Colleges and universities must think and act as innovators. It's critical to fulfilling their duty to prepare future leaders and driving societal transformation and growth.
There's an intense hunger for cutting-edge concepts and breakthrough ideas on university campuses all across the country today. We've seen and felt this at the University of Washington (UW), and we decided to get more innovative about innovation.
First and foremost, we wanted to become a trusted partner and set up a collaborative hub that would help us expand the societal impact of our diverse and far-reaching innovation efforts. In addition, we wanted to deliver all the creative tools and meaningful connections that members of the UW community needed to accelerate the impact of their innovations. And we wanted to better engage investors, inventors and alumni by removing barriers between our university innovators and this real-world ecosystem.
In order to fully realize this rich, new 21st-century vision, we launched CoMotion, the collaborative hub aimed at expanding the societal impact of UW. We are helping to create and promote entrepreneurial thinking, innovative mindsets, creative problem solving and experiential and team-based project learning in a variety of disciplines and fields across the UW.
This cultural shift is still a work in progress, but it wouldn't be possible if our university hadn't embraced and internalized a set of core values that have helped create a safe, fertile and durable environment for innovation on our campuses.
Assessing this from a broader vantage point, I believe that without bedrock values in place higher education simply can't expect to play its vital role in our nation's innovative future.
Universities do a good job of teaching students about tactics, about adapting to what's next, but they rarely offer students the all-important strategic piece, which is absolutely critical to developing any long-term vision. And, without strategy or vision, each inherently anchored and guided by values, you can't have innovation or a repeatable innovation culture.
Higher education has focused on the tactical, in part, because the technology fields are rapidly changing and extremely market driven, and there's just no time for faculty to step back, take a deep breath and teach strategy. Imparting values is challenging, too, because this discussion has historically been the exclusive province of the humanities and liberal arts. The whole notion of values-driven innovation is still relatively uncharted territory for even the most forward-leaning universities.
Creating a set of values that will serve as both an innovative compass and catalyst on campus isn't easy.
Aligning institutional values with those of students, faculty and researchers is paramount; if there are conflicts, it's going to be hard to establish consensus about where the future really is, how to encourage discoveries that have significant societal impact and the best way to manage the journey out to 2050 and beyond. Being explicit and fully articulating a values-driven innovation philosophy is a must as well. All constituencies on campus must be willing to re-engineer, re-craft or re-think their cherished yesterdays in favor of the many exciting—and perhaps unknown—tomorrows.
There's no magic in setting down a series of values that inspire innovation in a university setting. At the end of the day, we're talking about words. What makes these words truly matter, though, is the weight and commitment that the administration attaches to each syllable—and this can be seen through concrete actions, initiatives, programs and policies.
At the UW, we've laid out 10 central values that help stimulate exploration of the new. We believe that each of these values represents much more than a gauzy ideal. Instead, they accurately and authentically reflect our innovative DNA.
When we talk about integrity as a value, for example, we're very clear: This means that we do what we say, we follow through, and we view innovation through a brutally honest and realistic lens.
When it comes to problem solving as a value, we accept the fact that all innovation poses challenges that need to be addressed head-on, individually and collectively.
In terms of teamwork, we know that you can't build or create new things without leveraging each other's strengths, without communicating and without working together.
As for learning, we can't move to the future unless we're willing to constantly develop and evolve, and unless we're willing to share that knowledge so that others can benefit as well.
We've included courage on our values list because lasting innovation means making the right decisions and the right choices for the right reasons.
Innovation requires dauntless energy. We work positively during the discovery process and celebrate a resonance of that feeling with others.
Clarity is essential because the best innovation embodies simplicity, elegance and an ability to cut through complexity.
Action is about doing, about moving ideas to the impact stage as soon as possible.
Sometimes innovation necessitates reflection—a pause that allows us to listen and look back at ourselves individually and collectively to see how our exploration is going.
Finally, experimentalism. We must have the intellectual bravery to go where others have never gone before and just see what happens.
It's too early to tell whether our values-driven approach to innovation will change the world—in either large or small ways.
But we know that our philosophy has attracted the attention of other like-minded innovators. Recently, for instance, Amazon, the online technology and retail giant, announced plans to give money to UW faculty members, students, or anybody on campus who has a "bold, risky" idea for making the world a better place.
Now it's up to us to act on our innovation values, to live them each and every day as we try to figure out the future on behalf of the generations to come.


