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[20 Nov 2007|04:55pm]

tamhavik
So much has happened since my last post here. I've chosen one of the redesigns as the new shape of the knarren. Though it won't be uniform: I intend to have lots of variation between individual knarren to give each their own character.

Just to show you some differences here's an example of an old knar:

Photo Sharing and Video Hosting at Photobucket

And a new one:

Photo Sharing and Video Hosting at Photobucket

Mark the claws on hands and feet, those are important changes. Though the ears and nose appendages are not unnoticable I hope. ^^

And I don't think there are many who look at this livejournal more often then they do at my webcomic, but just in case you missed it, head on over to Willy and Evita to see the first knar to be included in a comic page! I really enjoyed making this "cross-over" even though Ademwater is hardly developed yet.
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New direction [14 Jul 2007|03:59pm]

tamhavik
[ mood | amused ]

I want to start again and this time really write down a story for Ademwater. I know I've had these notions before and it never amounted to much. But this time I think it's different. I've realised lately that almost all stories I like I liked especially because of great characters in them, characters that I could relate to. Then I realised that the story I had so far for Ademwater had a wonderful world with some great characters, but none that even I really felt I could relate to. I think that was the problem. I needed someone "familiar" to help introduce the world of Ademwater and its creatures. So I decided to write a story about when humans first arrived on Ademwater and met the knarren for the first time. I'll have to start over again and come up with characters and a plot line, but I hope this won't be too daunting and I'll finish a story this time. I'm going to write before I draw the story, but I'd really like to have at least some idea of what my main characters look like, so I'll make some designs of them first.

---------------

To help myself I'm going to try and follow a "class" of designing a new character at the Megatokyo forums. It's a set of steps with the first step being 8 different silhouettes of the character you want to design.

Character description:
A white knar with a curious nature and not afraid to take a chance. She has a quick mind and is good with languages. She's very unusual for her race and this makes her a bit lonely. That's why she'll take any chance to be with the strange creatures that are arriving lately. She thinks those humans are very interesting.

(Knarren, also known as Diggers, are intelligent creatures that live on the bottom of shallow oceans on the planet Ademwater (where the water is breathable). They are too dense to float so they cannot swim and live mostly underground. The only exeption are the rare white knarren who lack the mineral that gives the others their colours and weight. Some white knarren choose to live on land in a seperate community and they rarely mingle with the others of their kind.)

Read more... )

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[01 Apr 2006|10:00am]

tamhavik
[ mood | cheerful ]
[ music | birds singing ]

I promised a drawing and here it is! It´s the first one with young Jehan and Pendra.

Jehan and Pendra

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The future [07 Jan 2006|01:09pm]

norsehound
As everyone watching Ademwater knows, I took it upon myself to construct the future of Ademwater somewhere in the setting of my own origional universe. Well, that was some time ago and things have changed since...

Recently I have created a second backstory universe, which might become the universe I decide to 'display to the public' since I want to keep most of my origional work hidden until it's ready for publication to the world in a novel or whatnot.

When it came to considering the location of Ademwater, I'd like to keep it incorporated in my origional universe that I keep hidden for now, but if anyone here is interested, I can move it into this 'new world' where it might get more attention. There are some problems though....

>Where Ademwater is now, the planet is close to the rebuilding efforts of the Moraine Concurrency, which is already familiar to Gerard and Tamara as I let them in on that corner of the univers. The Llyara (can't read the name from here) contest the planet with thier xenophobic expansionistic tendancies. This is Ademwater's deep future, so there's no danger to the Knarren. Also in the vecinity of Ademwater are the Sirians, perhaps interest from the Turanese Clans, and maybe some endeavors from the Exkellion nation. Humankind is a little too far to reach Ademwater atm.. I consider this to be the safest place for Ademwater should Tamara/Gerard wish to let me have it in 'my world'.

