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Month Index: June, 1999


From:     Paul Westermeyer <westermeyer.3@???.edu>
Date:     Mon, 7 Jun 1999 01:41:46 -0500
Subject:  Re: Places:Realmspace Updates:BkI:Ch2
Chapter 2:Coliar
Size G Air body, 30 hour day.

Note:In character descriptions below l=Lizardman, a=Aarakocra, M=male,
f=female, and other short hand follows standard practice.

        This large air world is filled with literally hundreds of floating
land masses, "islands". These revolve around the planets geometric center
at varying altitudes and speeds, but the average "day" is about 30 hours.
Centuries of revolution have caused all of the immediate collisions to
occur, none of the islands are currently headed for each other. These
islands vary in size from a few miles across up to 100 miles across, and
share similar ecological systems. All have swampy or jungle like lowlands
interspersed with abrupt, rocky mountains. A few of the larger islands
actually support a prairie system.
        Coliar is interesting in that there are no mammal species native to
the planet- reptiles, dinosaurs, and birds are the dominant life forms.
Because of the relatively limited food sources available for terrestrial
creatures the larger dinosaur types never developed Tyrannosaurus or
Brachiosaurus are unknown on Coliar. The planet is inhabited instead by a
multitude of bird species (similar to familiar earth species like sparrows,
hawks, ect), many small to medium sized dinosaurs, and reptile species.
There too many dinosaur species on the planet to list them all, but a few
of the dominant types follow: Velociraptors- medium sized predatory biped
Avimimus- bipedal, wingless, feathered dinosaur medium sized
Archaeopteryx- early winged, feathered protobird, cat sized
Garudimimus- Bipedal osterich-like dinosaur, herbivore. Very common
Ankylosaurus- 4 legged, armored herbivore with a club like tail, 18' long
Torosaurus- smaller triceratops (10 feet long)
        Flying reptiles (pterdactyls, pterandons) are also common. In fact
the nature of Coliar encourages flying creatures and they represent by far
the largest percentage of the animal life on the planet.
        Coliar supports three indigenous intelligent life forms Dragons,
Lizard men, and Aarakocra. All three are spelljamming aware, and relatively
advanced societies. None of the groups are monolithic, but some
generalizations about their behavior can be made; Aarakocra and Lizardmen
tend to distrust each other, with endemic, desultory warfare ongoing
between the two races. Not all the tribes of either race participate,
however, and in some regions they actually cooperate. The dragons tend to
remain aloof from these struggles, though they occasionally act as
mercenaries or otherwise cooperate with one group or another. In some
regions evil dragons subvert or otherwise control the local lizardmen or
aarakocra. Each of these three races, and their internal politics is dealt
with below.

Lizardmen
        The lizardmen of Coliar are organized in a loose confederacy of
tribes (the "Szezzilic" or "Bonding"). Szezzilic has a council formed from
the representatives of each tribe which in theory governs all the lizardmen
of Coliar. In practice this council has very little influence, its main
function is to reduce intertribal feuding to a minimum. The current Speaker
of the council is Schlith Darkscale (N lm P7 (Semuanya)) who has dreams of
uniting the tribes into a true pan-Coliaran nation. Unfortunately those
dreams are far from fruition, and in fact are unlikely to come true in
Schlith's lifespan. He remains undaunted, however, and works steadily
towards this goal.
        The individual tribes run their own internal affairs, and range
from oppressive dictatorships to enlightened democracies to traditional
chiefdoms (chiefdoms are the majority). Many of the tribes own and operate
their own spelljamming vessels (Wasp class,  most often), in addition to
the many privately owned vessels which consider Coliar their home port. In
particular Lizardmen use Bloatfly "eggships" in orbit around the sun to
produce smarter, larger offspring. Lizardmen tribes use geometric patterns
similar to those which occur on the many snakes of the planet as tribal
symbols. Tribal ships will fly a banner displaying such as pattern as their
ensign. Two of the many individual tribes are described below.

