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| #1nightdruidJan 13, 2004 18:18:19 | Hey guys, Going to try and start up a new monthly article for SJ: a moon, worldlet, asteroid, or like body that can be dropped anywhere in a game. I kinda enjoy writing these things up, they're totally edition free, and people seem to enjoy them. So this month, I present Mantry Isle, a small tropical moon shaped like a gigantic manta ray and a pirate haven. Enjoy! P.S. Don't hold me any schedule; I'll try to post them once a month, but no set time as to when ![]() Adam Mantry Isle Planet Name: Mantry Isle, Mantry, the Manta Island Planet Type: Earth Planet Size: B Escape Time: 1 turn Satellites: None Distance from Primary: * Day Length: 26 hours Year Length: 200 days Population Analysis: Humanoids, tasoli, ixitxachitl The island of Mantry is a small moon orbiting some water giant. It is named for its distinctive shape; that of an enormous manta ray. The island floats in a sea of water, about a quarter mile thick. The whole island is 75 miles long by 50 miles broad; the tail tapers into a series of small islands trailing the main island. The sea itself is 100 miles long by 75 miles wide. It extends to the limits of the atmosphere of Mantry. The head is circular bay, about 3 miles in diameter, protected by a pair of peninsulas jutting out into the water around the bay. The land rises quickly from that bay to a plateau, about 1000’ above sea level, where the “spine” would be. The plateau gives way to a series of short, rugged mountains at the base of the tail before dropping sharply into the sea. The wings are low and covered by thick forests and lined by sandy beaches. The beaches extend well over a mile into the sea and riddled with sandbars, making landings along the wings difficult for all but ships with the shallowest of hulls. The underside, or belly of the manta ray, juts out of the sea, and is covered by thick, tangled jungles. The land is relatively flat, but solid ground is difficult to find under endless roots and ground brush. Climate and Weather Mantry has a warm, tropical climate. Weather is completely predictable: an early morning rain, with clouds clearing by mid-morning. The rest of the day is clear, warm, and extremely pleasant. Appearance from Space Mantry Isle appears as a large island shaped like a manta ray floating in a shallow sea. The sea surrounding it is oval shaped, as is the atmosphere. The whole world appears as a great egg. Continents None. The island is not large enough to be considered a continent. Native Creatures Birds, small monkeys, and rodents are most common creatures that make Mantry their home. Top predators include baboons, sharks, and weasels. The rain forests are thick with wildlife. Imported creatures include gulls, rats, and house cats. Oddly, most of these creatures have a difficult time adapting to Mantry’s climate, and at times die out. Guide to Groundlings Mantry’s natives are tasoli in the jungles and ixitxachitl in the waters surrounding the island. These creatures are shy about strangers and will withdraw if sighted. The tasoli inhabit caves along the rocky backbone of the island and are quite primitive. Weapons are clubs and blowguns, with the occasional rusty sword stolen from the pirates (q.v.). The ixitxachitl inhabit coral cities in the bay, but are rarely seen. They haunt the bay area and sometimes attack swimmers that get too close, but leave ships unmolested. The civilized inhabitants of Mantry are pirates, who inhabit the island’s only city, Port Stingray. The pirates are a rough-and-tumble lot that prey on passing ships. The pirates come from a variety of races, from humans to orcs and half-ogres, dwarves to elves and halflings. No race particularly dominates, although the largest group is human (roughly 20% of the population). A fair number (about 25% of the population) are slaves or indentured servants. The ixitxachitl are a unique variety found on Mantry. They are virtually indistinguishable from ixitxachitl except for one important difference: they can shape-change into humanoid form. The ixitxachitl have infiltrated Port Stingray; in fact, they helped found the port to begin with! The creatures are having a grand time spreading evil and chaos throughout wildspace through their pirate proxies. The evil rays do not directly rule the city, nor do they rule from the shadows. They would rather let the leaders be wholly evil individuals acting on their own accord. Many ixitxachitl are pirates themselves, taking a “hands on” approach to their favorite activity, spreading evil. Resources and Trade Although Mantry is fairly rich in timber, food, and fertile soil, few of these resources are tapped by the inhabitants. Instead, the pirates prey on the spacelanes, stealing most of everything they need. The black market provides them with everything else they require. Ports of Call The interior of the island is overgrown jungle, unsuitable for habitation. The only port is located at the far end of the bay, at the manta’s mouth, which is called Port Stingray. The city is actually quite large (about 4,000 inhabitants) and prosperous. It has grown so large that in fact it has a semblance of a government, a council of all captains that make it their port-of-call. Each captain gets one vote on the council; powerful captains are skilled deal-makers. Law is formal trial-by-combat, with the victor acting as judge, jury, and executioner. The city maintains no army nor navy, but does have a city watch to keep fights from erupting into riots. Businesses include innumerable taverns, brothels, some shops dealing in arms and spelljamming equipment, and a fisherman’s market. The city has a total of 21 piers jutting into the bay, although many are in ill-repair. History Various attempts to colonize Mantry over the centuries have largely failed. At least five separate attempts have been made, but such efforts are usually undone by another power, such as rampaging pirates, neogi, and even monster hordes. Pirates first came to Mantry to bury treasure, and then to stay about a century ago. Port Stingray began as a watering post, growing quickly into a minor city. The city has twice been raided, once by the Elven Fleet, and once by the Company of the Chalice. Both times, the pirates fled, leaving the city to be easily taken. The invaders found little of value, and departed. The pirates returned and took control once more. Satellites None. |
| #2mean_eyed_catJan 25, 2004 16:50:30 | Great job Nightdruid! Is it next month yet? (/me wants more! :D ) |
| #3nightdruidJan 25, 2004 20:06:19 | Well, just have to wait one more week...I have next month's written and ready, just have to be disciplined enough to wait so I can keep the Moon of the Month theme going ;) |
