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Month Index: May, 1999
From: Adam Miller <nghtdrud@??????.net> Date: Mon, 17 May 1999 21:27:54 -0500 Subject: Re: Twilitespace: Outreach part 3
Resources Trade Outreach has abundant resources, but such resources are difficult to get at. The mountains yield an iron that is strong and light weight, but is not affected by sunlight. That iron is used by the drow to construct their armor and weapons. Gold and jewel mines are run by duergar overseers, but worked by goblin slaves. Riches from these mines are either distributed to nearby drow or duergar cities or handed over to the dragons. One type of plains dwelling spider has a ivory-like outer shell, and is hunted for its shell. Most of the food is poisonous to non-natives, but the mushrooms are a delicacies on numerous worlds. The mushroom stalks are useless to make ships with, but do burn well with almost no smoke. In addition, there are many places in which crystal grows naturally on the planet's surface. This crystal is highly valued by the drow, because it is easily shaped and extremely durable. They use it in both their constructions and their few spelljammers. Ports of Call There are well over a dozen city-states on Outreach. Each is unique in its nature, outlook, and atmosphere. The most prominent cities are detailed individually below. Mechanism The largest city on Outreach, Mechanism is also the center of duergar technological advancement. Built atop a large, circular plateau, Mechanism is host to the duergar factories (as few as they are), residents of the rich duergar and drow residents, and the massive High Tower of Kain at the very heart of the city. The city is connected to Scrap and a half dozen other supportive towns via rail lines. A rail line descends from the city by running down along the edge of the plateau, circling the city twice. It connects to a rail station at the bottom, which in turn connects with the supportive towns. The city is divided into four quarters. The first quarter is the residents of the rich and powerful drow and duergar, who rule the city as overseers, managers, and supervisors. Their homes are fairly well built of metal or stone, depending on the individual tastes of the owner. The second quarter is the location of the factories of the city, which churn out various tools, weapons, and other trinkets of industry. The third quarter is the residents of those laborers that dwell in Mechanism. Though the buildings are shoddy and poor in comparison to those of the duergar and drow, they are far better than those of Scrap. The last quarter is devoted to a small docks area, which sports warehouses, taverns, and a small lake for water-landing spelljammers. Spelljammers of almost any race are welcomed here, as the duergar are eager to sell their wares to anyone. At the center of Mechanism is the Tower of Kain, which is over 1000' tall. This spire serves as headquarters for the rich robber barons of the city, the center of the Church of Kain, and the government building of the city. The building, and indeed the whole city, is owned by the Corporation, which is made up of the richest robber barons of the city. The President of the Corporation is the richest and most powerful duergar of Mechanism. Scrap The less of the two "technological" cities, Scrap lives in the shadow of Mechanism. Scrap is separated from Mechanism by a mere three miles, and a rail line connects the two cities. The city is little more than the slums within which the laborers of Mechanism dwell on their off shifts. The whole city is built from the trash and cast-off junk from the richer Mechanism. As a result, the buildings of Scrap are unstable and are prone to collapse. The train station is the best maintained building in the whole of Scrap. Shadow of the Night The largest drow city that handles spelljammers, Shadow of the Night is a popular resort for drow and duergar spelljammers, both from Outreach and even those from other spheres. The city can easily handle up to a score of spelljammers, both water and land landing craft, but their ports are almost always half full. Shadow of the Night is a rowdy place, where tensions run tight between rival nations of drow and duergar. While the residents are more interested in trade, the captains of the drow ships often attempt to export their various religions upon Outreach, particularly that of Lloth and Vhaeraun. So far, there have been few converts to these vengeful deities, and their places of worship are no more than small shines maintained by their tiny followings. Ironically, the only drow deity who has managed to achieve worship enough to found a temple is Eilistraee, who has more priests alone than Lloth and Vhaeraun have priests and followers combined. This infuriates those deities to no end, but they are in no position to do anything about it. Shan-ze-muil The Illithid city of Shan-ze-muil welcomes only Illithid and neogi ships. Any other