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Author Topic: Eight Winds Bay (Masterwork)  (Read 31150 times)
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Deklitch Hardin
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« on: 02 December 2009, 05:37:43 »

Colour Coding
Lime Green - Footnotes to add a bit of 'colour' and stuff to amuse myself :)
Pink - Changes according to corrections by Artimidor and Ta'lia, including further corrections within corrections and additions previously made. :)
Orange - changes made to the entry in accordance with comments received in 2011.
Red - changes made in accordance with comments, and additions I have made. It is possible I have missed some, but I've tried to get them all. These were prior to 2011.
Teal - inclusion of Master Anfang's Poem.
Yellow - headings given by the places template
Light Blue - Subheadings to assist in organising information

Categorisation: Places > Northern Sarvonia > Eight Winds Bay

Overview
The gigantic Eight Winds Bay, stretching almost five hundred strals east to west between the eastern shore of the Peninsula of Kr'uul and the western reaches of the marshes, and almost two hundred and fifty strals north to south, is located on the western coastline of Northern Sarvonia, just north of the lands of the Kuglimz and the Prominent Mountains. According to myth and legend, Eight Winds Bay was created in the aftermath of the Battle of the Winds when water rushed into the area and drowned four of the Chosen, believed to be powerful Avatars of the Gods, and their armies, leaving naught but three rocky islands and a massive maelstrom of water and air, believed to be set into motion by the magical powers unleashed by these powerful combatants. The bay is home to the Artyrhón Elves (lit. "Blessed Sea Elves"), who live in atypical elven settlements on the rocky eastern coastline of the Peninsula of Kr'uul and on each of the three islands, who rely on trade with nearby tribes for their continued existence. The other main inhabitants of the bay are the Blue Druids who study the perpetually active maelstrom which is at the heart of the bay, from their settlement of Tyrling located on the western coastline of the largest of the three rocky islands located within the bay. This whirlpool, known to the Artyrhón as "Tuu'marásh", impacts on all life within this area of Eight Winds Bay. The three rocky islands, perpetually active maelstrom, coastline and the bay itself, provide travellers, merchants, adventurers and residents alike with beautiful and unique scenery. Being captured by the beauty of Eight Winds Bay can make visitors to the area unaware that they are so close to the blighted and deadly land known as the Peninsula of Kr'uul, a land not so pleasing or enjoyable to behold and experience.

Description
Moving north over Eight Winds Bay from the Prominent Mountain or the Wilshirer Heath, one would almost immediately behold the waters of the bay. Eight Winds Bay is somewhat akin to an inland sea, such as the Ancythrian Sea in Santharia, however Eight Winds Bay is connected to the Sea of Tears by the Waters of Division, known to the Artyrhón as "Syéth'maría", and so this waterway is correctly referred to as a bay rather than an inland sea. In any case, the Waters of Division separates the Peninsula of Kr'uul from the Lands of the Kuglim, and provides a secondary outlet from Eight Winds Bay to the Sea of Tears. Indeed, in some of the halls of academia located in Lorehaven, Ximax and other places of learning throughout Santharia debates rage back and forth whether the Peninsula of Kr'uul should be called an island or a peninsula, and while such debates are interesting, they are beyond the scope of this work.[1]

All aspects of the bay, whether it is the elves and druids residing on its western shore and three islands, the plants and animals who call the bay a seasonal home, those brave individuals who dare to cross the gaping maw of the perpetually active maelstrom or the currents and winds of the area are impacted by this whirlpool. The Blessed Sea Elves reportedly know the secrets of crossing this massive and destructive water feature, known to them as "Tuu'marásh" (lit. "Water Turn") and a number of the Artyrhón youths, seeking to prove their maturity and readiness to be adults, take on the journey through the maelstrom as a rite of passage once a year. Tuu'marásh differentiates Eight Winds Bay from the other bodies of water on the surface of Caelereth.

- Tuu'marásh
It would be unwise to mention Eight Winds Bay without fully considering "Tuu'marásh". This perpetually active maelstrom is believed by many to have been created at the same time as Eight Winds Bay by the powerful forces unleashed by the four Chosen, powerful magic users who believed they were avaatars of the Gods, involved in the Battle of the Winds many centuries ago, sometime in the tenth century b.S. More details on the Chosen and the Battle of the Winds can be seen below in the Myth and Lore section. This perpetually active maelstrom of water and wind, that lies south of the three rocky islands of "Únn'chrónn", "Galnós'chrónn" and "Masýr'chrónn" at the very heart of the bay. “Tuu'marásh” is clearly visible from the island of “Únn'chrónn”, the upper reaches of the northern face of the Prominent Mountains, the northern parts of the Wilshirer Heath and the Arthyrón settlement of Adlin on the eastern coast of the Peninsula of Kr'uul. The view of “Tuu'marásh” from the Arthyrón city of Silven and the islands of “Galnós'chrónn” and “Masýr'chrónn” is mostly blocked by the island of “Únn'chrónn”. The effects of the winds and currents stirred up by “Tuu'marásh” are felt by all who reside in, or visit, this area, however.

The perpetually active maelstrom is responsible for the erratic currents and the unpredictable weather of the bay, and as such has a profound impact on the way of life of its druidic and elven residents. The combined force of the water and air that lie at the heart of the whirlpool are believed to have created the eight winds for which the bay has been named. These winds emerge from the whirlpool's centre and blow outwards in the four cardinal directions: north, south, east and west; as well as the half points of these directions: north east, north west, south east and south west.

Transportation through the bay is also impacted on by the whirlpool and is a risky venture for those not aware of the dangers presented by the perpetually active maelstrom and some of the denizens of the waters of the bay. An inexperienced crew, or even an experienced crew with little knowledge of the dangers of Eight Winds Bay can find themselves in trouble very quickly: dragged, pulled and thrown off course and facing the danger of their vessel being torn asunder by the maelstrom's currents. Maps, marker buoys, and even members of the Blessed Sea Elves and Blue Druids are available to assist with passage.

The eight winds, for which this bay is known, pose another danger for the unwary ship captain. These winds can blow boats and ships off course, while also assisting the waters of the maelstrom in destroying the vessel and claiming the lives of all or most on board.

- The three islands
There are three rocky islands that are all that remains of the land that was here prior to the cataclysmic Battle of Winds that tradition, myth and history tell us created Eight Winds Bay. These three islands are devoid of trees native to the area. Flowers, grass and small shrubs are found on these islands, but there are no trees. For this reason, the elven housing that one would find used by the elves on the rocky islands and in the settlements on the eastern coastline of the Peninsula of Kr'uul is atypical when compared to the housing of elves elsewhere on the surface of Caelereth. Due to the rocky nature of the three islands, Blessed Sea Elf and Blue Druid alike advise visitors not to use horses or other riding beasts on the islands, as it is likely they'll stumble and suffer injury on their journey. Times taken for horses to traverse the island are approximately the same, and possibly even a bit slower, than those for people on foot. More sure footed beasts such as the the Landesh Pony are likely to survive the trip across the islands uninjured, however the Blessed Sea Elves and Blue Druids take no responsibility for injuries suffered by such animals.

