Spelljammer: The Plane of the Unseen Infinity

The homebrew world of Knightfall.

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Spelljammer: The Plane of the Unseen Infinity

Post by Knightfall » Sat Jul 03, 2010 11:45 pm

Last edited by Knightfall on Thu Apr 14, 2011 6:49 pm, edited 26 times in total.
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Re: Kulanspace

Post by Havard » Sun Jul 04, 2010 9:27 am

Wow Robert the scope of this project is growing bigger every day, isnt it? :)

:cool:

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Re: Kulanspace

Post by Azaghal » Sun Jul 04, 2010 1:17 pm

This is awesome stuff Robert! I can`t wait to see what you do with Mars, are you planning on using Barsomian flyers?
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Re: Kulanspace

Post by Knightfall » Sun Jul 04, 2010 11:28 pm

Kulanspace
Kulanspace is the home sphere for my World of Kulan campaign setting. Quite some time ago, I decided that Kulanspace would exist in it's own unique Spelljammer "reality" that I call Farspace. Farspace is designed to be used with the rules given in the Spelljammer: Shadow of the Spider Moon minigame.

I also decided, several years ago, that the the planets of Kulanspace will equal the planets of our solar system in position and number. However, while these planets will be Sol-themed according to fantasy/science fiction tropes, the planets will differ greatly. For example, V'sal, the system's version of Mars, will be a red planet and will be influenced by Martian fantasy/science fiction; however, it will be more Spelljammer than anything else.

SUN
Primary Type: Yellow Star

HALNE → Mercury
Planet Type: Fantastical (Earth Body)
Size: Small
Gravity: Standard
Atmospheric Density: Dense
Atmospheric Composition: Stale (some foul areas)
Geology: Rugged
Hydrosphere: Dry
Biosphere: Scarce
Population: Low
Technology: Early Middle Ages
Spelljamming Technology Knowledge: High
Magic: Moderate
Psionics: Low

Halne is the world closest to the system's sun; it is a world of magma and flame. It is a world at war. Azers, fire giants, fire gnomes, khaasta, and salamanders as well as solar creatures are the dominant races of Halne.

Climate and Terrain
Halne is a world of extremes. Its landforms are varied and its weather patterns are violent. The world is covered by dozens of active volcanoes and suffers constant earthquakes. Its skies are hazy and the color of burnt sienna. Halne's mountain ranges rise to unfathomable heights and its deep valley are often filled with steaming mud pits. Water, in its liquid form, is scarce on this world. The world's poles are covered by two shallow seas that range from warm to boiling hot depending on the season. At the equator, Halne is a wasteland of blowing sand that can flail the skin off the living.

Halne's atmosphere makes long-term survival on the planet's surface difficult. Its air is considered stale as per the rules given on p. 33 of the Spelljammer mini-game Shadow of the Spider Moon. And there are many areas that are considered fouled. The air is also dense, which makes unaided survival next to impossible. The intelligent races of Halne survive the harshness of the world by building survival domes and wearing specialized airsuits.

Denizens
Halne was a world without any intelligent races, originally. Fire elementals were the closest thing to a dominant species before azers and salamanders settled the world. These two outsider races are the primary inhabitants of Halne, and they are constantly at war with each other. They use fire giants as their soldiers and fire gnomes as their assassins against each other. The giants and gnomes are ritually tattooed at birth with the symbolic markings of either the azers or the salamanders. Interactions with the enemy (including breeding) is strictly prohibited. The society of the azers is highly ordered and overly regulated. The society of the salamanders is tyrannical and less ordered.

Halne is also home to solar-based creatures [Complete Book of Denizens (p. 175)] that serve no one and live wild on Halne's surface. The skin of a solar creature glows with a soft orange radiance, and their eyes are filled with flickering flames. Most of these creatures are high order elemental beasts but it is rumored that a tribe of solar giants lives somewhere on the planet. Note: Solar creatures are native outsiders; however, the solar creatures of Halne can breathe its stale air normally. They suffer the full effects of Halne's fouled zones, however.

The race known as the khaasta live on Halne in great numbers as well. However, they are not considered a "native" race by the azers or salamanders. Khaastas work as mercenaries on Halne; they are charged with protecting the domes of the world from the conflicts of its two primary races. It was agreed that a neutral third-party was required to make sure that the wars didn't destroy Halne's livable habitats. Therefore, the khaasta are paid by both sides, but they usually do not fight for one side or the other. Instead, they remind the azers and the salamanders of the Dome Protection Agreement signed by both races and their reminders have been known to be enforced with sword-point. The strongest amongst their kind often work as elite guards for the rulers of the azer. The khaasta are a segregated people on Halne. They have their own domes but must follow the laws of the azers or the salamanders depending on where on the planet they live. They do have their own set of laws, however, which all khaasta must follow.

Other common races of Kulanspace that can be encountered on Halne include dragonborn, fire genasi, and kobolds. Races, such as hadozees, orcs, and ogres, are represented on Halne by individuals rather than by families, clans, or tribes. The mercane do have trading conclaves on Halne, but they do not settle on the planet. Eldritch giants are very rare on this inner world and the neogi are not welcome on Halne. However, there have been rumors of neogi assassins working for the salamander lords.

There are roughly one billion civilized souls on Halne although those numbers are considered inaccurate by off-worlders. It is believed that the leaders of the azer and the salamanders inflate their numbers to deceive the other side.

Resources
Halne has two major resources -- Spelljamming technology and mineral deposits. The denizens of Halne have modified how Spelljamming helms work to create what they call Spelljamming kilns. These kilns use the power of elemental fire to create breathable atmospheres within the glassteel domes of the world. There are also lifestealing kilns that work based on the concept of Lifejammers but only the most depraved salamander lords use such technology.

The azers and salamanders originally came to Halne to mine its rich mineral deposits. The wars that are fought on Halne are for control of these deposits. Metals such as gold, silver, iron, copper, and tin are common. Gemstones are rarer but they are often of the finest quality available anywhere in Kulanspace. Diamonds found on Halne are intensely beautiful and just one large stone would be considered a king's ransom on Kulan. (Imagine cut stones the size of your fist and you will be able to imagine how big Halne diamonds can be.)

BELT OF TREL → Venus
Planet Type: Asteroid Belt
Size: Small Field
Gravity: Very Low
Atmospheric Density: Very Thin
Atmospheric Composition: Foul (some tainted areas)
Geology: N/A
Hydrosphere: No Water
Biosphere: Very Scarce
Population: Very Low
Technology: Variable
Spelljamming Technology Knowledge: Planetary
Magic: High
Psionics: Moderate

Trel was destroyed by Mussin's Dark Purge. It is now a small asteroid belt However, it isn't anywhere near as big as the Floating Maze. Before its destruction, Trel was a vibrant world with a large population. Now, it exists as scattered asteroids. While Trel's civilization is gone, there is still life here. There are three primary races that dominate the Belt of Trel -- dwarves, githzerai, and star gnomes.

Climate and Terrain
There is a great deal of residual magic ingrained into the small to medium-sized asteroids of Trel. This magic keeps a thin but foul atmosphere clinging to the largest asteroids. It is a misnomer to call this atmosphere air as it is next to impossible to breathe. It is believed that several small portals to the plane of Elemental Air exist in the belt of Trel and that it is these portals that allow for the asteroid belt's atmosphere to exist at all. Regardless, there is no such thing as weather on any of the asteroid belt's varied rocks.

