Erenia, Elven Training Base

3 mile long by 2.3 mile wide earth world (asteroid) with 3 orbitting
stations

Erenia has been a training base for the elven fleet for millennia due
to its unique position:  it lies 2 days travel inside the shell of an
elven sphere.  In addition it is located close to one of the sphere's
stars, thus providing it good illumination (if the sphere has
permanent portals to the flow one is located nearby also).  This
fortunate placement allows elven trainees to easily gain experience in
the flow without having to travel far from a secure haven.

Description:
Erenia is covered in woods and meadows with frequent springs feeding
pools and streams.  Every inch of this asteroid is part of an idyllic
paradise when simply looked on for its natural beauty.  Amid this
paradise, however, are elven dwellings that house more than just
pastoral nature lovers, instead marines and sailors of the Imperial
Elven Navy train diligently in combat, spell-casting, and other
important skills.  Barracks for trainees and wizards towers may exist
in living trees but make no mistake, this is a military base not a
resort.  All the trees produce useful materials other than just oxygen
(fruit trees are especially common) as do most of the other plants on
the asteroid.  This food is continually harvested and the constant
climate allows for a year round growing and harvesting season.  All of
this makes Erenia a very efficient base, requiring little in the way
of resources to be supplied to run it.
The center of Erenia is a large, hollow cavern filled with water.
Magic draws the water from this cavern to the surface where it forms
pools and steams flow away from these pools.  The asteroid has a
defined gravity plane and two distinct sides defined by it (it is sort
of an ellipse when viewed from directly above either side).  Either
due to a special property of the asteroid or some ancient magic
(possibly a true dweomer or elven high magic if these are used)
nothing that runs to the gravity plane floats away from the asteroid
as normal.  Instead objects on the gravity plane float toward the
asteroid so the streams pool at the gravity plane before soaking back
into the asteroid and people can easily walk from one side to the
other (though most choose to crawl to help deal with the
disorientation).  The truth of whether this is a natural phenomenon or
an ancient magic isn't know by any of the asteroid's current
inhabitants.
Much of the asteroid's edge is built up with docks meant to hold
vessels of any size.  Armadas, men-o'-war, and other elven ships are
docked at Erenia constantly.  In addition to the fleet that Erenia
runs to train personnel there are also visiting ships, whether
messengers, supply ships, or transports delivering trainees and
picking up trained personnel.  One area of the asteroid has a high
cliff face at the edge rather than the blunt swarth of ground that
rounds most of the other edges.  This area has been converted into a
drydocks where repairs and maintenance of all types can occur for any
vessel from the size of a [light] flitter to a full armada.
Scaffolding, cranes, and an area of other necessary structures have
been built here for just this purpose and they can be altered to fit
any configuration of ship.
Inside the asteroid exist numerous storage caverns and recycling
areas.  Also here are areas where much secret magical research is done
and magical items can be created in secure areas (not just to prevent
interruption but also in case of mishap).  In addition vaults of
magic, both baneful and benevolent, exist here, meant to supply the
base and its needs.
Around the asteroid exist three separate defensive stations, stations
that provide the asteroid's main defense along with its ships and
personnel.  The largest of the three is a man-o'-war space station.
Built out of 7 standard men-o'-war (just as the elves will build them
out of 7 armadas or used to build stations out of 7 monarch
men-o'-war), the base started out as an experiment long ago to see if
such stations could be created out of normal men-o'-war (it was not
the only such test case while the "standard" elven man-o'-war was
still new).  The test was a success and now a 420 ton defensive
platform hangs above the asteroid.  The platform houses numerous
students in addition to its own complement of personnel and is heavily
armed.  Two lesser weapons platforms, built in similar fashion from 7
heavy flitters each also sit above the asteroid, providing it with
additional defense.  These 70 ton stations are also heavily armed and
constantly manned by elven troops.  What isn't generally known is that
due to the presence of a major helm on each they are also maneuverable
(40 personnel to man, MC F, -2 SR for a minimum SR of 1) but this task
is so manpower consumptive that the weapons platforms are only
maneuvered in an emergency or to reposition them for the long term.
Due to the fusing of the wings none of the three stations gains the
benefits of being able to move at SR 1 without power as most elven
vessels do.