- “Únn'chrónn” (Lit. "Big Island")
The southernmost of these three islands, “Únn'chrónn”, is also the largest and holds two settlements: Tyrling, the city of the water druids, and the village of Ryart Lvardin, home to approximately one hundred of the the Artyrhón. The ship builders of the Artyrhón are the main residents of this village, which is located on the western coastline of this island. Tyrling is the place where the Water Druids meet when a call for their order to gather is issued. It is located on the eastern shore of this island and is the closest settlement to “Tuu'marásh”, providing druidic researchers uninterrupted views of the perpetually active maelstrom. Tyrling is best described as a seasonal settlement, with the population fluctuating constantly, depending on what is happening to “Tuu'marásh” at any time. Larger than the other two islands combined, Únn'chrónn provides opportunities for druid and Artyrhón alike to study all aspects of the bay and perpetually active maelstrom closely. The boats of the Artyrhón, druids and others take almost two days to circumnavigate this island, while cross country travel takes almost the same amount of time east to west.

- “Galnós'chrónn” (Lit. "Rock Island")
“Galnós'chrónn”, the island directly north of Tyrling, is so named because it is almost totally rocky and features jagged hills and ridges. The fishing and trading settlement of Medagarth is on this island and trades primarily with the previously mentioned Artyrhón settlements of Ryart Lvardin and Silvern, as well as with the druids of Tyrling. The reefs and sandbars that surround most of this island have resulted in numerous ship wrecks over the years, and ships do well to be guided by the charts of the area made by the Water Druids and Artyrhón, use the knowledge of Eight Winds Bay possessed by the Artyrhón or to follow the marker buoys deployed by the Artyrhón that provide safe passage out to the waters of the bay and beyond. If it weren't for the sandbars and reefs, boats could circumnavigate this island in just over one day. Due to the reefs and sandbars, boats generally take between one and a half and two days to circumnavigate this island. These reefs and sandbars, however, have protected the residents of the island from the Pyrates, Reavers and other ne'er do wells that ply their trade on the waters of Northern Sarvonia. On foot, it takes just over two days to traverse the island due to the hills and rocky ridges that cover the island.

- “Masýr'chrónn” (Lit "Fish Island")
On “Masýr'chrónn”, which lies north of the village of Ryart Lvardin, is the Artyrhón community of Lunin. The elves of this settlement ply the waters near their home for the pinnips, kuk'arg and copper lopstere for consumption and trade, which is the reason for the name of this island. A circumnavigation of this island takes just under half a day to complete, and the fishers who reside in Lunin can set out at first light for the best fishing spots around the island, spend several hours fishing, and then return to the settlement, reaching their homes in plenty of time for the evening meal.

Aside from the three mentioned islands and “Tuu'marásh”, two more essential features have to be mentioned in order to describe the notorious and dangerous and yet beautiful and stunning Eight Winds Bay - the port cites and the tunnels which lead through the Prominent Mountains:

- The Port Cities of Silven and Adlin
On the eastern coastline of the Peninsula of Kr'uul aare two more Artyrhón settlements, Silven in the north and Adlin in the south. Silven is the main port of call of visitors to Eight Winds Bay and is the largest of the settlements around the bay. In terms of size it has approximate 7500 residents. Merchants and fishers are the main residents of Silvern, however there are also a small number of ship builders and a few other professions found amongst the citizens of Silven. Most of the residents of Silvern are Arthyron, however there are the occasional member of other Elven tribes and races in Silvern. It is the most cosmopolitan of the settlements on the coastline and islands of Eight Winds Bay.[2] Adlin is home to many of the finest builders of ships from amongst the Arthyrón, although they also have the fishers and the merchants that make up the other main occupations from this unusual elven tribe. It is also mainly around Adlin that the Artyrhón grow their groves of the azigoor tree, introduced to them by the Antislar. It takes approximately two days to travel on foot between these two port towns.

- The Tunnels beneath the Prominent Mountains.
These tunnels allow the Blessed Sea Elves to engage in the trade which is so important for their continued survival as a tribe. Located on the southern shoreline of Eight Winds Bay, almost directly south of Ryalt Lvardin, the opening of the tunnels is in a small cove that is marked by a tree stump that is believed by the Blessed Sea Elves to have been blasted by lightning at some point in the past.

The tunnels take the elves past Rat Brownies, and after paying a toll to the Kurakum they emerge in daylight to engage in trade with the Kuglimz and elven tribes in the southern part of Northern Santharia. The tunnels have been carved out by water flows which connect the southern banks of the Eight Winds Bay coastline with the source of the Luquador River, high up in the southern foothills of the Prominent Mountains. Exactly how this is possible is unknown, however as with other things dealing with Eight Winds Bay, experts sit around with wise looks on their faces and over a cup of chá and a plate of spicy paxen stew, state "it is magic, and wise people who are in Northern Sarvonia don't ask too many questions about such things, lest the Remusians hear about your questions."

This is a long journey for the traders, but taking these tunnels, dealing with the Rat Brownies and paying a toll to the dwarves is preferable to being forced to deal with orcs. As time is money for all merchants, even those merchants from among the Arthyron, the fact that these tunnels take almost a week off their travel time is also attractive to the Arthyrón and others who uses the tunnels for their trade.


Location
The massive body of water called Eight Winds Bay is located in Northern Sarvonia and lies geographically north of the lands of the Kuglimz. The Prominent Mountains and Wilshirer Heath are two well known landmarks south of the bay. The bay stretches nearly 500 strals from the eastern shoreline of the Peninsula of Kr'uul to the western reaches of the Shadowlands.

The Waters of Division is a river connecting the bay to the Sea of Tears, a body of water on the western side of Northern Sarvonia. This river flows south of the land mass commonly known as the Peninsula of Kr'uul, a land blighted by past tragedies and evils. However, as this land is now completely surrounded by water, there is debate amongst some members of the scholarly communities of Ximax, Lorehaven and the Compendium as to whether it should rightly be called a peninsula or an island. Brave or foolhardy adventurers or travellers who seek to explore the City of Parthanon, the Folkmore Trees, or past the Forbidden Zone to the Ruins of Dak'dinal, Ebony Lake and Mountains of Despair are well advised to be well provisioned and protected against dangers posed by the orcs and Dinali, a tribe of savage humans, that still live in the region according to myth and rumour. The lore of the region suggest that the Dinali were the warriors that made up the bulk of the troops of Eckra the Cruel, one of the Chosen who fought the Battle of the Winds. More details about the Dinali, Eckra the Cruel and the Battle of the Winds are located in the Myth/Lore Section later in this entry. The famed compendium artist, Seeker, recently travelled to the blighted Ruins of Dak'dinal with a group of Knights of the Fallen from the Santharian Province of Nermeran. Seeker was the only one to survive the trip and return to talk of it. Additionally, the Mélad'rhím do not talk of encountering the Dinali, although there are parts of the Peninsula of Kr'uul that to which they refuse to travel.

The area to the southeast of this supposedly magically created body of water is rumoured to be home to the legendary ruins of Fa'av'cal'ar. These ancient ruins are said to be the residence of all the races prior to the Great Sundering, an event from the distant past of Caelereth when the orcs, dwarves and humans are believed to have separated from their elf lords and masters and migrated across both Northern and Southern Sarvonia and elsewhere on the disc. Other points of interest east of the bay are the Shadow Marshes, the Shadowlands and the Imlith Mountains.