>If located in the new universe, Ademwater wouldn't be discovered by the Moraines as they don't exist here. Instead, the Conclaves of Alus are gradually fighting the diverse offshoots of the human race, because those races (Humankind, the Aegelians, Krathal, and protectors of Lyunion, and many more) threaten the stabability of the universe. If Ademwater is present here it might be found by the Alliance of races, of which humankind is a participant, or encountered by Alus, but left alone because of the peaceful nature of the Knarren.

Just thought I'd ask, but since Ademwater isn't my property no matter where it goes (if it stays in my fictional realms at all), I can't do much with it or it's people.
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Character sheet Jehan [16 Nov 2005|10:41am]

tamhavik
Jehan Alexander Zwartgolf / Blackwave

Leeftijd / Age : 25 Ademwater jaren / years

Omschrijving / Description :
Zelfverzekerd, sympathiek, competitief, vaardig, niet op zijn mond gevallen, ongeduldig met gebrekkig zelfvertrouwen bij anderen, sportief, tegen de gevestigde orde, potentieel roekeloos /
Self confident, congenial, competitive, able, isn't often at a loss for words, impatient with poor self-confidence in other people, athletic, against the established order, potentially reckless.

Uiterlijk / Appearance:
Een gespierde, licht gekleurde jonge man met kort zwart haar dat een beetje piekt. Hij kijkt vaak een beetje spottend uit zijn lichtgroene en een beetje schuin staande ogen onder dikke zwarte wenkbrauwen. Het kleine litteken dat zijn rechterwenkbrauw onderbreekt en de kleine stukjes snor aan de zijkant van zijnmondhoeken geeft hem een ruwe indruk. Maar ondanks dit oogt hij best sympatiek. Zijn neus is recht en zijn onderlip is iets dikker dan zijn bovenlip. /
A muscular, slightly coloured young man with short black hair that spikes. He tends to look mildy mocking with his lichtgreen and slightly skewed eyes under thick black eyebrows. The little scar in his right eyebrow and the little pieces of mustache above the corners of his mouth make him look kind of rough. But nevertheless he looks congenial enough. His nose is straight and his underlip is slightly thicker then his upper lip.

Kleding / Clothing :
Hij draagt een licht mouwloos shirt gemaakt van vlas (plant) boven een wijde broek met grote zakken waar veel in vervoerd kan worden. Zijn donkere kniehoge laarzen hebben spleten in de lengte. Zo geven ze wel steun en bescherming, maar houden ze geen water vast bij het zwemmen. De bovenkant van de voet van de laarzen is gemaakt van waterdoorlatend materiaal. De tenen van de laars hebben korte zwemvliezen, die wel helpen bij het zwemmen, maar toch kort genoeg zijn om goed te kunnen lopen. Om zijn linkerboven arm heeft hij en houte band met kraal zitten. Natuurlijk heeft hij ook een loodgordel om zijn middel en zelfs extra lode enkelbanden om op de bodem te kunnen lopen. /
He wears a light sleeveless shirt made of flax (plant) above a baggy trousers with big pockets to be able to carry stuf. His knee high boots have splits over the length. This way they give support and protectiveness, but don't hold water during swimming. The top of the foot of the boots is made of material that let water pass through. The toes of the boots have short swimming flippers, that help with swimming, but don't get in the way during walking. Around his left upper arm he wears a wooden band with bead. Of course he also has a lead belt around his middle and even extra lead ankle bands to enable him to walk on the bottom.