Denizens
Despite the belt of Trel's lack of air and water, there is life here. Stellar creatures abound in the belt and one star-borne race thrives here -- star gnomes. These gnomes were the gnomes of Trel before its destruction and were saved through the intervention of the God of Travelers, Ptah. The deity protected them during the explosion that ripped Trel apart and reformed them so that they could survive in the depths of wildspace. Once the ruins of Trel settled into the stable asteroid belt it is now, the star gnomes resettled the remains of their lost home world. They live on the surface of the asteroids without any need for air. They farm stellar fungi that clings to the largest asteroids and build beautiful but strange communities; the largest of these is the small city known as Ptah's Heart. It is here that star gnomes interact with the other races that choose to live and mine the asteroids of the belt of Trel.

Two other races have large numbers in the asteroid field. Dwarves have built a number of citadels in the belt of Trel and githzerai monasteries are scattered throughout the asteroids. The dwarves came to Trel for its mineral wealth while the githzerai came for isolation and enlightenment. The communities of these two races are self-contained with breathable atmospheres. The dwarves rely on powerful spelljamming helms while the githzerai rely on complex bio-domes that use vegetation to create air. The dwarves of Trel have close relations with the star gnomes but the githzerai prefer to keep to themselves. Relations between githzerai and star gnomes are usually cordial, however.

There are several other races that have their own communities scattered throughout the belt of Trel. The most common of these are the descendants of Trel, khaastas, and the lizardkin of Trel. The descendants, or Trelites, are the human ancestors of the destroyed world. Spelljamming had become common on Trel just before its sundering an many of its people were off-world (or fled) when the Dark Purge occurred. While most of the Trelites' ancestors moved on to other worlds, such as Kulan, some refused to abandon Trel. The descendants of these people now have a nomadic Spelljamming society that moves from asteroid to asteroid. They are like gypsies but with an ordered society. Another native race that managed to survive the destruction of Trel are its lizardkin. These unusual lizardfolk have the ability to survive on (or under) the surfaces of Trel's asteroids without the need for Spelljamming technology. How they do this remains a mystery, and they are so insular that is next to impossible for outsiders to find their communities.

Other common races of Kulanspace found in the belt of Trel include dragonborn, khaastas, and hadozee. These three races live as either honest sailors or black-hearted freebooters. The mercane are also a common sight here although they have only a few permanent conclaves located on the largest asteroids. (There is one near Ptah's Heart.) Eldritch giants are drawn to the belt of Trel for its unusual magical properties while the Neogi have one or two hidden spawning grounds here. Genasi, ogres, and orcs are all rare individuals here but half-orcs are only uncommon. Kobolds are very rare and unwelcome amongst the communities of the star gnomes.

Resources
Trel has few natural resources that are of value to the societies of other worlds. Its mineral wealth is substantial but closely guarded by the races living amongst the asteroids. The stellar fungi that grows in the belt of Trel is considered to be unappetizing to anyone but star gnomes and stellar creatures. (Trelites will eat stellar fungi when other food is unavailable.) Trel's best resource is its lingering magical fields. It is believed that any arcanist that spends at least 24 hours in one of these fields gain extraordinary powers that will last for nearly a week. While the truth of this rumor cannot be confirmed, it is true that any spell cast in one of Trel's magical fields is considered maximized as if the caster had applied the Maximize Spell metamagic feat.

KULAN → Earth
Planet Type: Terrestrial
Size: Medium
Gravity: Standard
Atmospheric Density: Standard
Atmospheric Composition: Breathable
Geology: Standard
Hydrosphere: Wet
Biosphere: Abundant
Population: Moderate
Technology: Variable (Classical to Renaissance)
Spelljamming Technology Knowledge: Moderate
Magic: High/Advanced
Psionics: High (but rare)

V'SAL → Mars
Planet Type: Terrestrial
Size: Small
Gravity: Low
Atmospheric Density: Standard
Atmospheric Composition: Breathable (many stale and foul areas)
Geology: Standard
Hydrosphere: Dry
Biosphere: Standard
Population: Low
Technology: Late Middle Ages
Spelljamming Technology Knowledge: Moderate
Magic: Moderate
Psionics: Moderate

THE FLOATING MAZE → Asteroid Belt
Planet Type: Asteroid Belt
Size: Large Field
Gravity: Microgravity
Atmospheric Density: Vacuum (some stale and foul atmospheres)
Atmospheric Composition: N/A
Geology: N/A
Hydrosphere: N/A
Biosphere: N/A
Population: Very Low
Technology: Variable
Spelljamming Technology Knowledge: Planetary
Magic: High
Psionics: Moderate

ZU → Jupiter
Planet Type: Fantastical (Air Body)
Size: Very Large
Gravity: High
Atmospheric Density: Dense
Atmospheric Composition: Breathable (stale and foul areas)
Geology: N/A
Hydrosphere: Wet
Biosphere: Standard
Population: Moderate
Technology: High Middle Ages
Spelljamming Technology Knowledge: Planetary
Magic: High
Psionics: Moderate
Oddities: Elemental Ring (Fire/Magma)

KAREL → Saturn
Planet Type: Fantastical (Air Body)
Size: Very Large
Gravity: Standard
Atmospheric Density: Dense
Atmospheric Composition: Breathable (stale and foul areas)
Geology: N/A
Hydrosphere: Dry
Biosphere: Scarce
Population: Moderate
Technology: Early Middle Ages
Spelljamming Technology Knowledge: Moderate
Magic: Moderate (High for shadow-based magic)
Psionics: Moderate
Oddities: Elemental Rings (Earth | Water/Ice)

TOR → Uranus
Planet Type: Gas Giant
Size: Very Large
Gravity: Standard
Atmospheric Density: Very Dense
Atmospheric Composition: Tainted (some hostile areas)
Geology: N/A
Hydrosphere: Dry
Biosphere: Scarce
Population: Low
Technology: Variable
Spelljamming Technology Knowledge: Moderate
Magic: Moderate
Psionics: Low

SELN → Neptune
Planet Type: Gas Giant
Size: Very Large
Gravity: High
Atmospheric Density: Very Dense
Atmospheric Composition: Tainted (some hostile areas)
Geology: N/A
Hydrosphere: Dry
Biosphere: Scarce
Population: Low
Technology: Variable
Spelljamming Technology Knowledge: Moderate
Magic: Moderate
Psionics: Low

THE FRACTURE → Kuiper Belt
Planet Type: Asteroid Belt
Size: Massive Field
Gravity: Variable
Atmospheric Density: Variable, but mainly vacuum
Atmospheric Composition: Variable, but often hostile
Geology: Variable
Hydrosphere: Variable, but usually no water
Biosphere: Variable, but usually vary scarce
Population: Very Low
Technology: Variable
Spelljamming Technology Knowledge: Planetary
Magic: High
Psionics: Low
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Re: Kulanspace

Post by Knightfall » Sun Jul 04, 2010 11:35 pm

Havard wrote:Wow Robert the scope of this project is growing bigger every day, isnt it? :)

:cool:

Havard
That's the thing...

