Post by Dungeon Master on Oct 27, 2007 13:57:19 GMT -5
Crystal Spheres M-Z
Moragspace
This sphere is filled with asteroids, planetoids and other bits of various debris. The sun is a flat disc whose lighted side faces the center. It occupies the farthest orbit from center outside the debris. This sphere was used as base by the scro and housed the Gamaro Base during the Second Unhuman War.
SJS1 pg.7, SJQ1 pg.81
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Nexspace
A small crystal sphere no more than a journey of 24 hours end to end. There is no light inside the sphere until the dust cloud and inside the dust cloud is class B planet orbited by two dozen class A suns. Nex is a live world that is inhabitied by the descendents of or close relatives to the Juna. They have stagnated as a race in an evolutionary sense. Since the planet provides for their needs there is no need to strive for things or struggle with day to day living. The planet can also maneveur the suns to intercept an incoming ship and destroy it.
TCMC5 pgs.90-91, 139
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Ouiyanspace
The birthplace of The Spelljammer. Also known as The Broken Sphere. At the end of the novel series this sphere was made hole and was regenerating itself. There is no way to enter this shere. Eighteen worlds were said to be in this sphere. Aeyenna was the primary, the worlds mentioned are Asveleyn, BedevanSov, Colurranur, Elias, Ladria, Ondora, Resanel, and Thoris.
TCMC6 pg.246+
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Passarspace*
This sphere has no indegenous, but possesses vast natural resources. The system is filled with asteroids and planetoids and has no central star to provide light or heat.
SJA4 pg.52
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Pathspace
The only feature mentioned is the planet Devis.
TCMC2 pg.10
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Pirtelspace
Dungeon #36, 45
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Primespace
No features mentioned in the book.
TCMC5 pg.202
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Realmspace
Home of the Forgotten Realms setting.
This is where the Rock of Bral is to be placed, that is if you follow the Forgotten Realms canon. Various products from that line have placed Bral within the Tears of Selune. According to SJ canon The Rock is designed to be placed anywhere, and IMO it works best in a stand alone sphere. IMC Bral has it's own sphere.
SJR2
Places of note
The Sun
Planet Type: Spherical Fire Body
Planet Size: H
Escape Time: 24 turns
Satellites: 8 Planetoids
Day Length: 37 hours
Year Length: none
Population Analysis: Creatures from the elemental plane of Fire
Climate: is one of eternal heat. There is no known magical item that will enable a creature from the Prime Material to survive here.
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 40 million miles out, are twelve magic-dead globes known as sargassos. These are 100,000-mile diameter areas that effectively shut down all helms, and other magic.
Anadia
Planet Type: Spherical Earth Body
Planet Size: B
Escape Time: 2 turns
Satellites: none
Day Length: 12 hours
Year Length: 30 days
Population Analysis: Halfings are predominate on both poles, while the equatorial sections are riddled with umber hulks and other unique Anadian beasts
Climate: planet is closest to the sun. The equatorial sections are dry, lack foilage, and unlivable by most humanoid standards. The polar regions are warm, with a high humidity but livable.
Prominent Land Features: Much of the surface is covered in gargantuan canyons that dwarf the Great Rift on Toril. The polar regions are covered with rolling hills, dotted with beautiful fields and trees. The closer to the poles the denser the trees become and the steeper the hills. The land is criss-crossed by streams and rivers.
Resources/Trade: The Southern Polarate is in a constant state of feuding, they have no trade in progress with SJ societies. The Northern Polarate's exports are plant and animal products. Powderpuff a smokepowder-like substance, Crispyleaf a leaf that when eaten appeases even the largest of appetites. Imports are weapons, worked metal, and common magical items of all sorts.
Ports of Call: Both polar regions have several locations for spelljammers to dock.
Coliar
Planet Type: Spherical Air
Body Planet Size: G
Escape Time: 12 turns
Satellites: none
Day Length: 30 hours
Year Length: 8 months
Population Analysis: Avian humanoids, reptiles, and avian life
Climate: Because of its proximity to the Sun, the planet is quite warm. The temperature never falls below 75 degrees F. except at the poles, where it can reach 40 during the winter.
