[Spillworld] Long Lost Human Race

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[Spillworld] Long Lost Human Race

Postby Havard » Tue Oct 11, 2016 5:50 pm

In this thread about the Spillworld (From Dawn of the Emperors) it is mentioned that according to DotE (p106) the Spillworld could be home to (among others) a Lost Human Race. The adventure seed also mentions an evil race being active in this region of Mystara's Galaxy, but there is no indication that the Human Race and the "Evil Race" is the same (although they could be).

In the thread linked above Yellowdingo suggested the Lost Human Race could be the Galactic Federation (from DA3). My personal stance is that they should not be the main body of the Federation (a body which has since apparently collapsed), but it could be that an offshoot branch of that race made its way to the Spillworld. Do the people of the Federation (Gren as some have called them) even count as humans?

What are some other possibilities?

1. Blackmoorians: People of Blackmoor may have found their way to the Spillworld. Perhaps a long lost space ship from Blackmoor misjumped there and the survivors have stayed there for 5000 years?
2. Ordo Elementarum: These are also mages from Blackmoor, but known for their planar travels. Could some of them have ended up there?¨
3. Alphatians. Explorers from Old Alphatia perhaps?
4. Nithians: We know that the Nithians were able to contact the Alphatians. Most likely they also explored the planes. Could they have sent an expedition to the Spillworld?
5. Something else?


Are there other theories out there?

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Re: [Spillworld] Long Lost Human Race

Postby ripvanwormer » Wed Oct 12, 2016 12:58 am

I notice a snippet in HWR2 Kingdom of Nithia on the Book of Amon: "According to legend, each page bears the name of an ancient Nithian colony, far away from the Known World. If the Pharaoh wishes to visit one of these, he or she need simply open the book, and read the name written there. The book then becomes a gate to that particular place, and the Pharaoh may travel freely to it."

If the Nithians had colonies on other worlds and planes, presumably the Book of Amon could lead there.

Besides Old Alphatian explorers, there's a possibility the Flaems might have stopped there during their wanderings.
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Re: [Spillworld] Long Lost Human Race

Postby night_druid » Wed Oct 12, 2016 1:22 am

Might I suggest "All of the Above"? Instead of just having some random lost colony, you could use it as an opportunity to create a whole new setting. There might be kingdoms of pure-blood Nithians, Blackmoorians, and Alphatians, as well as "mix" kingdoms. Other races, as well, might make an appearance and have their own realms.

Anyways, just a thought.
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Re: [Spillworld] Long Lost Human Race

Postby Big Mac » Wed Oct 12, 2016 12:06 pm

night_druid wrote:Might I suggest "All of the Above"? Instead of just having some random lost colony, you could use it as an opportunity to create a whole new setting.


Maybe Threshold Magazine could do a series of Spillworld articles to create a Mystara-inspired planet over the course of the next few years. :)
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Re: [Spillworld] Long Lost Human Race

Postby night_druid » Wed Oct 12, 2016 12:28 pm

Big Mac wrote:Maybe Threshold Magazine could do a series of Spillworld articles to create a Mystara-inspired planet over the course of the next few years. :)


Certainly an idea. Don't know how the Mystara fans like it, but I am tossing it out there as an idea :)
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Re: [Spillworld] Long Lost Human Race

Postby Havard » Wed Oct 12, 2016 12:57 pm

night_druid wrote:Might I suggest "All of the Above"? Instead of just having some random lost colony, you could use it as an opportunity to create a whole new setting. There might be kingdoms of pure-blood Nithians, Blackmoorians, and Alphatians, as well as "mix" kingdoms. Other races, as well, might make an appearance and have their own realms.

Anyways, just a thought.


I think it is a good idea.
When I first started thinking about Spillworld again I mistakenly thought about it as a single planet or planetoid, but as it turns out the Spillworld is a pretty large region in the galaxy with hundreds of floating continent style worlds. So a DM is going to need all the ideas he can get to flesh this region out.