Kulan's always been a huge project. It's my obession. :P
Azaghal wrote:This is awesome stuff Robert! I can`t wait to see what you do with Mars, are you planning on using Barsomian flyers?
Thanks for the encouragement Azaghal. For V'sal, I haven't really thought about what I want it to be about. Do I think that it will be influenced by Barsoom? Maybe. The problem is that I've never read anything about that Martian mythology.

I've already done some thinking (and writing) about Halne and Trel, however.

I'm not sure where the information about Halne is on my computer or online, but once I locate it, I'll post the info here. I do remember one thing: Azer. Trel is where two deities important to the Lands of Harqual, on Kulan, originated. Two very evil deities. That world has been destroyed and is now an asteroid field.

FYI... I'm copying over some stuff from EN World regarding how I interpret Spelljammer for Kulanspace (see below). This material is also on Beyond the Moons as a Lost Sphere entry.
Last edited by Knightfall on Fri Apr 08, 2011 3:27 am, edited 3 times in total.
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FARSPACE

Post by Knightfall » Sun Jul 04, 2010 11:38 pm

The Plane of the Unseen Infinity

An Introduction to Farspace
Riley Hanolder couldn’t believe his luck. As a xenoform expert in Baron’s Stone, a small asteroid city in Allorspace, his chance to study other races and cultures were limited. It was hard to study something that didn’t live where you grew up.

But now, now all that would change. The alien spelljammer, the Alathon, had landed on Baron’s Stone two nights ago and had instantly caused a stir amongst Riley’s friends and neighbors. Of course, they had originally thought that the aliens, a purple-skinned humanoid race called the raia, were invading Baron’s Stone. Only when the captain of the Alathon stepped out onto the space-rock did the town realize these aliens weren’t out to conquer them.

The captain held out fine silk, unlike anything Riley had ever seen before, as a gift. He told the people of Baron’s Stone that his people were traders from a distant part of known space and would gladly sell the town anything it wanted from his ship’s stores at a discount as long as the crew could use some local supplies to repair the Alathon. Damson Wonersson, the local mayor, gladly accepted the raia captain’s gift and stated that Baron’s Stone would be happy to help.

Riley had been amazed by the raia from the first moment he met them. Their spelljammer was unlike anything he’d ever seen before. Obviously a special design put together by them, the Alathon was extremely sturdy and made out of something the raia called durawood – wood that is a strong as steel.

And now, here Riley was. On the Alathon heading towards the edge of Allorspace and its crystal shell. He had known instantly that the raia were his chance at begin his xenoform study and get off Baron’s Stone. Riley stood on the bow of the Alathon looking towards the edge of his home sphere, hoping to get a glimpse of its crystal shell for the first time.

Then he saw it. It looked plainer than he thought it would. The great shell was pitch black and featureless. He had known it would be, of course. Every spacer living in Allorspace was taught that from infancy. It’s just that he had hoped his parents had been wrong. Riley sighed looking over his shoulder towards where Allorspace’s asteroid field would be if he could see it anymore. He hadn’t even left the sphere yet and he was homesick.

Riley turned back towards the shell just as the captain stepped up next to him. The shell was now looming over the raia spelljammer, yet the ship had yet to slow down. Riley looked at the captain with some concern.

“Uh captain,” Riley didn’t want to appear rude so he did his best to be diplomatic. “You are planning to enter the flow, correct?”

“You are correct, Master Riley.” The captain was one for formality on his ship. “But not quite yet. We haven’t passed beyond the boundary of the sphere yet. There is no rush.”

“B-but captain,” Riley swallowed hard. “The shell. We’re going to hit it.”

“Ah, yes,” the captain smiled at Riley warmly. It was meant to reassure the boy that everything would be fine. “Something I forgot to mention about my people. We are not from your space.”

“I don’t understand.” Riley was confused. “You already told me you were not from Allorspace.”

“Ah, but you see, I meant your conception of Arcane Space.”

“W-what?”

“My people are from a place beyond what you perceive as the crystal shell. In reality, there isn’t a shell there. You just think there is.”

“Y-your not s-serious.” Riley was ready to throw himself overboard. “The only thing beyond the shells is the phlogiston.”

“That is what you believe, Master Riley. It is not what the raia believe.”

Riley watched in horror, as the shell loomed closer and closer to the Alathon. They were going to hit. Riley was going to die. The sage of Baron’s Stone screamed in terror as the ship sped up. The crew stood there motionless as the ship raced on. Then the captain spoke.

“Believe, Master Riley. There is no shell.” His tone was deep and powerful.

“There is no shell.” The crew spoke as one voice, their eyes closed in meditation.

Riley closed his eyes and held his breath. He spoke the words over and over in his mind. There is no shell. I’m going to die. There is no shell. I’m going to die. Riley opened his eyes.

“Oh… my… god!”

The Alathon contacted the shell and passed through it like it wasn’t there. The ship had passed right through the shell without a portal or anything. Riley felt faint.

He looked back to see that there wasn’t any sign of the shell, just the star of Allorspace in the black of space. But it was what stretched out all around him, which unsettled his stomach. Billions of stars as far as the eye could see. Riley was used to seeing stars but not like this. It was so surreal. Riley steadied himself on the rail of the bow, trying not to vomit.

“I-it’s not possible. W-where is the flow? Captain, what is this place?”

“Master Riley… welcome to farspace.”
Last edited by Knightfall on Mon Jul 05, 2010 12:10 am, edited 1 time in total.
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FARSPACE (cont.)

Post by Knightfall » Sun Jul 04, 2010 11:39 pm

What is Farspace?
The Unseen Infinity. The space beyond space. What is beyond, but hidden. Farspace. The Plane of the Unseen Infinity has many names but it is the last one, which is the most used. It is ironic really, for farspace isn’t that far away at all. It just seems like it is the first time you discover it exists.

Farspace can be best described as being an extension to space that is hidden by a person’s perception of the universe. What does that mean? Well, let me try to explain.

In the Outer Planes, belief is everything. It shapes everything around you including the very essence of the Outer Planes. That is why there are planes aligned to good and evil, as well as chaos and law. That is why the Gods exist, because of belief. This is why there are factions in Sigil and why Sigil doesn’t exist in every universe. Belief is everything on the Outer Planes.

Now imagine if you will that belief could shape reality from the Material Plane. Not on the Material Plane, just around it. Could this not have lead to the existence of wildspace, the phlogiston and the crystal shells of our reality? Ask yourself, why do crystal shells exist? Don’t have an answer, neither did a lot of sages both on the prime and in the Outer Planes when I asked them. They asked their colleagues what they knew, who in turn researched the possibilities and then asked the faithful of the gods to divine the answer, who turned around and ask their gods why crystal shells exist.

And what do the gods tell the faithful? Well, it depends on the god but usually it is long-winded and cryptic without revealing anything of importance. And when the faithful interpret these divinations, aren’t they written down as being the canon of their gods. These faithful then pass on this knowledge to others as belief. It is belief that defines the gods and the planes of existence. Therefore, it is belief itself that creates how each individual sees the universe.

Now do you understand? No. All right, let’s try a different approach.