Prominent Land Features: Inside the huge atmospheric envelope float thousands of earth and water islands. The upper atmosphere is completely shrouded with a 100-mile thick cloud cover making vision into the interior impossible.
Resources/Trade: The aarakocra are known to trade gems for smokepowder and weapons. The lizard men import SJ technology in exchange for aarakocra meat and feathers, gems and water.
Ports of Call: There are 50 different trading posts throughout the planet.
Toril
Planet Type: Spherical Earth Body
Planet Size: E
Escape Time: 4 turns
Satellites: 1 moon, asteroid cluster
Day Length: 24 hours
Year Length: 365 days
Population Analysis: Human and Humanoid races most prevalent.
Climate: Is a varied mix,much like our own Earth.
Prominent Land Features: Toril is 60% water. The largest land mass is split into three seperate continents. These are the Heartland, the Horselands, and Kara-Tur. There are several other continents as well, The New World of Maztica, is almost as large as the Heartland and Kara-Tur combined. There are several large islands that are large enough to be considered continents. Toril also has several seas. The Great Sea, Celestial Sea, Sea of Fallen Stars, the Shining Sea and the Cold Sea to name a few.
Resources/Trade: Much trade goes on in the various SJ ports, with just about anything available.
Ports of Call: On the continent Heartland there are two known ports. The largest is Waterdeep, the second being Calimport. The continent of Kara-Tur contains the vast majority of SJ ports the largest of these being Chunming the capital of Shou Lung. In Wa in the city of Iiso, is a medium-sized SJ port. In the middle of the largest glacial mass within the Wu Pi Te Shao mountains lies the strangest SJ port on Toril- The Dock. Cut into the glacial ice and written in many differet languages of all sizes across the docks is the proclamtion "The only Arcane Trading Post on Toril". It is what it claims to be the largest Arcane held SJ port on Toril. Lastly on the island nation of Nimbral lies The Resort. No trade is allowed here, this is strictly a port for R&R.
Moragspace
This sphere is filled with asteroids, planetoids and other bits of various debris. The sun is a flat disc whose lighted side faces the center. It occupies the farthest orbit from center outside the debris. This sphere was used as base by the scro and housed the Gamaro Base during the Second Unhuman War.
SJS1 pg.7, SJQ1 pg.81
--------------------------------------------------------------------------------
Nexspace
A small crystal sphere no more than a journey of 24 hours end to end. There is no light inside the sphere until the dust cloud and inside the dust cloud is class B planet orbited by two dozen class A suns. Nex is a live world that is inhabitied by the descendents of or close relatives to the Juna. They have stagnated as a race in an evolutionary sense. Since the planet provides for their needs there is no need to strive for things or struggle with day to day living. The planet can also maneveur the suns to intercept an incoming ship and destroy it.
TCMC5 pgs.90-91, 139
--------------------------------------------------------------------------------
Ouiyanspace
The birthplace of The Spelljammer. Also known as The Broken Sphere. At the end of the novel series this sphere was made hole and was regenerating itself. There is no way to enter this shere. Eighteen worlds were said to be in this sphere. Aeyenna was the primary, the worlds mentioned are Asveleyn, BedevanSov, Colurranur, Elias, Ladria, Ondora, Resanel, and Thoris.
TCMC6 pg.246+
--------------------------------------------------------------------------------
Passarspace*
This sphere has no indegenous, but possesses vast natural resources. The system is filled with asteroids and planetoids and has no central star to provide light or heat.
SJA4 pg.52
--------------------------------------------------------------------------------
Pathspace
The only feature mentioned is the planet Devis.
TCMC2 pg.10
--------------------------------------------------------------------------------
Pirtelspace
Dungeon #36, 45
--------------------------------------------------------------------------------
Primespace
No features mentioned in the book.
TCMC5 pg.202
--------------------------------------------------------------------------------
Realmspace
Home of the Forgotten Realms setting.
This is where the Rock of Bral is to be placed, that is if you follow the Forgotten Realms canon. Various products from that line have placed Bral within the Tears of Selune. According to SJ canon The Rock is designed to be placed anywhere, and IMO it works best in a stand alone sphere. IMC Bral has it's own sphere.
