well as a swelling of pride that leads to the pursuit of the perfection of self. Most who can afford it and aren’t already wizards are either historians or artists. While the city may not be as outwardly colourful as Strata or Varcopas, they make up for it through their architecture, carvings, and personal works of art such as body art, tapestry, pottery, and paintings. Most citizens have lavishly decorated interiors, and adorn their homes with the visual history of their own life experiences. Many citizens can read and write, as they pride themselves on their expansive knowledge, and even the poorest citizen is a scholar, using the interior walls of his house as a journal to write of his discovers instead of bound notebooks or parchment.

Very interesting,the last bit.

There is a dark shadow over Thalambath’s inhabitants, however. While the kingdom of Thalambath has for the most part not bothered with war over other nations, it has kept a strong grip over its own. Foreigners are not the only ones who feel the chokehold in Thalambath’s looming walls. The city is very silent for a trading capital, and deals are made quietly and cleanly, for while Thalambath is a city of fine luxury to the hardworking, those who slip between the cracks are forever beyond aid, and no crime, however small, goes unpunished. One needs only look up at the immense black citadels to realize the power of Thalambath’s authority. Though some crime will always remain, Thalambath has been quite successful in controlling the majority of it within the city walls. However, the desert is a vast place, and there are rumors of a criminal network that operates outside the city walls. Many trade franchises have been shut down over the years under the suspicion of being a front for one of these criminal enterprises.


I like that as well, a nice contrast to Strata.

« Last Edit: 03 July 2009, 02:02:03 by Talia Sturmwind » Logged

"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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Ta`lia of the Seven Jewels
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« Reply #61 on: 03 July 2009, 01:26:48 »

Government.
Thalambath is ruled over officially by the Seven and the Royal Viseur, and the assembly of these eight  figures is known as the Presidium. While the Seven have ultimate power, the Viseur is more often than not charged with direct authority of the city, and strong Viseurs have been known to have a significant hand in controlling the Seven. This is particularly true in modern times, as the Viseur also plays a second role as the King of the United South ever since Thalambath succeeded Strata as the capital for the Truban province. The role of Viseur is chosen by the Seven, but can only be removed by a majority vote, thus the removal of a politically savvy Viseur is rare.

So, the „Viseur“ is the Thane of Truban? What about the title „Tristan“ then, which was the title of the thane when Strata ruled. ? Of course they will not have liked it... And renamed the thane to viseur? But the structure is not as strong hierarchical as in other provinces. So, who functions as the Thane? And why do you call some ‚things‘ royal, when there is no king?

All government powers in Thalambath are arranged in offices known as ‘Templums’, and each Templum has control only over one facet of city life. Each Templum is controlled by a Pryus, who is the highest ranking Thalam Sorcerer in that organization. The Pryus has ultimate authority over his Templum, and is in charge of establishing the chain of order in his Templum and relaying its status back to the Presidium.

Thalam Wizards occupy many of the highest positions in Thalambathian government, and are only subject to higher ranking wizards, Pryus’, the Viseur, and the Seven. All Thalam are exempt from most common laws, and a Thalam’s word will almost always be taken above any commoner’s word. 

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"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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« Reply #62 on: 03 July 2009, 01:44:17 »


Climate.
Thalambath is extremely hot despite receiving more annual rain than its competitor, Strata. While its large buildings and enormous walls provide excellent shading in many paths through the city for most hours of the day, the nor’sidian stone used to construct the larger manors and walls results in extremely warm air. Stepping outside of the buildings assaults one with thick, dry air that hangs lifelessly and in the warmer hours of the day can even suffocate those who are unprepared. This hot air results in the heavy heat ripples seen by those approaching Thalambath from a distance.

