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Crafting Motif 64: Pyandonean Style

Author: 
Telenger the Artificer

Some of my peers dismiss our nautical neighbors the Maormer as mere Elven pirates, seafaring bandits with no more sophistication than Gold Coast highway robbers, but this is a mistake: though over time some breakaway clans have descended into near-barbarism, the core clans loyal to King Orgnum are organized and well-disciplined martial forces it would be a mistake to underestimate. I will try below to describe their typical arms and armor turnout.

AXES

Pyandonean axes are double-bladed, even the one-handed weapons, great edged crescents like the wings of rays. They sport a shell motif where the tang goes into the haft, which features an edged and pointed ferrule at its base. For their size, the weapons are marvelously light, a hallmark of Sea Elf design.

BELTS

Pyandonean belts are made of the same thick, overlapping leather strips as their light and medium armor, and made from the same source: triple-tanned hide of porpoise, creatures the Sea Elves slaughter on sight out of sheer hatred for the blissful creatures' exuberance and joy.

BOOTS

In line with the Pyandoneans' obsession with survivability should they end up in the water, their boots are light affairs made of (what else?) porpoise hide, and easily kicked off before they can drag their wounded wearers down into the depths.

BOWS

Sea Elf bows are at core simple self bows of Pyandonean yew, though they are often elaborately decorated with sculpted sea serpents wrapping the bow's limbs above and below the grip. Their quivers are fanciful, shaped like great barbed fins, the arrows fletched with seabird plumage.

CHEST PIECES

The armored area of Pyandonean chest pieces is largely confined to protecting the chest, back, and abdomen, with the arms left lightly covered or free to enable swimming. (Note to self: do the Sea Elves have a particular fear of drowning? Worth researching.) Light and medium armor are of overlapping strips of porpoise leather, but heavy armor is of orgnium.

DAGGERS

Pyandonean daggers exhibit the same scimitar-like curve as their swords, with a barbed hook behind the point that the Sea Elves use to wicked effect in close combat. The cross-guards at the hilt are forged in the shape of the heads of sea serpents, and can be used to trap and even break a blade in parrying.

GLOVES

Gloves inhibit both swimming and climbing in ships' rigging, so they are not popular among the Pyandoneans, whose gauntlets consist mostly of bracers to protect their wearers' forearms.

HELMETS

Like their boots, a key aspect of Pyandonean headgear is that it's easily doffed in the event the wearer goes overboard. The light armor coifs are just hoods, but the medium and heavy helms seem intended to intimidate by presenting a nonhuman visage, either some sort of crustacean or a spiny deep-sea predator.

LEG GREAVES

Though their outfits are usually kilted, underneath them the Pyandonean marine wears greaves of overlapping porpoise leather, tightly wound so as not to interfere with swimming or the climbing of ships' rigging.

MACES

In line with the idea that Pyandonean marines' gear shouldn't be heavy enough to drag them under if they go overboard, the heads of their maces are relatively light, relying on points and flanges to do damage rather than bludgeoning weight. They're also comparatively short in the haft.

SHIELDS

Pyandonean shields are basically kite-shaped, but smaller than most kite-shaped shields, possibly as a way of mitigating their weight. They're forged of a light but durable metal, with radiant shell designs at top and bottom, and usually depicting at center the raised or embossed figure of a sea serpent.

SHOULDER ARMOR

The shell-shaped Pyandonean pauldrons are constructed of stiffened porpoise-leather often capped by a covering of orgnium, the mysterious light metal the Sea Elves use for their heavier arms and armor. Symbols of rank are typically affixed to shoulder armor for the easy identification of officers.

STAVES

The finial on top of a Pyandonean staff is, of course, sculpted in the shape of a sea serpent. Curiously, it's made of orgnium, the same light metal used so extensively in Sea Elven armor. Whether it's imbued with magical properties to assist in the focusing of spells is unknown, but seems likely.

SWORDS

Pyandonean swords are curved like scimitars, but with a dogleg just above the quillion, and a barb behind the point that enables the weapon to be used somewhat like a boathook, snagging enemies and dragging them overboard or into off-hand thrusts. They are ornamented rather simply except for the quillions, which take the shape of a two-headed looping sea serpent.

The Maormer of Pyandonea

Author: 
Anonymous

Entry 543, Atlas Notes, Imperial Geographical Society

It was once believed that the Maormer of Pyandonea were originally exiles from the Summerset Isles, but while it is likely they came from similar Aldmeri ancestors, they certainly did not come from Summerset. Translations of tapestries in the Crystal Tower tell the tale of a far older separation. The Maormer likely differentiated from the ancient Aldmer not in Summerset, but in their original homeland of Aldmeris.

