Previous Message: Re: Mystaraspace
Next Message: Re: Bral Business Postfest
Month Index: September, 2007
From: Loki <george.williams.iv@?????.com> Date: Sat, 1 Sep 2007 22:08:01 -0500 Subject: Re: Mystaraspace
We have more than enough posteriors to go around. -Loki On 9/1/07, Matt Hoffman <manta928@?????.com> wrote: > > You don't think the SJML is posteritous enough!?!?!? > > > On Sep 1, 2007, at 5:28 PM, Eric Anondson wrote: > > > If you haven't already, you should also post this over on the > > Mystara boards or the MML. It will be quickly archived on the > > Official Mystara Fansite to be preserved for posterity. :) > > > > > > Eric Anondson > > > > On Sep 1, 2007, at 2:36 PM, Matt Hoffman wrote: > > > >> Here are some rough notes on a possible design for Mystaraspace. My > >> goal here was to create something that is usable in both the native > >> OD&D setting and the 2nd edition setting. I also wanted to preserve > >> Mystaraspace's unique physical conditions, which I thought was okay > >> since Spelljammer has always allowed for unique sphere designs and > >> travel conditions (although this does cut rather against the grain, > >> since it is quite different from any other sphere of travelled > >> space). > >> > >> Some of my numbers might be fuzzy, and some of my wordings might not > >> make any sense on first read through. Before I send this I should > >> give credit where it's due and list "Vaults of Pandius" and various > >> Mystara products as my sources. In particular it must be said that I > >> am using an existing Mystaraspace layout designed by Giovanni > >> Paniccia over at Pandius, since it was already done and struck me as > >> very much in keeping with the layouts of other spheres in the core > >> Spelljammer lexicon. > >> > >> ---M. > >> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ > >> ~Mystaraspace (a proposal)~ > >> > >> The problems of integrating Mystaraspace into an ongoing AD&D > >> SPELLJAMMER campaign depend upon a DM's willingness to bend, break or > >> reinterpret the standard rules of Spelljammer physics. There are, as > >> I see it, two options in adapting Mystaraspace to a Spelljammer > >> campaign: > >> > >> -1- Ignore existing Mystaran space travel rules and assume the > >> universality of Spelljammer physics as given in the main SJ boxed > >> set. While this is an awfully heavy-handed approach, it does make > >> things simple and allows for an existing Spelljammer campaign to > >> integrate Mystara smoothly, and without much effort. > >> -2- Accomodate Mystaran space travel rules and integrate them with > >> those of Spelljammer. This is the tack I have taken with this draft > >> proposal. > >> > >> I should say that research for this draft has been somewhat > >> problematic; while my library is quite extensive, I can't claim to > >> own every Mystara product. Access to the archives of Dragon and > >> various indices and references thereto have aided a great deal. > >> Still, the core of this draft owes credit to the "Champions of > >> Mystara" product, the various installments of the "Princess Ark," and > >> the authors at the Vaults of Pandius (from whose work I cherry-picked > >> based on nothing more than my personal editorial discretion). > >> > >> ~Unique Wildspace Conditions of Mystaraspace~ > >> > >> Mystaraspace is a remote sphere that is difficult for spelljammers to > >> access. It ranks somewhere between Krynnspace and Clusterspace in > >> this regard, with respect to the challenge associated with entering > >> the sphere. > >> > >> The crystal shell of Mystaraspace has its own gravity, active on both > >> the outside and inside surfaces of the shell. While this in itself is > >> not unusual for a crystal sphere, the fact that the radius within the > >> shell's gravitational pull exerts a "magic-dead" zone is unique, and > >> quite dangerous for spelljammers attempting to breach the sphere. > >> Ships which enter the shell's pull start to suffer from the "magic > >> dead" zone, and helmsmen who do not recognize the sensation quickly > >> risk crashing as the shell draws them toward its surface and the helm > >> loses power. (as this is only a draft, I haven't crunched any numbers > >> re: sphere's circumference, range of gravity pull, and effects of > >> "magic-dead" zone based on proximity to the sphere) > >> > >> Entering the sphere safely requires staying outside the range of the > >> shell's pull and finding a vortex (properly called a "Vortigern's > >> Vortex"), which were first observed as part of the Shyshield which > >> covers the habitable worlds of Mystaraspace (see planets, below). > >> While the vortices that appear in Mystaraspace's crystal shell are > >> not exactly the same thing, the concept is similar: a temporary rip > >> or tear opens in the shell material -- the cause of this is not known > >> -- and the airless void inside the shell creates a "whirlhole" > >> effect that sucks in the surrounding phlogiston. Though the > >> phlogiston > >> dissipates immediately after crossing the crystal shell's boundary, > >> the sucking effect of the vortex remains and the physical force > >> thereof is strong enough to draw objects within its range into the > >> Mystaran sphere. > >> > >> A spelljamming pilot has a straight shot at entry into Mystaraspace > >> through one of these vortices. By steering directly into the center > >> of the vortex at top speed, a ship can pass the "magic-dead" zone and > >> be carried by a combination of momentum and the sucking force of the > >> vortex into Mystaraspace. This maneuver carries some significant risk > >> to it, as the swirling vortex can batter a vessel around if the pilot > >> is not wary. > >> > >> It should be noted that the vortex has suction on both sides of the > >> crystal shell, though the reason for this is not clear (since the > >> interior of the shell is void). The same maneuver can thus be > >> undertaken to exit the sphere, requiring a full-speed charge into a > >> vortex and then a slingshot maneuver back out again. > >> > >> In addition to the perils of flying through the vortex itself, there > >> are other dangers -- not the least of which is the temporary nature > >> of Mystaraspace's vortices. Vortices in the crystal shell remain open > >> for a day at most, and they open and close fairly rapidly (within the > >> span of an hour). Entering a vortex while it is closing increases the > >> risk of being knocked around by the swirling forces of the vortex, as > >> the opening through which the suction force is drawn becomes smaller > >> and smaller. > >> > >> There is also the off-chance that passing through a vortex results in > >> a high-speed, difficult-to-avert crash with another vessel that is > >> coming the opposite direction. (personally, I find such a prospect > >> hysterically funny, myself :-p ) > >> > >> Once within Mystara's wildspace, it should be noted that Mystara does > >> not *have* wildspace. Or, at least, not like most spelljammers are > >> used to. The void is airless and very cold at the outermost points of > >> the sphere -- much colder than normal. As a result of this, native > >> Mystaran "voidships" are always air-tight, because the properties of > >> Mystaraspace do not normally allow objects in space to retain an > >> atmosphere. > >> > >> Spelljamming helms are a convenient work-around to this problem. > >> Whether intended by the Arcane who invented them or not, most types > >> of magical helms (including major, minor, series and lifejammer > >> helms, among others) allow a vessel to retain atmospheric integrity > >> within the vacuum of Mystaraspace. This retained vacuum also allows a > >> vessel entering Mystaraspace to retain warmth -- for a while. > >> However, if steps are not taken toward preserving that warmth soon > >> after entering Mystaraspace (such as by lighting a furnace, or > >> magically warming the air), the ship's atmosphere will gradually grow > >> colder (here the rules from "Princess Ark" detailing freezing in > >> space can apply). Naturally, the conditions of airlessness and > >> freezing temperatures make it highly dangerous for crew to leave the > >> ship's atmosphere once within Mystaraspace. > >> > >> Gravity is also different in Mystaraspace, per the physical rules > >> detailed in "Princess Ark." Reverse gravity planes are no longer > >> reversed; ships not prepared accordingly for this irregularity are in > >> for quite a shock (especially for crew working/rooming on a ship's > >> reversed lower decks). While all objects in space do still have > >> gravity, it is always unidirectional. A vessel's gravity plane has a > >> "positive" side that pulls objects down, and a negative side that > >> repulses objects away. As standard for Spelljammer physics, however, > >> larger objects trump smaller ones whenever two gravitational forces > >> come within reach of each other. > >> > >> ~Worlds of Mystaraspace~ > >> (here I directly credit Giovanni Paniccia, whose layout of > >> Mystaraspace I found most compatible with Spelljammer) > >> > >> Primary: Ixion (Spherical Fire Body) > >> Uninhabited, though flush with gates to the Plane of Fire. > >> > >> Valerias (Spherical Earth Body, class E) > >> The closest world to Ixion, only the Sollux and select other fire- > >> elemental races are native here. > >> > >> Mystara (Hollow Spheircal Body, class E) > >> The location of the Known World and Hollow World settings. > >> Spelljamming is very rare here, as the Arcane have some as-yet > >> unexplained aversion to entering or doing business in this sphere. > >> Skyship technology, however, is very common; Skyships are easily > >> enough converted into "Voidships" by making them air-tight and > >> climate-controlled. > >> > >> Matera (Earth Body; moon of Mystara) > >> The primary moon of Mystara, lifeless and featureless. Its waxing > >> and waning cycles govern the tides and lycanthropy on Mystara, and > >> one of its large craters houses a planar portal to the Immortal City > >> of Pandius. > >> > >> Patera (Earth Body; moon of Mystara) > >> A normally invisible second moon of Mystara, called Patera by the > >> Mystaran Immortals, and called Myoshima by the moon's inhabitants. > >> Myoshima is the home of several small warring nations of Rakasta, > >> Pachydermions and Vanara, though evidence exists that humans may have > >> once lived there in the distant past. Contact between Patera and > >> Mystara is possible and frequent enough that there are running > >> skirmishes between Rakastan Voidships and Heldannic Warbirds, both in > >> the space between the two worlds and in the atmosphere of Patera. The > >> dominant power on Patera is the Empire of Myoshima, ruled by a > >> Rakastan warrior-elite, though a loose confederation lead by the > >> theocracy of Rajahstan (ruled by a Pachydermion and Vanara-dominated > >> clerical hierarchy) opposes them. The Imperials are the primary users > >> of Sky/Voidship technology, while the Rajahstanis have not yet been > >> able to deploy a significant airborne presence. > >> > >> Vanya/Rathanos (Spherical Earth Body, class E) > >> This world has two names, given by the native astronomers of > >> Mystara. Thyatians call the world Vanya because it is cold and gray > >> during its "winter" phase, while Ylari astronomers call it Rathanos > >> because it is bright red in the summer. The changing color and > >> climate of the world is due to its wide, elliptical orbit which takes > >> it very very far from Ixion, and then very very close to Ixion. > >> The world is inhabited by two populations, which dominate the world > >> alternatively. In the winter, Frost Salamanders rule the world's > >> surface. Just before the onset of summer, the Frost Salamanders seal > >> themselves within subterranean burrows and hibernate. Then, when the > >> world is red and fiery, the Salamanders awaken from their own > >> hibernative cycle and rule the surface until winter begins its > >> approach. Neither race has any interaction with the other, nor do > >> they harbor any hatred or animosity between them. > >> > >> Asterius (Diskworld Earth Body, class E) > >> This diskworld is all that remains of a Blackmoor colony. Having > >> been cut-off from the motherland for centuries, the technology- > >> deprive descendents have cultivated a civilization not unlike one > >> that might be found on Mystara. The world revolves around Ixion and > >> subtly rotates such that part of the topside of Asterius is always > >> facing the sun. The revolution is faster than the disk's rotative > >> compensation, such that the world constantly moves between twilight > >> and noon, the sun seeming to move back and forth from one side to the > >> other and back again across the sky, never reaching total nighttime. > >> On the topside there is one major city, Asterion, and the inhabitants > >> are all human and elven, with a sizable half-elven population. > >> On the underside, however, are those who did not survive the collapse > >> of the Blackmooran empire so well. These are Lightning Zombies, > >> rendered undead by the radiation of broken-down Blackmooran ruins. > >> Whereas the topsiders enjoy eternal day, the Lightning Zombies of the > >> underside languish through cold, endless night, with only fleeting > >> glimpses of the daylight that once was. Scholars theorize that > >> Asterius used to make full rotations and share daylight equally > >> between both sides, but something since the fall of Blackmoor has > >> changed, and now the two sides are relegated to eternal day and > >> eternal night. (a further extension of this theory would suggest that > >> Asterius is an artificial world created by the Blackmoorans) > >> > >> Tarastia (Spherical Air Body, class G) > >> This world is known to its inhabitants as "Eloysia" (detailed in > the > >> "Five Coins for a Kingdom" master adventure; will add more detail > >> after I've fully read this module). > >> > >> Khoronus (Spherical Air Body, class G with rings of asteroids) > >> A gas giant comprised of foul, toxic and utterly unbreathable air. > >> Its rings, however, are home to numerous asteroids and small > >> planetoids, most of which have Skyshields and are populated. (G. > >> Paniccia suggests this as the optional Mystaran home for the Rock of > >> Bral; given my take on Mystaraspace being so isolated, I don't think > >> Bral is appropriate here) > >> > >> Ordana (Spherical Air Body, class E) > >> This world is Old Alphatia, now comprised of what are known as the > >> "Star Kingdoms." The three kingdoms of Delthar, Belthar and Gammar > >> are all that remain on the shards of planetary debris that drift in > >> the skyshielded remains of Alphatia's atmosphere. The city of > >> Kabarkhand, base of the neutral Guild of Merchants, is the major > >> spelljamming/voidship port on this world. > >> > >> Protius (Spherical Water Body, class D) > >> A watery sphere with no surface land, only a submerged earthen > crust > >> surrounding a fiery core of magma. Aquatic races detailed in "The Sea > >> People" OD&D accessory are native here, and they are not much for > >> skyships or spelljamming. > >> > >> ~ Character notes ~ > >> > >> Incorporating Mystaraspace into a Spelljammer campaign that includes > >> the broader spectrum of AD&D worlds will surely lead to bringing > >> Mystaran PCs into the party. Because of the highly fluid > >> transferability between AD&D and OD&D, this is usually easy. I > >> suggest the following guidelines to help a DM along: > >> > >> -Character Races and Classes: Character Races native to > Mystaraspace > >> are often handled in OD&D sources as self-contained racial classes. > >> You might consider allowing Dwarves and Elves from Mystara the option > >> of either adopting AD&D character classes, or using racial classes > >> instead. You can modify these racial classes however best fits your > >> campaign and style of play; I myself use a complete 2nd edition THAC0 > >> conversion and have most demi-humans use the attack tables of > >> Warriors, unless there is something that convinces me to do > >> otherwise. > >> -Skills and Proficiencies: Allow native Mystaran characters to use > >> native Mystaran skills. Similarly, allow AD&D characters to use AD&D > >> skills. Crossover (such as in the Red Steel Savage Cost setting) > >> should be possible, such that a Savage Coast fighter using a 2nd > >> edition kit would use the proficiency system, while a racial-classed > >> Halfling would use the skill system. > >> -Weapon Proficiencies: Here you might consider streamlining things > >> by using only one or the other between the OD&D and AD&D systems of > >> weapon proficiencies. If you don't mind being diverse and keeping up > >> two sets of rules, you can allow native Mystaran characters (using > >> OD&D classes) to use the OD&D system of weapon mastery, while > >> allowing characters with 2nd edition classes and kits (including > >> Savage Coast characters) to use the AD&D system of weapon > >> specialization (and by way of balance, you should probably extend > >> this to include the Player's Option mastery, high mastery and grand > >> mastery rules). > >> -Skyship/Voidship Conversions: The Skyship stats in "Princess Ark" > >> require only slight modification before they can be used in a > >> Spelljammer game. Here are the conversion factors: > >> "Airspeed" for Skyships is given in terms of a normal move > score, > >> which means that most common Skyships are actually fairly slow (your > >> average Sloop is given an Air Speed of 140', which is equivalent to > >> the AD&D move rate of 14). More advanced Skyships are faster (the > >> Heldannic Warbird [which is really just about the coolest-looking D&D > >> airship ever designed] has a given airspeed of 360', flying at speed > >> 36), but how does this translate into SR? Well, a move of 12 > >> indicates the ability to move 120 yards (360 feet) in one minute. 