Mechanical Contractors Credit Team Work For Record Drop In Fire Deaths - Mechanical Contractors Association of New York, Inc.
The following article is courtesy rew-online.com.
2016 was the Big Apple's safest year in terms of fire fatalities, according to the FDNY.
The world's busiest fire department reported 48 fire-related deaths, the lowest number since the city began recordkeeping in 1916.
"We pushed ourselves to save even more lives in 2016 – embarking on a life-saving citywide smoke alarm program that has reached tens of thousands of homes – and we've seen the outstanding results with a historic 100-year low for fire fatalities in our city," said Fire Department of New York Commissioner Daniel Nigro.
In addition to the significant and commendable work of the FDNY, fire sprinkler systems have also had a tremendous life and property savings impact in New York City. According to the National Fire Protection Association, water-based fire protection systems reduce fire deaths by 82 percent and property damage by 68 percent.
"The co-ordinated efforts among the FDNY, its inspection unit and the unionized fire suppression contracting industry have succeeded in achieving life-saving results,ˮ said Anthony Saporito, executive vice president of Mechanical Contractors Association of New York.
Passed in 1973, New York City Local Law 5 mandated that all high-rise office buildings in New York City that exceed 100 feet tall have a sprinkler system or pressurized and compartmentalized stairwells.
This legislation followed two fatal 1970 office building fires which resulted in five fatalities and dozens of injuries. That year, the city had 310 fire related deaths. Since then, there has been a gradual and significant 85 percent reduction in fire fatalities leading to this year's record numbers.
In 1999, Local Law 10 was passed, mandating the installation of fire sprinklers in all newly constructed multifamily dwellings with three or more units.
It also applied to existing buildings undergoing alterations or renovations with costs totaling more than 50% of its value, and established stricter inspection and maintenance standards.
"Sprinklers have repeatedly proved to save lives and reduce property damage, even before the Fire Department arrives on the scene. If trapped in a fire today, a victim has only about three minutes to get out because modern fires grow incredibly toxic and hot in just a matter of minutes," said Patrick Dolan, Steamfitters Local 638 President.
According to Underwriters Laboratories, fires today are more toxic and burn 800 percent faster because of petroleum-based synthetics in newer furnishings.
This illustrates how important close coordination between New York City property owners, the unionized mechanical contracting industry and the FDNY now more than ever. "The record low number of fire fatalities indicates that New York City has continually worked to improve conditions for every generation. That's what makes the Big Apple a national leader in fire safety," said Robert Bartels, Jr., Steamfitters Local 638 Business Agent at Large.


Whatever your career aspirations, a major in political science can help you hone your decision-making, problem-solving, and analytical thinking skills. You'll become an effective oral communicator, a lucid writer, and develop a knowledge base of the most important political science research. You'll learn to analyze social power and the way it affects and is affected by political, legal, and economic institutions. Political science is a versatile major that can lead to a variety of exciting careers.
Political science majors take 39 credits in the University Core Curriculum, 21-33 hours in the College of Arts and Sciences core, 36 hours of political science courses for the major, and 12-24 hours of electives.


text:
#ifndef SILK_STRUCTS_H
#define SILK_STRUCTS_H

#include "typedef.h"
#include "SigProc_FIX.h"
#include "define.h"
#include "entenc.h"
#include "entdec.h"

