Darkmoon of Olkstn (because I got really bored at lunch) [Archive] - Wizards Community

Post/Author/DateTimePost
Nightdruid

10-28-03, 06:57 PM
Kinda bored with stats of all sort, so I've created something that is
totally free of stats beyond level ;) I thought about making this an
adventure, but I know I don't have the time for that, so I did it as a
world-writeup instead :D

The Darkmoon of Olkstn
Planet Name: Olkstn
Planet Type: Spherical earth body
Planet Size: B
Escape Time: 1 turn
Satellites: none*
Distance from primary: * miles
Day Length: 22 hours
Year Length: 16 days
Population Analysis: Humans, half-orcs, orcs, undead



A small, uninteresting moon of some minor world, Olkstn does not
see much spelljamming traffic. In fact, it sees none at all, as ships that
approach it suddenly lose power 15 miles above the surface, and regain it
only after the ship has fallen 5 miles into the upper atmosphere.
Spelljamming helms fail to operate in a zone 10 to 15 miles above the moon's
surface, effectively trapping any ship that gets too close.

Olkstn has few features. A 'scar' of mountains runs from the
northern pole to almost the southern pole. Opposite of this mountain range
is a vast swamp that covers about 1/3rd the moon. Plains, craggy hills, and
deep forests fill the land in-between.



Climate and Weather

The climate of Olkstn is somewhat pleasant, with year-round,
fall-like conditions. In the mountains, the wind is bitterly cold. It
never really gets very hot nor cold on Olkstn, but biting winds to blow down
from mountain peaks to chill villagers to their bones.



Appearance from Space

From orbit, Olkstn appears as a small moon with its features
smeared by thick cloud cover. The largest features, such as the mountains
and swamps, are easily visible.



Continents

None. Olkstn has no bodies of water larger than a small lake.



Native Creatures

The small size of Olkstn prevents it from being home to many
creatures. It has a few species of native gazelle, hunting cats, badgers,
boars, and donkeys. The forests are deciduous in nature, with spruce,
beeches, birch, and oaks predominating with some pine and other
needle-bearing trees.



Guide to Groundlings

The original natives of Olkstn were a few human families living
in simple towns. They sometimes fought amongst themselves over the scarce
resources and built temples to various minor gods. The Babylonian gods were
most popular with the natives, particularly Anu, Anshar, and Ishtar. These
humans survive still, but have been greatly reduced in territory they can
safely claim. They still have three towns and some villages in the
lowlands, but avoid the mountains, forests, and swamps.

Orcs arrived during the Unhuman Wars, and were quickly driven
into the newly-formed swamps. The orcs were once proud warriors and
buccaneers, but after four centuries of being hunted and stalked, are little
more than savage animals cowering in their strongholds.

The last major race is the half-orcs, who arose after
generations of close contact between humans and orcs. The half-orcs can go
between the human and orc communities, acting much like gypsies. Their
small communities are centered around their donkey-drawn carriages.



Resources and Trade

As a whole, Olkstn is very poor in resources. There are
precious few sources of any metal, so most of the people live with
Bronze-Age tools and equipment. Weapons and armor are especially scarce,
usually crudely fashioned clubs, bows, and spears for weapons, and leather
armor as the only armor commonly available. Olkstn conducts trade on a
barter-level only, having no value for useless metals like gold and silver.
Copper has some value, as it can be melted down and fashioned into tools and
even weapons.

In all, there are three human towns, nineteen villages and
hamlets, and two orc strongholds. The towns are small and walled by wooden
pallistides. The towns are named Ramn, Maruk, and Ushar. Ramn is the
largest town, situated along a muddy riverbank It is the agricultural
heart of Olkstn. Maruk is somewhat smaller and located in the uplands.
Sheep herders bring their herds to Maruk for shearing and even slaughter.
Ushar is the smallest town, on the opposite side of the Scar mountain range.
It is a logging camp, cutting back the forests to bring back wood for sale
to the other communities.



Ports of Call

There are no true ports of call on Olkstn. None of the towns
are large enough to have services available to spelljammers. The ruins of a
spelljammer dock can be found in the southern foothills of the Scar
Mountains. The dock once welcomed ships from the humans' home empire, but
fell into disuse after that empire fell. The ruins have a mild levitation
power surrounding them, so that any spelljammer less than 200' long can pull
alongside any one of the four piers without having to land on the ground.
The magic remains in effect today, though knowledge of this effect has
fallen into legend among the natives.

