Crown of Morning Light – An Elven Space Station

Battle at Faerun by Silverblade the Enchanter. Used by permission.

By Adam Miller (Night Druid)

I love the work Adam has done on the Elven Navy and its denizens. This is the best description of a Crown of Corellon type station I have ever seen. I hope you enjoy it as much as I do! ~ Blessings, Sable

Ri Eringail

(trans.: Crown of Morning Light)

Ri Eringail is an elven “Crown” castle built upon the joined hulls of seven archaic Man-O-Wars. The castle was built shortly after the First Unhuman Wars came to a close. It has remained in its current position ever since. The castle has a garrison of 230 elves and half-elves, along with several sprites, dryads, and other fey creatures.

Over the centuries since its construction, the elves have placed many enchantments throughout the castle, some to improve its defense, others to make life easier for the garrison. The effort has gone to make Ri Eringail a strongly defended castle. Only the strongest, most determined attacker could hope to take the castle, and only at great cost in treasure and lives.

Ri Eringail appears as a ring of seven elven ships joined together at the tail. A ring of seven smaller towers of gleaming green surround a like-colored central tower that rises a full sixty feet above the park-like courtyard. The outer towers have three arrow slits per level, while the central tower has seven arrow slits per level. Capping the central tower is a sphere of rose-colored light that shines like the Morning Star. The light from this sphere can be seen for thousands of miles and nourishes elven ships that bask in it. This light has all the properties of normal sunlight. The lesser towers are capped by gold-colored minarets.

The ship hulls that make up the foundation of Ri Eringail have the appearance of a ship’s hull covered in dark green bark. The dark color is broken by stained glass windows of innumerable shades of blue, green, red, and purple. The wings of the Man-O-Wars are fused together into a burgundy-red wall that rises thirty feet above the courtyard and sixty feet below. Sitting on top of the ship-hull foundation is a round, flat area used as a courtyard. The courtyard extends to where the wings are anchored to the ship hulls, and is about 200’ in diameter. The edges of the courtyard are supported by heavy beams that grow out of the foundation. The courtyard itself is covered in limestone pavers roughly half an inch thick. Potted plants, flowers, and ornamental trees decorate the courtyard. Life-like statues of elves and fairies, captured in white marble, are scattered throughout the courtyard.

Below the gravity plane of the castle is the foundation structure, capped by a dome of green glass. This dome covers the bottom-most deck, which serves as an arbor. The glass is translucent, making it difficult to see the arbor below. The dome is sixty-five feet in diameter and rises to a height of forty feet. From afar, the entire station looks like a blossoming flower in wildspace.

The outermost walls of Ri Eringail are the hulls of the seven archaic Man-O-Wars that were used as the foundation. Over the centuries, the hulls have grown thick, thanks in part to repeated castings of plant growth. The walls are now fully 5’ thick and are as hard as stone. The walls are living plant material, and are heavy with water. Due to the high water content, all walls in Ri Eringail have a +4 bonus to saving throws versus fire attacks, and any fire started will burn itself out in 1d4 rounds. The outer walls of the towers are statistically identical to the hull walls.

The elves keep several pairs of songbirds at Ri Eringail. These birds nest in the outer walls of the hulls, building their nests in the thick bark. The birds have no strategic importance to the base, but do offer a bit of nature for the elven garrison to enjoy.

Garrison

Two distinct garrisons man Ri Eringail: the daercumudo (gunners) who man the ballista and catapults, and a contingent of liramacil (marines) to repel boarding attempts.

The daercumudo are divided into seven squads, one for each spur of the castle. Each squad is responsible for the care and upkeep of the weapons in their assigned spur. A squad is led by a rochben (knight) who commands fifteen weapon loaders, three expert artillerists, and a personal assistant. The rochben will command his men from the heavy ballista pit on the Turret Deck, using voice tubes, messengers, or magic to convey his orders to the other weapon pits under his command. Each squad is also responsible for an individual battle standard, flown from the top of the minaret that caps the smaller towers. The squads are known by the battle standard, which are Thoron (Eagle), Garav (Wolf), Raw (Lion), Corch (Crow), Amlug (Dragon), Thoronraw (Griffon), Raesaras (Stag). There is great rivalries between individual squads as they attempt to out-do each other for bragging rights. In times of peace, squads are notorious for stealing each others’ banners and hanging them under their own. One particular escapade still talked about is the time that Squad Corch managed to steal all six of the other flags and hang them from their own minaret. For their bravado and cunning, the entire squad was granted a week-long furlough at the town.

The liramacil is divided into four units. Each unit has nineteen liramacil, lead by a rochben. These units are much more transient than those of the daercumudo. Typically a liramacil unit will serve a year-long stay at Ri Eringail before being reassigned elsewhere. The rivalries between individual units are not strong, although there is a strong rivalry between the liramacil and the daercumudo. This is more likely to be expressed through drinking contests, games of chance, and mild hazing. The individual liramacil units are named Iavas (Autumn), Eithel (Spring), Laer (Summer), and Riw (Winter), after the season the unit rotates in.

