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Month Index: May, 1999
From: Adam Miller <nghtdrud@??????.net> Date: Sat, 22 May 1999 10:59:49 -0500 Subject: Re: Twilitespace: The Sun
Hehehe, again, hello all! Guess who? Anyways, I dug this out this morning & finished it up (was working on it at school, but I had to hunt for the disc; got it on the first guess!:) Didn't want to post it too early, or I'd give away too much too early!:) So, without further delay, here is Twilitespace's sun!:) The Sun Name: The Sun Type: Spherical Radiance Body Size: H Escape Time: 24 turns Satellites: 7 planets Day Length: 45 hours Year Length: none Population Analysis: creatures from the elemental plane of fire The primary of Twilite space is, like in so many other spheres, is a great fiery body. It is slightly flattened at the poles, and has a diameter of 180,000 miles. It has a golden hue to its flame, with a slight reddish tint. It has been observed by mages with using powerful magic that great geysers of flame spewing millions of miles into space. These massive plumes of fire seem to be related to the randomly opening portals to the plane of fire. Such fire-loving creatures as fire elementals, salamanders, efreeti, and lava worms are likely inhabitants on the hellish surface. They cluster about the portals, which is where they may have originated. For some reason, these creatures will not depart more than four or five miles from the portals, as not to become trapped here. Dotting the surface of the sun, mainly at the equator, are several hundred "sun spots." These sunspots appear as dark reddish disks floating slightly above the surface. They are, in fact, portals to the plane of fire, but are larger and slightly more permanent than the portals described above. At least one portal is permanent, and home to a vast empire, described later. Hordes of fire creatures are always found near these sunspots, which are cooler than the surrounding terrain. Climate/Weather Heated violence is the best way to describe the atmosphere of the sun. The whole place is heated to extreme temperatures, such that no spelljammer could ever hope to approach. Everywhere, vast plumes of solar material rise out of the sun's interior to flare out with enough energy to fry entire planets. Flares and solar storms are fairly rare, but can sometimes be extreme. Continents Except for the golden citadels of the flame angles, there are no continents on the sun's surface. Life Forms Only extremely fire resistant creatures (almost all of which are from the plane of fire) dwell here. Given the size of the sun and small number of creatures that dwell here, the sun is considered barren in terms of life. Lava worms are the most powerful non-intelligent creatures dwelling on the sun. Tens of thousands of the creatures exist, but are so widely scattered that the chances of meeting one are nil. The most common creatures that dwells in the atmosphere of the sun are elmarins and flame swallows, which endlessly play in the atmosphere, often times in groups of 20-200. They are safe from attack, with the only exception being trophy-hunting efreeti. Guide to Groundlings Of all the creatures that play in the fiery atmosphere of the sun, only one has any settlements what so ever. A large empire of flame angels, ruled by priests, controls the only permanent sunspot. The flame angles, or Pheon, as they call themselves, are a race of mystery. Most are good aligned and maintain an well-ordered empire, while a handful of others are evil and seek conquest. The empire consists of some 100 floating citadels scattered above the only permanent sunspot. Each citadel is a small town that is built upon a golden hemisphere, floating curved side down. The towns usually hold a mere 500 or so Pheon each and most are about a mile across. Pheon buildings are well built of a strong, sand-colored stone with flat roofs. There are no walls, as the inhabitants can all fly. All towns are within sight of at least two others, and if one is attacked, other towns can rally a defense. On occasion, Efreeti and salamanders visit the cities, but their stays are usually short and not well received. For the most part, the Pheon try to give such evil creatures a wide berth. The Pheon Empire spans over a small easily overlooked sunspot, which burns along the sun's equator. The storm is much cooler and darker than the rest of the sun. It has a large oval shape, spanning almost 300 miles at its widest point and 200 miles at its narrowest. All of the citadels are located above this storm, which serves them as a marker for their territory. The citadels orbit a point directly over the center of the storm, following the hurricane-like 'wind currents' of the storm. The citadels all float at roughly the same altitude of five miles above the storm. Because of the cooler and darker nature of the storm, visibility is much greater within the storm than the rest of the sun. One can see, with proper eye protection, roughly 6 miles distant. Pheon citadels average about 5 miles distance from each other. Resources and Trade There is little that the sun has to offer that would interest the average spelljammer. The only exception would by items crafted by the Pheon Empire, (which