| #4mean_eyed_catJan 26, 2004 0:00:10 | Originally posted by Nightdruid /me gets into lotus position, clears mind, and begin to meditate in order to inaugurate self-discipline :D |
| #5nightdruidJan 26, 2004 11:24:46 | Originally posted by Mean Eyed Cat Oam....Oam....Oam... ![]() |
| #6nightdruidFeb 01, 2004 8:14:52 | It's February, so it's time for the next Moon of the Month! This time I present Everfountain, a giant garden-shrine to Cupid ![]() Adam Everfountain Planet Name: Everfountain, Cupid’s Garden Planet Type: Spherical Earth Planet Size: B Escape Time: 1 turn Satellites: 1 Distance from Primary: * Day Length: 24 hours Year Length: 60 days Population Analysis: Elves, humans For those hopeless romantics ever in search of love, Everfountain is often the place to find their soul-mate. It is a small moon, a mere 25 miles across, and is covered by extensive gardens. The whole moon is covered by park-like forests, flowerbeds, artistic statues, and endless fountains. These gardens are maintained by the Tenders, a semi-religious organization devoted to spreading romance and love. Most are elves, but some are human. Everfountain is found orbiting a major world with a world-empire or another largely “safe” territory. It is a favorite vacation stop for youths, couples rekindling their love, or those otherwise looking for love. Those seeking a brothel leave sorely disappointed, as the laws prohibit selling love for profit. Climate and Weather The climate of Everfountain is Mediterranean, with warm pleasant summers and short, barely noticeable winters. Rain showers are uncommon but enough to keep plants well watered. Storms and even strong winds are unknown. Appearance from Space Everfountain is a green jewel when seen from afar. It sparkles in the night sky, beckoning those who seeking to be struck by Cupid’s arrow. Continents None; Everfountain has no bodies of water larger than a small pond. Native Creatures There are numerous small creatures, such as squirrels, chipmunks, deer, and like animals. There are a number of small predators, mainly foxes, to keep rodents under control, but there is nothing that can endanger even a small child. Cupid’s cult maintains tight controls over what animals can be imported and allow nothing that could threaten the stability of their peaceful moon. Guide to Groundlings The gardens are maintained by thousands of gardeners, the Tenders. There are an estimated 5,000 Tenders, mostly elves. The Tenders are so named because they tend the endless gardens of Everfountain. Most are invisible to visitors, so good are they at not being seen. They appear when needed, but otherwise their influences as subtle. Many act as match-makers, guiding the hand of Cupid, they believe. The Tenders dwell in small, underground grottos under the roots of large trees. These grottos are dry, well maintained and furnished, and cozy. Halflings and gnomes would find much in common with a Tender grotto and one of their burrow-homes. Resources and Trade Everfountain’s primary resource is a bounty of colorful flowers, which are harvested and exported during holidays. The inhabitants make most of their money from services for visitors, a steady stream of gold that has made them very, very wealthy. Imports include all of the necessities, tools, lumber, labor, and workable stone. Everfountain is not self-sufficient and must rely on imports to meet certain needs. Ports of Call Everfountain has several small docks all designed to handle small ships. The largest ship these docks can handle is a dragonfly. These docks are marked by colored lights (magically illuminated) in circular patterns. The docks are clustered in trios surrounding a shining tower, with a nearby inn that offers lodgings. There are four of these dock/inn clusters on Everfountain. Travel to Everfountain is restricted to ships of the Ruby Rose Passenger Company, which has exclusive docking rights on the world. Travel must be booked at least a week in advance, and costs 10 g.p. to 100 g.p. depending on the accommodations sought. Actual travel time is about a day and night along a fairly scenic route. The Ruby Rose uses dragonflies and hummingbirds for their passenger ships. A sight that cannot be missed is the Temple to Love. This enormous structure is decorated with all manner of beautiful statues, columns, and art. Individual shrines to many love deities can be found, including Aphrodite, Hanali, and Sune, even if such deities lack worship in the sphere Everfountain is located. Cupid’s shrine is the largest and most elegant, with a gold-plated statue to the love deity. History About a thousand years ago a cult to Cupid flourished during a time of relative peace and tranquility. The cult came into possession of Everfountain when they managed to make the most beautiful woman in the land fall in love with the Emperor’s son (in truth, they acted as a catalyst for love that already existed between the two). They then turned the small moon, at the time a barren wilderness, into the largest garden in the Sphere. Since that time, the moon has flourished as the single greatest temple to love in the Sphere. At first, only the wealthy came to Everfountain, but as time wore on, more and more people found their true love in the glades and gardens of this small moon. From love-lost princesses seeking their prince charming to knights questing for their heart’s true love, Everfountain draws them in. Satellites In orbit around Everfountain is the Song of the Void Inn, a modified whaleship. The Song offers an incredible view of both Everfountain and the world Everfountain orbits. The whaleship is quite large, well over 500 tons. It was a failed attempt to create a super-warship, and was abandoned after the armor proved too weak. The Cupid Cult took it over and converted it into an Inn. Rates are quite high, 25 g.p. per night, but all rooms are of the highest quality available. |
| #7zombiegleemaxFeb 03, 2004 10:33:32 | Month flavored eh? If so, I can't wait to see March's. |
| #8nightdruidFeb 05, 2004 12:18:30 | Not exactly sure what I'll do with March yet, but February is still young ![]() |