Locations:
1) The Temples:  Many religions are followed on Erenia including elven
religions from numerous spheres and several planar churches.  The
Seldarine have combined their might to make the asteroid (and an area
3 SJ days' travel around it) a special exception to the usual sphere
worship rules.  The exception is that any member of the Seldarine,
even one normally not accessible in this sphere can be called on by
their clergy as though they are worshipped locally. This applies only
to members of the Seldarine so other elven deities such as Frey and
Skerrit do not benefit from this.  Because of this shrines to
innumerable elven gods, even ones local to a single sphere, can be
found here.  In addition to the shrines full temples to Corellon
Larethian, Sehanine Moonbow, Aerdrie Faenya, Solonor Thelandira,
Labelas Enoreth, Rillifane Rallathil, Araleth Letheranil, Kirith
Sotheril,  Naralis Analor, and Tethrin Veralde (for the last 4 see
Dragon issues 155 and 236).  The temples range from a grove and spring
(for Rillifane) to an observatory (shared by Araleth and Sehanine) to
a huge living tree in which sits a vaulted cathedral (for Corellon) to
a stone tower (for Labelas).  Each temple is a place of special power
to the deity venerated there where their clergy's spells have maximum
effectiveness and penalize saving throws against their effects by 2
points.  In addition to the members of the Seldarine, Skerrit has a
small grove and the NG and CG planar churches and the planar church of
the Seven Heavens all have shrines here.  The temples and those
shrines with permanent overseers (Skerrit, the planar churches, and
the most popular elven gods primarily) all provide training to any
wishing to become or advance as clergy of their faith.
2) The Vaults:  Within Erenia itself exist several vaults.  Some are
simply secure areas for magical experimentation but the others are
each unique and serve a special purpose.
A) The Armory:  The armory contains all manner of weapons (including
ammunition), armor, and equipment for elves and hadozee.  None of the
armory's equipment is magical though several bows and crossbows have
enough additional pull to provide extra damage (these weapons can only
be used by those with enough strength to provide the damage bonus in
combat so a crossbow that is +1 to damage may only be cranked by
someone of 16 or greater strength).  A few weapons of other types may
also provide a bonus to damage and some of the weapons also have
nonmagical bonuses to hit due to their weight, balance, and
craftsmanship (such expert craftsmanship is rare and these exceptional
items are set aside, awarded only to those who prove especially good
with a particular weapon, perform a great service or heroic deed, or
as a gift for some special occasion such as gaining important rank or
as the prize in a contest).  The vault is carefully sealed physically
and guarded by 2 iron golems within.  In addition it cannot be
teleported or scried into and two guards are always posted outside its
only entrance.  Additional magics prevent anything, natural or
magical, from corroding, warping, or consuming the weapons (they might
still be broken normally, however).
B) The Library:  The library contains no magical texts but it does
contain books on most every subject.  Histories, biographies,
ecologies, maps (but not charts), sociologies, technical references,
and the like are all available here.  They are organized and
maintained by a librarian that is continually on duty and aided by 3
permanent unseen servants.  Each section of books is marked by a
placard with moonglow writing on it.  The library itself is unlit but
private and communal reading rooms lit by continual light lie to
either side.  Patrons may not remove works from the library but are
free to copy them at will.  Magics placed on the library prevent the
texts from decaying, becoming brittle or otherwise feeling the effects
of time.  Further nothing can consume any text within the library's
confines (including fire).  Another ward limns every living being in
the library (including those that are invisible, astral, ethereal, or
out of phase) in faerie fire to help identify creatures that might
harm the texts.  This light also allows patrons to see and read as no
light brighter than a faerie fire or dancing lights may be used here
and no flame may be created here (these are rules, not magical
restrictions).
C) The Fuel Vault:  The Vault of Fuel holds dangerous, flawed, and
evil aligned magical items that are destined for use in ships'
furnaces.  Using these items as fuel is the most efficient way to get
rid of them.  Items are sent here from throughout the IEN (this is not
their only available destination point), most captured in battle
though a fair number of flawed items are also sent.  No item of relic
or artifact power will ever be here.  All these items are kept inert
by a magical stasis field.  Any magical item that is in the vault and
has the proper command word spoken over it is affected by the field
for the duration of its stay.  Thus an intelligent LE holy sword word
become inert, poison (as long as it's magical) would simply be a
nauseous mixture of its ingredients, a teleportation chamber couldn't
receive or send items, and a cone of communication couldn't receive or
send messages.  The vault is warded against scrying and ethereal,
astral, and teleportation entry.  Symbols, wards, and glyphs add
additional defense and the vault entrance is continually guarded by a
squad of ten marines led by an officer.  Each is equipped with a +1 or
better magical weapon and the officer will have a weapon of at least
+3 enchantment.  In addition at least one of the guards will be a mage
(possibly multi-classed) and another (not the same one as the mage)
will be a priest.  Only those knowing the correct sign and password
and bearing the appropriate ward token can enter the vault without
triggering its defenses.  This vault rarely runs out of items (and
definitely won't if the Second Unhuman War or vodoni war have begun)
but if it should do so common potions and scrolls produced by the
local mages and clerics would be used as furnace fuel instead.
D) Vault of Magic:  The Vault of Magic contains the supplies of useful
magical items not issued to an individual or being used.  Everything
from weapons, armor, and ammunition (including helm-seekers,
spelljamming mines, and the like) to helms to scrolls and potions to
ship's items (such as rudders of maneuverability and sails of
speed-give +2 SR but can only be used on ships with standard rigging
such as galleons, hammerships, and squidships) can be found here.
Some items may be given out as gifts or rewards for advancement or
gaining a new position or even for winning a contest while others will
be issued as needed.  Wards prevent unauthorized entry and scrying but
no guards are stationed here.  This is because of the nature of the
vault's keeper-a baelnorn who lives here (a type of elven lich, those
without access to baelnorn information should substitute an arch
lich).  The baelnorn continually catalogues, organizes, and checks on
all the items in his care.  Protective wards prevent time from
damaging any of the perishable items here (potions won't dry up or
spoil, wood won't rot or warp, iron won't rust, paper won't become
brittle or rot, ink won't fade, etc.) so the mages who live at and
visit Erenia store copies of their spellbooks here while they are
here.  Over time this has given the baelnorn access to any spell you
decide (after all, he has nothing better to do than study spells he
fails an initial learn spells roll on).  The baelnorn is lonely,
however, and will take any opportunity to talk with anyone who comes
by.  Many of Erenia's mages do so when they find the time for the
baelnorn always has some bit of magical knowledge to impart, even if
it's rarely a new spell or the process for creating some magical item.
E) Vault of Summoning:  Due to this vault's name, most believe it is
used for summoning extra-planar creatures and those in the know like
it that way.  In truth this vault contains magic that allows Erenia to
maintain contact with all the commands, worlds, and nations in the
IEN.  Exactly what magic is used is unknown and wards prevent scrying
and unauthorized entry to this vault.  Only the most trusted and
important personnel on Erenia (i.e. those with a need to know) know
what lies inside and only a few of those have ever been in the
chamber.  It is believed one or more magical guardians or possibly
another lich resides within as news of incoming messages is somehow
magically relayed to Erenia's command even when they are not present.
The vault entrance itself is always guarded by 2 elven warrior/mages
(possibly bladesingers) and 2 elven priest/warriors.
F) The Vault of Arrival:  This vault is protected against scying and
intrusion just as most of the others but this vault is unique in that
there is a secret way to get around these protections.  This is
necessary to fulfill the vault's purpose:  to allow for the arrival
and departure of visiting dignitaries.  From here an admiral can
travel to his flagship though it may be spelljamming at the time and
that same admiral would have been guaranteed a safe arrival at Erenia
by transporting to this chamber.  What exact spells are used to allow
this are unknown and the process that allows transport to and from
this chamber is a closely guarded secret.  This vault always has two
guards and an officer present, more to greet visitors than to protect
the chamber against intrusion.
G) The Vault of Charts:  Erenia maintains charts of all known systems
and flows, whether elven controlled ones, neutral ones, or scouted
ones.  Even copies of charts taken from enemy vessels but never
confirmed by elven explorers exist here.  It is impossible to keep all
the charts up to date and to ensure all available charts have copies
here but a permanent staff of a dozen personnel do the best they can.
Wards like the ones present in the library exist here and a similar
arrangement of the area exists.  No charts may be removed from the
vault though copies will be given out if proper authorization is
obtained.  10 permanent unseen servants aid the staff and 12 glowing
globes created by permanent dancing lights spells are at their beck
and call.  4 guards are always on duty at the entrance.
3) Mage Towers:  The term towers is misleading when dealing with the
homes of mages on Erenia.  Several resident mages have taken (or
formed) their own dwellings, generally in huge trees.  Others choose
to live in the apartments provided them and a few (all half-elves)
have come to live in more traditional dwellings on the ground (wood
and stone houses).  Of particular note is the training tower, known as
Mage Hall.  This complex, formed of three huge trees that have grown
together and several underground areas, is the schoolhouse for all the
mages that come to Erenia.  Here both new and experienced mages
receive instruction by master wizards.  Generalist mages and
specialists are trained at Mage Hall.  Any type of specialist wizard
you allow to elves and half-elves (elementalist, conjurer, diviner,
enchanter, and transmuter by the base rules) is taught here except
wild magic (no one wants a spell going wild in a battle, especially
not on a spelljammer).  The instructors are also quite used to
teaching multi-classes and kits (appropriate ones from the Complete
Spacefarer's Handbook are War Mage, Geomancer, and Astronomer).
Interested hadozee have even been allowed to try to become mages at
Mage Hall despite the usual racial restrictions against their doing
so.  So far none have succeeded but the Hall is quite proud that a few
have left being able to use some cantrips (treat as 0th level wizards).
4) Citadel:  The citadel is the only major traditional surface
structure on Erenia.  A large fortress, complete with turreted
ballistae and catapults, it is the military and command center of the
asteroid.  The citadel is protected from notice by a hallucinatory
terrain spell and permanent protection from normal missiles spells
protect each of the weapons pits.  The citadel itself is well lit by
continual lights and crawling with troops and trainees.  Here most of
the military training is done so rogues and warriors are the most
numerous personnel on site.  Every trainee (0th level recruit) is
fully trained in their profession before being given any spelljamming
related training (in other words they reach 1st level before learning
any spelljamming proficiencies).  To adopt a special kit may or may
not require the shipboard training (for instance a war mage couldn't
qualify for that kit until he learns the spelljamming proficiency and
a marine couldn't be a marine until he learns spacemanship).  Any
appropriate kits allowed in the campaign will be available for those
who want to learn them (Marine from the Complete Spacefarer's Handbook
is especially appropriate).  Access to most of the vaults (including
all seven listed above) can only be had through the citadel and alert
guards, including spell casters are always on duty to prevent
unauthorized entry into and movement within the citadel.
5) Barracks:  Several sets of barracks exist on Erenia.  Many are
large tree complexes but several are more traditional buildings.
These structures are scattered across the asteroid and some belong to
certain programs of study.  For instance Mage Hall has its own sets of
barracks for its students while the temples share other sets of
barracks.  The School of Bladesong has their own barracks in yet
another area and most marines are housed in barracks separate from the
sailors.  Officers are generally housed in the citadel while
experienced troops (not initial recruits) are housed separately from
green ones.  When troops move on to shipboard training they live on
the vessel they are training on at the time.
6) Shipyards:  Erenia has all the facilities and expertise necessary
to build, modify, and repair ships and does so whenever necessary.
>From removing and adding helms to growing full armadas the elven
shipwrights of Erenia are highly skilled.  Mostly Erenia produces
light, medium, and heavy flitters which it ships to other areas of the
IEN that need them or uses for training purposes.  Radiant ship hulls
and men-o'-war are also grown on an infrequent basis (the radiant
ships are outfitted then taken away from Erenia to be enchanted by
Erenia's spellcasters before being sent on to their final
destinations).  Armadas are always in demand, as are the crews to man
them so Erenia rarely produces more than one armada a decade (if the
vodoni conflict or Second Unhuman War have begun then Erenia is
producing ships of all types as fast as possible to help meet the
needs of the IEN).  Students who want to learn any of the spelljamming
maintenance proficiencies are trained here so the master shipwrights
never lack for labor.  Those who are taught how to grow an elven
vessel from the seed of a starfly plant are a much more select group.
Each is only trained based on the need of an elven shipyard or base
somewhere and must be a priest or mage with access to certain plant
associated spells (just which spells is a secret).  More than one mage
has been sent away due to a failure to learn the necessary spells.


