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Wander Worlds! (now looking for adventurers of all gender!)
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Cheeky Brit Next Door // Creator of Wander Worlds
Join Date: Oct 2014
Looking to write a bit once again...
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Wander Worlds! (now looking for adventurers of all gender!)
November 01, 2015, 11:40:48 AM »
Welcome to a new solar system grown old... Far from our own world, far from our own time... Where worlds of adventure orbit a star not our own... Where many living things we know today hold fantastic and legendary forms. A place where heroes bound in armour of leather clash with swords and arrows forged from advanced nanotech... Here lies a solar system we can see tonight in our night's sky, filled with legends of the weird of science fiction mixed with the strangest high fantasy... They are...
Wander Worlds
Lords, Ladies and Lieges are all welcome here ^^
Welcome to my request thread for RPs based in Wander Worlds, my very own science fantasy setting!
With this thread my aim is to show you my very own roleplay setting, a speculative fiction roleplay setting that uses science to justify certain fantasy tropes, combining a
fantasy aesthetic
space-faring adventure
! As stated above,
is welcome to come and write in this setting alongside myself.
My characters are male and I like a partner's character to have a feminine appearance as personal preference
(all gender-alignments and sexes are cool, long as they look feminine)
... If you are okay with that then I'm happy to discuss things further with you! There are three Posts here of setting info,
check out Post 4 for the actual request pitch!
Also I'd like it if you could
please get in touch with myself in a PM (please don't post here!)
and I will for sure discuss things with you!
For reference, please do check my Profile for my RP preference page, also the link in my sig to my O/O thread. There you can see the most info in how I like to do things usually (
I'm pretty open to suggestion so don't be afraid to let me know a specific kink you like... Or on the other hand, don't like of mine
). I can bend on some things if asked so we can write better together... So don't hesitate to ask.
Contents (click on the title to be taken to the post)
Intimidated? Too much to read through? Then check out at least Post 2, it has the most important info you need about the setting.
Post 1
: General overview and system occupants
Post 2: Life in Tau Ceti (info on the planets and life on them)
Post 3: Taking Up Arms (gear and space travel info)
Post 4: The Pitch! (also a list of available character classes)
Post 5: optional: the secret history of Tau Ceti's origins
Freeform or System?
Wander Worlds is able to be written as
freeform tales of adventure
used in system play. Originally this setting was built for my home table Traveller games though it eventually moved and evolved past that as I developed more of the lore of the system.
If you enjoy system play or are new to that and would like to try it
, I enjoy using the
Dungeon World
system for rp games in this setting. The public & legal free playkit can be found in the link below from the developer website, detailing all available actions and the playbooks that allow characters to be created for play. All you need to play is to choose one of the included character playbooks, let me know your choices for your character and you're ready to go... I'll take care of the rest in GMing your adventure, simple huh?
That said,
I also enjoy freeform games in this setting
, so if system play turns you off, don't let that you turn you off the setting as a whole!
The Legend of a Time Passed: The prehistory of the Wander Worlds
Millions of years in the future, mankind faced the end of their reign on Earth, nations came together for a last ditch plan for humanity to live on by sending their genetic seed to a new solar system. This was Tau Ceti, around 12 light years away. The robots that directed this ark gestated the genetic samples of humanity, making The First of Tau Ceti. The First used the databases left to them to become bearers of the Earth's advanced technology.
Millions of years have passed since then. To those who now live across Tau Ceti's worlds, The First are being forgotten... Though being the common ancestors of the current civilisation, the passing of aeons have made The First as part of a creation myth that few now in the common age hold any faith in.
Humanity isn't the only thing that has changed... In those millions of years passed, nature changed via the evolving nanotech of the First that has expanded through the system. Earth could
have foreseen such adaptation to the new system... Humans, plants and animals alike of Tau Ceti evolved, devolved, claded and adapted... Empires rose and fell as over generations the system became what it is today. The knowledge of using the nanotech that The First terraformed the planets with has survived,
though not as it once was
. Instruction manuals, now millennia in age, are treated as ancient religious and occult texts by those who hold them... Their instructions of use now used by pseudo-religions and cults as rituals and spells of the art called 'Magik' rather than seen as airborne nanomachines.
Now, most of the advanced technology recreated from Earth by The First has been lost to the ages or continues to be used by those with zero knowledge of how it works or how to maintain it... Massive events across the system have regressed technology since the days of The First... Carbon dating is something the people do not know how to do, so the few remaining artifacts of The First are rarely recognised as more than some strange enchanted item of ages past. Such relics are rarely used as originally intended, such as electric-powered healing devices being used as 'lightning enchanted weapons'...
Then there is the ark of legend (if it was a singular craft to begin with) that brought civilisation to Tau Ceti. Whilst the Ark was eventually thrown aside for the far more spacious planets, this cradle of civilisation still exists (and just
has to be
filled still with advanced technology) if one cared to try and find this ancient base of legend... To the ones who find it, the technology and relics would bring
power and coin... The First mastered fusion, robotics and genetic engineering, brain-computer interfaces and nuclear dampening defences.
The people of Tau Ceti today... Are somewhat less advanced...
The Age of Sail:
Present Era
, Current Year: 1800!
The current date as Tau Ceti stands now is the start of the 19th century in the latest calendar, 1800 AD (
After Downfall
). It is said that one day a legendary beast dubbed 'The Tarrasque' awoke from a long sleep of thousands of years and went on a rampage so fierce it was dubbed
... The devestation that the Tarrasque created in Downfall was so legendary that the system marked a new calender to begin with after it was over... Now as the solar system has rebuilt after the rampage of this foul monster, for near two thousand years things have fallen into a relatively stable status quo...
However a new era may be dawning on Tau Ceti and it's inhabitants...
Outside of nanotech that has enabled what locals refer to as 'Magik' and the space-faring treeships of the system (see more in below posts), technology has found itself roughly matching the year 1800 CE of Earth history.
This tech level is also with a flair more towards to how technology was in Edo Japan, where katanas and bows are used over blackpowder weaponry (more on weapons downthread). With a variety of worlds with a variety of biospheres, fashion is completely anachronistic and many different styles are abound, including present day Earth and cyberpunk fashion. Currently, leather is most fashionable and garments made of this are worn by near all, with freedom towards wearing less clothing as the worlds get closer to the heat of Tau Ceti. Due to this and planetary cultures, it is often common to see full nudity on the two worlds closest to the star.
In regards to advances of technology unique to Tau Ceti, whilst Earth was exceptionally ahead and advancing in regards to communication, at Tau Ceti the advances ahead are instead in
flight transportation
Due to most of Tau Ceti's worlds having little water and dangerous landscapes, transport to other settlements on a planet is made by
airships when beast-drawn transport is unviable (See downthread for more on transport). Thus the setting as a whole is a mix of late 17th century styled high fantasy mixed with clockpunky space science fiction. To the occupants of Tau Ceti, nothing pays like the risks of becoming an adventurer, so... Whether by air, water or space itself, this current classical period at Tau Ceti is known as the
Age of Sail
The System's Inhabitants (The Four Playable Species)
Our people (The First) have been survived in this far future setting by the
, a clade split between four species;
(Homo Ascendit),
(who can and do interbreed with humans successfully),
For the rare cases of Catgirls or Kitsune etc, these all fall under the 'Druid' class of adventurer. Outside of animal tells they are still classed as part of these species (except dwarves, see the Halfling entry for more info) and identify as these first. As such these notes still apply for them.
Picture Below; The Four Species of Homonin
Whilst the species are named here after their fantasy counterparts, this is more for simplicity. The Homonin actually have their own linguistic terms for these species names. As the Homonin are all claded off the genetic code of Earth humans, each species will grow and age at the same rate as Earth humans do. As such, many adventurers go seek the world in their late teens or twenties and if they survive tend to retire in their sixties. Few Homonin live past their eighties, though it can happen that a few may reach a hundred or just over in rare cases.
Also, each species has separate races, just like humanity today. For simplicity, the four species of Homonin will have the same races about today on Earth, this makes sense due to Homonin being based from the genetic seed of many humans which of course would be made up from a variety of races. Side-note; This
most humble
author does have a bit of a preference for dark skinned elf babes!
Finally, due to The First's mastery of genetic engineering and cyberware technology, all Homonin are naturally born with a bioware brain-computer interface that allows universal translation of language. This means that all Homonin understand each other and there are no language barriers on Tau Ceti.
Humans (Homo Ascendit)
The Homo Ascendit are the closest to real-life humanity due to evolving in circumstances close to present day Earth. However the 'humans' differ from us today in an expanded range of eye and hair coloration and other mild adaptations to their new environment (such as slightly less body hair and larger eyes with cat-like inner eyelids that offer slight low light vision and protect from solar rays). Tau Ceti Humans also differ from the other species as they have an expanded number of human-owned Guilds and so hold a more varied mastery of nanotech Magik. Homo Ascendit are also the most varied people in regards to religion, culture and physique, so no pursuit is closed off to these varied people who come in all shapes and sizes... There is an equal variety of humans that live in more rural farming settings as those who were raised in urban locales and have knowledge of those.
It is thought that the word 'Elf' comes from The First's word for 'High', which is how the elves see themselves. The 'High Folk' are more varied in their pursuits than dwarfs and halflings, perhaps from always having the indulgence of following whatever pursuits they wish. Elves are also generally more literate than the two short species, being natural and gifted historians. Unlike humans and dwarfs (who have their own gods), Elves have no real secular religions; instead they occasionally look to 'the spirits' for guidance. Now depending on if these are 'nature spirits' or nanotech 'sprites' is down to the spirituality and knowledge of the elf in question.