#ifdef __cplusplus
extern "C"
{
#endif

/************************************/
/* Noise shaping quantization state */
/************************************/
typedef struct {
    opus_int16                  xq[           2 * MAX_FRAME_LENGTH ]; /* Buffer for quantized output signal                             */
    opus_int32                  sLTP_shp_Q14[ 2 * MAX_FRAME_LENGTH ];
    opus_int32                  sLPC_Q14[ MAX_SUB_FRAME_LENGTH + NSQ_LPC_BUF_LENGTH ];
    opus_int32                  sAR2_Q14[ MAX_SHAPE_LPC_ORDER ];
    opus_int32                  sLF_AR_shp_Q14;
    opus_int32                  sDiff_shp_Q14;
    opus_int                    lagPrev;
    opus_int                    sLTP_buf_idx;
    opus_int                    sLTP_shp_buf_idx;
    opus_int32                  rand_seed;
    opus_int32                  prev_gain_Q16;
    opus_int                    rewhite_flag;
} silk_nsq_state;

/********************************/
/* VAD state                    */
/********************************/
typedef struct {
    opus_int32                  AnaState[ 2 ];                  /* Analysis filterbank state: 0-8 kHz                                   */
    opus_int32                  AnaState1[ 2 ];                 /* Analysis filterbank state: 0-4 kHz                                   */
    opus_int32                  AnaState2[ 2 ];                 /* Analysis filterbank state: 0-2 kHz                                   */
    opus_int32                  XnrgSubfr[ VAD_N_BANDS ];       /* Subframe energies                                                    */
    opus_int32                  NrgRatioSmth_Q8[ VAD_N_BANDS ]; /* Smoothed energy level in each band                                   */
    opus_int16                  HPstate;                        /* State of differentiator in the lowest band                           */
    opus_int32                  NL[ VAD_N_BANDS ];              /* Noise energy level in each band                                      */
    opus_int32                  inv_NL[ VAD_N_BANDS ];          /* Inverse noise energy level in each band                              */
    opus_int32                  NoiseLevelBias[ VAD_N_BANDS ];  /* Noise level estimator bias/offset                                    */
    opus_int32                  counter;                        /* Frame counter used in the initial phase                              */
} silk_VAD_state;

/* Variable cut-off low-pass filter state */
typedef struct {
    opus_int32                   In_LP_State[ 2 ];           /* Low pass filter state */
    opus_int32                   transition_frame_no;        /* Counter which is mapped to a cut-off frequency */
    opus_int                     mode;                       /* Operating mode, <0: switch down, >0: switch up; 0: do nothing           */
} silk_LP_state;

/* Structure containing NLSF codebook */
typedef struct {
    const opus_int16             nVectors;
    const opus_int16             order;
    const opus_int16             quantStepSize_Q16;
    const opus_int16             invQuantStepSize_Q6;
    const opus_uint8             *CB1_NLSF_Q8;
    const opus_int16             *CB1_Wght_Q9;
    const opus_uint8             *CB1_iCDF;
    const opus_uint8             *pred_Q8;
    const opus_uint8             *ec_sel;
    const opus_uint8             *ec_iCDF;
    const opus_uint8             *ec_Rates_Q5;
    const opus_int16             *deltaMin_Q15;
} silk_NLSF_CB_struct;

typedef struct {
    opus_int16                   pred_prev_Q13[ 2 ];
    opus_int16                   sMid[ 2 ];
    opus_int16                   sSide[ 2 ];
    opus_int32                   mid_side_amp_Q0[ 4 ];
    opus_int16                   smth_width_Q14;
    opus_int16                   width_prev_Q14;
    opus_int16                   silent_side_len;
    opus_int8                    predIx[ MAX_FRAMES_PER_PACKET ][ 2 ][ 3 ];
    opus_int8                    mid_only_flags[ MAX_FRAMES_PER_PACKET ];
} stereo_enc_state;

typedef struct {
    opus_int16                   pred_prev_Q13[ 2 ];
    opus_int16                   sMid[ 2 ];
    opus_int16                   sSide[ 2 ];
} stereo_dec_state;

typedef struct {
    opus_int8                    GainsIndices[ MAX_NB_SUBFR ];
    opus_int8                    LTPIndex[ MAX_NB_SUBFR ];
    opus_int8                    NLSFIndices[ MAX_LPC_ORDER + 1 ];
    opus_int16                   lagIndex;
    opus_int8                    contourIndex;
    opus_int8                    signalType;
    opus_int8                    quantOffsetType;
    opus_int8                    NLSFInterpCoef_Q2;
    opus_int8                    PERIndex;
    opus_int8                    LTP_scaleIndex;
    opus_int8                    Seed;
} SideInfoIndices;