Rain in Thalambath is exceedingly rare, like most locations in Truban, however, its location along the coast and the winds traveling through the Nirmenith Mountains and Mount Norong’Sorno sometimes manage to bring rainfall to the city during the winter years, averaging only a few times a year, sometimes as much as once or twice a month in ‘colder’ winters, though there is more along the western peninsula, allowing decent farming in that region. More often than rain however are heavy winds and sandstorms coming out of the eastern edges of the city, which result in thick black and grey clouds, thunder and sometimes lightning that strikes the tall buildings, and near-hurricane strength dry winds. These winds mostly impact the high walls of the city, and are then funneled through the buildings to the point that an unwary individual may be knocked off their feet and choked from the large amounts of sand and dust carried by these winds. These powerful gusts are also not cool as one would expect them to be, and assail one with a hot force that makes one wish for no wind at all.

These winds are so violent that even those inside of the buildings can hear them as they impact against the walls, threatening to rip the ancient city from its berth. Ships tied to the docks along the Aetyram Sea must be securely fastened and their rigging is safest completely removed and placed below decks or in the stone warehouses along the shore. Even then, however, ships are often torn apart by these winds, and most captains avoid the city entirely when there is proof of an approaching storm, or pay the exorbitant fees for one of the massive stone Ship Houses along the waterside.

These hurricanes occur more often than rain, and can happen as often as three to four times a month in winter months and as often as once or twice every two months during warmer seasons.


The western peninsula might get a fair share of the rains and storms which come from the northwest in winter. Have not yet found out, when exactly I need them ;), but they are mentioned elsewhere.

That does not contradict what you have, that dry hurricans are impressing.


Night in Thalambath does not do much to significantly cool the city like the frigid temperatures one would expect from other locations in the desert. The stone and nor’sidian buildings keep the heat trapped long after the sun has gone down, and nights remain fairly warm, though much more bearable than during the day. 

Flora.
Unlike some of the other major cities in Truban, Thalambath has limited amounts of flora outside of its farms. While some independent citizens might grow vegetable gardens on their roofs or on window ledges, there is very little visible greenery within the city beyond some sparsely placed sarauno cacti, adan’sonia trees, brown grass, or other small shrubbery.

There are, however, many irrigated farms west of the city and along the northern districts of the city where the mineral-rich soil from dried lava flows and more prominent rainfalls allow better crop growth. Whatever Thalambath cannot produce for itself it imports from other lands or villages.

What about some vineyards in the north of the city which produce a rich dark red wine? Called Thalmbath‘s blood? ;)
 

Fauna.
Thalambath has a more diverse system of fauna than might be expected from an arid city. Like the rest of the desert however, most of these animals are quite subtle in practice, and many hide during the day, though the shade has allowed some to thrive while others sleep.

The most common ‘pest’ animals are, like most cities, mice, both of the foreign Dune Mice variety as well as the more local Flying Mice, also called Sand Mice. The flying mice of Thalambath are small, sand-coloured rodents, and have only a short, stubby tail. Their hind legs are large and powerful, however, and these mice can leap long distances. Beyond just leaping, their skin stretches, and they are able to glide over expanses of air, allowing these mice to traverse easily between the multiple layers of Thalambath. They come out mostly during the night, and tend to scavenge on food left in the streets or in warehouses.

I would somehow mention, that the dune mouse has adapted to the city, or that a dune mouse variety lives here which has adapted to a town.


Offsetting these highly mobile pests are the Rahaz’Norong, or more commonly Thalambath Snakes. These non-poisonous and quick snakes are a dark, sandy-coloured reptile that tends to keep to the shadows of the city, but are awake during the day, where they seek out the sleeping mice. Most citizens of the city leave the snakes in peace in order to remove the mice, so the snakes have learned to ignore human presence and are quite tame to be around.

Aside from the wild denizens of the city, many of Thalambath’s richer population keep boar-faced coyotes or ly’caón as companions. The coyotes are slender, sooty-furred dogs that were once diggers and scavengers in the ash-covered hills of the Norong’sorno, and many are still used as hunters of the Thalambath mice. However, many have come to serve as simple household pets. Most are gray or dull-yellow, and have long, narrow snouts and large, fan-shaped ears. The ly’caón are similar in appearance to the coyotes, but are not as prominent around the Norong’sorno.