I am wondering which of the races would best fit the bill of being the "Long Lost Human Race" though. A Federation/Gren colony (perhaps the result of a Star Trek Voyager type expedition) could certainly be found in the Spillworld, but would it count as "lost" or even "human".

I would say that "lost" does suggest that the race in question suggests that this race was originally from Mystara. Blackmoor and Nithia seem like the best candidates in that regard, though Alphatians or Flaems could work since they have been on Mystara for so long.

But no need to limit the discussion to that question. Like I said the Spillworld should have room for any and all the ideas we can come up with.

It would be interesting if the Nithians were the "Evil Race" of the Spillworld. That would give the campaign a very distinct atmosphere with a fully corrupted Entropy serving Nithian Empire trying to conquer as many worlds as it can, playing the role of Klingons or Romulans in a Star Trek inspired campaign about the joint Thyatian/Alphatian expedition to explore this world.

I also thought about adapting this to a post-WotI scenario:
What if the joint expedition was launched some years before the events of WotI and that contact with the expedition was lost because of the war. Now, after the war, a second expedition is launched to find out what happened to the first one?

Also: Why send a mission to the Spillworld in the first place? Just because it was a curious astronomical event? Or did the Wizards of Ambur have a more specific agenda for suggesting the expedition to the Empress? Possibly tied to why there would be Old Alphatians/Flaems there? Or perhaps they were looking for the thing that caused the Spillworld to be created in the first place? An artifact, or some other powerful magic?

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Re: [Spillworld] Long Lost Human Race

Postby night_druid » Wed Oct 12, 2016 1:05 pm

I'd offer that instead of having the "Nithian Empire", Nithians would be a part of several kingdoms/empires. Thus you avoid "all Nithians are evil", and instead focus on a particular society being evil (rather than by race). Maybe instead of an evil Nithian Empire, have an empire ruled by priests of entropy with citizens drawn from many cultural backgrounds (Nithians, Alphatians, Blackmoorians, etc). Perhaps in one corner of Spillworld is a pure-blood Nithian nation that has reverted back to its roots and is, for all intents and purposes, "good". Give a wide variety for each race, and not pigeonhole whole races into precise roles. Indeed, I'd merge and evolve some cultures a bit; Nithian + Blackmoor = System Lords of Stargate, perhaps?
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Re: [Spillworld] Long Lost Human Race

Postby Havard » Wed Oct 12, 2016 2:21 pm

ripvanwormer wrote:I notice a snippet in HWR2 Kingdom of Nithia on the Book of Amon: "According to legend, each page bears the name of an ancient Nithian colony, far away from the Known World. If the Pharaoh wishes to visit one of these, he or she need simply open the book, and read the name written there. The book then becomes a gate to that particular place, and the Pharaoh may travel freely to it."

If the Nithians had colonies on other worlds and planes, presumably the Book of Amon could lead there.


Nice!
That gives us something to flesh out the background for the travels of these Spillworld Nithians. Perhaps there even is a Spillworld version of the Book of Amon that these Spillworlders could use to get back to Mystara? :twisted:

Besides Old Alphatian explorers, there's a possibility the Flaems might have stopped there during their wanderings.


Indeed. Or perhaps a subgroup that branched away from the main Flaem migration? :)

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Re: [Spillworld] Long Lost Human Race

Postby Havard » Wed Oct 12, 2016 2:26 pm

night_druid wrote:I'd offer that instead of having the "Nithian Empire", Nithians would be a part of several kingdoms/empires. Thus you avoid "all Nithians are evil", and instead focus on a particular society being evil (rather than by race). Maybe instead of an evil Nithian Empire, have an empire ruled by priests of entropy with citizens drawn from many cultural backgrounds (Nithians, Alphatians, Blackmoorians, etc). Perhaps in one corner of Spillworld is a pure-blood Nithian nation that has reverted back to its roots and is, for all intents and purposes, "good". Give a wide variety for each race, and not pigeonhole whole races into precise roles.