1 > >> point of SR is given as a move factor of 50 (500 yards/minute) in the > >> air (Concordance of Arcane Space, p51), which means that most > >> Skyships cannot actually achieve even 1 point of SR. To be generous, > >> and for the sake of tactical integration, I recommend some rounding > >> of the Skyship move rates. Anything at or above Airspeed 250 should > >> be considered to have 1 SR for the purposes of tactical movement. > >> Anything below Airspeed 250 should be considered to have 1/2 SR, and > >> is therefore only able to move tactically once every other combat > >> round. Alternatively, for "Goundling" vessels converted into > >> Skyships, you can just use the Spelljammer Groundling equivalent. > >> Whatever method you use, voidships should still be considered capable > >> of reaching "spelljamming speeds," thus enabling them to travel to > >> places like Patera or Ordana. > >> "Maneuver Factor" is a conversion that needed a bit of > toying with. > >> The MF number for Skyships is given in terms of a fraction, moves/ > >> rounds; that is, the number of turns a ship can make in a single > >> round (or, for less maneuverable ships, the number of rounds it takes > >> to turn). This is roughly analagous to Spelljammer's Maneuver Class > >> system, where a ship's MC governs the number of times a ship can turn > >> during tactical maneuvers (while expending SR). Here is the > >> conversion that I use, very fast and very dirty: > >> MF 1 = MC A > >> MF 1/2 = MC B > >> MF 1/3 = MC C > >> MF 1/4 = MC D > >> MF 1/5 = MC E > >> MF 1/6 and worse = MC F > >> "Lift Capacity" should be either ignored (since SJ has no > >> equivalent I'm aware of) or incorporated somehow into SJ flight > >> rules. > >> "Hull Points" in Spelljammer tend to match up nicely with > a ship's > >> listed tonnage. The Skyships given in OD&D appear to use a different > >> rubric, which means that most Skyships are either a fair deal tougher > >> or a fail deal frailer than an SJ ship of comparable size. You know > >> what? It doesn't matter. Use all hull points as listed. > >> "Hull" can be used to determine how a Skyship should save > on the > >> item save tables, as it lists the type of material used to build the > >> ship. In most cases this will be "thick wood," but use your judgement > >> here. > >> > >> > >> > >> ******************************************************************** > >> The D&D Homepage: http://www.wizards.com/dnd > >> The Spelljammer Homepage: http://www.spelljammer.org > >> To unsubscribe, send email to LISTSERV@??????.???????.com > >> with UNSUB SPELLJAMMER-L in the body of the message. > >> > > > > ******************************************************************** > > The D&D Homepage: http://www.wizards.com/dnd > > The Spelljammer Homepage: http://www.spelljammer.org > > To unsubscribe, send email to LISTSERV@??????.???????.com > > with UNSUB SPELLJAMMER-L in the body of the message. > > ******************************************************************** > The D&D Homepage: http://www.wizards.com/dnd > The Spelljammer Homepage: http://www.spelljammer.org > To unsubscribe, send email to LISTSERV@??????.???????.com > with UNSUB SPELLJAMMER-L in the body of the message. > -- George "Loki" Williams, writing and other aberrations Humid City http://humidcity.com Defend New Orleans http://www.defendneworleans.com Consolidated Contact Info http://humidcity.com/more-humidity/contact/
Previous Message: Re: Mystaraspace
Next Message: Re: Bral Business Postfest
Month Index: September, 2007
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Re: Mystaraspace | Eric Anondson | |||
| Re: Mystaraspace | Blackmaer | |||
| Re: Mystaraspace | Eric Anondson | |||
| Re: Mystaraspace | David Shepheard | |||
| Re: Mystaraspace | Blackmaer | |||
| Re: Mystaraspace | Loki | |||
| Re: Mystaraspace | Matt Hoffman | |||
| Re: Mystaraspace | Matt Hoffman | |||
| Re: Mystaraspace | Eric Anondson | |||
| Re: Mystaraspace | Matt Hoffman | |||
| Re: Mystaraspace | Loki | |||
| Re: Mystaraspace | Jonathan Thompson | |||
| Re: Mystaraspace | Loki | |||
| Re: Mystaraspace | Matt Hoffman | |||
| Re: Mystaraspace | Raphael Bressel | |||
| Re: Mystaraspace | Blackmaer | |||
| Re: Mystaraspace | Matt Hoffman | |||
| Re: Mystaraspace | Eric Anondson | |||
| Re: Mystaraspace | Matt Hoffman | |||
| Re: Mystaraspace | Eric Anondson | |||
| Re: Mystaraspace | Matt Hoffman | |||
| Re: Mystaraspace | Blackmaer | |||
| Re: Mystaraspace | Jonathan Thompson | |||
| Re: Mystaraspace | Loki | |||
| Re: Mystaraspace | Matt Hoffman |