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Undead Topics Need Loving Too (aka "Give Me Your First-Born") in General
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Creator, it's less what is stuffed, and what it's stuffed with.

That said, what's so bad about a tentacle monster? I mean, did Cthulh_ (can't say it...!) suddenly become sexually gratuitous? Hell, Jeff features the Alien Slime in E3/A3. You're telling me that isn't a proud member of my species?

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人 た ち を 燃 え る た め に 俺 は か れ ら に 火 を 上 げ る か ら 死 ん だ
Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Undead Topics Need Loving Too (aka "Give Me Your First-Born") in General
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Wait, wait, wait.

The administration forcefully changes my name because "Tentacle Monster Revolution" is taboo, whereas "Hang Out with your Wang Out" is somehow okay?
That's just BS. I'm changing my name back, and I don't want to see this anymore.

[ Wednesday, May 12, 2004 17:13: Message edited by: Tentacle Monster Revolution ]

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Undead Topics Need Loving Too (aka "Give Me Your First-Born") in General
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A spectre is haunting Japan -- the spectre of tentacle rape. All the powers of Japanese high schools have entered into a holy alliance to exorcise this spectre: Principle and Vice Principle, Teachers and Administrators, Dean of students and Jealous males in general.

Where are the phalli in opposition that have not been decried as tentaclistic by their opponents in power? Where is the opposition that has not hurled back the branding reproach of tentacle rape, against the more advanced opposition single penises, as well as against its reactionary player-haters?

Two things result from this fact:

I. Tentacle Rape is already acknowledged by all Japanese powers to be itself a power.

II. It is high time that Tentacle Monsters should openly, in the face of the whole world, publish their views, their aims, their tendencies (with pictures and in color), and meet this nursery tale of the spectre of tentacle rape with a manifesto of the party itself.

To this end, Tentacle Monsters of various nationalities have assembled in Tokyo and sketched the following manifesto, to be published in the Japanese language.

...

[ Wednesday, May 12, 2004 03:39: Message edited by: Tentacle Monster Revolution ]

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人 た ち を 燃 え る た め に 俺 は か れ ら に 火 を 上 げ る か ら 死 ん だ
Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - The Moral of the Story in Blades of Avernum Editor
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quote:
Originally written by The Creator:

A. You don't actually force the party to side with Marx, but you do paint Pinochet big, bad and black while Marx is presented as the victim. He is never portrayed as doing anything bad - sure, he leads a bunch of bandits against the evil mayor, but he's just trying to get his family back. Also, the sequel assumes that you sided with Marx.
But to an extent, Marx is a victim. (His child was, for reference, robbed from him.) The question is whether or not he is moral. The only reason that he is portrayed as being good is because he leads you to his home, complete with charming little memoires of his days past. He acts like he is the victim, he acts like is good. Still, he did commit, um, murder. Of his wife.
And saying that the winners are the good guys is a pretty piss-poor assumption on your part. Pinochet beat the Chileans, was he moral in doing so? History doesn't tell us who's right or who's wrong, only who's left.

quote:
B. Did I say anything about mainstream capitalism either? If, as you say, Bandits is about imperialist Capitalism vs imperialist Communism, it still leans heavily in favour of the latter.
See the previous (and Thuryl's) point. Marx tries to murder Pinochet, Marx tries to murder the party, Marx successfully massacres plenty of innocent folks. He is not the "Good Guy" here. Not necisarily, anyway.

quote:
Originally written by Rufo:

Maybe I'm just entirely stupid , but if you refer to the "real" Marx and Pinochet, I actually don't think Marx ever murdered (or sent someone to murder) anyone. Lexicons says he "participated in the revolution", but then mostly as a writer and not as some kind of killer.
Bandits isn't exclusively about Marxism. Let's remember that Marx was also homeys with Lenin- then it would be safer to say that this scenario deals with Marxist-Leninism, which is definitely a more pro-murder philosophy. Portraying both ends as being Bad- ie. both Pinochet and Marx- was the point I had more-or-less intended. Pinochet (imperialist Capitalism) is a dirty robber, but is revolution (Marxist-Leninism) really worth it? If you sided with Marx, your answer is yes, Creator. :P