Orgnum, their leader and self-styled "King," according to the legend was a phenomenally wealthy Aldmeri nobleman, who used his fortune to finance a rebellion against the powers of the land. He and his followers were banished for this to a place separated from Aldmeris by an impenetrable mist, Pyandonea, "The Mist-Veiled Isles." This exile proved so effective that the followers of Orgnum never again disturbed their former countrymen. The new Aldmeri homeland of Summerset, however, was not so lucky.

For much of Summerset's history, the Maormer have launched attacks against their cousins of Old Ehlnofey. Every one of these battles has been led by Orgnum himself, who it seems is not only immortal but grows more youthful by the century. No historian, to the knowledge of the staff of the Imperial Geographic Society, has counted the number of wars and strategems employed against Summerset, but somehow each has proved, no matter how ingenious, an ultimate failure.

One attack in particular is worthy of mention as it gives us our only glimpse into the actual landscape of Pyandonea. In the year 2E 486, a small Maormeri fleet was sighted off the coast of Alinor, and King Hidellith ordered his navy to give chase. The navy followed the ships through uncharted waters, into an ambush near Pyandonea itself. Most of the Altmeri navy was destroyed, but a single warship returned to Summerset to describe the land as a "sea jungle." Massive plateaus spilling over with vegetation form mazes around valleys of ocean. Waving tendrils of kelp trap all but the Maormer's own ships, and provide a well-camouflaged home for the sea serpents that are Orgnum's guards and occasional mounts. Mist storms spill over the land, further disorienting one's views. That even one ship survived the visit is a testament to the maritime genius of the Altmer.

Pyandonea

Author: 
Imperial Geographical Society

Pyandonea Maormer

It was once belived that the Maormer of Pyandonea were originally exiles from the Summerset Isle, but while it is likely they came from similar Aldmeri ancestors, they certainly did not come from Summerset. Translations of tapestries in the Crystal Tower tell the tale of a far older enmity. The Maormer were likely separated from the ancient Aldmer not in Summerset, but in their original homeland of Aldmeris.

Orgnum, their leader and self-styled "King," according to the legend was a phenomenally wealthy Aldmer nobleman, who used his finances to launch a rebellion against the powers of the land. He and his followers were banished for this to a place separated from Aldmeris by an impenetrable mist, Pyandonea, "The Veil of Mist". This boundary proved so effective that the followers of Orgnum never again disturbed their former countrymen. The new Aldmeri homeland of Summerset, however, was not so lucky.

For much of Summerset's history, the Maormer have launched attacks against their sister child of Aldmeris. Every one of these battles have been led by Orgnum himself who it seems is not only immortal but grows more youthful by the century. No historian, to the knowledge of the staff of the Imperial Geographic Society, has counted the number of wars and number of strategies employed against Summerset, but somehow each has proved, no matter how ingenious, an ultimate failure.

The Wild Regions

Author: 
Imperial Geographical Society

 

Argonia

These vast swamplands were once part of the Second Empire, which, in 1E2837, had seized a large portion of it to create the Imperial Province of Black Marsh. Many humans still refer to the region by that name, but the Elves call it Argonia, after some ancient battlefield where many of their ancestors fell1. Thus, the native inhabitants of the swamplands, a collection of beastly tribes of "lizard-men," have become, in common parlance, the Argonians.

Argonians are rarely seen outside of their homeland, except for a relatively intelligent strain called the hist. Individuals of this strain are repulsive, but peaceful enough to be tolerated among the human kingdoms, and can be found as far from Black Marsh as western Hammerfell. The rest of the Argonians are primitive, reclusive, and practice heathen rituals of nature worship that necessitates a proximity to a certain type of spore-tree, which grows only in the interior of their native swamplands.

Black Marsh never regained its Provincial status after the dissolution of the Second Empire, though some parts of it are still considered Imperial territories. In CE560, the Knahaten Flu spread through greater Argonia, claiming the lives of the Kothringi tribesmen, the only humans to have persisted in the area for long. The hist proved immune to the effects of this plague, leading to wild rumors that they had, in fact, created it through a manipulation of their cherished spore-trees.

 

 

 

 

 

 

Pyandonea

Far to the south of the Summerset Isles is the island kingdom of Pyandonea, home to the Maormer, a rare breed of tropical elf. It is covered mostly in dense rain forest, and is a playground for the southern water spirits. The Maormer almost never travel to Tamriel or visit their cousins at Summerset, for they were exiled from the latter kingdom in ancient times. They are known to possess a strange, chameleon-like skin, an involuntary process that is similar to the forest-coupling skills of the Bosmer. They also practice a powerful form of snake magic. With this, they have tamed the sea serpents of their island for use as steeds and warbeasts. The Maormer ruler is King Orgnum, a deathless wizard who is said to be the Serpent God of the Satakal (see Hammerfell).