These are great suggestions. Having multiple cultures derived from the Nithians and other groups means we can have even more worlds to populate. Labels can be useful especially at this early stage of development, but you are right that this can also lead to too simplistic interpretations that ultimately aren't that interesting. If there are colonies from Blackmoor, Nithia etc in the Spillworld they would have had milennia to develop and who knows where that could have taken them? :)

Indeed, I'd merge and evolve some cultures a bit; Nithian + Blackmoor = System Lords of Stargate, perhaps?


Nice! :)
Combining cultures another thing that could provide us with a wide range of options.

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Re: [Spillworld] Long Lost Human Race

Postby night_druid » Wed Oct 12, 2016 2:29 pm

Havard wrote:These are great suggestions. Having multiple cultures derived from the Nithians and other groups means we can have even more worlds to populate. Labels can be useful especially at this early stage of development, but you are right that this can also lead to too simplistic interpretations that ultimately aren't that interesting. If there are colonies from Blackmoor, Nithia etc in the Spillworld they would have had milennia to develop and who knows where that could have taken them? :)


Exactly! Don't just use as an opportunity to have Nithia, but to let your imaginations run wild. :)


Nice! :)
Combining cultures another thing that could provide us with a wide range of options.

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Re: [Spillworld] Long Lost Human Race

Postby Havard » Wed Oct 12, 2016 4:03 pm

night_druid wrote:
Havard wrote:These are great suggestions. Having multiple cultures derived from the Nithians and other groups means we can have even more worlds to populate. Labels can be useful especially at this early stage of development, but you are right that this can also lead to too simplistic interpretations that ultimately aren't that interesting. If there are colonies from Blackmoor, Nithia etc in the Spillworld they would have had milennia to develop and who knows where that could have taken them? :)


Exactly! Don't just use as an opportunity to have Nithia, but to let your imaginations run wild. :)


Agreed. Another problem about using the same cultures is that we keep going back to the same things whether we talk about the Spillworld, Planar colonies, the Hollow World, other solar systems, time travel etc. Of course it is pretty obvious that the most advanced cultures of Mystara would have been most likely to spread out to every part of the setting. This also helps preserve a certain Mystaran touch to every corner of the setting. But the danger is that it becomes repetitive.

So the question is how to use these known elements and turn them into something new.


There are a few things that stand out as different with the Spillworld that could have affected these cultures as they have developed since their departure from Mystara:
1) Floating continents and travel between them.
2) The elements of Earth and Air. This includes elemental races, the very setting itself and perhaps even some deeper underlying themes and conflicts?
3) Aliens. The Spillworld exists at the other end of the Galaxy from Mystara and it has attracted many lifeforms whose homeworlds are much closer to the Spillworld. This could include Planar Spiders, Adaptors, Brain Collectors, Dragons, Metamorphs, Mek Builders, Gren (Federation), Mujina and even weirder things.
4) Conquest. At least one race is set to dominate large parts of the Spillworld, if not all if it.
5) The origins of the Spillworld. What caused this world to be created in the first place? Could this be something that is still affecting the world? Do any of the locals know about this secret?



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Re: [Spillworld] Long Lost Human Race

Postby Robin » Wed Oct 12, 2016 10:12 pm

I read this, found some art, and my strange mind instantly went on a rampant rumble.
This is what I came up with...hope you like it and find it fitting (enough).


Alech-Titepot awoke from his studies. Again he had fallen asleep. Again those strange visions. His mind blureed from all he had learned.
Millenia ago, a dimensional rift opened up for a brief time.What caused this unatural feature to happen is still unknown. The Elemental rift led to a rupture of the Elemental Plane of Earth and the Elemental Plane of Air. A vast cloud of air filled with tumbling planet-sized boulders was released into the Prime Plane. The force was tremendous. most of the debris converged together into a single huge planet, but 11 smaller planetary bodies remained just as far from the gravity it created, within this huge cloud of air to become Moons.

