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Month Index: August, 1999
From: Adam Miller <nghtdrud@??????.net> Date: Sat, 07 Aug 1999 20:11:59 -0500 Subject: Re: Banesun: S'hilk
Here's S'hilk, the illithid dominated world of Banesun and the source of so much heart-ache in the sphere. Do note that the illithids are somewhat different than "normal" illithids in a few suttle ways. S'hilk Name: S'hilk Type: Spherical Earth Body Size: E Escape Time: 4 turns Satellites: 5 Distance from Primary: 750 million miles Day Length: 30 hours Year Length: 100 months Population Analysis: Illithids The illithid homeworld in the Banesun sphere, S'hilk is cast in eternal twilight by a thick layer of clouds. It is a dry, hot world wracked by violent storms and destructive lightning. The majority of this world is ocean-like deserts of ash most often hit by the deadly storms. Breaking up the deserts are plateaus surrounded by high mountains that block the worst of the storms and harsh winds. Upon these once-barren plateaus the illithids have build their cities and converted the land to wetlands. The plateaus are at the heart of Illithid Empire. S'hilk is a modest sized world, about 9,500 miles across. It has an equatorial circumference of about 30,000 miles, with a slight amount of polar flattening. The interior is much like other worlds, with a mantle of partially melted magma surrounding a core of nickel, iron, and other heavy elements. There is some plate tectonic activity, but there are many active volcanoes. The volcanoes kick up tremendous amounts of ash and heated rocks that drift in the atmosphere for months before falling on the ashy plains areas. The largest volcano is over three miles high and four miles in diameter and probably has a gate to the elemental plain of ash or magma. Many imps from those plains play on the rocky slopes of the monstrous volcano, enjoying the destruction it causes. The plateaus are a different world than the ash plains below. Vast stretches of wet grasslands surround illithid settlements, with the occasional groves of swamp trees. These groves provide lumber for the illithids for the construction of their spelljammers. The wetland are rich in rice to feed their slaves, and the lakes are favored relaxing pools for the illithids. Climate and Weather S'hilk is a hot, dry world. The average temperature on the ash plains is well over 200F. The plateaus are cooler, only about 100F on average. There is little variation between pole and equator because of greenhouse heating effects. Wind is constantly blowing on the plains at about 15 mph, but every four hours or so the wind kicks up a nasty ash storm (sand storm) with wind gusts of up to 65 mph. Such storms are dangerous, and anyone caught in such a storm suffers d8 points of damage per round from abrasion by the ash-choked wind; clothing is often worn away during such storms. These storms last about d6+4 rounds. Lightning storms are just as frequent, bombarding the ground with strikes of heat lightning every four hours or so. Treat as a call lightning spell. The plateaus are much more habitable. The climate is much wetter, resulting in frequent rainstorms. The water, because of powerful illithid magics, is trapped to the plateaus and cannot escape. Lighning is much less frequent to the point of no more than a few strikes a month. Ash storms do not hit the plateaus, nor are the winds ever stronger than 25 mph. Cloud cover, both over the plateaus and the plains, is complete and eternal. The light on the plateaus is roughly equal to twilight, while the plains are cast in complete darkness. Appearance from Space This world hangs like a giant, gray sphere in space. There is no break in the cloud cover, and the clouds have an even, uniform cover. The clouds do have bands that circle the planet. Overall, the planet is very dark and hard to spot from space. Five moons are visible. Continents Though there is no liquid water on S'hilk to break up the land into continents, the illithids consider the plateaus as continents. There are five large plateaus, each over two thousand miles across. The largest is Ti'likuss, which is the location of the illithid capital and primary space port. It is over eight thousand miles from edge to edge and is located under the southern pole. Ti'likuss is noted for its large swamps and boasts even a small sea. Other continents include Hlank, F'xx'th, Vj'zzotk, and Ess'kzxik. Of these continents, Hlank is a primary food production center with hundreds of thousands of slaves. F'xx'th is heavily fortified with hundreds of castles and is a fallback position for the illithids. Many brain pools are located here, protected by thousands of guards, slaves, and golems. Vj'zzotk, full of extinct volcanoes, is heavily mined for iron, gold, and other metals and gemstones. Dwarvish slaves are sent here to work the mines so vital to illithid aggressions. The last continent of Ess'kzxik is a population center and has the largest quantity of water with two small seas and a dozen rivers. Life Forms The ash plains, while barren, are not devoid of life. Bulettes, hatori, hell hounds, giant scorpions, sandlings, and trolls all dwell in great numbers on the plains. What exactly they subsist on is unknown, as all are meat eaters of some sort. Travelers who journey across the desert must face constant battle at the claws of these horrid monsters. The plateaus have much more life. At the bottom of the food chain are the plants, which are significantly different from normal plants. The