Some common livestock are also bred on the farms west of Thalambath.

Resources.
Surprisingly, Thalambath is an excellent source of fresh water in the Truban province. There is plenty of rain for farming on the peninsula, and the hotsprings produce gallons of fresh mineral water daily. Most of this water is collected and sold in coyote-hide waterskins. Thus, Thalambath has been an exporter of fresh water to the rest of the region for many years, even before it expanded openly to major trade.

Other popular trade items include nor’sidian, Firestar mortar, obsidian, lead, copper, rhyolite, quartz, brimstone, burning stones, clay, feldspar, and glass, as well as various tapestries and other forms of artwork. In times of excess production, some grainery and wheat from the western peninsula farms are sold, as well as fresh fish. Iron and gold are also mined, but rarely exported in their raw form, instead being used extensively in their respective crafts.

A major item that Thalambath is known for exporting is weaponry. Due to the Mithrilan Salt acquired from trade with the Shendar, Thalambath has developed an exceptional business for weapon forging. Using traces of Mithrilan in everything from kitchen knives to large, double-handed swords and maces, most weapons produced in Thalambath are stronger and lighter than if they were built elsewhere. Thalambath does trade some of the raw Mithrilan as well, but most of it is used straight away and then the end products themselves are subsequently exported.

One of the most recently expanding franchises has been the trade of gem beetle jewelry, exotic and richly coloured ornaments made from the glassed carapaces of Truban’s native gem beetles. This form of jewelry, while expensive, is significantly cheaper to produce than equivalent ornaments made from actual gemstones, yet they appear just as regal and elegant as any true gem.


 thumbup so far! :)
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« Reply #63 on: 03 July 2009, 01:53:58 »

Myth/Lore.
Thalambath, due to its age, has a wealth of myths and legends that have remained in circulation for the many eras of its existence. Foremost of these is the name of the city itself: Thalambath, the ancient Chosen, rumoured to have built the ancient Black Castle that still stands to this day.

No, not built, changed into it!

The Historian Gean Firefeet retold the following myth, which can be found inthe Compendium to New Santhala:

The legend goes that the building is Thalambath in own person. The chronicles of the ancient city begin with a passage starting at the end of the War of the Chosen, when according to the legend eight riders arrived in the south. They were refugees from the Great War, wounded and battered in many a battle and seeking a place for peace after years of horrifying war. Their leader was named Thalambath. He was a wizard, powerful and skilled, but had tried to avoid the mayhem of war by staying neutral in the dispute of White and Black Wizards. The fighting parties, who both tried to convince him to choose their side, eliminated his small realm in the north and tried to destroy him, but failed. With his seven servants the weakened wizard roamed the countryside, hiding from his pursuers, who gave up the pursuit in the end. The eight went south, in the hope to find a few likeminded people to cooperate with, but found nothing but destroyed and burned cities, only inhabited by a few remaining citizens. So the heart of the wise sorcerer darkened and it is said that he slowly began to hallucinate at nights, while sitting weak and halfsleeping in his saddle at daytime. Madness came over him and a few small communities were destroyed by his seven powerful heralds before they arrived at the last spot he hoped to find a friend.

But even there, almost at the furthest point in the south of the continent, the war had ravaged the country. The last powerful wizard ruling these lands had died in battle as well, and his kingdom was destroyed.

It is at the sight of his last hope gone that Thalambath lost the last piece of sanity and ordered his seven followers to leave him once and for all. When they returned the ruins had made place for a gigantic castle, a black rock standing at the mountainside. Thalambath in person had disappeared but it is believed that he lives on within the walls of the fortress, the last remnants of his lifeforce living on in a large green diamond, the Heart of Thalambath, hidden deep within the dungeons of the fortress. But no one has ever found it, yet. Rumours have spread of undead and other arcane servants still lingering in the darkness, defending the dwindling consciousness of their master. Whether any of these stories are true, however, cannot be confirmed, as most areas of the Black Castle are forbidden to all but the Seven, and fallen stones block many hallways since the collapse of the Year of the Unification.