Libersaurus tribe- Easily the largest and most modern tribe the
Libersauriods are very interested in spelljamming and trade. Led, according
to tradition, by the Hiss of Semuanya (High Priest/prophet) the tribe
currently benefits from the wise rule of Schlith Darkscale. The tribal
island is one of the largest (about 50 miles across, marshy with rocky
hills around the edge which prevents the many small lakes and bogs in the
center from draining over the edge and thus drying out). The tribe lives in
small villages throughout this island, with a large "capital" village near
the center. This village (known as Libersaurus as well) has extensive
spelljamming dock facilities, including ship yards. A small but thriving
community of non-lizardmen of all races has sprung up here and when the
Szezzilic council meets, it meets here. The Libersauroids are interested in
trade and peaceful relations, and they have good relations with most nearby
tribes whether Lizardmen or Aarakocra. Their spelljamming fleet,  which
protects the island and the Bloatflies in orbit around the sun, consists of
5 Bloatflies, 8 turtleships, and 10 wasps. Space for eggs on the Bloatflies
rotates regularly and is distributed in an evenhanded manner. The tribal
ensign is yellow and red divided by black, in the pattern of the Scarlet
Kingsnake.

Bellasaurus- This is only the fifth largest tribe, but it is easily the
most warlike. The Bellasauroids consider war and strife to be a sacred
calling, and that only the strong should be permitted to survive. The are
led by Kroman Firesnout (CE lm F9), a fierce, red-nosed warrior who has led
multiple raiding missions over the years. The Bellasauroids raid
constantly, both on Coliar and within the rest of Realmspace. Only their
relative isolation and pact with a nearby mating pair of adult red dragons
has kept them from being wiped out in retaliation by the aarakocra or other
lizardman tribes. They have a spelljamming fleet out of proportion to their
tribe's size: 2 Bloatflies, 7 Turtleships, and 4 Wasps. The turtleships
conduct constant raids and piracy while the Wasps protect the tribal
villages and the Bloatflies. Space on the Bloatflies is only given to the
eggs of warchieftens. The tribal ensign is the copper and dark brown
pattern of the Northern Copperhead.
        The nature of Coliar puts the lizardmen at some disadvantage due to
the large spaces separating the islands. While spelljamming is the easiest
and most reliable way for them to travel from island to island, it is also
the most expensive. Even before they became aware of spelljamming the
Lizardmen had developed gliders to overcome this difficulty. Coliar has a
multitude of updrafts, of course, and a glider can actually fly through the
center gravity and swing back around. The two most common types of glider
follow

Glider(personnel) Cost 500gp, Hullpoints 1*(6 hp),Crew 1/2, MC C, Landing
LandYes, Landing WaterNo, AR 10, Save asThinwood, Powertype Wind, SR 1 (MV
18), Armament None or 2 heavy crossbows (fire once each, cannot be reloaded
in flight) Cargo 300 pounds plus pilot Keel 12' Wingspan 20'

Glider(Cargo/War) Cost 1500gp, Hullpoints 1, Crew 1/3, MC D, Landing
LandYes, Landing WaterNo, AR10, Save asThinwood, Powertype Wind, SR 1 (MV
18), Armament None or 1 light Ballista (reloadable by passenger) Cargo 1000
pounds plus pilot Keel 24' Wingspan 36'

        Both gliders work tolerably well and flying one is a proficiency
(piloting Glider 1 slot, Dex). On each the weaponry and passengers is
counted towards the maximum cargo weight. Lizardmen tribes will generally
have a great many of these in villages, especially near the edges of
islands.

Aarakocra
        The Aarakocran society is based on small clans, these clans are
then organized into four "nations" which are called Flocks. These flocks
are the largest aarakocran political organization, though the clan is more
important for most everyday life. Aarakocran society is matriarchal (males
have a definite lesser role in society as mere hunters, traders and
warriors; women control religion, manufacturing and politics) and most
clans are semi-migratory, only staying in one place for a short period of
time. Each nation maintains a permanent "hatchery" or large village which
acts as its trademoot, spelljamming port, and capital city. Each of the
four hatcheries is located on a smaller, rocky island with no lizardman
tribes and is named after the flock which uses and defends it.
        The aarakocra never war with each other, though conflicts with
dragons or lizardmen are common. Each nation is led by a "Windcaller" an
aarakocran priestess capable of calling an air elemental once per week (by
herself as opposed to the more typical group summoning aarakocran shamans
can perform). Aarakocran clans and flocks identify themselves with plumed
standards made from feathers. These will always have the color of the flock
as the most predominant color, with the patterns of the clan further
individualizing the standard. The two most important flocks are detailed
below.