The first race to discover this were the Mystara Humans of Blackmoor, but it took them almost a century to develop the means to explore the region in person. The second race were the Mindflayers, invaders of the 5th planet (Mertar called by them Damocles by others). They had different means to act, on hand, they had some control over time. Within globs of solid time violently propelled by massive explosions on their planet towards this new celestial destination the were they arrived first. They slammed into one of the eleven "moons" and from here they investigated. Here they saw the dust and matter combining together , compacting. Within a few years it all became stable under the force of Elemental gravity. In their continuous drive to destroy the sun they were awed by what they saw, a huge cloud of of air held together by the strange farstretching gravity of this celestial body, but without a sun. This was their chance, to create a world how they desired it. They opened gates of water on the main world, to enable their sources life they brought with them to grow. At first they though this was enough, but soon they released they needed Energy too. Totally disliking a single bright glowing central sun they opened several (about 20) small gates to the elemental Plane of Fire around the Planet, and a single larger one for warmth deep within the planetary body. At first it seemed to go all right but then...

Captain Allbright held the controlls of "the Pendragon" one of the first seven celestial starships to go beyond the borders of the planetary system. Some went faraway, and created colonies on the worlds named Alpha Centauri, and similar. Allbright his destination went further away. The sattelites sent in the last decades gave them an awesome amount of knowledge of the world.
Planet names as canon CM7 Tree of Life Starmap
Sol
....none as of yet (later Sol's Sister (Mercurius))
Mym(Venus)
Mystara (Earth)
Telex(Mars)
Mertar(local name)/Damocles(Mystara name) (Planetary ring of debris ..still a planet at this time).
Loth(Jupiter)
Zoar(Saturn)
Alith(Uranus)
Verdun(Neptune)
ring

The Blackmoorians had investigated all the main planets and even some of its moons in decades past. They warred with the titans on the Moons of Loth and Zoar, with the tentacled brain and mindfeeders of Mertar, and even with a vessel of Beholders passing through this part of the galaxy.
Allbright his destination was much, much further away. On the rim of common telescopes, towards the strange cloud they discovered so many years ago.But this year they saw strange things happening, twenty tiny suns or stars seemed to appear around the large planetary body within the cloud (which had become clearer of dust with each year). This was something new and had to be researched.
When they finally arrived, they lost suddenly all contact with Blackmoor central command. No sound, no crackle, no haze, nothing. Too far away to respond (the voyage had taken 3 years on half lightspeed) Allbright decided to investigate first and rerturn later. He stationed the selfsustaining vessel next to several moons, and with the use of technology and magic he discovered the source of the tiny suns. A single moon nearby.
The Mindflayers created the small suns, but the gravity was so strange they had difficulty sustaining them. As thus they set up crystals of solid time around the energy gates, and these they controlled from the moon they now lived upon. Then a huge metal object came from the abyss of darkness beyond the perimeter of the orb of air in which the main planet and the eleven moons existed. Humans from the 4th Planet..., they soon discovered and immediatly ignited a war, to defend "their" new world.
Allbright immediatly reacted and released radiance charged missiles. When they hit the moon, their magic and anti magic and radiance blasted over the moons surface. The mindflayers could only survive by entering again into solid time, being released later.
But by doing this they lost control of the time crystals around the suns. they becan to wobble within the waves of disturbed gravity by the Radiance blasts. and one by one they collapsed. The fire from the gate, no longer concentrated upon one point spread out, connected to the other suns and fotrmed a ring of solar fire around the planet.
This in effect caused a blast of energy to nullify most of the controlls of "The Pendragon". Allbright had to take all measures to prevent a disaster. but could no longer hold the vessel flying. A safe but also violent crashlanding on the Planet's surfacve was all they had to survive.
With all the seeds and specimens from the selfsustaining vessel they should be able to survive in this new world, all other conditions needed were available. So all they had to do was pray for a landing as soft as possible.
http://www.zastavki.com/pictures/originals/2015/Space_Planet_with_ring_of_fire_102155_.jpg