Defenses and Magical Auras

In addition to its heavy artillery and hardened defenders, Ri Eringail has numerous magical defenses. In a fashion, Ri Eringail is surrounded by a magical aura not unlike a Mythal from Realmspace, although far less potent. Some of these effects are a side-result of the starfly dryads which inhabit the castle, while others were added by wizards of the Elven Imperial Fleet.

The light hovering above the central tower that gives Ri Eringail its name has all the properties of normal sunlight. It has a definite cycle, brightening at morning until noon, and then diminishes through the afternoon. At night, it dims to be as bright as a full moon. This cycle gives the castle a day and night cycle. The castellan has a scepter that allows him to control the light, diminishing it to moonlight or increasing the brightness that it becomes impossible to look upon the castle without protection or risk blindness (treat as a continual light spell cast at an opponent’s eye). When so brightened, all attacks against the castle suffer a -4 to all to-hit rolls. In addition to these effects, the light has minor healing properties, resulting in all living creatures healing 1 additional hit point per day. Like normal sunlight, the light of Ri Eringail will damage and destroy certain creatures, particularly undead like vampires.

At will, the dryads can release part of the enormous water stored in the hull as a fire-suppressing mist, which dampen and douse all but magical fire in 1d3 rounds. This can also be used to obscure corridors and rooms, hindering boarders. Up to three times per day, each dryad can create an area of entanglement, as per the entangle druid spell. Likewise, each dryad can, three times daily, shape wood to create 1d4 staffs, 1d6 ballista bolts, or 3d12 arrows from the wood present in the castle. Because of the size of the castle, there is an almost inexhaustible supply of wood for them to use in this fashion.

Ri Eringail is made of living wood, so it can be repaired via spells that heals wood, such as shape wood and plant growth. Such spells repair 1d4 hull points per level of the spell.

The outer walls of Ri Eringail, made from the wings of the Archaic Man-O-Wars, appear as a solid wall. These walls are, in fact, very flexible, much like a living net. This acts as a further defense, for catapult & ballista shots that hit these walls have a 75% chance of being caught in the net-like wings, and dropped harmlessly into the gravity plane. Arrows, spears, and other smaller ammunition have a 100% chance of being caught in such a manner.

Finally, in rare times when the castle needs to be moved, the seven dryads can join together in a ring on the Main Deck’s Gathering Area (area 16). By concentrating, they can move the station as if they were a natural spelljamming helm. This action takes the full concentration of all seven dryads, and they can maintain it for only 8 hours. While so linked, Ri Eringail has a Ship’s Rating of 1, a Maneuvering Class of F, and can move at spelljamming speed. Afterwards, they must rest 24 full hours before they can join together again.

Rama’Eringail (Wings of Morning Light)

In addition Ri Eringail’s considerable defenses, it has a small flotilla of ships assigned to its needs. This includes supply ships and a pair of Man-O-Wars that patrol the surrounding wildspace.

Ertarca’Rochon (Unicorn Knight)

Elven Man-O-War

Appearance: The Ertarca’Rochon has a deep green hull, with red highlights. The wing-sails are green at the root, fading to yellow at the edges. The eye-like windows are made of blue-green glass, as are the portholes and large windows on the ship’s tail. At the front of the craft is an ornate figurehead of Rillifane.
Officers/Crew: Captain, helmsman, first officer, navigator, battlepoet, sailmaster, 45 crewmen
Notable Magic Items: Major Helm Type III, Rudder of Maneuverability +1, Armless Figurehead of Protection, medium catapult +1, 10 Mage Shots

Cunduramba (Prince’s Trumpet)

Elven Man-O-War

Appearance: The Cunduramba has a deep green hull, with red highlights. The wing-sails are green at the root, fading to yellow at the edges. The eye-like windows are made of blue-green glass, as are the portholes and large windows on the ship’s tail. At the front of the craft is an ornate figurehead of Corellon.
Officers/Crew: Captain, helmsman, first officer, navigator, battlepoet, sailmaster, 45 crewmen
Notable Magic Items: Major Helm Type III, Rudder of Maneuverability +1, Smiling Figurehead of Protection with headgear, medium catapult +1, 10 Mage Shots

Eruannaloce (Graceful Dragon)

Dragonfly

Appearance: The Eruannaloce has a dark oak hull. The wing-sails are light blue and appear as a pair of dragonfly wings. The eye-like windows are green colored glass. The legs are made of shining steel.
Officers/Crew: Captain, navigator, sailmaster, 5 crewmen
Notable Magic Items: Splendid Sails of Hackjamming

Hisielilti (Mist Dancer)

Dragonfly

Appearance: The Hisielilti has a dark oak hull. The wing-sails are light blue and appear as a pair of dragonfly wings. The eye-like windows are green colored glass. The legs are made of shining steel.
Officers/Crew: Captain, navigator, sailmaster, 5 crewmen
Notable Magic Items: Splendid Sails of Hackjamming

Interior Features

The interior of Ri Eringail is similar to that of a ship, although the walls and floors are living wood instead of fitted timbers. The interior is somewhat like the inside of a very large, hollow tree. Outer walls are 5’ thick and are as hard as stone. Interior walls are not as thick or strong. They are roughly 4 inches thick, and about as hard as good solid oak. In most places, the height of corridors is 12’ high, and the height of chambers is 15’ high.

