From: "Richard J. Pugh" <rjp3@???????.edu> Date: Wed, 12 Oct 1994 12:28:56 -0400 Subject: Re: Flarespace (repost)
Hi folks. This is the Flarespace thread, or at least a good portion of it. This is a "quick and dirty" repost. No editing has been done. -ed. From: Joseph_DuBois.WBST102A@?????.com Subject: New Sphere Thread (Flarespace) Date: Tue, 8 Mar 1994 12:19:03 -0500 Well met Jammers, I thought that since Terraspace went so well that we might want to start another sphere? Sphere: Flarespace Climate: The wildspace is unusally warm compared to other spheres. This is caused by the shooting of the flares (See Flareshooter) Constalations: The stars on the outer walls of the sphere are not permament. They fade out after several years of burning. Thus Navigation is very hard in flarespace. Only by navigating with the stationary celestial bodies can one know where he/she is going. Planet: Flareshooter (Sun) (Primary) Makeup: Fire Size: D Rotation: None (Not noticable) Orbit: None (Inner track center) Notes: Every 10d100 days the primary planet shoots a small commet (flare) out from its surface towards the sphere shell. Upon reaching the shell the flare imbeds itself into the surface creating a new star. Anything that comes within 1 hex (outer map [4 days]) must save versus fire or burn. The flares travel at an SR of 10 racing towards the outer shell. The flares never seem to hit any of the current planets, but many times come close enough to cause major damage to the surface. Several of the planets are totally burned on one side due to flares passing by them at close proximity. Planet: Vinity Makeup: Dead Infinity Vine Size: B Rotation: Clockwise Orbit: None (Outer Track 12) Notes: Vinity is a living planet made up of Dead Infinity Vines. It seems to have reached its maximum size because it has not grown since the first Unhuman War. It is rummored that there is a solid earth object at the center of the Infinity Vines. Several Outposts exist on the surface of the vines. Other plant forms have started to grow from the infinity vines creating a breathable atmosphere. The elves have the most extensive outpost here that burrows deep into the surface of the vines. Add planets to this sphere if you want! I would like to keep it around 8 bodies. From: rjp3@???????.edu (Richard J. Pugh) Subject: Flarespace: Gallia port. Flarespace. Not exactlly a world but a moon! sort of... Gallia Port Gallia is the shell of a long dead gammaroid that orbits Vinity. The assupmtion is that at one point in history the gammaroid ate part of the infinity vine as a snack and shortly died of some horrid disease that the vine was carrying at the time. The organic remains of the gammaroid have long since decomposed, so that only the shell remains. During the First Inhuman War, Gallia was used as a humanoid base, but it was abandoned after the elves forced the humanoids from the sphere. The elves used the inside of the shell as a shipyard for a while, but when the infinity vine on the planet below stopped growing, they shifted their shipbuilding to better equipped locations on the planet itself. In the last few centuries, Gallia has become a floating marketplace. The "head" end of the shell is used as a spelljammer port, where ships can enter and unload their wares. The "tail" third of the shell is a bussling array of shops, bazars, and "street vendors." Merchants from Vinity and in fact the entire sphere come here to peddle their goods, and traders from other spheres often make Gallia their first stop in Flarespace. Sort of a "farmer's market" in space. Since the merchants using the "booths" in the bazar change so much, it would be hard to describe the overall nature of the commercial traffic. Sometimes it's honest, other times it's devious beyond measure. The more permanent shops line the walls of the shell itself, and the people who work there live in the honneycombed tunnels and chambers of the great shell. These shops include taverns, hotels, spelljamming services, and offices for the port administrators, several of the major spelljamming organizations, and the more prominent Flarespace merchants. The elven navy has a very week presence around Vinity and Gallia, consisting of one garrason and two old man-o-war. In fact they are only interested in preventing local wars. When an unsavory business deal is going on at Gallia, the elves are very good at "overlooking things." On a related note, where should Flarespace be in relation to the "Known Spheres?" Anyone want to try that one? Come to think of it, where is Terraspace...? Hmmm... Richard From: Joseph_DuBois.WBST102A@?????.com Subject: Flarespace Date: Thu, 10 Mar 1994 13:14:47 -0500 Jammers, a new planet in Flarespace Planet: McCur Makeup: Water Size: D Rotation: Clockwise Orbit: Clockwise (Outer Track 6) Notes: McCur is a fresh water body planet that is filled with life. On the surface great patches of seaweed grow extending a few meters below the surface. Many races live on and below these patches of seaweed. On the underside of the