Sunflower:
Sunflower is the large orbital station that provides one of the
primary defenses for Erenia.  It is fully armed and crewed at all
times and is an imposing sight to behold, even for those who would
approach Erenia without hostile intent.  Sunflower is fully
self-supporting, having its own supplies of food, ammunition, and
permanent crew.  One of the reasons why it was built was to provide
space station and additional heavy weapons training to IEN personnel
(it's hard to get weapons training when you're on a moving ship).
Each of the 7 men-o'-war that make up the station has its full
standard array of weaponry and in addition a medium catapult has been
added at the juncture of each set of wings 9for seven additional
catapults).  In the open cylinder at the center of the station formed
by the men-o'-war are 10 light flitters and 3 heavy flitters, all
ready to be deployed at a moments notice.  They must deploy from the
top of the cylinder, however, because the bottom is filled with a
network of walkways and docking stations so that ships as large as an
armada can easily dock with the station.  Sunflower has its own temple
to the Seldarine and a shrine dedicated to no particular deity.  There
are spell chambers where spell casters can go to cast potent spell
without risking the station and a complete library of magical and
religious reference works.  It also possesses its own armory.  The
armory contains large amounts of ammunition for the heavy weapons in
addition to the usual crew weapons and armor.  There are also 20
helm-seekers stored here.  Several of the ballista bolts stored on
Sunflower have continual light spells cast on them so they will mark
enemy ships when they hit.  Sunflower always has a full crew
complement, including marines and spell casters but many of these will
be trainees.  Even the officers may only be here temporarily, studying
tactics and learning to lead troops.  Mock battles against the station
are conducted regularly with spell casters and experienced officers
watching carefully to ensure no accidents occur.  Despite all of this
Sunflower is perfectly capable of defending itself and aiding in any
defense of Erenia at any time.

Weapons Platform I & II:
Known by the simple and unappealing names of Weapons Platform I and
Weapons Platform II, the two small defensive stations are miniature,
self-supporting versions of Sunflower.  Each section (flitter) of each
station has a turreted heavy catapult.  Inside each station are crew
quarters, a small, nondenominational chapel, and a small library.
Crews are rotated frequently and mainly consist of trainees.  Docked
at the top of each station's central cylinder is a medium flitter.
The bottom has a long ramp coming out of it so that large ships can
dock easily.  Each base also contains its own miniature armory,
storing personal weapons and armor, ammunition, and 5 helm-seekers.
Finally each base has a helm chamber with a major helm that allows the
base to move as necessary.

Security:
Erenia is not a secret elven facility (unless you decide it should
be) but it is limited access.  Only Sindiath Line and IEN ships are
allowed in the area, all others are stopped, boarded, and searched.
Criminals and contraband are dealt with appropriately and ships
involved in criminal activities may be confiscated and their crews
imprisoned in the citadel's dungeons.  Erenia is also not the only IEN
training base though it is important enough that it may be the only
one in a sphere or possibly several spheres.  The base is well
resourced and full capable as a defensive and supply station in its
own right.  Depending on the deployment of the elven fleet in the area
it lies in it may well serve as such in addition to its training
capacity.
Erenia's first line of defense is the fact that it's little known.
It appears on few charts (all of which are IEN charts) and has no
beacon so it doesn't appear on planetary locators (in addition to
ruining its secrecy that would hinder the training value of the
station for those trying to learn wildspace navigation).  The base's
second line of defense is its fleet.  The ships stationed here, even
crewed primarily with green troops are a match for even the most
powerful fleets in space.  Especially when backed up with Erenia's own
firepower, that of Sunflower and the weapons platforms, and the
magical firepower available from all the spell casters that are
present.  Its third line of defense is based against infiltration.
Three hundred years ago a group of ogre magi attempted to infiltrate
Erenia by assuming the forms of key officers.  Before they were
thwarted several junior officers and troops died and many of Erenia's
secrets were nearly compromised.  Since then rings of truth and spells
such as detect evil, know alignment, detect lie, true seeing, detect
charm, detect magic, detect illusion, and ESP have been used to
determine the true intent of all who come to Erenia.  Only elves,
half-elves, and hadozee may come here to train and even the elves'
Company of the Chalice and PoTs allies may not visit (only Sindiath
Line and actual IEN vessels ever stop here).  This has proven very
successful at rooting out spies, saboteurs, and malcontents.  The
program is so effective that Erenia's command is convinced they have
almost nothing to worry about in this area.

Vessels:
Erenia is host to numerous vessels equipped with numerous types of
helms.  This is so that helmsmen may become used to the different
types of helms during training and everyone will gain familiarity with
the different types of vessels they might serve on once they enter the
fleet (if your crew is already trained on any vessel you put them on
they are that much easier to get to crack status).  The elves have
tried to present every ship-helm configuration at least once here to
improve training.  Helms include major helms, minor helms, crowns of
stars, furnaces, elven helms (new item), and cloaking helms-if used in
your campaign.  The furnaces have a bulkhead-style door (the types
that's used on modern ships and subs to seal one compartment off from
another) so they can be taken into the flow.  They can't be refueled
in the flow, however.  Three armadas make up the core of this fleet,
the Sortie, First Run, and Maiden Voyage.  Each is equipped with a
full array of light, medium, and heavy elven flitters and all other
types of ships stationed at Erenia practice docking with or landing on
them.  These three vessels inspire awe in recruits and give
captains-in-training a taste of the ultimate command when they perform
their rotations on them.  As the very symbol of elven power in space
each is a shining example that all recruits aim to achieve.  The First
Run uses a furnace as a back-up helm and to help train non-spell
caster helmsmen in spelljamming.
Six full men-o'-war, two radiant ships, two hammerships, 4
damselflies, 3 shrikeships, 3 swanships, a ladybugship, 4 mosquitoes,
and innumerable light, medium, and heavy flitters and wreckboats are
all present.  Training on the elven vessels especially concentrates on
using the natural advantage of elven vessels:  to ride the local
magical currents and so gain an SR of 1 even without any other power
source.  In some spheres these currents are so strong an elven vessel
will gain even greater benefit than this all the way up to Windspace
where true spelljamming speed can be attained without the use of a
helm (providing you have an elven vessel).  No raptorships are
stationed here or used for training but it would not be unusual for
one to stop by.
In addition to all the other vessels present there are also 4 barges,
each equipped with four weapons turrets on either side mounting medium
catapults.  These are used in training meant to simulate blockading an
enemy world.  The strategy is to tow in armed barges and station them
around the world so they can engage enemy vessels attempting to leave.
When combined with spelljamming mines and several quick reaction
ships they can be extremely effective while reducing the total number
of warships necessary to conduct the blockade.  Without additional
support they can become death sentences for their crews.

Training Program:
The elves' training program is meant to train each individual to
their full potential and desired area of expertise in the most
efficient manner possible.  Single and multi-classed warriors,
priests, mages, and rogues with varied kits, ranks, and levels of
experience in life and spelljamming are all put through varied and
rigorous training programs at the same time.  Training character
classes and levels and even kits is the simple part.  The hard part is
developing a balance of proficiencies.  Spacefaring proficiencies
along with select general proficiencies are obviously concentrated on
but no one can become skilled at everything.  Spacemanship is
generally considered a basic requirement and all spell casters are
encouraged to study spelljamming.  Swimming, blind-fighting,
languages, reading/writing, healing, cooking, rope use, tight rope
walking, jumping, tumbling, religion, balance, fire control, boarding
pike, grappling hook, zero-G combat, ambidexterity, weapon loader,
large weapon, slow respiration, space heraldry, and observation are
all considered general proficiencies, useful to all.  Etiquette,
diplomacy, leadership, and sail manipulation are also stressed for
officers.  In order to prevent the usual problems if multiple people
on board ship have sail manipulation training includes practice with
just situation in mind.  In all cases a strict chain of command is
used to assure only one officer is in charge.  Engineering,
spellcraft, animal training, armorer, weaponsmith, bowyer/fletcher,
signaling, semaphore, spelljamming carpentry, spelljamming shipwright,
cartography, planetology, large weapon repair, swan training, swan
riding, wildspace navigation, phlogiston navigation, map reading (new
proficiency), wildspace mapping (new proficiency), flow mapping (new
proficiency), and elven shipwright (new proficiency) are all
considered useful but not for a general cross-section of the fleet.
Helmsmen and officers are generally encouraged to learn navigation and
signaling and semaphore are encouraged for officers but as long as
those skills necessary to the operation of the vessel are present
among one or more crew everything is fine.  Great swans and gadabouts
are present on Erenia so they can be trained with.
Disguise, forgery, lip reading, fortune telling, gaming,
ventriloquism, and lip reading are generally only taught to IEN spies
and covert operatives, none of which are trained at Erenia.
In addition to quantitative skills (those easily definable in game
terms) other skills are also taught here.  Cooperation, discipline,
tactics, combat techniques, proper grappling and boarding procedures,
fleet coordination, and the like are all taught here.  Any foreseeable
action that trainees might have to be a part of is trained in at some
point during a stay here.  Illusions are used to help demonstrate
points and give trainees a feel for the different abilities and
tactics used by common foes such as neogi and illithids.  Ship
recognition (by both basic ship type and modifications) is one of the
most basic classes that all trainees receive right along with rank
structure and chain of command.  At the DM's option the thoroughness
of all this training might give a graduate a +1 on some skill or
possibly even an additional proficiency slot.


Proficiencies:
Map Reading, 1 slot, general group, Intelligence 0:  Reading a map is
a separate skill from reading a language.  Many cultures that
developing written forms of communication never developed map reading
and one can also learn to read maps without knowing how to read words.
As such this skill is separate from any sort of linguistic ability.
Map reading is not a prerequisite for navigation (which one could do
from verbal instructions or memory) but should be required before one
can take any sort of cartography or chart reading/producing skill.
Map reading is also required to use planet locators and ship locators.
Wildspace Mapping, 1 slot, priest/wizard groups, Intelligence -2:
Wildspace mapping is required to produce accurate charts of any
sphere.  Planetary locators often make this an overlooked proficiency
but explorers, scouts, and military organizations all know the value
of this skill so they can accurately record the positions of objects
(wrecks, space stations, asteroids, etc.) that a planetary locator
won't pick up.
Flow Mapping, 1 slot, priest/wizard group, Intelligence -2:  Map
reading and phlogiston navigation are both required before flow
mapping can be taken.  This proficiency allows accurate charts of
phlogiston flows to be produced.
Elven Shipwright, 1 slot, general group, Dexterity -1:  Despite the
name elven shipwright is not a racial proficiency but rather refers to
the type of ships one can maintain using it, specifically grown elven
vessels such as men-o'-war, armadas, flitters, and radiant ships.
This skill is only taught to those trusted by the elves and is
carefully protected so that others will not learn it (thereby
decreasing the value of elven vessels to those who would steal them).
This proficiency is one of the requirements for those who grow elven
vessels.

Magic items:
Elven Helm:  The elven helm is the direct result of elven development.
This helm type must be grown directly out of the vessel it is used on
and can only be used with said vessel.  It cannot be transferred to
another ship.  The elven helm runs ships at SR 5 as a major helm in
all respects except tonnage, which is as a minor helm (IMC this means
60 tons, meaning men-o'-war can be fitted with these, if you choose to
limit these to 50 tons this could cause a resurgence in the growth of
monarch men-o'-war).  This helm can only be used by elves and relies
on elven mental patterns to function.  This doesn't cause the user any
loss of ability of any sort (if a spellcaster, may still cast spells,
the same with psionics, innate magic, elven abilities, etc) other than
that caused by physically sitting in the helm.  Ships with elven helms
require three times as long to grow (ships with this type of helm must
be grown and the helm is grown as part of the ship, making it
non-transferable to other ships).  A ship can have a maximum of two
such helms at a time and in order to have more than one such helm it
must be at least 10 tons, the number of elven helms doesn't otherwise
affect ship growth times.  This helm type was finished just before the
outbreak of the Second Unhuman War and due to new ship requirements
was not generally incorporated into ships constructed during that
period.  With the end of the war there is sure to be a huge rise in
new ships so equipped especially with the rising tide of Scro ship
takeovers.  This helm should also prove especially useful against
Pirates of Gith.  The elves were originally hoping to construct a
replacement for the major helm but only gained this.  To the elves,
however, it is an acceptable compromise for now and they are
continuing to research a major helm version.  To that end elven spell
casters are consulting thri-kreen, who use and manufacture similar
helms.  The elves are also investigating a way to use multiple helms
of this type at once (forming a series elven helm).  These helms are
usable by all true elves (including drow, aquatic elves, etc) but not
half-elves.

Spells:
Sphere of Light (Alteration) Reversible
Sphere: Sun
Level:  4                                    Components:  V, S, M
Range:  2"                                 Casting Time:  1 round
Duration:  1 round/level            Saving Throw:  Spl
Area of Effect:  20' radius globe

Explanation/Description:  Like the spells of similar name this spell
creates light.  The source, however, is equivalent in size to the area
of effect (rather than the pinpoint that acts as the source of light
for its more common relatives).  Inside the source creatures are
blinded by the intensity of the light.  Anything that keeps its eyes
open for more than ten rounds (which need not be consecutive but must
be while still within the sphere) must make a saving throw vs. death
beginning the eleventh round and continuing each round thereafter they
keep their eyes open.  Failure means permanent blindness (curable by a
cure blindness spell).  For every round spent within such a sphere the
creature (if not permanently blinded) will be blinded for five rounds
per round spent in the sphere after exiting the sphere (this can be
cut short by a cure blindness spell, likewise a cure blindness will
"reset" one's eyesight times while within the sphere, making it
possible to stay longer without requiring a saving throw and limiting
"down time" once outside the sphere).  For every round with eyes
closed in the sphere a creature will be blinded for one round after
exiting.  Creatures whose eyes are open in the sphere for part of the
time and closed part of the time suffer full cumulative effects (i.e.
a creature in the sphere for five rounds who opened their eyes for
three rounds would suffer 17 rounds of blindness on exiting the
sphere, 15 rounds with eyes open at five rounds apiece (3x5=15), two
rounds at one round each (2x1=2, 15+2=17 total)).  Normal darkness and
continual darkness (includ-ing darkness 15' radius) spells negate the
sphere's effects only at their source.  If such spells' sources are
targeted on one's eyes or something just in front they will allow
normal vision, however (though everything in the sphere will appear
well lit, as though in full sunlight, and everything out-side will
appear as it actually does, otherwise the individual we be unaffect-ed
by the sphere of light).  Everyone outside the sphere looking directly
at it without such protection is affected as though in the sphere with
eyes closed.  If outside with eyes closed (or not looking at it)
individuals suffer no penalties (beyond having their eyes closed, if
applicable).  The sphere of light has a center that is targetable and
mobile like the light and continual light spells.  This spell lights
the surrounding area like a miniature sun of the noted size (without
the heat, of course).  Note that this spell will actually go through
walls, affecting those in neighboring rooms, melded into stone, and
creatures like xorn and xaren hiding in the stone.  They will have
similar effects on dryads in their trees, etc.  This spell has an
optional material component in addition to that of the cleric's holy
symbol.  If a glowworm, firefly, bit of glod (see SJR8 pages 8-10),
etc is used as the material component the duration of the spell will
be doubled.  The reverse of the spell is simply a darkness spell with
the center equal to the area of effect in size.  It will also darken
the area outside it's center in 8".  Continual light, light, etc will
have a similar effect to their opposites in a sphere of light in a
sphere of darkness.  Spheres of light and spheres of darkness negate
each other where they overlap if they do overlap centers.  The same
occurs when the fourth level permanent versions meet each other or
their lesser counterparts.  The sphere of darkness will have double
its usual duration if a blind cave cricket, blind fish, blind
salamander, etc are used as the material component (they must be blind
due to their habitat not due to mutation, spell, injury, etc).

Sphere of Continual Light (Alteration) Reversible
Sphere:  Sun
Level:  4                                   Components:  V, S, M
Range:  6"                                Casting Time:  2 rounds
Duration:  Permanent               Saving Throw:  Spl
Area of Effect:  60' radius

Explanation/Description:  Except as noted above this spells is
exactly like the 3nd level spell sphere of light.  It is believed that
these are the spells the elven fleet uses to make its radiant ships,
equipping the crews with goggles with continual darkness spells cast
on them.

Sphere of Light (Alteration) Reversible
Level:  2                                    Components:  V, S (M)
Range:  2"                                 Casting Time:  1 round
Duration:  1 round/level            Saving Throw:  Spl
Area of Effect:  20' radius globe

Explanation/Description:  Like the spells of similar name this spell
creates light.  The source, however, is equivalent in size to the area
of effect (rather than the pinpoint that acts as the source of light
for its more common relatives).  Inside the source creatures are
blinded by the intensity of the light.  Anything that keeps its eyes
open for more than ten rounds (which need not be consecutive but must
be while still within the sphere) must make a saving throw vs. death
beginning the eleventh round and continuing each round thereafter they
keep their eyes open.  Failure means permanent blindness (curable by a
cure blindness spell).  For every round spent within such a sphere the
creature (if not permanently blinded) will be blinded for five rounds
per round spent in the sphere after exiting the sphere (this can be
cut short by a cure blindness spell, likewise a cure blindness will
"reset" one's eyesight times while within the sphere, making it
possible to stay longer without requiring a saving throw and limiting
"down time" once outside the sphere).  For every round with eyes
closed in the sphere a creature will be blinded for one round after
exiting.  Creatures whose eyes are open in the sphere for part of the
time and closed part of the time suffer full cumulative effects (i.e.
a creature in the sphere for five rounds who opened their eyes for
three rounds would suffer 17 rounds of blindness on exiting the
sphere, 15 rounds with eyes open at five rounds apiece (3x5=15), two
rounds at one round each (2x1=2, 15+2=17 total)).  Normal darkness and
continual darkness (including darkness 15' radius) spells negate the
sphere's effects only at their source.  If such spells' sources are
targeted on one's eyes or something just in front they will allow
normal vision, however (though everything in the sphere will appear
well lit, as though in full sunlight, and everything out-side will
appear as it actually does, otherwise the individual we be unaffect-ed
by the sphere of light).  Everyone outside the sphere looking directly
at it without such protection is affected as though in the sphere with
eyes closed.  If outside with eyes closed (or not looking at it)
individuals suffer no penalties (beyond having their eyes closed, if
applicable).  The sphere of light has a center that is targetable and
mobile like the light and continual light spells.  This spell lights
the surrounding area like a miniature sun of the noted size (without
the heat, of course).  Note that this spell will actually go through
walls affected those in neighboring rooms, melded into stone, and
creatures like xorn and xaren hiding in the stone.  They will have
similar effects on dryads in their trees, etc.  This spell has an
optional material component.  If a glowworm, firefly, bit of glod (see
SJR8 pages 8-10), etc is used as the material component the duration
of the spell will be doubled.  The reverse of the spell is simply a
darkness spell with the center equal to the area of effect in size.
It will also darken the area outside it's center in 8".  Continual
light, light, etc will have a similar effect to their opposites in a
sphere of light in a sphere of darkness.  Spheres of light and spheres
of darkness negate each other where they overlap if they do overlap
centers.  The same occurs when the third level permanent versions meet
each other or their lesser counterparts.  The sphere of darkness will
have double its usual duration if a blind cave cricket, blind fish,
blind salaman-der, etc are used as the material component (they must
be blind due to their habitat not due to mutation, spell, injury, etc
however).