People
- Artyrhón (Blessed Sea Elves)
The most numerous residents of the Eight Winds Bay area are the Artyrhón or Blessed Sea Elves. These elves were a sect of elves that left the Injerín Tribe prior to the 3rd millennium b.S. and became the Folkmore elves. At that stage, they lived amongst the Folkmore Trees on the Peninsula of Kr'uul and formed the city of Parthenon. During the year that is commonly called the Year of Darkness across Caelereth, these elves were forced to flee during the destruction of Parthenon, said to be caused by Gouran. Gouran was an Injerin elf who reportedly went into the Keep of Tak'dinal to deal with the blight of Tak'Dinal upon the lands. She came back changed and known as 'the devourer' by the elves. Fleeing the destruction, these elves found refuge in the seas and eventually made their way to Eight Winds Bay, where they made a new life for themselves along the rocky shorelines and islands of Eight Winds Bay. The Artyrhón have not forgotten their roots as Injerin and Folkmore Elves, and have ceremonies portraying important events in their history as a people. Two of these include Kára'ecuá (lit. The Time of Disconnection) and Weívoc'kará (lit. Destiny's Time).

- Mélad'rhím (Grey Elves)
One shouldn't discuss Eight Winds Bay without mentioning the Mélad'rhím, a nomadic gathering of elves from the Injerín and Artyrhón tribes. These elves trek from the Kanapan lands on the east coast to Eight Winds Bay and the Peninsula of Kr'uul on the west coast of northern Sarvonia. During the winter months, they are typically near the shoreline of one of these places, and while they continue to herd their livestock during this time, they keep close to the shoreline due to the the wetter air from the sea keeping the weather milder than in the continental interior. On those years which see them close to Eight Winds Bay during winter, these elves can be seen near the shoreline of the bay for anywhere up to three months.

- Blue Druids
The largest of the three islands in Eight Winds Bay, known as Únn'chrónn, serves as a base for the water order of druids known as the Blue Druids. When the call goes out for these druids to meet, they convene at the city of Tyrling on this island. They are interested in the effects of the whirlpool on the bay and the others who live here, and seek to understand its creation and continued existence. Apart from the Artyrhón Elves, and the occasional visitor or researcher who seek them out for their assistance, these druids have little contact with people outside of their order.

- Rat Brownies
In the caverns branching from the underground waterways beneath the Prominent Mountains--the waterways linking the Eight Winds Bay to the Luquador River--live a tribe of Rat Brownies. Despite the Artyrhón, Kuglimz or Kurakim traders that frequent these tunnels, this tribe has steadfastly refused to make contact with any outside tribe. Judging by the work of noted Rat Brownie researcher, the Milken Brownie Gratcha Swath, these are most likely to be of the Mud Rat Brownie variety. Traders travelling north or south through these caverns have often spoken of seeing 'beady eyes peering at them' on their journey either to to the Kuglimz or the Artyrhón. Those traders who decide to spend the night in these caverns will find parts of their produce and food stuffs spoiled or stolen if they don't set a watch.

- Kurakim Dwarves
The Artyrhón have forged close ties with the Kurakim. These dwarves, who reside in the conifer-clad Prominent Mountains, are important trading partners and allies of their northern elven neighbours. The Artyrhón pay a toll to the Kurakim dwarves to travel through the underground rivers of the Prominent Mountains, and emerge in the Luquador River in the daylight in order to trade with the Kurakim, Injerín and Kuglimz.

- Susilgerim (Silent dwarves)
The Artyrhón are aware of the Susilgerim dwarves of the Imlith mountains, but have little contact with this tribe. This is mainly due to the Susilgerim's focus on the Rhom-oc orcs that threaten them regularly. However there are times that these dwarves go down to the rocky shoreline of Eight Winds Bay to supplement their mostly fruit and vegetable diet with some seafood.

- Ashz-Oc (Noble orcs)
The Ashz-Oc orcs sometimes trade with the Artyrhón, although they seldom come as far north as Eight Winds Bay. These are the closest of the orcish tribes to the waters of Eight Winds Bay, as the Rhom-oc are stopped and killed by the Susilgerim dwarves.

- Others
Traders from the Kuglimz and the Remusian Tribe of the Icetribes often skirt the edge of Eight Winds Bay on their overland trading missions north and south. Like the Artyrhón, members of both of these human tribes use the tunnels beneath the Prominant Mountains to trade with each other or with the Artyrhón or Injerín Elves or the Kurikam dwarves. The occasional representatives from the Kanapans and Antislar will also travel to Eight Winds Bay to trade and deal with the Artyrhón Elves.

Coat of Arms
The Artyrhón Elves are the largest group living in and around Eight Winds Bay. As a result, theirs is the coat of arms that is most frequently seen on the islands, shore and boats found in the bay. Their coat of arms is a combination of two older coat of arms from the two separate groups that make up the Arthyrón Elves (3), however the Blessed Sea Elves coat of arms is the only one of the three seen around the bay. The coat of arms of the Artyrhón Elves is a silver ship, with flags unfurled, riding upon a blue ocean, consisting of three stylised waves. The sail of the ship is unfurled, and the background around the ship is black.

The sign of the Water Druids can be seen as one travels towards the city of Tyrling on Únn'chrónn. This sign is rather simple, and consists of three curves depicting waves.

Climate
Climate in the Eight Winds Bay region varies greatly between the summer and and winter months of the year. Members of the Blue Druids and the Blessed Sea Elves postulate that the weather patterns over the bay are a naturally occurring phenomena, however others, including the Daughters of the Devourer, a sect from within the Artyrhón which work towards the return of Gouran, and some other believe that the weather patterns are the result of the powers unleashed by the four Chosen who reportedly battled and died there. More details on the beliefs regarding the origins of the bay, including the climatic patterns, are available in the myth and lore section, below. Regardless of their beliefs, all agree that the weather patterns around Eight Winds Bay are extreme. Whatever its origin, days and nights during winter are frosty and chilly, however the frozen landscapes endured by the Antislar and Ice Tribes further to the north are not experienced by the druidic and elven inhabitants of Eight Winds Bay. The summers are rather pleasant and mild in comparison to the summers further north. Those who travel north from Santharia or west from the Kanapan lands would notice the temperature during the summer months to be much cooler than they are used to, however it is not subject to the perma-frost to which those tribes further north are subjected. Any residents of the continent of Nybelmar who travel to Eight Winds Bay would notice a great difference between the climatic conditions of their homeland and those of Eight Winds Bay.

The winds and tides of Eight Winds Bay are dictated by Tuu'marásh at the heart of the bay, and the druids and elves alike have made numerous observations over the years to describe the effects they have seen and experienced. Some of these appear below to explain the effects on the plants, animals, people and constructed aspects of the bay.

An Artyrhón resident of Adlin had the following to say about the wind's effect on her garden, "my rosemint bushes were uprooted and sent across the backyard and slammed into the side of my house."

One of the fisherfolk of the settlement of Ryalt Lvardin on “Únn'chrónn” had this to say following the disaster that befell a merchant ship that dared to enter Eight Winds Bay: "the Troblydyte became driftwood, the crew of the ship were washed up, bedraggled and close to death, on the shores of Big Island. We did what we could for them, as did the Blue Druids, however most of the surviving crew died, some were eaten by a monster trolog attracted by the ship wreck, while many of the others succumbed to their injuries."

