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Author Topic: Eight Winds Bay (Masterwork)  (Read 29509 times)
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Azhira Styralias
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« Reply #15 on: 06 February 2010, 11:07:31 »

The Injerin tribe has split into other tribes over the years. The first split was the Lost Ones, a large group who separated from the tribe soon after the War of the Chosen. They settled in the Themed'lon for awhile before being driven out by the orc hordes in north Caaehl'heroth. Some migrated to Cartash while others migrated to the Eight Winds Bay.

The second split occurred when a group settled the Folkmore region. The exact reason why the Folkmore split is never explained. This group became victim to Gouran when he destroyed their home and they fled the Folkmore Trees to become the Arthryon.

Now, you pose an interesting question! What two groups came to compose the Arthyron? Though it was never my intention, as I was unaware of that second mystery group mentioned when I wrote the Lost Ones, one could assume the groups are the Folkmore and the Lost Ones. Both entries explain the groups' eventual migration to the Eight Winds Bay. So yes, I would say that the existing entries give enough evidence of your two groups now. Feel free to develop my Lost Ones in order to integrate them into the Arthyron if you wish.  thumbup
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« Reply #16 on: 07 February 2010, 02:23:13 »

Thank you Azhira heart
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« Reply #17 on: 07 February 2010, 08:35:14 »

Seeker eyes the development of this Bay with interest.  There is a certain ancient artifact rumoured to be buried at the bottom this bay that perhaps needs a drawing at some point this year.
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« Reply #18 on: 07 February 2010, 17:22:17 »

Thanks for the reminder, Seeker!

I read that artefact a while back, and forgot about it until now.
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« Reply #19 on: 08 February 2010, 12:55:11 »

Dek!

Don't forget the Mélad'rhím elves! With their origin around 500 b.S, they would be the last tribe offshoot related to the Arthryon and Injerin.
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« Reply #20 on: 09 February 2010, 09:35:09 »

Thanks for that Azhira! I hadn't forgotten about them, honest evil

I was just ... errr ... ummm ... waiting to see if anyone was paying attention, yeah that's it ... did I convince anyone? evil

Honestly though ... thanks ... I'll be sure to include them!
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« Reply #21 on: 10 February 2010, 05:09:42 »

Ok, let's see what we've got so far, it's about time! :)

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. As a result of this battle, between the archmagi Eckra the Cruel, Yairok of the north, Coulande of the south and Dra'va'ensle, half-elven of the south, water rushed in and drowned the archmagi and their armies. 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 by these powerful combatants.

(Ok, a few words on the four "archmagi": In this thread the discussion on the Chosen was started, and I guess we can and should refer to these guys actually as "Chosen", which makes them even more important than "archmagi". The entry on Eckra and others will have to be updated accordingly with our new findings, but you can implement that right away here methinks.)

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 take the elves under the Prominent Mountains to the Luquador and Liben Rivers. These underground passages are home to Rat Brownies that the elves need to deal with on their way to trade with the Kurakim, Kuglimz and Injerín as well as some of the nearby tribes of orcs.

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 Eight Winds Bay from the Prominent Mountain or the Wilshirer Heath, one would almost immediately behold the waters of the bay. The currents and winds of the bay are effected and dictated by the whirlpool at its heart. This maelstrom of water and wind ounia effect all aspects of the bay, whether it is 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.

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.

(In the following I give each island it's own paragraph... Always try to structure your entries as best as you can, so that you and others can find things easier if you check the entry!)

- Únn'chrónn ("Big Island")
The southernmost of these three islands,Únn'chrónn (lit. Styrásh for "Big Island") 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.

- Galnós'chrónn ("Rock Island")
On Galnós'chrónn (lit. "Rock Island"), the island directly north of Tyrling, lies the fishing and trading city of Medgarth. This elven ("elvish" is the language, at least we have used it that way here in Santharia) city trades primarily with the Artyrhón cities of Ryart Lvardin, and with the druids of Tyrling. This island is so named because the land is almost totally rocky and features jagged cliffs, and reefs surrounding it.

- Masýr'chrónn ("Fish Island")
On Masýr'chrónn (lit. "Fish Island"), which lies north of the city of Ryart Lvardin, is the elven 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.