Sphere of Continual Light (Alteration) Reversible
Level:  3                                  Components:  V, S
Range:  6"                               Casting Time:  2 rounds
Duration:  Permanent              Saving Throw:  Spl
Area of Effect:  60' radius

Explanation/Description:  Except as noted above this spells is
exactly like the 2nd level spell sphere of light.  It is believed that
these are the spells the elven fleet uses to make its radiant ships,
equipping the crews with goggles with continual darkness spells cast
on them.

Personalities:
Tren Starspire, em F10/MU11:  hp 52; AL LG; S 15; I 18; W 17; D 19; Cn
13; Ch 16; Cm 15 (13 to grey and high elves); proficiencies:
blind-fighting, swimming, healing, spelljamming, spacemanship,
balance, fire control, sail manipulation, signaling, phlogiston
navigation, longsword specialization, longbow specialization,
footman's mace, pike, dagger, staff; spellbook: read magic, detect
magic, locate portal, Melf's acid arrow, dispel magic, flame arrow,
protection from normal missiles, enchant weapon, teleport, and any
other cantrips and spells the DM desires; longsword+1 of wounding,
longbow+2, quiver of 20 arrows, elven chainmail, bracers of archery,
elven boots, elven cloak, ring of truth, ring of water walking, potion
of healing, silver dagger
Spells:  4L1, 4L2, 4L3, 4L4, 3L5
Tren Starspire is the commander of Erenia and all the troops and
trainees thereon.  He appears as a normal high elf except for the
scars that mark his right side.  Early in his career the right half of
Tren's face, back, and chest along with his right arm and right
shoulder were severely burned.  The lack of a cleric caused the wounds
to heal without magical attention so Tren now bears permanent scars
over these areas of his body.  The memory of that battle and the poor
leadership of his captain and poor coordination of the crew have
driven Tren to train all those who come under his care to be the most
professional and best trained personnel in the spheres.  He has turned
down command of his own armada (and probably from there admiralty of a
sphere or roving fleet) in order to extend his personal mission to
more members of the IEN.  He has held his post for over a century and
while he knows he'll one accept a position at the head of an elven
capital ship for now he's not ready.
Tren is moody, stern, and demanding but he's also kind, forgiving,
genuinely caring, and always willing to step in and give a hand
personally or impart instruction one-on-one.  This has earned him the
respect of all those who've worked with or for him and has inspired
more than one trainee to try harder and accomplish more than they
thought they could.  Tren is a natural leader though he's oblivious to
this, instead concentrating on his personal crusade.  He respects
skill, honesty, loyalty, and hard work and has no racial biases
(except those against humanoids, illithids, neogi, and the like).
Tren worships Solonor Thelandira.  If kits are used Tren should not be
a bladesinger (he's primarily an archer and mage, not a sword master).

Fambuson, hadozee male F9/C8:  hp 64; AL LG; S 16; I 11; W 18; D 19;
Cn 15; Ch 15 (16 to hadozee); Cm 13 (applies only to hadozee,
irrelevant to other races); proficiencies:  spacemanship,
spelljamming, balance, space heraldry, zero-G combat, blind-fighting,
boarding pike (NWP), grappling hook, jumping, armorer (s.s.), light
crossbow specialization, pike, halberd, longsword, footman's mace,
footman's flail, hammer, club, ballista, catapult; buckler+1,
chainmail, light crossbow, quiver of 40 light crossbow bolts,
longsword+1 +3 vs lycanthropes and shape changers, footman's mace of
disruption, halberd, potion of extra-healing, scroll of aid, slow
poison, neutralize poison, dispel magic, remove curse, cure serious
wounds, and sticks to snakes written at 8th level, silver holy symbol
of the Seven Heavens
Spells:  5L1, 5L2, 4L3, 3L4
Fambuson is the marine commandant, in charge of overseeing the
training of all marines who pass through Erenia, a position he takes
very seriously.  Fambuson is a direct, straightforward individual in
person and in battle.  He has respect for the sailors but to him it is
boarding actions that actually test one's mettle.  Anyone can destroy
a vessel but in order to seize it to inspect cargo, free slaves and
prisoners, and capture charts, documents, and prisoners of your own to
get information from, that is the heart of any effective space force.
Fambuson checks on training personally, ensuring all marines are
trained to their maximum potential.  Spellcasters and nonspellcasters
are taught to work together, marines are taught to cover each other
with missile fire and to use large weapons close in to remove key
enemies, identification of key enemy troops and leaders is taught,
proper boarding and repelling procedures are stressed, combat while
gliding (for hadozee) is mandatory, and other actions and tactics that
marines rely upon are drilled until they are perfect.  If kits are
used Fambuson has the marine kit from the Complete Spacefarer's
Handbook which gives him an additional weapon and non-weapon
proficiency of the DM's choice.  Fambuson has no faith in smokepowder
weaponry and so will not have any skills related thereto.  As a
hadozee he gains ambidexterity for free (not listed above).
Fambuson is one of the highest ranking hadozee in the IEN and is well
aware of it (this has more to do with relative lifespan than any sort
of discrimination).  Unfortunately, as a marine, there isn't much
higher he can go.  What Fambuson really wants, though, is to be back
in charge of a platoon of marines on a ship, whether a man-o'-war or
even a full armada.  While at Erenia Fambuson has also perfromed
services at the local shrine to his faith, the planar church of the
Seven Heavens.  Fambuson is just as driven in his faith as he is in
his life as a marine.