What if the god of the faithful tells them that beyond the world there is space? And what if that god also tells the faithful that beyond space is even more space, filled with billions of stars. And that around these stars are countless worlds, that may or may not contain life. Given that the faithful believe in their god and what he or she or it tells them, wouldn’t that belief have power? Wouldn’t that belief shape their lives, their homes, their country, their world, and yes, even their universe. Yes, of course it would. For belief is powerful. Powerful enough to wage wars and travel the world to see these wonders that the faithful believe in. And to travel to space and see what belief tells them is already there.

Hmm, what if gods don’t tell their faithful the same thing as other gods? Well, that’s what holy wars are for, I guess. Gods with different beliefs believe that their way is the right way for their followers. If the faithful of God-B preach something else to the masses then they are heretics and, thus, enemies of the followers of God-A. This usually leads to thousands of years of conflict as the faithful of God-A try to wipe out the faithful of God-B and vice versa.

How does it end you say? Well, sometimes it doesn’t. And sometimes one belief wins out over the other and either converts the other God’s followers or kills them all. It’s not a nice thing to think about, really.

Anyway, sometimes belief is so strong that it shapes reality by the will of the faithful and by word of mouth. When enough people in a sphere believe the same thing, this causes that belief to be manifest in reality. Thus, many worlds believe in crystal shells and, thus, those shells exist for them. However, in other spheres across the universe, some worlds don’t believe in crystal shells. And for them, shells don’t exist.

Hmm, what’s that? What if one world in a sphere believes in one thing while another world in the same sphere believes another. Weren’t you paying attention when I was talking about holy wars, gods and the faithful? It’s the same thing just on a larger scale. Really, you should drink less mead.

Now, where was I? Ah yes, different belief in different spheres. You see, many people across the universe believe that beyond space is simply more space. A lot more! No, no! Not like a jug of mead is a lot more than a mug of mead. A lot more! More than your puny living mind can interpret, obviously. Hmm, what did I say? Oh nothing, here have another drink…

– From a conversation with Terrigimar, the spacefaring lich
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FARSPACE (cont.)

Post by Knightfall » Sun Jul 04, 2010 11:46 pm

What is Farspace? (cont.)
The Plane of the Unseen Infinity is a plane that can be added to the Core D&D Cosmology of Spelljammer if a DM so wishes. This concept greatly expands the boundaries of the Spelljammer universe and DMs should think long and hard before adding it to their campaign.

The Plane of the Unseen Infinity or Farspace is space beyond the boundary of wildspace and the crystal shells. It exists in the same universal state as wildspace and is, thus, an extension of wildspace. The thing that sets it apart from wildspace is that it can be said to exist on top of the phlogiston (or below it if you prefer).

Farspace has its own unique spheres separate from those found in the shell reality (see the sidebar Realities: Breaking the Boundary into Farspace for details on realities). However, these spheres are not enclosed by crystal shells and are for the sake of simplicity like our own solar system, with a touch of magic. They are still called spheres by the inhabitants of the farspace reality. In Arcane Space, the word sphere is synonymous with the phrase solar system.
SIDEBAR: Realities: Breaking the Boundary into Farspace
The whole basis for farspace is that there are, throughout the multiverse, different realities. This isn’t the same thing as saying there are different Material Planes. For billions of alternate Material Planes can exist in a single reality. The classic Spelljammer campaign setting is a good example of a particular reality. It has wildspace, the flow, crystal shells and billions of Material Planes as part of its reality. This reality is known as the shell reality.

Farspace is part of a different reality, the farspace reality. This reality isn’t the same as the shell reality but is coterminous with it. Most of those that live in this reality aren’t aware of the shell reality. Only those farspace travelers that regularly travel the flow know of the inhabitants of the shell reality (see Movement and Combat). A farspace reality inhabitant that is aware of the shell reality can often break the boundary that separates the two realities and enter the shell reality.

However, it is a lot harder for a shell reality inhabitant to break the boundary between the two realities and enter the farspace reality. Most of the time, a shell reality inhabitant needs guidance from a farspace reality inhabitant to cross the boundary (like Riley needed help from the raia captain and his crew). This ability to disbelieve shouldn’t be left up to the dice. Instead the DM should plan and play out the encounter as a role-playing opportunity. The players reactions should decide whether or not they are strong-willed enough to disbelieve what they have been taught to believe.

For those DMs/players that need some sort of rule, if a spelljamming ship has at least 75% farspace reality inhabitants on it then the chances are good that their belief will outweigh the disbelief of the shell reality inhabitants onboard and allow the ship to pass the boundary into farspace.
Last edited by Knightfall on Mon Jul 05, 2010 12:17 am, edited 1 time in total.
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FARSPACE (cont.)

Post by Knightfall » Sun Jul 04, 2010 11:49 pm

Farspace Traits
Farspace is coterminous with The Infinite Planes of the Starry Void (Wildspace, shell reality [see here]). The plane is coexistent with the phlogiston and the Ethereal Plane. Unlike wildspace of the shell reality, farspace does not touch the Material Plane or the Plane of Twilight, which replaces both the Astral Plane and the Plane of Shadow in the farspace reality. Thus, to cross into a shell reality Material Plane from farspace, one must either enter wildspace or the Ethereal Plane first then travel to the Material Plane. Crystal shells can never touch farspace, as the shells are part of different cosmological reality. Farspace doesn’t have an atmosphere of any kind and is a perfect vacuum.

Note that there isn’t a wildspace for every sphere within farspace. The inhabitants of the spheres of farspace call the space around their planets simply ‘space’. They refer to the space beyond the sphere as farspace simply because it is farther out into space. Both of the words ‘space’ and ‘farspace’ refer to the same plane of existence. Thus, a farspace spelljammer can access the flow from ANYWHERE on the Plane of the Unseen Infinity but NOT from the Material Planes that are a part of the farspace reality. The spheres of farspace do not interact with the phlogiston. Sphere is only a descriptor or another way of saying space near the celestial bodies

Also note that in an alternate Spelljammer Campaign set in Farspace, the spheres of the shell reality do not bob, float or drift through the phlogiston. The shells are stationary as described in the essay, called The Currents of the Phlogiston, posted at Spelljammer: Beyond the Moons (by Richard J. Pugh) and it is the currents of the flow that move, giving the impression of the shells bobbing or floating. The spheres of the farspace reality are, of course, stationary as well.

Farspace has the following planar traits:

· Objective Directional Gravity.
· Standard Time.
· Infinite Size.
· Alterable Morphic.
· No Elemental or Energy Traits.
· Mildly Neutral Aligned.

· Impeded Magic: While, for the most part, magic works in farspace the way it does in wildspace. Magical fire doesn’t need air to work properly but if the end result a spellcaster wants requires an atmosphere (i.e. oxygen) then that end result cannot occur. For example, a fireball spell will work but it hasn’t any chance of lighting an object or person on fire.

Also, many divine spells such as call lightning don’t work in the depths of farspace because of the spell’s link to the natural world. It is the choice of each DM to decide which spells he or she wishes to restrict in the cold vacuum of farspace.

Note that the spell imprisonment doesn’t have any effect in farspace; although, it could function normally on any rogue celestial body (planet, asteroid, etc.).
Last edited by Knightfall on Mon Jul 05, 2010 12:20 am, edited 2 times in total.
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FARSPACE (cont.)