Aside from the three mentioned islands two more essentials have to mentioned in order to describe the notorious Eight Winds Bay - the port towns and of course the heart of the Bay itself, the Whirlpool:

- The Ports of Silven and Adlin
On the coastline of the Peninsula of Kru'ul bordering the Eight Winds Bay are two cities of the Artyrhón, 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. 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.

- The Whirlpool (Could also have a cool sounding elven name perhaps, so that it is seen a bit as an entity of sorts by the elves, as a power of nature. Also something the druids might refer to than just saying that its a "whirlpool", which sounds a bit like a modern bathroom instalment... lol)
It is not possible to mention Eight Winds Bay without considering the whirlpool that lays (lies?) south of the three islands of Únn'chrónn, Galnós'chrónn and Masýr'chrónn at the very heart of this body of water. This maelstrom impacts on all aspects of the way of life of the druidic and elven residents of the bay. One such impact is on the climatic and water patterns of the bay, as the combined force of the water and air cár'áll that lie at the heart of the whirlpool create the eight winds for which the bay has been named. These winds blow in the directions of the four cardinal points on the compass: 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 maelstrom. An inexperienced crew, or even an experienced crew with little knowledge of the dangers of the whirlpool can find themselves in trouble very quickly: blown off course and facing the danger of their vessel being torn assunder by the whirlpool's currents.

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, 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 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 go past the Forbidden Zone to the Ruins of Dak'dinal, Ebony Lake and Mountains of Despair are well advised to be well provisioned and well protected against dangers posed by the orcs and the Dinali (maybe add a bit of explanation on the Dinali at this point).

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.
(Here as well I advise to make captions for the paragraphs if you list the various people!)
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 2097 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. 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. Two such celebrations include Kára'ecuá (lit. "Time of Disconnection") and Weívoc'kará (lit. "Destiny's Time").

During Kára'ecuá the Blessed Sea elves meet and burn wooden models of their ancient city of Parthenon in order to remember the destruction of Parthenon by Gouran. Weívoc'kará lasts three days, from the fifth to eighth of Cort'ometra and commemorates the escape of the Arthyrón from the clutches of Gouran into the sea and their journey to the islands on which they were saved. On the fifth, every child from amongst the Artyrhón launches a wooden boat into the waters of Eight Winds Bay. The rest of this day and the second day are spent along the beaches with the rest of the tribe in thoughtful contemplation of the past, abstaining from food, drink and shelter. This is so they may faithfully remember their past. The third day is one of great rejoicing and feasting, with smiles breaking forth.

One cannot 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.

The largest of the three islands in Eight Winds Bay, known as Únn'chrónn, 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 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, these druids have little contact with people outside of their order.

In the caverns branching from the underground waterways beneath the Prominent Mountains - the waterways linking the Eight Winds Bay to the Luquador River - lives 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 a 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 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.

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 two separate groups that make up the Arthyrón elves. Each of these groups were originally of the Injerín but had split away from that tribe at different points in the past. In the case of the Lost Ones, a Sect of Druids, the sea was seen as deliverer in their flight from the orcs and this featured significantly on their coat of arms - a sea blue background with three waves on it. These stylised waves represent the three islands of Eight Winds Bay.

The remainder of the Artyrhón were the Folkmore elves. They fled the destructive power of Gouran in 1649 b.S. The Folkmore saw the ship as saviour and featured strongly, with flag unfurled, in the wind. The background behind their ship was black, signifying the Year of Darkness during their flight of terror. In time, their two coat of arms were combined into the coat of arms of the Artyrhón - 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.

Travelling to the city of Tyrling on the island of Únn'chrónn located in Eight Winds Bay, the sign of the Water Druids can be seen. This sign is rather simple, and consists of three curves depicting waves.

(Well, maybe we can realize such a coat of arm at some point with Rakshiri's shield editor if we have all the necessary symbols for it... Would be great to give that a shot!)

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

Anyway, this is pretty thorough already at this point, Dek, and for one quite nicely researched, and the rest you've made up complements it all pretty well I'd say. It's good to see that these islands have a purpose, that there are druids there, and to get a bit more insight in the Arthyrón and at least know whats going on in this region, which wasn't described that well until this point.