Being essentially low-G raised humans, Elves (like rural born humans) are able tamers of the strange wildlife of the system. Elves are also gifted hunters, with many being skilled with bows, as archery tourneys and wild hunts being their foremost favourite pasttimes. Elves that are
gifted in archery often actively specialize in magikcraft (many tomes on the working of magik are passed down through the Elf bloodlines) either split between spell study or musical application of Magik (consider the clapping lights we have today, to an elf mage this is a simple nano-powered cantrip).
Other Elves instead train in melee, to take part in melee tourneys. Training in a single skill to master it is a specific of elven culture, Elves take pride in the one skill that they have honed over their whole life and love to show off their talent as proof of their worth and level of attractiveness. Elven duels, whether by weapon, spell or bardic performance are often held as tourneys as a method of courting or entered with the motivation to impress a specific paramore.
One of the first speciations from The First's blood, Dwarfs are slowly becoming more rare in the system today or are at least harder to find. Many dwarves have maudling or dour personas and this has led to their numbers falling more through the years... Dwarves are known mainly by the other species to hold grudges all their lives. It is said that this is because in dwarf culture the young are taught very early not to trust other people but instead coin and payment, to learn a craft for this way of life. That said, many a dwarf youngster has a dream of wanderlust and many gain a taste for drink and carousing when young in their path to adulthood. Infact it's not recommended to try outdrinking a Dwarf, due to their stout compact builds and nutrient-filled diets, they find it much harder to get drunk whilst becoming more socially open. It is often thought a happy dwarf is a drunk dwarf because of this.
Often though there is a loneliness one can clearly see in a Dwarven eye as they crave social connections but struggle to make them without drinking first. Due to this and payment of debt being important to a dwarf, if they are wronged their attitude will be quick to hold a
grudge until things have been equalled... Plus, if the wrongdoer dies, then their family must pay the debt, as such some grudges last for generations. There are currently two types of dwarf that occupy Tau Ceti; those gifted in magik, seen as teachings from their gods (dwarf clerics) and then the more traditionally known dwarven fighter. Often the clerics will smith family heirloom weapons for the fighters which are used in '
', killing those who wronged their clan. The most famous being trolls, monsters that have long attacked and fed on Dwarf settlements. There are dwarven clerics that will Slay for their god also, depending on the one they pledge to.
The youngest of all speciations from the First Men, halflings are a populace that grew from an ambivalent former elven leadership. In truth these small-folk are elf-dwarf hybrids, as any dwarf hybrid union breeds a halfling. Thus any Druids born from dwarves are Halfling Druids. Halflings raised closely with Elves will like the Highfolk look to spirits for guidance, having long been in touch with nature from their origins as hydroponic gardeners for the Elves. Through lack of education and mainly being left to their own devices, they are the only race that has no real grip on magik... However a fair number are born as Druids, who past their hybrid tells commonly have a carefree nature and a soothing singing voice. Many people have been saved in the wilderness by a beautiful and curvaceous female halfling druid.
However, these Druid Halflings have unfortunately made a stereotype for Halflings as a people who have no stress, only get involved in conflict when they feel like it, that they're soft and fat, though this is simply not true. Another aspect of halflings being looked down on stemmed from many early halfling communities never involving coin in transactions, instead the people simply borrowed items when needed in a simple form of anarchism. Some halflings take this habit from their home settlements without knowing better and so the species as a whole also has a reputation of being thieves; whilst some are, some are really not. Halflings are mainly split into two types, the agile fighters who seek to challenge their species stereotype (known as the fleet-footed 'Stronghearts') and those who turn their 'borrowing' into an art, with a side in assassination, (the dark shadow dwelling 'Lightfoots').
Monstergirl Hunter: Or a solar system of Monsters
Fauna are the descendants of plants and animals found on Earth today. They appear due to a mix of a few million years of evolution, the odd planetary extinction event and clades being knocked back and rediverged. Couple that with the air-based nanos used in terraforming causing Fauna adaptive mutations and there is now a mix of basic wildlife with what look like creatures both legendary and monstrous across the system.
True Fauna are
civilized like the Homonin, most are unable to communicate with words and live on instinct alone, being wild, base and often sexual creatures.
They are not playable races
The sexuality of some Fauna has led to the birth of Druids; the half-breeds. Despite looking like monstergirl/boy examples of the main Hominin species, they are as social, communicative and intelligent as any elf, human or halfling and so are treated and raised as such. Druids are RARE, please ask for my permission to play as this class. Power-gamers need not apply.
More malignant Fauna are named
due to predatory actions. Often a Monster becomes a target of a
, a paid hunt becoming a fairly common way for adventurers to gain coin. Many Inns have
Bounty Boards
hung on a wall where patrons offer Coin (the simple currency in the system) for a specific Monster's head.
Monsters in the System
There are Fauna linked to the Fae-like (faerie-kin), Orcs, goblins and other greenskins, Kobolds (lizard-ratfolk), Gnolls (hyenafolk) and other Beastpeople (some examples; Centaurs and Minotaurs), Undead (living dead girls!), Lizard/Snakepeople (the odd tentacled people too), Lycanthropes (there are more than just werewolves in Tau Ceti!), Medusae, Slimepeople, Treants, Yeti,
even the odd (rare) sighting of Dragons
! These being just some of the Fauna who are more human-like (not including those that look more like wild animals), with more besides being discovered by adventurers every day.
Last Edit: December 11, 2016, 06:13:15 AM by wander
Cheeky Brit Next Door // Creator of Wander Worlds
Join Date: Oct 2014
Looking to write a bit once again...
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Wander Worlds
Reply #1 on:
November 01, 2015, 11:43:06 AM »
Life in Tau Ceti
There are five planets that orbit Tau Ceti, each with it's own flavour and stories to tell... Below are descriptions of each world, from the one closest to the star Tau Ceti (Balrog), moving outwards to the system's cold edge (the aptly named Frozen). Note that each planet has a central space port hub of variable size dependant on the planet in question, though population centres are more town sized and spread to where liquid water is easier to gather rather than bunched near their space port.
I've also included
Planetary Issues in each world's profile in red
that make good sample adventure and plot hooks for games set there, outside of the bunch of hooks I've seeded through the entire thread.
Tau Ceti Vehicles for Dirtside Transport:
Airships aka Dirigibles
: With hydrogen as a ready supply (see Frozen below), every world uses these blimps, built with bird-like wing-fins to aid flight.
: Nano-enforced wooden sailboats can be found on the outer three worlds to travel their waters.
Of course there are many tales of pirates that sail these seas...
: Commonly pulled by hooved beasts called
, this is a common land transport across the four outer worlds. People also ride Equus as they are and they are a common steed and pack animal for adventurers to this day.
On Decadent, some experimentation is being undertaken using steampower to create smaller scaled combustion engines. Some prototype trains exist on that particular planet, though for now people enjoy the romanticism of sail and steed still.
A Common Life
Life in Tau Ceti veers toward that of medieval fantasy, set in the later Classical 'Age of Sail' of the early 19th century. Slavery is replaced here by serfdom, a common feudal lifestyle in the system.
acts as currency in the system, simple flattish gems used to trade for goods.
For protection from bandits and sex traffickers via Knights/Samurai, a serf gains a single Coin a day for work (covering their food and board) by the Lord who owns said property. Many will live in their ancestor's family hovels with no chance to advance in any way. So many adventurers are disenfranchised youths in their late teens or early twenties that break away to battle Monsters and go exploring, hoping for a much more grander life!
(Note; A serf is basically a legalised slave... As such 'slave raiders/traders' focus on either capturing freefolk and selling them into serfdom or the darker sales of 'debauched luxuries', these sold by the traders get it
way worse
than a serf as they're usually thrown away (read: killed or left for dead) after their use is up for zero pay or upkeep once bought).
Prisons in the setting exist for each world, outside perhaps of Balrog, which has no laws to enforce. These prisons take the form most often of Prison Hulks, beached or afloat ships (on Crusade these are often Treeship wrecks in the middle of the sand dunes) and they function mostly like the gaols of the 18th century. Mainly corrupt and paid for through the prisoner's own pockets of doing hard labour each day outside their assigned Prison. Often stuck in the middle of the nastiest monster infested places of a planet, whilst being pretty low security, without ways to defend oneself, it's a tough trek back to civilisation.
Day to day, whilst work is hard, people have their luxuries... The printing press is a thing and people can read
daily gazettes
which are essentially the same as newspapers. People write letters using ink-pots and quills. Outside of mail courier, settlements communicate with each other using large
semaphore line signal towers
to spread important news quickly.
Basic mechanical alarm clocks are available that wake people for work each day (as are wrist-watches), whilst people cook their food on brickwork fire stoves with stove-top kettles for coffee/tea. Even toast can be made with special wireframe tongs heated using their stove. Continued refridgeration is still a mystery that magik has yet to practically implement, at least in mass production. As food cannot be refridgerated or frozen long-term (food can be frozen using actual ice, -ice cream is a popular desert of the rich- though ice melts unless burying food on Frozen), any
food not immediately eaten from street vendors is mainly sold dried out or cured with salt, though sugar-coated fruits and jars of pickled foods such as onions and gherkins exist.
Indoor lighting is achieved through a coal fireplace, oil lamps or by candle, with many places such as inns having simple candle chandeliers hung from the ceilings. Bathrooms have washstands (actual sinks don't exist), pull-chain flush toilets and bathtubs with showers exist. Deoderant and shampoo do not exist, however soap bars are available and shavings of these help wash hair. Alum powder deoderises the body and is applied via toothbrush to clean teeth. Plumbing is in it's infancy, pumps move waste-water through wooden pipes that flow into nearby rivers or seas. To this end on the desert worlds where liquid water is in short supply and mainly drank, cleanliness is achieved near completely with alum powder applied to the hair and body.