/********************************/
/* Encoder state                */
/********************************/
typedef struct {
    opus_int32                   In_HP_State[ 2 ];                  /* High pass filter state                                           */
    opus_int32                   variable_HP_smth1_Q15;             /* State of first smoother                                          */
    opus_int32                   variable_HP_smth2_Q15;             /* State of second smoother                                         */
    silk_LP_state                sLP;                               /* Low pass filter state                                            */
    silk_VAD_state               sVAD;                              /* Voice activity detector state                                    */
    silk_nsq_state               sNSQ;                              /* Noise Shape Quantizer State                                      */
    opus_int16                   prev_NLSFq_Q15[ MAX_LPC_ORDER ];   /* Previously quantized NLSF vector                                 */
    opus_int                     speech_activity_Q8;                /* Speech activity                                                  */
    opus_int                     allow_bandwidth_switch;            /* Flag indicating that switching of internal bandwidth is allowed  */
    opus_int8                    LBRRprevLastGainIndex;
    opus_int8                    prevSignalType;
    opus_int                     prevLag;
    opus_int                     pitch_LPC_win_length;
    opus_int                     max_pitch_lag;                     /* Highest possible pitch lag (samples)                             */
    opus_int32                   API_fs_Hz;                         /* API sampling frequency (Hz)                                      */
    opus_int32                   prev_API_fs_Hz;                    /* Previous API sampling frequency (Hz)                             */
    opus_int                     maxInternal_fs_Hz;                 /* Maximum internal sampling frequency (Hz)                         */
    opus_int                     minInternal_fs_Hz;                 /* Minimum internal sampling frequency (Hz)                         */
    opus_int                     desiredInternal_fs_Hz;             /* Soft request for internal sampling frequency (Hz)                */
    opus_int                     fs_kHz;                            /* Internal sampling frequency (kHz)                                */
    opus_int                     nb_subfr;                          /* Number of 5 ms subframes in a frame                              */
    opus_int                     frame_length;                      /* Frame length (samples)                                           */
    opus_int                     subfr_length;                      /* Subframe length (samples)                                        */
    opus_int                     ltp_mem_length;                    /* Length of LTP memory                                             */
    opus_int                     la_pitch;                          /* Look-ahead for pitch analysis (samples)                          */
    opus_int                     la_shape;                          /* Look-ahead for noise shape analysis (samples)                    */
    opus_int                     shapeWinLength;                    /* Window length for noise shape analysis (samples)                 */
    opus_int32                   TargetRate_bps;                    /* Target bitrate (bps)                                             */
    opus_int                     PacketSize_ms;                     /* Number of milliseconds to put in each packet                     */
    opus_int                     PacketLoss_perc;                   /* Packet loss rate measured by farend                              */
    opus_int32                   frameCounter;
    opus_int                     Complexity;                        /* Complexity setting                                               */
    opus_int                     nStatesDelayedDecision;            /* Number of states in delayed decision quantization                */
    opus_int                     useInterpolatedNLSFs;              /* Flag for using NLSF interpolation                                */
    opus_int                     shapingLPCOrder;                   /* Filter order for noise shaping filters                           */
    opus_int                     predictLPCOrder;                   /* Filter order for prediction filters                              */
    opus_int                     pitchEstimationComplexity;         /* Complexity level for pitch estimator                             */
    opus_int                     pitchEstimationLPCOrder;           /* Whitening filter order for pitch estimator                       */
    opus_int32                   pitchEstimationThreshold_Q16;      /* Threshold for pitch estimator                                    */
    opus_int32                   sum_log_gain_Q7;                   /* Cumulative max prediction gain                                   */
    opus_int                     NLSF_MSVQ_Survivors;               /* Number of survivors in NLSF MSVQ                                 */
    opus_int                     first_frame_after_reset;           /* Flag for deactivating NLSF interpolation, pitch prediction       */
    opus_int                     controlled_since_last_payload;     /* Flag for ensuring codec_control only runs once per packet        */
    opus_int                     warping_Q16;                       /* Warping parameter for warped noise shaping                       */
    opus_int                     useCBR;                            /* Flag to enable constant bitrate                                  */
    opus_int                     prefillFlag;                       /* Flag to indicate that only buffers are prefilled, no coding      */
    const opus_uint8             *pitch_lag_low_bits_iCDF;          /* Pointer to iCDF table for low bits of pitch lag index            */
    const opus_uint8             *pitch_contour_iCDF;               /* Pointer to iCDF table for pitch contour index                    */
    const silk_NLSF_CB_struct    *psNLSF_CB;                        /* Pointer to NLSF codebook                                         */
    opus_int                     input_quality_bands_Q15[ VAD_N_BANDS ];
    opus_int                     input_tilt_Q15;
    opus_int                     SNR_dB_Q7;                         /* Quality setting                                                  */

