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Month Index: June, 1999


From:     Paul Westermeyer <westermeyer.3@???.edu>
Date:     Tue, 8 Jun 1999 01:40:43 -0500
Subject:  Re: Places:Realmspace Updates:BkI:Ch3 & 3a
Chapter 3:Toril
Size E Earth Body, 24 Hour day

        While far from the largest planet in the sphere,  Toril boasts the
sphere's largest population of sentient beings.  It is also the most
diverse population,  nearly every type of thinking creature found in the
multiverse has lived on Toril at one time or another.  This planet
dominates the sphere politically and economically,  and it is only its own
disunity which prevents it from dominating militarily as well.
        The world is primarily water covered,  with several large land
masses on which the primary political entities reside.  By far the largest
of these land masses rests in the northern hemisphere of the planet,  and
is divided into three continents.  The western continent is known as
"Faerun",  the eastern "Kara-tur",  and the southern "Zakhara".  The region
in the center,  a desolate plain which divides the three much as an ocean
would,  is known as the Hordelands.
        In addition to this main landmass,  another,  smaller pair of
attached continents exists across the sea,  the southern portion of this
pair is known as Maztica,  and the northern Anchrome.  They are seperated
by a harsh desert.  Finally several large islands also exist and support
native kingdoms.
        Spelljamming is relatively common on Toril,  meaning on the average
one in a thousand inhabitents have heard of it.  This knowledge is not
widespread geographically,  either,  knowledge of spelljamming varies
widely not only between continents but even between neighboring cultures.
It is thus impossible to generalize concerning attitudes towards
spelljamming on the planet.  For this reason each continent will be
considered seperately,  and to varying degrees depending on the
spelljamming knowledge possessed by its indigenous population.

Chapter 3a Toril:Maztica & Anchrome
        Maztica is a land dominated geographically by large deserts and
equally large jungles.  In betwen lie fierce mountains and arid grasslands.
Only recently (1361 DR) has contact opened up between this continent and
Faerun to the east.  Spelljammers had long been aware of the continents
existence,  yet it attracted few, if any, visits.  The reasons for this are
unclear,  but many old charts mark it as a cursed,  dangerous place,  and
given the plentitude of other,  more hospitable regions it stands to reason
that only the intrepid or foolhardy would have landed there.  That none did
so and returned to tell the tale has been ascribed to a large,  magic dead
zone apparently erected a mile or so above the continent. Those attempting
to land on the continent lost power at an impossible altitude and were then
swept to the east or west by high,  freakish winds.  Many sages believed
this was the work of the Maztican diety Qotal,  who wished the region to be
undisturbed until the coming of his chosen, Erixitl of Palul.
        The zone apparently no longer exists,  yet contact with Maztica's
religious city states and Faerunian colonies remains sparse.  A few
captains make a nice profit on quick, terrestrial trips from New Amn (the
primary colony) to Faerun but they are few and generaly fly groundling
vessels which take off and land far from the sight of those who might covet
their vessels.  The Faerunians adventurers who make up much of the foriegn
population of New Amn are usually aware of spelljamming,  and the
advantages owning one might bring.  Flaunting vessels in that region is not
reccomended.
        The native societies of Maztica exist in city-state organizations,
and the vast majority of their people are completely unaware of
spelljamming.  Their reactions are hard to gauge,  despite the widespread
spacer belief that "primitives" will often treat them as gods the natives
swift reaction to the technologically superior Amnian invaders indicates
that is an unlikely outcome.  Though great wealth abounds in the form of
natural resources,  adventuers seeking ruins to loot are advised to look
elsewhere as there are few uninhabited ruins (those of Nexala being
inhabited by monsters).  The practice of human sacrifice is still prevalent
in much of the continent and the natives seem more than willing to allow
outsiders to join in such quaint local customs.
        Slavers have begun to take advantage of the anti-magic zone's
collapse to begin raiding remote villages.  Both the Chainmen and the Neogi
seem active in this regard,  most vessels visiting Maztican fall into this
catagory and dislike having their activities interrupted.  This provides a
final reason for the prudent 'jammer to avoid Maztica.

Anchrome
        Anchrome is even more primitive and barbaric then Maztica.  A land
of lush forests,  it is rich in natural resources as well,  and sparsely
populated.  This makes it an excellent region for a 'jammer to set down in
for temporary repairs and to take on fresh water.  It is not uninhabited,
however,  so a prudent watch must be kept.  Bands of savage humans and wood
elves prey on each other and strangers they find in their land,  depending
on the tribe and circumstances they could be helpful and peaceful or
predatory and warlike.  The southwestern border contains a more civilized
group,  the Azuposi.  These people dwell in large towns and are generally
more civilized (at least to outside eyes) than their brethern to the north
and east.
        The Esh Alakarans,  a now vanished culture which left several ruins
to the north of the Azuposi towns,  apparently discovered spelljamming yet
were unable to exploit it due to internal conflicts.  Their one 'jammer,
the _Lacanha_,  is powered by a helm of strange design and has been seen in
Realmspace flown by Harper adventuers who apparently discovered it among
the ruins.

_Bibliography_
SJR2 Realmsspace, TSR
Forgotten Realms Boxed set, TSR
Spelljammer Boxed set, TSR
FR 15 Gold and Glory, TSR
FMA2 Fires of Zatal, TSR
FMA2 Endless Armies, TSR
FMQ1 City of Gold, TSR
Maztica Boxed Set, TSR
Lands of Intrigue Boxed set, TSR




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