Since Thalambath’s founding, however, more stories and myths have arose beyond the initial founding. The Seven themselves are also mired in mystery, and many believe that they still exist, kept alive through powerful sorcery. Their powers are supposedly far beyond the capabilities of modern mages, instead maintaining arcane secrets from the age of the Chosen. The Seven are rumoured to be able to shape-shift, changing into other people or even alien animals and monsters, infiltrating and manipulating other societies for their own benefit, and being the true masterminds behind Strata’s original trade empire. Though the official Seven of the modern Presidium deny these claims, those who believe the ancient myths see the modern Seven as merely the personas of the original Seven—either by actual shape-shifting, or by arcane possession.

We will have a nice fight when doing the history...  Mastermind behind the Stratanian empire... Bruuhaha  ;) (says the Stranianian historian..) If only Art would allow only two slightly different histories.. So we have to press both in one... With the means of witnesses, will be interesting! Looking forward to it
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« Reply #64 on: 03 July 2009, 02:04:53 »

This entry would deserve more than one + aura! :) (finished or not)
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« Reply #65 on: 03 July 2009, 02:32:35 »

Second that! +1 from me too :D
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« Reply #66 on: 08 July 2009, 21:27:45 »

Thanks for all the comments! I'll try and have an edited version ready by Friday, once I get my hectic schoolwork out of the way. :)
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« Reply #67 on: 13 July 2009, 17:34:24 »

Hi Fox, we need to change that name for the ancient city, for when reading some history stuff which needs to be corrected, I found out, that Kaizoumetrá means 'high caves'. That was probably when we placed that culture in the Yar'Dangs. As this does not fit anymore and I had the idea of a lost Dwarven empire under the Nirmenth mountains (which had tight tradec onnections to that other metropolis), we need another name.

This ancient empire is said to have had all main races, so I thought the humans were our dark skinned people from whom the Thalambathians originate. They live in the whole area around that lake, the elves (blond..) we put in the lake, living on a kind of artificial islands.

Name for the human part:  High Sky -- Kai'ypheró -- Kaipheró
Name for the elves: Sweet water: Asén'Már ..> Asémár
Name for the dwarven realm: Kaizoumetra

I would like to have a name for all together, at least the human and elven part, but wold need some styrash help there.

Asé(n)'Már silóas Kái'ypheró ????   --> Már'silóas Kái'ypheró  --> short Kái'ypheró  --> Káipheró
Not worse than    Fá'áv'cál'âr  :lol

Sweet Water under a High Sky?

High Sky --> always nice weather and sunny :)

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Instead, those who carry the heritage of the original settlers of the city still call themselves Kaizoumetran, shortened in modern use to Kaizranian, and they believe that they still carry that ancient blood.

Kái'ypheró --Kaiphero  ?
« Last Edit: 13 July 2009, 17:41:37 by Talia Sturmwind » Logged

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« Reply #68 on: 18 July 2009, 10:36:55 »

Sounds fine to me, Talia. :)

Working on the revisions now...
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« Reply #69 on: 18 July 2009, 15:59:21 »

Fox, maybe Kaizoumetra can stay as it is, will tell you soon.
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« Reply #70 on: 18 July 2009, 21:56:14 »

Updated according to your comments. Left Kaizoumetra so far, will change or not change based on your decision.


If you don't want to read through it all again and try and remember what you commented on, here are specific answers to your comments:


Couldn‘t you do an extra subentry on buildings and architecture, where you go in more detail?

I don't think it's necessary. Entries for individual buildings/etc would be better, and leaving the basic ideas in the main entry.