Aluuytyvul few with his ragtag fleet of airvessels, upon the precise direction the faraway Nithians had given them. Passing through the borders of the Planes the entered the Prime Plane. Then he discovered he was more unaware of the Prime Plane than he had suggested. There was no planet in sight, and only the gravity field of the vessels together with create air spells kept air within to survive the infinite darkness. Using all magic available they turned their sails to a faraway star, to collect at least some warmth. His first mate then detected the familiar magic of a globe of air a few days traveling at full speed away. Ashamed Aluuytyvul discovered he had held the unfamiliar map upside down. He crumbled it away, and said, "There it is, that must be Mystra. Those Nithians could have enabled us to come closer, but there it is" He knew he took a great gamble, but in fact, in an unknown section of unknown space in an unknown plane, all he could do is stear towards that what resembled something familiar.
When the entered they sphere of air, the first they noticed it had no distinctive border, meaning the air would eventually evaporate leaving a dead world. This they could not allow, and Alluuytyvul and three other 36th level mages casted a spell they had done so often before, a penetrable forcefield to keep air within (this spell was used to repair the natural forcefield on Old-Alphatia which became often damaged by the war with the Flaems). While doing this they discovered the eleven moons and a ring of fire functioning as a sun. "That must be Mystra" he immediately called, wrongly pronouncing the name of the Planet they actually sought. When finishing their magic they landed on the planet. There was some life, but not much. it took them several years to enable the strange plants which spread from elsewhere on the planet to grow anywhere. All magic was used, fertilezer magic, weatherpattern magic, and soon the natural slightly tilted spinning cycle of the planet enabled to weather patterns to sustain indeffinetly. The planet revolved every 32 hours, and the ring-sun had a strange wobble enabling twice a day 8 hours of night on one half of the planet.
What they were unaware of that Flaemish spies were on board of the vessel of Alluuytyvul also, they escaped on the planet and later succeeeded to open up a tunnel to the central planar gate of fire and thus created movement within the planets's core, with this they accidently created volcanism, and made he planet viable to sustain life for millenia or more. Unable to return they retreated into the dark and violent volcanic world of Flaem, their new nation on Spillworld, world around a spill, giving it to all. an treu befitting name.

Timitotep ran to his Pharaoh. After running through the nesesarry means of protection and safety, in this case of internal Nithian war, he was allowed to diverge his finding. Timitotep explained his predecessors had discovered an Outer Plane named Old Alphatia. The pharaoh was uninterested and almost threw the mage-scientist to the arena Gnolls. But Timitotep succeeded to explain, he now had found another interesting location, other than the planets nearby, this world was like Old-Alphatia, fully enveloped in Air, but stable, surrounded by a ring-shaped sun and several moons beyond that a large planet was centered within.
The Pharaoh, immediatly convened his most powerful mages together. With Timitotep's help they devised precise locations, needed for a new spell; "Teleport without Error".The mages soon employed the spell and several soldiers and heroes went into the spells effect and arrived an a new world. They explored and relayed all information through scrolls of communication.Nature was abundant, and there were many animals, looking eerily similar to Mystara's plants and animals. There were no humans or other sentient creatures or marks thereoff within sight. The internal wars of Nithia now ran very high, the Gnolls were on a rampage, Humanoids from the Empire of Oenkmar ingnited rebellion wherever they could,the Vamoiric forces of Taymora were hitting one one side, giants and dragons on another. Dwarves refused help after centuries of enforced trade. This Pharaoh took one decision; he now had one oppurtunity to save himself and family, and maybe his nation's people. The sorcerers were ordered to memorize as much of the teleports spells they had, affect as much people at the same time together. With the help of giant Crystals stolen fro the dwarves they succeeded. First a contingent of warriors, then the Pharaoh and staff, then one by one the other Nithians in order of social standing. When the last passed through, and the spell ended, the mages, found out they were beswindled; by memorizing only teleport spells, and using them to the last drop they were in fact trapped on Mystara. The dying thought of Timitotep while being killed by the invading plundering force of Gnolls was that the Nithians could never return.