So great job so far, Dek, I don't really have any major changes to report, yet I'm delighted to see this getting realized with such endeavour! Nice job so far!  thumbup
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Tharoc Wargrider
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« Reply #22 on: 10 February 2010, 05:41:12 »

I haven't managed to read through the whole entry as yet, but a brief scan showed me this:

In the Whirpool section, near the end you say that
Quote
in trouble very quickly: blown off course and facing the danger

A whirlpool would drag, pull or even throw a ship off course, not blow it. Granted, there may be strong winds around the vortex, but I think the water would have the most effect.

Looking good so far. Keep it up, nearly there!  :D
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Deklitch Hardin
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« Reply #23 on: 10 February 2010, 17:29:27 »

Thank you Tharoc and Arti ... I'll get those changes made this weekend. In the meantime, I have two days of work ahead of me ... and as a teacher, I can't do things online as I'm teaching. <G>

Dek
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« Reply #24 on: 10 February 2010, 22:21:02 »

I'll be sure to give this a go-over too--maybe tomorrow, when I'm home during the day?  If not, then on the week-end for sure.


Alysse
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Alysse the Likely
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« Reply #25 on: 08 April 2010, 05:43:29 »

A little bump so we don't all forget about the Bay. 
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Deklitch Hardin
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« Reply #26 on: 06 May 2010, 10:06:51 »

Don't worry, I haven't forgotten about this one. Kalina and Azhira both know what's going on for me at the moment, and besides which, I've found it difficult to create in here for the past 6 weeks or so.
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« Reply #27 on: 17 May 2010, 19:13:50 »

I'm back to work on this and hopefully get it finished :D
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« Reply #28 on: 17 May 2010, 20:59:58 »

Hi Dek,

I'm really glad to read that you've resumed work on this. It's a bit presumptious of me to comment, since I haven't got round to reading the whole text yet, and since researchers far more knowledgeable than I have their sharp eyes on this. Also, what I've got to say concerns the Fauna section, one of the few parts explicitly NOT open for comments! So I'm all set for a disaster.  rolleyes  But a few things caught my attention that I hope may be useful to you.

Quote
- Mulloscs
Mulloscs such as the gnacker, the flying crab and the copper lopstere are also found in and around the waters of the Bay,

1. It's molluscs (O before U).   :)
2. Crabs and Lopsteres aren't molluscs. On earth, they are crustaceans. In Santharia, they are currently "Others" (very  helpful, I know). I wonder whether "shellfish" is the term you're looking for here; this being a non-scientific name used in cookery and among fishers for anything that lives in the sea, has a hard shell, and is edible (i.e. many molluscs as well as all many crustaceans).

I noticed that you wrote quite a lot already on some of the animals living in the Eight Winds Bay, and that you have a list of many more. This observation made me wriggle in sympathy: so much information to integrate! As an idea of how to deal with this (the problem being that as a good researcher one doesn't want to leave anything out, but neither does one want to write a Fauna section the length of a PhD thesis), I thought I'd share with you what I think is a really elegant passage in the Silvermarshes entry. It's not in the Fauna section, actually, but it manages to mention six different animal species (as well as several plants) in five well-flowing sentences, and at the same time conjures up the colours and noises of the landscape. Maybe it could be an inspiration?

Quote
The Dalor flies glow with natural luminescence in the dusk, flashing and moving like faery torches near the spray. Ranlesh lizards scuttle to and fro on the leaves, while the spotted scarlet, green and purple seean beetles add their shimmering metallic colours. Here and there, white spiral butterflies dapple past, searching nectar in the vine blooms, their dainty wings like embroidery against shendarsilk. The vivid red and purple shades of the poisonous gnarco frog stand out in contrast to the emeraud mosses, and the chorus of his bachytrian brethren rises like a far-off choir from the pools below. During certain seasons, the migrating ceruwing butterfly may be observed like little blue clouds following the rivers. The ethereal beauty of the Gemmed Curtain is made the more eerie by its proximity to both the bleak grimness of the Despondmires (see below) and the cheerily pastoral snugs and burrows of the hobbitshire.

In any case, what I've read of your entry so far is really interesting, and I look forward to having time to give it the full attention it deserves!

Good luck!

Shabakuk
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« Reply #29 on: 17 May 2010, 21:30:35 »

Oops!

A second look informed me that you've actually covered most of the animals on your list already in your written-out paragraphs ...

Ah well, maybe the Silvermarshes passage might inspire the Flora section's style instead? Just an idea for elegantly weaving a lot of information into a small space, and delighting the reader at the same time...
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