Standard Tau Ceti Years
Because each planet orbits Tau Ceti at different speeds, each planet has different year lengths. As such, time is measured a little differently for what the people call Tau Ceti's
System Standard Year
. The year is split amongst the old Earth term known as 'fortnights' (an equivalent of 14 Earth days, each 24 hours in length). Whilst every planet has a different orbit, it has been agreed since ancient times that 26 fortnights (364 days) make up one
Standard Tau Ceti Year
, when it comes to a person's age and measuring historical timelines.
For those who like: Dark Sun, Bioshock Infinite crossed with Mad Max
Degenerate Anarchist Society.
Designated Trade Codes
Desert, Non-Industrial
Planetary Issues
Hordes of Chaotic Islands, Decadent Warships are Coming, A Cult seeking a Downfall
Unique Goods
Crystals & gems, Oil, Pharmaceuticals and Drugs, Radioactives, Spices, Textiles, Rare Elements (gold, silver etc).
The closest planet to Tau Ceti. Only 0.1 AU from the star, it is a roasting world temperature-wise, whose year equals a fortnight. Liquid water is a rarity. The atmosphere is incredibly dense going down to the hellish surface, so the populace tend to live on floating settlements. These are on the whole village sized and supported by nano-enforced balloons, centred around where water
be gathered along with dredging up soil containing valuable elements and the native squat spice-cobs here. It is home to Incubi and Succubi-like folk who live without law and as such is often seen as a wondrously chaotic hive filled by what the Balrog peoples call their 'Scum culture'. Animal life tends to be small due to the size of settlements and kept for distinct purposes. The most popular being the pair of carnivora known as
, as both are good at killing pests and are excellent companions on the harsh world.
Population numbers are unknown; Decadent estimates them to be tens of thousands though not so numerous to be near a million. Notably none of the locals outside of militia (known mainly as warbands, raiders or reavers) wish to go to the nearby Crusade, instead doing grey market business on other planets in the system. The world seems plentiful enough for it's people despite it's flaws and a real lack of rule, though there
rumours of a Demon Royalty located in a larger town-sized floating settlement. However, the existance of such rule has so far gone unproven, despite the ongoing raiders that sail to Crusade.
Balrog is a boiling lava world with large balloon supported floating villages, known for a more lawless populace.
Balrog characters tend to be more skilled at larceny, though are fairly blunt and intimidating socially.
For those who like: Dune, the history of the Middle Age Crusades.
Austere Merchant Society.
Designated Trade Codes
Desert, Non-Industrial.
Planetary Issues
Guild Credits on The Silk Road, The Mystery Cause of the Crusades, Demons spreading in the Sands
Unique Goods
Same as Balrog, though different types of the items are available. However there are in some locations drug laws and smugglers, if found, can be punished.
A hot world, where temps are around 30+C, so cooler than Balrog, though still it's very much a desert world of rolling sand dunes, arid plains, steppes and the odd oasis filled with reeds and spice-fungi. It is 0.2 AU from the star and has a year of just over two fortnights. Here the atmosphere is too dry and short in the rocky hills that dot the landscape, so the population (which numbers just under a million) keep to the sandpits and craters of this vast desert world. Crusade has a Balkanisation of government, with a 'Silk Road' of villages and towns dotted through the planet's craters. No central authority currently exists and it has no planetary Navy, leaving Crusade to be fought over by the demons of Balrog and the Homonin forces of Decadent, in a plight known as The Crusades (aka The Crusade Wars and The Inquisition).
Some of the people of Crusade do actually venture to visit Balrog, due to that world's lax (read: non-existant) contraband laws. It's a lesser number than those who venture to Frozen for their coin and many more wish to find work on Decadent, though they do exist. This is in comparison to Balrog whose average citizen has no wish to visit Crusade. Unfortunately due to being caught as the battleground for two other worlds, only certain fearless Free Traders will venture (outside of Militia forces) to pick these locals up. It is unknown just what could be on Crusade that has the other two planets fighting over it...
Crusade has a vibe of Middle Eastern culture with it's home residents and of the historical Crusaders fighting Sumerian demons in dark blood-pitched sands.
Crusade characters are charismatic and get good deals in stores, though aren't so good at melee fighting.
For those who like: Clockpunk and Magitech fantasies.
Underhanded Industrious Consortium.
Designated Trade Codes
High Population, Industrial.
Planetary Issues
Vermin & Depravity in Dark Alleys, A Secret against Chaos in the Supercities, Sunless Cabals infiltrating Kingdoms
Unique Goods
Advanced Nanotech, Technological advances, Manufactured Goods, Weapons and Vehicles, Luxury Goods, Medical Supplies, Drugs & Pharmaceuticals, Polymers.
Another hot world, though here is a place with a Victoriana gothic Industrial Revolution cyberpunk feel. Orbiting 0.38 AU from the star, it's year equals about six fortnights. Decadent brims with the ancient sealed cities constructed by The First as their original settlements here, whose sizes can be as large as supercities, though there aren't any skyscrapers about. The technology behind these sealed environments is unknowable today, classed by the people who have never known anything but these large domed settlements as some kind of warding magic. Because of this belief, it has become over the many thousands of years impossible to maintain them, though luckily few breakdowns have occured...
. There are small oceans of water that dot the surface, many sealed cities are coastal or on riverway edges and so have docks for water trade. However, for those who would venture outside, a filtermask is required, the barren and tropical heated wastelands hold a tainted atmosphere that is filled with carbon dioxide.
Decadent is named as such for it's strong industry and for the sheer amount of Homonin itching to come to the planet to find their fortune; however it is also a smog-filled hive-world, overpopulated by billions of Homonin in gas-lit undercities. As it's cities are sealed, there are a number of kingdoms across it's vast surface. It's local culture differs from place to place, though
it is consistently most similar to Victorian London and Paris mixed with the dark feel of the cyberpunk genre...
Despite this being the home of nanoproduction and innovation, technology is still low on this planet, such as people carrying crossbow pistols as their weapons... This is very likely due to underhanded corporate sabotage that is also widespread with many adventurers taking freelance jobs from fat cat patrons...
Decadent characters are skilled with technological lore, but suffer when it comes to lore on nature.
For those who like: Edo-era Japan, yokai, samurai and ninja.
Secretive Trade Federation.
Designated Trade Codes
Agricultural, Garden, Rich.
Planetary Issues
Cults of Feudal Edo Debauchery, The Emperor is Coming, Chaos behind a Hidden Truth
Unique Goods
Gas, Live Animals, Luxury Foods, Spices, Textiles, Rare Elements (gold, silver), Wood, Poison, Debauched Luxuries.
The planet in the most habitable point in the system. Sat at just about 0.55 AU, at the lip of the hot end of the habitable zone. Excess has a year of about 11 fortnights. Whilst still as tropical as Crusade and Decadent, Excess is a world where a resident does not need a filtermask or choose a sealed place to stay, the lands are verdant with all kinds of plant ecosystems and the cavern mines on this lush world are also built to be more temperate for it's settlers. A success of terraforming in the past, Excess is a wet world and has large oceans, not as much as Earth, though easily half the world's surface holds water now. With a population measured in the tens of thousands, Excess holds small feudal villages mixed with a few larger towns, ran by the competing
Daimyo Houses
A line of oligarchal rulers known as
, stemming back from a single bloodline seems to rule over each continent, though it is rumoured that Excess' central authority is actually a captive government... Hushed rumours may be heard of an
Empire of Elves
that originate from the deep space of the system, holding sway over how the world is run, though most fob this off as a conspiracy theory. Economy-wise, Excess now has it's trade mainly in the feudal farming of the local flora and fauna here. The mines that are still producing now look for materials that go to minting coins or jewellery. Being the most Earth-like planet in regards to it's garden world state,
Excess has a mix of culture depending on where one goes on the planet, though it does have a stronger feel of the historical Edo period of Japan.
Excess characters specialise in a chosen trade, but tend to suffer in regards to leadership qualities.
For those who like: North of The Wall in Game of Thrones,
At the Mountains of Madness
by HP Lovecraft
Secretive Merchant Society.
Designated Trade Codes
Fluid Oceans, Low Population, Water World.
Planetary Issues
Ancient Ruins Promising Power, Let Sleeping Gods Lie, Sites of Incomplete Blood Rituals
Unique Goods
Gas, Luxury Foods, Oil, Pharmaceuticals, Precious Metals (gold, silver), Radioactives, Spices, Poison, Drugs, Debauched Luxuries.
The fifth and final natural planet of Tau Ceti, this is a Mini-Neptune water world, a ball of mostly iced over water. It's orbit has it flit in and out of the cold lip of the habitable zone at 1.35 AU from the star. It has a much more sweeping orbital period than the other worlds, a year takes roughly 1.75 Earth years for this icy planet. On it's cold surface it holds a small community of a few thousand, who mainly work as hydrogen skimmers, others are strange alchemists of the various fungal spores and compounds found here, so rare 'wizard towers' do appear in the tundras. Due to the small number of people here, only a few skim-villages can be found across it's landscape, leaving
of unexplored mountains of madness and freezing cold seas and rivers bridging gaps between the skim-villages.
Frozen's skim-villages are survivalist by nature, governments are localised to them and exist as a tribal/collective sort. Locals bound for other worlds notably only wish to venture to Decadent or Excess. Some seek better work conditions, others save their coin to live pleasureably on a warmer and more habitable planet, safety being another reason to not bother with the pair of amber desert worlds after braving the colds.A secretive place where not too many eyes watch, trade
occur with anyone who would venture out this far...
