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| Nightdruid12-09-06, 12:20 PM | Another month, another moon. This one touches on something I've kinda wanted to add to SJ for a long, long time, but could never find the right way to do it. :) Enjoy! Teuvael’ryt Tiny (C) Cluster Earth Climate: Tropical Orbital Position: Outer Lunar Day Length: 66 hours Year Length: 66 standard days Native Races: Elves Before you is a chain of dozens of green islands floating in the void. The islands appear much like groundling islands, with sandy beaches at the edges and rise into mountains at their centers. From this distance, it almost appears as if the island chain has the overall shape of a curved sword, a cutlass or scimitar, perhaps. Teuvael’ryt is a cluster of smaller earth worlds sharing a common atmosphere and a gravity plane. The cluster has an overall crescent shape spanning about 300 miles from end to end, and just over 10 miles wide and thick. Most of the dozens of islands follow a general crescent shape, with a pair of large islands jutting out from this crescent, like the hilt of a sword. There are dozens of stellar islands ranging in size from 2 to 6 miles across. The islands of Tauvael’ryt are warm and wet, receiving plentiful rainfall. The islands would be a paradise, where it not for the pirate bands that prowls the islands. Clouds drift in the space between the islands, occasionally gathering into fierce hurricane-like storms that wrack the islands from time to time. The rest of the time, the sun lights the sky in eternal daylight. The islands have no seasons, and instead are locked in eternal early summer. Tauvael’ryt is an elven world, occupied not by heroes of the Elven Fleet or refugees from some good elven realm overrun by man or orc, but by a breed of the most wicked elves to inhabit the surface realms. Tauvael’ryt is merely a way-station for them, a safe harbor from which to launch their pirate raids. Thus, Tauvael’ryt is best located in a somewhat isolated position, far enough from the main trade routes to be mostly unknown, but close enough so that the elves can raid those said trade routes. Landmarks Pommel: Situated at the very end of Tauvael’ryt, Pommel is a volcanic island that occasionally spews fire and molten rock from its rocky flanks. The volcanic activity has also left behind lava tubes that are ideal hideaways. The tunnel entrances are hidden by illusions, so only those with carefully drawn maps can access its interior. Goats and wild boars inhabit the island’s jungles, occasionally hunted by pirate crews in need of a good meal. Point Dragon: At the other end of Tauvael’ryt, opposite of Pommel, is Point Dragon. The island is long and narrow with rocky highlands at the center. A mature adult emerald dragon, locally known as the Jadeshanks, dwells in these heights and claims dominion over the whole island. He occasionally ventures abroad to the other islands to check up on the happenings of mortals. In particular, he has a soft spot for bountiful elven lasses. Jadeshanks has wooed many such lasses and has sired two score or more half-dragons. The sons and daughters of Jadeshanks can be found on many a pirate ship. Cutlass Island: A long island found in the “blade” of Tauvael’ryt, Cutlass Island is a noted anchorage for pirate ships. It has two long, sandy beaches of soft, loose sand. It is often used by pirate vessels to beach damaged ships for repairs. There are several buried caches of supplies, weapons, and even treasure. At any given time, there is enough supplies stashed on Cutlass Island to repair 100 hull points worth of damage, 300 various weapons (mostly swords and wheel-lock pistols), and 10-20,000 gp worth of treasure scattered in 5-10 hidden caches. Native Creatures Each individual island of Tauvael’ryt is very small, and as such cannot support many large creatures. The fauna is much as one would expect on an exotic tropical island, with countless palm trees, ferns, and flowering plants. There are a few dangerous species, particularly deadly vines, have been planted at strategic locations to ambush trespassers and the unwary. The native flora of Tauvael’ryt is generally non-offensive and harmless. There are few native animals. The most common creatures are various crabs that inhabit the sandy shore, as well as land-dwelling rays that feed on them. Some crabs have adapted to life in the jungles, dwelling in the trunks and roots of large trees. The jungles are prime nesting grounds for parrots and other colorful birds, as well as brightly colored monkeys. These are prey to feral cath-shee. Guide to Groundlings The elves of Tauvael’ryt are the Pyevae, a ruthless breed of high elves, and the Dala’Tel’Quessir, or the People of Battle, a servant race of wood elves. On the surface of things, the elves are like any other group of elves, living simple lives