Devron, em MU18(19):  hp 37 (38); AL LN; S 10; I 19; W 12; D 16; Cn 9;
Ch 8; Cm 13 (11 to grey and high elves); MR 5% (from robe);
proficiencies:  spacemanship, balance, plant lore, swimming, wildspace
navigation, phlogiston navigation, elven shipwright, ancient history
(IEN), space heraldry, signaling, staff, dagger, throwing dagger,
dart;  spellbook: read magic, detect magic, alarm, comprehend
languages, unseen servant, wizard mark, write, ESP, locate portal,
magic mouth, wizard lock, enhance rating, fly, moonglow, secret page,
sepia snake sigil, tongues, water breathing, fire trap, hallucinatory
terrain, magic mirror, plant growth, spark burst, airy water, enhance
maneuverability, sending, telekinesis, teleport, contingency, create
minor helm, enchant an item, charm plants, create major helm, teleport
without error, glassteel, permanency, polymorph any object, symbol,
gate, shape change, and any other cantrips and spells the DM desires;
grey robe of the arch magi, pale green prism ioun stone (adds one
level of experience), undetectable earring of undetectable lie, ring
of wizardry (6th level), elven cloak, elven boots, ring of free
action, dagger+2, wand of frost, wand of lightning, 4 throwing
daggers, bracers of defense AC 8
Spells:  5L1, 5L2, 5L3, 5L4, 5L5, 3(6)L6, 3L7, 2 (3)L8, 1L9
Devron is one of the instructors at Erenia's magic school.  He has no
kit nor specialization in magic.  He is not technically a member of
the IEN itself but rather part of an elven nation that is part of the
IEN.  And that is where this grey elf's greatest secret comes into
play.  He has been sent to Erenia as a spy for his government.  With
Erenia's complacency about spying, due to their magical precautions,
it has been easy for him to remain undetected here.  He got the
earring so no one would be suspicious when he wore only one magical
ring (the earring does not react to detect magic and true seeing).  It
allows him to lie freely without worrying about detect lie spells or
rings of truth.  It is not powerful to overcome the effects of a ring
of truth if he were to wear one, however.
Devron is not the most powerful mage at Erenia (if you allow high
magic it is recommended at least 3 such mages be here, if you allow
true dweomers there should be mages able to employ those also, note
that given the chance Devron would learn to cast true dweomers but has
no interest in high magic even if true dweomers aren't available in
the campaign but high magic is) nor does he care to be (then people
expect too much of you).  Instead he enjoys the simple life, improving
his magical abilities, gaining new spells (he's devised several unique
ones), and training new mages.  His robe is spun from gold (in its
home sphere the color of neutral magic is gold but like many alignment
colored magical items its color has altered to fit the local color of
neutral magic) but is always covered by his cloak, whose shifting
color patterns could drive a person crazy to watch.  Devron is
respected by his peers on Erenia and enjoys relative freedom.  He even
enjoys an occasional adventure and will hook up with a scout or patrol
vessel that drops by, teleporting home when he's ready.  He is visited
every 3-12 years by a radiant dragon he befriended long ago and makes
annual trips (via teleport) to visit the dragon.  He uses these trips
as an excuse to teleport home first, where he delivers his report as a
spy.  Another thing he's hidden from the other elves of Erenia is that
his dragon friend (which they all know about) has a wife and has
produced many offspring.  Several of which have chosen to secretly
join the IEN as crew members.  These dragons have all been trained at
Erenia, where Devron can help conceal their identities.
Despite his sometimes adventurous nature Devron is always worried
about security.  As an outward appearance he maintains no more
protections on his treehouse home than most of the other elven mages
on Erenia, simple wizard locks and magic mouths along with an
occasional alarm spell.  Inside, however, he has several permanent
magics and uses a large number of magical defenses.  A cooshee is his
constant companion and several elven cats roam his dwelling (inside
and out) at will.  Some have speculated that one of these animals is
even Devron's familiar but Devron doesn't wish to tie himself that
closely to any creature.  Other than personal defensive magics such as
contingency and his magical items Devron has no permanent personal
magics.

Ethash Greenleaf, em D15: hp 65; AL N; S 11; I 17; W 20; D 15; Cn 12;
Ch 18; Cm 12 (10 to high and grey elves); proficiencies:  plant lore,
swimming, animal lore, agriculture, weather sense, healing, spear,
dagger, club, sling, staff; leather armor, spear+2, elven cloak, elven
boots, small wooden shield,  decanter of endless water, wand of
element transmogrification, everbountiful soup kettle, Zwann's
watering can, wand of polymorphing, wand of earth and stone, small
golden sickle, ring of spell turning
Spells:  9L1, 9L2, 8L3, 8L4, 6L5, 6L6, 6L7, 6 bonus levels
This old high elf is the ranking druid of Rillifane Rallathil on
Erenia and is in fact a grand druid.  He is ready to move on to
heirophant, however, but has to wait for his chosen successor, the
half-elven arch druid/mage Lily Featherbow, to reach sufficient
experience to take his place (this is the only servant druid he
permanently has under him, he sends other druids away to serve
elsewhere and uses trainees to help perform tasks on Erenia).  If he
were to be able to move on he would take seeds of all sorts of plants
and various insects and grubs and the like and go seed asteroids and
planets, spreading life throughout the multiverse.  Despite not having
spelljamming proficiencies he is quite capable of jamming a ship and
could arrange for a crew of faithful and a damselfly without too much
trouble (though he'd most likely get transport from elven vessels,
arranging to be picked up and moved on at regular intervals).
Ethash wanders about, tending to his duties as one of the guardians
of Erenia's delicate ecology.  Rillifane Rallathil is not the only
deity with druids on Erenia so Ethash doesn't begin to presume that he
has some special place in charge of the asteroid's ecology above all
others.  Instead the druids work well together, regardless of faith.
He sometimes consults with the elven shipwrights when they're growing
new elven vessels but this is more often done by Teelan, another
resident druid who has dedicated much of his efforts to making
healthier, more durable living elven vessels.  If any sort of
wildspace druid kit is used this should not apply to Ehtash.  Though
he lives in wildspace he uses it only as a way of spreading life and
Rillifane's faith further.  He has no more than a general druidic
interest in the ecology of space itself.