Donakkis Flock- The largest flock which holds typical aarakocran attitudes
and beliefs. It is led by Alekree Donakkis (NG af P9(Kocraa)) who
encourages trade with off worlders and exploratory missions by the more
restless young males. She has concluded a series of defense agreements with
many metallic dragons around Coliar, so that there is often a draconic ally
nearby when a wandering Donakkis clan needs aid against lizardmen, dragons,
or off worlders. In addition she has built up an impressive spelljamming
fleet to defend the Donakkis hatchery. This consist of 9 Eagleships and 15
Corbinas. The main color of Donakkis standards is white.

Iskriie Flock- The second largest flock and in the throes of cultural
turbulence. The Iskriie are currently dominated by the iron claw of Arisai
Heliwing (CE af F/P 9/7(Akadi)). This vicious hen claimed the ability to
call air elementals and the position of Windcaller upon the recent,
untimely demise of the preceding Windcaller. She has since revealed herself
as an Akadian priestess and begun the forceful conversion of the Iskriie
flock to her faith. Though she has had some success most clans continue to
practice the older ways, worshiping Kocraa. They have also begun to avoid
the Iskriie hatchery and the temple to Akadi Arisai has established there.
In response to this Arisai has begun employing her growing spelljammer
fleet to hunt down and capture errant Iskriie clans. Some clans have taken
refuge with other Flocks, and in some cases Arisai's Eagleships have
"mistakenly" taken clans from other flocks captive. These affronts are
threatening to bring about the first war in the history of Coliar between
Aarakocran Flocks. Arisai's fleet consists of 10 Eagleships, 22 Corbinas,
and 3 shrikeships. The Iskriie primary color is green.

Dragons
        There are six dragon species on Coliar; Red, Black, Green, Gold,
Bronze and Brass. Each follows the same standard Dragon abilities
physically, though the culture is somewhat different. The dragons belong to
familial clans to which they are extremely loyal, and older Dragons are
respected and revered, not constantly challenged for greater status.
perhaps because of this there are many young dragons on Coliar, they are
the dragons most often encountered, since the great wyrms remain near their
ancestral clan lairs. In general Coliaran dragons are not as fanatical in
alignment as other dragons, they tend to have a more neutral outlook
(though the alignment tendencies remain). There has not been a major dragon
war on Coliar for centuries, for the most part because the clan elders see
the wisdom of peace. Small skirmishes still often occur between species, of
course. The Bronze and Red dragons in particular love to fight and often
hire themselves out to aarakocra or lizardmen. Many dragons extract a tithe
from any intelligent creature which passes through their territory,
especially spelljammers.

_Bibliography_
War Captain's Companion Boxed set:War Captain's Guide, TSR
War Captain's Companion Boxed set:Ship Recognition Manuel, TSR
SJR1 Lost Ships, TSR
SJR2 Realmspace, TSR
Forgotten Realms Boxed set, TSR
CGR1 Complete Spacefarer's Handbook, TSR
Spelljammer Boxed set, TSR
_Faiths & Avatars_ by Eric Boyd, TSR
PHBR10 Complete Book of Humanoids, TSR
"On a Wing and a Prayer" L. Gregory Smith, Dragon #124, TSR
"The Wings of Eagles"J.F. Keeping, Dragon #124, TSR
_The Dinosaur Data Book_ David Lambert, Avon Books 1990
Petterson Field GuideReptiles and Amphibians of Eastern/Central North America




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Month Index: June, 1999

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Places:Realmspace Updates:BkI:Ch2    Paul Westermeyer    07 Jun 1999 06:41:46
Re: Places:Realmspace Updates:BkI:Ch2    Paul Arnold Stetzel    07 Jun 1999 22:22:37

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