    opus_int8                    VAD_flags[ MAX_FRAMES_PER_PACKET ];
    opus_int8                    LBRR_flag;
    opus_int                     LBRR_flags[ MAX_FRAMES_PER_PACKET ];

    SideInfoIndices              indices;
    opus_int8                    pulses[ MAX_FRAME_LENGTH ];

    int                          arch;

    /* Input/output buffering */
    opus_int16                   inputBuf[ MAX_FRAME_LENGTH + 2 ];  /* Buffer containing input signal                                   */
    opus_int                     inputBufIx;
    opus_int                     nFramesPerPacket;
    opus_int                     nFramesEncoded;                    /* Number of frames analyzed in current packet                      */

    opus_int                     nChannelsAPI;
    opus_int                     nChannelsInternal;
    opus_int                     channelNb;

    /* Parameters For LTP scaling Control */
    opus_int                     frames_since_onset;

    /* Specifically for entropy coding */
    opus_int                     ec_prevSignalType;
    opus_int16                   ec_prevLagIndex;

    silk_resampler_state_struct resampler_state;

    /* DTX */
    opus_int                     useDTX;                            /* Flag to enable DTX                                               */
    opus_int                     inDTX;                             /* Flag to signal DTX period                                        */
    opus_int                     noSpeechCounter;                   /* Counts concecutive nonactive frames, used by DTX                 */

    /* Inband Low Bitrate Redundancy (LBRR) data */
    opus_int                     useInBandFEC;                      /* Saves the API setting for query                                  */
    opus_int                     LBRR_enabled;                      /* Depends on useInBandFRC, bitrate and packet loss rate            */
    opus_int                     LBRR_GainIncreases;                /* Gains increment for coding LBRR frames                           */
    SideInfoIndices              indices_LBRR[ MAX_FRAMES_PER_PACKET ];
    opus_int8                    pulses_LBRR[ MAX_FRAMES_PER_PACKET ][ MAX_FRAME_LENGTH ];
} silk_encoder_state;

/* Struct for Packet Loss Concealment */
typedef struct {
    opus_int32                  pitchL_Q8;                          /* Pitch lag to use for voiced concealment                          */
    opus_int16                  LTPCoef_Q14[ LTP_ORDER ];           /* LTP coeficients to use for voiced concealment                    */
    opus_int16                  prevLPC_Q12[ MAX_LPC_ORDER ];
    opus_int                    last_frame_lost;                    /* Was previous frame lost                                          */
    opus_int32                  rand_seed;                          /* Seed for unvoiced signal generation                              */
    opus_int16                  randScale_Q14;                      /* Scaling of unvoiced random signal                                */
    opus_int32                  conc_energy;
    opus_int                    conc_energy_shift;
    opus_int16                  prevLTP_scale_Q14;
    opus_int32                  prevGain_Q16[ 2 ];
    opus_int                    fs_kHz;
    opus_int                    nb_subfr;
    opus_int                    subfr_length;
} silk_PLC_struct;