Frozen's food is seen somewhat as a rare delicacy with others in the system, such as the Gigantic
meat, along meats from the blind man-sized albino
which live in the ice-crags. However, Frozen is
far more
well know for various
useful things that can be found by the
right buyer
... Law is a
minimum enforced here, village guards
exist, though a 'don't tell' mentality pervades, maybe down to the hushed tales of strangeness that may exist in the icey mountains...
Culture varies from skim-village to skim-village, though blue collar worker culture and 1930s antarctic pioneer feel is felt fairly strongly with many expeditions taking place here
Frozen characters are good with self-sufficiency, though really suffer in the hotter climates.
The Sunless Sea; everything past Frozen
The area of space past Frozen is known as the Sunless Sea, a vast amount of barren cold space that leads outward to a vast
Debris Disk
('The Diamond Belt', 30-50 AU) filled with asteroids that marks the very edge of the system. Any ships attempting to find anything past this disk have either come back empty-handed (save for finding prior hulks of ships that tried before) or have not returned at all.
Because the inner three warring planets pay well for ore that may use it in their war economy (moreso than what would be paid for raw materials taken from Excess), there is a small trade of asteroid miners that venture into the far off Disk to earn their fortune. These ventures are more long-term affairs due to the time and distance (a journey into the disk takes years from Frozen) needed to reach these asteroids, laying out farther than any of the interplanetary distances in the system. It is also not without risk; due to gravitational forces it is known for asteroids to get pulled from the Disk and flung into the system. The risk is somewhat offset thankfully by the
good pay for those Treejammers who'd work a full term as miners.
Also past Frozen, in specially known deep places in the system there are specially crafted
crystalline moons
which act as pit-stops for Disk Miners. It is thought that behind closed doors that Elves lead in a feudal capacity and Halfling servants tend to the hydroponic fields, forests and gardens on these advanced nano-crafted wet worlds. Whilst this was assuredly true in Tau Ceti's past (infact the Halfling's first real homeworlds were the crystal moons), the Elves and halflings of the crystal moons seem fairly timid and reserved, if somewhat uniform...
The system of Tau Ceti has moved on a long way from their origins of a feudal based colony looking to make a new home for themselves... Whilst the various locations have all become something quite unique, rumour spreads of occasional strange sightings of
, where science and Magik seem to mingle into the truly strange, which
in the form of treasures, finds it way into
certain hands
That may depend on whether the legendary
High Elven Empire
of old that apparently could and may actually hold vast power through the system is real or not... And if such an empire did it exist, what would happen if it were to be discovered by the bravest of Tau Ceti's adventurers if they dare to venture that far out into the Sunless Sea seeking to challenge such a well-armed and clearly shadowy Empire?
Last Edit: January 04, 2017, 12:30:05 AM by wander
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Re: Wander Worlds
Reply #2 on:
November 01, 2015, 11:48:29 AM »
Taking Up Arms
All adventurers have a melee weapon of some kind on their person these days, laws are actually pretty lax on carrying weapons throughout the system due to roving monster attacks. Because of defence against such everyday threats, everyone you might meet in the system has at least one type of weapon...
Magik (or sufficiently advanced science)
A few groups also have the
talent to tap into the nanomachine clouds rife across the system to perform feats that the Homonin call
. There are a variety of places across the system that teach various ways of being able to perform Magik and control it's effects, though due to it's complex formulae, not everyone can master this ability. Through the system some Guilds, or in some places Cults, have formed around the years of ritualized use of an ancient and technologically advanced asset... There is little one can't do with Magik given the right formulas, though it is hard mastered and awesome ability to tap into.
Magik is considered (falsely) a seperate thing from technology, whilst Magik is nanomachine based and therefore technological, the general people don't see a person doing the specific commands to activate the microscopic nanos in the atmosphere to make combustion and create fire... Instead, they see a person
do a spell to throw a fireball
. If a relic is discovered that does something unexplainable in the eyes of the late 18th to early 19th century level of tech that Tau Ceti is accustomed with, that artifact is considered 'enchanted' by Magik. Whilst there may be specific clerics or mages that use tech combined with their Magik, they don't call themselves 'Tech Mages' or 'Nano Mages' (
Tech and magik
mixed is the art of
and 'nanos' are simply unheard of in this era), they'd simply be normal Magik users that have enchanted items.
A brief note on enchanted weapons
As an aside,
Laser Guns buried out there in the system and these would be considered to be enchanted ranged weapons if found. Like any relic, these are suitably rare if they still even work after the millennia of being left buried and probably are found deep inside the mountain of gold
a dragon
sleeps on, so do not expect to be running around in power armour and firing fusion guns after a single adventure... ^__^'
Any old weapon beats a Flintlock...
Weapons-wise, whilst there
black powder flintlock rifles (sans percussion caps) about and 'one shot and dispose' zip-guns, with rare cases of steampunk-styled adventurers gallivanting across the system (see enchanted gear above), guns are more treasured trophies than a weapon one can actually call useful most times in this era. This is mainly to do with the reload times, incredibly common jamming and misfires... Because of this, bows and crossbows (the latter for those who need to pull triggers), are the ranged weapons of choice for those who are trained in ranged combat throughout the system. Bows are tried and tested, with little found to work better so far until flintlock technology can be perfected.
As not everyone is trained in archery, near everybody carries
(at least) one
melee weapon, even an archer carries a side-arm with their bow... Arrows can run out on an archer and roving monster bands are a common enough threat. As an aside, few monsters tend to have ranged natural attacks and tourney-fencing is the newest pasttime, so using a sword rather than a bow has become a big trend to show off one's martial skill... This also means that few people actually bother to learn the less fashionable archery as they grow up.
Protection; Leather, Scale or Plate
Whilst nearly everyone carries a weapon at Tau Ceti to proactively defend themselves, adventurers combine this with their outfit as a more passive way to protect themselves from attack. There are three main levels of armour;
is the most common protective outfit you'll find. Leather makes a
attractive material for clothing and also acts as decent armour due to the general lack of decent firearms in the system. These outfits are often tailored to be both as fashionable and sexy as much as they are functional, coming in a whole variety of styles and colours. The one flaw is items of leather that cover the top half, such as jackets or corsets are seen often as common, antagonistic or brutish so are rarely worn openly in high society. The material Leather is made from comes from the hide of the widespread cloven-hooved vegetarian Fauna known as
, which are often farmed through the system.
Alternatively, Homonin that are more likely to see combat in places that perhaps they shouldn't (see above, but also where obvious armour will perhaps cause suspicion behind someone's intent) tend to wear cloth shirts over a chainmail vest with their usual leather breeches or skirt, which offers around the same protection as normal leather, but is well concealed. Perfect for assassins!
Those who act as Fighters and Paladins can be found to wear to
armour (a Paladin
can be found in this), which often takes the appearance of a layered fishscale mesh that has a sort of 'Ninja' feel to it, though there is also a biotech styled Scale created from a symbiote lifeform doing the rounds also. When people in Tau Ceti think of and name something as
, they're referring to this. It is known that some female Fighters and Paladins employ
scale bikinis
, using their bodies to distract their opponents whilst offering some protection still. Rumour speaks of a particular
gifted red headed woman
that does just this...
Then the final type of armour is known to the populace as
... These suits of armour are rare masterwork treasures and are hard earned, many have some nano augment built into them and are worth a high price if found for sale. Plate can be easily recognized as looking either like a Knight's suit of armour or a particularly heavy looking Samurai armour, often complete with helmet and facemask. Many suits make their wearers look cybernetic or robotic in appearance, so encompassing they are, others look like a suit made completely from bone, as if carved straight from the monster these suits have been won from! Women prefer the knight's look and men prefer the samurai look, though there is some crossover as each is a unique piece of art and worth the attempt in gaining.
The Space Byways
The Homonin are able to travel through space, despite the reduced level of technology Tau Ceti has that would otherwise allow them to do so. This is thanks to the crystalline 'Tree-ships'; natural flora biomass that has been infused with the First's nanotech and cultivated to function as spacecraft. As Tau Ceti became settled, adventurers used treeships to travel through the system looking for profit and adventure. A Free Trader and Mercenary community arose from the pioneers. Adventurers in the present still take Tree-ships to venture out to each of the planets like ship crews sailed the vast seas back on Earth.
'Treejammers' are the folk who make a life out of crossing the spacelanes and see worlds beyond their own. However treeships are an advanced and expensive vehicle to own, with the creation of their inner workings being a well guarded secret of their skilled crafters, found only at the
(this is why the engine is only used in these vehicles). The vast majority who wish to sail with the Treejammers and venture to the other worlds often pay a small amount to a ship owner for offworld passage. Adventurers are well known to join a Treeship for a few weeks, some even gaining a decent number of coin as Guards like with the Earth caravans of old.
Now there is a healthy space economy so passenger coin helps many a ship owner pay the mortgage taken out to pay the Tree-crafters for their ship. Whilst spacefaring has become a common way to travel, space voyages aren't casual hops to get to another planet... Space piracy
occur and so Planetary Defence Forces,
, exist to combat this ongoing menace. Space pirates tend to be opportunistic; many hold bases in the vast empty space between Frozen and the Debris Disc where few Treeships tend to venture... Others hide in plainer sight among the vast dead trunks and smashed branches of destroyed and long dead Tree-ships that in parts litter the system.
