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From: Adam Miller <nghtdrud@??????.net> Date: Fri, 14 May 1999 08:48:38 -0500 Subject: Re: Twilitespace: Chaos pt 2
And the rest:) Dwarves On the minor southern continent of Arie there is a loose collection of dwarvish nations. Their numbers are not great, but they have managed to tame a region between two mountain ranges. They are descendant from a failed expedition that journeyed to Chaos to take advantage of the rich mineral fields that early prospectors had found. Though miners on the ground prospered and even grew in numbers, the hazards of navigating the moons and storms of Chaos proved too much for dwarvish sailors. Too many trade ships were destroyed, and eventually the trade routes dried up. This left a large number of dwarves effectively stranded on Chaos. With no hope of rescue, they dug in and established new kingdoms for themselves. Despite the harsh conditions of Chaos, the dwarves have grown in numbers and have established at least four minor nations. Other nations have risen and fallen since the Great Abandonment (as they call the disappearance of the trade routes centuries ago), leaving behind a vast number of ruins and dungeons. The dwarves of Chaos have become embittered against their brethren and have adopted an isolationist attitude. Fortunately for them, the traditional dwarvish adversaries, goblins and their ilk, are not present on Arie. Instead, the land is inhabited by monsters of all sorts. While dangerous, the monsters are largely unintelligent and beaten through use of coordinated attacks and hunting. Dwarvish clan holds are usually small fortresses built into cliffs, hills, and even mountains. A typical clan hold has 300-800 dwarves, but some are twice as big. The dwarves raise vast herds of cattle, goats, and sheep, and grow crops in whatever soil they can find. They have all the metal that they need for now, and the mines are largely inactive. They practice a system of recycling and treatments that keep their metal tools and weapons in good shape. For all purposes, the Chaos dwarves are mountain dwarves. They prefer a life underground, where they are safer from the monsters that haunt the surface. They are also desperate for trade. If a non-dwarvish spelljammer lands in their territories, dwarvish merchants will be swarming the ship eager to make trades. They are willing to trade dwarf made weapons, armor, and tools for almost anything off-world. Many young dwarves are eager to sign on as sailors or mercenaries. Finally, the dwarves are eager to gain their own spelljammers, and will gladly buy any helm that the spelljammers may have on hand for a fair price. Selkie These shape-shifting creatures dwell in an island chain in the southern hemisphere. They are among the most recent races to settle Chaos, but are some of the most advanced, at least from a magical standpoint. They wander the oceans of Chaos freely, but rarely wander too far from their home islands. The waters around some continents are too dangerous for them to dare approach. The selkie find their origins several thousand years ago when the Raer Empire was at its height. The Raer founded a colony on Chaos on the smallest continent. The colony prospered, but attempts to expand to other lands failed utterly. The Raer colonists were confined to one continent. When that empire fell, the colonists were stranded. They made the most of the situation, and established their own nation called Ralsek. While highly magical, Ralsek could not achieve even a fraction of the power and might that the Raer commanded. For the next several centuries, their situation remained largely unchanged. The event that changed the Ralsek people from humans to selkie was the Nemesis War. During that war, Nemesis opened portals to the Ralsek heartland, led by one of his avatars. Unused to war, the people of Ralsek were slaughtered by the hordes of goblins. In desperation, the mages and priests of the land came together and called upon powerful magic to strike down Nemesis' Avatar. They unleashed a killing wave of light and energy that slew thousands of goblins as it sought out the Avatar. When the wave hit the Avatar, both exploded in a massive fireball. This explosion triggered colossal earthquakes and tidal waves that caused the Ralsek homeland to crumble. The people screamed in terror and agony as they fell into the sea, knowing that death was about to claim them. Yet, Nemesis was not the only god that had taken notice of the Ralsek people. Crecus, god of the oceans and XXX, goddess of magic, both had pity on the people. Together, they reached out and touched each and every person that fell into the oceans, altering their form. Their bodies became that of seals, and Crecus led them to safety. Though not all survived the journey, most made it to an island just outside the devastation of Ralsek. There, Crecus commanded them to rebuild their civilization and always remember and honor the two deities that saved them. The selkie, glad at their salvation, built large temples to both Crecus and XXX upon that island. It became holy ground to the race, where their most holy and sacred cities were built. Many more returned to the fallen Ralsek homeland to build new cities upon remaining islands and to salvage from the ruined cities. Though their kingdom had fallen, the selkie were determined to build a new one. Today, the selkie have dozens of small cities dotting their island chain. The layout of these cities would confound most people, as the cities are channels of water and the main entrance to most buildings are underwater. The people virtually abandon the cities twice a day to hunt for fish, which are plentiful. Homes are small and spartan, with only the bare necessities. Selkie do not use fire to cook their food, but will use magical heating to keep themselves warm during the harshest winter nights (which is rare, since the selkie have thick layers of fat to insulate