| #9nightdruidMar 02, 2004 18:11:55 | It's March, so thus its time for a new Moon of the Month!!! This time your favorite Druid of the Night explores the dry moon Lisimba, the world of sphinxes! Lisimba Planet Name: Lisimba Planet Type: Earth Planet Size: C Escape Time: 2 turns Satellites: 1 Distance from Primary: 250,000 miles Day Length: 20 hours Year Length: 30 days Population Analysis: Sphinxes, humans This moon can be found around any world that is relatively warm. It sees little spelljamming activity, although it does not necessarily need to be in a remote part of wildspace. Travelers that do come to Lisimba seek the services of the Egyptian gods. The Sebak Sea is the most obvious landmark. It twists and turns, dividing the land into two. There are six ranges of mountains, all rocky and low. Mountain forests offer shade from the hot sun. There are few other landmarks to distinguish one vast sweeping plain from another. Climate and Weather Lisimba is marked by hot, sweeping desert dunes, sparse grasslands, and many sparkling oasis. The sky is always clear, rarely broken by a cloud. Temperatures are hot and dry. Water is provided by morning mists, which deposit thick droplets of water on vegetation and rocks, or condense into ponds that disappear by late afternoon. Appearance from Space From afar, Lisimba is a sandy-brown orb highlighted with streaks of light green vegetation. A thin, sapphire ring of atmosphere surrounds Lisimba. Continents The land of Lisimba amounts to roughly three quarters of the surface area and is divided by thin seas into two continents. The larger continent is Raa in the western hemisphere, while the smaller continent Horis is in the eastern hemisphere. The Sebak Sea divides these two continents, but not completely. Wide land bridges join the two continents. Native Creatures Gazelle, zebra, and giraffe all are native to Lisimba. They migrate from grassland to grassland in herds numbering several score. Once every year the countless herds converge at a mating ground. They graze on the tall grasses, palm trees, and thickets. The sea and rivers is the domain of crocodiles, hippos, and many types of fish. In the deepest part of the seas dwell massive crocodiles, creatures that rival dragons in size and ferocity. Such monsters are rare legends and may have magical abilities. Guide to Groundlings The dominate creature on Lisimba is the sphinx. These creatures are far more sociable than elsewhere in the Known Spheres, forming prides of 10-40 members that follow the herds. A pride will have one dominate male who has several wives. His family will include his sons and brothers and their wives. Note that family might not be entirely blood related; an androsphinx might consider a criosphinx as his brother, or have adopted a hieracosphinix as his son. Family members are extremely loyal to one another, bypassing any lines between different species of sphinxes. An unusual aspect of the sphinxes is that 1 in 20 is a priest of levels 3 to 18. Serving the sphinxes are the shadki, a brass-skinned, bronze-haired breed of humans said to have been forged by Ptah himself. The shadki are charged with maintaining temples, tend herds, and handle other manual labor that the sphinxes cannot do on their own. While the first generations of shadki were barely above golems in terms of intelligence and independence, each generation has been smarter and more independent than the last. They have finally achieved a level of intelligence equal to that of standard humans, but have not quite gained the will to take Lisimba for themselves. The sphinxes privately fear that the day is coming that the shadki will rise against them in bloody war. Resources and Trade This minor world has resources enough to sustain the natives without need for trade. Still, ships that come to Lisimba can sell various luxury goods (the sphinxes seem to have a weakness for silk garments and pillows designed for them) in exchange for food, water, and temple services. The temples are the reason most visitors come, for it is said that the Egyptian gods pay particular attention to the priests of Lisimba. The costs are fairly high, but have yielded good results in the past. Ports of Call There is one large city on Lisimba, Raha-Re. The city is famous for having a temple for each and every god in the Egyptian pantheon, even evil deities such as Seth. All priests are sphinxes, while laborers are shadki humans. The city sits in a large bowl valley, with the temples forming a wide arc along the nearby hills. Every year, the city grows to fill the entire bowl as sphinxes come from across the whole moon for two weeks of trading, rumor-mongering, arranging marriages, and most importantly, prayer. At the end of this time, the sphinx tribes disperse. History It is not known how or why the sphinxes came to Lisimba. They have existed on the moon for scores of generations. They have always held a close relationship with the Egyptian pantheon, such that Ptah created servants for them. From time to time the Egyptian gods will choose a sphinx as his or her personal champion and send them on a mission to some distant world. Upon completion of the mission, the sphinx returns to Lisimba and is rewarded with gifts. It is a great honor to be chosen as a champion; those sphinxes that survive the arduous missions often rise to rule the largest and most influential families. Past legendary sphinxes include Taubma the Pharaoh-Ridden, Haidu the Windhunter of Mulhorand, and Hauk’ken the Sword of Seth. Satellites The moon of Lisimba is a very small orb the hugs very close to the world of sphinxes. It is barren and lifeless. It does have a unique quality; whenever an Egyptian god has chosen a sphinx to be his or her champion, that deity’s hieroglyph appears on the moon. If the sphinx returns triumphantly, the hieroglyph glows bright gold for a period of one night, then fades away. If the sphinx perishes, tears form trailing the moon as all of Lisimba weeps for their fallen brother. |
| #10zombiegleemaxMar 02, 2004 23:57:00 | A good addition, I must say. However, I was half-expecting a St. Patericks day moon, complete with Clovers, Rainbows, Pots of Gold, and of coarse, Leprachauns. |
| #11nightdruidMar 03, 2004 4:13:20 | Hey, no diss'n my birthday! ![]() Besides, have you not heard the phrase "March comes in like a lion..." ? ;) |
| #12zombiegleemaxMar 04, 2004 0:07:14 | Actually March is my Birthday as well, and I wasn't dissing, I just said that based on February's moon, which was diffenitely Valentine's Day themed. |
| #13nightdruidMar 04, 2004 3:59:41 | Originally posted by Sword_Of_Geddon Heh, 17th is mine (St. Patty's Day! ;) )... Anyways, I pretty much go with whatever theme sticks in my head; in this case, I wanted to use sphinxes in a unique way, mainly because I like sphinxes ![]() |
| #14zombiegleemaxMar 04, 2004 12:21:34 | I like Dragons and Sphinxs, and especially the two combined, the Dracosphinx(In Monstrious Compendium Annual 2), a combination Sphinx+Red Dragon. Egyptian Artecture, art, and the Sahara desert are also some of my favorate things |
| #15nightdruidMar 04, 2004 12:28:38 | Originally posted by Sword_Of_Geddon Well, then Lisimba should be right up your alley ![]() |