Specs-wise, Tree-ships are usually equipped to manage thrusts of 2G and hold reaction fuel for an hour accel, same for deccel and a bit over for mid-journey manouvres. Journeys between worlds take time, being modelled around old-time sailing trips, so distances usually take a week or more. The 2G thrust acceleration into a drift and same again to deccelerate is comfortable, thanks to Homonin adaptation to the higher G that the larger sized planets of Tau Ceti have, compared to Earth. Because journeys can take many days to complete,
everyone that chooses to venture onto a Treeship tends to have some reason for doing so
. Whilst it's not for all,
sees more of the system than a Treejammer does, making for a very appealing calling to sail onboard these amazing feats of biomechanical nanoengineering...
The Journey Time Estimates!
The below times are rounded estimates of how long journeys take across the system, give or take a few hours. The actual time a journey can take in a story can be taken from these from these numbers and decided on for narrative purposes, from the shortest journey time (when both planets are in alignment on the same side of Tau Ceti's star) or longer journeys (when more of a sling shot manouvre is needed) depending on what is required from the plot. Short journeys are good for when travel is unimportant or may heed the plot, longer journeys allow character development scenes on a treeship or can act as a narrative device to increase tension or drama.
Blast off from Balrog!
Balrog/Crusade = 2.5 days (nearest) to 7.5 days (farthest)
Balrog/Decadant = 4.5 days (nearest) to 12 days (farthest)
Balrog/Excess = 11 days (nearest) to 16 days (farthest)
Balrog/Frozen = 30.5 days (nearest) to 35.5 days (farthest)
Blast off from Crusade!
Crusade/Balrog = (2.5/7.5 days)
Crusade/Decadent = 4.5 days (nearest) to 14 days (farthest)
Crusade/Excess = 8.5 days (nearest) to 18.5 days (farthest)
Crusade/Frozen = 25 days (nearest) to 38 days (farthest)
Blast off from Decadent!
Decadent/Balrog = (4.5/12 days)
Decadent/Crusade = (4.5/14 days)
Decadent/Excess = 4.5 days (nearest) to 23 days (farthest)
Decadent/Frozen = 24 days (nearest) to 42.5 days (farthest)
Blast off from Excess!
Excess/Balrog = (11/16 days)
Excess/Crusade = (8.5/18.5 days)
Excess/Decadent = (4.5/23 days)
Excess/Frozen = 19.5 days (nearest) to 46.5 days (farthest)
Blast off from Frozen!
Frozen/Balrog = (30.5/35.5 days)
Frozen/Crusade = (25/38 days)
Frozen/Decadent = (24 days/42.5 days)
Frozen/Excess = (19.5 days/46.5 days)
Last Edit: April 03, 2017, 06:12:58 PM by wander
Cheeky Brit Next Door // Creator of Wander Worlds
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Wander Worlds
Reply #3 on:
November 01, 2015, 11:55:43 AM »
So... What am I After?
I am looking for co-writers to explore the setting detailed above and to allow me to show off some cool things to those who are interested in seeing the sights of it's solar system. I want people to come and add some new ideas to the general feel of Tau Ceti and most of all, to have fun!
The different Guilds (read: character classes) for your character are listed below and through them and the plot hooks I've seeded above I'm hoping stories can be made... Take a look through them below and let me know which type of adventurer appeals to you most!
If you've gotten this far and you're interested in adventuring across the worlds of Tau Ceti or even just visiting the one, then please... Pass me a PM and show me your interest!
The Guilds of Tau Ceti.
(Human or Elf) charismatic holders of lore who can cast spells on others from their musical performances, including heals and buffs. They may use bows. Bards choose an area of knowledge they excel in and in speaking frankly to those they meet they can find out a person's desires and allegiances, making them excellent manipulators.
(Dwarf or Human) worshipper of a deity, they can petition their deity through a specific action based on the precept of their religion to gain spells and lore based on their deity's domain (tapping a forgotten net-sphere of Magik). They can turn the undead. Their spells include buffs and heals. Some clerics through their power are known to be able to speak to the dead through mysterious means.
A halfbreed of Hominin and Monster, they can shift into animals and can speak with them, the Druids are akin to the 'spirits', augmented via the nanos in Monster blood to need no food or water to live. They are never dwarfs. If a dwarf lies with a monster, they birth a halfling druid.
(all races) wielder of a weapon that has been nano-augmented, known as
, they're adept with armour and can use their strength to great effect.
Human Crusaders with auras of command, they can heal others through touch and can detect nearby 'evil' (a sort of monster radar). They gain abilities through dedicating themselves to quests of slaying, defence or discovering truth. Whilst under vows they gain mythic boons, similar in manner to clerics.
(Human or Elf) expert hunters and trackers, they are adept with their bow and can paralyse unsuspecting enemies for a short time with a well aimed shot. A Ranger keeps with them an animal companion which is often trained to help the Ranger's actions. Many Rangers discover at a later time that they are half-elves, a gifted speciation rare in this era.
(Halfling or Human) Those who can see and disarm traps (along with other hidden things), thieves can greatly damage targets, create openings or damage enemy armour with a well-placed blade attack on a defenceless foe. Morally dubious, they can explain themselves as any alignment they wish, thus able to avoid a Paladin's wrath. They are expert poisoners. Thieves have with their melee sidearm either throwing knives or a bow.
(Elf or Human) A collector of spells for their own book of collected Magik effects, they can cast or dispel various magiks and are one of the most powerful classes as they can perform rituals that can do whatever effect they please,
though for a price
... They have either a dagger or staff as their weapon, they
learn the 'Magic missile' magik to do ranged damage, although magik formulae are too complex to be repeated often.
Last Edit: September 30, 2016, 02:39:25 PM by wander
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Reply #4 on:
November 01, 2015, 12:02:04 PM »
Please note!
The information below is long and detailed. It is not needed to be read by those who would like to write stories in this setting as it deals with history from millennia in it's past and the origins of the terraforming of the system. If you are already writing with myself and are interested, then maybe you'd like to see just how elves, dwarves and halflings came to live among humanity in these futuristic scifi times...
The truth of how Tau Ceti came to be as it is today: WARNING: LONG, OPTIONAL READING.
The facts behind Tau Ceti's colonisation are thus; Life changes through the ages, future extinction events and mutation meant already there was some difference to the flora and fauna around today in real-life modern Earth as we know it.
At a point millions of years from real-life today, the humans of this era were facing the end of their reign on Earth and the Sol system. At this time, in secret the super-powers of Sol united for a last-ditch plan to allow some legacy of mankind to continue. Tau Ceti, near 12 light years away, was chosen as the new star to sustain mankind due to it's abundance of liveable exoplanets. Because no spaceship could go faster than light and resources were not so wide to gamble on a generation ship that could potentially fail (as the trip to Tau Ceti would have taken many decades) a plan was put into motion to get around this and to test the waters...
The aligned powers called it Project SEED.
In development over a handful of years and produced in a coordinated effort in Earth orbit, every form of life at the time of launch had it's genetic samples, mostly of sperm and eggs gathered as five large international superpowers worked towards the means to send vast STL travelling space-station sized spacecraft on it's interplanetary trip. From
every known nation
, five to ten couples were chosen to donate their sperm and eggs, every racial subgroup was collected. At the time of launch, a few thousand genetic samples were collected, representing Earth's peoples.
The project once launched was directed by advanced robotic crew and aided by computerised sensors that allowed optimum power distribution through the decade's long journey to reach it's destination. Once Tau Ceti was reached and prepared for colonization, the robots were to use the samples of sperm and eggs to create the first life in the system. The robots would then raise this first generation of Earth's life, including the first humans born here with the help of vast databases of Earth's collected knowledge. These would be The First, who would learn of Sol's history, people, locales and cultures and so carry on their legacy. Humanity would continue.
The Project was a success as decades after launch, Tau Ceti was reached. The samples of human's eggs were fertilized by the sperm samples, through genetic advances in biotech the robotic crew of SEED were the carriers to term of the children and programmed to act as parents and teachers. The First lived at first on Project SEED's vast city-sized craft in orbit at the outer system's Debris Disc. As the Project and wait continued, the humans born in Tau Ceti became parents themselves, the first natural births in a new home system.
The modular living pods of SEED that were available or less packed began to slowly drain as the new births and expanding families reduced available space, as such these pods began to take up extra value on SEED. An economy of landlords and bartering began to take shape... As the idea of trading goods for rent entered the minds of The First, a faction was born with plans to finally venture down to the various more spatious exoplanets of the system. The original SEED robots and nanotechnology were the main technological applications used to help initial terraforming to help colonise these untouched new worlds. As the projects were thought over and planned out, one more faction felt it was easier to create their own Haven in the system and not deal with colonising or tolerating the harsh exoplanets, so projects began to be planned towards this end too.
The faction who supported a Haven outside of the exoplanets were the Highborn. Arising from the feudalism taking form on SEED as The First learned from the SEED databases how to manage such things as governing bodies, bringing up differences in class and culture. This gave rise to the schism of those who were 'Highborn' and those who were not. Highborn were effectively those of The First that were born into families that collected enough barter from previous generations to be in a better position than others, even taking it to an artform.
Those who were not Highborn were mostly serfs, who knew only poverty and hard times to have a place to live or a level of comfortable space. Because of this very distinct class difference, eventually a faction of serfs set about a revolution. Due to the Highborn now having a monopoly on SEED's nanotechnology and paying through goods traded the more physically able serfs to act as their knights (called simply 'Fighters' by all), these serfs were defeated. As punishment for damages, they were sent via their modular shuttle living pods to an as yet unnamed tropical garden world, where they were to mine materials for the Highborn's plan of a spacious moon-like space station to live on.
