Previous Message: Twilitespace: Outreach
Next Message: Twilitespace: Outreach part 3
Month Index: May, 1999
From: Adam Miller <nghtdrud@??????.net> Date: Mon, 17 May 1999 21:27:45 -0500 Subject: Re: Twilitespace: Outreach Part 2
Guide to Groundlings Most of the intelligent inhabitants of Outreach are the descendants of outcasts and banished criminals. It is to this world that evil elves and dwarves were banished after their defeats to dwell in the eternal twilight of the planet. The darker caverns of the planet may hold many more, as yet undiscovered races. Interestingly, while the races of Outreach are very war-like, evil, and generally hateful of those of other worlds, they get along fairly well with one another. Two of the races, the drow and duergar, even dwell together in the same cities and general areas. Drow/Duergar The top sentient race of Outreach is a breed of elf that resemble drow in minor ways. The drow are the most numerous and the most magically advanced race on Outreach, with towns and cities scattered throughout the habitable regions. At their side are the slightly less numerous duergar, the dark dwarves. Together, the two have created a unique yet interesting society together. The drow of Outreach are elves of twilight. Their complexions have paled, as have their hair. The skin of the drow is ash-colored with light violet highlights. Hair color is usually white, but some have light blue or light purple hair colors. Purple hair is considered a sign of divine favor, and as such, is worn long and always finely groomed. Drow features are sharply defined like all elves, and the race is one of rare beauty. Clothing is well made and functional. The drow often divulge in spending fortunes on the finest wardrobes they can afford. Like their elvish cousins, drow find solace in forests and wooded areas. However, for the drow, this means forests of giant fungi, their preferred haunts. The drow of Outreach have similar innate magical abilities of their cousins in other spheres. All drow have the innate powers to use the following spells once a day: dancing lights, faerie fire, and create water. Drow who achieve levels above 5th can draw upon the power of the earth, allowing them use a strength of stone spell once a day. Using this power leaves them unable to use their other innate powers for the rest of the day. Drow mages can use the following spells once a day: detect magic and levitate. Outreach drow are much less magic resistant their cousins, having only a 15% resistance to magic. The duergar are a more practical race. They have adapted to working long and hard in the cities and mines of Outreach. Their complexions are generally darker than the drow, ranging from ash gray to dark gray. Hair color is usually only slightly darker than skin color. Their clothing is always practical, functional, and rarely washed. It is rare for a duergar to have more than four or five sets of clothing. The duergar have several innate abilities. All mature duergar can use the following spells once a day: enlargement (as per a spellcaster of level d8+1), and invisibility. Duergar above 4th level can use a fist of stone power once a day. The most powerful duergar, those above 9th level, may use a Melf's Minute Meteor spell once a day. By far, the drow have been on Outreach for a longer period than the duergar. They were banished here thousands of years ago during a schism that divided the elvish people and plunged them into war. The drow were the losers of that war, and driven to Outreach, where they were banished for all times. The exact nature of the war that divided elves is known only to the elves, and they keep their secrets hidden deep. The drow have dwelled here ever since, occasionally raiding other worlds through use of portals and gates. Slaves and resources not found on Outreach are the primary booty taken during these raids. The origins of the duergar are much more recent. They are refugees from the dwarvish empire when it was at its height. Indeed, it was the ancient ancestors of the duergar that caused the fall of the dwarvish empire. In the elder days, a sect of dwarves were much more technologically advanced than their brothers. Feats of science accomplished by these ancient dwarves included nonmagical golems, horse-less vehicles, and buildings a hundred stories tall. Yet, their impact on the rest of the sphere was minimal, as they were largely confined to the large asteroid city of Veros. Leading this sect was a charismatic dwarf by the name of Kain of the Skyhammer, who was a genius of invention. He pushed the envelope of advancement. His genius would prove to be the downfall of his people. After a short war with the elves, where his army completely destroyed an elvish host through terrible technological weapons, he became increasingly prideful. Ultimately, he attempted to achieve godhood through use of a powerful magical artifact. In his madness, he thought that he could achieve apotheosis and his people would rule the sphere as his followers. It would be a horrible mistake. Following the advice of the voices in his head (by this time, Kain was quite insane), he hooked the artifact into the magical crystal that powered the dwarvish devices. The resulting power surge coursed through his body, but at the same time, tapped into the lifeforce of every being living in the city. The power indeed was enough to turn Kain into a quasi-deity, but at a horrible cost. Every living dwarf in the city was twisted into creatures of evil, magical and malicious. At the same time, the crystal that powered their devices cracked and died, and their devices failed. Afterwards, they found themselves at the losing end of a war with Araufaern, who had tired of their pride and wickedness. The dwarves of Kain, now called the duergar, were defeated and banished to Outreach. Kain himself was defeated by the avatars of other dwarvish deities, and locked away in a magical prison in Blackwheel. For the next several centuries, the duergar waged war with the drow. Some tribes were enslaved by the drow, while others managed to seize enough land to establish their own city states. The two races have fought over resources for centuries, yet have learned to live together in many locations. In some areas of Outreach, they live side by side (not necessarily peacefully), while other areas have race-exclusive enclaves of both races. Today, civilization on Outreach consists of at least a dozen, probably two dozen, city-states. Each city state is found near a large source of water; most are on the coasts of the seas. The cities are separated by hundreds of miles of desert, so each is fairly isolated from one another. Trade caravans of dozens, sometimes hundreds of wagons cross the deserts on a fairly regular basis, while the richest and most powerful merchants use airships and (very rarely) spelljammers. War between individual city states is rare, as the distances that must be crossed are too great for most armies. Skirmishes fought between airships and spelljammers do occur, but are rare events. The overall population of the world is rather