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Month Index: May, 2000
From: Tilaurin <tilaurin@???????.???.au> Date: Fri, 5 May 2000 19:55:15 +0930 Subject: Re: Aquaspace, part two ;)
:) Name: Shejkano Type: Shell* Size: C Shape: Irregular. This body is the remnants of what was possibly a starbeasts, before the great destruction that reigned in this spheres godswar. It is shaped like a Nautlis shell, and filled with age-old dirt and rock. Shejkano has an atmosphere, also kept at bay by some unknown means, that extends to two-hundred thousand miles from its surface. The inside of the shell is filled, as said previously, and contains several cities. One is a ship construction port, owned by a n Arcane known as Gorsh. Gorsrh runs a tight city, with no shenanigans, but has well-made ships built, at low costs, and with great efficiency. He is considered an exceptional ship-maker organization, and charges only 90% standard cost. One would ask why so many ships are not bought here, when it is so cheap and effective. This is due to the other city, which actually lies upon the outer side of the shell, known as Garranashelein. This city is run by Sahaughin, who have sea-scavvers (identical to the standard ones, but with gills and a bluish colour instead of black, able to exist only in fresh-water) trained as their hunting dogs. They frequently attack unguarded, incoming ships, and as such Gorsh typically sells only to those directed there by the Aracne, and who are under escort (the Garranashelein never attack an Arcane escorted vessel - leading to some very strange rumours indeed). Contact with Gorsh can be made through most Arcane, though those who deal primarily in ships disdain him for some reason. The insides of the shell, further deeper, contain warrens wfilled with a sub-race of the hurwaeti (see the complete spacefarers handbook). These Hurwaeti, known as y'thin, have fresh-water breathing gills, and the ability to see underwater with sonar, aswell as eyes. They rarely travel beyond the surface, being at war with Vodyanoi whom also live in the partially water-filled caves. It is unkown if either of these races are natives, but both have been there as long as their races memory allow (which is mainly the Y'thin's point of view). Shejkano orbits very slowly around the whirlpool making an orbit once every 345 years. At the moment, and for the next 75 years, it is/will be within a fresh water aera, but spends 200 years per orbit in a salt-water dominated area. It is unsure what will happen to the fresh-water races during this tiem, but it is assumed it is some magical property of the starbeast that will modify their genetic structures to adapt (in fact, it is the starbeast which magically regenerates the air envelope aswell). Shejanko only rotates once every three years, in an anti-clockwise manner. Name: Warldus Type: Liveworld Size: E Shape: Spherical Warldus is a live world, made of layer upon layer of sea-weed, compacted upon top of each other. Some layers are dead, while others live in darkness feeding of the corpses off other pieces of seaweed, but over seven thousand, one hundred, and twenty six different species of sea-weed have been catalogued to date. It has no atmosphere, but careens along its orbit, drawing sustenance from whatever area it may be in. The only common property of all the weeds is the ability to survive in both fresh and sea-water. Several sects of aquatic elves live within, or upon, Warldus. There are four fresh-water sects, and seven salt-water sects. While the world is within an area distasteful of the appropriate sect, the members seclude themselves in natural-formed caves of incredibly tough sea-weed, which distils the oxygen from whatever water it is in, and releases for the elves. The elves farm various species of seaweed, aswell as the few animals that live beneath the surface. A surprising factor is the inclusion of a gigantic hollow at the centre of the planet. Here, flocks upon flocks of birds live, within an ecosystem including many different species of other animals, including rats, lizards, and some other small mammals. Looknig at the scene seems to remind one of a gigantic cavern (it is over 50 miles wide), until one sees that everything falling ends up at the approximate middle of the sphere, where there is a small phosphorescent globe (about half a mile in diameter) which is protected by some sort of invisible, magical shield. How, or even why, this is so is highly speculated, but no likely theories have been made, apart from the gods trying to preserve some of their faunic creations during the end of their godswar. Warldus orbits once every 1.2 standard years, passing through a salt-water area for 65% of that time. It rotates as per a standard, 24 hour day, but does not alter its poles for seasonal effects. It is the last planet in the sphere, but lies just inside the half-way