In many places, elves hang colorful tapestries and lay finely woven rugs. Intricate carvings of woodland life and wildspace are found everywhere, the result of centuries of bored yet creative guards. In many rooms and some hallways there are small, decorative fountains in the walls. These fountains endlessly pour clean, drinkable water into small pools that never fill (the water originates from the walls, and vanishes back into the walls). In addition to providing a ready supply of drinking water, the fountains fill the air with the pleasant sound of water splashing onto small rocks.

In many areas, there are small bookshelves carved into the walls. Most of these are filled with the elven equivalent of dime-novels, trashy romance novels, poems, religious texts, newspapers, and even a few “graphic novels”. There are literally hundreds of these books scattered throughout the castle, purchased by elves to read when off-duty. Each text is worth 1 sp to 2 gp, although traditionally elves simply leave a text in a public area when he is done with it so others may read it.

Lighting is provided for by luminescent sap naturally created by the living ships. The sap collects in small crystal cups set into the wall, shedding light to a distance of 5’. The cups are spaced 5’ apart, so there is plenty of light inside all parts of the castle. The light is roughly equal to that of a strong candle. Many rooms have windows, which allow light in from the outside.

Doors are fanciful, with arched peaks and intricate carvings. Despite their appearance, all doors are very strong (-2 to Open Doors attempts) and unless otherwise stated, have good locks (-15% to all open lock attempts). All doors can be barred from within rooms.

Map Key

Command LevelCommand Level

The Command Level is the personal quarters and day-office of Hir Menelarphen Yonda’moriarama, castellan of Ri Eringail. When not inspecting the troops or out and about, he can be found here working on the daily paperwork necessary to keep his castle running smoothly. Found here is a king-sized canopy bed, two armoires, four heavy chests with poison needle traps (type O), a full-length vanity mirror, a large desk with several locked drawers, and a half-dozen well-crafted chairs. Two chests contain logs related to the upkeep of the castle, while the other two contain Yonda’morirama’s personal effects. Numerous rugs cover the floor, many from distant spheres. The windows of the room give a dramatic, panoramic view of the castle grounds and the surrounding void.

Turret LevelTurret Level

A ring of seven ballista marks this level, one occupying each of the seven smaller towers. The inner tower is a barracks.

1-7) Ballista Turrets: At the top of each tower is a minaret. Within each minaret is a heavy ballista in a protective turret. The minarets offer excellent cover for the crew inside. The turrets operate somewhat like a telescope dome, with a narrow, triangular-shaped opening for the ballista to fire out of. The ballista is mounted on movable turrets to increase their range of fire, both side to side and up and down. The mechanics are cleverly designed and of dwarven make. So finely tuned is the ballista and the turret that a crew of seven is needed to operate both. This includes a master artillerist who grants a +1 bonus to-hit with the ballista. The crack crew is so well trained that they grant a further +2 bonus to-hit with the ballista. The master artillerist commands the entire ballista crew. Along the far wall is a pair of racks with forty ballista bolts.

When not in use, the minarets are closed and locked to prevent access. It takes 1 round to unlock and open the minaret doors. They cannot be opened from the outside without magic, such as a knock spell.

8) Barracks: This central room serves as quarters for two units of liramacil. There are forty bunks, stacked four high, in the center of the room. Each bunk has a pair of curtains that can be drawn to darken the sleeping area. Along the outer wall is a ring of tables, benches, chairs, and forty lockers for the elves to stow their personal belongings. The lockers contain mostly clothing and small personal items of little value (3d4 gp worth of nick-knacks, stashed coin, and personal belongings per locker). At any given time there will be one unit of Iiramacil here, half asleep, the rest playing cards, dice, reading, or otherwise occupying their time.

Catwalk LevelCatwalk Level

The catwalk level has the castle’s primary armories, catwalks joining the outer and inner towers, and a large barracks.

1-7) Armory: The elves store spare parts for their weapons and ammunition here. Each armory has enough parts to build an additional medium ballista, 100 ballista bolts [on a rack], 20 catapult rounds [stored in a crate], 10 short bows [crate], 500 sheaf arrows [large barrel], 20 long swords [in 4 crates], 10 suits of chain armor [on manikin-like racks], 10 suits of leather armor [on manikin-like racks], and 10 medium shields [hanging from the wall]. There are two doors leading to the catwalks and one the leads up to the ballista turret. All doors are locked by superior locks (-25% to open locks attempts); the key is held by the master artillerist. Further, a special wizard lock spell, cast by a 14th level wizard, bars the doors from all non-elves. The Castellan, Court Wizard, and Quartermaster hold skeleton keys that open all locks in the castle.

8) Catwalk: A wide bridge that joins the outer towers with the inner tower. It is 30’ above the courtyard. In battle, these catwalks could be used by archers, although they offer little cover.