/* Struct for CNG */
typedef struct {
    opus_int32                  CNG_exc_buf_Q14[ MAX_FRAME_LENGTH ];
    opus_int16                  CNG_smth_NLSF_Q15[ MAX_LPC_ORDER ];
    opus_int32                  CNG_synth_state[ MAX_LPC_ORDER ];
    opus_int32                  CNG_smth_Gain_Q16;
    opus_int32                  rand_seed;
    opus_int                    fs_kHz;
} silk_CNG_struct;

/********************************/
/* Decoder state                */
/********************************/
typedef struct {
    opus_int32                  prev_gain_Q16;
    opus_int32                  exc_Q14[ MAX_FRAME_LENGTH ];
    opus_int32                  sLPC_Q14_buf[ MAX_LPC_ORDER ];
    opus_int16                  outBuf[ MAX_FRAME_LENGTH + 2 * MAX_SUB_FRAME_LENGTH ];  /* Buffer for output signal                     */
    opus_int                    lagPrev;                            /* Previous Lag                                                     */
    opus_int8                   LastGainIndex;                      /* Previous gain index                                              */
    opus_int                    fs_kHz;                             /* Sampling frequency in kHz                                        */
    opus_int32                  fs_API_hz;                          /* API sample frequency (Hz)                                        */
    opus_int                    nb_subfr;                           /* Number of 5 ms subframes in a frame                              */
    opus_int                    frame_length;                       /* Frame length (samples)                                           */
    opus_int                    subfr_length;                       /* Subframe length (samples)                                        */
    opus_int                    ltp_mem_length;                     /* Length of LTP memory                                             */
    opus_int                    LPC_order;                          /* LPC order                                                        */
    opus_int16                  prevNLSF_Q15[ MAX_LPC_ORDER ];      /* Used to interpolate LSFs                                         */
    opus_int                    first_frame_after_reset;            /* Flag for deactivating NLSF interpolation                         */
    const opus_uint8            *pitch_lag_low_bits_iCDF;           /* Pointer to iCDF table for low bits of pitch lag index            */
    const opus_uint8            *pitch_contour_iCDF;                /* Pointer to iCDF table for pitch contour index                    */

    /* For buffering payload in case of more frames per packet */
    opus_int                    nFramesDecoded;
    opus_int                    nFramesPerPacket;

    /* Specifically for entropy coding */
    opus_int                    ec_prevSignalType;
    opus_int16                  ec_prevLagIndex;

    opus_int                    VAD_flags[ MAX_FRAMES_PER_PACKET ];
    opus_int                    LBRR_flag;
    opus_int                    LBRR_flags[ MAX_FRAMES_PER_PACKET ];

    silk_resampler_state_struct resampler_state;

    const silk_NLSF_CB_struct   *psNLSF_CB;                         /* Pointer to NLSF codebook                                         */

    /* Quantization indices */
    SideInfoIndices             indices;

    /* CNG state */
    silk_CNG_struct             sCNG;

    /* Stuff used for PLC */
    opus_int                    lossCnt;
    opus_int                    prevSignalType;

    silk_PLC_struct sPLC;

} silk_decoder_state;

/************************/
/* Decoder control      */
/************************/
typedef struct {
    /* Prediction and coding parameters */
    opus_int                    pitchL[ MAX_NB_SUBFR ];
    opus_int32                  Gains_Q16[ MAX_NB_SUBFR ];
    /* Holds interpolated and final coefficients, 4-byte aligned */
    silk_DWORD_ALIGN opus_int16 PredCoef_Q12[ 2 ][ MAX_LPC_ORDER ];
    opus_int16                  LTPCoef_Q14[ LTP_ORDER * MAX_NB_SUBFR ];
    opus_int                    LTP_scale_Q14;
} silk_decoder_control;