mark, giving some credence to the theory another planet (or similar body) once existed. Miscellaneous bodies/areas Several small cities dwell on the crystal sphere itself, which seems to have its own gravity, and is covered generally in moss, coral, and other sea-bed like areas. These cities are large bubbles of air, which have collected together to form a decent exo-sphere. Some of them move upon large plates on the inside of the crystal sphere, while others stay perfectly still. To date there are 6 major cities, 18 small villages (farming/artists colonies mainly), and several other camps of strange and rare creatures. There are also megafauna travelling upon the inside of the sphere, several large crab-like beings, one resembling a slaad with a trident, and a final one that seems to be a sleeping (or dead) shark. There are also many larger than normal life-forms of these mega-fauna, a sparse race of giant crabmen (as from the Monstrous Manual tome, but 10 times larger), many ship-sized sharks, and even dozens of large, shelled beings, resembling the nautilus muscle, but up to 60' tall, and 30' thick. There are humanoid races of elves, sea-dwarves, humans, y'thin, and a small war-band of slaad also living on the wals of the sphere at various places, aswell as a rumoured illithid prescence (presumably collecting shells to make nautiloids out of). Generally within the sphere there are also sea-like creatures, such as the rare tuna bigger than a whale-ship, and schools of carp, salmon, and giant-squid. DM's should make appropriate encounters based upon desired situations. Along the walls of the sphere are the water-portals allowing new water to flow into the sphere. There are over a dozen of these portals, over two-thirds of which are salt-water. These are up to half a million miles wide, and sometimes have strange lifeforms, growing at their base. They resemble large volcanos of water, ever-flowing. Occasionally objects are rumoured to pass these portals, but it is unkown how. There is also a large volcano in one area, close to where a salt and fresh water portal border each other's flows. It warms this area, aswell as lighting it well, and grows many strange animals in its heat. Dragons are rumoured to live within the walls of then volcano, which is over 200 thousand miles wide, although it is currently inactive. A steady stream of noxious vapours, and strange gasses constantly drifts out of the volcano, however, and ships trying to examine it run a 15% chacne for every hour spent to close to it (within 100 miles) of fouling their air one grade. This stream of gassess and dust slowly drifts towards the centre of the sphere, following the paths of various flows around the sphere, looking like a somewhat spiralled pattern. The flow of gassess has not yet reached the centre of the sphere, however, and is rumoured not to for another few centuries yet, it currently resides 30 million miles from The Great Reef. Entering, Surviving, and Leaving. Entrance to the sphere is made in the standard ways. Exiting is done by casting open portal 10 thousand miles away from the sphere (or whatever is growing upon the sphere), creating a gate effect similar to that of herdspace, although leaving in the same area a ship entered in is not necessary. Ships retain their air envelopes within the sphere as normal, but air envelopes of very deadly or worse begin to sprout leaks along the gravity plane, and soon fill with water. Drifting within the sphere must be stopped by use of a helm, failure to use a helm for more than two days while within the middle half of the sphere results in a slow drift beginning. It takes close to two weeks to drift to within the 40 million mile barrier of the whirlpool, and then only hours to perish. Rings of water breathing are sold frequently here, as it is a cheap and effective way to ignore air restrictions. Once the air on the ship is fouled and the water begins to seep in, vulnerable items/areas are sealed off (in appropriate ways) and crews continue to function breathing the water with their rings. This can be deadly, however, as the insides of most ships weer not meant to be constantly waterlogged, and rigging and/or sails are likely to become more of a hinderance than a help in this situation. The only ships most appropriate to this instance are those thatcan be fulyl sealed, and such retro-fitting is usually suggested due to the scarcity of air-replenishment deeper within the sphere. All a ship needs is to loose a few helmsmen, and find it can travel only 2/3 the normal amount of time, and it can soon fnid its air is a great problem. Of course, if the ship is sealed, the air envelope is greatly reduced, and compensation steps must be taken. Til. "If you can read this, i don't need glasses." http://houseatreus.virtualave.net/index.html tilaurin@???????.???.au
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