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Thread: Birthright Crystal Sphere
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04-27-1998, 06:50 AM #1darkstarGuest
Birthright Crystal Sphere
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Here is something I have been meaning to do for some time, that is to
create the crystal sphere in which the birthright world Aebrynis sits.
This is only a quick writeup but works well enough.
Any comments or suggestion them please respond.
This file can also be found on my small spelljammer page at
http://www.geocities.com/TimesSquare/Realm/8501/index2.html
- --
Ian Hoskins
e-Mail: hoss@box.net.au
Homepage: http://darkstar.cyberserv.com
ICQ: 2938300
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BLOODSPACE
Introduction
This isolated sphere remains poorly explored. This is not due to a lack o=
f
explorers, but rather to a lack of interesting worlds to visit. Most have
hostile environments of one sort of the other, from worlds of ice to air
worlds where the winds are so strong that no Spelljammer can fly. Even th=
e
sphere itself is not hospitable to Spelljammers. A strange effect covers
the entire Sphere and prevents any mage from casting most of their spells=
,
it is as though magic does not work the same way in this Sphere. Illusion
and Divination magic are not effected, but all other schools of magic are
somehow lost to wizard, even currently memorized spells can not be cast.
This effect becomes more pronounced the closer you get to the world of
Aebrynis, eventually the foreign wizard can not cast any magic and any
magical items begin to fail. Priests here are cut off from their god, as =
no
temples to foreign gods exist here. Spell memorized by priests will still
function as normal here though.
During the first unhuman war it the site of one of the last battles betwe=
en
the Goblinoid Fleets and the Elves. This battle took place above and on t=
he
world of Harth and was so bloody that the ice turned red in many places o=
n
the cold surface of the planet. Those who were left alive named the Spher=
e
Bloodspace and left it as a monument to the war. If anyone were to explor=
e
the icy world of Harth they would find the ruins of Elven Amada's and
various Goblinoid ships. These vessels were stripped after the war though
so little of interest remains there, except the predators that use the
downed ships as bases.
In most history books that is all that is recorded about Bloodspace, but
there are wonders that are hidden here, just so well hidden that you need
to risk your life to even have a chance of seeing them. Most have not and
found the dangers far outweigh any benefit. The skeletons of those who
tried litter many of the world of Bloodspace and it has long since been
written off by those who want to stay alive. Only the foolish or the very
brave venture here now.
Planet Descriptions
Avani
Name: Avani.
Type: Fire Sphere.
Size: H.
Escape Time: 24 turns (4 hours).
Day Length: -
Year Length: -
Satellites: 7 planets of various sizes.
Population Analysis: None Known.
Distance from Primary: -
Description: This average sized sun is named after the Aebrynis goddess o=
f
the Sun, Avani. This name is only used on the planet of Aebrynis though,
and it has not been named by other explorers. The sun has not been widely
explored, but the few expeditions that have ventured there have found
little of interest. To the groundlings on Aebrynis it is however of great
importance as the sun represents the goddess of many of the cultures foun=
d
there.
Rostien
Name: Rostien.
Type: Earth Sphere.
Size: D.
Escape Time: 3 Turns.
Day Length: 45 hours.
Year Length: 390 days.
Satellites: 2 size B.
Populations Analysis: No intelligent, desert dwellers mainly.
Distance from Primary: 35 million miles.
Description: Rostien, the closest planet to the system primary is a hot
desert world that supports little in the way of life. There is thought to
be no intelligent life, but dangerous predators roam the surface preying =
on
anything that comes their way. Only a few isolated cacti make up the
surface plant life, although there may be other life below the surface, b=
ut
no-one has ever found anything. Its two small moon are also virtually
lifeless with even less life on their surfaces.
Kurmath
Name: Kurmath.
Type: Earth Sphere.
Size: E.
Escape Time: 4 turns.
Day Length: 38 hours.
Year Length: 180 days.
Satellites: None.
Population Analysis: Primitive Lizard Men, reptile life, and Dinosaurs.
Distance from Primary: 65 million miles.
Description: A hot cloud covered world Kurmath has been the death of many
explorers. Few Spelljammers realise that just below the thick, ever prese=
nt
clouds it a jungle filled with giant trees that can rips a Spelljamming
vessel to pieces very quickly. Kurmath is similar to a greenhouse with a
thick layer of clouds covering the entire planet trapping in the heat and
humidity, making it a perfect world for plants. Most of the world is
covered with jungle, and only a few mountains and oceans break the surfac=
e.
The planet is home mainly to plant life, but on the jungle floor there
exists a wide variety of reptile and amphibian lifeforms. There are no
mammals on Kurmath, but creatures such as Lizard Men, and Dinosaurs can b=
e
found. The Primitive Lizard men however represent the most intelligent
creature on Kurmath.
Calisto
Name: Calisto.
Type: Air Sphere.
Size: F.
Escape Time: 6 turns.
Day Length: 15 hours.
Year Length: 215 days.
Satellites: 2 size C, 2 size B, 1 size A.
Population Analysis: No intelligent life, but various flying species.
Distance from Primary: 98 Million Miles.
Description: A large world Calisto spins very quickly, and this rotation
creates strong winds that flow across the planets surface. The world itse=
lf
appears as a cloudy blue/white sphere when views from afar, but closer up
it is possible to see the storms that make up the upper layers of the
planet. Few have ventured into the atmosphere and returned, but those who
have saw no sign of intelligent life, although flocks of various bird and
flying mammals were seen being carried along by the winds. There are
rumours that in the center of the Calisto the winds die down and a world =
or
incredible beauty and wealth exists. No-one has been able to prove these
rumours though.
The five moons of Calisto are inhabitable, but currently empty of any
intelligent life. They can be used as stopovers by visiting ships though
and contain both plant and animal life as well as water.
Aebrynis
Name: Aebrynis.
Type: Earth Sphere.
Size: E.
Escape Time: 4 turns.
Day Length: 24 hours.
Year Length: 388 days.
Satellites: 1 size C (Rournil).
Population Analysis: Wide variety of life, both intelligent and animal.
Distance from Primary: 209 million miles.
Description: Although the most populated planet Aebrynis is also the most
avoided. The reason for this is the effect it has on magic, including
Spelljamming helms. Its influence covers the entire Sphere effecting any
mages who enter Bloodspace as mentioned above. Once the Spelljamming
vessels moves closer to the planet though the effect widens to include al=
l
magic spells and devices. At a range of 1 million miles a Spelljamming ma=
ge
will find that he can no longer cast any spells, even those of the Illusi=
on
and Divination schools. The reason for this is simple. Unlike other world=
s
where magic is drawn from either another plane or a web of magic around t=
he
planet of Aebrynis magical energy is drawn from the magic of the land
itself. Across the entire planet a magical essence known as Mebhaighl
(meh-VALE) flows. It is this energy that power magical spells and items. =
No
otherworldly spells of items will function as they depend on different
sources for their power. Mages from other worlds will also find themselve=
s
unable to cast their normal spell, although after a year or so on Aebryni=
s
they will again be able to cast spells of the Illusion and Phantasm
schools, as well as 1st and 2nd level spells from other schools. The more
powerful magic from the other schools is lost to them though, as on
Aebrynis only gods, those who possess one of the ancient bloodline
descended from the gods, and Aebrynis Elves can cast more powerful magic,
know as True Magic on Aebrynis. Magical items brought from other worlds
will never again function, unless they are removed from Aebrynis.
Once the Spelljamming ship nears the planet itself then all magic starts =
to
fade, a similar effect to that of a Sargasso, only over a much longer
period of time. Within 50,000 miles of the planet the Spelljammer will
notice that the helm does not seem to be responding normally and it is
sluggish. At 25,000 miles the helm begins to fade on and off, other lesse=
r
magical items stop working all together. Finally at about 10,000 miles ou=
t
the helm shuts down all together and all magic not native to Aebrynis shu=
ts
down. If the Spelljamming Vessel is pointed in the direction of the plane=
t
then it is likely that it will be caught by gravity and spiral down to a
very hard crash landing, usually resulting in death.
Some creatures, including Radiant Dragons, and other creatures with an
innate (i.e. not magical) Spelljamming ability are not effected by this a=
nd
may move around the planet at will. Any attempt by these creatures to use
magic not native of Aebrynis will however fail. Also unaffected are the
Reigar Esthetics, most Arcane devices are however.
For information about the world itself I would advise checking out the
Birthright=99 Setting from TSR or my own Birthright page which contains a=
lot
of interesting information.
The single moon that orbits the planet is known as Rournil, after the moo=
n
god on Aebrynis.
Laerme
Name: Laerme.
Type: Air Sphere.
Size: G.
Escape Time: 12 turns.
Day Length: 16 hours.
Year Length: 329 days.
Satellites: 4 size B.
Population Analysis: None known.
Distance from Primary: 420 million miles.
Description: Named after the Aebrynis Goddess of Beauty Laerme is indeed =
a
beautiful planet. It is large enough to be seen by the naked eye on
Aebrynis where it appears as a yellow/red ball in the night sky for two
months of the year in the northern hemisphere and all year round in the
south. In the southern nations the planet has no special significance, bu=
t
in the north where the Goddess Laerme is worshipped it is seen as a sign
that the goddess is watching over her people.
To Spelljammers however the world is one to be avoided. The pretty colour=
s
seen by the people of Aebrynis are in fact rings of poisonous gas the a
carried around the planet by the strong atmospheric winds. Little is
thought to live inside the planet and without the normal magical
protections being available none have ventured down into the planets
atmosphere. The 4 small moons a rocky and barren, although they do suppor=
t
life.