Achtergrond / Background:
Jehan is geboren en getogen in Fioninis. Hij is de broer van Pendra. Hun ouders, allebei onderzoekers, stierven toen hij negen was. Zelf was hij al enkele malen meegeweest op hun korte expedities op het Droge. Maar hij was er niet bij toen zijn ouders stierven tijdens zo'n expeditie. De jonge Jehan nam zich voor om erachter te komen wat er gebeurd was. Hij groeide vastberaden op en leerde op zichzelf vertrouwen. De knarren vindt hij te passief en de mensen nemen de, in zijn ogen zo verfoeilijke, eigenschap steeds meer over.
Ondanks dat Pendra en hij als kinderen als twee handen op een buik waren geweest, dreef hun verschillende reacties op de dood van hun ouders hun uit elkaar. Jehan kon het niet hebben dat Pendra het werk van hun ouders compleet negeerde en schijnbaar zo minachtte, terwijl het voor hun zo belangrijk was geweest. Hij wist en begreep niet dat Pendra juist dat werk de schuld gaf en Jehan zelf ook omdat hij daarmee door aan het gaan is.
Jehan heeft pas geleden de verantwoordelijkheid genomen voor een "huisdier". De soort van dit dier werd door de eerste mensen "stekelotters" genoemd, aangezien ze op aardse otters lijken. De knarren noemen hen "kinaftar". Het grote verschil tussen de kinaftar en de aardse otter zit in de lange buigzame stekels die het dier gebruikt om het water om hem heen te voelen en te ruiken. Hoewel ze wel meer gangbare oren hebben, zou het kunnen dat de lange haren ook trillingen opvangen en dus helpen bij het horen of sonar. De meeste dieren op Ademwater hebben een grotere dichtheid dan water en kunnen dus niet zwemmen, maar deze dieren zijn een uitzondering. Ze kunnen net als de mensen drijven en zwemmen. Kinaftar zijn speels en kunnen zich erg hechten aan een mens en een mens aan hen. De vorige eigenaar van het dier dat Jehan adopteerde, verloor zijn leven toen hij het dier redde uit een gevaarlijke stroming. Geen van de mensen wilde het wezen in huis nemen, behalve Jehan die zichzelf herkende nadat zijn ouders waren gestorven. Bovendien ergerde de reactie van de andere mensen hem. Zoiets zouden de knarren zelfs nooit doen. Die hebben tenminste als voordeel dat ze nooit een wezen zouden buitensluiten omdat hij anders is, of als hij ongeluk zou brengen.
Jehan is niet officieel een onderzoeker. Het officiele onderzoek naar het Droge is stopgezet na de dood van hun ouders. Toch gaat hij geregeld het Droge op, altijd op zoek naar aanwijzingen van leven, wat voor leven dan ook. Hij negeert hiermee zelfs een waarschuwing van de Wijze Raad, die zegt dat het te gevaarlijk is. Maar Jehan trekt zich er niets van aan en gaat gewoon door.
/
Jehan was born and raised in Fioninis. He is the brother of Pendra. Their parents, who were both researchers, died when he was nine. As a child he had been with them on some of their short expeditions to the Dry. But he wasn't there when their parents died during one of those expeditions. The young Jehan decided to one day find out what happened to them. He grew up determined and confident in himself. He thinks the knarren are too passive and the humans are growing to be more and more passive as well. In his eyes it's the opposite of what you should do.
Jehan and Pendra used to be very close, before the death of their parents. But they reacted so very differently that they drifted apart. Jehan couldn't take it that Pendra totally ignored and seemingly looked down on the work their parents had done, considering how important it had been for them. He didn't know or understand that Pendra blamed that work for their parent's death and also Jehan himself for going on with that work.
Not so long ago Jehan took the responsibility for a "pet". The species of this animal was first called "stekelotters", which means: "stickle otters", by the first humans. Apparently they thought the creatures looked similar to Earth otters. The knarren call them "kinaftar". The main difference between the kinaftar and the Earth otter is in the long flexible stickles that the animal uses to feel and smell the water around it. It could also be that they detect tremors in the water and in essence help the Kinaftar to hear and maybe even use sonar. Most animals on Ademwater have a bigger density then water and are unable to swim, but these animals are an exception. They can float and swim, just like humans. They are also very playful and able to get attached to humans. Humans are likewise able to get attached to Kinaftar. The former owner, of the animal Jehan took under his care, lost his live while saving the animal from a dangerous current. None of the humans wanted to take the creature in after that, except Jehan. He recognized something of himself after his parents had died. Besides, the reaction of the other humans irritated him. Not even the knarren would ever do something like that. At least they have the advantage that they would never exclude a creature just because it is different, or would supposedly bring bad luck.
Jehan isn't an official researcher. The official research on the Dry has been stopped since the death of their parents. Yet he still goes up in the Dry. He's always looking for clues of live, any live. With his visits he even ignores a warning of the Wise Council. They say it is too dangerous, but Jehan doesn't listen and continues anyway.
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More dryness in Ademwater? [28 Oct 2005|02:02pm]

tamhavik
I was imagining in the train how it would be to visit Ademwater. I got some nice ideas for an intro, to help other people slide into the idea of Ademwater, without being dropped in the deep at once and drown.