Post by Knightfall » Sun Jul 04, 2010 11:52 pm

Farspace Links
Links to other planes are possible in farspace, just as in wildspace. Farspace may have links to the one of the Elemental Planes or other Inner Planes. A direct link from farspace to one of the elemental planes causes elemental material to spill out into the depths of farspace. Such an elemental portal is very rare. Portals to negative or positive energy-dominant planes can form, as well, and are not as rare as elemental portals (but still rare). A portal to a negative-dominant plane is called a death hole, while a portal to a positive-dominant plane is called an effervescent (see Features of the Plane of the Unseen Infinity).

The Ethereal Plane is coexistent with farspace but rarely does a permanent portal form between this plane and farspace. Ethereal jaunt and etherealness are good ways to temporarily escape a bad situation such as a fouled atmosphere or a deadly monster (as long as that monster can’t follow you).

Note that a farspace aware character doesn’t need to create a link between farspace and wildspace. To them, there isn’t such a thing as crystal shells. Farspace travelers can and do travel anywhere in the universe with this same belief. Some races can even travel to other realities of space unhindered, as their belief is so powerful that it overrides the very nature of the other reality (i.e. the raia).
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FARSPACE (cont.)

Post by Knightfall » Sun Jul 04, 2010 11:55 pm

Farspace Inhabitants
Many of the animals, beasts and magical beasts that exist in wildspace also live in farspace. Buzzjewels, comet steeds, firebirds, giant space hamsters, kindori, krajen, lhee, puffers, q’nidar, scavvers, skullbirds, space owls, space swine, spaceworms, zards and zurchins are just as home in the Plane of the Unseen Infinity as they are in wildspace. The main difference between the creatures encountered in farspace versus those encountered in wildspace is size. Farspace creatures are always at least one size category larger in size and many can be even larger still (i.e. adult krajen in farspace can be up to colossal in size).

Beyond those creatures listed, very few spelljammer creatures have the fortitude to exist in the extreme depths of farspace. One of these versatile creatures is the stellar dragon. As one of the largest ‘space’ dragons, stellar dragons can go for years without contact with a sphere and have the ability to shift from farspace to the phlogiston at will. The other dragons of wildspace also exist in farspace but are rarer to encounter there. Radiant dragons are the most likely to be encountered, while moon dragons are very unlikely to be encountered in the extreme depths of farspace. Sun dragons are never found in farspace.

Of course, any wildspace creature may exist within the boundary of a farspace sphere.

(Make sure you visit Shattered Fractine’s Monster’s of the Void for dozens of Spelljammer creatures just ready to give your characters fits. Also make sure you visit Spelljammer: Beyond the Moons’ Monsters of Wildspace for the latest official Spelljammer conversions for 3rd Edition, as well as some 2nd Edition monsters not found anywhere else.)

Beholders: Farspace has its own unique beholder nations. These beholders act similarly to the beholders of the shell reality. Or in other words, each beholder nation believes they are the true beholders of the universe and that all other beholder nations are abominations that must be destroyed. The beholders of farspace are never shell reality aware. (In fact, it can be said that each beholder nation is stuck in its own mad, little reality.)

The Arcane [Mercane]: If there is a race that can be said to define Spelljammer, most fans would pick the arcane. These enigmatic traders of spelljamming technology exist in both the shell reality and the farspace reality. To them, there isn’t any difference, however. The arcane are aware of both realities and can pass between them without difficulty. In fact, this is how the arcane can seem to simply come and go through the shell reality at will. The arcane wish to keep the secret of the farspace reality from the shellers, in order to better line their pockets and prevent sheller competition in the farspace reality.

The Raia: Raia are unique, in that no one knows where the race comes from. Raia are purple-skinned humanoids with dorsal ridges running down the back, as well as webbed fingers and toes. Their enlarged eyes are pitch black with white pupils, which can be disturbing to see for the first time. They do not have a home world and travel through farspace, as interstellar nomads, in their spelljamming durawood sailing ships.

Raia are masterful artisans and craftsmen but don’t have the arcane’s need for hard currency. They are just as happy trading a fine roll of silk for a song and hearty meal. They are friendly enough to those that treat them well but are also highly organized militarily and religiously. Raia also make excellent sorcerers but have a strange custom of cutting out an apprentice sorcerer’s tongue, making him or her mute. Therefore, raia sorcerers can only cast spells without verbal components or by using the Silent Spell feat.

Raia are also aware of both the farspace and shell realities, just as the arcane. However, they don’t often enter the shell reality, which is part of an agreement they have made with the arcane. What the raia gain from this agreement is unknown. It is rumored throughout the spheres, of the farspace reality, that the raia might be aware of other realities as well. And some travelers even claim, they know for a fact, that raia are aware of every reality in existence. (Such tales are usually told over too much wine or mead.) Those shell reality sages that are aware of farspace reality believe that the raia are related to the reigar, although there isn’t any proof of this.

Other Spelljammer Races: Most classic Spelljammer race can be found living in the spheres of farspace – humans, dwarves, elves, goblinoids, half-elves, half-orcs, halflings, hadozee, hurwaeti, neogi, orcs, rastipedes, etc. Rarely, will you find such races living with the extreme depths of farspace, however. Note that races unique to a particular shell reality sphere are not found in farspace (i.e. kender, tinker gnomes). Also note that the reigar are not native to farspace.
Last edited by Knightfall on Sun Jul 04, 2010 11:59 pm, edited 1 time in total.
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FARSPACE (cont.)

Post by Knightfall » Sun Jul 04, 2010 11:59 pm

Movement and Combat
While it is possible to travel from one sphere to another through farspace, it isn’t recommended. Those that perceive farspace as part of what they believe Arcane Space is like still travel through the flow from sphere to sphere. The difference is that the flow is closer to farspace than it is to wildspace. What that means is that when a farspace aware character opens a portal to the phlogiston from farspace, they only partially shift to that plane of existence. They are there but not there. The traveler is aware of both planes, as if they were traveling through the Ethereal Plane. They are on the phlogiston, but can still see into farspace.

The interesting part is that, while the natural inhabitants of the phlogiston can meet and interact with farspace travelers as normal, those travelers from the shell reality can’t perceive a farspace traveler. They don’t exist in the same reality as farspace travelers, even though they use the same plane to travel to and from different spheres.

The real wild part is that it doesn’t ‘always’ work the same way for farspace travelers. While traveling through the phlogiston, a farspace traveler can ‘sometimes’ perceive those from the shell reality, who they refer to as shell travelers or ‘shellers’. If a farspace traveler tries to make contact with a shell reality traveler then they may be perceived as an attacking ghost by the sheller. While many farspace travelers are aware of other realities other than the shell reality, they never encounter them in the flow. The reason for this is still unknown. Combat on the flow between a shell reality traveler and a farspace traveler is handled as if the shell reality traveler has the ghost template added on onto the character. They are ‘ghosts’ to farspace travelers.

As for movement while on a solid object, the planes Objective Directional Gravity means that up and down are relative to that object you are standing on. Therefore, a character can literally walk on either side of a spelljamming vessel, without worrying about failing off. This gravity effect also means that anything that escapes the gravity well of a spelljammer or other large object will float away from that object into farspace until it comes in contact with another solid object.