Thras

The coral kingdoms of Thras, a set of islands southwest of the Chain in the Abecean Sea, are home to a godless tribe of beastmen called the Sload. These amphibious slugmen, perhaps the most hated race in all of Tamriel, were long thought to be extinct. After the Sload released the Thrassian Plague in 1E2200, which claimed more than half of the continent's population, the largest allied naval force in Tamrielic history sailed to Thras, slaughtered all the Sload they could find, and, with great unknown magicks, sunk their coral kingdoms into the sea.

Sadly, it has been reported that Thras has risen again, and that its masters, the Sload, have recently been seen in various areas of Tamriel. Citizens are encouraged to avoid these beasts, and contact the nearest Imperial authorities when they learn of one's existence. Much is remembered about the slugmen, and has been collected for you in the nearby sidebar. Be vigilant.

Collected from the Notes of Bendu Olo, West King of Anvil and Baron-Admiral of the All Flags Navy, and Dealer of Swift Justice to the Foul Spot of Thras.

Life Cycle:

Juvenile: Disgusting little amorphous grubs.

Adolescent: Soft, squishy octopuslike things that cannot emerge on land.

Adult: No outside limit to age or size. Individuals seen on land in Tamriel tend to be older, corpulent adults; the trait of greed is common in these individuals, and they excel as merchants and smuggling entrepreneurs. Younger adults lack essential surface survival skills, and are rarely seen on land. Older adults collapse under their own weight unless buoyed by water.

Gifts:

Perfect memory. They cannot read or write, but they remember everything they see or hear.

Magic-adept: All land-traveling Sload know the Recall spell at a high level of skill, and use it casually and frequently as the default mode of travel. It also provides the best defense; they teleport out of difficulty instinctively. We must be on our feet!

Liabilities:

Poor grasping ability, weak tool use. [Sload slowly adapt their outer integument to conform with surfaces and objects, permitting them to pick things up or climb things like disgusting slugs.] Slow! They think very quickly, but never enough to suit their careful, deliberate personalities. They move slowly, and act slowly. It takes them a long time to come to decisions. They can answer questions quickly, if they choose to… which they seldom do.

Cautious. They have no word in their language for adventure. The closest equivalent means 'tragic disaster'. All their heroic myths are about individuals who sit around and think for years and years, consulting cautiously with wise Sload, until finally they act - always deliberately, always successfully. All their mythic villains act quickly, and always fail.

Morally Repugnant: Every Sload individual encountered has been a grasping, callous, godless, self-loving schemer. They do not seem to experience or display any familiar human emotions, though they are skilled diplomats and actors, and produce gross, exaggerated parodies of human behavior [laughter at lame jokes, weeping at apparent misfortunes, furious tirades at folly or ineptitude]. They have no compunctions about blasphemy, theft, torture, kidnapping, murder, or genocide. They break laws whenever they calculate it in their best interests. They do not perceive or honor friendship or loyalty in the familiar human terms, except for a cheerful affinity for those who defeat them or trick them in any endeavor. The adult form does not apparently reproduce, and shows no interest in the fate of its offspring.

 

Orsinium

Literally, 'Orsinium' means Orc-Town in the early Aldmeris. The goblin-ken (orcs, ogres, gremlins, and other beastfolk) that live in Orsinium favor the Elvish name for their settlement, for it suggests, at least to human ears, a glorious and beautiful fortress-city instead of the squalid and filth-ridden village-and-keep that it is. It was founded during the Camoran Dynasy, when hundreds of beastmen were set free by the rulers of the Summerset Isles and allowed to settle lands north of Valenwood. These Orcish tribes chose an uninhabited mountain region near Old H'roldan in High Rock, for their people were (and most still are) dependent on a rare shaggy giant centipede herdbeast that can live only at high altitudes on alpine and sub-alpine forage.

Orsinium did possess considerable strength during the First Era, when Orcish refugees fleeing the Ra Gada invasion of Hammerfell joined the beastman army already gathering there. This army was determined to take control of the Bjoulsae River and force the kingdom of Wayrest to pay Orsinium regularly for its use. Other powers of the area rose to confront the Orcs, principally the Yokudan Order of Diagna and the chieftan-kings of early Daggerfall. The Siege of Orsinium lasted thirty years and ended in its ruin.

Orsinium briefly became an Imperial territory under the Akaviri Potentate, though this ended with the death of Savirien-Chorak in CE431. The Orcs have recently petitioned the New Emperor to grant them a similar status, but Tiber Septim is famous for his hatred of their kind, and has yet to bestow the beastfolk good answer.


Annotations by YR:

1. "Does anyone on the Thalmor know what the humans are talking about?"