Quote
Don‘t remember that part right now, but did you invent „Merioch“? (fine with me if so) How big is the town approximately in strals? Roughly it would be about 40 strals from the base of the volcano to the sea, but that seems a bithuge. However, we don‘t have to take the map exactly as it looks, the base of the vulcano could go more or less to the sea, as the land to the west, maybe resulting in a steep coast. The distance from Thalambath to the most western point is around 230 strals, so you could have enough fertile and arable land there, with water from the heights of the Norong‘Sorno (and some rain). There I would place smaller villages for the farmer and maybe even a little town at the very western edge for fishing.

Yes I did. And I don't know about the size. I'm no good with measurements at all.

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Truban has enough wood - the  coastal cloudforest, the woods southwest of Uderza, but the cloudforests may be difficult to harvest, and to the west of your city there is no wood left around because all fertile areas are use for farmlands. Wood for buildings could be imported from the north. Maybe I establish a small wood producing town at the southern edge of the cloudforest. Just skip „Truban“ and add „firewood“

Changed according to your comments.

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Once such lavastreams destroyed much of the old town of the Kaizoumetran  people, Merioch. Now

Added.

Quote
You don‘t want to compare a few torches to a huge volcano, won‘t you ? ;)
You should add a bit ore about this castle. Has it existed before, was it build after the destruction as first building? (Why was it not destroyed during the rise of the volcano? If situated so far inland?) Point here to the myth and speculate a bit, if this could be true.
It could have excisted before though and spared by the vulcano, it could have risen with the underground, sitting on such a tiny vulcano which never explodes, but only forms a hump (see Hawaii, near the Mauna Loa)
Note: Inform Gean, that his entry has to undergo severe changes (I will do that in a week or so), th Legend of Thalambath has to be counted in as well (possibly altered a bit),

Added a slight summary. Don't see the need to go into too much detail here though since this is mostly an overview. The myth is at the bottom of the page ofc.

Quote
There are no smaller towns apart from the ones west of Thalambath. Where should they be? The desert stretches more or less to the eastern gates of Thalmbath. The only „road“ goes to Strata, more or less along the coast, and to the oasis near the Maka‘Gadi Salt pans, which part of  the southern tribe of the Shendar occupies. Foreigners are not allowed further into the desert than that. (Single travellers who wish to die in the lands of Pain excluded ;) )
If you wish, we could establish a few farming villages in the east at the base of the volcano, but not many, say, till 50 strals into the west, not near the coast, apart from a small fishing village in this bay maybe.

There are a few outposts. Small and completely dependent on Thalambath. They exist as monitoring stations and fairly small towns, and for the general purpose of 'extending' Thalambath's grip over the desert. Some will have specific tasks (an arcane sanctum, rich estates, tomb sites, etc). I changed the entry to say outposts rather than towns to give the idea that they are essentially there only because Thalambath wants them there.

And they don't go further east than the western edge of the Maka'Gadi Salt Pans.

Quote
Is that ok with the mages, that porthole? Do you want to have good relations with Ximax? Would it not be much more interesting to have still strong antipathy smoldering between the two?

It's a rumor. Doesn't mean it's true (I'm not sure yet). But I added a parenthesis noting the somewhat off relations.
 
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The idea was, that you make the stones itself with firestar glue, for where from would you take the sandstone? Different colours from redish orange to dark red-black and entirely black would be possible (the darker, the more expensive, the nobler) Using the word “sandstone” might be irritating, why  not „sandrock“, but describe, that it is manufactured. Entirely balck stone cold be made of black sand found on the beaches. Coloured stonebricks from sands  from the lands of pain, but normally lighter desert sand could be made for simpler buildings - they can be made dark by burning them long.

Changed according to these comments.

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I don’t think, norsidian is rare, you have a huge volcano which produces it each year, but it is hard to work with, or nearly impossible. „near-black“ would be ok, for it can have on the surface a golden-shimmering shine, but no other colour! It gave our black the name and should be only black.

Changed according to these comments.

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Collapse? Tremors from the vulcano? An outburst?

Added the specific historical event. But there are no logical reasons. Just part of the Black Castle collapsed after the first King retrieved the Heart of Thalambath from the interior.