An elf from Medgarth discussed the effects that the winds whipped up by Tuu'marásh had on their settlement: "all the buildings had their roofs picked up and blown away, thanks to the powerful winds whipped up by Tuu'marásh. I even heard one young female elf state that she had a feeling that 'we weren't in Medgarth any more.'"

One of the traders from the Kanapans had the following to say about the fate of one of the birds of the area, caught up by the winds whipped up by the perpetually active maelstrom: "the poor flying fisherman was caught out in the winds. Around and around and around it was blown. It eventually managed to escape the pull of the winds, but when it did so, we had to cover our children's eyes as we didn't want them to see a naked bird."

Finally, in the wake of the search for five recently missing fishers, the Blessed Sea Elves governing council made the following statement: "the five fishers have been lost out on the waters of the bay for at least two days now. Little hope is held for their survival. It is believed that their boat was pulled into the tides of the maelstrom and grave fears are held for their survival. Increased activity by the Monster Trolog in the area surrounding where we believe the fishers were lost suggests that they may have come to a painful and grizzly end."


Flora
The bay is home to a plethora of plants, some, such as the cerubell flower and azure flower are on the shorelines and islands, while others such as the krakenweed, lifereed and waterstar are found in the waters of the bay. As previously stated, the three islands are devoid of any plant life larger than the redberry bush as well as the juk'lan shrub. The usual answer to questions about this is "it is magic, go and ask a magician for an explanation". In any case, all three islands in the bay are notable for their lack of trees.

- Flowers
The cerubell flower is pollinated and spread by the cerubell butterfly which spends part of its annual migration in and around Eight Winds Bay. The berries from the cerubell flower together with those of the redberry bush are used by the elven and druidic inhabitants of the bay for cooking purposes. The azure flower is another flowering plant found on the islands. The alth'mon also grows on Únn'chrónn and is used by the elf and druidic inhabitants of the bay to heal animals and to trade with some of the other tribes in Northern Sarvonia.

- Bushes and Shrubs
The previously mentioned redberry bush as well as the juk'lan shrub are located on the islands, as well as on the eastern coastline of the Peninsula of Kr'uul and the northern and western coastlines of the bay.

- Trees
As previously mentioned, trees native to other areas of this region of Northern Sarvonia are unknown on the three islands of Eight Winds Bay. There are small groves of the azigoor tree near Adlin on the Peninsula of Kr'uul, which were introduced to the area by the Antislar who showed the elves how to grow and care for the trees.

- Water Plants
Lifereed, krakenweed and waterstar are three of the water plants that are found in the waters of Eight Wind Bay. The variety of water plants found in the area are eaten by the sea life that live in these waters. Another water plant that is found in the bay is a peculiar reed called "puér'echalonuá" (Styrash lit. "Salt Wood-Grass") by the Arthyron, and "salt reed" by the Blue Druids. The salt reeds grow in great numbers near the mouth of the Liben River, and act as a saltwater barrier: they filter the salt out of the water that makes its way from the bay into the Liben. This filtering is so effective that the Liben, although emerging from the saltwater bay, is itself almost free of salt, and carries fresh water towards the lands of the Injerin and Kuglimz. This salt is harvested by the Artyrhón elves in order to add flavour to their cooking and by the Blue Druids in their studies of the waters of Eight Winds Bay. As with the seafood they catch, the Blessed Sea Elves trade the salt harvested with the other tribes with whom they trade.

- Grasses, Weeds and Sundry Plants
As Eight Winds Bay is believed to have been created by the powers of magic unleashed during the cataclysmic Battle of the Winds, wizardleaf is a plant that is found on all three islands as well as on the shoreline of the Peninsula of Kr'uul in small groves. The mutliweed is found on the coastline of the Peninsula of Kr'uul where it borders eight Winds Bay and on the coastlines north, east and south of the bay. The three islands are devoid of this weed, more than likely due to the deep root system that is a hallmark of this pest. There are a number of grasses in the area, but of particular interest is crystal grass growing between Silvern and Adlin on the Peninsula of Kr'uul, adding some weight to the belief that there were many deaths in the area in ages past.

Fauna
A variety of creatures both great and small have made their home in and around Eight Winds Bay. Whether feathered, furred, or scaled, these animals play an important part in the environment encountered by both the residents and visitors to the bay.

- Fish
As this is a large body of water, fish and other sea creatures both large and small are some of the most important and together with the elven and druidic residents of the bay, and the other animals and plants of the bay to form a complex interconnected environment. Fish such as the kuk'arg feast on the smaller fish that live in the waters of Eight Winds Bay, and are in turn caught and eaten by the Artyrhón elves and by the flying fisherman and other birds of prey that inhabit the area.

- Molluscs and Crustaceans
Molluscs such as the gnacker as well as crustaceans such as the flying crab and the copper lopstere are also found in and around the waters of the Bay, although they tend to stay away from the whirlpool. These sea creatures are much prized by the elven and druidic residents of the bay and they use them for a variety of purposes to aid in their everyday life. The Artyrhón only take what they need of these creatures in order to allow them to regain their numbers for future seasons. The Artyrhón realise that if they want to be able to survive into the future, they must allow the plants and animals to gain in number during the current season. These shellfish rely on the plankton, reeds and other underwater fauna of the bay.

- Pinnip
The pinnip is another sea creature encountered in the waters of Eight Winds Bay. Predominately of the caped variety, these beasts are prized by the Artyrhón for both their flesh and their waterproof skins. The Artyrhón also welcome viewing these creatures at play in the Bay. As with the other sea creatures, the pinnip tends to stay away from the whirlpool. Occasionally, a pinnip will be found with a parasitic limpet attached to it, a cause for much sadness amongst the elves. These pinnip eat a diet of kuk'arg, flyer crabs and smaller fish which reside in the bay's waters.

- Amphibians & Reptiles
The green frog, the greater hooded trolog and the spiderturtle are some of the remaining sea creatures that live around Eight Winds Bay. Living both on shore, and in the water, the spiderturtle, or "már'thuoc" as the Artyrhón call them, are prized for their shells and their fresh meat. As the elves are concerned with ensuring there are enough of these creatures for future seasons, they ensure that the fishers from Naurooth, Darooth and elsewhere do not take too many of them, forcing these fishers away in order to protect their future stocks as necessary. Seaweed and small fish found in and around Eight Winds Bay keeps the spiderturtle fed.

The fearsome and deadly greater hooded trolog is a dangerous amphibious reptiliian creature that is found solely in the waters of Eight Winds Bay. More active in the summer months than during the winter, the greater hooded trolog is a predator that measures in the order of ten peds long and features a pair of poison sacks to either side of its maw of gaping teeth. These features, together with its scaled skin and spiked tail make it a danger to the animal, Artyrhón and druidic inhabitants of the bay as well as to any visitors who decide to try their luck on the waters of the bay.

The green frog is found in small numbers around the waters of Eight Winds Bay, and feasts on the flies and skeetohs that inhabit the environs of Eight Winds Bay. The prime locations that these frogs are found are near the waterways that lead under the Prominent Mountains, as well as the rivers that head out of the bay to the north, south and east from the bay. The boys amongst the Artyrhón like to collect the green frogs in order to give them as gifts to girls amongst the tribe that they are attracted to. Sometimes these gifts are appreciated by the girls, and at other times they are not. The Artyrhón believe that this is an indication as to whether or not the feelings expressed by the boys are reciprocated in kind. The Artyrhón as well as the druids also enjoy the frog choruses that start up during the seasons of spring, summer and autumn.