| #16nightdruidMar 17, 2004 4:31:02 | It’s my birthday and I’ll post if I want to… Here’s my birthday gift to the spelljammer community…a bonus Moon of the Month! This installment, I detail Jotun, which is, in fact, the original name and concept of planet Chaos from Twilitespace. This version is an updated version for my Moon of the Month articles! It was heavily influenced by my favorite adventures, G1 Hall of the Hill Giant Chief, G2 Glacial Rift of the Frost Giant Jarl, and Dragon 90 (the Gladsheim & Aesirhamar articles). So enjoy this surprise bonus!Jotun Planet Name: Jotun, the Misty Moon Jotun Planet Type: Spherical Earth Planet Size: C Escape Time: 2 turns Satellites: None Distance from Primary: 125,000 miles Day Length: 30 hours Year Length: 20 days Population Analysis: Giants, humanoids, dragons Jotun is an average moon covered with endless mountain ranges. In between the high mountain peaks are long, winding lowland vales with dense forests of pine and other evergreen giants. The whole moon is very rugged and harsh, making movement of any sort difficult. This moon can be found anywhere, but is best placed far enough a fire body to facilitate a cold temperate/sub-arctic climate. Ideally it is found near a world with limited spelljammer activity and a number of other moons. Climate and Weather It is always raining on most of Jotun. Hard rain is a frequent daily occurrence during the day, while thick fog blanket the land at night. At higher altitudes, constant snowfall feed vast glaciers. The ground does not easily absorb the moisture; despite unrelenting rainfall, mud is not thick nor deep. Jotun is a cool world. In the lowlands, the days can be warm enough for light clothing. At night, temperatures become quite cold and thick furs are required. The higher elevations are rarely warm enough to melt the snow. Appearance from Space Jotun is a dirty-white sphere when seen from afar. Cloud cover is quite high, at almost 80% cover. Gray mountains peak through the cloud cover while gaps in the cloud cover give fleeting glimpses of the green forest vales and gray granite hills. Continents None. The whole of Jotun is one unbroken land of mountains and hills. Native Creatures Wild animals roaming Jotun include several species of mountain goat, sheep, and elk. These creatures grow very large, in upwards of 12’ at the shoulder. They are hunted by dire wolves, winter wolves, cave bears, owlbears, and alpine polar bears. There are rumors of white-furred displacer beasts that haunt the upper slopes of the mountains. Thick-furred carnivorous apes are rare but not unknown. Pine and evergreen trees are the only plants that can grow in the cold climate of Jotun. Leaf-baring trees cannot take root, and if imported, their growth will be stunted. Guide to Groundlings By far the dominant creatures on Jotun are giants. There are several hundred small clans of giants and a dozen or so larger tribes that have united under a strong leader. Hill, frost, mountain, and stone giants are all found on Jotun, with hill giants being the most common and stone giants being the least common. A typical clan of giants numbers 4-16 members, including women and children. Serving the giants are scattered tribes of ogres, bugbears, and orcs. These creatures are servants of the giants (in the case of ogres and bugbears) or slaves (orcs). The giants use their great strength to keep these creatures in line. Orcs are viewed as less than animals, even by the ogres and bugbears. The ogres and bugbears are viewed as (barely) above animals, only because they are useful for keeping the numerous orcs in line. A few dragons, mostly green and white dragons, dwell on Jotun. These creatures are very small, barely larger than typical wrynns, and not overly bright. The giants keep these creatures as pets and guard animals. A handful of red dragons claim the highest peaks and are greatly feared by even the giants. Fortunately, these great beasts sleep for years, stirring only to terrorize a few giants, devour some livestock, and then return to their slumber. Resources and Trade There are few, if any, mines on Jotun. Metal comes from elsewhere, traded for with passing spelljammers. Timber is plentiful and cheap on Jotun, so long as one settles for pine wood. Jotun wood does not burn well; it must be dried over a period of several days before it will burn well. The giants offer surprisingly high-value goods, such as winter wolf pelts, spell components, and ivory. They desire all manner of silver, weapons, gold, and tools. Oddly, the giants highly value dangerous creatures, so that they can hunt the monsters for sport. The giants are on friendly terms with neutral or evilly aligned individuals, using their superior strength to gain favorable conditions in trade negotiations. Ports of Call Perhaps surprisingly, the giants are not only spelljamming aware, but also maintain their own port for spelljammers. Along the shores of the largest lake is Virheim, a collection of two dozen stone and timber structures sized for giants. The town is ruled by Brede, a mountain giant mayor, a shrewd and skilled trader. Brede uses the “dumb giant” stereotype to his advantage, playing “dumb” until some critical negotiation point, and then reveal his intelligence. This is usually enough to put the merchant off-guard enough to put the terms fully in favor of the giants. Virheim has an enormous lighthouse-like structure to lead tradesmen to the shores of the lake. It has a sandy beach for ships to land via beaching, and a field for ground-landing ships to put down. All buildings have piles of throwing stones nearby in case of attack. Of course, few beings are bold (or insane!) enough to attack a town of over one hundred giants! History It is unknown how long ago giants came to Jotun. They have been there for many generations, and since they do not keep detailed records, their origins have passed into myth and legend. The legends vary from tribe to tribe, so attempting to piece together a reliable history from these myths is almost impossible. The legends do carry a common theme of the giants being descendants of some greater giant and his family, who discovered and settled this world long ago. The ogres, bugbears, and orcs are much more recent settlers on Jotun. They arrived in the years leading up to the Unhuman Wars, perhaps seeking loot and blood. The giants proved much more capable than the humanoids anticipated, and enslaved the would-be invaders. Over the course of a century or so, dozens of humanoid ships were destroyed by the giants and their crews enslaved. The helms became treasure in the hordes of giant chiefs. Satellites None. |