9) Barracks: This central room serves as quarters for two units of liramacil. There are forty bunks, stacked four high, in the center of the room. Each bunk has a pair of curtains that can be drawn to darken the sleeping area. Along the outer wall is a ring of tables, benches, chairs, and forty lockers for the elves to stow their personal belongings. The lockers contain mostly clothing and small personal items of little value (3d4 gp worth of nick-knacks, stashed coin, and personal belongings per locker). At any given time there will be one unit of Iiramacil here, half asleep, the rest playing cards, dice, reading, or otherwise occupying their time.

Dryad LevelDryad Level

1-7) Dryad Private Suites: Each of the castle’s seven dryads has a private suite. The suites are accessible only to the dryads via their tree-walking ability. Each suite has a large, comfortable bed, an armoire of clothes, a vanity mirror, a dresser full of perfume vials, and numerous feminine luxuries. The particular décor varies with each dryad, and will change by the season. When the mood fancies her, a dryad may bring a suitor to her quarters. The outer wall of each suite acts like an enormous picture window, but only one way. The dryad can look out upon the stars and heavens, but an outside observer will only see tower wall. Each dryad has 200 to 1,200 gp worth of personal treasure in the form of well-crafted furniture, expensive perfume, and glimmering jewelry.

10) Guest Barracks: This room has forty bunks, stacked five high, in the center of the room. Every bunk has a pair of curtains that can be drawn to darken the sleeping area. Along the outer wall is a ring of tables, benches, chairs, and forty lockers for the elves to stow their personal belongings.

These barracks are typically empty. When a ship is docked at Ri Eringail, the crews are allowed to use these barracks. In rare cases when additional units of liramacil are assigned to the castle, these are their quarters. In these cases, treat as the barracks on the Turret Deck.

Castle DeckCastle Deck

1-7) Landing Pads: Large metal cleats anchored on these pads are used to tie off ships. There is room enough for two flitters, dragonflies, or wasps, or a single man-o-war, to tie off at each pad. A 20’ gangplank can be lowered to allow easy transition from a large ship (dragonfly or larger) to the pad. Typically a flitter is tied off at each pad to serve as a boat when needed. Each flitter has a set of Splendid Sails for movement.

8) Courtyard: The castle’s courtyard is a large, circular area dominated by the eight large towers. It extends from the base of the largest, central tower to where the wings are anchored to the ship hulls. This makes the courtyard about 200’ in diameter. White limestone pavers, roughly a half-inch thick, cover the courtyard. Potted plants, flowers, and ornamental trees are used as decorations, along with life-like marble statues of elves and fairies. At any given time, there will be 6d4 elves present in the courtyard. It is a favorite place to relax, and the large open area offers an excellent area for combat practice and archery competitions.

At the edges of the courtyard are seven medium catapults. The catapults are enchanted with a +1 bonus to-hit and damage. The elven crews take great pride in keeping these weapons in top shape; all are very well maintained. Next to each catapult is a neat, pyramid-shaped stack of stone ammunition, 30 shots in all. Behind the catapult is a flagpole where the standard of the individual squad is proudly displayed. An artillerist is assigned to each catapult and grants a +1 bonus to all to-hit rolls.

9) Artillerists’ Quarters: These rooms at the base of the small towers are the personal quarters of the artillerists. There are four berths and four armoires (three are usually in use; the fourth is for times when the garrison needs to be enlarged). Each artillerist has his personal effects stored in an assigned armoire, which amounts to 3d12 gp worth of personal items.

10) Guest Barracks: This room has forty bunks, stacked five high, in the center of the room. Every bunk has a pair of curtains that can be drawn to darken the sleeping area. Along the outer wall is a ring of tables, benches, chairs, and forty lockers for the elves to stow their personal belongings.

These barracks are typically empty. When a ship is docked at Ri Eringail, the crews are allowed to use these barracks. In rare cases when additional units of liramacil are assigned to the castle, these are their quarters. In these cases, treat as the barracks on the Turret Deck.

Main DeckMain Deck

1-7) Daercumudo Day Room: Each squad of daercumudo uses these rooms as a day room. They practice combat, play cards or games of chance, sing, play music, and even have meals here. There are enough chairs and tables for every member of the squad. Each squad maintains a small bar of wine, feywine, ale, and hearty beer.

8) Cloak Room: Twenty lockers occupy this room, one for each member of a daercumudo squad. The lockers contain 1d6 gp worth of personal effects, largely clothing, pay, and nick-knacks.

9) Rochben Quarters: A rochben is assigned to each room. His quarters include a berth, an armoire, a small table, and two chairs. In one corner will be an armor dummy, where he places his armor while sleeping or is otherwise out of his armor. He will have 2d12 gp worth of personal items in his quarters. There is a second, usually unused berth, to be used if the garrison swells due to war and times of trouble.

10) Privy: Each of these wash rooms has a Basket of Devouring set inside a porcelain basin, a small fountain to clean up with, and a cabinet full of the ever-important toilet paper. The cabinet is restocked daily.

11) Dungeon Cells: Each cell is locked by an excellent lock (-25% to Open Lock attempts). Inside is a cot, a chamber pot, and a small fountain. There is a small, barred window to the outside (only a fairy could fit).