Farspace Combat: See Leroy Van Camp III’s excellent 3e Ship Construction and Combat Rules at Spelljammer: Beyond the Moons for how to run ship-to-ship combat in farspace. I will probably add more details on person-to-person combat while floating in the depths of farspace, during the second pass of this document. (Update: There has never been a true second pass through this creation, and I'm not likely to get to it anytime soon.)
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FARSPACE (cont.)

Post by Knightfall » Mon Jul 05, 2010 12:08 am

Features of the Plane of the Unseen Infinity
The Plane of the Unseen Infinity has many things that set it apart from wildspace in the shell reality. Yes, it has the same sort of elemental and energy portals that one can find in wildspace. However, the main difference is size. Elemental and energy portals in farspace are as large as a dwarven citadel or elven armada, sometimes larger. These super portals are dangerous places and the space around where they form often has minor elemental or energy traits for hundreds of miles beyond the event horizon of the anomaly.

Black Holes: Black holes in farspace are the same thing as a black hole in the real universe. A black hole has super gravity that will suck in anything that comes to close to its event horizon. Black holes are invisible in farspace if nothing is feeding energy to the hole. However, many black holes form near a single star or binary star in spheres without planets. These spheres never have any sort of natural life living in them, although they could have at one point millions of years ago. Note that opening a portal into the flow can sometimes save a spelljammer that has been pulled over the event horizon. However, the portal must be opened toward the black hole in the hopes that the person controlling the helm can hit the portal before being sucked past it. (Many a foolhardy spelljammer captain has risked getting close to a black hole just to see if they could do it. Most of these captains and their crew have died in the attempt.)

Death Holes: Death holes are those places in farspace where a permanent link to a Negative-Dominant plane has formed. These deadly anomalies are invisible in the depths of farspace until it is too late. Death holes have gravity similar to black holes and are just as deadly. Once you have passed the event horizon, only a miracle or wish spell will save you, or a portal to the phlogiston (see Black Holes). Those pulled into a death hole find themselves surrounded by millions of the death hole’s undead victims. These undead creatures are best described as spectral ghouls. They attack en mass and not even an epic character could hope to survive more than a few minutes before being expelled into the Negative-Dominant plane that spawned the death hole.

Effervescents: An effervescent is an anomaly in farspace where a permanent link to a Positive-Dominant plane has formed and is just as dangerous as a death hole. An effervescent’s gravity is in reverse. Energy from the Positive-Dominant plane is sucked into the depths of farspace. This reverse gravity well is like a colossal positive energy tornado. The effervescent buffets anything it touches with positive energy winds. These winds destroy life, as well as restore it. A person or object caught in an effervescent is exposed to so much positive energy that it literally explodes with life, destroying it in the process. Then the anomaly rebuilds the life it destroyed to the point where it destroys it again over and over until it spews the creature or object out. An effervescent is always visible in the depths of farspace.

Elemental Super Portals: Elemental super portals are very rare in the depths of farspace and unheard of within a sphere. These elemental super portals take different forms depending on which elemental plane formed the portal. Elemental fire super portals are often mistaken as rogue radiance or fire planets. Only when you come near the portal do you notice the swirling vortex of elemental fire spewing out from the portal. Elemental earth super portals form dense, mineral-rich asteroid belts orbiting the portal. These portals are rarely unoccupied. Elemental air super portals are the saving grace of those spelljammers that get lost in the depths of farspace. They appear as swirling balls of pure elemental air and are often mistaken for air planets or gas giants. Elemental water super portals are the strangest of the elemental super portals. Because of the nature of farspace, an elemental water super portal will have huge ice belts orbiting a central swirling ball of water encrusted with a thin icy layer. Note that elemental super portals are often the home of elementals and strange spacefaring creatures that have adapted to life near the portal (i.e. fire scavvers).

Raia Nomad Colonies: The durawood sailing ship-style spelljammers of the raia are a common sight amongst the spheres of farspace. These specially built spelljammer often travel tightly together and may even be lashed together with supports and netting. This allows the raia to move from one spelljamming vessel to another, as easily as a crewmember of a normal spelljamming vessel might walk across the deck. It is these joined ships that are referred to as a raia nomad colony. Often these colonies remain in one sphere for months at a time, trading with the local spacefaring community. Strangely, raia never take their ships to groundling ports-of-call. Raia durawood ships are an amazing achievement and are considered part of the colony, as a durawood spelljammer is basically a liveship.

Rogue Celestial Bodies: Sometimes a celestial body begins its formation in a sphere then breaks away from the sphere due to some unknown event. Any type of celestial body can become rogue, even a radiance or fire body. Most rogue celestial bodies are earth planets, which may or may not become comets depending on the size and speed the celestial body is traveling. If a rogue celestial body keeps its natural rotation and speed then it is possible that life might have formed on that world. Such life would be strange and even more alien in nature, without the light, energy and heat of a star. Of course, fire planets have there own light. A DM is encouraged to create strange luminous life forms for such a rogue world.

Two Spheres for Farspace: Designer’s Note – one of the spheres described in this section is farspace version of the Trademeet system that I created for my Arcanum of the Star campaign for the Dragonstar d20 Campaign Setting. And while the names are similar, the worlds in this sphere will be a lot different.

Billions of unique spheres exist within the farspace reality. Most of these spheres are similar to those found in the shell reality, except for the fact that crystal shells do not surround them. Spelljammer fans are encouraged to take what I have provided here, as a good starting point for a Spelljammer Campaign set in Farspace and add to it.

Allorspace – This sphere used to exist in the shell reality, until one of its inhabitants met the raia and exposed his sphere to the concept of there being different realities. Of course, that man is long dead and it took hundreds of years after his death before the sphere to shift into the farspace reality. But it proves the point of the arcane, that exposing the shell reality inhabitants to the concept of realities is a dangerous consequence of letting other races from the farspace reality enter the sphere reality. The Arcane Merchants’ Alliance actively discourages other races from making contact with shellers, including trade embargoes and the threat of military action. So far, none have risked the wrath of the arcane by attempting to shift another shell sphere to farspace.

Allorspace still survives and hasn’t changed much. It has four non-descript planets and an asteroid belt orbiting a fire star. Most of Allorspace’s civilization is located in the asteroid belt. The planets (small earth planets) are airless but not totally lifeless. The many crags and craters of these four earth planets are hiding places for vacuum-based monsters and gith pirates. Allorspace was named after the sphere’s primary, Allor (very large fire planet). Allor is what is known as a fire planet or fire star. These fiery planets are not like true stars (or radiance stars), in that they don’t give off dangerous radiant energy and that life is more likely to exist on the surface. Allor has such life in the form of a dwarf-like race known as the azer, originally from the Elemental Plane of Fire. These fire dwarves tend to keep to themselves.

Tradespace – Rumors abound of the home sphere of the arcane. Are the arcane originally from the farspace reality? If so, then this sphere might exist in your campaign. Tradespace has eight planets orbiting a true star – Des (very small earth planet), Marrilo (small earth planet), Arana (medium earth planet), Salor (very large true gas gaint), Juepet (small earth planet), Allin (very large air planet), Vaigo (very small earth planet) and Burrun (medium earth planet). It is said that the arcane were the only intelligent life to form in Tradespace. All of the planets in the sphere would be under complete control of the arcane and their allies. Arana is the home world of the arcane.