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obelisk is too terranean/egyptean and as far as I know only used for these egyptian coloumns - just describe them!

Changed according to these comments.

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With dark-red you don‘t talk of Norsidian? ---> Take dark red coloured sands from the Lands of Pain, they are difficult to obtain as well and therefore precious.

Clarified. Was talking about the stones, not Norsidian.

Quote
Does stone bleach? Does „sandrock“ bleach? Or is just a different sand used to produce these stones? Could be a feature of the glue, however, if dark is beautiful, this would not be welcome and maybe the houses are painted over with a kind of special paint, a mixture fresh glue and dark sand... Just an idea.

I just removed it. I was under the impression that constant exposure to sun naturally lightened stone (bleaching). But just removed it since not necessary.

Quote
Just a hint: These sandrocks are easily carved when not yet burned and become very durable if burned for a long time - and are relatively light compared to true stone. Would that be an alternative for your shutters?

Not alternative. Meant that already when I said stone, changed term to be more specific now.

Quote
All colours, or are reds and yellows prefered, or greens?

All.

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Gargoyles? Is this not a very specific word, wold you use it not only for british gargoyles, but for those of India or China as well?

Changed to 'grotesques', which is the more specific architectural term for those kind of statues.

Quote
Some kind of map would be great, the one you posted after your entry helped a lot.

Don't have time to do a more professional one atm.

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Where is this templum of trade, at which side?

Added. North-west side.

Quote

some believed to be an ancient human evolution of Old Styrash --> or unknown runes the old people used? Could be of course both!

Added.

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Again, I think we should introduce a name for obelisk. Maybe the Kaizoumetran used them a lot and we could derive from this name a name for obelisk? Or from thalambath itself?
Thalam you have used already for your wizards, hmm

Kaizouthal? --> would need a little entry for explanation and introduction into Santh.

I just changed it to pillar.

Quote
Royal Throne--> for whom? Who sits there? (haven't read government)

It's just an official name. It's essentially a Templum. Royal Throne is just used because it's more noble sounding. Essentially means the organization of the city/province rulers.

Quote

Varcopas has still the monopole of the trade with Nybelmar (what purpose could it have otherwise between Milkengrad and Thalambath? ) while the stromcloacks don’t trade farther west than Strata. Remains Shan’Thai and the west coast of Aeruillin, which is a pretty huge area as well. Thalambath could of course try to break that monopoly and try to get connections to the south-west of Nybelmar, maybe with new ships who travel this far?

Added Aeruillin, removed Stormcloaks. Left Nybelmar, but Varcopas still has the monopoly of course.

Quote
Again, what for stone can be bleached by he sun? Plaster? Glue? Let me know!

Removed mention.

Quote
I would propose to add a little town in the very west of these fields, where the L of Thalambath is on the little map. Just mention it. It could be a fisher town, but with a history linked to Thalmbath (and under its rule now as well) There could have been (or still is) an outpost of Thalambath who can report ships who come from the north to Thalambath (warships, I mean, for your town and my town has surely had a war in the last centureis, agreed? )

Can do, but it would be its own entry.

Quote

Northgate - directon of volcany?
Eastgate - Oasis which name me evades (Saltpans)..?
Southgate - Strata?

Why are there gates? wo want to go out of the city onthis side? coins needed everwhere? Somehow I had the imprssion, most come by sea.

Many come/go by sea. But not all.

Quote
That has to be cleared, for the Stratanians are no “people”, but a conglomerate of many tribes and ethnics which got the name of Stratanians out of a politcal dominance of Strata at a certain time. Maybe replace it simply with : ..before the refuges of the Daran tribe and  Tristan XX. and his followers arrived.

Changed terms used.

Quote
I doubt, that there are poorblood left, but maybe people who look like those old folk is imagined to have looked like, are seen as noble. I still haven‘t looked, but I think we imagined them as having had a fairly dark skin (therefore the southern Shendar tribe is darker than the two northern ones). So, say, the blacker the nobler?
I couldn‘t find the good photo I had in mind, but what about dark skin, aqualine noses, not too broad lips? There is a beautiful tribe in Afrika, I just don‘t remember its name..