12) Treasury: These rooms are locked by superior locks (-50% to Open Lock attempts), wizard locked (cast by a 14th level wizard), and protected by alarm spells. Inside each room is a trio of large, heavy chests (protected by fire trap spells, cast by a 14th level wizard). These chests are locked and contain poison needle traps (type O). Each chest contains 3d4 x 1,000 sp, 2d4 x 1,000 gp, and 3d12 gemstones, used to pay wages and, when necessary, hire adventurers to handle local problems.

13) Washroom: Each of these rooms has facilities for bathing. This includes a long, ever-flowing waterfall, a pair of tubs, benches, and lockers to store clothes while bathing. Some rooms are marked as women-only.

14) VIP Quarters: A large, canopy bed, oak armoire, a vanity mirror, a sitting area with a table and two chairs, and a dresser are found in each room. On the floor are fur rugs and tapestries hang from the walls. A large fire place occupies one wall. There is a strong chest in one corner.

These rooms are reserved for visiting VIPs, such as ship captains, nobility, and even royalty. Otherwise they are unoccupied, save for couples that sneak in for a tryst and the maids that keep the rooms tidy.

15) Laundry: Tireless laundress work here to clean uniforms, bedding, and any other textile that needs to be cleaned. There is even a seamstress on-duty to repair damaged uniforms. There is one large device, able to hold 1 ton of clothes, that magically washes uniforms, while another dries them.

16) Gathering Area: The acoustics in this hall are excellent; a stage in one alcove is specially designed so the speaker standing upon that stage can be heard by everyone in the room. When the castellan needs to address the entire garrison, he gathers them here. It also doubles as a concert hall, and on many nights bards and musicians will perform on the stage to a large audience.

Battle DeckBattle Deck

1-7) Ballista Pit & Barracks: Each of these large rooms doubles as a ballista pit and barracks for the daercumudo. Two medium ballistas are located behind protective turrets, which operate in a fashion similar to the ballista turrets on the Turret Deck. Four daercumudo are needed to operate these weapons, and an artillerist is assigned to the crew. The artillerists can direct both weapons and grant a +1 bonus to-hit with both, so long as he is not needed to operate the weapon. In that case, he can only provide his bonus to one weapon. The ballistas are non-magical. When not in use, the turret doors are shut and locked by an excellent lock (-25% to Open Lock checks). It takes 1 round to unlock the doors, and they cannot be opened from the outside without magic, such as a lock spell.

At the tip of the room is a trio of large barrels with ballista bolts. Each barrel holds 30 ballista bolts. These bolts are of exceptional quality and grant a +1 bonus on to-hit rolls. If they hit a target, the damage is enough to cause them to lose this bonus; if they are reused, they are considered regular ballista bolts.

Behind the ballistas, along all three walls, are berths for the daercumudo. The berths are stacked five high, with ladders to reach the upper berths. Curtains can be drawn to darken a berth for privacy.

8-9) Officer Quarters: The ranking officers of Ri Eringail are each assigned a private room. The décor of each room depends on the tastes of the officer, but all rooms have a bed, an armoire, a fireplace, a lockable chest, a table and two chairs, and a full-length vanity mirror. The ranking officers include Tauremiril, Luneanga, Liratindóme, Mistavire, and Nuralene.

10) Servants’ Quarters: Cooks, bakers, maids, scribes, and other general servants are assigned these rooms. Ri Eringail has 28 such servants, and thus four are assigned per room. These servants are generally non-combative elves, half-elves, humans, gnomes, and even hadozee. Each has a berth and a small footlocker of personal effects (value 1d6 gp per servant).

11) Mess Hall: Several long tables, benches, and chairs occupy this area. Meals are served three times daily, lasting long enough for everyone to get their fill without leaving watch posts unoccupied. The atmosphere here is typically jovial, loud, and festive. The Mess Hall is considered neutral grounds for all feuds, and is a place for all of the castle’s occupants to come together, regardless of rank or station. Feasts are held weekly, when everyone gathers to dine, drink flagons full of feywine, maidens dance, music is played, stories told, feats boasted, and merrymaking abounds. There is a large harp in one corner, and a stage where the castle’s musicians and bards can play and perform.

There are seven areas inside the ship hulls connected to the Mess Hall. These areas are not marked on the map but consist of the area that was the Archaic Man-O-Wars’ cargo holds.

11a) Kitchen: Fueled by magical, ever-burning fires, the kitchen is a chaotic scene of food preparation to feed several hundred hungry elves. There is a large fireplace where everburning logs feed a hearty fire. Boiling cauldrons hang from the ceiling by iron chains, hovering over the hot fires. Flanking the fireplace are stone stoves for cooking bread. At the center is a long island for meal preparation. On the opposite wall are sinks for cleaning, as well as cabinets that hold the cutlery necessary to run such a large kitchen.

11b-c) Pantries: The day-to-day foodstuff is stored in these two pantries that flank the kitchen. There is even a large, enclosed area of cold storage for storing meat, dairy, and other items best kept cold. There are large kegs of beer and a cellar full of feywine.