This sphere would be a hub of constant activity as arcane from all over the universe come home to Arana to report their year’s activities and profit to the ruling body of the arcane. This group is known as Arcane Merchants’ Alliance. It is believed that several servitor races are active members in this alliance. Could the raia be one of them?
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Post by Knightfall » Mon Jul 05, 2010 12:09 am

That's the last part of the information on Farspace. I'll let you all digest it before adding anything else. As always, feel free to ask lots of questions. ;)
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Post by Knightfall » Thu Jul 08, 2010 4:08 pm

Races of Kulanspace

Azers (MM)
Azers are known to many sages as a race of outsiders only native to the Elemental Plane of Fire. However, in the expanse of the Multiverse, there are more exceptions to planar rules than most sages could hope to learn in a elf's lifetime. The hot, sun baked planet of Halne is one of these exceptions. Halne is the planet closest to the sun in Kulan's solar system. It is home to a civilization of Azer, who live pretty much as the Azer of the Elemental Plane of Fire do. Their society is highly regulated and every Azer has his or her place.

The Azer of Halne share their world, much to their chagrin, with several other fire-like races. Their main rivals are the serpentine race known as salamanders. Their wars are a constant scar on the barren world and the other races of Halne are little more than pawns. The conflict has lasted for longer than either race can remember and none can remember what started the conflict. What is known, is that the Azer consider the conflict a matter of honor. They refuse to give up the fight against a clearly malign race.

However, within all societies are its radicals. Many Azers have become tired of the constant war and, failing to bring peace through the proper channels of Azer hierarchy, leave Halne to find another life amongst the spacefaring societies of Kulanspace. These few Azer often leave illegally, having not fought through at least one major campaign, to find employment with isolated spelljamming crews or in spacefaring communities such as Bral.

Constantly being hunted as traitors to their race, these 'Lost Azer' move around a lot and have been known to live/hide amongst groundling communities. As they wish to remain lost from the hunters, they often choose less civilized lands to live in. Thus, how so many Azer have been known to walk amongst the natives of Kulan. Unlike other spacefaring races, these Azer usually stay far away from spelljamming ports, attempting to remain as hidden as possible.

Therefore, they usually keep to themselves and try to hide their true nature. Impossible to accomplish with mundane means, many Azer choose magic as a way of life, even going so far as to live under the guise of a polymorph spell. These Azer trust rarely and will often keep up appearances even amongst friends, in order to protect their new lifestyle and the groundlings they have come to respect. Imperial hunting parties from Halne are not known for their mercy and are as likely to kill the Azer's friends as the target Azer.

The Azer of Halne have all the racial traits as per that listed on page 22 of D&D Monster Manual v.3.5, except as follows: +2 to Strength, +2 to Dexterity, +2 to Constitution, -2 Charisma. Azers of Halne are considered native outsiders, even on other planets of Kulanspace or the depths of Wildspace. Azers of Halne often take Craft (spelljammer) as one of their two craft skills.
Last edited by Knightfall on Thu Jul 08, 2010 4:34 pm, edited 1 time in total.
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RACES OF KULANSPACE (cont.)

Post by Knightfall » Thu Jul 08, 2010 4:10 pm

Khaastas (Fiend Folio)
The khaastas of Kulanspace are more related to dragons than they are lizardfolk or extraplanar khaasta. They are also more inclined towards neutrality, as is the case for many dragon and reptilian species throughout the worlds of Kulanspace. As a result, the typical alignments for these khaasta are neutral good, neutral evil, and chaotic neutral.

The khaasta tend to respect the ideals of a balanced universe but do not always follow them. The laws of their society take precedence over the Balance. Especially, the concept that “might makes right” and any rules that govern khaasta ritual combat. These khaastas' views on honor are more defined and are less alien to outsiders. Treachery, betrayal, theft, and murder are less acceptable in the society of the khaasta of Kulanspace. Those methods still occur frequently, but aren't as well respected as the concepts of strength, guile, reasoning, and relations. Of course, this also depends on the alignment of a khaasta's band or tribe.

Khaastas are known throughout Kulanspace as mercenaries, pirates, slavers, freedom fighters, and, sometimes, traders. The reason for their way of life is less important than the coin to be had. Khaastas relish a good fight and are always looking for their next rush. They have strict guidelines regarding potential employers, and they will never hire themselves out anyone they consider weak or cowardly. The khaastas of Kulanspace are not known for being cowards.

The khaasta are a prolific race and even though their numbers are reduced each solar cycle through death, they have spread to every world of Kulan's solar system. They are a mainstay on Halne, the Rock of Bral, and the asteroid fields of the system. They are rarer on Kulan, as the world's many regional conflicts seem too small and/or unprofitable for the khaasta. However, the continent of Harqual is considered good breeding ground for the next generation of khaasta, as well as a place for old battle scarred warriors to retire.

Khaasta are so common in groundling spelljammer ports that they often have there own small “khaasta quarter” in the city. This racial quarter is often located just outside the city near a main gate. These families of khaasta are less militant overall but see it as their civic duty to protect their city. In cities with weak rulers, the khaasta often live as freedom fighters, trying to convince the city's citizens to rise up and dispose the weakling(s) ruining life for the masses. Regardless of the khaastas' alignment or fervor, conflict is a mainstay in such a city's khaasta quarter.

The khaastas of Kulanspace are as per that listed on pages 115 & 116 of D&D Fiend Folio, with the following notations: +4 to Strength, +2 to Constitution. No Extraplanar subtype. Alignment: Usually NG, NE, or CN. Substitute Knowledge (wildspace)* for Knowledge (the planes) and the Freefall feat* for Point Blank Shot.
Last edited by Knightfall on Thu Jul 08, 2010 4:35 pm, edited 1 time in total.
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RACES OF KULANSPACE (cont.)

Post by Knightfall » Thu Jul 08, 2010 4:11 pm

Mercanes (Manual of the Planes) (Epic Race)
To say that the mercane are a spacefaring race is a misnomer. The reality is that no one knows exactly where the mercane come from. Rarely will two people even agree on their true name. Spacefarers often refer to them as the 'arcane' while planar travelers call them the 'mercane'. In Kulanspace, they are often referred to by both names although 'arcane' is more commonly used. (I will refer to them as 'mercane' for the sake of reference to the entry in D&D Manual of the Planes.)

The mercane are known throughout the Multiverse as extraplanar merchants. They sell pretty much anything one could think of. They specialize in rare weapons, armor, and magic of all sorts. In spacefaring communities they are the ones to see to purchase spelljamming vessels and equipment. The same is true for any spelljamming port of note on Kulan (or any planet in any system).

The mercane are a mainstay on Kulan and can be found everywhere on that world. Older mercanes often settle on Kulan, in their favorite spelljammer port city, to either start up a new business venture or to go into semi-retirement.

The mercane are as per that listed on pages 179 & 180 of D&D Manual of the Planes, with the following additions and changes: +2 to Strength, +2 to Dexterity, +2 to Constitution, +6 to Intelligence, +4 to Wisdom, +2 to Charisma. Add extraplanar subtype, as per v.3.5. May have either Knowledge (the planes) or Knowledge (spelljammer) as appropriate to the mercane's background. A mercane's favored class is Trader.