- Insects
The ceruwing butterfly are seen in their multitudes around the bay during the summer months, basking in the sun and sipping nectar from the cerubell flowers that grow in abundance. By autumn, they have begun winging their away through their migration pattern and are not seen again until the summer months of the following year.  The fly and the skeetoh are also found around Eight Winds Bay. These annoying insects are a pest to all residents of the Bay, elf and druid alike.

- Birds
There are a variety of different birds that make their home in and around the bay, feasting on the fish and crustaceans that make the bay their home. The flying fishermen, the már'vévan (Styrash (lit. Water-bird)) and the kingell bird are three of the more noteworthy birds that can be found in this area. The Kingell roost mainly roost on Galnós'chrónn Island and the Artyrhón who make that island home are fascinated by their behaviours. The már'vévan is a water bird that spends its life on the waters around Masýr'chrónn, unable to fly, but diving under the water for the fish it eats as its diet. The Artyrhón of the settlement of Medgarth value them for their beautiful plumage, unusual calls and delicious eggs. The smaller groups of flying fishermen that come to the bay during the warmer months are another welcome sight to the Artyrhón and druidic inhabitants of the bay.

Resources
Eight Winds Bay has an abundance of animal, plant and other natural resources that are used by the elven and druidic residents in order to meet their own needs and to trade with the nearby tribes of humans, dwarves, elves and even orcs on rare occasions. It is this trade that enables the Artyrhón to continue to thrive in such an inhospitable environment. The fish and other seafood keep the Artyrhón and Blue Druids fed, and they trade this, together with the berries grown in the region and the salt harvested from the salt reeds at the mouth of the Libern River. The wood of the azigoor trees, introduced to the area by the Artislar, is used by the Artyrhón to  build the boats they use on Eight Winds Bay and the rivers and other waterways near the bay.

Myth/Lore
There are numerous myths and lore about Eight Winds Bay and the whirlpool at its heart. The Artyrhón have been the main source of the myths and lore presented here as the Bay and maelstrom are key to their survival as a tribe. In fact, some claim that the Artyrhón have the whirlpool and bay to thank for their continued existence as a tribe, and that without the protection that both provide, they would be easy prey to the tribes of orcs and dark elves of Northern Sarvonia or the pirates that traverse the waterways of the cold climes of this area of Caelereth. Other entries document the creation of the bay, however a brief summary appears below.

- The Dinali
The Dinali, along with the orcs and the dark elves, formed the armies of Eckra the Cruel in the time of the War of the Chosen. The Dinali were reported to be a savage human tribe of fanatical fighters who did not care if they lived or died, often putting themselves into harms way to cut down as many of the enemy as possible. When ill-prepared adventurers enter the Peninsula of Kr'uul and do not return, it is said that they were taken by the Dinali. The Mélad'rhím (Grey elves) who traverse the Peninsula of Kr'uul as part of their annual migration do not speak of encountering the Dinali on the Peninsula, however there are parts of the Peninsulr, such as the area surrounding the Keep of Dak'dinal, that they do not venture.

- Creation of Eight Winds Bay
Eckra the Cruel is rumoured to have once been the ruler of the land which has since been covered by the waters of Eight Winds Bay. According to lore about the Battle of the Winds, Eckra the Cruel set out from his fortress at Tak'Dinal, heading east with his troops of Dinali and orcs. Arrayed against Eckra and his troops were the combined forces of the half elf Dra'va'ensle and Coulande the White, two Avatars of the White Side during the War of the Chosen. Eckra, Dra'va'ensle and Coulande, together with Yalrok were Chosen. [4] The armies of Dra'va'ensle and Coulande were comprised of elves, humans and dwarves, that were the ancestors of the Injerin, Artyrhón, Kuglimz and Kurakim. Bloody battle ensured, and these three powerful Chosen were in time joined in battle with a fourth Chosen, Yairok. At the height of the battle, powerful magic forces were rumoured to have been unleashed and the land was cracked asunder. Water rushed in, and the common theory is that this water drowned the four Chosen and their troops. Folklore has it that the only land that survived this destruction were the three islands, which were forever scarred and unable to grow plants that were larger than bushes, as a response by the surface of Caelereth to the foul and unnatural sorceries unleashed by the four powerful combatants. Tradition places the creation of the maelestrom, which is still active today, at the heart of Eight Winds Bay, as being set in motion as a result of this battle.

The Blue Druids argue that Eight Winds Bay and the perpetually active malestrom at its heart is a naturally occurring phenomena on the surface of Caelereth, that coincidentally came into existence at the same time that the Battle of the Winds reportedly took place. They believe that the charges that one feels in the area is just part of the phenomena along with the perpetually active maelstrom and dangerous currents, the typically unfriendly weather conditions and the three rocky, treeless islands.

Some among the Artyrhón believe that the two Avatars of the White Side, the Chosen Dra'va'ensle and Coulande decided that they couldn’t allow Eckra and Yalrok to continue to cause havock and they willingly allowed themsleves to be killed in order to stop the madness that was unleashed upon the land and upon the elves, humans, dwarves and orcs that took part in this battle. This myth says that Dra'va'ensle and Coulande sank below the waters, dragging the other two Chosen with them, and that the four chosen remain down there today, forever struggling against each other, keeping the maelstrom perpetually in motion as a reminder to the people of the bay of the madness and sacrifices of the past. It is said that when the waters are at their calmest, that Dra'va'ensle and Coulande are in control of the other two Chosen, but that when the waters and winds of the bay are whipped into a frenzy, that Eckra and Yalrok are gaining the upper hand.


- The Terror of the Bay
For as long as the oldest of the currently living Blessed Sea Elves have been alive, there have been stories of a mysterious creature that lives in the roughest waters of Eight Winds Bay, thriving in “Tuu'marásh”. Dwarfing even the largest of the monster trolog, this mysterious water creature, is reported to be a multi-limbed clawed montrosity with a gaping maw, wings and a steamy breath weapon. Experts amongst the Blue Druids, such as Steferin the Blue, actually believe that the "Terror of the Bay" to be two distinct creatures, as the reports of its existence mention either the breath, wings and claws or the multiple limbs and gaping maw features. Steferin argues that the steamy breath, wings and claws are the key features of the sea dragon, while the multiple limbs and gaping maw are characteristic of the giant kraken mentioned in rumour and in myth.

- Loss of Or'injèrá
Lore uncovered from the area indicates that the weapon Or'injèrá was carried into battle by one of the orcs under the command of Eckra the Cruel. Known as 'the Tutor' to humans, this blade is rumoured to be buried deep under the waters of the bay when its wielder was killed by the waters that rushed in. Despite numerous efforts to find this legendary blade, it remains undiscovered to this day.

- Artyrhón Ceremonies
The Artyrhón place great importance in their past so that they can learn from it and remember what brought them to the Bay in the first place. Weívoc'kará (lit. Destiny's Time) is one such ceremony and it directly concerns Eight Winds Bay, as the elves remember the sea saving them from the fury of Gouran, a former princess from amongst the Artyrhón who returned to Tak'Dinal to deal with the blight on the land caused by Eckra the Cruel, but was instead changed by the experience into Gouran, who the Blessed Sea Elves blame for The Year of Darkness. On the fifth of Cort'ometra, children from amongst the Blessed Sea elves drop wooden boats into the waters of the bay, which signify their escape from Gouran. The rest of that day, and the next is spent in contemplation and fellowship with their family, and no food or drink is consumed. On the eighth of Cort'ometra the Blessed Sea Elves feast and celebrate, as they remember the islands that rose out of the waters to greet and save their ancestors. The Blessed Sea Elves have their very survival tied to Eight Winds Bay and they readily acknowledge this fact.