I also thought again about the problem of talking under water. Human vocal cords are not made to vibrate fluids. When I first made Ademwater, I used telepathy as solution. But I wanted to get away from that and keep it not-supernatural. So the humans began to sing underwater like dolphins. I should really research how dolphins make noice under water, I don't know for sure. I have heard that dolphins make sound by blowing air through their blow hole in a controlled way (like air through a balloon, when it's not tied up). Of course, they have more then one noice and also more then one way to make those noises. They also "click" and have an angry "buzzing" sound.

But I suddenly realised that the singing dolphins do under water could very well be made with the air releasing method. Or in whatever method, could be related with air. Since they are air breathing creatues.

I started wondering if humans wouldn't use a kind of sign langauge under water, combined with noises that they can make. I'm going to research sounds under water. First checking if there are some books about it in the library. I'm also going to see how much I can hear and vocalise under water, perhaps I can ask my sister to help.

I also thought about giving the humans some more dry areas (in under water caves) because of hyperthermia. I think I've written about it before. Water is a much better conducter of heat, therefore huamsn will loose warmth much quicker in water. Even in heated water of a smiwwing pool especially children will get blue lips of the cold after a few hours. The bodies of the people on Ademwater might adapt to stay out much longer, but especially in the beginning and for young children I think to survive they would need dry caverns in the caves to warm up once in a while. A bit like seals that have young on the dry that don't go into the water right away.

And my last reason for giving them more dry areas is that the way they live wouldn't change too drastically for other people to imagine. The humans would still be able to have paper, to write and draw upon as well ^_^

don't get me wrong, I still want to have most of their lives in the water itself, at least of the humans living in the knar settlements. But to have readers (and me) identify with them, they need to live at least a little bit like we do.

Hmmm, I might do reasearch after how Inuit live, since they have their iglos and the cold outside, which might be comparable with the air caverns and the cold water. Hmmm, in warm water, they might live more in the water then in cold areas...
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[18 Aug 2005|09:46am]

tamhavik
[ mood | working ]
[ music | Silence ]

It's been mighty quiet here... But here is a little update on the rocks of Ademwater:

"The solid sediment (rocks) on Ademwater is a source of nutrition for many creatures, including the Knarren. It is thought that this is the reason most Ademwater creatures have a density greater then water and are unable to float. The creatures indiginous to Ademwater that can float, like the Kinaftar (Stekelotter) are able to do so with the help of swimmingblatters. They are in fact a bit like zeppelins in that aspect. Especially in the open water there are more creatures who use this and other solutions to decrease their overall density. One example is the ecosystem around the Floaters. The Floaters seem to be individual creatures, but are in fact large communities of symbionts and semi-symbionts. They move vertically in the watercolumn in a daily rithm. They are near the surface during the day, but they leave the photosphere and descend in the deep during the night. They are constantly followed by predetors that prey on the outskirts of the communities. But sometimes the predetor becomes the prey, as some of the symbionts of the Floaters are specialised in catching and killing aggressors.

The plants that grow on the rocks use the oxygenrich compounds as powersource. During their autochemical process they produce more oxygen then they need and it is highly probable that they are the main source of the high oxygen content in the water of Ademwater. The humans of Amengar use cultures of these plants to provide the oxygen in the air of their city. The plants also grow in the caves of the Knarren and in the top chambers there are often bubbles of breathable air. In the mixed communities there are often humans that like to spend time in those air bubbles. Humans in colder waters have to be constantly careful of hypothermia. Water is a much better conducter of warmth then air and cold water makes it difficult for the human body to maintain ideal temperature. In these circumstances time spend in a relative warm airbubble can be the equivalent to a sauna visit. Just the thing to warm one up!"