This large yet sweltering world had minimal need of terraforming, so the serfs were able to live as miners there fairly easily. In their work, the miners found a growing biomass that they called
Creeping Coral
. It was a living moss that had the appearance of crystal and texture of rock, however it softened when heated and gave off a delicious scent. Through battling hunger, the miners discovered this plentiful rocky material was actually edible and incredibly nutritious. Because it was found in abundance throughout the vast amounts of soil on the planet and regrew as much as was mined, it was the perfect resource to send back. This world of the miners became a
Land of Excess
, and eventually the miners sent enough Creeping Coral to the Highborn to construct into the first Crystal Moon space station.
Due to the higher Gs of Excess as the planet itself was twice the size of Earth, the miners on this world down the years began to speciate from The First. Eventually after 100 thousand years in passing, the miners had become compacted, a short and well muscled, stout people.
They were the first Dwarfs
. As the Highborn began to live on their new Moon, they did not factor in to have the artificial gravity-rings of SEED... Because of this, they too speciated, in a similar amount of time as Dwarfs split, they grew to become extraordinarily tall and thin as they stayed there.
They became the first Elves of the system
At this time the nanotech terraforming and need for hydrogen (found and mined from Frozen, with Excess and Decadent also being mined for it) to fuel freighter cargo of Coral to the Elves meant that the other worlds were settled. Flora and fauna from SEED's farms were brought to the planets for more local farming and resources and over time through mutation and nanotech infusion, new forms of life emerged through the system. Thus the Fauna were created and as unforeseen predator species developed, so were
Time passed until another Dwarf uprising emerged against the Elves. By now tree-ships were being developed from Creeping Coral and space travel was far less restricted numbers-wise than it was in times past. The Dwarfs were able to face their Elven masters in combat. There were great battles and deaths on many sides. The conflict was resolved by the following convention; that Dwarfs would be free and live where they wished, though a number were ordained to come to the Crystal Moon as crew. Some elves took advantage of this to leave their Crystal Moon and finally join back in with the rest of the Homonin.
As for the Dwarves taken in by the Elves, due to nanotech and breeding between the two species (with a bit of inbreeding due to their small numbers adding to genetic mutation) led to the speciation of
the Halflings
, who unlike their Dwarf forebears led at first an idyllically clueless life of gardening and self-sufficiency on the Crystal Moon. Eventually these Halflings too gained freedom to venture to the other planets to quell any potential uprising, if they so wished. Many left their Highborn masters, others happy with what they had, stayed on.
It was 50,000 years ago when Halflings gained freedom from the Crystal Moon to venture the system with the other Homonin... Across the system empires rose and fell as Tau Ceti has advanced to where it stands today, 1800 years since the huge Monster known as the Tarrasque last awoke to terrify the Hominin of the system.
Last Edit: April 03, 2017, 06:30:43 PM by wander
Cheeky Brit Next Door // Creator of Wander Worlds
Join Date: Oct 2014
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Re: Wander Worlds! (now looking for adventurers of all gender!)
Reply #5 on:
December 02, 2016, 10:53:32 AM »
Here's the overdue bump for the Wander Worlds!
PM me as usual. :)
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text:
JoesKayak's Submission - Entered on 4/3/2015 5:32:00 PMNotes:
Access via NF County Road. From downtown North Bend turn onto Ballarat Ave. The road twists and changes names a few times, but just stay on the main road. In a about 6 miles the road forks and the left fork goes up a hill... take the left fork signed "Dead End 24 miles" (NF County Road).
From the takeout, continue up the road 2.4 miles to a little red bridge over Sunday Creek. Put in on the creek, which is quite small, but offers easy access.
Continue several miles on NF County road until you cross over the river at Wagner Bridge (the takeout). There's room to park on the far side of the bridge, but take care not to block the gate on the side road.
This run in on Hancock Timber land and a daily access pass is required. Permits can be obtained online at:
This seldom run section of the NF Snoqualmie offers the easiest access of the runs. No hike ins required.
I was always curious what this section of the NF was like. Information about this stretch is pretty much nil, so I finally made a trip and found out.
This section isn't a classic run, but is more of a mixed bag. It has some fantastic views and some nice beaches. Most of the run is pretty mellow. The first couple miles are mostly flat water with a few easy riffles. The whitewater picks up towards the end of the run. Most of this run would be a good section for class 2 boaters with the exception of a couple steep boulder gardens (which could be portaged). It's something different to try when you've run all the other sections of the Snoqualmie and want to see something different.
The run starts out on tiny Sunday Creek with just enough water to float a boat and probably some wood to portage. It's only 100 yards down, though and you're on the NF.
The first 3 miles the river is lazy and offers nice views. It's mostly flatwater but moves along nicely and has a few class 2- riffles here and there. The run is longer than the 2.5 mile shuttle would make you think as the river meanders and twists quite a bit.
Later on in the run some easy class 2 boulder gardens liven things up a bit until you reach the first big rapid. The first rapid is marked by big cliff/slide on river right and a 90 degree turn to the left. Get out on the left here as it rounds the corner to scout.
This rapid likely changes from year to year as new boulders are added to the river from the slide on the right. As of 4/2015 it's a 2 part rapid and at moderate levels you can eddy out between the two sections. Both drops are fairly steep boulder gardens with some van and house size rocks. Scouting revealed good lines though both drops. They felt like 3+ or 4- at low water but probably become solid 4 at higher water.
After the first big drops class 2 - 3 boogie water continues until the next big drop, which is shorter but steep boulder ledge. Class 3+ or 4. There was a log in the main drop so we took a sneak line around the right side that made it quite easy.
After this drop there's some more class 2-3 boogie water leading right up to the takeout with a nice boof right before the bridge.
We ran it at 600 cfs, which was low. I'd recommend 700 as a minimum and 1000 would probably be much more fun. This isn't a run I'll be scrambling to get back to, but it was certainly an entertaining day on the river, and I'm sure I'll be back again (at a bit higher water) someday.
beta by Joeskayak


text:
In my previous post I referenced the NetFlix HystrixCommand and how it implements the Circuit Breaker pattern. Let take a quick look at how it works.
Here is the example from the previous post.
public class CommandHelloWorld extends HystrixCommand<String> { private final String name; public CommandHelloWorld(String name) { super( HystrixCommandGroupKey.Factory.asKey("ExampleGroup")); this.name = name; } @Override protected String run() { return "Hello " + name + "!"; } }
Then to execute the command
String s = new CommandHelloWorld("Bob").execute();
When the execute() method is called the HystrixCommand calls a ThreadPoolExecutor to run a FutureTask. The ThreadPoolExecutor then blocks on the FutureTask by calling get(). When the thread finishes running the task the ThreadPoolExecutor unblocks from the get() method and returns the value of the get() method as the results of the execute() command.
The HystrixCommand class handles all the details of timeouts, exceptions, recording timings, most importantly all the details around being a good circuit breaker. All you need to is call the execute method on your class. This is a high level diagram of the interactions
Note that the FutureTask calls the run() method on the HytrixCommand. That means that the guts of the HystrixCommand run in a different thread than that of the caller of the execute() method.
At this point I am assuming that you know how aspects work and how they work in Spring. If not read here.
Now lets change this to use the @CircuitBreaker annotation. I have an example that uses the @CircuitBreaker pattern at
The application is a REST app using an HSQLDB in memory database and Hibernate mappings. It also uses Spring Transaction annotations and Spring Data for its DAO repository.
When using an annotations and AspectJ Spring will not inject the object that you expect but instead will inject a proxy of the class (or interface).
Here is the REST controller from the example code:
@RestController public class ExampleRestController { @Autowired private UserService userService; @RequestMapping(path="/users", method=RequestMethod.GET) public @ResponseBody Collection<User> getUsers() { return userService.getAllUsers(); } }
Below is the UserService that the writer of the REST controller is expecting to be injected into his(her) controller.
@Service @Transactional public class UserServiceImpl implements UserService { @Autowired private UserRepository repo; @Override @CircuitBreaker public Collection<User> getAllUsers() { return StreamSupport.stream(repo.findAll().spliterator(), false). map(userEntity -> map(userEntity)). collect(Collectors.toList()); } private User map(UserEntity userEntity) { Set<String> emails = userEntity.getEmailAddresses().stream(). map(ema -> ema.getEmail()). collect(Collectors.toSet()); return new User(userEntity.getId(), userEntity.getName(), emails); } }
But when the controller calls getAllUsers() on the proxy, the proxy will call the Spring Transaction to start a transaction and then call the @CircuitBreaker.
The @CircuitBreaker will build the HystrixCommand object and will provide a run() method that will call the method that you have annotated.
When the @CircuitBreaker is done running, the Spring Tranaction will commit the transaction and close it out.
So when our REST controller calls the service
@RequestMapping(path="/users", method=RequestMethod.GET) public @ResponseBody Collection<User> getUsers() { return userService.getAllUsers(); }
the following will happen (from a very high level):
If you run the example you will notice that you will get an exception.
Ahhhh… The infamous LazyInitializationException. That means that after the users are fetched from the database the transaction is committed and the database session is closed.
But the service call is annotated with @Transactional and so the transaction should start when the service method is called and committed and closed when the service method exits. Why doesn't it work?
The secret is the ThreadExecutor. The HytrixCommand runs in a separate thread. But Spring stores the transaction in thread local storage so that when the transaction (and the database connection) is needed it can be found without having to pass it to every method call as a parameter.
So what happens is that the transaction gets created and stored in thread local storage. When the service attempts at access the transaction in thread local storage it's not there because the transaction was created in a DIFFERENT thread. Since there is not a transaction one is created inside of the DAO, Hibernate executes the query, extracts the results set, and closes the transaction. Then we attempt to access the users emails which are in another table, Hibernate needs to make another query, but the database session is closed and voila, LazyInitializationException.