#ifdef __cplusplus
}
#endif

#endif

redpajama_set_name: RedPajamaGithub


text:
News in Tamil
Home » Cine News
Status Of The Ajith
[Behind Woods, Tuesday, 15 May 2012 20:27 No Comment]
The as-yet-untitled mega project directed by Vishnuvardhan, under the auspices of A M Ratnam, will go on floors in Mumbai on the 31st of this month. A press release sent out by the producers in this regard confirmed the news, further adding that the movie will possibly be released in 2012.
Nayan and Taapsee are cast opposite Ajith and Arya respectively. The movie will have Yuvan Shankar's music, P S Vinodh's cinematography, Sreekar Prasad's editing and Sunil Babu's art direction. While story, screenplay and dialogues are by Suba and Vishnuvardhan.
[Full Coverage]
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FALMOUTH – A wake is planned Monday for one of the Falmouth High School students killed last week in a car crash.
Lavin and his friend Owen Higgins were both killed after their car crashed into a tree on Thomas Landers Road Thursday night.
Lavin, the driver, was pronounced dead at the scene. Higgins was medflighted to Rhode Island and died the next day at Hasbro Children's Hospital with his family at his side.
The two were coming back from hockey practice Thursday night when their car left the road way and crashed into the tree near Geggatt road.
A makeshift memorial has been set up at the crash site.
Lavin and Higgins, both 17, played for the Falmouth High School football and hockey teams.
A Go Fund Me page had raised nearly $50,000 as of Monday morning to help pay for funeral expenses and to establish a scholarship in Lavin's memory. A Go Fund Me page in Higgins' honor has raised more than $40,000.
Lavin is survived by his mother, father, and three siblings.
Falmouth police chief Ed Dunne said officials have not determined a cause of the crash. The State Police Accident Reconstruction Team is assisting with the investigation.