Alech-Titepot knew all these parts of Toth-Amun's history, or Mystra as the Alphatians call them. The Blackmoors also called it New Haven, but the Mindflayers called it Flingworld. Luckily they lived on a moon, and were not often in contact with the main Planet. Air Elementals lived in the void, while some air elemental kin lived on some of the other moons. Earth Elementals lived on the Southern Part oif Spill worls, while the Blackmoors lived on a large continent on the North, the Nithians lived on the warm equator, with jungles, woods and deserts. The dwarven and elven slaves hhave escaped in the last centuries and settled in the mountains or the deep woods.
Alech-Titepot had discovered an old scroll. As he penbed down something on this blanc scroll, he discovered it dissapeared later being replaced with unknown symbols. two years of study were needed to be able to understand this foreign language. It was Alphatian, from the race the Nithians so long ago made contact with.
Information was exchanged and plans were made on both sides. The Alphatians lived on Mystara, and knew nothing of the Nihians, so it was as if they were a new race, Alech-Titepot knew the secret past, but he was one of the rare individuals who did. To both these new alphatians were indeed new. And instead of warlike, like the other nations they seemed friendly.
The Alphatians creared a Vortex large enough to accomodate their Thatian/Alphatian allied carrier ship. The Vortex leads to a wormhole which leads to the faraway stellar cloud; the spell allows access to it because the cloud of air is still charged with the energies of earth and air. With a celestial Ring (http://oi64.tinypic.com/6gbznc.jpg) they guided themselves with the vortex to their destination. This new way of travel over immeasurable distances was safer than a teleport spell, but needed the ring to guide.
Alech-Titepot awaits the new arrivals when he sees a large whirling vortex opening in the skies, between the eleven moons. A large vessel passed through and some other flying objects and flying creatures.
Spillworld's surface suddenly became little more crowded. Another new race, what would this bring to the world. A world with flora and fauna of Mindflayers, Blackmoors, Alphatians, Flaems, Elementals, and now Mystarans...Totally different from any of the races individually.
The Alphatians and Thyatians arrived in this huge bubble of air where many worlds were spilled. They called it Spillworld.
http://oi67.tinypic.com/351sf3a.jpg

Do not mind the spelling errors, I wrote this in a brainstorm rampant within an hour :oops: :o
[color=#0000FF]13-10 Removed some spelling errors and removed flaws as suggested below by Rip[/color]
Last edited by Robin on Sat Oct 22, 2016 8:00 pm, edited 4 times in total.
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Re: [Spillworld] Long Lost Human Race

Postby Havard » Thu Oct 13, 2016 2:20 pm

Discussion about Mystara's Solar System is split into a separate thread here: viewtopic.php?f=3&t=16621

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Re: [Spillworld] Long Lost Human Race

Postby Robin » Thu Oct 13, 2016 4:37 pm

Havard thank you ;)
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Re: [Spillworld] Long Lost Human Race

Postby Robin » Sat Oct 22, 2016 7:51 pm

As canon there were multiple planets...I choose 11 and a super earthlike planet, as can be read above.

Captain Allbright on the Main Planet
Image

The Main Planet bears various names; The recent Alphatians/Thyatians called it Spill World. But their ancestors named it Mystra(actually a mispelling of Mystara). The mindflayers named it Flingworld (translated from their obscure tongue). The Nithians call it Toth-Amun. The Blackmoorians called it New Haven after their crashlanding.


Strange mixtures of Alphatian and Mystaran and Mindflayer creatures wander about, enlighted by the ringshaped sun.
http://www.arcadiastreet.com/cgvistas/beyond/images/multi-sun_planetscape_800.jpg
http://www.arcadiastreet.com/cgvistas/beyond/images/medusa_planet_600.jpg
http://www.arcadiastreet.com/cgvistas/beyond/images/fructiferous_world_1280.jpg

As the whole planetary system is envelopped by a enclosed bubble of air, the warmth and light comes from the ring-shaped sun, all moons and everything inbetween has air. Gravity is as normal, except beyond the planet.
The air bubble is roughly 20.000.000 miles diameter.