SJR2
Places of note
The Sun
Planet Type: Spherical Fire Body
Planet Size: H
Escape Time: 24 turns
Satellites: 8 Planetoids
Day Length: 37 hours
Year Length: none
Population Analysis: Creatures from the elemental plane of Fire
Climate: is one of eternal heat. There is no known magical item that will enable a creature from the Prime Material to survive here.
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 40 million miles out, are twelve magic-dead globes known as sargassos. These are 100,000-mile diameter areas that effectively shut down all helms, and other magic.
Anadia
Planet Type: Spherical Earth Body
Planet Size: B
Escape Time: 2 turns
Satellites: none
Day Length: 12 hours
Year Length: 30 days
Population Analysis: Halfings are predominate on both poles, while the equatorial sections are riddled with umber hulks and other unique Anadian beasts
Climate: planet is closest to the sun. The equatorial sections are dry, lack foilage, and unlivable by most humanoid standards. The polar regions are warm, with a high humidity but livable.
Prominent Land Features: Much of the surface is covered in gargantuan canyons that dwarf the Great Rift on Toril. The polar regions are covered with rolling hills, dotted with beautiful fields and trees. The closer to the poles the denser the trees become and the steeper the hills. The land is criss-crossed by streams and rivers.
Resources/Trade: The Southern Polarate is in a constant state of feuding, they have no trade in progress with SJ societies. The Northern Polarate's exports are plant and animal products. Powderpuff a smokepowder-like substance, Crispyleaf a leaf that when eaten appeases even the largest of appetites. Imports are weapons, worked metal, and common magical items of all sorts.
Ports of Call: Both polar regions have several locations for spelljammers to dock.
Coliar
Planet Type: Spherical Air
Body Planet Size: G
Escape Time: 12 turns
Satellites: none
Day Length: 30 hours
Year Length: 8 months
Population Analysis: Avian humanoids, reptiles, and avian life
Climate: Because of its proximity to the Sun, the planet is quite warm. The temperature never falls below 75 degrees F. except at the poles, where it can reach 40 during the winter.
Prominent Land Features: Inside the huge atmospheric envelope float thousands of earth and water islands. The upper atmosphere is completely shrouded with a 100-mile thick cloud cover making vision into the interior impossible.
Resources/Trade: The aarakocra are known to trade gems for smokepowder and weapons. The lizard men import SJ technology in exchange for aarakocra meat and feathers, gems and water.
Ports of Call: There are 50 different trading posts throughout the planet.
Toril
Planet Type: Spherical Earth Body
Planet Size: E
Escape Time: 4 turns
Satellites: 1 moon, asteroid cluster
Day Length: 24 hours
Year Length: 365 days
Population Analysis: Human and Humanoid races most prevalent.
Climate: Is a varied mix,much like our own Earth.
Prominent Land Features: Toril is 60% water. The largest land mass is split into three seperate continents. These are the Heartland, the Horselands, and Kara-Tur. There are several other continents as well, The New World of Maztica, is almost as large as the Heartland and Kara-Tur combined. There are several large islands that are large enough to be considered continents. Toril also has several seas. The Great Sea, Celestial Sea, Sea of Fallen Stars, the Shining Sea and the Cold Sea to name a few.
Resources/Trade: Much trade goes on in the various SJ ports, with just about anything available.
Ports of Call: On the continent Heartland there are two known ports. The largest is Waterdeep, the second being Calimport. The continent of Kara-Tur contains the vast majority of SJ ports the largest of these being Chunming the capital of Shou Lung. In Wa in the city of Iiso, is a medium-sized SJ port. In the middle of the largest glacial mass within the Wu Pi Te Shao mountains lies the strangest SJ port on Toril- The Dock. Cut into the glacial ice and written in many differet languages of all sizes across the docks is the proclamtion "The only Arcane Trading Post on Toril". It is what it claims to be the largest Arcane held SJ port on Toril. Lastly on the island nation of Nimbral lies The Resort. No trade is allowed here, this is strictly a port for R&R.