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - The Moral of the Story in Blades of Avernum
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quote:
Originally written by The Creator:

A. You don't actually force the party to side with Marx, but you do paint Pinochet big, bad and black while Marx is presented as the victim. He is never portrayed as doing anything bad - sure, he leads a bunch of bandits against the evil mayor, but he's just trying to get his family back. Also, the sequel assumes that you sided with Marx.
But to an extent, Marx is a victim. (His child was, for reference, robbed from him.) The question is whether or not he is moral. The only reason that he is portrayed as being good is because he leads you to his home, complete with charming little memoires of his days past. He acts like he is the victim, he acts like is good. Still, he did commit, um, murder. Of his wife.
And saying that the winners are the good guys is a pretty piss-poor assumption on your part. Pinochet beat the Chileans, was he moral in doing so? History doesn't tell us who's right or who's wrong, only who's left.

quote:
B. Did I say anything about mainstream capitalism either? If, as you say, Bandits is about imperialist Capitalism vs imperialist Communism, it still leans heavily in favour of the latter.
See the previous (and Thuryl's) point. Marx tries to murder Pinochet, Marx tries to murder the party, Marx successfully massacres plenty of innocent folks. He is not the "Good Guy" here. Not necisarily, anyway.

quote:
Originally written by Rufo:

Maybe I'm just entirely stupid , but if you refer to the "real" Marx and Pinochet, I actually don't think Marx ever murdered (or sent someone to murder) anyone. Lexicons says he "participated in the revolution", but then mostly as a writer and not as some kind of killer.
Bandits isn't exclusively about Marxism. Let's remember that Marx was also homeys with Lenin- then it would be safer to say that this scenario deals with Marxist-Leninism, which is definitely a more pro-murder philosophy. Portraying both ends as being Bad- ie. both Pinochet and Marx- was the point I had more-or-less intended. Pinochet (imperialist Capitalism) is a dirty robber, but is revolution (Marxist-Leninism) really worth it? If you sided with Marx, your answer is yes, Creator. :P

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - The Moral of the Story in Blades of Avernum Editor
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Just curious here, but how does Bandits not allow you to choose your side? If nothing else, you will probably be forced to side with Pinochet. If you side with Marx, it's only 'cuz you chose to. (And I'm not sure how a political story could be told in ~10 towns, half of them being "extras".)

And that said, are you absolutely sure that Pinochet represents "mainstream" capitalism? The mayor's namesake- Augusto Pinochet- was a man who charged into Chile at the order of the US and assassinated the elected, Socialist president of Chile and set up a Despotism. He had no scruples, and neither did his counterpart in my scenario. Pinochet (imperialist Capitalism) murdered, Marx murdered (imperialist Communism). Heck, Marx is a BANDIT after all- I never go out and say that he's good. I'm afraid you're more-or-less interpolating from my political standpoint rather than taking it for what it is.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - The Moral of the Story in Blades of Avernum
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Just curious here, but how does Bandits not allow you to choose your side? If nothing else, you will probably be forced to side with Pinochet. If you side with Marx, it's only 'cuz you chose to. (And I'm not sure how a political story could be told in ~10 towns, half of them being "extras".)

And that said, are you absolutely sure that Pinochet represents "mainstream" capitalism? The mayor's namesake- Augusto Pinochet- was a man who charged into Chile at the order of the US and assassinated the elected, Socialist president of Chile and set up a Despotism. He had no scruples, and neither did his counterpart in my scenario. Pinochet (imperialist Capitalism) murdered, Marx murdered (imperialist Communism). Heck, Marx is a BANDIT after all- I never go out and say that he's good. I'm afraid you're more-or-less interpolating from my political standpoint rather than taking it for what it is.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - 10 Dread Diseases in Blades of Avernum Editor
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Kefka sucks.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - 10 Dread Diseases in Blades of Avernum
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Kefka sucks.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Im Back in General
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Hello, designer of The Seventh Plague!