plants of S'hilk absorb heat rather than sunlight to survive and produce air. A result of this is that they have a brownish color and have large, broad leaves designed to suck heat out of the air. Rice patties are very common, adapted to life on S'hilk. The rice feeds the illithid slaves, who in turn are fed to the illithids. Trees have palm-like leaves, broad, straight trunks, and stilt-like roots. Such trees grow up to 75' tall. Next up on the food chain are the cattle, which includes humans, elves, dwarves, goblins, hobgoblins, and rothe. They are preyed upon by the illithids, but the plateaus are home to other monsters as well. Braxats, a favored bodyguard race of the illithids, roam the hills and mountains in search of prey, as do gargoyles (a tragic result of illithid experiments), giant crocodiles, tembos (illithid pets), catoblepas, muckdwellers, dark nagas (illithid allies), and carrion crawlers. Guide to Groundlings The dominant life form on S'hilk is the illithids, who ruled the sphere from this world. To make this world more suited to their purposes, they imported ice from the outer system to provide water for the plateaus, but they ultimately planned on dropping several comets into the atmosphere and flood the plains. However, their plans proved to naught, as other things arose that took most of their time and energy. The cities of the illithids are magnificent, yet horribly alien structures built upon the hills of the plateaus. They favor twisting towers resembling twisting nautiloid shells and spiraling domed buildings. This bizarre architecture seems to defy gravity and the laws of physics. All cities are dripping wet with small streams weaving their way through the streets, waterfalls dropping from elite towers, and many fountains spewing water into the sky and at nearby buildings. For some reason, illithids find the sound of running water relaxing. Each illithid city has a population of 300-3,000 illithids, slightly bigger than normal illithid settlements. There are three slaves for every illithid in the cities, with richer illithids having far more slaves than younger mind flayers. The more powerful illithids have private residences that more closely resemble fortresses, with several guards and servants. Poorer illithids have no slaves and must make due in row houses in the slums of the cities. Slaves have even poorer residences, usually no more than a mat on a dry floor. Popular structures in all cities are libraries, magic shops, slave markets, and battle arenas where slaves are forced to battle to the death for the pleasure of illithid spectators. All cities have a central brain pool where their dead are laid to rest and the young are raised. Such pools are always located in the strongest and most heavily fortified structure in the city. The countryside is devoted to the growing of rice to support the enormous slave population. In the countryside, the ratio of slaves to illithids rises to as high as twelve to one and the threat of revolt is always weighs heavily on illithid minds. They mind wipe all slaves of all their free will, then retrain them in the skills of growing rice. The brainwashing program is so thorough and intense that the slaves believe the illithids to be gods and they their willing followers. The slaves are raised to provide food for the illithids, but they also supplement their diet with sentient molds that provide them with additional substance. No slave is allowed to live past their middle age before they find their way to illithid dinner plates. The right to breed is a special reward granted by the illithids to loyal and gifted slaves. Special slaves, notably dwarvish slaves, are used for other duties. Dwarves are either used as blacksmiths or miners, depending upon their skills. The dwarves are the best treated slaves of the illithids, as their skills are in high demand to fulfill their finished goods needs. Dwarf women are particularly prized for the breeding value; dwarvish women are kept pregnant as much as possible, creating a new generation of dwarvish slaves. The illithids are ruled by the ulitharids, the nobility of their race. Roughly 5% of the population are part of this nobility, but they command over 75% of the wealth and are the only creatures allowed to commune directly with the brain pools. All large spelljammers are captained by these horrible creatures, and they manage the best slave plantations and mining operations. Normal illithids are left to the smallest ships and the least productive mines and plantations. Somehow, the nobles are linked into a kind of "overmind" that dominates and guides the illithid race. This "overmind" has faced serious challenges to its power over the years, but has dealt with such threats brutally and permanently. The illithids are slowly rebuilding their spelljamming power. Nautiloids are under construction in many illithid cities, and the largest cities are building dreadnought command ships. Their naval strength at this point is still strong, probably a hundred to one hundred and fifty vessels strong, more than adequate to defend S'hilk but not enough to begin the conquest of the sphere. Over twenty vessels are under construction on S'hilk, many of which could be completed inside of a year. Labor and material shortages have delayed the construction of these ships for months, but work progresses none the less. Resources and Trade The illithids have considerable resources on S'hilk, but rarely trade with off worlders. At the height of their empire, trade