ship that attempts to land there will be shot down by the many catapults (hidden along the cave walls). If the ship gets pass the catapults, illithids will astral project themselves up to the ship to deal with the intruders personally. By that time, only teleport or other similar magic will save the ship (or crew). Twinkle A drow city located deep in a fungus forest, Twinkle is a small city of hunters and ranchers. The drow are, to the surprise of many, honest and hard working people. They consider themselves the wardens of the vast Farflicker Forest (the largest fungi forest on Outreach) and protect it from invaders. The plains surrounding the forest are thick with rothe ranches, which are run by drow mounted on giant lizards. They produce vast amounts of meat that they export to other cities for a very healthy profit. Goblins are well-treated here, at least those who are hard-working and honest. The drow of Twinkle have no time for laziness or sloth. Additionally, numerous half-drow find their way here, where they find a higher amount of tolerance than elsewhere on the planet. Moons of Outreach K'pzzz'shn An odd-shaped lump of rock in space, K'pzzz'shn is little more than a large asteroid. It barely holds an atmosphere and only a few hardy plants cling to life on the rocky surface. Once completely uninhabited, K'pzzz'shn has become the home to a clan of beholder-kin. These renegades have escaped the ravishes of their kin in other spheres to settle into a peaceful existence on this most remote place. Here they have found peace and have established a new and unique society. Roughly eighty beholder-kin dwell in K'pzzz'shn. They survive by devouring the fungus that clings to their tunnel homes. At the top of the order is a group of 8 Examiners, who handle all of the important decisions. Defending the asteroid is a squad of 20 Lensmen led by a Spectator commander. The rest of the population is comprised of Watchers, orbus, and several mutant beholders (most of whom have lost use of many of their eyes). For the most part, they want only to be left alone. They have no facilities for spelljammers of any sort, nor do they encourage visitors. Cor'zzune Little more than a great rock in space, Cor'zzune is both the name of the second moon of Outreach and the name of the nation of beholders that dwell within it. The moon is over fifteen miles across and its exterior is completely barren. The interior is laced with tunnels and vast chambers within which the beholders dwell. The beholders are a secretive race, hiding their war fleets and armies from prying eyes until they are ready to conquer the sphere. The beholders of Cor'zzune number at least 200 true beholders, 10 lesser hive mothers, and the massive Queen Cornz, who rules over the whole nation. The moon also hides a massive army of perhaps thousands of lensmen in stasis and hundreds of other beholder-kin. Their fleet is growing at a frighteningly fast pace. It is rumored that they have contacts on Outreach, providing them with slaves for their foul and alien experiments. Pulser The outermost moon of Outreach is the bizarre Pulser. The moon appears as a pair of connected crescent worlds, each 1500 miles from tip to tip. At the center of Pulser is a small, reddish dwarf of a fire body no more than 20 miles across. The exterior of the crescents are uninhabitable, both rugged and barren, but the interiors are lush tropical jungles. The jungles are the haunt of goblins and hobgoblins, who are hunted by drow spacefairers for slave labor. There are no large settlements on Pulser, though it is thought that the scro may have a base here, where they are trying to recruit goblins in their holy war against the elves. If this is true, they have not likely made contact with the drow or duergar, as neither race have shown much interest of a more aggressive space policy. Other Considerations The drow of Outreach are far different than their brethren in other spheres. They are mostly neutral, with some evil tendencies. They lack high magic resistance, but do retain the innate abilities. Some drow have different innate abilities, depending upon whom they worship. The other creatures of Outreach are standard and unchanged. Duergar Technology "Technology," when applied to the level of advancement displayed by the duergar, is a strong term. The duergar technology is heavily dependant upon magic as its power source; without magic, the many devices of the duergar simply don't work. While the duergar have the basics of steam engines, factories, and even mechanical looms, most of these inventions are left fallow. The duergar lack many of the necessities to take full advantage of their technology. Some of these needs have been substituted with magic, but the lack of the other necessities are simply too great. Of these, fuel is the primary need that magic can substitute. Coal and large quantities of oil are not found on Outreach, and the few supplies of oil that are found are