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Month Index: January, 2005
From: "George \"Loki\" Williams" <chaos93@?????????.net> Date: Thu, 27 Jan 2005 13:03:16 -0600 Subject: Re: MetalSpace 2.0, & name search
Alrighty then, here is a pre-final version of this sphere write up. That means it's youre last chance to either inspire or shoot holes in it. I do intend to continue supplementing this sphere in the future so chime in at any point . Anyway, here is a much more developed take on it, much has changed.: MetalSpace Metalspace is a very small crystal sphere that is the main source of raw materials for the Arcane / Mercane here on the prime material plane. It is roughly half the size of an "average," sphere, and floats above the plane of the phlogiston near the Arcane / Mercane sphere known as Refuge. The only place on its surface where a portal can be opened is on the "north," pole relative to the flow. In adddition openig a portal in this area requires the use of an Arcane / Mercane constructed portal opener. Spells and psionics are not effective, and portals do not ever naturally occur here. When a portal opener is used it always opens up a one mile diameter portal which remains open until two minutes after the last ship goes through. The stars on this sphere's interior are towering forges of shellstuff at which work titanic beings, oblivious to any attempt at contact. It is said that the items they forge are made for the gods and are of purest urdrukar (a metal that naturally shields against scrying magic-see Arms and Equipment Guide WOTC). It is this concentration of urdrukar that effectively cloaks the sphere from Arcane / Mercane detection, or so folklore would have it.Ships met within the sphere are boarded immediately by troops from Garatoch's Adamantium Fleet (60% Dwarves, 20% Giff, 20% Dwarves and Giff). Often the fleet ships will give intruders a head start in order to alleviate the boredom of guard duty. Another odd quality of this sphere comes into play upon leaving it. A geas (caster level 20) is cast upon those aboard the exiting ship. Those failing to save can never tell anyone the sphere's location or commit it to a map, unless given permission by an Arcane / Mercane. The Soul Forge Planet Type: Spherical Fire Body Planet Size: H Escape Time: 24 turns Satellites: 1 planetoid Day Length: 37 hours Year Length: none Population Analysis: None Known Climate: as the elemental plane of fire. Prominent Land Features: The Sun does have certain features, but they are completely unusable to the standard character races. Around the Sun, in an orbit one million miles out, are three magic-dead globes known as sargassos. These are 100,000-mile diameter areas that effectively shut down all helms, and other magic. There are also three wild magic areas of similar size which alternate with the sargassos in the same orbital plane in which the effects of arcane and divine magic are randomized. Neither of these areas have any effect upon The Invisible Art (psionics). Oddly enough, there are no known fire based beings that make their home on the Soul Forge. Some attribute this to an "extradimensional harmonic," set up by the sargassos and wild magic zones as they orbit the star. Others say the Arcane / Mercane banished them and have ensured they shall not return. Garatoch Planet Type: Spherical Earth Body Planet Size: E Escape Time: 4 turns Satellites: 1 moon Day Length: 24 hours Year Length: 365 days Population Analysis: Predominantly Dwarves, Humans, Illithids, Goblinoids, Gnomes, and Giff. Climate: Is a varied mix,much like our own Earth. Prominent Land Features: Garatoch is 99.99% water. The only land on this ocean covered planet is the island of Garatoch. Extensive underdark. Resources/Trade: Precious and Arcane / Mercane metals and gemstones. Ioun stones. Ports of Call: The City of Garatoch The composition of Garatoch is a little different from other worlds. Instead of a nickel-iron core, Garatoch has an adamantium-mithril core. The planet is liberally laced with veins of adamantium, mithril, naturally occurring Ioun Stones, and many other Arcane / Mercane and exotic minerals and ores. There are even rare veins of Orichalcum, that mineral so prized by those who craft items of magic (Reduces XP cost of creating magic items by 15% when used. At least 50% of the raw materials used must be Orichalcum to gain this benefit). There are also several varieties of psionically active crystals found only here. In addition, the high quantities of urdrukar present on this world make the planet itself immune to scrying magics of less than epic scale. Appearance from Space: From wildspace Garatoch does not look quite like a water world. The high metal content of the world ocean gives its waters a rusty red color, shot through with streaks and currents of coppery green. The planet seems relatively featureless from space when viewed from the Island side. The island itself is impossible to make out from orbit using the unaided eye. Incoming Arcane / Mercane vessels and Adamantium Fleet ships use a special guidance crystal that locks in on the city's port in order to land. Sometimes during the storm season you can see monstrous hurricanes 700-1,000 miles across moving slowly across the surface. The Hammer of Morradin: This placid seeming smoothness of the surface is broken on the opposite side of the planet, as The Hammer of Morradin (a superstorm, see climate and weather below) fills fully a third of the visible surface. Climate and Weather: The surface of Garatoch experiences a standard range of climates. Since most of the planetary surface is water the big danger is storms and hurricanes. Having no landmasses to break up these storms, they sometimes reach a truly titanic size. The island of Garatoch sits in one of the more temperate zones of the world and has commensurate weather. It is also shielded from the worst of the storms by The Skyshield (see below) The Superstorms: With no landmasses to impede them, hurricanes grow to astonishing size on Garatoch. It is not unusual to see storms between 400 - 700 miles across! Another unpleasant feature of the superstorms is that they last for months at a time. The most impressive of the superstorms is The Hammer of Morradin, a superstorm over 1,000 miles across, this incredible hurricane occupies a stationary position on the opposite side of the planet from the Island of Garatoch. Spelljammers be warned, no known ship has ever survived entering the atmosphere within 500 miles of The Hammer's outer edges...(see Appearance from Space, above) Fortunately for all, The Hammer is geostationary and does not move across the planet's surface making it easily avoidable. There are legends that there is another path to the planet's underdark on the surface beneath the eye of The Hammer. Many ships over the centuries have tried to brave the eye, but none have returned. Any ship attempting to enter the eye, even by diving directly down from outside the atmosphere, encounters destructive turbulence (Skill Check: Pilot Spelljammer DC 18 or take a Ships Critical Hit. DC increases by +1 each consecutive round) It is often speculated over drinks that this is an emergency exit for the illithids of the deep dark.... Continents: None. The Island of Garatoch is the sole landmass of the planet. It is an irregular island approximately 400 miles across and roughly twice that north / south. It rises approximately three miles high. The cone of an extinct volcano whose caldera is a full sixty miles across has been sculpted into a city .The surface of the island is barren rock, scoured by wave and wind until nothing lives. A single river pours forth from the southernmost wall of the caldera, large enough for a brave captain to sail upon. The Skyshield of the Arcane / Mercane: The island is protected from the superstorms by a series of magical nodes arrayed in a five pointed star across the island which generate a magical shield which blocks any weather worse than a light thunderstorm. Lightning never strikes below this dome (including called lightning). The nodes themselves are natural outcroppings of arcane metals and crystals which have been activated and linked by extremely ancient and powerful magic. It is unknown whether destroying or dispelling one of these nodes would be enough to bring down the Skyshield, but no one has ever gotten the opportunity to try. Thos educated in the ways of magic compare the power of this grib to that of the legendary elven Mythals. Life Forms: There are three different ecosystems on Garatoch- The World Ocean, The Underdark, and The City of Garatoch. All lifeforms on this planet are completely adapted to the high metal content in the water, off worlders however cannot consume it without purification magics. ( Dam 1d2 Con; Secondary Dam 1d2 Con; Fort Save DC 16 negates- Easily purchased in the city.). The exception to this are the Dwarves and their distant kin the Gnomes. Visiting Dwarves suffer no ill effects from the water, and in fact praise it as being "hearty, flavorful, and extremely refreshing." Gnomes do not find it as toxic as other races do, but also do not enjoy it the way that Dwarves seem to (+3 to their save). Another oddity of the water is that in small doses, teaspoon size, it actually acts as a tonic for most humans and demihumans (+1 to saves vs. diseases). The locals are immune to this postive effect of the water as well as the harmful ones. There has even beeen a very limited amount of trading in Garatochian Mineral Waters in the past few decades. The World Ocean: The flora and fauna of the world ocean are reminiscent of many water worlds; fish in all their varieties, sharks, squid, kraken, whales, and according to legend a wide variety of sea monsters. Various aquatic dinosaurs have been spotted here, and there are rumors of seagoing aberrations as well. For the most part this ocean, the majority of the planet, remains unexplored except for the fishermen who hug the coast of the Island of Garatoch. No sentient seagoing races have been reported, but anything could be down there.... The City of Garatoch: The City has been exquisitely carved from the caldera of the the volcano over the past 5,000 years. The terraced balconies of homes and shops extends down the shaft for as far as the eye can see. The population is mostly dwarves, although there are a few other races that have maintained a presence here such as the giff, gnomes, and humans and a small population of catfolk. The Underdark: The shaft of the volcano extends fro hundreds of miles into the core of the planet, as do the mining operations. The planet itself is riddled with caverns and tunnels, producing an extensive, if partially flooded, underdark. The fauna of the underdark tends mostly towards aberrations and crystalline lifeforms such as the crysmal. Over the centuries many other races have been encountered deep within the bowls of the planet including illithids, aboleth, deep gnomes, and svirfneblin. There are rumors of two great illithid cities, remnants of their ancient empire, existing deep in the chasms of the earth. There are also many creatures from the elemental plane of earth and the quasielemental plane of mineral here due to the many breaches and gates to these two planes. Another set of stories relating to the deep dark concern themselves with Shazzarat, a colossal ancient gem dragon who sends his crysmal servitors throughout the underdark keeping note of all.... Guide to the Groundlings: This sphere was originally colonized by dwarves under Mercane sponsorship 5,000 years ago. The dwarves were given minig rights to the greatest treasure trove in the Outer Flow, in return they would never leave the sphere, and the Arcane / Mercane / Mercane would be their only customers. The single landmass is a colossal volcano jutting up from the surface of the world ocean. In the centuries since colonization the cone has been sculpted into a baroque city, the buildings merging with the walls of the cone itself and extending for many miles below the surface. An extremely lawful and extremely wealthy mining city, Garatoch is a fusion of oppulence and functionality that that is stunning to behold. The city exists solely to extract exotic metals, minerals, and gems from the planet. When not working the residents enjoy a rich cultural life including gladiatorial games, symphonies, and art. The Dwarves are descendants of the original settlers, and they never let anyone forget it. The giff, gnomes, and humans comprise about 20% of the total population. There is also a large number of visiting Arcane / Mercane at any point in time. The city itself is completely geared towards mining and smithing, and has the highest populations of Dwarven MageSmiths known. The standard of living here is very high, as shown by the circulation of mithril coins (1 mp=20 pp) amongst the common population. They realize that they could not maintain possession of their holdings and standard of living without the protection afforded by the Arcane / Mercane. As a result they are tremendously loyal to the Arcane / Mercane, even if it is a loyalty built upon self interest. Any of the dwarves showing an aptitude for The Invisible Art (psionics) is immediately sent into training to become illithid slayers and are detailed to guard operations in the deep dark. There is a much higher percentage of psi active dwarves on Garatoch than found elsewhere in the spheres (5% of total Dwarven population). The giff are the descendants of mercenary squads hired on hereditary contract by the Arcane / Mercane to help defend the sphere. They have had a good thing going here for generations, and they know it. High pay, exotic weapons, and a hereditary commission make this their ideal contract. The lack of outright conflict is oft ameliorated by hunting down self styled "adventurers," who have found a way into the sphere.. It is also not unusual for those giff dissatisfied with the relative peace to seek blood and excitement in the Grand Arena as gladiators. The gnomes and humans are the descendants of long standing allies of the Arcane / Mercane. While the gnomes here are master craftsmen they are NOT minoi (tinker gnomes). You will periodically find clockwork devices created by them, but there is no mass production.Everyone on Garatoch sees himself as a master artisan, and many are. It is rumored on the streets of Garatoch that some amongst the uper classes were relocated here by the Arcane / Mercane and given new identities in order to hide them. From what no one is exactly certain... In the Underdark there are tribes of humanoids, elementals, and abberation in abundance. There are miner's tales of two great illithid cities occupying vast caverns in the Deep Dark, splinters of their once formidable empire. According to the tales these cities exist in constant conflict using thralls that have been "altered." Rumors of drow pop up every few decades, but there has never been anything to substantiate them. Other tall tales include sightings of the dreaded aboleth, and tales of a pair of twin beholder cities locked in constant race wars. Cuisine Seared Slag Grouper: Slag groupers are found in the waters around the island in abundance. Since a spellcaster is required to prepare them for safe consumption the dish is somewhat costly. After a fish is cleaned heat metal is cast on it. The enormous amount of metal in the fish cooks the grouper as it glows white hot and burns its way out, leaving it fit for consumption even by offworlders. There are a number of different ways the fish can be prepared after this. It is currently in vogue to brais(cook slowly in fat in a closed pot with little moisture) the meat in thoqua fat. The Adamantium Fleet Garatoch's Navy is extremely well supplied with Arcane / Mercane devices and weaponry. Those ships that are not Dwarven Citadels are generally armor plated with mithril (80% chance) or adamantium (20% chance). All are outfitted with planetary locators, cloaking helms (unless they use a forge), and Force Lances. All fleet ships are also equipped with Arcane / Mercane guidance crystals that allow them to home in on The City of Garatoch when returning. The greatest danger to an army is not an enemy, but sheer boredom. High pay is great, but constant inaction is a horrible fate for a warrior. Fortunately there is a steady stream of ships with dishonest intent that do make their way into the sphere. This provides a constant game of hide and seek between raiders and the Adamantium Fleet. Often ships will be given a head start before fleet ships will pursue. The hunting down of unauthorized intruders is almost considered sport. Vast sums in mithril coins change hands amongst fleet Captains on an almost weekly basis as they bet on who will scuttle the most spelljammers, capture the most raiders, and other similar subjects. 10 Dwarven Citadels 20 Hammerships 9 Battle Dolphins 11 Squidships 3 Smalljammers 20 Dragonflies 4 Bombards (All Giff crews) 6 Turtleships All of the citadels except three remain in orbit around the planet Garatoch with roughly half the fleet while. The other three citadels patrol the system with the remaining fleet, focussing on the area between Garatoch's orbit and the crystal shell. Verdigris Planet Type: Spherical Earth Body Planet Size: C Escape Time: 2 turns Satellites: none Day Length: 18 hours Year Length: 365 days Population Analysis: Garatoch Military (Dwarves), and stranded scro Climate: cool and dry but very dusty Prominent Land Features: endless plains of greenish dust. Resources/Trade: none Ports of Call: Mithril Base (only for ships of the Adamantium Fleet and representatives of the Arcane / Mercane) Climate and Weather: There are no open bodies of water on the surface of Verdigris. The moon seems endlessly flat and featureless, a vista of flatlands covered with greenish dust. The temperature never rises above 70 ° or drops below 50 °. It is calm, monotonous, and dreary. Appearance from Space: A featureless coppery green sphere. Continents: N/A Life Forms: There are no known lifeforms native to Verdigris. Dwarves, humans and giff occupy the naval base, and there are renegade scro (castaway survivors of a mission to raid the City below) eking out an existence in the barren environment of the moon. There is a minimal amount of flora and fauna, all of it rare and too small to prove a threat. Guide to the Groundlings: Verdigris is populated almost entirely by members of the Adamantium Fleet. (racial proportions are the same as the City, with one exception. Giff comprise 25% of the total residents). Thanks to all who helped me get this fleshed out, particulary Adam and smu anonymous! George "Loki," Williams New Orleans Music Reviews http://www.neworleansbands.net Planescape: Planewalker.Com The Official Planescape Site Section Mgr for Snail Outfitters http://www.planewalker.com/snail/index.php Spelljammer: Beyond The Moons, The Official Spelljammer Site Contributing Artist/Developer http://www.spelljammer.org Spelljammer: Into The Void (Coming Soon) Columnist http://intothevoid.spelljammer.org/index.html
Previous Message: Re: Yay! Woohoo!
Next Message: Re: Metal Space : NEW Sphere
Month Index: January, 2005
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| MetalSpace 2.0, & name search | George "Loki" Williams | |||
| Re: MetalSpace 2.0, & name search | David Shepheard | |||
| Re: MetalSpace 2.0, & name search | Clint Whelly | |||
| Re: MetalSpace 2.0, & name search | tauster | |||
| Re: MetalSpace 2.0, & name search | Clint Whelly | |||
| Re: MetalSpace 2.0, & name search | Mark Vorwerk | |||
| Re: MetalSpace 2.0, & name search | George "Loki" Williams |