ships traveled back and forth from the illithid cities to outposts throughout the whole sphere. However, the fall dried up those trade routes and destroyed most of the merchant ships. In modern times, the illithids conduct limited trade with the free port of Llissikk with almost every other race. The nobility find this trade distasteful and leave it to the Sees'kiick, a splinter group of illithids who follow the Way of the Soul philosophy. While the nobility have nothing but contempt for the Sees'kiick, they are too dependent upon trade at this point for luxury goods and slaves that they have not wiped them out. The illithids export magical items, metal goods (usually of fair quality or less), artwork, food, and a rum made from pressed rice that is highly valued by humans for it potency. They import water and ice (usually brought in by their own ships), slaves, weapons, glass, and tools. The neogi are the illithid's primary trading partners. Neogi raiders provide the illithids with the slaves they so desperately need as well as tools and weapons. The elves of Bestial are also highly valued trading partners, buying up food and magical items in exchange for weapons and tools. The elves have cornered the sale of reliable ballista to the illithids, a fact that irritates them to no end. However, elvish ballista are of unquestionable quality and reliability, and the illithids lack the facilities to produce their own. Dwarves and humans rarely trade with the illithids but instead sell their services as pirates and mercenaries for illithid aggressions. The famous Black Legion is their primary hired agents, having worked for the illithids for twenty years. The Legion consists of four hammerships, eight squidships, and more than 800 hardened dwarves and human mercenaries. Various pirate activities can be attributed to this deadly army of men. The dracons and beholders have nothing to do with the illithids and refuse to trade with them or even maintain diplomatic relations with them. Other trading partners of the illithids include the drow of Nightshade and the scro at Retribution. Ports of Call Though the illithids have many cities and settlements scattered throughout S'hilk, only the city of Llissikk is open to traders from other races. The other cities are off-limits to all but illithid ships. Any ship that attempts to land on S'hilk not of illithid ownership can expect attack by every artillery weapon the city has at its disposal as well as any nearby warship. Illithids will use their psionic powers to board persistent ships and kill the helmsman and force a crash. Llissikk This city is found on the fifth moon, a small, flattened asteroid about 8 miles across. The port is found at one side of the asteroid, clustering around a series of docks that jut out into the gravity plane. The whole asteroid was once one big city that would dwarf the Rock of Bral, but it has fallen into ruins. Llissikk is the last remnant of that city, the dock district. The district has been walled off to protect the citizens from the monsters now wandering the ruins. Llissikk is not a large settlement, maybe a half-mile long and a quarter mile inland. It has a population of about 340 illithids and 2,500 guests of various races. The illithids keep about 900 kobolds on hand for food purposes, but need to import such creatures from S'hilk to maintain their stocks. The illithids are political refugees from the homeworld, the followers of the Way of the Soul. Their beliefs are not welcomed on S'hilk, but they have found a niche that has become valued to the Illithid Empire. They have an easier time trading with other races than normal illithids, so they fulfill a vital role for the Empire. The city is now an important trade post. The docks buzz with activity as kobold slaves load and unload cargo. Goods are taken to Market Square to be traded and sold. Storing goods on Llissikk is very expensive (rent for a 10'x10'x10' space is 1 gp per day) because of the limited space. Most goods are sold immediately and loaded on outbound ships, so the city serves more as a transient station rather than a major trade post. The port is protected by three lampreys and two squidships, each captained by illithids and crewed by well-paid and loyal human marines. A half dozen other trade ships of many other races are in port at any given time. The ruins are haunted by many wild monsters. There is still considerable treasure in those ruins, but such treasure is guarded by dangerous beasts. The least of these monsters include gargoyles, crocodiles, tembos, and carrion crawlers. At least one black dragon dwells in the ruins, commanding more than two dozen dark nagas and it keeps a giant crocodile (over 50' long!) as its pet. This dragon has many magical items at its disposal and rules over most of the ruins. Satellites S'hilk has five satellites, none more than simple asteroids. The inner two asteroids are both fifty miles across and lack atmospheres. Both were mined heavily during the heyday of the illithids, but most of the mines are now abandoned. The illithids have recently reopened some of the mines with dwarvish and human slaves. Illithid mines take the form of a squat tower with a magical air dome on top to accommodate a small dock. Each tower covers a mine shaft that drops over a mile into the asteroid. Mines are typically worked by 50-200 (d4x50) slaves and overseen by 2-8 braxats and 1-6 illithids. The towers are guarded by 4 heavy catapults. Between the two moons, there are about a dozen