Showing posts with label spelljammer. Show all posts
Showing posts with label spelljammer. Show all posts

Monday, 16 November 2009

Moth Ghosts of Muroran


Inhabiting large, spherical nests of silk which float through the crepscular space of Muroran, are a race of undead giant moths. The bulbous bodies of these creatures are twice the size of a man and their broad, heavy wings are yards across; they flap through the murky air searching for living prey, from which they suck the very soul.

The tongue of a Moth Ghost is several yards long and it is tightly coiled beneath its head. Once prey is found the tongue uncoils and hangs down beneath the body; the Moth Ghost then aims to hover above its victim and touch it with its tongue. As soon as this is accomplished the Moth Ghost can devour the life force of the unfortunate.

Moth Ghosts have no society or culture and pursue sustenance with mindless resolution. They appear to be able to sense body heat, and warm blooded travellers in the depths of Muroran will sometimes be pursued by dozens of the things, as sharks will flock to a source of blood.

Moth Ghost of Muroran

Armour Class: 4
Hit Dice: 4+4**
Move: Flying 240' (80')
Attacks: 1 touch / 1 wing buffet
Damage: None (energy drain of 1 level) / 1d8
No. App: 1-30
Save As: F4
Morale : 8
Treasure: Nil
Intelligence: 1
Alignment: Neutral
XP Value : 275

Special: Moth Ghosts are immune to sleep, charm and hold spells; they can only be hurt by silver or magical weapons.

Tuesday, 10 November 2009

[Iburi System, Part VII] Tomakomai, the Flame in the Night


Tomakomai is the furthest planet from Iburi and it dwells in the coldest and darkest regions of wildspace. But it is not the place of ice and endless night that one might expect. It is a flat disc of lava and fire, so hot that it is almost a rival to Iburi itself, and it produces a constant red and orange light.

Elementals from the planes of fire, smoke and magma inhabit Tomakomai, leading some to believe that there are portals to those planes somewhere on its surface. If there are, no outsider has ever found one; the planet is so hostile an environment that it defies exploration. Most of the knowledge about it comes from the reports of an occasional mage who is able to protect himself from fire with spells and avoid being destroyed by the inhabitants. The elementals carve magical citadels for themselves out of obsidian and brass, and these sites pock the planet's surface.

There are four moons surrounding Tomakomai. They do not orbit it but are fixed, spinning, in place: one directly above the centre, one directly below, and two on a horizontal plane with the disc nominally at "east" and "west". They are traditionally called the Father, the Mother, the Sister, and the Brother respectively; a great civilisation or civilisations was once based on these moons, judging by their many ruined cities, towers, temples and monuments, but now they are only inhabited by pirates, outlaws and smugglers. Legend has it that the founders of this civilisation were a race of Mind Flayers who were exterminated by Githyanki long ago.

Saturday, 7 November 2009

[Iburi System, Part VI] Muroran, the Haunted Night


Muroran is many millions of miles beyond Utashinai, separated by a stretch of space known as the Wilderness. It is so far from Iburi that light from the Primary, by the time it arrives, is dim and faint, attenuated by distance; the brightest illumination Muroran ever experiences is a crepuscular noon akin to a twilight. Because it is made entirely from elemental air, this gives Muroran the character of a ghost - dark, ethereal, near-invisible - and indeed it is often called The Haunted Night by the wayfarers who know of it. Its vast airy wastes are swept by storms and shrouded by cloud and fog.

There are many legends about Muroran; it is so poorly known that myths and rumours seem to rise up from its murky depths as if under their own volition. Many of these surround its supposed inhabitants (giant winged spiders, flying kraken, intelligent moths), but the most persistent speak of small islands of rock which float through the night and which could be mined for gold and silver if only they could be discovered.

Muroran has a single, small rocky moon in its orbit. This is known as Nopporo's Moon after its solitary inhabitant, the archmage Nopporo. So powerful that he has discovered the secret of eternal life, Nopporo lives in a tall tower at the moon's north pole, served by many varieties of magical automata which he created long ago. He has lived for thousands of years in this manner and is quite mad, as likely to be compassionate as cruel. His automata are sentient but their behaviour seems to naturally fluctuate with Nopporo's moods.