themselves during winter months). Many are mages, who tend to dwell in buildings shaped like massive sea shells. Water elementalism is the most common field of study, in which selkie may advance as high as 14th level. Selkie can also study the fields of enchantment/charm and song, but can only advance to 12th level in those fields. Dragons The third intelligent race are dragons. Dragons have always existed on Chaos with some power. The dragons are not social creatures, and come together only to reproduce. All chromatic species of dragons can be found on Chaos, but metallic dragons seem to be lacking. The creatures are mostly interested in surviving and collecting bigger and bigger hordes. They can be found on almost every continent, but tend to shun civilized areas. The destruction of the goblin-kin empires mean more easy meat to these selfish creatures. Never has it been recorded that dragons came together to accomplish anything. Resources and Trade Chaos is rich in resources. Fine gems, large gold deposits, and rich iron concentrations have all been found in the mountains. In several areas, panning the local streams will result in the discovery of gold nuggets, sometimes as large as a human child's hand. In addition to the great mineral resources that Chaos has, there are also excellent timbers for ship building purposes, great amounts of foods, and excellent hunting. The various inhabitants trade with each other but rarely trade with offworlders. Given the large amounts of uninhabited areas, a spelljamming base could be set up to harvest the riches of this world. Such a base would have to deal with the many monsters of the area, as well as remain hidden from any inhabitants who may wander into the area (many giants and especially goblins are nomadic). Ports of Call There is only one known port currently spelljamming active, Goldstrike. A small port, Goldstrike is located on an equatorial island, which was once highly volcanic. The island, out in the middle of the ocean, is completely uninhabited by natives, and easily defended. Given that it was once a volcano, it is virtually covered with mineral wealth. That wealth attracted a host of harden frontiers men and vagrants, all out for a quick buck. Most died from the harsh environment, but for every miner that died, ten more were willing to take their place. A city about the base of the volcano has sprung up in the eighty years of Goldstrike's existence. The place is a typical frontier's town, with virtually no system of government, law enforcement, or defensive army. The place is a haven for pirates and privateers, and at least four spelljammers are here at all times. However, none are owned by the city, and those citizens that manage to gain enough wealth to buy one immediately leave for better worlds else where. Satellites Chaos has an incredible 40 moons. These moons orbit Chaos at roughly the same altitude, and are spread out very much like an asteroid belt. However, each of the moons is over 100 miles across, and a small world in it's own right. With so much available space, and the riches of nearby Chaos, the moons have become a common ground for virtually all races. Yet, like so much else in the sphere, all of the moons are wilderness, as the dangers of Chaos prevent all but a trickle of riches from passing through these space ports. It is because of this that prevents the moons from becoming anything more than mere frontier ports, forever sparsely populated. A few examples of moons are given below; DMs should feel free to develop moons as they see fit. Mindweep While not the largest moon, Mindweep is important to space travelers never the less. It is an Illithid breeding colony, where they raise large number of slaves. The slaves are forced to grow crops and raise cattle, which are used to feed them. The landscape is that of open plains broken by the occasional mountain range. The mountain ranges hide the massive fortresses of the Illithids, where they sit as lords of all they survey. The population is not overly large, as the Illithids control all breeding that goes on here. The slaves, mostly goblins and hobgoblins, have had most of their intelligence bred out of them to minimize chance of revolt. The brightest of the lot is peer to a mentally retarded human. Their culture is of a stereotypical country redneck, with the slaves working long hours in the fields and spending their free time drinking ale. The Illithid strongholds are thick, stone fortresses guarded by hosts of brainwashed ogres, hobgoblin warriors, and even monsters. The Illithid "lords" enjoy the free reign they have over the people, and have settled into the comfortable life. Two nautiloids stand ready to defend this world from attack at all times. Zorruth A fairly barren world, Zorruth has become the last bastion of goblin power in the sphere. Here stands the last goblin cities and space ports, safe from the ravishes of the giants on the planet below. It is here that the last of the goblin fleets fled to after their defeat a thousand years ago, and from which they launched attacks on the elves during the First Unhuman Wars centuries later. In the time since the Nemesis War, Zorruth has seen the rise and fall of well over four hundred petty warlords and kings. Currently, the place is divided between five nations, all warring with each other for power. In addition, there is a sixth power, totally neutral, which controls the spelljammers. This organization, known as the Warmasters of the Stars, operates from secret bases hidden atop mountains and secreted in deep valleys. The Warmasters have only a handful of ships, but are treated with respect and fear by the other goblins. Their greatest foe is the Elvish Fleet, whom they hate because of their dominance within the sphere. Despite their power on Zorruth, the Warmasters do not have enough ships to seriously threaten the Elvish Fleet. -- Night Druid
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