are mostly crafted from heat-resistant metals). Such items fetch a high price in markets all across the Known Spheres, but the risks in obtaining these items most often far outweighs the price they fetch. Traders will probably forever avoid the sun, as there is no conceivable way to approach it. The Pheon themselves have virtually limitless resources in their empire. The storm below their empire sweeps up a great deal of material from within the sun's interior. Nuggets of super-heat resistant gold collect in the winds and float to the upper cloud deck to be collected by Pheon prospectors. Red and yellow gemstones are also found, often larger than a flitter! These gemstones may look similar to diamonds or other gemstones, but these sun-born stones are completely immune to any heat and are ten times denser than normal diamonds. The few stones that have made it to ports outside the sun command extremely high prices on markets throughout the galaxy. Special worms dwelling at the heart of the storm weave great floating nests of silk (some as large as cities) which the Pheon harvest to make garments. These garments are finer than virtually any other, but need extremely hot conditions to remain intact. Ports of Call None. No spelljammer can possibly hope to approach the sun and survive. No known fire resistance spells will provide protection enough to defend against the searing heat of the sun. This does not mean, however, that a space port does not exist. The town of Sunchild, near the center of the Pheon Empire, has a small dock for the empire's two spelljammers. Both are specially built eelships that were constructed out of a heat resistant brass. These two ships usually remain docked at port, but once every few years the ships will depart for the azer ports on Lagorith. However, instead of flying to the cities and back, these two spelljammers each has a magical device that will teleport the ship to a point one hour's travel from Lagorith. When the ship is ready to return to its homeport, it activates the device again, and the ship is safely transported back to Sunchild. Because of these random trips, goods from the sun are available for sale at the azer cities. Note that these two trade ships, while very resistant to heat, cannot survive the environment that is the sun's surface. The heart and soul of the Pheon Empire can be found at the very heart of the storm. Several miles below the floating citadels is the city of Aranakana, a massive place built upon a floating continent over fifty miles wide. The city itself is virtually deserted; it was built to house over five hundred thousand souls, but the Pheon number only two thousand. Most of the Pheon living on the continent reside in the hills and mountains outside of the city. The rural population is roughly three thousand Pheon. The temperature of the city is very cool, to the point of being tolerable by humans. The Pheon themselves are chilled when in the city, and always wear heavy clothing to keep warm. The city, while in excellent shape, was obviously not built by the Pheon. The buildings are human in make, and constructed of materials not found on the sun, including sandstone and wool tents. The city was, in fact, the ancient capital of the Crux Empire, before the fall of that great empire. The Pheon are descendants of the last survivors of the city. History The exact age of the sun is completely guesswork, and is estimated to be several thousand centuries old, at least. Other than as the primary heat source for the entire sphere, there is almost nothing about the sun that would mark it as unusual in the annuals of history if not for the anomaly of the Pheon Empire. The Pheon Empire was born in the destruction of the ancient Crux Empire on Ethwold. During the final days of the Empire, the Crux Valley was invaded and all was lost. In desperation, both sides attempted to channel great magic and call down the wrath of their gods. The conflicting magics was devastating, and a great Sunstorm, as the massive firestorm was known, fell upon the valley. The land was scorched and all life was destroyed. The fires destroyed both the Crux and the army of their enemy, the Raer. As millions died in the inferno, Solran, the Sun God, wept. His chosen people were being destroyed, and the sum of their culture was obliterated in a single day. Putting himself in great peril, he came down to Ethwold scooped up the last remaining bastion of Crux culture, the city of Aranakana. Once the ancient capital of the Crux Empire, this city had been ransacked by the Raer, who left it, somewhat intact, to pursue the fleeing Crux Emperor. Many refugees huddled in the burnt out and deserted city, waiting for death to claim them. Solran took the city to his heart, and with a wave of his hand, created a place for it in the Sun. The survivors were also altered, infused with the nobility and heart of those who died, and they do died but were reborn as the Pheon. Thus was born a new race, who would be caretakers of the last piece of Crux culture until the time that it would be needed, as foretold by Solran. Solran was their savor, and they discarded all other gods as false. -- Night Druid
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