Thursday, 5 November 2009

[Iburi System Part V] Utashinai, the Verdant


Utashinai is almost equal to Rumoi in size and grandeur, though in most other resepcts it could not be more different. It is a world of jungles, swamps, deserts and lush grasslands, of crocodile people, Yuan-ti and fire giants, and of dinosaurs - above all dinosaurs, who throng its sultry surface.

Utashinai is dominated by thick bands of mountains which are the result of the constant restlessness of its tectonics. Volcanoes abound; the air is rich with oxygen and the soil packed with fertility, making it the most verdant and populous of Iburi's planets. There are countless different kingdoms, empires, sultanates, oligarchies, kritocracies, chiefdoms, and many other varities of polity patchworking its surface.

All the intelligent races of Utashinai domesticate dinosaurs and use them as beasts of burden, war and transport.

Tuesday, 3 November 2009

[Iburi System Part IV] Rumoi and the Thirteen Bodies


Rumoi is the third planet of the Iburi system, and its biggest in both size and population. Its surface is composed of one single great ocean, a vast savannah of blue, grey and black waves which is only broken by ice caps at the north and south poles.

However, the planet is not made up entirely of water - it has a rocky core and in places coral reefs and underwater mountain ranges come within a dozen or so yards of the surface. The majority of its inhabitants make their homes in such places.

Rumoi's population is incredibly diverse, as befits a vast ocean; from tritons to kraken to locathah, dozens of intelligent sea-dwelling races are present in its great depths. Its species are entirely disunited except in one respect - a propensity for the creation of cargo cults. Many wayfarers from space descend to the surface to trade, and religious movements which claim to be able to summon these outsiders proliferate. Often these cults envisage an elaborate cosmology in which the thirteen bodies which orbit Rumoi are Gods, who provide the wayfarers from the heavens with the technological gifts they possess.

The Thirteen Bodies are actual bodies, though nobody knows of what. They drift in an aimless orbit around Rumoi and appear as asteroids at a cursory glance. Close inspection however reveals vaguely humanoid, mammalian or insectoid shapes, as if each was once a living thing, long petrified into stone. All thirteen are inhabited and each is independent; they jostle with each other incessantly for dominance (sometimes in outright war). Their trade links extend throughout the system and even beyond its crystal sphere - they are the nerve centre of Iburi and its cultural and intellectual capital.

The Thirteen Bodies are named for what they most closely resemble (for example The Bear, The Man, The Child, The Locust) except for one, which is known as The Sleeper and which has the shape of some unknown beaked grotesque. Legend has it that one day The Sleeper will awaken, shed off its layers of stone, and devour the others.

Saturday, 31 October 2009

[Iburi System Part III] Shiribeshi, the Warmthless


Shiribeshi is a giant curved U, spinning on an upright axis, locked in a permanent ice age. Its surface is a sea of glaciers, occasionally punctured by islands of mountains, and it is constantly swept by gale force winds, blizzards and ice storms. Very few outsiders can tolerate its frigid temperatures, but its groundling population is vast - ice trolls, quaggoths, remorhaz, derro, white dragons, giants, and many other varities of cold-loving beings.

Because of Shiribeshi's unusual shape it has certain unique characteristics. On the inside of the U days are short and separated by a few hours of "half night" around noon as the opposite side of the curve passes before the light of Iburi. Meanwhile, on the tips of the U and at its base there is never night - for the whole year light approaches from an oblique angle, providing the extremities of the planet with constant weak illumination.

Derro are the dominant intelligent race in large swathes of Shiribeshi and they make their homes in citadels in the mountains, where they burrow deep down underneath the planet's surface, mining for minerals. These are traded with visitors from other worlds, mainly for human slaves who the derro can torture, eat, and put to work. Ruinous wars are fought between different derro polities over the best lodes.