Waypoint
Name: Waypoint.
Type: Earth Sphere.
Size: D.
Escape Time: 3 turns.
Day Length: 48 hours.
Year Length: 652 days.
Satellites: None.
Population Analysis: Wide variety of animal and plant life, small human
civilisation.
Distance from Primary: 890 million miles.
Description: This small world is a cold forested planet with few
inhabitants. Near the largest of the three seas that cover the surface a
small Spelljamming port has been set up, although it get few visitors. Th=
e
entire world has a frontier feel about it and those who stray from the to=
wn
built around the port face death from wild animals or the long winter.
There are several lumber and fur traders that have set up shop here and
they make a small profit exporting goods to other Spheres. A small mercha=
nt
fleet made up of seven tradesmen vessels and a single hammership carry
goods to and from the port, which is also known as Waypoint. Any traveler=
s
to this sphere are advised to visit this planet first before travelling
further.
Harth
Name: Harth.
Type: Earth/Water Sphere.
Size: G
Escape Time: 12 turns.
Day Length: 27 hours.
Year Length: 1,234 days.
Satellites: None.
Population Analysis: Ice dwelling creatures and monsters.
Distance from Primary: 1,543 million miles.
Description: The outer most planet in the system is the icy worth of Hart=
h.
It is believed that the planet is in fact a water world, only its surface
has frozen and thickened making it stable enough to walk on. Monsters and
predators are coming on this world and care is advised by any travelers w=
ho
wish to visit. A few years back a fur trapper from Waypoint set up camp o=
n
Harth and made a tidy profit on the furs of the creatures of this world.
After nine successful loads of furs sent back to Waypoint he vanished. Th=
e
ships sent to pick up his fur were unable to find any trace of him, only
the claw marks of some gigantic creature outside his hut. None have
ventured back since. As mentioned above Harth was the site of a large
battle during the first unhuman war and the remains of the vessels
destroyed in this battle still litter the surface. Many of these are used
as lairs by nasty monsters and other predators though so caution is advis=
ed
by any who approach them.
Back to the Spelljammer Page.
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04-27-1998, 04:51 PM #2Daniel McSorleyGuest
Birthright Crystal Sphere
>Here is something I have been meaning to do for some time, that is to
>create the crystal sphere in which the birthright world Aebrynis sits.
>This is only a quick writeup but works well enough.
>Any comments or suggestion them please respond.
>
I like it. I've always had a soft spot for Spelljammer (perhaps in
reaction to my regular groups absolute loathing in it, I figured one of us
should like it). I have never planned on including SJ "tech" in a BR
campaign, but this is an excellent work-up. Your representation of the
Sargasso effect is an pretty good rational (sp?) for keeping the ships out
of Aebrynis. All in all, a classy write-up. If I ever felt inclined to
allow SJing into a BR campaign (Out, out foul demons of SJ!), this is an
excellent platform for it.
Did you make up these cosmological details, or can you get me a book
reference? I don't even particularly recall hearing about the moon's name
in any BR product, though my memory could be going...
Daniel McSorley
mcsorley.1@osu.edu
http://www.cis.ohio-state.edu/~mcsorley/
ICQ:5299865
AIM:DanMcS
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04-28-1998, 01:56 AM #3darkstarGuest
Birthright Crystal Sphere
Daniel McSorley wrote:
> I like it. I've always had a soft spot for Spelljammer (perhaps in
> reaction to my regular groups absolute loathing in it, I figured one of us
> should like it). I have never planned on including SJ "tech" in a BR
> campaign, but this is an excellent work-up. Your representation of the
> Sargasso effect is an pretty good rational (sp?) for keeping the ships out
> of Aebrynis. All in all, a classy write-up. If I ever felt inclined to
> allow SJing into a BR campaign (Out, out foul demons of SJ!), this is an
> excellent platform for it.
I though a Sargasso type effect fitted well with what everyone had
written on the list about otherwordly mages visiting Aebrynis and their
spells and items not working. It also helps to keep most spelljammers
off the planet, except the really stupid ones. Most Spelljammer on
encountering such an effect will immediatly turn around and go the other
way and those that don't well they will crash into the planet in a nice
fireball or drift right by it unpowered.
> Did you make up these cosmological details, or can you get me a book
> reference? I don't even particularly recall hearing about the moon's name
> in any BR product, though my memory could be going...
I assumed that because Ruornil was the god of the moon and most culture
name their moon after the god/goddess then that was resonible. The rest
was all just made up.
- --
Ian Hoskins
e-Mail: hoss@box.net.au
Homepage: http://darkstar.cyberserv.com
ICQ: 2938300
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