11d) Chapel: Statues of all of the major elven deities are found here. There are several places to worship. Stain glass windows line the walls, and rich carpets cover the floor. Any elf or demi-human friendly to the elves who worships here for 1 round gains the effects of a bless spell that lasts for 1 day. While in the chapel, all good-aligned creatures will benefit from a protection from evil, 10’ radius spell.

11f) Library: Several thousand books can be found here, including magical tomes necessary for spell research. The library is well-stocked and can serve to research spells of up to 7th level. There is also a number of spellbooks stored here as well, in addition to the private spellbooks of mages onboard. The spells contained are up to the DM, but should include all standard 1st and 2nd level spells, and at least 3d6 spells per level up to 7th level. The non-magic tomes of the library cover a host of topics, including spelljamming, particular planets, flora & fauna, dragons, and elven history.

All magical texts are kept under lock & key, and well guarded by wards. Elven wizards may use them with permission from Tauremiril. Non-elves can also be granted access with special permission from the castellan.

There are numerous cozy chairs used for reading.

11g) Storage: Extra tables, benches, and other large furnishings are stored here. Everything is neatly stacked and any particular piece of furniture can be found in 1d4 rounds of searching. Large cabinets flanking the entrance hold linens, plates, goblets, and utensils.

12) Privy: Each of these wash rooms has a Basket of Devouring set inside a porcelain basin, a small fountain to clean up with, and a cabinet full of the ever-important toilet paper. The cabinet is restocked daily.

Hold DeckHold Deck

1-7) Cargo Hatch: These heavy oaken doors provide easy access to the Hold Deck. The doors are cleverly hidden from the outside to appear as solid hull. When not in use, they are locked with a superior lock (-50% to all Open Locks attempts), barred with a heavy oaken beam, and locked with a Wizard Lock spell cast by a 14th level wizard. The doors are fully 1’ thick and are very heavy; the elves use a series of pulleys hidden inside the wall to open them. Even so, it usually takes eight strong elves to open the doors. Quartermaster Mistavire has the key to these doors.

Ri Eringail is typically supplied by a dragonfly ship. When off-loading cargo, the procedure is for the dragonfly to approach the station “upside down”, so that its gravity orientation matches that of the Hold Deck. It then backs in to the station. A gangplank is lowered from its tail into the open cargo hatch, and cargo is moved from the ship’s hold into the Hold Deck.

In times of siege, the elves may opt to build medium ballistas and use the cargo hatches as ballista pits. This is usually done only when it becomes apparent that the castle is in for a long siege. It takes about a day to set up a ballista to be used in this fashion.

8) The Maze: The ceiling to this area is a full 20’, and is stuffed with cargo. Mostly the cargo here is food, enough for the castle to last a year-long blockade. A minor enchantment here keeps food from spoiling and keeps rats and other rodents at bay. In addition to the foodstuff, spare uniforms, flags, repair equipment, and everything else necessary to keep a major castle properly maintained is stored here.

Arbor DeckArbor Deck

The Arbor Deck is one large garden. A ring of ornamental trees surround a stone fountain with statues of elven gods playing and merrymaking. The elves allow a small number of furry chipmunks to dwell here, although they must remove some of them on a regular basis to less crowded forests. The fountain magically produces 10 gallons of water per round; the water produced is absorbed by the castle through the floor.

Rumors

Result Rumor
1 The Elven Imperial Fleet sometimes hires non-elves for low-rank positions
(true)
2 Ri Eringail was built using the hulls of seven old Man-O-Wars (true)
3 The pretty girls with butterfly-like wings are dryads (true)
4 Castellan Yonda’moriarama is having an affair with Tauremiril (false)
5 Tauremiril is an archlich (false)
6 Paymaster Nuralene is skimming the troops pay! (false)
7 Castellan Yonda’moriarama has a secret stash worth a king’s ransom (partially true)
8 Scro unsuccessfully laid siege to Ri Eringail five years ago (true)
9 A secret door under the fountain in the Arbor leads to a secret grotto (false)
10 The illithids have a double agent in the garrison! (false)
11 Squad Raw is looking to get back at Squad Corch for stealing their banner
(true)
12 Twenty years ago, Squad Corch did the impossible and stole the banners of all of the other towers! (true)
13 There is a bounty of 1 gp per pair of scro ears you turn in to the paymaster (true)
14 The Castellan will throw a feast in honor of adventurers who complete dangerous missions on behalf of the Elven Imperial Fleet (true)
15 The Elven Fleet is so desperate they have left a skeleton garrison at Ri Eringail (false)
16 The non-elves of the castle are slaves of the elves! (false)
17 “Ri Eringail” means “Crown of Morning Light” in high elvish (true)