Friday, 30 October 2009

[Iburi System Part II] Abashiri, the Old

Abashiri is a small, flat disc of rock barely 10 miles in diameter, orbiting very close to the fiery ring of Iburi. Its geography is simple: a ridge of mountains runs directly through its centre, with a small area of hills and flatland on either side. Abashiri rotates slowly and in perfect synchronisation with its orbit so that the same side of the mountanis always faces Iburi; this means that one side is constantly bathed in the light and heat of the Primary, while the other is in the permanent shadow of the mountains. From the highest peaks the edges of the disc and the stars beyond can be clearly seen.

Only two intelligent races inhabit Abashiri in any numbers, and their settlement areas are sharply divided by the mountains. On the Iburi side (sometimes called "The Face") live two tribes of primitive Thri-Kreen who thrive on the warmth and constant sunlight they enjoy. On the outward side (called "The Tail") are a handful of wild clans of Grimlocks dwelling in unending near-darkness and frigid temperatures. There are no cities or towns and the only permanent settlements are Grimlock caves and tunnels; the Thri-Kreen are nomadic. It probably has fewer than 100 inhabitants.

Abashiri produces little of value and is rarely visited by travellers from other bodies, though pirates and outlaws occasionally hide there. It is often called "Abashiri, the Old" by those who know of its existence; this arises from the ancient legend that the bodies orbiting Iburi were once living beings, lost in the phlogiston, who came to the Primary one by one. In this mythology Abashiri was believed to be the first to arrive and the last to die, and is hence the most aged.

Thursday, 29 October 2009

[Iburi System Part I] Ladies and Gentlemen We are Floating in Space


By God I love a good random generator, and Spelljammer's Universe Builder is the ultimate in both scope and elegance. I'm going to create myself a little planetary system, just for the hell of it. Today I'll do the basics; tomorrow we'll see about fleshing things out.

1. System Type - Is our system your ordinary orbital one, or is it 'special' (a void, nested spheres, etc.)? The answer: standard. That's fine, this is our first effort after all.

2. Primary Type - Do we have a central sun/star, or do our planets orbit something weird and wonderful like a portal to the Negative Material Plane? Earth Body. The centre of this system is not a sun or star, but a body of elemental earth. Less weird than it could have been, but stranger than average. It's a massive cluster of asteriods surrounded by a huge, saturn-like ring of magma and fire which provides light and warmth for the entire system, and it is called Iburi.

3. Number of Planets - 6. Perfect - not too many, not too few.

4. Planet Types. Let's find out what's orbiting Iburi.
  • First up is an Earth type, which we'll call Abashiri. It's a tiny flatworld - a disc floating in space a safe but slightly uncomfortable distance from Iburi.
  • Second is Shiribeshi, another Earth type, considerably bigger than Abashiri, with an irregular shape; it takes the form of a gigantic U, with its inhabitants living on the outside edge. It is locked into a permanent ice age.
  • Next is a Water planet, Rumoi. It is gargantuan, a monstrous oceanic sphere floating through space. It has a cluster of 13 asteroids in orbit around it, believed by its inhabitants to be the corpses of 13 dead gods.
  • Fourth we have Utashinai, another Earth type and another giant to rival Rumoi in size. It is uncommonly hot, with a geography characterized by steaming jungles, parched deserts and vast sultry swamps. This is caused by massive levels of volcanic activity on its surface.
  • Fifth is an Air planet, Muroran, another mighty body, composed entirely of swirling wind, clouds, and pure oxygen. It is vastly distant from the other four planets, but is known to have one, solitary moon.
  • Finally, furthest from Iburi but itself a great source of light and heat, is Tomakomai, a great flat disc of flame. It is dominated by one great civilisation (perhaps beings of elemental fire?), and has 4 scorched moons orbiting it.
Starting tomorrow we'll think these worlds out in a little more detail. Feel free to make suggestions as to what kind of inhabitants they might have and what their geographies are like.