small and needed to grease machines. The duergar have discovered a way around this through use of elementals. By hiring drow mages to summon elementals, the duergar can bind them into their machines and make the elementals make the machines work. Unfortunately, this is very expensive and drives the costs of making those machines upwards. Thus, the costly machines are rare. The second problem, which is much harder to "fix" with magic, is a lack of a large labor pool. Outreach is not a populous planet, and most of the population is tied to farms, ranches, or mines. Slaves taken from other worlds is one solution, but death rates among slaves is very high, and the duergar raids are too few to fill their labor requirements. Worse, the duergar must spend a great deal of time crushing slave uprisings and attempts to form unions. It is a problem that frustrates the duergar to no end. A third problem is transportation. As water routes are rare and usually very shallow on Outreach, almost all goods must be shipped by land. Rails help with the moving of bulk goods, and a few gates can be used to instantly transport goods from one city to another. Yet, there is no planet-wide network of easy transport. Hauling goods across thousands of miles of open plains is far too expensive for most merchants. Drow mages are working on the problem, but have no easy or cheap answers. The last major problem, the no amount of magic will solve, is the lack of a market. The same labor shortages that plague the duergar also creates the biggest obstacle to their fully exploiting technology. The vast majority of the people of Outreach are too poor to afford the expensive goods created by the duergar. In fact, the only beings that can afford most of the expensive merchandise created by the duergar are other duergar and rich drow. The utter lack of a suitable market to dump goods on has prevented any sort of wide-scale industrialization and mass production of cheap products. Other than a pair of city-states, "technology" has not seriously impacted the rest of Outreach other than simple trinkets found in town markets. That being said, it is important to note that the cities that do indulge in technological advancement are heavily influenced by technology. Machines and numerous devices are common in Mechanism, and are common sights on the streets and buildings of that city. Scrap and the other supportive towns are less influenced by technology, aside from scrap metal for building material and work for the residents of those towns. Listed below are the more common technological feats of the city of Mechanism: Steel: The biggest product produced in Mechanism is steel. The foundry is the city's biggest employer, and huge amounts of steel was needed to construct the city. The foundry is not nearly as productive as it once was, and over two thirds of the building lays idle. The steel of the city is of high quality and large quantity. Hellcat Cycle: A symbol of wealth on Outreach, the Hellcat Cycle is a two wheeled vehicle powered by an 8 HD air elemental. These machines are very expensive, and operate best on open stretches of flat land, such as the desert flats or the roads of Mechanism. These machines are extremely expensive, and buyers should expect to pay in upwards of 25,000 gp. These machines can achieve speeds up to 65 miles per hour, and roar with a life of their own. The robber baron who makes these devices has a factory that can produce up to five of these things a year. He is a cagey duergar warrior named Harley. Airship: Only a few of these craft have been built to date. It takes at least four years to build each of these craft, and each is an expensive affair. The average cost of each of these craft is at least half a million gold pieces! Despite that, the airships are considered well worth the money. They are sturdily built of steel and lifted by eight turbines, each powered by a 24 HD air elemental. Each craft can hold 40 passengers, 5 crew, and 15 tons of cargo. They can move up to 50 miles per hour. Dragon of Iron: The name for the trains that connect Mechanism with its supportive towns, there are seven Dragons of Iron. Each train has 8 cars and an engine which has the general shape of a dragon. These trains are powered by steam engines, which are heated by a 24 HD fire elemental. These trains can achieve speeds of 25 mph, and each car can carry 100 passengers or 40 tons of cargo. Firearms: The duergar of Outreach favor powder weapons over melee weapons. Thus, one of the major exports of Mechanism is firearms and powder, which is both light enough to transport and expensive enough to make it worth their while. Firearms produced by Mechanism are sized for dwarves, with rifles half normal size. A result of this is that these weapons have half normal range but take only ½ the time to reload. Mechanism produces starwheel pistols, muskets, and blunderbusses -- Night Druid
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