
Spelljammer® in
my world is rather simple. It operates on the same basic premise as
that of the TSR (now WOTC) version, namely that each ship,
asteroid, etc. that is inhabitable has a sort of magically created
bubble that keeps an atmosphere inside. If there will be a large amount
of oxygen breathers to the volume of atmosphere, there must be a means
of supplying breathable air. This is generally done by creating an
always open dimension door to either the elemental plane of air or
to the prime material plane. The pseudoplane of mist could be used
as well, giving the world a misty atmosphere, or steam for that matter.
Ships'
propulsion systems are of two sorts. The first and more primitive system
is to create a gust ball, a sphere with a permanent gust of wind cast
on it which will blow into a system of sails on the ship.
The second
variety of propulsion systems are much more complex. They consist of
directly applied force to the ship itself, perhaps similar to a flying
carpet's magic. Yet another, much more rare variety is a variation
on the teleport spell. This is very powerful magic to make this available.
The spell to do a Jump I is 10th level, Jump II is 11th, and so on.
Each degree of Jump determines how far that the ship can go. The distance
jumped increases exponentially with each improvement. Thus, jump II
has 4 times the distance as jump I and jump III has 9 times as much
distance. There is no theorhetical limit to the number of jump levels,
limited only by the level of the spellcaster.
Ships are
often aided in manuverability and in ability to land from space by
the use of
Lithell
Birch, a wood that renders wood around it not only unaffected by gravity,
but effectively decreases its mass as well, making it much more manuverable.
This is a rather recent development in the progression of space travel
in general.
The world
of which Asterland is a part is orbitted by two moons and a rather
random asteroid field. One of the moons, Lunelle,
is inhabitable, and a rather secret pilgramage is taking place to go
to "the promised land." As of yet, there are few inhabitants. The place
has been kept mostly secret by the mages that
erected
their permanent residence there. They travelled there by means of teleport
spells for many years. Small towns already exist on this planet Lunelle,
which are high in magic due to the fact that the world was first settled
by mages, a sort of almost vacation destination resort having created.
Lunelle is a mostly forest world, oceans covering less than one half
of the surface of the moon. The world
has very irregular seasons, due to the fact that the world rotates
on an axis which rotates very slowly due to its porous interior, through
which lava flows and has tides. The center of the world itself is hollow
from about one third inwards toward the crust, the second third being
porous caves and caverns, many of which are channels for the flow of
magma. The world tends to be fairly warm with snow storms that wander
its surface. The atmosphere has a pink tint to it rather than blue.
Sunrises and sunsets are brilliant purple and maroon.
Many asteroids,
or floaters, in the lingo of the populus, have small populations. A
new branch of magic off of the druid class has sprung up. They turn
these often rocky, uninhabitable asteroids into homes of the wealthy,
often including a private air source, vegetation, and often animal
life. Some of the asteroids are as small as a mile across with others
being up to fifty miles in diameter. Gravity is also installed as well
as a shield against other asteroids banging into them. These Druids,
more specifically named Genesis Druids, or simply Growers, are not
too common and charge a small fortune for their services. All in
all, the world is a place for adventure and ripe for discovery. Many
of its inhabitants are retired wizards and very wealthy people in general.
Gunpowder
is just beginning to get off the ground. There is a balancing force,
though. My world is set on the remains of a post holocaust world hundreds
of years later. The radiation caused the monsters to be formed. The
mannish races arrived after the radiation had settled down in Spelljammer
type ships. The only locals that are aware of the real history of the
world are the Seekers of Knowledge, descendents of those that hid out
during the period of radiation and survived, and are humans. They regulate
the evolution of technology, hating it for what it did to their world.
Regulation usually involves killing the party that develops a new device
before it can become commonplace or placing a permanent forget over
that section of his mind dealing with the operation of the device.
They try not to interfere where magic is concerned, as they have nothing
against it.