- Daughters of the Devourer
The Daughters of the Devourer are rumoured to be a secretive sect amongst the Blessed Sea Elves which reportedly believe that Gouran didn’t die at the Battle of the Mithril Bridge, but instead returned to Eight Winds Bay where she was drawn to the powers of the Chosen underneath the waters of the Bay. Seeking to harness the powers of the four Chosen, The Daughters of Gouran believe that she was dragged to her death by one of the tentacles of the Terror of the Bay. This cult, if indeed it does exist, is dedicated to restoring Gouran to power and life and are reportedly willing to sacrifice themselves if need be to achieve this goal.


- Crossing Tuu'marásh
To the Artyrhón, Tuu'marásh is a challenge as well as a saviour and deliverer. Their past tell of stories of their escape from Gouran and it was the islands that ended up saving them from her rage. Over the years, the unpredictable nature of Tuu'marásh have brought both catastrophe and wonder to the Blessed Sea Elves. Even though they are elves and do not give in to the fancies and follies of the other races, the adolescents amongst the Artyrhón none-the-less see Tuu'marásh as a challenge to be conquered and as a rite of adulthood. On the fifth All Night Moon of the year, such youths gather on the island of Únn'chrónn in specially designed boats called hár by the Artyrhón. These are said to be replicas of the boat used by Agricola, an Artyrhón who is reported to have been the first Blessed Sea Elf to have successfully crossed Tuu'marásh.

- Songs about the bay
The following song was discovered by noted compendiumist, Shabakuk Zeborius Anfang, whose work on animals with unusual calls brought him north to Eight Winds Bay to investigate the már'vévan. He presented it to Deklitch Hardin, the author of this work, on Shabakuk's departure for the Compendium in Lorehaven.

Nafil’s Lament

”Nafil’s Lament”, a folk song of the Artyrhón elves, tells the story of the seafarer Nafil, who tried and failed to cross the infamous whirlpool in the Eight Winds Bay. Among the Artyrhón, Nafil is usually assumed to have been an elven lady “from far away”, and scholars have speculated that the song may refer to a Sanhorrhim explorer, who strayed far from her home waters in search of adventure, and whose real name may long be forgotten.

We were homeward bound one night on the deep,
Lying in my hammock I fell asleep,
I dreamed a dream that I thought was true,
Of Lady Nafil and her gallant crew.

With a dozen sailors she sailed away
Over the ocean to the Eight Winds Bay
To cross the maelstrom with its maw so deep
Where a thousand sailors forever drift asleep.

And past the islands she steered her course,
The eight winds sang with eight voices hoarse,
The eight winds blew, and the ship did strive,
But into the maelstrom the golden bow did dive.

Jaws of water they snatched the ship.
They broke her oars and her sails they ripped.
Tongues of darkness, lips of foam –
The cruellest mouth that ever the ocean did roam.

In the Sea of Tears, where the whalefish blow
The fate of Nafil no dream can know,
The fate of Nafil no tongue can tell –
Oh where do Nafil and her poor sailors now dwell?

My dream is over, my tears are dry.
Here in my hammock still I lie.
Here in my hammock still I think
About brave Nafil, and where her dream did sink.


Footnotes
[1] Readers interested in some of the works on such a topic should refer to 'The proper way to reference bays, seas, lakes, rivers, streams, islands, peninsulas, hills, mountains and other similar landforms by Raxintilious Voldingir, Professional Researcher and Director of the Institute of Landform Names. This work has also been found to be useful to aid in falling asleep on sleepless nights, as a paperweight, to crack open nuts or crustaceans or as a door jam. Another book on this topic, "Who Cares What Its Called! Lets Just Go There & Search For Treasure!" by Galindos Astares, a self-funded explorer and adventurer, believed to have been originally from the citystates of Zhunite, based on accent and appearance. This second book, is not as long or detailed as the first book, and is written in a far more conversational style.

[2] The Compendium Researcher, Deklitch Hardin, is rumoured to have a house on the outskirts of Silvern, built in the Arthyron style. The precise location of this house, if the rumours are true, are kept a closely guarded secret by Deklitch, so as to avoid being visited by the notoriously awful poet 'Sordoc the Great'. Part of the rumours around the house is that Deklitch has a male Arthyron gardener and fisher and a female Susilgerim cook and housekeeper who maintain the house for him in his absence. All compendiumists are of course welcome to come to the house to stay for a while should their research needs dictate such an excursion. Visit one of the offices of "Lawabel and Sons" in New Santhos, Marcog, Naios or Caelum for directions.

[3] The Artyrhón Elves are believed to be comprised of the Folkmore Elves that fled the destruction wrought by Gouran as well as remnants of the Lost Ones sect of druids. Both of these groups seperated from the Injerin Elves in times past. It is known that the current Artyrhón coat of arms is made up of the coat of arms of two former groups. As the Lost Ones are reported to have never had a coat of arms, the second coat of arms that was used in the current sign of the Blessed Sea Elves was either that of a group to honour the Lost Ones, or was that of a third, unknown group that subsequently became woven into the rich social fabric that is the Artyrhón Elves.

[4] The Chosen were ancient magi of great power who reportedly believed themselves to be Avatars of the Twelvern Gods revered throughout Santharia in Southern Sarvonia.
« Last Edit: 01 April 2011, 18:10:35 by Artimidor Federkiel » Logged

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« Reply #1 on: 27 December 2009, 16:19:23 »

Hmmm ... my research into Eight Winds Bay and surrounds has revealed something called the 'Waters of Division'.

From the entry on the Peninsula of Kr'uul, I have found the following:

Quote
Originally, the Peninsula of Kr'uul was connected to the mainland, however during the epic Battle of the Winds, great powers were released and the Eight Winds Bay was created, along with it the deep waters of the River of Division. To the north is the Peninsula of Caaehl'heroth and all the warring dark elves it contains. Southward there are the sulfurous, smoking volcanoes of the Celeste Mountains.

Quote
The closest civilized people and those with the worst memories of the place are the Artyrhón elves. They live in the islands in the Eight Winds Bay and have only two cities beyond the river known as "The Waters of Division", and upon the peninsula itself. These cities are Adlin to the south and Silven to the north. Both are used as ports and lighthouses for the trading practices of the Artyrhón.

Looking at this map, in light of the above quotes Would I be correct in assuming that the 'Waters of Division'/'River of Division' are the same thing?

In any case, would it refer to that water that goes down between the cities/towns of Silven and Adlin on the Kr'uul Peninsula and Lvardin on that largest of the three items?

Would it also include that river connecting the bay to the Sea of Tears, just north of the port of Darooth?

Or would it just include that river that joins the bay and the sea?

Any insights on this would be greatly appreciated :D

Also, feel free to give feedback on other parts of the entry if you are so moved. Particularly the people, location, description and coat of arm sections, as they are the closest to being finished. I'm writing he Overview as I go, so if you would like to comment on that as well, feel free to do so as well :)

Thank you in anticipation of your feedback.