| #17zombiegleemaxApr 06, 2004 21:17:46 | The lycanthropy campaign in my sig. There's a moon for every strain of lycanthropy. I haven't done anything with them, but I'm sure you guys could come up with something. |
| #18nightdruidApr 08, 2004 12:04:17 | Hey guys, sorry about the delay, been heck-busy. Anyways, here is Myser, the Flayer Resort. Its a world where there are so many geysers, it has created permanent cloud cover. A perfect haven for illithids, of course! :D Myser Planet Name: Myser, The Steaming Moon, The Flayer Resort Planet Type: Spherical Earth Planet Size: B Escape Time: 1 turn Satellites: none Distance from Primary: 300,000 miles Day Length: 15 hours Year Length: 40 days Population Analysis: Mind flayers, aboleth Myser is a warm, humid moon that can be found anywhere. It is best located orbiting an outer planet, the moon kept warm by internal heating and portals to the elemental plane of fire. A mind flayer world should be located somewhere close to this moon. Myser has a foul reputation, due to its inhabitants. This moon is noted for countless geysers and hot springs. Some geysers are very high, up to 500’ high, stark cauldrons of boiling water. The steam rises from the geysers rise into thick, obscuring clouds. Rays of sunlight rarely piece the cloud cover, leaving the moon in near total twilight. About one third of the land is stable enough to walk on. The rest is rendered unstable and dangerous due to the geothermic activity. Anyone that walks on unstable land risks falling into an unseen pool of scalding hot water. Fortunately stable land is marked by trees and plants; the hot springs and geysers kills off anything near it. The whole moon stinks of rotten eggs. Climate and Weather The endless geysers, hot springs, and mud pools create an enormous amount steam. That steam rises into sky to become clouds that cover the whole moon in an unbroken blanket. The clouds blot out the sun, casting the whole moon in twilight conditions. Rain is quite common; it rains in any given place at least once every other hour. Myser is always hot and extremely humid. Treat conditions on the moon as a hot jungle or rainforest. Appearance from Space The unbroken cloud cover of Myser gives the moon a blank white façade. Continents Although Myser has no true oceans, it does have large, shallow seas fed by hot springs. Consequently, the water in these “hot seas” is quite acidic, poisonous, and boiling hot. The seas divide Myser into three landmasses. The largest is Yellow Heights, while White Rock and Steam Fell are smaller islands. In many places, it is possible to wade from one island to another, if one is immune to acid! Native Creatures Whatever native wildlife that once thrived on Myser has been long since destroyed. The mind flayers have imported ortlings and bred them to resist heat. The ortlings act as a ready supply of food for hungry resort patrons. The near-mindless creatures are allowed to roam wild, as if they were goats or other herd animals. Other beasts imported by the mind flayers include intellect devourers (used as hunting dogs) and a breed of flying ray used as mounts. A favorite sport is to release a thinking being (a human or other like creature) into the wilds, and hunt him down. The longer and more torturous the hunt, the higher the mind flayers value the trophy. Flora includes various evergreen trees and ferns that thrive in twilight conditions. The trees are not immune to the poisonous effects of the geysers, which can quickly kill off nearby trees. The moon is dotted with dead forests, killed by the geysers. Guide to Groundlings The undisputed masters of Myser are mind flayers and their aboleth allies. The foul creatures use Myser as a resort of sorts, with hot springs for them to relax and enjoy themselves. The mind flayers dwell on the surface in small cities centered on hot springs. The cities are marvels of stone, with hot and cold running water and many luxuries most can only dream of. Mind slaves of all races serve the mind flayers’ every need and want. The depravity the slaves are forced to endure is beyond the comprehension of most thinking beings. The aboleth dwell at the heart of Myser. The geyser moon is an experiment of sorts to them, as they have created a miniature paradise for themselves in the depths Myser. These aboleth are immune to the hot, scalding waters. The goals of these creatures, as the mind flayers have learned, is to either create new moons or transform existing moons into mirror images of Myser. In doing so, they hope to create an empire for themselves, one of environments hostile to all other life other than themselves. The mind flayers, of course, are eager to learn the aboleth secrets for themselves, and likewise transform worlds into hellish landscapes unsuitable any but the mind flayers and their slaves. Ports of Call Myser has two significant ports, both owned by the mind flayers. The largest and older of the two ports is roughly translated as “Scalded-Brains-Torment”. It specializes in mineral baths that have a rejuvenating effect on mind flayers. Each day of bathing either removes one harmful effect (such as a disease) or heals the mind flayer as if it received a cure serious wounds spell. “Scalded-Brains-Torment” is popular with injured or diseased mind flayers as well as those looking to relax in a boiling hot pool of water. The second port, translated as “Hunt-In-The-Steam”, specializes in providing “sport” for mind flayer clients. For a nominal fee, the patrons can send thinking beings out to be hunted, as if they were foxes in a fox-hunt. The more resourceful and capable the hunted, the better the trophy is. More than one adventurer has met his grisly fate being hunted down on Myser by mind flayer huntsmen. Although not a port of any sort, the aboleth do maintain their own city at the very center of Myser. It floats in a pool of boiling hot water in a large, lightless cavern. The city, translated to “Threat-Unseen”, has magical properties to protect the inhabitants from steam and heat. Of course, the protection extends only to the boundaries of the city, so any slaves that attempt to escape are killed by the deadly steam and boiling water. The city is a large sphere with towers rising into columns that join with the roof of the cavern. There are hundreds of aboleth and thousands of slaves in “Threat-Unseen”. History This moon has in the past served as a home for tribes of ogres, goblins, pirates, and even beholders. About the time of the Unhuman Wars, the moon was cleared out by gnomes and their hired giff mercenaries seeking to make use of the abundant geothermal heat for a new type of mill. The mill was a failure, and the gnomes sold the moon to the mind flayers to recoup their loses. The mind flayers quickly set to work molding Myser to suit their needs. The gnomish port was dismantled, but the foundations were structurally sound, so were reused for new buildings of mind flayer design. Hot spring baths were installed, creating a luxurious retreat for the wealthiest mind flayers. Soon after the mind flayers settled in, they discovered the aboleth dwelling at the core of Myser. The two constantly feuded through psionic duels, but such conflicts never erupted into true violence. Satellites Myser has no moons, but there are always 2 nautiloids in orbit acting as picket-ships. |