More interesting would be the fortress of Starleaf. It is
located deep in the mountains, in a hanging valley over 2000' above the
surrounding countryside. The stark palace has a ring of towers around the
central, domed keep. The fortress is haunted by ghouls, ghasts, ghosts,
vampires, and harpies in service of Starleaf. Many of his servants were his
former crewmen, while others were created from villagers or orcs to act as
foot soldiers in his war against the orcs. Starleaf himself is a creature
not unlike a vampire, with greatly exaggerated features, such as long limbs
and ears over 1 foot long. He has the abilities of a 7th level fighter and
a 9th level mage.



History

Humans first came to Olkstn about a thousand years ago. Their
oral traditions state that they were bold pioneers from some ancient empire
seeking to expand its reach into distant spheres. They settled in a handful
of towns, ruled by a warrior-priest of Anu. He and his descendants would
rule for over 500 years, outlasting even the parent empire (undoubtedly due
to the remote nature of Olkstn). The warrior-priest, Haru the XII, would
perish at the hands of (elven undead), his body left upon a pike for months
as a warning to those that would oppose the might of the undead elf.

During the waning days of the Unhuman Wars, three tribes of orcs
fled to Olkstn. They were being pursued by the vengeful elven admiral
Aerion Starleaf, who sought revenge for the death of his family. Not
content with merely putting the orcs to the sword, he chased them to the
ground on Olkstn, and then used a powerful artifact to entrap them. In his
madness, he made packs with various demonic creatures that allowed him to
survive as an undead horror, a bane to the orcs for all time. He would not
only take his vengeance out on the orcs responsible for the death of his
family, but every future generation as well. Indeed, his desire for
vengeance was so great that he even sacrificed the lives of his own men (see
Satellites below) in his quest for it.

The Coming of Starleaf and the Orcs proved a great disaster for
the humans. The orc warpriests, attempting to save themselves, used potent
magic of their own. That magic created the great swamps the orcs now use as
their refuge.



Satellites

In orbit around Olkstn is a trio of abandoned elven Men-O-War,
overgrown after centuries of neglect. The Men-O-War orbit roughly 25 miles
above the moon. They were left close enough together such that their wings
have intertwined. The Men-O-War can be seen from the surface, and their
yellow color makes them look like a star. The natives believe this star,
called the Eye of Nergal, watches over them. It is a bane upon their
existence, as its appearance heralded the arrival of the orcs and undead,
and thus all the woes that have befallen Olkstn.

The Men-O-War are abandoned. If the overgrowth is cut away, the
interior reveals elven skeletons slumped over ancient siege weapons. Many
were slain in battle, others killed by unknown forces. This crypt is
watched over by a ghostly host, the men who were betrayed by Admiral
Starleaf. There are 36 ghosts in all, the spirits of the ships' officers
and crew. They are trapped in the Men-O-War until such a time as Admiral
Starleaf is made to pay for his crimes against them by his destruction.
Once done, the ghosts will depart in spectacular fashion, heading for their
final resting places. Only then can the ships be salvaged and refitted.
Gellion

10-28-03, 07:34 PM
:cool:
neverness

10-31-03, 12:30 AM
This is inspiring! I found the map I did over 12 years ago of my campaign world's solar system. It was done exactly like the side bar system maps in the old Spelljammer rule book. Looking at it, I realized this was a project I needed to complete. Now, having read what you just wrote, I am truly inspired now to do a treatment just like this for my game! It's a starting point to a lot of cool writing. Thanks for the push!
Nightdruid

10-31-03, 07:20 AM
Very welcomed :) Glad it helped you out :D
IPLAYDND35

10-31-03, 07:11 PM
and you said you thought this up during lunch???
either that was a long lunch or im impressed!!!!!
Nightdruid

10-31-03, 07:39 PM
Originally posted by IPLAYDND35
and you said you thought this up during lunch???
either that was a long lunch or im impressed!!!!!

About 1 hour for lunch, 1 hour for cleanup work after I got home. When I'm on a roll, about 2 pages/hour. Still needs probably another hours of cleanup. The article practically wrote itself. :angel:
IPLAYDND35

10-31-03, 10:02 PM
thats still very well done though
Nightdruid

11-01-03, 09:43 AM
Originally posted by IPLAYDND35
thats still very well done though

Thanks! Once I'm going, I can crank out stuff pretty fast; its just *getting* started that's the problem :smirk: