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Month Index: October, 1994


From:     Skreyn@???.com
Date:     Sun, 16 Oct 1994 19:56:19 -0400
Subject:  Re: Flarespace (prettified)
OK, here is the Flarespace article, cleaned up and spell-checked.
Everything posted here was written by Joseph_DuBois.WBST102A@?????.com
or rjpugh@???.com (that's Scooby & Richard, folks).

Note that Flarespace is _unfinished_.  There's room for another
5 or so planets here (Scooby wanted to keep it around 8 planets
total).  I'm planning to add one myself, but I haven't decided on
what just yet.

While we're sorta on the topic, I repeat a previous question:
has anyone heard from him for a while?
-------------------------
     Sphere: Flarespace
     Climate: The wildspace is unusually warm compared to other spheres.
This is caused by the shooting of the flares (See Flareshooter)

     Constellations: The stars on the outer walls of the sphere are not
permanent. 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 noticeable)
     Orbit: None  (Inner track center)
     Notes: Every 10d100 days the primary planet shoots a small comet
(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 rumored 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.

     Moon (of Vinity):  Gallia Port
     Gallia is the shell of a long dead gammaroid that orbits Vinity.  The
assumption 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 bustling
array of shops, bazaars, 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
bazaar 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 honeycombed 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 weak presence around Vinity and Gallia,
consisting of one garrison and two old Man-o-war's.  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."

     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 dwellers. 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 are no known 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
building again. McCur has a large export of seafood to the rest of the
sphere, and by supplying food and water has saved entire planets when a
flare destroys its ecosystem.
     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.
     COLDWATER: Coldwater 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 Coldwater 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 Hammerships ready to ward off newcomers that try
to build platforms on the surface. They have also modified several Eel ships
that are totally watertight 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.

     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 millennia 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 Moebius strip, hence
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.   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.  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?
------------
--
Sean K Reynolds   a.k.a. Veggie Boy  skreyn@??????.com  skreyn@???.com
"You think you're so smart, but I've seen you naked,
"I'll probably see you naked again." 'Blame it on me', BareNaked Ladies


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