Mundane NPCs

MUN #1 Servant [0-level human AL LG, AC 10, HP 26]
MUN #2 Servant [0-level hadozee AL N, AC 10, HP 27]
MUN #3 Servant [0-level halfling AL NG, AC 10, HP 25]
MUN #4 Servant [0-level elf AL CG, AC 10, HP 25]
MUN #5 Servant [0-level gnome AL LG, AC 10, HP 26]
MUN #6 Daercumudo [0-level elf, Str 12, Dex 13, Con 10, Int 8, Wis 10,
Cha 10, Com 12, AL CG, AC 6, HP 28, #AT 1,
studded leather armor, buckler, long bow, short sword,
can operate a ballista or catapult]
MUN #7 Liramacil [elf fighter 3, Str 14, Dex 13, Con 11, Int 8, Wis 10,
Cha 10, Com 12, AL CG, AC 6, HP 40, #AT 1,
chain armor, medium shield, long bow, short sword,
long sword]
MUN #8 Rochben [elf fighter 5, Str 15, Dex 13, Con 13, Int 12, Wis 10,
Cha 11, Com 13, AL CG, AC 6, HP 45, #AT 1,
Elven chain armor, medium shield, long bow, short
sword, long sword]
MUN #9 Acolyte [elf cleric 2, Str 8, Dex 11, Con 11, Int 9, Wis 13,
Cha 14, Com 12, AL CG, AC 6, HP 23, #AT 1,
studded leather armor, footman’s mace]

Yonda’moriarama’moriarama (Son of the Black Moon), Castellan of Ri Eringail, elf male Cavalier 11
STR 18/11 +H/+D +4/+6
DEX 15 AC -1 (9)
CON 12 HP 70
INT 14 D 1d8
WIS 11
CHA 17 HON Great
COM 18 AL LG

Equipment of Note: Longsword +4 (Gemsword), Elven Plate +2, Cloak of Flame, Boots of Elvenkind, Ring of Elemental Command (Air), Ri Eringail Skeleton Key

His Story: Yonda’moriarama was always a leader, even when growing up as a young noble in Darnannon. He was leading hunts when he was barely old enough to ride in a saddle, and was in command of a ship not long after becoming an adult. He proved a better administrator than a captain, his superiors discovered, and assigned him to Ri Eringail about eighty years ago. He took over as castellan about fifty years ago and has proven up to the job. Yonda’moriarama is about two centuries old, a well-seasoned adventurer and commander in the Elven Fleet. When in full regalia, he is the icon of an elven knight in shining armor. He keeps a pair of cooshees (elven dogs) as pets, whom he has named Anarore and Andune (sunrise and sunset, respectively).

Tauremiril (Jewel of the Great Forest), Court Wizard, elf female wizard 14
STR 7 +H/+D +0/+0
DEX 10 AC 2 (10)
CON 10 HP 55
INT 18 D 1d6
WIS 12
CHA 17 HON Average
COM 18 AL CG

Equipment of Note: Crystal Ball, Staff of Power, Robes of Stars, Ring of Spellbattle, Ri Eringail skeleton key

Her Story: Of noble birth, Tauremiril was of rare beauty and even rarer skill in the arcane arts. She joined the Elven Imperial Fleet, drawn by the thrill of adventure. In her travels she met the charismatic Moriarama. The two stuck up a friendship and successfully completed several missions together. When Moriarama was assigned to Ri Eringail, he requested Tauremiril be assigned to serve as his court wizard, as he trusted her abilities. She has served ever since, strengthening the castle’s defenses. Tauremiril has a pseudo-dragon familiar, Roinarasse (Red-horn).

Cencalma (Earth Lamp) Chaplain, elf male cleric (feywarden) 10
STR 12 +H/+D +1/+1
DEX 10 AC 3 (10)
CON 9 HP 58
INT 14 D 1d6
WIS 17
CHA 11 HON Average
COM 12 AL CG

Equipment of Note: Ironstar Mace, Elven Chainmail of Flight +2, The Bag of Boreas (bag of wind)

Favored Spells: Any cure spell, bless, remove fear

His Story: Cencalma felt the call of Corellon’s church as a young child, and became a feywarden not long after becoming an adult. He travels frequently, guided by Corellon’s will. This led him to join the Elven Imperial Fleet, and to Yonda’moriarama service as his chaplain. He has a trio of young acolytes (1st level clerics) as henchmen. He is training them, and feels they will make excellent clerics in the future.

Luneanga (Blue Iron), Captain of the Guard, elf male fighter 7
STR 16 +H/+D +1/+6 (longsword specialization)
DEX 12 AC 2 (10)
CON 16 HP 61
INT 12 D 1d8
WIS 9
CHA 15 HON Average
COM 14 AL CG

Equipment of Note: Longsword +3 (Starfall), Elven Chain +3, Cloak of Elvenkind, Equus Scarab (Giant Stag)

His Story: Hailing from Highfolk on Oerth, Luneanga was recruited to the Elven Imperial Fleet by Yonda’moriarama, a young and charismatic captain looking for like-minded men. Luneanga served first as Yonda’s first officer, then as his Captain of the Guard once he was transferred to Ri Eringail. He is a skilled warrior who has earned both the respect of Yonda’moriarama and the men he commands.