Dek
« Last Edit: 27 December 2009, 16:23:27 by Deklitch Hardin » Logged

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« Reply #2 on: 27 December 2009, 17:29:23 »

Perhaps an idea for one of the whirlpool myths - adding a dragon or two into the mix? I would be happy to toss ideas at you as desired. ^.^
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« Reply #3 on: 28 December 2009, 01:00:06 »

Dek,

In studying the map and the quotes, I would say that Rivers/Waters of Division are indeed the same thing. Accordingly, when the Peninsula of Kru'ul was split from the mainland continent, the division of water between the land masses was created and now known as the Waters of Division. The water east of Adlin and Silven is not a river. The length of water running between the Eight Winds Bay and the Sea of Tears is the river it is referring to as that is where Kru'ul was split from the mainland.

Hopefully, Alysse can offer some more insight as that is her area. She wrote Daurooth and the Prominent Mountains so she may know more of the history.

(Technically, Kru'ul is no longer a peninsula, but an island, as it is surrounded on all sides by water... huh)
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« Reply #4 on: 28 December 2009, 06:04:22 »

I would say that you're right there, Azhira.  Although it's possible that the Waters of Divison could refer to the water around the islands just above the Eight Winds Bay on the map, I think the river is what is meant here.  I'd go with that interpretation if I were you, Dek.
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« Reply #5 on: 28 December 2009, 06:44:26 »

Thank you Azhira and Alysse,

I thought that was the most likely scenario. I'll follow your advice.

That sounds good, Kalina, start tossing those ideas my way when you have the chance, Dragon Mistress :)

Dek
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« Reply #6 on: 27 January 2010, 06:35:42 »

When it comes to flora and fauna in this region, what is preferred?

Just mentioning the plants/animals within the relevant section.
Naming the plants and animals, as well as putting in the overview parts on them.
Naming the plants and animals, and summarising them in my own words.

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« Reply #7 on: 27 January 2010, 06:39:11 »

All ecosystems are an inter-related network of plants and animals. I think it is important to give a few details about the specific plant/animal you're discussing, but also how it interacts with or is connected to other plants/animals in the region.
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« Reply #8 on: 27 January 2010, 07:57:44 »

Thanks Rayne heart
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« Reply #9 on: 01 February 2010, 02:38:51 »

An edit of what you have so far, because I’m sick and tired of you not being a member! I’ll gladly edit as you add more. I went through and corrected some names, too, and if you see something you know was not misspelled, more than likely it was me adding accent marks (á, â, í, é)--which I know can be a pain to do when you're writing an entry.

In any case, my edits in this color!

Overview
Located in the northern part of Sarvonia, Eight Winds Bay lies on the Western coastline of this continent. According to myth, this bay was created in the aftermath of the Battle of the Winds, during the War of the Chosen. [When XYZ happened,/ After XYZ occurred,] water rushed in, drowned the mages and their armies and formed the bay. As a focal point of water and air cár'áll, the whirlpool at the heart of the bay was set into motion by the magical powers unleashed through the efforts of Eckra the Cruel and the other three archmagi. [Consider bringing the details about Eckra the Cruel in earlier. For someone unfamiliar with the War of the Chosen and its historical events, this might be a little disorienting. Introducing characters early on and giving a little explanation of causality might help. Another option would be to make the description here simpler and have a note like (See Mythology).]

In addition to a variety of animal and plant life living along the shoreline, on the islands and in the waters of the bay, this body of water is home to the Artyrhón elves as well as the Blue Druids. Caverns and underground streams provide the elves passage under the Prominent Mountains to the Luquador and Liben Rivers. These underground passages are home to Rat Brownies that the elves encounter on their way to trade with the Kurikum, Kuglimz and Injerín as well as some of the nearby tribes of orcs. [This may be more detailed than you want to be in your overview section. Keep in mind that the passages under the Prominent Mountains and the details about the elves don't necessarily deepen our knowledge about the Eight Winds Bay. There may be a connection that I'm not seeing, though--perhaps you might make it clearer?]

The islands, whirlpool, coastline and underground waterways, as well as the bay itself, provide the traveller with beautiful and unique scenery. Being captured by the beauty of the Eight Winds Bay can make travellers unaware that they are so close to the blighted land known as the Peninsula of Kr'uul, a land not so pleasing or enjoyable to behold and experience.

Description
Moving north over the bay [What bay is this?] from the Prominent Mountain or the Wilshirer Heath, one would almost immediately come into contact with [behold? recognize?] the waters of the Eight Winds Bay. The currents and winds of the bay are effected and dictated by the whirlpool at its heart. This maelstrom of water and wind ounía effect all aspects of the bay, whether it is the elven and druidic residents, the plants and animals that call the bay home for at least part of the year or those brave individuals who dare to cross the whirlpool. [This is a beautiful sentence! I wonder if it might be improved slightly by more parallel structuring and the use of polysyndeton (many conjunctions): “whether it be the elves and druids residing on its shore, or the plants and animals who call the bay a seasonal home, or those brave individuals who dare to cross the whirlpool.”] The Artyrhón elves reportedly know the secrets of crossing the maelstrom, and a number of the Artyrhón youths, seeking to prove their maturity and readiness to be adults, take on the journey through the maelstrom as a rite of passage. [This is great! Maybe when you finish this project you can revise the tribe’s entry to include details like this.]

There are three rocky islands within the bay itself. These islands are all that remains of the land that was here prior to the cataclysmic Battle of Winds that created Eight Winds Bay. The southern most of these three islands[, [NAME] is also the largest and holds two cities: Tyrling, the city of the water druids, and the smaller settlement of Ryart Lvardin, one of the cities of the Artyrhón. This island is larger than the other two islands combined and provides opportunities for druid and Artyrhón alike to study the whirlpool closely.

On [NAME], the island directly north of Tyrling, lies the fishing and trading city of Medgarth. This elvish city trades primarily with the Artyrhón cities of Ryart Lvardin, and with the druids of Tyrling. On the third island, which lies north of the city of Ryart Lvardin is the elvish community of Lunin. The elves of this community

- 3 islands
- cities
- whirlpool

Location
Eight Winds Bay is located in the northern part of the continent of Sarvonia, and lies geographically north of the lands of the Kuglimz. The Prominent Mountains and Wilshirer Heath are two well known landmarks south of the bay.

The Waters of Division is a river connecting the bay to the Sea of Tears, a body of water on the western side of Sarvonia. This river flows south of the land mass commonly known as the Peninsula of Kr'uul. However, as this [something missing] Between Eight Winds Bay and this sea is the Peninsula of Kr'uul, a land blighted by past tragedies and evils. Brave or foolhardy adventurers or travellers who seek to explore the City of Parthanon, the Folkmore Trees or  that contains the Folkmore Trees, City of Parthanon and the Plain of Rilla amongst other features. [This is probably still under construction. ^_^;]

The area to the southeast of this magically created body of water is home to the legendary ruins of Fá'áv'cál'âr, the residence of all the races prior to the Great Sundering. Other points of interest east of the bay are the Shadow Marshes, the Shadowlands and the Imlith Mountains.