active mines and over five score abandoned towers. The next moon is a small cluster of several thousand asteroids no larger than a mile across. This was once a moon very much like the first two, but it was much richer in mineral wealth than the first two combined. Unfortunately, over-mining by the illithids combined with terrible experiments caused it to collapse in upon itself and ground itself to rubble. This tragedy was a terrible blow to the illithids, costing them over twenty-five thousand slaves and more than a dozen warships and double that in trade ships. The destruction of the third moon happened about four centuries ago and is still remembered as a dark day throughout the sphere. The fourth moon is an artificial satellite built by the illithids. Named Night Kraken by the slaves who survived its construction eight centuries ago (the illithid name is completely unpronounceable), this moon appears as a giant kraken over twelve miles long and a mile wide. The place was, and still is, the primary headquarters for the illithid navy. The ten tentacles of the kraken twist together into a solid mass, like the ram on a nautiloid. The base is largely solid rock, but has enough hollow spaces to accommodate up to forty lampreys, a dozen nautiloids, and a half dozen hammerships. At its height, the base had over 8,000 slaves, 900 gargoyle soldiers, over 100 braxat body guards, and 300 illithids, but hard times have dropped those counts to 2,000 slaves, 400 gargoyles, 55 braxats, and a mere 75 illithids. Most of the base is deserted and home to dark things that even the illithids fear. Some of the docks are being converted for use by illithid dreadnoughts, which are being build in fair numbers on S'hilk. The last moon is the illithid city of Llissikk, which was detailed above. History The illithids took command of the sphere about three millenium ago, toppling the Raer regime in the sphere. Though the Raer were unable to prevent the fall of Banesun, they managed to make the conquest so costly to the illithids that they were unable to press the campaign. After Banesun fell, the Raer were to continue their raids for two centuries, costing the illithids much of their best blood, ships, and facilities. When the Raer fell, the illithids were finally left in peace to rebuild, but by that point they were settled into the building of an empire rather than conquest. Their military was demobilized so that they could build a strong economy and government. For the next several centuries, the illithids merely consolidated their power. They built numerous bases and outposts throughout the sphere, mining asteroids for their wealth and harvesting comets for their water. The illithids ruled unchallenged and began to slowly expand their power base. New outposts in nearby spheres were established, both for military and mercantile purposes. Even the Nemesis War, which rocked nearby spheres, had little impact on the illithids other than the loss of a few outposts. The illithids were well on their way to a multi-sphere empire of great power. As it would have it, fate dealt the illithids a strange hand. About two centuries ago, everything they build came crashing down. That was when the illithid Ullshurn released his startling philosophy. While long and complicated, the heart of this philosophy was that it proved the existence of souls in humans, dwarves and all their other slaves, but the illithids, it seemed, completely lacked souls. This meant that all illithids who die and are not entombed with the brain pool are forever dead and destroyed. On the other hand, when the slaves died, their immortal souls were reborn. For the illithids, who were completely convinced of their superiority above all things, this was devastating. Philosophers rushed to find proof that the illithid either had souls or that humans and their ilk did not. Yet, Ullshurn's proof was irrefutable. The population grew more and more confused, resulting in mass riots and revolution. Illithids from the outposts rushed home to take advantage of the situation for their own gains, but ultimately were lost in the chaos. This time became known as the Soul Crisis, and it was the downfall of the illithids. Various splinter factions and philosophies rose and fell with each passing day, but ultimately, the brain pools won out and reigned in the various factions back into their fold. A few refugees were banished to the fifth moon, while other individuals fled to seek out their own truths. The brain pools took power over a broken empire. Over 80% of the military was destroyed, and at least 95% of the civilian ships were destroyed or fled. The outposts had been left abandoned were now rebelling against the few remaining illithid masters, slaying their masters by sheer numbers alone. Many fled, while others found hiding holes throughout the sphere. Worst, the dracons and beholders were establishing themselves in the inner system, and the illithids were powerless to stop them before it was too late. All that was left was S'hilk and its moons, nothing more. Yet, the brain pools work to this day to rebuild their lost empire and recapture the glory of the illithid empire. In modern times, the illithids build warships to recapture the sphere, but the lack of merchant ships has hurt their economy. Though their navy is now arguably the strongest in the sphere, their economy is still weak and could not easily withstand another war. -- Night Druid
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Month Index: August, 1999