| #19nightdruidApr 08, 2004 12:10:09 | Originally posted by Thomar of Uointer Heh, more like just one crazy guy ![]() Hmmm, haven't thought about using lycanthropes yet, but I'll keep this in mind. Of course, I had just finished mapping out the next few months of moons before you posted this, so I don't think I'll get to them any time soon. But definately thank you for the offer! I certainly keep them in mind in the future ![]() |
| #20nightdruidMay 16, 2004 17:14:57 | Hey guys, sorry about the delay; a trip to NYC for training came up unexpectly. Anyways, here's this month's MotM, Blacktangle Deep. Its a jungleworld inspired by the fall of the Mayans which ties a little with my scorpionship article ![]() Blacktangle Deep Planet Name: Blacktangle Deep, Blacktangles Planet Type: Flat earth Planet Size: C Escape Time: 2 turns Satellites: None Distance from Primary: 300,000 miles Day Length: 30 hours Year Length: 45 days Population Analysis: Orcs, goblins, elves Blacktangle Deep is a legacy left over from the ancient orc hordes that rampaged across wildspace before the Unhuman Wars. The wastelands of this once prosperous moon serve as a cautionary tale of what destruction the orcs were truly capable of. Some elves use the term “blacktangled” to describe any world destroyed by orc ravishes. Blacktangles is a flat moon 250 miles square and 5 miles thick. The atmosphere is 10 miles deep. It completes one rotation every 30 hours. Because the moon is flat, there is no dawn or dusk; the sun rises and sets very suddenly. Due to the atmosphere, sunlight is very weak, and does not affect the vision of light-hating creatures such as orcs (drow and like creatures of the deep darkness are still affected). The whole moon is one great jungle. Both sides of the square are covered by thick, entangled jungles. The land is quite rugged, with low mountains and deep ravines. In many cases these were orc strip mines, where great quantities of earth were torn up in search of every nugget of gold or scrap of iron. Others hide ancient cities, buried by centuries of jungle growth. Climate and Weather Blacktangles is a tropical moon with high humidity. Rain is an hourly occurrence, drenching everything in sudden downpours. There are no seasons; it is always hot, wet, and oppressive on Blacktangles. Appearance from Space Blacktangles is a deep green square that slowly flips through space. Streaks of dark rain clouds make the moon even appear even darker. The elven port Point Graves can easily been seen from orbit, as it is the only patch of clear land. Continents Blacktangles is a moon without continents. Great rivers cut through jungles but go nowhere, instead doubling back upon themselves in a great loop. At some points these rivers run upstream, defying gravity. Native Creatures It is unknown what creatures lived on Blacktangles before the Coming of Orcs (see History below). What survives on Blacktangles today was likely introduced by the orcs. The dominant predators on this moon include mortbats, worgs, displacer beasts, cave bears, ankhegs, carrion crawlers, monstrous slimes, and some monstrous fungi. The jungles are made of massive trees, fast-growing vines, and many carnivorous plants. Some plants are quite alien-looking, with purple leaves or have unusual shapes. Guide to Groundlings The jungles are home to two surviving intelligent species: orcs and goblins. Both have degraded to cannibalistic savages, feasting on each other when easier prey is unavailable. They shun the ruins of their formerly great cities, which have been lost to the jungle. Instead they inhabit mud hut villages. They have retained some skills of masonry, and surround their villages with brick walls. Indeed, the villages resemble small castles. The rains and humidity force the orcs to constantly repair their buildings; otherwise they too would be claimed by the jungles. Orcs of Blacktangles have a deep mauve skin color and wear nothing but loincloths. Their weapons are stone knives and stone spears, and they carry wooden shields; any metal has long ago corroded or was lost. Leaders sometimes have better equipment, such as metal armor and weapons, usually magical (the magic protecting these devices from corrosion). Orcs attack in ragged formations, a remembrance of the legions they once formed. Their tactics are often haphazard and sometimes comical. Despite this, they are still very strong and dangerous. Goblins are savage headhunters that favor the use of poison over brute strength. They are always naked, having abandoned all forms of clothing. Their preferred weapon is the blowgun, which they use to fire poisonous darts. If confronted, they simply flee. They would rather strike through ambushes and let the poison of their darts fell their prey, and then move in for an easy kill. Goblins have a wide variety of poisons at their disposal. The elves run a small outpost at the edge of Blacktangles called Point Graves. They rarely travel into the jungles; instead, they sell food, water, and other services to adventurers looking to brave the jungles in search of forgotten loot. Resources and Trade There is almost no trade on Blacktangles. What takes place of that is a thriving business of adventurers setting off into the jungles to loot the ruins. Although the orcs long ago stripped the moon of its most valuable treasures, there is still gold, magic, and gemstones lost in the jungle ruins, as the orcs could not take it all. There are undoubtedly dozens of cities still lost in the jungles, and it will be a long time before treasure-seekers will exhaust these ruins. Of course, for every gold trinket taken from these ruins, just as many adventurers have perished under orc spears, deadly traps, or the jaws of a hungry monster. Ports of Call There is only one port left on Blacktangles, the elven-run Point Graves. This town of about 300 was originally established by the Elven Fleet to be their base in a campaign against the orcs. This campaign was largely a failure and the army left out of frustration. An influx of adventurers