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THE EIGHT WINDS BAY
DESCRIPTION - LOCATION - PEOPLE - COAT OF ARMS
CLIMATE - FLORA - FAUNA - RESOURCES - MYTH/LORE
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 Arthyrón 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 Arthyrón 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.
Image description. Artyrhón fishers on the waters of Eight Winds Bay struggling against the winds and currents of the waters. Picture by Ingeborg.
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 Arthyrón 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 Arthyrón 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.
The Eternal Maelstrom ("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 avatars 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/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 Arthyrón. The ship builders of the Arthyrón 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 Arthyrón alike to study all aspects of the bay and perpetually active maelstrom closely. The boats of the Arthyrón, 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 Arthyrón 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 Arthyrón, use the knowledge of Eight Winds Bay possessed by the Arthyrón or to follow the marker buoys deployed by the Arthyrón 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 Arthyrón 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 Arthyrón 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 Arthyrón, 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 takes approximately two days to travel on foot between these two port towns.
The Prominent Tunnels
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 Kurakim 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 Arthyrón, 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 Fá'áv'cál'âr. 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. A multitude of people of various races live in the region of the Eight Winds Bay:
The Arthyrón ("Blessed Sea Elves")
The most numerous residents of the Eight Winds Bay area are the Arthyrón 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 Injerín 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 Arthyrón have not forgotten their roots as Injerín 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").
The 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 Arthyrón tribe. 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 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 Arthyrón 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.
The 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 Arthyrón, 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 Arthyrón. 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.
The Kurakim Dwarves
The Arthyrón 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 Arthyrón 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 Susilgerim ("Silent Dwarves")
The Arthyrón 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.
The Ashz-Oc ("Noble Orcs")
The Ashz-Oc orcs sometimes trade with the Arthyrón, 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 Ice tribes often skirt the edge of Eight Winds Bay on their overland trading missions north and south. Like the Arthyrón, members of both of these human tribes use the tunnels beneath the Prominent Mountains to trade with each other or with the Arthyrón 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 Arthyrón Elves.
Coat of Arms/Sign. The Arthyrón 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 Arthyrón 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 Arthyrón 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 Arthyrón 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.
The cerubell flower is pollinated and spread by the ceruwing 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.
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.
As previously mentioned, trees native to other areas of this region of Northern Sarvonia are unknown on the three islands of Eight Winds Bay. The Prominent Mountains are connifer-clad, however, and through trade agreements with the Kurakim Dwarves who reside there, the Blessed Sea Elves have access to that wood for their boats, furniture and weapons.
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" (Styrásh lit. "Salt Wood-Grass") by the Arthyrón, 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 Injerín and Kuglimz. This salt is harvested by the Arthyrón 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.
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 Arthyrón 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 Arthyrón only take what they need of these creatures in order to allow them to regain their numbers for future seasons. The Arthyrón 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 Arthyrón for both their flesh and their waterproof skins. The Arthyrón 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.
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 Arthyrón 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, Arthyrón 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 Arthyrón 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 Arthyrón believe that this is an indication as to whether or not the feelings expressed by the boys are reciprocated in kind. The Arthyrón as well as the druids also enjoy the frog choruses that start up during the seasons of spring, summer and autumn.
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.
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 (Styrásh, it. "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 Arthyrón 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 Arthyrón 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 Arthyrón 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 each other as well as the nearby tribes of humans, dwarves, elves and even orcs on rare occasions. It is this trade that enables the Arthyrón to continue to thrive in such an inhospitable environment. The fish and other seafood keep the Arthyrón 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 Liben River. One of the key things that they trade with the Kurakim is access to, and use of, the connifer trees that grow on the Prominent Mountains within the area of this dwarven clan.
Myth/Lore. There are numerous myths and lore about Eight Winds Bay and the whirlpool at its heart. The Arthyrón 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 Arthyrón 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 Peninsula, such as the area surrounding the Keep of Dak'dinal, that they do not venture.
The 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 Injerín, Arthyrón, 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 Arthyrón 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.
Arthyrón Ceremonies
The Arthyrón 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 Arthyrón 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 Arthyrón, 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 Arthyrón 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 Arthyrón. These are said to be replicas of the boat used by Agricola, an Arthyrón 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
by Shabakuk Zeborius Anfang
"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 Arthyrón, 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.
[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. [Back]
[2] The Compendium Researcher, Deklitch Hardin, is rumoured to have a house on the outskirts of Silvern, built in the Arthyrón 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 Arthyrón 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-Santhala, Marcogg, Naios or Caelum for directions. [Back]
[3] The Arthyrón 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 Injerín Elves in times past. It is known that the current Arthyrón 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 Arthyrón Elves. [Back]
[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. [Back]
1st Changing Winds 1671 a.S.
Information provided by Deklitch Hardin


text:
can add the element of gasoline to create a car that run
Written by cyvqjo on January 23, 2023
Little Alchemy is a popular mobile game that allows players to combine different elements to create new items. The game features a wide variety of elements, including animals, plants, and everyday objects, that can be combined to create even more complex items. One of the most popular items to create in Little Alchemy is a car. Creating a car in Little Alchemy is a fun and challenging process that requires players to think creatively and experiment with different combinations of elements.
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Once you have successfully created a car, you can continue to experiment with different combinations to create even more complex items. For example, you can add the element of glass to create a car with windows, or you can add the element of gasoline to create a car that runs on gasoline.
One of the key things to remember when making a car in Little Alchemy is that the game is not always predictable. Sometimes, you may try a combination that you think should work, but it doesn't. This is where experimentation and creativity come in. You may need to try different combinations of elements to find the one that works.
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cyvqjo
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Slathering oils on my scalp prior to styling, scouring shea spread on my dermatitis eruptions


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