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Favorite game in General
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i love final fantasy

let's go out, level up and kill bad guys in fifty bajillion dementions oh yeah babey graphics roolz da skool!!


2D GFX SUCK BAH IMAGE(mad00000.gif) IMAGE(mad00000.gif) IMAGE(mad00000.gif) IMAGE(mad00000.gif)

ALTRICAS IS A FREAKING POOPY 2D-HEAD[b]!!

IMAGE(mad00000.gif) IMAGE(mad00000.gif) IMAGE(mad00000.gif) IMAGE(mad00000.gif)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
High level scenarios wanted in Blades of Avernum
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Was that supposed to be funny?

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Seeking beta-testers. in Blades of Avernum
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Played it and sent in a first report.

Definitely good foundations here, although I (as usual) have plenty of complaints to make.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Howard Dean gone mad? in General
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This has only dawned on you now?

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - 10 Dread Diseases in Blades of Avernum Editor
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For a topical example of bad humor, see Zankozzie's cameo in Chains. Or alternatively, Harold/Valzgoth in RoR-BoA.

For a topical example of good humor, see my personal cameo in RoR-BoA.

The difference is that while Chains probably could deal with Z's cameo in its beginning, it couldn't stand it very long into the scenario- whenever the plot is "in gear", which is basically the entire scenario up from its very beginning to its very end, placing funny is a mistake. In RoR-BoA, the plot is an afterthought in the beginning, and only begins to unfold part-way through. The Jeremy-cameo before that point is okay, because the plot gelatin hasn't been added yet ( :P ). When it has, sticking in guys like Harold and especially Valzgoth just doesn't work as well.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - 10 Dread Diseases in Blades of Avernum
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For a topical example of bad humor, see Zankozzie's cameo in Chains. Or alternatively, Harold/Valzgoth in RoR-BoA.

For a topical example of good humor, see my personal cameo in RoR-BoA.

The difference is that while Chains probably could deal with Z's cameo in its beginning, it couldn't stand it very long into the scenario- whenever the plot is "in gear", which is basically the entire scenario up from its very beginning to its very end, placing funny is a mistake. In RoR-BoA, the plot is an afterthought in the beginning, and only begins to unfold part-way through. The Jeremy-cameo before that point is okay, because the plot gelatin hasn't been added yet ( :P ). When it has, sticking in guys like Harold and especially Valzgoth just doesn't work as well.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Undead Topics Need Loving Too (aka "Give Me Your First-Born") in General
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Changed again. Somebody just called me TMR. >_>

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Koala Cull in General
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quote:
Originally written by Custerbly Numb:

-- which every green I've spoken to hates for knee-jerk reasons --
EVERY Green, Alec?

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Undead Topics Need Loving Too (aka "Give Me Your First-Born") in General
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It's very much on topic! I've probably produced a good 5-10% of Blades scenarios (50% of BoA ones, even! :P ), so knowing how to recognize me would be a great help to the patrons of this indie instution. ^_^

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人 た ち を 燃 え る た め に 俺 は か れ ら に 火 を 上 げ る か ら 死 ん だ
Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Howard Dean gone mad? in General
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An explanation: The man was giving a speech to the crowd, and a very vigirous one at that. Unfortunately, when giving those kinds of speeches, you can't really hear yourself, so Dean cried out 'yeah' slightly louder than normal to make sure that he was actually being heard on the other side. It killed him politically.

A tell-tale story of our times, and a damned fishy coincidence, all things told.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Undead Topics Need Loving Too (aka "Give Me Your First-Born") in General
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New moniker.

EDIT: #39, for reference.