The main planet is a super earth, of 95% greater diameter than Mystara. It has a minute yearly orbit of 22 miles from the center of the planet. It has a day of 38 hours, and a year (tilt) of 2.1 years. The planet rotates opposite as Mystara on its axis. and has a seasonal tilt of 14.8%.

The Eleven Moons and sun are as seen from the main planet;
,
Last edited by Robin on Sun Oct 23, 2016 10:22 pm, edited 11 times in total.
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Re: [Spillworld] Long Lost Human Race

Postby Havard » Sat Oct 22, 2016 8:00 pm

Nice image. I tend to call them floating continents or planetoids rather than planets. I think if we make them into actual planets, the concept of travelling between these mini worlds becomes less interesting since each world will be so vast to explore. The most interesting aspect of the Spillworld to me is that there is so much air everywhere and needing flying ships or flying mounts to get around. :)

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Re: [Spillworld] Long Lost Human Race

Postby Robin » Sat Oct 22, 2016 8:58 pm

Havard wrote:Nice image. I tend to call them floating continents or planetoids rather than planets. I think if we make them into actual planets, the concept of travelling between these mini worlds becomes less interesting since each world will be so vast to explore. The most interesting aspect of the Spillworld to me is that there is so much air everywhere and needing flying ships or flying mounts to get around. :)

-Havard

Planets, moons, floating continents...the specification is not that important. I have now the sizes (roughly) estimated to Mystara and Matera sized (or our planet/moon).

There will also be several hundred of rocks (not round-planet shaped) in between these larger objects. staying i roughly contant orbits and distance to the planets (exceptions do exist). these are a few yards to less than 4 miles in its largests diameter.
But the strange gravity rarely lets them collide, instead they push eachother temporarily out of orbit to resume the original orbit later. This may be caused by the planets gravity and the elemental gate distorting attraction and repulsion from gravity.

with 10 million miles of air in all directions , you have air enough i think, to floick around.

Hope this table explains all.
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Re: [Spillworld] Long Lost Human Race

Postby Robin » Sat Oct 22, 2016 9:16 pm

One interesting feature of this planetary system is its wandering vortices. each planet has a constant amount of vortices connecting the other worlds. making travel even easier, however, as the gates to these vortices are gravity controlled they will remain open for a while but not reopen on that location again.(either end) It is like this image (but then much much slowerImage each bolt from eack planet is a vortex. lasting several turns to days
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Re: [Spillworld] Long Lost Human Race

Postby Robin » Sun Oct 23, 2016 10:17 pm

With some dedication to all made and other available information
I created this relative orbits and positions including relative sizes
on Spillworld and its other Planets/Planetoids/Moons
http://6inchnails.deviantart.com/art/Spillworld-641806651
Only these larger objects are listed, there are asteroid/debris/dust fields, but many rocks float in this air bubble around. Only the Planets have the teleport entry, but sometimes an exit may be on an asteroid.This is mostly dangerous, as their is air, but mostly no food and water only in ice form.
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Re: [Spillworld] Long Lost Human Race

Postby Chimpman » Thu Mar 16, 2017 12:38 am

Havard wrote:Agreed. Another problem about using the same cultures is that we keep going back to the same things whether we talk about the Spillworld, Planar colonies, the Hollow World, other solar systems, time travel etc. Of course it is pretty obvious that the most advanced cultures of Mystara would have been most likely to spread out to every part of the setting. This also helps preserve a certain Mystaran touch to every corner of the setting. But the danger is that it becomes repetitive.

So the question is how to use these known elements and turn them into something new.

I'm late to the game here, but stumbled on this thread and just had to throw my hat into the ring as well. One thing I agree with is the sentiment that we keep using the same "ancient" cultures over and over again, and it can get repetitive. I do agree that for the definition of "lost human race" Blackmoor and Nithia fit the bill the best.