low, given that there is little land to cultivate and grow crops upon. Cattle ranches raising great herds of rothe are far more common, and meat makes up the bulk of the diet of most creatures on Outreach. The inhabitants must sustain themselves on a diet of mushrooms, fish, and rothe meat. The largest city is about 35,000 civilians strong, but the majority of the cities are far less populous. Each city is supported by at least a score of villages, sometimes as many as three score supportive villages. Most settlements are on sea shores, less on the plains and deep in the mountains, and none in the deserts or deep underground. Control of water sources is too important for them to thin their numbers out by trying to defend useless territories, so the law of a city-state is confined to land they deem strategic. The natives have an active role in space, but that role is very minor and confined to the space around Outreach and occasional trade with other spheres. The natives rarely trade with the other worlds of Twilitespace, as they try to avoid notice by the Elvish Fleet. Drow hunting parties can easily be encountered anywhere in the mushroom forests, but are rare on the plains. These parties use the giant lizards as mounts, and always travel in groups of 15 or more. They also hunt the goblin-kin of the plains, which have degraded to such a point that they are mere unintelligent savages. Those that do show a hint of intelligence are taken back to the drow cities to serve as slaves. Duergar are rarely encountered outside of their settlements, usually travelling from one settlement to another. The drow cities lack the constant house infighting common to drow cities on other worlds. The worship of Lolth is absent; instead the drow worship Wrath, Goddess of the Night and Darkness, and Croll, God of the Hunt and Master of the Beasts. The duergar worship Kain, the founder and patron of their race. The drow cities, being built above ground, lack the common cave-like construction of other drow cities. Instead, the buildings are built to resemble mushrooms, but made of stone. Many of the structures are lined with faerie fire, proudly displaying drow power to the rest of the world. All settlements are surrounded by thick stone walls that can reach 30' high. At irregular intervals along the walls mushroom-shaped towers have been built. These towers act as guard houses and watch posts. Some hide catapults or ballista within them. All settlements have small docks for their fishing fleets, but none have facilities for water-borne warships. Duergar cities are well-built and orderly, with cubical buildings. The richest of the duergar favor towers that sometimes soar up to 5 stories tall. Life for the drow as well as the duergar is harsh but sometimes rewarding. They do not live in constant fear of death, so they tend to enjoy life far more than their kin. Bars and dance halls are common in all cities, all of which have a strict no weapons policy. Fine clothing is more often worn than armor and weapons. The drow of Outreach are not particularly hateful or a cruel bunch. They do actively welcome travelers and traders, so long as they follow the few laws and stay out of trouble. They dislike other elves, chasing off such vessels with force, if needed. However, there is not any real desire on the part of most citizens to slay them, and such chases are usually called off once the elf ship breaks orbit. The drow use goblins as slave labor, which they give the most unpleasant tasks. They take human slaves only if human visitors broke the law (major offenses, but not capital offenses, which they would execute the guilty party for). They do sometimes raid human settlements to seize slaves, but such slaves are not particularly valued, as their poor eyesight on Outreach renders them nearly useless. There is a sizeable half-drow minority on Outreach because of these raids, however. Illithids The third most powerful race are the illithids. These creatures are very secretive of their race, and have but a single city. That city, Shan-ze-muil, is located at the bottom of an extinct volcano cone. Shan-ze-muil is a large place, with perhaps 2,000 illithids within its limits. The city population is roughly 5,000, with the remainder being made up by captured goblin and human slaves. The slaves are forced to do all the manual labor while the illithids dream of sphere-wide conquests. It is possibly the largest illithid city in Twilitespace, and may well very be the only illithid city in the sphere. The buildings are all carved out of stone and resemble spikes or sword blades pointing skyward. There is a large lake close to the wall. This serves as the main docking bay for the Illithid ships, which number roughly a dozen nautiloids. The illithids use their ships to raid Chaos and Ethwold for slaves. Other than the slave raiding, the fleet sees little use, and more than half simply sits in the lake. Beyond the lake is a large entrance in the wall. This leads to another, even larger cave where the illithids keep a massive herd of rothe. These rothe provide food for both the slaves and the illithids, who can devour the rothe brains easily. The Illithid diet also includes brain molds (grown privately, to suit each individual taste), blood wine, and of course, slave brains. The elder brain pool of the city is kept hidden and is well guarded by dozens of golem-like creations. The illithids are paranoid about it being attacked, and any threat to it will bring out every defense the city has to offer. Dragons The fourth native race is a type of dragon very similar to the deep dragon. These majestic creatures claim the mountains as their homes, but use the plains as their primary hunting grounds. They seem immune to cold and can see perfectly in the starlit sky for miles. They can spot a rothe from well over five miles away. The deep dragons have a standing alliance with the drow, who provide treasure to the creatures. In exchange, the dragons leave the drow alone, and come to their aide if their settlements are attacked. This common defense alliance has saved many small drow villages from attack by spelljammers in the distant past, and continues to protect the drow from Illithid assaults. Goblins The most populous race, but the weakest, are the goblins. These creatures dwell in great numbers in all cities, serving to fill the lowest labor positions that those cities offer. Depending on the city, they are either slaves or extremely low-paid laborers. Goblins have almost no rights in any city, and only the need by the other races for a laborer race keeps them from wiping them out. Other Races There are rumors, of course of other, more alien races dwelling in the neither reaches of the planet. Drow legends speak of the illithid's ancient ally, the aboleths, lurking near their city, while some drow claim cloakers and Kuo-Toa can be found near the roots of the mountains. No space traveler has yet to meet these dangerous and alien beings. -- Night Druid
Previous Message: Twilitespace: Outreach
Next Message: Twilitespace: Outreach part 3
Month Index: May, 1999