seeking to explore the ruins of Blacktangles convinced the elves to keep the town open, both to claim part of any treasure recovered and to keep an eye on adventurers to make sure they do not despoil too many tombs. Point Graves sits at the center of a 5-mile wide clearing. Surrounding this clearing is a curtain wall of dense trees, specially grown by the elves to provide them a living wall that is impervious to attacks; it is too dense to be hacked through with the primitive weapons of the orcs and goblins, and the constant rainfall makes it too wet to burn. A single, heavily guarded gate allows passage through this wall. Between the wall and the town are crops, groves, and pastures. The citizens are all well-fed, with plenty of food to sell to off-worlders. In addition, the Fleet has a claim of 10% of whatever is taken from the jungles, plus first rights to buy anything magical. Of course the elves cannot prevent smuggling, but many adventurers would rather have a safe harbor to run to if things get too rough in the jungles. History About one thousand years ago, Blacktangles was then known as the Duchy of Arunti, and was inhabited by a mix of humans, elves, and halflings. It was a relatively peaceful moon then, stopover for ivory and silk merchants. The land was ruled by petty barons and a duke, cousin of a far-off king. Then the orcs came. Raiders and pirates at first, the orcs pilfered Arunti’s trade ships and drove away trade. Without trade, the duchy was greatly weakened, such that the orcs openly challenged the humans. Eventually, the orcs overwhelmed the few human defenders, throwing everyone in chains. The forests were stripped bare, the land strip-mined of its wealth. Everything of value that could be taken from Arunti was stripped by greedy orcish warlords to fuel the coming war against the elves. The orcs grew in numbers very quickly, and within a few generations, their numbers were such that Arunti’s overburdened fields could no longer support the population. A great famine befell the moon; the orcs devoured any surviving slaves they had, and soon turned on each other. Those orcs that could fled, leaving their fellows to starve to death. Shortly before the Unhuman Wars, the orc civilization crumbled under its own destructive habits. Jungles quickly took over, burying everything under a dark green carpet. When the Elven Fleet arrived to free Arunti, they found nothing but jungles, savages, and countless bones. Satellites None. |
| #21nightdruidJun 03, 2004 14:27:09 | Hey guys! Moon of the Month time! With this month, I start with something a little different; I'm detailing an "Empire" of moons, starting with the city-moon capital. Yes, it probably one huge piece of cheese, but I figure what the heck? I'm having fun with it anyways :D There is one requirement before you read this month's MotM: you *must* plug in the Imperial March and play it quite loudly...it puts you in the mood (especially when you think about the layout of the moon itself...it IS cheddar! )Celunipolis Planet Name: The Imperial Capital, the City Moon Planet Type: Spherical Earth Planet Size: C Escape Time: 2 turns Satellites: 3 broad ice rings Distance from Primary: 100,000 miles Day Length: 24 hours Year Length: 20 days Population Analysis: Humans, demi-humans All trade routes lead to Celunipolis, as the saying goes. This moon is barely a planetary size C object, just over 100 miles in diameter. It orbits an earth world of size E named Tempiscant. That world has 11 other moons in addition to Celunipolis. The tidal forces of so many moons have rendered large stretches of Tempiscant uninhabitable for at least part of the year. A bit of warning about placing Celunipolis: it is the heart of a powerful spelljamming empire in the spirit of the Galactic Empire of Star Wars fame. It dominates Tempiscant and all 12 of its moons. Be aware that in placing Celunipolis in a sphere, it will likely be a major (if not the dominant) spelljamming empire of that sphere. Celunipolis is entirely covered by one gigantic city, broken only by glaciers, canals, a pair of large lakes, and large parks. It is one of the largest cities ever built by humans and survives only through trade and the import of vital resources. The city stretches from glaciers in the north pole to the sewer-lake at the south pole. Twelve somewhat straight canals bisect the planet, fed by the northern glaciers and empty into the sewer-lake. A two-mile wide canal cuts across the equator. This canal is the main docks, where ships from all across the Known Spheres can dock and trade. There is a second lake in the northern hemisphere, about five miles in diameter, where warships are berthed. At the center is a round dry dock. The facilities can easily handle the hundreds of war galleys that the city owns. Climate and Weather The climate of Celunipolis is somewhat mild, with cooler weather close to the northern glaciers and towards the southern sewer-lake is hot and humid. There are occasional storms that are rarely severe. The glaciers are covered by a constant blizzard that feeds those glaciers with a constant source of ice and snow. Appearance from Space Celunipolis is an orb with swirling clouds obscuring a cityscape that stretches from horizon to horizon. The night side of the moon is dimly lit by countless torch lamps and magical lights, such that major streets and canals can be seen even from orbit. The canal on the equator is very well lit and visible at all times of the day and night. Native Creatures Whatever creatures that once were native to Celunipolis are long extinct. They have been replaced by the usual assortment of city-loving creatures, such as rats, gullions, wild dogs and cats, faers, wererats, undead, and other monsters of the sewers and streets. Natives have imported a bewildering number of animals as pets, from dogs and parrots to exotic creatures like psedodragons and dinosaurs. Horses and like hoofed animals are used as beasts of burden. Trees are rare, but not entirely unknown. The city has several enormous park-like areas, packed with trees, to help manage the air and prevent it from fouling from overpopulation. Note that the parks are regularly patrolled to prevent poaching and destruction of precious trees. Cutting down a tree without a proper permit can land the offender in hard labor for ten years. Resources and Trade Although Celunipolis has few natural resources remaining, it has an abundance of skilled and unskilled labor. Raw materials are brought here to be turned into all manner of finished goods, such as weapons, armor, clothing, wagons, ships, barrels, magic items, and so forth. The city controls the rest of the moons of Tempiscant as well