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More pictures! [08 Jul 2005|07:33pm]

tamhavik
[ mood | artistic ]
[ music | Silence ]

A lot of pictures under this cut :)

pictures )

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Ademwater stuf [06 Jun 2005|11:36pm]

tamhavik
Pendra Sarah Zwartgolf / Blackwave

Leeftijd / Age:

21 Ademwater jaren / years

Omschrijving / Description:

Onafhankelijk, onstuimig, koppig, erg begaan met anderen, beschermend, ongeduldig, ontevreden /
Independend, impetuous, stubborn, caring, protective, impatient, unsatisfied.

Uiterlijk / Appearance:

Een meisje met een lang en geoefend lichaam zonder wulpse vormen. Ze zou voor misschien een jongen door kunnen gaan (zonder haar haar dan). Haar lange zwart haar zit meestal in een hoge staart met meerdere plaatsen vast. Later wordt het geknipt en draagt ze het ook soms los. Haar gezicht is ovaal en lichtgetint. Ze kijkt de wereld in met donkergroene ogen die een beetje schuine staan onder dikke en vaak gefronsde wenkbrouwen. /

A girl with a long and practised body without lascivious shapes. She might even pass as a boy (if it wasn’t for her hair). Her long black hair is usually worn in a high tail with more fastenings. Later it will be cut short and then she’ll wear it loose at times. Her face is oval and slightly coloured. She looks into the world with darkgreen eyes that are a bit slanting and are beneath dark, often frowned, eyebrows.

Kleding / Clothing:

Ze draagt een mouwloze top en nauwsluitende broek van grijsgroene serpentenhuid. Verder kan ze gekleed zijn als een jaagster met grote bandieschelpen als borst- en rugschilden. Haar kuiten en boven- en onderarmen zijn beschermd door bruinleren banden. Om haar middel draagt ze een loodgordel om een neutraal drijfvermogen te onderhouden. /

She wears a sleaveless top and tight-fitting pants made of grey green serpent skin. Furthermore, she can be dressed as a huntress with great bandie shells as breast and back shields. Her calves and upper and lower arms are protected by brown leather bracers. Around her middle she wears a lead belt to attain a neutral bouyancy.

Achtergrond / Background:

Pendra is a huntress and protector born and raised in Fioninis. Her parents were both practiced drydivers. Drydivers are people who explore the many islands in Fioninis. But Pendra will never follow in their footsteps. She hates the dry ever since her parents suffocated there. They wanted to prove their theory that there was more then just plant live that could survive the poisonous air. Maybe they had found something, maybe they hadn’t, but one day they didn’t return. A search party found them on 50 meters from the water. There were no clear causes of death or struggle. Pendra was just 5 when this happened. She might have had a big support from her older brother if they hadn’t reacted so differently. Pendra vowed to never set a foot on the dry and even minimised the walking on the bottom, preferring swimming at all times. But her brother Jehan, four years older, wanted to carry on the research and find out what had happened. Because of this difference they don’t have a close brother-sister bond. Instead Pendra made friends with Sarst and Ninst, two knarren. When the ancient serpents returned it were mainly the knarren who were at risk. Pendra feels responsible and wants to protect her friends at all costs.

Fioninis

Fioninis is een gemeenschap waar mensen en knarren samenleven. Ze wonen in huizen in de rotsen onder het wateroppervlakte aangezien de droge lucht giftig is. Hun technologie is beperkt tot land- en rotsbouw en nog wat andere gebieden. Ze zijn verder afhankelijk van de jacht. De knarren en mensen staan echter niet bovenaande voedselketen. De reuze serpenten zijn al generaties lang gevreesde vijanden, vooral van de knarren. Al jarenlang is er geen serpent in de buurt geweest. Maar sinds kort worden er steeds meer gesignaleerd. De veertien meter lange serpenten zijn net als de knarren bodemgebonden, oftwel, ze kunnen niet zwemmen. De mensen van Fioninis hebben jachttechnieken met onder andere netten ontwikkeld om deze ongenode gasten te verslaan. Maar waarom komen de serpenten nu terug en waar komen ze eigenlijk vandaan? /

Fioninis is a community where humans and knarren live together. They live in houses in the rocks under the water surface since the dry air is toxic. Their technology is limited to farming, rockgrowing and some other fields. They are also dependend on the hunt. But the knarren and the humans are not on the top of the foodchain. The giant serpents have been feared enemies for generations long. For years there haven’t been any serpent around. But lately there are more and more sightings. Like the knarren, the fourteen meter long serpents are bottom bound, in other words, they can’t swim. The humans of Fioninis have developed hunting techniques, with nets among other things, to dispose of these uninvited guests. But why are the serpents coming back now and where do they even come from?
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[04 Jun 2005|09:54pm]

tamhavik
[ mood | cheerful ]
[ music | silence ]

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Jo :) Here are the Stekelotters. With stickles and um, it sounds like a dolphin... the name is a bit of a working title, but that's how most names in this world are at the moment. *grins*

It's like an otter, but it makes sounds like a dolphin and has stickles that are like the hairs on an insect body: it helps them to smell and feel the water around. They can also use echolocation probably. They are about as smart as dogs and are kept as pets. Most common name is Otto.

One of the main characters I am fleshing out has one as a pet, so they will come into a story pretty soon.

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Knowledge sphere 2 [22 May 2005|11:09am]

boron51
[ mood | awake ]
[ music | Silence ]

Research group Porft, a few days after the first disaster.

Porft looked around, everybody was present. He called the attention of everybody and told them the message he received by Ayl. After some debate people were relieved, it was good to proceed.

Knoopf reported that more bands of readings were clear now. We can read the density, the temperature, the volume and we found a way to get an pattern of absorption. The last is very useful, we can find out which elements are present. If we recreate those conditions in a closed chamber and put al the elements in there we can see if it is dangerous for us. Some knarren looked confused, what is absorption? and how can you see .. what? what áre elements?

Knoopf try-ed to explain but the matter appeared too complex. Then Ayl presented a knowledge sphere. "This may be useful." he said.

Some time ago a white knar brought an round object to the counsel. He presented it as stored knowledge. He and some other white knarren could store memories inside the object. Everybody could "tap in" to the knowledge and became aware of the way the original thinker understands them. A little similar like two white knarren who connected and shared memories.

A knowledge-sphere, as it was called. By coïncidence a dark knar was observing the process and was intrigued. After much research he invented an apparatus which made it possible for dark knarren to fill a sphere with knowledge about complex technical stuff. It appeared to be a very useful teaching device. Sadly the spheres themselves where very rare, they where only found on very shallow waters where no one could live. As of yet nobody knew where they came from. Most thought they where Gifts while a few insisted that they where made by a creature.

"That is the solution to our problem. Now we only need to fill it with the results of our research and we can share."

They made it so and with renewed spirit the necessary preparations where made. The new experiment took again place in a remote area. With much hope, for the composition of the source was recreated in a sealed cave and all tests showed no danger.

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[19 May 2005|01:54pm]

tamhavik
I might change the fysiology of the Knarren a bit. I saw the bone structure of a mole's paw the other day and it struck me that they have a whole different form from the knarren even though they use them in about the same way. That just irks me, so I think that though the Knarren will still have only four fingers and one extra digit per finger, they will soon be shorter and more compact. That should make them more suitable for digging.
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[17 May 2005|08:22pm]

norsehound
[ mood | crushed ]

Update:

Chaotic. School is ending, I'm depressed, and I'm far from ademater.


No developments. Sorry, maybe better luck next month when I'm FINALLY out of school.

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Just recapping shortly [17 May 2005|11:24pm]

tamhavik
About Ademwater... The planet is not especially more covered in water then earth. I hadn't really thought about it, since I don't think it's very important, but I guess it's about the same percentage watercoverage. But most of it will be deep water. There are Knarren who live in the deep and dark waters, but most of them live in the shallows (near the coasts). All the humans live in shallows, or not too far out of shore, since they can't live in the colder dark waters. Humans don't have a very thick skin and get hyperthermia fast in the water.

My idea was that this water can hold more oxygen then our water.

The Knarren can actually travel vertically as well without much more harm then humans. In fact, they used to sometimes visit land as well, before the air became toxic, which is long before my era and out of memory by then, so Knarren on land are not very important in my story. *grins* They are in the other two eras. Oh and the singular of Knarren is Knar, like Humans and Human. They were named by a Dutch biologist and there were more Dutch crew members of the ship that stranded on this planet.

This ship, by the way, was not a spaceship. I'm really making a strange science fiction story here. It was a Marine biology research vessel from the 21st century. There were biologists, crewmembers and some army men on board of a very large ship. The project the biologists were working on took place in a politically unstable area of the sea, hence the army posting their men on there too. The mechanism that brought them to Ademwater goes by many names, "time of flight", "the exchanging", "dimensional shifting" etc. In fact, a piece of Earth was exchanged with a piece of Ademwater. The ship and some other Earth liveforms were transported in this way without a way back.

In my era most of the humans have forgotten about their origine and have adapted their way of live to their new invironment. Some hold on to the memory and want to go home, at all costs... But they tend to forget the that the same mechanism that brought them there also caused the "Big Desaster" and that that is the reason the Knarren tried to hide all information and knowledge of it.

The Knarren were technically highly involved at their peak, some time after the arrival of the humans and just before the Desaster. After that they declined and the big cities underground grew empty and still, or new inhabitants moved in and claimed them as their own. In my era there are still some Knarren cities left where Knarren try to hold their own, but most have been forgotten or in other hands (or no hands...)

Anyway, I need to make an intro, and some good bios for characters and descriptions of cities and probably a good timeline.
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Some cities and communities in the second era [07 May 2005|03:47pm]

tamhavik
[ music | Rebecca St. James - Abba ]

(I'd better post it here as well for reasons of order)

At the moment I have ideas for three different cities in my era, each with very different arcitecture.

In the first community, Fioninis, humans and knarren live together. This "city" would be more like a collection of different villages that stay in contact and trade between them. They will probably have the kind of gouverning we discussed earlier for the knarren, with a council and the perfect democracy. I think the humans there will sometimes be a problem in the decision making (being too independend at times, not awaiting the approval of the council). There will be "houses" in the rocks (caves) and lots of agricultural areas. The knarren there live of 'rock' growth (a quick growing koral-like creature), escavating real (eatable) rocks and several species of plant. The humans also grow plants, but also hunt fish (and serpents).

The second is Amen'gar (later called Amengnar). At this time in my era it will be inhabited by humans only. They themselves don't remember that it was originally build by Knarren. By this time the old centre is partly museum (with mostly false information) and partly a back area for shady businesses (they would probably have walkingbridges and steps and stuf like in the photo Michael posted). The better class of people live in the newer outer areas where they even made dry domes that are filled with breathable air mostly generated by a special species of plant. It is a blooming city that lives of agriculture, but uses machines to lighten the workload. Most people live like we live now, never worrying about where food comes from, so they have time to think of other things, like dream of ways to clean the air of the planet so they can return to the surface, or return to earth...
The Serpents are also involved with this city.

The third city I had in mind might be Olique, but if it is, the inhabitant don't realise it. They call it Bhadr. I don't know much about this city yet, it might just be one old couple of Knarren and a human, but maybe more. They will have contact with Amen'gar soon, but I don't know if they will be welcomed.