seaweed the darkness offers great protection for smaller fish to hide in, while on the top side of the seaweed, many civilized races have created floating platforms that rest on the seaweed. The most prominent of these is the seaport, Coldwater named after the founder a pirate called ColdBlood (See below). Under the surface live many races of sea dwellars. The mermen have floating cities the float hundreds of feet below the surface, but still in reach of the sunlight that penetrates the planet. There is know know land bodies in or on the entire planet. Whenever a flare passes close to the planet it causes a lot of the surface to evaporate into the atmosphere causing mass rain storms to follow. The evaporation also causes tidal waves to race around the surface. Most of these quickly subside before they cause too much damage, but every once in a while a flare that is close enough will cause tidal waves that destroy most of the platforms. Being familiar with spelljamming many of the inhabitants are able to leave well before any such disaster occurs, then returning to start build again. McCur has a large export of sea food to the rest of the sphere. And have saved entire planets when a flare destroys its eco system by supply food and water. The water seems to replenish itself (there is no known size decrease of the planet over time), and some speculate that a portal to the plane of water is located somewhere deep in the core of the planet. Many sages have tried to find the portal, but most either don't return or return empty handed. COLWATER: Colwater is a platform city on the planet McCur. Founded many hundreds of years ago as a pirates haven, it has now turned into a seat of power in the sphere. Because of all the food exports and water exports, many of wealthy merchants have set up shop. They have even created a Guild that protects the planet from other planets setting up platforms to help themselves. This way all (or most) of the trade of goods can be taxed and controlled. The current lord over Colwater is a human named Martin Clor. A fighter (pirate turn to politics) that keeps a strong hold on the valuable resources of the planet. They have 12 hammer ships ready to ward off newcommers that try to build platforms on the surface. They have also modified several eel ships that are totally water tight that can submerge below the surface. When attacking a new platform the eel ships drop below the surface and attack while the hammer ships press from the air. Almost any type of marine life can be purchased in McCur either dead or alive. From: rjp3@???????.edu (Richard J. Pugh) Subject: SPJ-L: Flarespace, Merbian Date: Tue, 15 Mar 1994 08:34:59 -0500 Hi folks. On the way to work I had an idea for Flarespace... World: Merbian Type: Torus earth body (see below) Merbian is, in planetology terms, a torus world (doughnut shaped). At least, that's how it started out. Several millenia ago, Merbian was invaded by some evil race from the lower planes (which one is the GM's choice). The natives fought back very well, but the exchange of magic and psionic power altered the geological structure of the planet. In a relatively short time, Merbian "flattened out," almost to the point of being a ring or ribbon, and twisted on itself. Today, the planet has the look of a Merbia strip, hense the name. While the invasion resulted in an alteration of the planet, it also altered the people who live there. The natives of Merbian tend to have strange magical and/or psionic abilities, and the creatures that live there are even stranger. (More on that in a minute) The climate on Merbian is warm and dry, but quite liveable, and all terrains (except arctic conditions) are present somewhere. Were it not for the natives, Merbian would be a good place to visit. The various bands of humans, demi-humans, and humanoids tend to raid one another on a regular basis, looking for supplies and especially magical items. Magic in any form is highly prized. Clans go to war over a single scroll, just so their wizard would have a spell that the neighbors don't. (Mad Max, AD&D style) Something like a spelljamming helm would attract the attention of every native within 100 miles. For this reason, the Spelljammer's Aid Society has placed Merbian under a "red zone." I.e.: don't go there. But of course, people do. For populating the place, take some of the creatures from Gamma World, and use them here. The critters from Dark Sun may be too harsh for the planet - most of the magical resources are gone, remember - but as an occasional plot twist, why not? I admit this is half-baked, but what the heck. ---------------------------------------------------------------------------- Richard J. Pugh, Assistant Librarian |Email: rjp3@???????.edu Engineering Library, Cornell University| rjpugh@???.com Ithaca, NY, USA 14853 |WWW: Voice: 607-255-5933 | http://220.127.116.11/ Fax: 607-255-9606 | ---------------------------------------------------------------------------- The future is currently off line. Please try again later.