[ Saturday, May 08, 2004 06:34: Message edited by: Takanori Makes Revolution ]

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人 た ち を 燃 え る た め に 俺 は か れ ら に 火 を 上 げ る か ら 死 ん だ
Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
uh-oh, I got an idea... in Blades of Avernum Editor
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quote:
Originally written by Nasarius:

I agree; if you have to reload more than 2 or 3 times to kill it with an appropriate-level party, it's too hard.
I reloaded, like, 10 times to beat the rubies in RoR-BoA with a singleton.

And you should realize that I don't find the scenario to be overly difficult.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
uh-oh, I got an idea... in Blades of Avernum
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quote:
Originally written by Nasarius:

I agree; if you have to reload more than 2 or 3 times to kill it with an appropriate-level party, it's too hard.
I reloaded, like, 10 times to beat the rubies in RoR-BoA with a singleton.

And you should realize that I don't find the scenario to be overly difficult.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - Karma, Dharma and Somesuch in Blades of Avernum Editor
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Article - Karma, Dharma and Somesuch

This article, apologies beforehand, will borrow heavily off of The Responsive World by Drakefyre and Player vs. Party by The Creator. Assume that you want a responsive world in "Quest for the Sword" that will have major or minor consequences based upon the actions of the party. This is a Good Thing- having people get irritated at the party for being rude or annoying is realistic and will add a new dimention to your scenario. The most-often used device in Blades to do this is Karma.

What is Karma? Apologies to Hindus, but the Karma you may be familiar with is not the karma used here, even if the principles are similar. Karma is usually a two-ended spectrum with one end being "Good" and one end being "Bad" (or some variants thereof). When the party says or does a "Good" thing, the karma is raised, and vice-versa. Telling the mayor that her dress doesn't make her looks fat, of course, will not have as much of an impact as killing a dangerous group of bandits. On the flip-side, kicking a beggar will not be as consequential as murdering children.

How does one use Karma? Imagine a flag- one you will know instantly. I use 99,9, you may use whatever pleases your fancy. In the beginning of the scenario, set that flag to the "middle" ground. Assuming that 0 is totally evil and 100 is good, set your flag to 50. Whenever the party does something minorly good, raise their flag by 1. Whenever the party does something bad, lower their flag by 1. This will usually entail dialogue responses.

Why does Karma matter? Suppose a party encounters a group of wandering guards outside. If the party's karma is high, the guards will welcome the party with open arms and invite them into the nearby city of Heidenburg. If the party's karma is around the center, the guards will point the party to the city, but will not be as friendly. If the party's karma is relatively low, the guards will tell the party not to visit Heidenburg. And of course, if the party's karma is insanely low, the guards will attack. Suppose a party speaks to an innkeeper. They can buy a room for 5 gold if they're neutral or 10 gold if they're disliked. They can get the room for free if they're adored, or not get it at all if they're hated. Karma can and should be used for everything under the sun.

Which calls should one use in dialogue for karma? That's tricky. Dialogue with karma can be made by following a few basic templates, however:

Action based on Karma
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begintalknode 18;
state = 4;
nextstate = 5;
condition = get_flag(99,9) >= 40;
//This is to check if the party has been good, or at least not overly evil
question = "What kind of town is this?";
text1 = "_Oh, it's nothing much. A nice, decent place for hard-working stiffs like myself._";

begintalknode 19;
state = 4;
nextstate = -1;
condition = get_flag(99,9) < 40;
//This is to check if the party has been overtly evil
question = "What kind of town is this?";
text1 = "He glares at you.";
text2 = "_We're a hard-working town, and we don't like your kind of rogues around here._";
text3 = "_So git, you mangey mongrel!_";
action = END_TALK;

In this example, the party has the same question, but can receive two different responses, depending on their reputation. Obviously, you don't need to do this all of the time. Simple text-hiding calls in the "code = " portion of your script can work just as well. Also, you can set your dialogue to call different codes depending on whaty the party is. You can up inn prices, you can end conversations before they begin, you can even have variable shop prices! A whole slew of things become possible.