Tuesday, 27 October 2009

I talk to planets baby

I've been on a real Spelljammer kick recently ever since reading this entry. Spelljammer is one of those things that you tend to forget about for long stretches of your life, but comes back with a vengeance when you least expect it. Like a girl you went out with in school and who you always bump into when you go back to your home town. You don't often mention her and you can go for years without even thinking about her. Then there she is on the dance floor, bam. And you want to play with her.

Ahem. Anyway, yeah, Spelljammer.

There are three things that I find interesting about Spelljammer.

The Grand List of Things That Are Interesting about Spelljammer
  1. It taps into that very compelling subgenre of fantasy that is sometimes called "Sword and Planet" ("Science fantasy" is both boring and inaccurate), and which swirls, vortex-like, around a certain Michael Moorcock. We all know about the connections between Hawkwind (the ur space rockers) and that author, but it goes much deeper than that - just about every Eternal Champion incarnation has some sort of space-going element to it. And since the Eternal Champion is just about the most interesting fantasy series ever written (if not the best, always the most interesting) that makes Spelljammer interesting too - brilliance through association. That's not even to mention Edgar Rice Burroughs.
  2. Don't even get me started on the picaresque. The thesis that D&D is a picaresque seems compelling to me and you don't get a better setting for that than riding through the phlogiston on a star sailing ship, landing on random planets and meeting space orcs. You just don't.
  3. There are not one, not two, but three subgenres of Spelljammer game which you can explore. (There are more than that actually, but let's look at the main three.
  • Horror Spelljammer. In space no one can hear you scream. In the phlogiston, people might hear you scream as the pack of githyanki pirates begin to eviscerate you with astral cleavers, but seeing as those people are likely to be illithids and neogi, you can forget being home in time for dinner. Spelljammer has a potential like no other setting (except Planescape, natch) for existential terror: in the big bad prime material plane there is only murder and pain.
  • Traveller Spelljammer. Roll up a sector of crystal spheres on a hex map and go off a-trading with the Zhodani scro in a combination of (arguably) the two greatest role playing games of all time. Just be careful of those space elves waiting in that asteroid belt.
  • Trad Spelljammer. The background music is Hawkwind, The Mars Volta, Pink Floyd, Monster Magnet, Klaatu, Ziggy Stardust, and weird Daft-Punk-esque French synth pop; the flavour art is stills from Ulysses 31 and Thundercats, the illithids are dressed like Marc Bolan. It's so naff that it has gone beyond naff into cool again. It's Spelljammer how God intended it, and it is really, really great.

When people talk about imaginative 2nd edition era settings they tend to bring up Dark Sun and Planescape the most, but if you ask me Spelljammer gives them both a serious run for their money. Buy it, play it, love it.

Wednesday, 22 April 2009

Spelljammer Star Trek

Apropos of my post the other day, I was thinking about how you might map the Star Trek: The Next Generation crew to D&D classes and races for Spelljammer. Sounds like the geekiest thing ever, I know, but before you get the urge to point and shout 'nerd!' I should stress that I was thinking about it while watching a game of rugby, drinking six pints of Guiness, making millions on the stockmarket and having sex with three cheerleaders.

Anyway, so, here's the original series crew:

Kirk - Human fighter.
Spock - Half-elf mage.
Bones - Human cleric.
Scottie - Dwarf bard.
Uhura - Human bard.
Sulu - Arcane.
Chekhov - Tinker-gnome.

NextGen:

Picard - Human fighter/mage.
Data - Thri-kreen.
Geordie - Tinker-gnome.
Worf - Giff.
Troi - Human (level 0).
Tasha Yar - Scro.
Guinan - Illithid.
Riker - Human fighter.
Wesley Crusher - Halfling thief.
Beverly Crusher - Human druid. (Yeah, I know this doesn't really work biologically.)

I think Klingons would definitely be giff. Vulcans and Romulans would be elves. Cardassians are dracons, and Ferengi are clearly neogi. The Borg could be beholders. Not sure what Bajorans would be, but they're boring anyway.

I didn't give much thought to DS9 or the horrors that followed, but Janeway was definitely a scro. And Harry Kim was a kobold.