People
The most numerous residents of the Eight Winds Bay area are the Artyrhón or Blessed Sea elves. These elves left the Injerín Tribe [Insert time qualifier here] and became the Folkmore elves. At that stage, they lived amongst the Folkmore Trees on the Peninsula of Kr'uul and formed the city of Parthenon. Forced to flee during the destruction of their city by Gouran in 1649 b.S., these elves took refuge in the seas and eventually made their way to Eight Winds Bay, where they made a new life for themselves along the rocky shorelines and islands of Eight Winds Bay. The Artyrhón have not forgotten their roots as Injerín and Folkmore elves, and have ceremonies portraying important events in their history as a people. [Examples, maybe?]

The largest of the three islands in Eight Winds Bay, known as [NAME], also serves as a base for the water order of druids known as the Blue Druids. When the call goes out for these druids to meet, they convene at the city of Tyrling. They are interested in the effects of the whirlpool on the bay and the others who live here, and seek to understand its creation and continued existence. Apart from the Artyrhón elves, these druids have little contact with people outside of their order.

In the caverns near the underground waterways beneath the Prominant Mountains, linking Eight Winds Bay to the Luquador River, live a tribe of Rat Brownies that have steadfastly refused to make any formal contact with the Artyrhón, Kuglimz or Kurakim who travel through these tunnels. [Such a long sentence! Perhaps break it up?: “In the caverns branching from the underground waterways beneath the Prominent Mountains--the waterways linking the Eight Winds Bay to the Luquador River--live a tribe of Rat Brownies. Despite the Artyrhón, Kuglimz or Kurakim traders that frequent these tunnels, this tribe has steadfastly refused to make contact with any outside tribe.”] Judging by the work of noted Rat Brownie researcher, the Milken Brownie Gratcha Swath, these Rat Brownies are most likely to be of the Mud Rat Brownie variety. Traders travelling north or south through these caverns have often spoken of seeing 'beedy eyes peering at them' on their journey either to to the Kuglimz or the Artyrhón. Those traders who decide to spend the night in these caverns will find parts of their produce stolen and their food stuffs spoiled if they don't set a watch during the night.

The Artyrhón have forged close ties with the Kurakim. These dwarves, who reside in the connifer-clad Prominent Mountains, are important trading partners and allies of their northern elven neighbours. The Artyrhón pay a toll to the Kurakim dwarves to travel through the underground rivers of the Prominent Mountains, and emerge in the Luquador River in the daylight in order to trade with the Kurakim, Injerín and Kuglimz.

The Artyrhón are aware of the Susilgerim dwarves of the Imlith mountains, but have little contact with this tribe. This is mainly due to the Susilgerim's focus on the Rhom-oc orcs that threaten them regularly. However there are times that these orcs go down to the rocky shoreline of Eight Winds Bay to supplement their mostly fruit and vegetable diet with some seafood.

The Ashz-Oc orcs sometimes trade with the Artyrhón, although they seldom come as far north as Eight Winds Bay. These are the closest of the orcish tribes to the waters of Eight Winds Bay, as the Rhom-oc are stopped and killed by the Susilgerim dwarves.

Traders from the Kuglimz and the Remusian Tribe of the Icetribes often skirt the edge of Eight Winds Bay on their overland trading missions north and south. Like the Artyrhón, members of both of these human tribes use the tunnels beneath the Prominant Mountains to trade with each other or with the Artyrhón or Injerín elves or the Kurikam dwarves. The occasional representatives from the Kanapans will also travel to Eight Winds Bay to trade and deal with the Artyrhón elves.

[Dek, this is one of the best People sections I’ve ever read! Not only do you describe the races, but you give a great explanation of the relationships between them all, how they all interact with one another. Great work.]

Coat of Arms
The Artyrhón elves are the largest group living in and around Eight Winds Bay and so their coat of arms is the one most frequently seen on the islands, shore and boats found in the bay. Their coat of arms is a combination of two older coat of arms from the separate groups that make up the Arthyrón elves. [What groups are these?] Their coat of arms consists of a single masted silver ship riding upon a blue ocean, consisting of three stylised waves. The sail of the ship is unfurled in the wind and the background behind the ship is black. The ship is seen as saviour and the sea as their deliverer. The three waves represent the islands found in Eight Winds Bay and the black background symbolises their flight during the Year of the Burning Night.


Stopping here for now. You have a great start. Looking forward to more!
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« Reply #10 on: 01 February 2010, 04:46:34 »

I'll stop by sometime this week and look over the orc stuff for you, if you like?
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Deklitch Hardin
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« Reply #11 on: 01 February 2010, 05:49:13 »

Thank you Rayne!

I'll get to those edits in a day or so, I hope. :)

Thank you Mr Watcher, that would be great!

Deklitch
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« Reply #12 on: 06 February 2010, 06:28:13 »

Just a few questions/issues from me ... I'll number them, similarly to what Rayne does.

1/ Islands in Eight Winds Bay ...

I can't find a record of their names anywhere. In the Druid entry, it seems to be suggesting that the island with Tyrling on it is called Tyrling, but would that be the case? The other two islands don't seem to have any names associated with the islands. Is it therefore fine for me to make up names for them?

2/ Two Coats of Arms --> One

I got the detail that I mentioned about the two groups whose coat of arms got merged into the one from the Blessed Sea Elf entry. The information from that entry is as follows.

Quote
The coat of arms is a single masted silver ship, its sail unfurled in the wind. It rides upon a blue ocean, with three stylized waves. The background behind the ship is black. This the combination of two older coat of arms from the seperate groups that make up the Arthyrón. One group held their ship as their saviour, while another held the sea as their deliverance, and each was used accordingly. When they became united, then the ship and sea were joined together. The three waves represent the three islands in the Eight Winds Bay, and the black background symbolized their flight during the Year of the Burning Night.

There is no indication that I can see from that entry as to what the two groups were called. Any suggestions/ideas?

Dek
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« Reply #13 on: 06 February 2010, 07:28:29 »

1) If you can't find anything about the names, it's probably because no names have been developed yet. I think making names for them is a great idea.

2) Problematic. Hm. I suppose I should ask if you would be interested in revising that tribe entry? If you're interested in revising it, which I think would be fantastic, you can change it here and transfer those changes over to the tribe entry. If not... well, you still might change it, and perhaps request that Artimidor update the Coat-of-Arms in the tribe entry.
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« Reply #14 on: 06 February 2010, 08:21:40 »

1) Ok, I'll do so then ... I'll take a look at the elvish dictionary and see what I can come up with. I'm thinking that as it is the elves who live there, they islands would gain Styrash names.

Ok ... this is what I've come up with

únn'chrónn - the largest of these three islands. (únn - big; chrónn - island) (I can't seem to have a capital u with that mark over it)
Galnós'chrónn - the island north of Ryart Lvardin (galnós - rock; chrónn - island)
Masýr'chrónn - the island north of Tyrling (masýr - fish; chrónn - island)


2) Yes, revising the Blessed Sea elves is one thing I am interested in doing at some point. I am quite fond of that tribe, actually, to the extent that on the RP side, Dek is going to reisde amongst them for a while :) So, naming those two groups ... one, I'm assuming would be the elves fleeing from Gouran, which sounds like the Folkmore ... there was also something I found regarding the Lost Elves. which mentions some of them fleeing to Eight Winds Bay ... maybe they are the two groups?
« Last Edit: 06 February 2010, 10:30:26 by Deklitch Hardin » Logged

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