And of course, the list goes on. You can have the road to a rich, trading town with quality goods be guarded by a guardpost that the party cannot cross if they have a reputation as a group of rogues. You can have the servants of evil ask you to join them, if you're evil enough. And perhaps, if you are an ambitious enough designer, you'll allow the party to do so! Use karma/reputation wisely in your scenario, and you will create a far more dynamic world for your players to prance around in.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - Karma, Dharma and Somesuch in Blades of Avernum
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Article - Karma, Dharma and Somesuch

This article, apologies beforehand, will borrow heavily off of The Responsive World by Drakefyre and Player vs. Party by The Creator. Assume that you want a responsive world in "Quest for the Sword" that will have major or minor consequences based upon the actions of the party. This is a Good Thing- having people get irritated at the party for being rude or annoying is realistic and will add a new dimention to your scenario. The most-often used device in Blades to do this is Karma.

What is Karma? Apologies to Hindus, but the Karma you may be familiar with is not the karma used here, even if the principles are similar. Karma is usually a two-ended spectrum with one end being "Good" and one end being "Bad" (or some variants thereof). When the party says or does a "Good" thing, the karma is raised, and vice-versa. Telling the mayor that her dress doesn't make her looks fat, of course, will not have as much of an impact as killing a dangerous group of bandits. On the flip-side, kicking a beggar will not be as consequential as murdering children.

How does one use Karma? Imagine a flag- one you will know instantly. I use 99,9, you may use whatever pleases your fancy. In the beginning of the scenario, set that flag to the "middle" ground. Assuming that 0 is totally evil and 100 is good, set your flag to 50. Whenever the party does something minorly good, raise their flag by 1. Whenever the party does something bad, lower their flag by 1. This will usually entail dialogue responses.

Why does Karma matter? Suppose a party encounters a group of wandering guards outside. If the party's karma is high, the guards will welcome the party with open arms and invite them into the nearby city of Heidenburg. If the party's karma is around the center, the guards will point the party to the city, but will not be as friendly. If the party's karma is relatively low, the guards will tell the party not to visit Heidenburg. And of course, if the party's karma is insanely low, the guards will attack. Suppose a party speaks to an innkeeper. They can buy a room for 5 gold if they're neutral or 10 gold if they're disliked. They can get the room for free if they're adored, or not get it at all if they're hated. Karma can and should be used for everything under the sun.

Which calls should one use in dialogue for karma? That's tricky. Dialogue with karma can be made by following a few basic templates, however:

Action based on Karma
---------------------

begintalknode 18;
state = 4;
nextstate = 5;
condition = get_flag(99,9) >= 40;
//This is to check if the party has been good, or at least not overly evil
question = "What kind of town is this?";
text1 = "_Oh, it's nothing much. A nice, decent place for hard-working stiffs like myself._";

begintalknode 19;
state = 4;
nextstate = -1;
condition = get_flag(99,9) < 40;
//This is to check if the party has been overtly evil
question = "What kind of town is this?";
text1 = "He glares at you.";
text2 = "_We're a hard-working town, and we don't like your kind of rogues around here._";
text3 = "_So git, you mangey mongrel!_";
action = END_TALK;

In this example, the party has the same question, but can receive two different responses, depending on their reputation. Obviously, you don't need to do this all of the time. Simple text-hiding calls in the "code = " portion of your script can work just as well. Also, you can set your dialogue to call different codes depending on whaty the party is. You can up inn prices, you can end conversations before they begin, you can even have variable shop prices! A whole slew of things become possible.

And of course, the list goes on. You can have the road to a rich, trading town with quality goods be guarded by a guardpost that the party cannot cross if they have a reputation as a group of rogues. You can have the servants of evil ask you to join them, if you're evil enough. And perhaps, if you are an ambitious enough designer, you'll allow the party to do so! Use karma/reputation wisely in your scenario, and you will create a far more dynamic world for your players to prance around in.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00

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