The key then is to not use a separate thread but to execute the HystixCommand in the same thread as the caller of the original method. Fortunately the @CircuitBreaker annotation does support an option of the HystrixCommand to not use threads but to use java semaphores instead. To use add the
useThreads option.
@Override @CircuitBreaker(useThreads=false) public Collection<User> getAllUsers() { return StreamSupport.stream(repo.findAll().spliterator(), false). map(userEntity -> map(userEntity)).collect(Collectors.toList()); }
Do this and the code will work!


text: Season 03, Episode 10 - "A Ghost Along the Mississippi" Klaus declares war on Aurora and Tristan, in the aftermath of a horrific plan that left Cami dead. Meanwhile, Vincent is forced to use his magic against his will; and a risky plan leads to a showdown between the Strix and Klaus, Elijah and Freya. Code: The.Originals.S03E10.1080p.HDTV.X264-DIMENSION http://nitroflare.com/view/CCCBE0AC8A64D51/The.Originals.S03E10.1080p.HDTV.X264-DIMENSION.mkv http://www.redbunker.net/93qlxrt164ds/The.Originals.S03E10.1080p.HDTV.X264-DIMENSION.mkv.html NFO:


text:
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7/22/2010 08:11:00 PM | via @Dvolatility |
Posted by D Volatility


text:
Who Invented Paper?
7 Answers | Add Yours
the chinese created paper. two kinds actually. the first was thick and alittle waterlogged. the second one that was invented was thinner and was used for writing and printing, while the first one was used for wrapping things. the thinner kind of paper was made by soaking fibres, drying them, then peeling them out of the wire gauze that it was on. china tried to keep paper production a secret but it was eventually spread to other parts of the world. just like silk.
The wood-derived paper still used today was developed in A.D. 105 by Chinese inventor Tsai Lun. He was the first to create a thin, flat sheet or tissue from mostly bark, hemp, and other fibrous materials such as rags. The elements of this ancient method are still used in paper mills. Chinese paper slowly made its way to the West, spreading first to Japan in A.D. 610 and then to Egypt around A.D. 900. Around A.D. 1100 paper was introduced in Spain by the Moors, a nomadic people originally from modern-day Mauritania who spread cultural influences in Europe.
By the 1400s paper was being made throughout Europe, but it was not until the late 1700s that paper was being produced in long, continuous rolls. In 1798 a French paper mill clerk invented a machine that could make a continuous sheet of paper, of various sizes and shapes, from wood pulp. The machine was improved and patented by English paper makers Henry Fourdrinier (1766–1854) and Sealy Fourdrinier (?–1847) in 1807. This invention was crucial to the development of newspapers.
Ancient predecessors to modern paper included Egyptian papyrus (the plant for which paper is named), Babylonian clay tablets, and Indian palm leaves. Other useful surfaces included vellum (made of lambskin, kidskin, or calfskin) and parchment (made of sheepskin or goatskin), both of which were superior surfaces for painting.
Further Information: Duke Papyrus Archive. [Online] Available http://odyssey.lib.duke.edu:80/papyrus, October 23, 2000; Lavigne, J. R. Pulp and Paper Dictionary. San Francisco: Miller Freeman Publications, 1986; Papyrus. [Online] Available http://www.encyclopedia.com/articles/09815.html, October 23, 2000.
Source: UXL History Fact Finder, ©2001 Gale Cengage. All Rights Reserved. Full copyright.
The chinese invented paper first, during the Han Dynasty.
Paper is used for writing, printing and wrapping and is made from vegetable matter. The first paper known to history was made in around 3500 BC by the ancient Egyptians who used strips from the papyrus reeds which they dampened, made into a criss-cross pattern and pressed into sheets. Our very word paper comes from "papyrus". However, paper closer to our modern type was invented in China in about AD 705 by a scholar called Ts'ai Lun.
Arguably, the Chinese invented paper first.
Paper was invented in China in about 705 AD by a scholar called Ts'ai Lun. He watched a wasp making its nest by chewing up pieces of bamboo, mixing them with its own saliva and working the resultant ball into a flat sheet with its feet and using the sheet to build wall in its nest. He copied the wasp, making a paste of bamboo and water and spreading the flat sheet to dry in the sun.
The first paper known to history was made in around 3500 BC by the ancient Egyptians who used strips from the papyrus reeds which they dampened, made into a criss-cross pattern and pressed into sheets. Our very word paper comes from "papyrus". However, paper closer to our modern type was invented in China in about AD 705 by a scholar called Ts'ai Lun.
We've answered 320,051 questions. We can answer yours, too.Ask a question


text:
I Wished You Were Mine
I wished you were mine
Forever more and never-gone,
Asked on starshine
Ere the dawn.
And swift the call
I eyed the vault
'Til cometfall.
Who should appear freefault
But you?
Lovelier than the daybreak,
You better the view.
Wide-eyed and awake
Je rêve ce soir,
Then you whispered its real,
Seul dans le noir.
You're so surreal
I still can't believe it,
Descended where the angels dare,
So to me, you do at last admit
Shh, it's love, it's in the air.


text:
Harbor UCLA Medical Center, Redondo Beach, CA
Copyright 2016, American College of Chest Physicians. All Rights Reserved.
SESSION TITLE: Fellow Case Report Slide: Pulmonary Critical Care Disorders: Think Twice
SESSION TYPE: Affiliate Case Report Slide
PRESENTED ON: Sunday, October 23, 2016 at 10:45 AM - 12:00 PM
INTRODUCTION: Pulmonary sequestrations are a rare congenital anomaly of the lung, rarely diagnosed in adults and rarely found in the right middle lobe (RML).
CASE PRESENTATION: A 68 year old woman with granulomatous lung disease, right middle lobe and right lower lobe bronchiectasis, and prior history of massive hemoptysis treated with bronchial artery embolization presented with multiple episodes of bronchitis and pneumonia before developing recurrent episodes of gross hemoptysis. Bronchoscopy demonstrated recent but no active bleeding which seemed to localize to the RML. There were no malignant cells on bronchial wash. With continued hemoptysis over a month later, a video-assisted thorascopic surgery for a right middle lobe lobectomy was planned. Review of computerized tomography images performed with intravenous contrast suggested a feeding artery originating from the right renal artery, therefore to mitigate intraoperative bleeding, a coil embolization of the feeding artery was performed. Pathology was consistent with intralobar pulmonary sequestration. Intraoperative wound cultures grew Pseudomonas aeruginosa species identical to previous sputum cultures.
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text:
Tiruchirapalli, Oct 13 (UNI) The Singapore-based Confederation of Logistics and Supply Chain Managers of Asia (CLASCMA) has opened a Chapter here with an aim to promote industrial activities.
Informing this to newspersons here today, CLASCMA Secretary-General Dr Prumal Magayson said the Chapter, apart from addressing IT industry, manufacturing units and logistics industry service organisations, envisaged professional training to entrepreneurs and others on topics of supply chain management market strategy in global environment.
Prof Magayson who is also the Dean of World Trade Centre University, Washington in United States, said the launching of the chapter was intended to spread their activities across the country.
The company was planning to launch a chapter in every state of India, he said, adding similar chapters would be opened in 5-6 locations in China soon.
Stating that talks were on with various bodies like small and medium-scale industries and educational institutions for collaborative activities, he said the company would sign a Memorandum of Understanding (MoU) with Bharathidasan University here to organise training programme by utilising their faculty facilities. The one-day seminar-cum-workshop on international trends in logistics and supply chain mnagement, organised by CLASCMA would begin tomorrow, he said.


text:
Have a memorable and fun bachelorette party with Slumber Parties By Jennifer Dietz. This exclusive party for women 18+ will get you a Free Shopping Spree and all the wedding gifts you will ever want and/or need! Book today, mention this ad, and you will receive an additional $75 in free product to your shopping spree! Congratulations and call me!
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Copyright © 2001-2017 OneWed Inc.
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Copyright © 2001-2017 OneWed Inc. All Rights Reserved.