Thus balance
is maintained. If you use a techno-weapon, you will attract the attention
of the Seekers, who will take it from you and erase your memory of
the entire event. The Seekers never reveal who they are, passing themselves
off as other humans. Thus balance IS maintained. This is not meant
to be a cheesy limitation or balance thing. I came up with the seekers
long before introducing gunpowder or other renaissance things into
my world. I believe in natural balance. Balance is definately necessary,
but my gripe is when the control is too contrived. I hope that my version
does not seem so.
| The
Worlds of Silkspace |
| Obera |
High
Tech (modern plus cybertechnology, limited space travel) Hard to
reach with spelljammers, taking a year or more of travel to reach
its path of revolution from Jera. Goods from Oberah are rare and
go for a premium. They rival artifacts in technological advancement |
| Chillwind |
Undead
World (Ravenloft type) Vampires are the lords of this world and
the restless dead their serfs. Adventures in chillwind tend to
be made up of either high level adventurers or very short. |
| Jera |
- -Fantasy
World (With developing spelljamming)
- -2
Moons
Lunelle -Magic Rich Lunell is truly the retirement home of the rich
and influential. It is a favorite spot for mages of high level. The
lifestyle of its inhabitants tend to be rather spendy, most of them
retired powerful wizards.
Gart -Militaristic
|
| Baripah |
- Desert
World
- Asteroid
Belt ('Driftrocks','floaters')
|
| Shreeve |
- Early
Technology (gunpowder, simple rockets, airplanes (no jets))
Mobsters, etc.
- Most
technological wonders available on Greymalkin come from here.
Its people are aware of other worlds in silkspace and travel
there is common. Jera is often avoided for the fear of magic
in Shreeve is at least as feared and respected as technology
is on Jera. Jera is very magic rich, both because it is studied
more there as well as the fact that Jera has very strong force
lines running through it, the source of a mages power. Force
lines in Shreeve are very weak and far apart. Most of the few
mages on Shreeve are from Jera and live along force lines,
concentrating at junctions of these, where magic is almost
as strong as on Jera. They do quite well for themselves, though
there is a lot of danger from religious fanatics which see
all magic as witchcraft, an abomination against God.
|
| Excell |
- Super
Hero
- It
is from an expidition to Excell that the Society for Freedom
learned about magical augmentation of the body's abilities.
Little trade is done with Excell due to the fear that most
of the travellers of silk- space have of its inhabitants as
well as the distance needed to travel to the world. Sustained
voyages through silkspace are arduous and dan- gerous. Pirates
sail the solar winds as well as tradeships and the silkspace
near Excell is particularly infested with them, particularly
its moon Xenica, which is populated mostly by pirates by now,
who use it as a base due to its distance from patrol ships,
which comb the vastness of silkspace for spacescum such as
the pirates.
- Xenica
(moon) Lush green planet of mostly rolling hills and a few
rocky mountain ranges which crisscross its surface. It is about
1/2 ocean. It is a popular base for pirates, which resemble
the pirates of earth (Yo ho ho! Hoist the jolly roger!).
|
| Biteray |
- Gamma
World type
- Little
remains of the original population of Biteray. It has degenera-
ted to mutants. It passes fairly clost to Jera, though it does
not share atmosphere with it. It is particularly deadly to
non-natives, which have little resistance to radiation or poison.
|
The Silkspace
system is thick with stray gasses, which makes it impossible to see
another of the worlds unless it is close enough, or 'in phase.' This
also assumes that the world that you are on is not itself in a cloud
region at the time. There are patches of nebula that share the same
orbital pattern as the worlds that move in and out of the shadows of
its cover. During such times as a world is under cover, the sky looks
like curtains of northern lights, and the stars are not visible. During
the times when a world passes close enough to share atmosphere with
a neighboring planet, there are severe thunderings, lightnings, and
storms. Chillwind's atmosphere is laden with lead and ash, and much
sickness may occur during a passby with it. Biteray has radiation problems,
but these will not cause health problems, since it is not in a position
to share atmosphere. The skies between the worlds fill with ships when
conjunctions of friendly worlds occur. The time of conjunction lasts
about 2 weeks, enough time to leave before it happens, land on the
world and trade, and get off again before it gets out of range or a
spelljamming ship. If the window is missed, you will have to wait another
six months for a passby again, give or take a week or two. This is
ideal for multi-genre games, as it makes it possible to visit other
types of worlds, but either limits your stay to about 2 weeks or makes
it at least six months.
 
|