Liratindóme (Song of Morning Twilight), Battlepoet, elf male bard 7
STR 10 +H/+D +0/+0
DEX 15 AC 2 (10)
CON 12 HP 61
INT 14 D 1d8
WIS 11
CHA 16 HON Average
COM 15 AL CG

Equipment of Note: Longsword +1, +2 vs. magical creatures, cerulean blue rhomboid ioun stone, bracers of defense AC 6

His Story: Liratindome has traveled through space his entire life. Over his two-century long life, he has visited more than twenty spheres and almost a hundred worlds and moons. He has traveled with several adventuring groups and the Elven Imperial Fleet on many adventures. He thus has a wealth of tales, stories, songs, poems, and sagas that he uses to inspire. His duties aboard Ri Eringail are to keep morale high and relieve boredom. Liratindome sometimes dresses like a harlequin when entertaining the troops, and is a master actor.

Mistavire (Grey Rose), Quartermaster, half-elf female wizard 2
STR 10 +H/+D +1/+1
DEX 12 AC 10
CON 10 HP 25
INT 15 D 1d4
WIS 10
CHA 11 HON Average
COM 11 AL NG

Equipment of Note: Cloak of the Shield, Dagger +1, Ri Eringail skeleton key

Favored Spells: Cantrips (useful & legerdemain), alarm, mending, message, wizard mark

Her Story: Having been raised in the shipyards of Cenbreadine in Greyspace, Mistavire has always had a knack for ships and logistics. Her natural talents were put to good use on a number of ships, and finally she was assigned to Ri Eringail as a reward for decades of exceptional service. She is never without her logbook that extensively details every crate and barrel that is delivered and departs the castle.

Nuralene (Deepleaf), Paymaster, elf male fighter 3
STR 13 +H/+D +1/+1
DEX 10 AC 10
CON 14 HP 29
INT 12 D 1d6
WIS 11
CHA 12 HON Average
COM 9 AL CG

Equipment of Note: Shortsword +1

His Story: Nuralene used his family connections to land himself a nice, cushy job as paymaster at a quite outpost. Although not especially talented in any way, he loves his job. It gives him a sense of power over others. His books are accurate, and thus far he has not attempted to “cook the books” with the castle’s finances, although he has been tempted a time or two.

Anwarama (Truewing), tavari female wizard 7
STR 7 +H/+D +0/+0
DEX 16 AC 5
CON 11 HP 31
INT 14 D 1d6
WIS 14
CHA 19 HON Average
COM 19 AL CG

Equipment of Note: wand of lightning, bracers of defense AC 5

Her Story: Anwarama is the spirit of the Archaic Man-O-War of the same name. She first revealed herself to her crew sometime before the Unhuman Wars, attracted to a young elven captain. When offered a chance to be united with six of her “sisters”, she agreed. She enjoys life as part of an elven castle, especially when nobles or even royalty shows up. She is a hopeless gossip.

Elenlira (Starsong), tavari female bard 6
STR 12 +H/+D +3/+3
DEX 16 AC 10
CON 11 HP 38
INT 15 D 1d6
WIS 10
CHA 19 HON Average
COM 19 AL CG

Equipment of Note: Short sword +3 of quickness, magic harp (same powers as Dove’s harp)

Her Story: Elenlira has always had a natural talent for singing, storytelling, and acting. She loves the attention an audience providers her, and has spent centuries perfecting her abilities. Her quarters are filled with music instruments, epic novels, and song scrolls from a hundred worlds.

Other Crown Castles

Below is a list of other known Crown Castles. It is by no means a comprehensive list of these stations throughout the Known Spheres.

Ri Corellon (Crown of Corellon): This seven-prong station is located in Bralspace, in orbit around the elven colony of Spiral. The station was handed over to the Spiral’s defensive navy after a long-simmering dispute between Admiral Cirathorn and the Royal House. It fell during the Second Unhuman Wars, taken by the Red Tarantula scro fleet and has been held by its scro conquerors ever since.

Further Reading: Space Lairs

Ri Karpi (Crown of Karpi): A seven-prong station located in high orbit over Karpi in Realmspace. It was built to defend the colony of aquatic elves living on Karpi. The illithids of Glyth eventually discovered the castle and launched a massive attack against it. The elves aboard the station were massacred, although their lives were paid for with the blood of hundreds of illithid slaves and even many illithids perished as well. The ghosts of the slain elven warriors watch over the station to this day, driving away any who dare set foot aboard the ruins.

Further Reading: SR1 Realmspace

Reimiste (Crown of Rain): This unusually large station is located over Gaya in Grommspace. It is home to a colony of gray elves. The castle is a minor shipyard, growing up to three Man-O-Wars at any given time. It also facilitates the recruitment of hadozee oathpacks into the Elven Fleet. The castle has become a trade hub of sorts for visitors looking to buy elven wares.

Further Reading: Grommspace

Ri Iolv (Crown of Fire): This five-prong station is located in Refuge and serves as the headquarters of the Hirin Iavas (Lords of Autumn). It has a distinctive, red-and-gold coloration. The castle has quarters for representatives of the Arcane, who ensure that the elves’ interests do not interfere with the day-to-day activities of the sphere’s business.

Further Reading: Lords of Autumn (see Individual Fleets section).

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