text:
Digital Photography Tips
For many amateur photographers, like myself, it is easy to get caught up in a one-tracked view on the skills that are required for good photography. In this article we… Read more »
For many amateur photographers, like myself, it is easy to get caught up in a one-tracked view on the skills that are required for good photography. In this article we… Read more »
HDR Photography is one of the best tools you have at hand when it comes to creating top-quality photos that look simply astounding. HDR effects can really make your photos… Read more »
As a beginner in photography, learning professional photography tips will greatly help speed up the learning process. You'll effectively learn how to avoid the common errors and mistakes beginners make… Read more »
If you believe that waves, waterscapes and waterfalls pretty well use up all the opportunities that water provides for picture-taking, think again. Here are 7 more photography tips with water… Read more »
Six great landscape photography tips are to let your feet do the walking, use the golden hour to your advantage, include something for perspective, examine your photo for distractions, use… Read more »
Photography interest is wide, but having the ability to capitalize on the photos you take by finding financial gain is rare. The photographer's inability to market photos to clients or… Read more »
If you are about to shoot your first wedding, it can be an extremely daunting time, to say the least. I've now got around 10 years of experience of wedding… Read more »
So, you've finally bought your first digital camera? Congratulations! You're probably excited and you're wondering where you could find some digital photography tips to help you great photo results. A… Read more »
My first tip for taking digital photography for anyone whether they are beginning, or have some degree of experience is "don't be frightened of your camera". Get used to handling… Read more »
Want to know how to get started with digital photography, but don't know how? Here are a few Photography Tips to get you started. Photography Tip # 1: What equipment… Read more »
Your wedding day is often the culmination of many years of planning – a day when you celebrate your love and marriage with the party to end all parties. Included… Read more »
Tips For Photographers Photography can be an extremely fun hobby for people of all ages. No matter what your situation is though, the only way you are going to take… Read more »
Take a few minutes before your photo shoot at the site to observe your environment. Essentially you will want to learn photography tips to help you prepare mentally before your… Read more »
Today's still life photography tips and techniques article concerns the still life photography lighting setup. Lighting in any photo genre is vital but in still life photos it is an… Read more »
Continuing with our series on still life photography tips and techniques today's tip (Part 5) gets deeper into the still life photography setup. We'll talk about composition, but first, a… Read more »
Becoming a photographer can seem like a long and complicated process, but in actuality, anyone can become one if they have enough passion. Like any other skill or hobby, photography… Read more »
In this article, we'll check out several essential photography tips for snapping shots in black and white. Black and white photographs generally are portrayed as a stunning digital photography form… Read more »
Photography is one of the most enjoyable and challenging form of art. Not only does it need talent and skill, it also takes effort and an enormous sense of interest… Read more »
Try these three baby photography tips to really improve your baby pictures by the end of today. Everyone has grown accustomed to portraits of the cute little baby propped up… Read more »
Digital photography is undoubtedly one of the most popular hobbies of today. You can easily capture precious moments with a digital camera and see the results in a matter of… Read more »


text:
Norwood, NJ, USA < change city >
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Radisson Hotel
1 Radisson Plaza
New Rochelle, NY 10801
2 ratings, 2 reviews, 25 weddings
Everyone enjoyed their accomodations (sleep number beds!) and they were great in ...
Hamilton Park Hotel
175 Park Avenue
Florham Park, NJ 07932, United States of America
Hotels/Accommodations, Rest...
2 ratings, 2 reviews, 22 weddings
Very accomodating and clean. Very close to the reception with a free shuttle
Hyatt Regency Greenwich
1800 East Putnam Avenue
Old Greenwich, CT 06870, USA
Reception Sites, Hotels/Acc...
2 ratings, 2 reviews, 19 weddings
All of our guests raved about the hotel. It's by far the nicest hotel in our area...
Park Avenue Club
184 Park Avenue
Florham Park, New Jersey 07932, USA
Reception Sites, Ceremony S...
2 ratings, 2 reviews, 11 weddings
The venue, food, and service were everything we had hoped for. We are still hear...
125 Herricks Rd
New Hyde Park, NY, United States
2 ratings, 2 reviews, 3 weddings
can't say enough good things about Pedestals and our consultant, Nadia. the flowe...
New York Tent Corporation
Flushing, NY, USA
Rentals, Lighting
2 ratings, 2 reviews, 3 weddings
Our reception tent looked like a bridal magazine cover. We add tent liners with t...
The View
Shad Row
Piermont, NY 10968, US
Reception Sites, Ceremony S...
2 ratings, 2 reviews, 3 weddings
I would give them 10 stars if I could! Our Ceremony took place here as well as o...
Buttonwood Photography
10 Ridgeway St
Mount Vernon, NY 10552, USA
914 316 6870
2 ratings, 2 reviews, 2 weddings
Jeff and I had to choose between having a big wedding or purchasing an apartment....
NY Engagements, LLC
PO Box 626
White Plains, NY 10602, USA
Coordinators/Planners, Flor...
2 ratings, 2 reviews, 2 weddings
Let me begin this review by admitting I'm completely clueless and relatively unim...
Gardenia Organic
150 W 28th Street
15th Floor
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Very flexible, very creative, and high quality work. We also liked the organic n...


text:
News By Tag
* Art
* Art Fair
* Art NYC
* More Tags...
Industry News
News By Place
Industry News
PINTA NY Announces 2013 Highlights, Sponsors & Partners
PINTA NY announces the highlights, sponsors, and partners for the seventh edition of The Modern and Contemporary Latin American Art Show, taking place November 14-17, 2013 at 82MERCER in New York's SoHo district.
One week before PINTA NY 2013 opens to the public, visitors from around the globe can preview the fair on Artsy.net, the official online partner for this year's fair. The fair coverage on Artsy will launch on November 7th, serving as a dedicated online resource for visitors to browse exhibitors and works, explore editorial coverage, view fair highlights selected by art world insiders, and inquire about artworks remotely.
New for PINTA NY 2013 is a curated format with four new platforms and a team of internationally recognized curators. The curated platforms include: EMERGE, curated by Jose Roca (Bogota/London);
PINTA NY will present 60 international exhibitors, from 20 countries showcasing over 160 Modern and Contemporary artists from Central and South America, The Caribbean, and Europe. Cecilia Fajardo-Hill (Los Angeles) selected exhibitors for the Modern section of GALLERIES and Ian Cofre (New York) chose exhibitors for the Contemporary section.
Friday, November 15
11:00 a.m. Matias Duville: Alaska book release at The Drawing Center 35 Wooster Street, New York, NY, 10013
4:00 p.m. Oiticica-subterrâ
5:00 p.m. Abstraction in Action launch with Cecilia Fajardo-Hill PINTA Editions, Second Floor
6:00 p.m. Oscar Niemeyer's Legacy with Carlos Brillembourg (Columbia University, New York) PINTA Forum Lecture Hall, Ground Floor
Saturday, November 16
4:00 p.m. In Counter-time. New figures, new strategies with Mariangela Méndez (Independent curator and Professor at Universidad de los Andes, Bogota); Sharon Lerner (Curator of Contemporary Art at Museo de Arte - MALI, Lima); Paola Santoscoy (Director Museo El Eco, Mexico City); Moderated by Octavio Zaya (Independent curator, New York)
PINTA Forum Lecture Hall, Ground Floor
6:00 p.m. Cracking the Code: Artists books and other fictional histories with María Berrios (Editor, Vaticanochico, Santiago de Chile-London);
Sunday, November 17
4:00 p.m. New Institutional Spaces in Latin America with Speakers: Taiyana Pimentel (Director, Sala de Arte Publico Siqueiros and La Tallera, Mexico City and Cuernavaca); José Roca (Director, Flora arts+natura, Bogota); Ana Rodríguez (Director, Centro de Arte Contemporáneo – CAC, Quito); Moderated by María del Carmen Carrión (ICI, New York) PINTA Forum Lecture Hall, Ground Floor
The Drawing Center | PINTA NY has partnered with The Drawing Center to present the first U.S. publication of Argentinian artist Matias Duville's new book Alaska. Duville's project began in 2008 when he started producing prolific drawings of the state, which he has never visited, thus offering an imaginative view of the fabled region. At 11 a.m. on Friday, November 15, 2013, an event celebrating the release of Alaska will take place at The Drawing Center (35 Wooster Street, New York, NY, 10013).
Fundación PROA | Since its inauguration, Fundación Proa is one of the principal art institutions in the City of Buenos Aires, with an annual program of temporary exhibitions and the organization of seminars, courses, conferences, special projects, and concerts. Its program, focused on the promotion of the most important artistic movements of the 20th Century, includes diverse contemporary artistic expressions such as photography, video, design, and electronic music. As the underwriter of PINTA EDITIONS, a featured section devoted to the promotion of the editorial sector, Fundación Proa understood from the start the need to create a platform for disseminating the editorial profile of Latin American foundations committed to the contemporary visual and audiovisual arts.
Americas Society | Partnering to produce the PINTA FORUM series, The Americas Society is the premier forum dedicated to education, debate, and dialogue about culture and public policy in the Americas. Its mission is to foster an understanding of the contemporary political, social, and economic issues confronting Latin America, the Caribbean, and Canada, and to increase public awareness and appreciation of the diverse cultural heritage of the Americas and the importance of the inter- American relationship.
FLORA ars+natura | FLORA ars+natura is a space for contemporary art in Bogotá, Colombia, that specializes in the relationship between art and nature. FLORA's foci are: production through commissions and residencies, the circulation of the results, and education. FLORA, together with Arcos Dorados, sponsor of PINTA EMERGE, will select an artist from the emerging art platform to attend a onemonth residency in Colombia.
VAEA (Venezuelan American Endowment for the Arts) | The mission of The Venezuelan American Endowment for the Arts (VAEA) is to promote a deeper and richer understanding by Venezuelan citizens of U.S. culture, and by U.S. citizens of Venezuelan culture through the visual and performing arts. VAEA aims to do this by supporting and funding activities such as exhibitions, performance, publication, distribution and dissemination of works, and information regarding visual and performing arts in and of both countries. Additionally, VAEA provides funding and other support to individuals and organizations including domestic tax-exempt and foreign charitable organizations to support and conduct activities in furtherance of VAEA purposes. VAEA will have a booth at PINTA NY promoting Venezuelan culture through the presentation of select artists.
PINTA NY Exhibition Dates and Times:
Thursday, November 14 6pm – 9pm: By invitation only
Friday, November 15 12pm – 8pm
Saturday, November 16 12pm – 8pm
Sunday, November 17 12pm – 7pm
Location: 82MERCER 82 Mercer Street New York, NY 10012
Social Media: Facebook: PINTA New York | Twitter: @PINTANewYork
PINTA NY Contact: PINTA ART LLC | 1110 Brickell Avenue • Suite 800 | Miami, Florida 33131 • USA Ph +1 (305) 373-8110 • Fx +1 (305) 405-8748 email@example.com | www.pinta-ny.com
Press Contact: Lainya Magaña | A&O PR (p) 415.577.1275 | (e) email@example.com
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Speed up your debug routine!
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text:
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