in the jungles of Tauvael’ryt. The moon is even listed in official Elven Naval records as a simple colony of high and wood elf tribes consisting of a single town and a dozen or so camps and villages scattered throughout the jungles. This is a ruse, of course, was planted by Pyevae spies. The elves are not native to Tauvael’ryt and have settled this moon merely to use it as a forward base for their pirating activities. The loot garnered from these raids is sent back to the Pyevae homeworld, to swell their warchest. The elves are tight-lipped about conditions back home. It requires potent magic or psionics to force them to reveal their secrets, and information gained by these methods is not always reliable. The elves are notorious for planting false information in their own people just in case of capture. There are no civilians on Tauvael’ryt; all of her inhabitants are trained and very deadly. In addition to their Dala’Tel’Quessir servants, halflings, half-orcs, ogres, and half-ogres inhabit the moon. The halflings are known as A’Tau, and very much appear as the elven children they pretend to be. Some liken their appearance to kender, although any similarities end there. The A’Tau are ruthless and cunning, adept at using their child-like appearances to get close enough to a victim to put a dagger in his back. The half-orcs, ogres, and half-ogres are all hired thugs, kept hidden until the Pyevae need some extra muscle to handle a situation. When so brought forth, the Pyevae make sure there are no survivors. Before being sent to this moon, all inhabitants are extensively trained, be it in matters of war, magic, or stealth. At the very least, any Pyevae encountered on this moon will be a fighter, wizard, or rogue of 3rd level or higher. Leaders will be 6th level or greater. Any Dala’Tel’Quessir encountered will be a fighter, ranger, or rogue of 2nd level or higher. Leaders will be 4th level or higher. A’Tau are rogues or sorcerers of 2nd to 7th level. The half-orcs, ogres, and half-ogres all are fighters, barbarians, or sorcerers of 2nd to 8th level, with heavy preference to the barbarian class. Troops are rotated every few decades or so. The Pyavael operate a pirate fleet out of Tauvael’ryt. In total, the fleet consists of about two dozen ships, primarily eel, lamprey, moray eel, and wasp ships. The hulls are typical to pirates and are usually crewed by the half-orc and half-ogre residents of the moon, with Pyevae officers. The elves have woven powerful magic into their ships to enhance their durability and abilities in combat. Among these include means to increase the food, water, and air each ship carries, to increase the range and size of the crew, typically 150% greater than the normal maximum crew. Additionally, all crewmen are some of the strongest warriors the elves have available. Even the lowliest sailor is of 4th level or greater in abilities, and the captain will be of 10th level or greater. Ships will travel in wolf-packs of 5-8 ships, half of which travel invisibly to mask their number. Resources and Trade Traders will find the inhabitants of this world overly polite, but lack much in valuable trade goods. There are small amounts of spices, herbs, and lumber to be had, but not in quantity or quality that merchants look for when seeking to establish long-standing trade partnerships. The moon may have greater resources than what is offered in her ports, but the matter is moot as the elves have little interest in exploring such resources. The meager trade goods offered at Port Summerose, the sole trading outpost, are meant to present the islands as a relatively poor community with little to offer. Of course, this keeps visitors away and minimizes any snooping that said visitors might do while staying in port. Ports of Call Port Summerose (town, 1,500): The largest and most readily accessible city is Port Summerose, a typically elven city. Buildings disappear into the exquisitely manicured landscape. The people are quiet and reserved, typical for elven communities. Visitors are encouraged to keep their visits short. The elves have a variety of trinkets and herbs to trade, but nothing noteworthy or interesting. Summerose is, of course, merely a front for their more nefarious activities. The elves are careful to conduct their illegal businesses outside the city. The inhabitants where picked for their abilities to appear inconspicuous and divert attention from the elves’ true intentions and dealings. If attacked, the elves are more than capable of defending themselves. Monarch’s Misstep (village, 900): About 130 years ago, an elvish captain became suspicious about the elves of Tauvael’ryt, and began investigating the islands on his own. He and his Armada the MONARCH’S MARCH was never heard from again. Unknown to his superiors, the MARCH was shot down over one of the islands, and the jungle growth quickly claimed the ship. The Pyevae quickly turned the cavernous Armada to their purposes, using its unique properties, as well as adding their own illusions, to create a large town hidden by jungle growth. There are caverns enough to dock six eelships or lampreys, as well as many hidden caches of weapons, supplies, magic, and treasure. The town is so cleverly hidden that it is all but invisible from both the ground and the air. Keeper Glade (varies): This hot, blistering glade of moss and stubby grasses is no more than a half-mile wide. It is encircled completely by deadly plants. Inside the glade is a tent-city, the survivors of Pyevaeian attacks. Some are ransomed, especially rich merchants, while others are brainwashed into unwittingly serving the Pyevae. Others still are simply killed once the Pyevae learn they have no value. Ogres are employed to keep order in the camp; the captives almost never learn their true jailors are elven in nature. At any given time, there are 100-300 captives and 30 or so ogres to keep order. The warden of this jail is an ogre magi. History A generation or more ago, Tauvael’ryt was merely another island chain in the void, of little importance or note. Then a group of high elves, the Pyevae, arrived. The elves were scouts, seeking a base of operations from which they could raid the nearby trade routes. After months of investigations, the elves were satisfied with their find and set up shop. The origins of the Pyevae begin with the fall of a corrupted elven empire, ten millennia past on a major, largely non-spelljamming world. Though the destruction of that empire was complete, legends speak of four sons, princes each, who escaped the empire’s final fate. The fled west, the legends say, and took refuge with the stars. The legends speak true, and the Pyevae are the descendants of those four princes and their retainers and servants. Following the defeat of their empire, the four princes boarded several newly grown Starwing-class Man-O-Wars, supplied by allies on a western island and left their world behind. Using stolen star charts, the princes finally came across an unclaimed, verdant world to claim as their own. Each prince would found his own kingdom. Their desire, of course, was to build an empire far greater than that of their forefathers, one that not only would return to their homeworld and conquer it, but would conquer all elven worlds and become lords of all of elvendom. They believe that is their divine right. In the ten millennia since, the kingdoms have at times clashed over the best course of action to fulfill their chosen destiny. The elves see these clashes not as a weakness, but as a means of strengthening themselves. Peaceful times breed contentment; times of struggle bring innovation. After ten millennia of struggle and growth, the four kingdoms have become strong, perhaps each is even as strong as the empire that spawned them, if not greater. Yet despite their great strength, they yet lack the strength to conquer whole worlds, least of all their homeworld. But that time draws near, and sometime soon, the elves indent to go to war. Until the Day of War arrives, the elves will use Tauvael’ryt as a base from which to raid ships and otherwise prepare for the coming war. Satellites None Other Considerations Translation of Tauvael’ryt terms: A’Tau – Half-moon Dala’Tel’Quessir – the People of Battle Pyevae – Four Sons Tauvael’ryt – Moon of the Belt-Blade Bibliography Spelljammer: Dungeons & Dragons in Space Hackjammer Lost Ships Cormanthor, Empire of Elves Elven Dictionary by Steven Sypa (www.Candlekeep.com) |
| Lord Karsus12-15-06, 07:49 PM | -Hey, it's nice to see that you used my Elven Dictionary. I hope it helped. :) |
| Nightdruid12-15-06, 08:34 PM | -Hey, it's nice to see that you used my Elven Dictionary. I hope it helped. :) Very much so. Very good dictionary; I love those things (got quite a few via Dragon). Though I had to splice apart some proper names to get the words I wanted (easily done, though), and I was kinda surprised the number four was there (which I needed for "four princes". :D ). |
| Lord Karsus12-15-06, 08:49 PM | Very much so. Very good dictionary; I love those things (got quite a few via Dragon). Though I had to splice apart some proper names to get the words I wanted (easily done, though), and I was kinda surprised the number four was there (which I needed for "four princes". :D ). -Yeah, 'Four' is there because of the term 'Four-Snows', which is a way that Faerûnian Elves tell time. But, there are certainly some strange words that have found their way in Elven. |
| Nightdruid12-15-06, 09:08 PM | -Yeah, 'Four' is there because of the term 'Four-Snows', which is a way that Faerûnian Elves tell time. But, there are certainly some strange words that have found their way in Elven. Lucky me, then ;) |