If we pull fanon works into the mix as well, we could add:
  • Lhomarrians - these would be even more ancient than Blackmoor, and could allow is to play around with an "Atlantean" vibe a bit more. Magic-power wise these guys would have been equal to or above both the Blackmoorians and Alphatians, so there should be plenty of reasons for them to visit the planes (especially if they are trying to counter some carnifex plot ;) )
  • Taymorans - Also technically could be considered a "lost human race" having been swept away by the sea. Perhaps a small group of Taymorans knew about the impending doom of their nation and used a planar gate to flee to safety.
  • Colimans - Not sure how these folks would get into spillworld, but can you imagine an entire planetoid carved up as a gigantic piece of sculptured art? Might be pretty cool.

As for other non-human inhabitants, here are some other possibilities I thought of:
  • Carnifex - of course if the Lhomarrians made it to spillworld, then so did these big bad guys
  • Blackmoorian dwarves - Throw a twist in and make the Blackmoor component a bunch of dwarves. There is precedent for dwarven planar travelers as seen in Gaz 6 with the planar machine (I forget what it was called).
  • Sylvan Realm Elves - It might be nice to have some elven inhabitants... possibly dropped of by mistake while journeying on the Rainbow Bridge.
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Re: [Spillworld] Long Lost Human Race

Postby Cthulhudrew » Thu Mar 16, 2017 1:22 am

Just "spilling" into this thread myself, though I do recall the original from so long ago. Something I just noted on review of that thread that I hadn't before, is to do with the origin of Spillworld. Specifically that "millenia ago" a dimensional rip caused the area to flood with Air and Earth and create that space. Could the rift have been an unforeseen byproduct of the magic that the Alphatians used to flood their own galaxy with Air? Perhaps they inadvertently created Spillworld, but never knew it until thousands of years later after their migration to Mystara, and a vantage point from which they were finally able to see it?

Some of the Alphatian migrants that didn't go to Mystara, or were otherwise diverted, might then have found their way to Spillworld as a result.

Also, as to the Nithians, there is a snippet in M5 in the beginning (quotes from fictional Mystaran books/records) that suggests the Nithians arrived on Mystara from another planet like the Alphatians did. Canonically, we know that this is not the case (based on DM/metaplot information), but maybe there is yet some truth to it- the author just misread the situation; the Nithians were going, not coming! :lol:
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Re: [Spillworld] Long Lost Human Race

Postby JTrithen » Fri Mar 17, 2017 3:57 am

Cthulhudrew wrote:Just "spilling" into this thread myself, though I do recall the original from so long ago. Something I just noted on review of that thread that I hadn't before, is to do with the origin of Spillworld. Specifically that "millenia ago" a dimensional rip caused the area to flood with Air and Earth and create that space. Could the rift have been an unforeseen byproduct of the magic that the Alphatians used to flood their own galaxy with Air? Perhaps they inadvertently created Spillworld, but never knew it until thousands of years later after their migration to Mystara, and a vantage point from which they were finally able to see it?

Some of the Alphatian migrants that didn't go to Mystara, or were otherwise diverted, might then have found their way to Spillworld as a result.


I like this idea.

Sometimes I think about if there were still a few stray Alphatian practitioners from their original world/dimension that are specialists in Earth and Water.... Because, of course, we have the current Alphatians that have great experience and power in the realms of air and fire. But, there were probably at least some practitioners of the other elemental magics (or even other magic spheres or realms of expertise) at some time in their long history. Per Cthulhudrew's idea, we might have some Earth magic specialists that went into Spillworld to help control the elements.
Then, what of some other water specialists? And, of course, you could explore and make up some others like chronomancers, crytomancers, necromancers, enchanters, arithmancer, abjurer, diviner, dracomancer (?), etc.

Cthulhudrew wrote:Also, as to the Nithians, there is a snippet in M5 in the beginning (quotes from fictional Mystaran books/records) that suggests the Nithians arrived on Mystara from another planet like the Alphatians did. Canonically, we know that this is not the case (based on DM/metaplot information), but maybe there is yet some truth to it- the author just misread the situation; the Nithians were going, not coming! :lol:


Of course, as always, the book (from M5) could be false, too. A nice red herring for PCs.
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