The Serpents have a community structure that is reminiscent of bees or ants. They are mostly female with different classes that determine the type of work, but also the degree of independend thinking capacities. The workers are not much more then drones that do as they are told. The queens on the other hand are very intelligent. In every colony there is only one queen. But also immature queens, princesses, that will one day have to leave to start their own colony. Untill then they are in training and learn the neccessary skills from "nannies". They can also be send out to Amen'gar as ambassadeurs. Traditionally there have only been ambassadeurs of the Serpents in the human city, but lately the humans have appointed people from their own number to go to the Serpents to learn from them. The Serpents seem all reasonable and wise, but they are "dripping poison in their ears" and they should never have been trusted.

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[06 May 2005|06:31pm]

norsehound
Huh. Time for that monthly update...

Unfortunately I haven't been around Ademwater for a while now... if anything by requirement I've had to dwaddle in a seperate universe meant for school (seperated from the 'normal universe' of Ademwater, the MOraines, Sirians, etx). If anything I've considered the Turanese, another race in the area, and their possilbe inception into the local area. I don't know if this impacts Ademwater or not, but the significance of this impact will be apparent over summer when I have time to spend at play in my imagination.

I'm glad Gerard got the timeline though and I suppose that he and Tamara can do the editing. It was never finished, but I can probably complete it if they requested it to (As I did not finish it to the time of reasoning- when the dust settles and the Knar finally abandon their past was of misunderstanding.)

Things I am considering for Ademwater:

The Architecture
I am no architect, but I did turn a lot of heads when I landed in my interior design class in high school. I tried sketching something like what I explained to Tamara, but it didn't work well. Even so I have to think about what exactly I envisioned the great Knar cities to look like...

Strangely enough, the idea that I had thought of for Ademwater's great cities is inspired by the Netherlands Architect Herman Hertzberger. A good photo example of his work is
http://architectuurstudioamsterdam.nl/custom_images/_JvdKeuken(1)(1).jpg

This is the Ministry of Social Welfare and Employment in the Hauge, Netherlands.

Although the work that really shined out as inspiration for me was the Central Beheer in Apeldoorn, The Netherlands. Go find pictures if you like- it's impressive. I don't know if it's still there though...

Here's an image from the Central Beheer
http://www.arcaid.captureweb.co.uk/mtest3/Images/LowRes/52-20-1-2.jpg


The People
I thought about asking Tamara to detail-up the 'science' uniforms she posted- since I've already made the caps spectacular and detailed in some way.

That's enough for now I think, update sometime later.
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[06 May 2005|10:50am]

tamhavik
[ mood | cheerful ]
[ music | The Cranberries ]

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Here are the pictures of Pendra. There is still some text showing. Since my handwriting isn't very clear (and dutch) I don't think many people will be able to read it, but I like how it looks. I have another three hour journey in front of me so I'll finish Alyssa's character description and maybe some others as well. Slowly my era is taking shape.

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[06 May 2005|12:37am]

tamhavik
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Some colour ideas for science uniforms.
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[05 May 2005|08:01pm]

tamhavik
Over the last couple of days I've been sketching and plotting. I've been exploring two human characters, their backgrounds and different communities. It's been fun to see how they take shape. I guess I'm more for personal stories then whole planets. Although a whole planet is needed to shape the lives of these people. Especially since this world is so very different from our own. It's bound to have some interesting influences, although some things never do change... I'll soon scan and type out the pictures and text I've been writing in the train and during other things I do :)
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[29 Apr 2005|09:48pm]

norsehound
Part of the reason why I keep thinking about leaving Ademwater is the lack of activity on all three or our parts. It's been what, months? since any contribution has been made. Ademwater is a nice story and shouldn't die out simply because of lack of attention.

Therefore I suggest monthly updates or so to say what's been going on and make (if any) contributions to the story, or just a general blurb as to what's been going on.

I've just talked with Tamara and I've considered the architecture of the old Knar cities (ones of gerard's time): vast interior spaces with sealights in the roofs, and vast internal voids. if you can think of a gigantic mall-like enviroment, with houses and meeting places replacing the shops, then you can have what I thought about Knar cities.

I will see if I can get around to making sketches soon, but I'm busy with my own intergalactic races and RL affairs.
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