Quote
So not so much brown, but grey-brown? Or is this for Thalmbath, not so much for the Kaizumetras?
What, if a child/youth from a not bloodline shows those features, can he climb up in rank ?

It's for both. The original were the grey-brown, but darker and moreso. Now it's more golden/tan, with the occasional dusky and darker look.

If they show those features, it supports their family line. But they'd have to come from a traditional line to support it. Of course, some can lie...

Quote
So, what if you are coming the land way from Strata? A coin as well? A different coin maybe? Which restricts your whereabouts in Thalambath? I like that coin idea, never heard of it before.

Changed wording to clarify. The coin was for and from the land way. Added mention of border outposts. Essentially foreigners by land are relegated through the outposts first, where they have to get a coin to go further. Or if they want to go from Thalambath, they get a coin to go to the outposts. Essentially you're forced into certain routes no matter which way you're going. The coin is the same, since you get checked for it.

Quote
So, the „Viseur“ is the Thane of Truban? What about the title „Tristan“ then, which was the title of the thane when Strata ruled. ? Of course they will not have liked it... And renamed the thane to viseur? But the structure is not as strong hierarchical as in other provinces. So, who functions as the Thane? And why do you call some ‚things‘ royal, when there is no king?

Added paragraph to explain that.

And the structure is strong with Thalambath now. Perhaps not when Strata was in charge but nowadays the Thalambathians would be trying to make sure their rigid authority is enforced.

Royal in this case refers to the Presidium. The Presidium (the Seven and the Viseur) are essentially treated as the 'royalty' of Thalambath.It's not the 'king' definition of royalty (though you could consider the combined Presidium as the 'king' of Thalambath), it's from the definitions that refer to/pertaining to a sovereignty as a whole. Primarily 7.

4.    established or chartered by or existing under the patronage of a sovereign: a royal society.
5.    (initial capital letter) serving or subject to a king, queen, or other sovereign.
6.    proceeding from or performed by a sovereign: a royal warrant.
7.    appropriate to or befitting a sovereign; magnificent; stately: royal splendor.


Quote
What about some vineyards in the north of the city which produce a rich dark red wine? Called Thalmbath‘s blood? ;)
 

Added.

Quote
No, not built, changed into it!

The Historian Gean Firefeet retold the following myth, which can be found inthe Compendium to New Santhala:

Added both.
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« Reply #71 on: 18 July 2009, 22:46:11 »

Fine, Fox!  thumbup

Probably I need to have changed a few minor things concerning the Kaizoumaetras or the origin of Thalambath itself, once I'm finished with the Kaizoumetras. I don't think, that much is left of the town after the volcano not only errupted, but actually rose to its height. I do have some ideas here I don't want to spread out... more later..

Art, ready for preparing!
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« Reply #72 on: 19 July 2009, 03:14:24 »

Thanks a lot Talia!

:)
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« Reply #73 on: 20 July 2009, 01:34:51 »

:)

Didn't have the time to finish my answer! My guests were here and I had to run. Now that they are gone I'm back.

As I said, it might be necessary to change one or two minor things once I'm completely done with the Kaizoumetras, but that won't be not a problem.

Fox, I thank you for doing such a magnificent entry in the area I'm looking over and where I sit like a hen over a nest. You laid a splendid egg in my nest, or should I say, a wonderful bird hatched. The hen is very proud, even if she didn't lay the egg. :D

Now we need to work on the history. I'll try to lay down some general truban/brendulan basics, but then we need to fight out who rules the country at which time!  evil

Edit: What I forgot to mention - your last way of answering my comments is exemplary!  thumbup
« Last Edit: 20 July 2009, 01:55:49 by Talia Sturmwind » Logged

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« Reply #74 on: 20 July 2009, 01:54:27 »

People, this entry deserves aurapoints..... !!!
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