as large sections of that world to support itself. The city thrives on trade. Thousands of ships land and depart every hour. Ships congregate at the equatorial canal, but can be seen flying over every part of the city. Taxes can be fairly high, but to most traders, it is well worth it. Celunipolis is a thriving hub of trade stretching across a dozen or more spheres. If one has something to sell (or buy!), Celunipolis is the place to go. Continents None; the whole of Celunipolis is one solid landmass. Guide to Groundlings The majority of residents are humans, with lesser populations of dwarves, elves, giff, hadozee, gromman, lizardmen, half-elves, and half-orcs. Although neogi, mind flayers, beholders, and like creatures are officially banned, there are individuals of virtually every race somewhere in Celunipolis. In all, there is at least 25 million people living in the city, although census figures are notoriously inaccurate. The city is divided into five districts. In the northern hemisphere are the Citadel and High districts. The Citadel includes all land surrounding the naval lake to a distance of 10 miles. The whole district is protected by an 80’ high stone wall that is pierced by eight castle-like gates. Travel to the district is controlled to stop spies and saboteurs, although with a structure this large, security is a daunting task. The High district is the domain of the aristocrats, successful tradesmen, and merchants. The farther north one travels, the cleaner and more posh the homes. The cleanest lands are those nearest the polar glaciers, and thus the most highly prized. There are numerous parks and well-manicured estates of the well-off. Dividing the northern and southern hemispheres is the Docks district. It is a wide, belt-shaped district sprawling north and south of the equatorial canal. Inns, taverns, warehouses, and seedy businesses are the hallmark of the Docks district. Pier space is a premium, with some ships having to wait as much as three days to dock. In the southern hemisphere are the Guild district and the slums. The Guild district is home to guilds, laborers, and anyone else who has some skill to live off of. The buildings are tightly packed, with streets ranging from well-maintained to run down, often within blocks of each other. The Guild district encompasses most of the land immediately south of the Docks district. The Slums are quite poor and the most undesirable place to live. The air stinks, and trash litters the streets. There is little law in the slums beyond patrols of heavily-armed watchmen. Dozens, possibly hundreds, of thief guilds wage constant wars upon one another over territory. Citizens are called Celunipians (common) or Celunipolians (proper). Anything owned by the city is said to be Celunipoli. The colors of the city are a white crescent moon rising over the horizon, surrounded by nine golden stars. Ports of Call The whole worldlet of Celunipolis is one giant port-of-call. Most ships dock at the equatorial canal, which has the most piers and the best facilities, but there are thousands of private docks throughout the whole city. These can range from a simple field large enough for a mosquito to set down all the way up to lakes capable of handling a small fleet. There are several taxes and tariffs imposed on ships landing at Celunipolis. There is a flat fee of 5 silver squids (silver pieces) per every ton of ship per day to use a pier or landing field. Imported goods are taxed at various rates, ranging from 2% to 15% of their base price, depending on the item in question. As a general rule, necessities like food are taxed at the low end, while luxuries like magic items and gemstones are taxed at the high end. Of course, there is a thriving black market of smuggled goods. Because of the high costs of importing literally everything, all goods and services in the city cost twice as much as standard list price. There are also restrictions on certain equipment that can drive the price even higher. By law, all weapons larger than a short sword are prohibited, as well as magic wands, thieves’ tools, and any armor heavier than leather. Visitors, of course, can keep such equipment aboard their ships without having them be confiscated, but can expect a longsword brandished publicly to be confiscated. Of course, one can hire a member of the “Handler” Guild, which are specially licensed to allow them the carry such things around without being stopped. Fees for a handler are usually 5 gold hammers (gold pieces) per item a day. If there is any combat or travel to dangerous neighborhoods, the fee doubles due to hazard pay. Handlers are fairly trustworthy, but will rarely willing to give their lives to guard their charges. History The history of Celunipolis is far too extensive to detail here. There are endless local legends, heroes, and myths. Only the most broad and significant events can be mentioned here. In ancient times, the moon that would be Celunipolis was a wilderness. Nothing remains of the early settlements, and records only date back about two thousand years. Even the earliest records speak of Celunipolis as one great city. The Celunipolians believe that their city is as it has always been. The city has been ruled by a succession of kings, emperors, mayors, councils, and even secret societies. The most memorable recent ruler has been Celestius the Navigator, who disbanded the previous navy (which had fallen into disrepair) and started an aggressive program of ship-building. From this solid foundation, the enormous Celunipoli of today was built. Until recently, the city was ruled by a chaotic government of aldermen, mayors, and emissaries from the other moons of Tempiscant. Power struggles and politics lead to bureaucratic paralysis, which in turn allowed whole boroughs to fall into disrepair. This bureaucracy was done away with by Connivus, who crowned himself Emperor. A brutal dictator, he cracked down on crime, dissidence, and anyone that might threaten his power. Although many hate his methods, few argue with his results. Most of the crime has been shoved off into the Slums, making the rest of the city relatively safe. Rebels and freedom fighters operate out of the Slums, but lack the numbers (and, most importantly, the trust of the people) necessary to overthrow Emperor Connivus. Satellites Although there are no moons to Celunipolis, it does have a magnificent set of ice rings orbiting it. The rings are used by smugglers and pirates alike, so the Celunipoli navy maintains constant patrols. The ice rings are mined for water and ores at their core, which is magically replenished. The ice rings yield a steady stream of iron, copper, nickel, and quicksilver. |