The Neogi (Lords of Madness)
The neogi are considered a serious threat by civilizations, both spacefaring and groundling. They constantly raid others for food/slaves and consider anything they can steal as their property. Even the vilest groundling cities and city-states refuse to have a nest of neogis living nearby or worse, under the city proper.

The neogi rarely live on any of the worlds of Kulanspace for more than a few months at a time. They realize the threat to their nests and constantly move back into the depths of wildspace while another group of neogis takes the last nest's place in a similar locale. Groundling adventurers rarely encounter an adult neogi on the surface. More often they will come across the cultists protecting and feeding a great old master neogi.

The neogi are not available as a PC race. An adult neogi should have the stats listed in D&D Lords of Madness. This includes any unique NPCs with class levels; although, its ability scores can be increased through gaining levels.
Last edited by Knightfall on Thu Jul 08, 2010 4:35 pm, edited 1 time in total.
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RACES OF KULANSPACE (cont.)

Post by Knightfall » Thu Jul 08, 2010 4:16 pm

Star Gnomes
Star gnomes the favored race of Ptah, the God of Travelers. It is said these gnomes came into being when a clan of normal gnomes beseeched Ptah for protection just before Mussin destroyed the world of Trel. Ptah reshaped the gnomes' bodies and life functions to allow them to survive in the depths of space and the God of Travelers shielded them form harm when Trel exploded into oblivion. The gnomes lost the need to breathe but became more alien-like in appearance.

A star gnome hasn't any hair and their skin is black, blue-black, or dark gray in color, rough with irregular ridges, and they have pitch black eyes without irises or pupils. They typically dress like other gnomes but the differences are obvious to anyone. Star gnomes speak Gnome. Most star gnomes who travel throughout wildspace (as traders or adventurers) know Stellar.

Star gnomes are sometimes encountered in isolated, groundling spelljammer ports. Any spelljamming port with a temple dedicated to Ptah will have contact with star gnomes. These temples are commonplace on Kulan in the Lands of Harqual; therefore, star gnomes tend to visit that continent more than any other. Only the region on the continent of Kanpur known as Khemit and its surrounding lands have more contact with star gnomes as Ptah is part of the Khemitian Pantheon.

Star gnomes visiting a groundling civilization are usually just passing through. Star gnomes simply suffer from too much wanderlust to stay in one place for long. Plus, their alien-like nature tends to make groundlings uncomfortable. They rarely have contact with those outside the church of Ptah, elves, groundling gnomes, and their trader contacts in places such as the Rock of Bral.

Star gnome society is different from that of their land-bound cousins, due to their more lawful bent and total devotion to Ptah. They still pay their respects to the Gnome deities but Ptah is their true patron now. Star gnomes are natural merchants and ship captains. They have taken Ptah's teaching about travel and knowledge to heart. Many star gnomes believe that Ptah is actually a high ascension of the Gnomish God known as the Masked Leaf, Baervan. Star gnomes still live in Kulanspace and consider it their home. They control most of the asteroid field of Trel, which is all that is left of their home world. They have adapted well to the hundreds of stable asteroids in the belt and do not have to breathe air to survive there. However, when dealing with outsiders they always use those asteroids that they've prepared with an atmosphere to greet them.

Star Gnome Traits
Star gnomes benefit from a number of racial traits:
  • -2 to Strength, +2 to Constitution, +2 to Wisdom.
  • Small: Star gnomes gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures.
  • Speed: Base land speed is 20 feet. Star gnomes can also freefall at a speed of 40 feet with perfect maneuverability.
  • Low-light Vision. Star gnomes can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • +4 natural bonus to armor class.
  • Breathless (Ex): A star gnome does not breathe and is immune to gas-based attacks. It can also be buried under the earth, underwater, or survive the depths of space with no ill effect.
  • Immunities (Ex): A star gnome is immune to the effects of vacuum. A star gnome is also immune to damage from Cold effects. In addition a star gnome can survive on any plane without ill effect.
  • Stellar (Ex): A star gnome suffers no penalty when fighting underwater, or in low gravity.
    Star gnomes gain Alertness and Endurance as bonus feats.
  • +1 racial bonus to attack rolls against kobolds and goblinoids.
  • +4 dodge bonus against giants.
  • Speak with Animals (Su): Once per day a gnome can use speak with animals as a 1st-level druid to communicate with any mammal.
  • Spells: Star gnomes with Charisma scores of 10 or higher may cast dancing lights, ghost sound, and prestidigitation, each once per day as a 1st-level sorcerer (spell failure penalties for armor apply).
  • Save Adjustments: +2 racial bonus to saving throws against illusions.
  • Skills: Star gnomes receive a +2 racial bonus to Listen checks, for their keen hearing, and to Alchemy checks, because their sensitive noses allow them to monitor alchemical processes by smell.
  • Automatic Languages: Gnome and Common. Bonus Languages: Dwarven, Elven, and Halfling.
    Favored Class: Sorcerer. A multiclass star gnome's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +4
* See the Proficiencies to Skills & Feats map at the Spelljammer: Beyond the Moons website.
Last edited by Knightfall on Thu Jul 08, 2010 4:36 pm, edited 1 time in total.
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Post by Knightfall » Thu Jul 08, 2010 4:24 pm

Star-Borne Template
By Kitsunekaboom. Edited by Knightfall.

There are creatures of every imaginable sort amongst the stars. Star-bornes, through mutation or by design, can survive out in depths of space.

SAMPLE STAR-BORNE CREATURE
This sample creature uses a blink dog as the base creature.

Space Hound
Medium Magical Beast
Hit Dice: 4d12+12 (38 hp)
Initiative: +4 (Dex)
Speed: 40 ft. (8 squares), freefall 80 ft. (perfect)
AC: 21 (+4 Dex, +7 natural), touch 14, flat-footed 17
Base Attack/Grapple: +4/+4
Attack: Bite +4 melee (1d6)
Full Attack: Bite +4 melee (1d6)
Space/Reach: 5 ft. /5 ft.
Special Qualities: Blink, breathless, dimensional door, DR 10/+1, immunities, scent, self-sustaining, stellar
Saves: Fort +7 Ref +8 Will +6
Abilities: Str 10 (+0), Dex 19 (+4), Con 16 (+3), Int 10 (+0), Wis 17 (+3), Cha 11 (+0)
Skills: Hide +11, Listen +12, Sense Motive +7, Spot +12
Feats: Alertness (B), Endurance (B), Iron Will

Environment: Any
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 5
Treasure: None
Alignment: Always lawful good
Advancement: 5-7 HD (Medium); 8-12 HD (Large)

Combat
Blink (Su): A space hound can blink as the spell cast by an 8th-level sorcerer, and can evoke or end the effect as a free action.
Breathless (Ex): A space hound does not breathe and is immune to gas-based attacks. It can also be buried under the earth, underwater, or survive the depths of space with no ill effect.
Dimensional Door (Su): A space hound can teleport as dimensional door cast by an 8th-level sorcerer, once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.
Immunities (Ex): A space hound is immune to the effects of vacuum. The space hound is also immune to damage from Cold, Electricity, and Fire. In addition the space hound can survive on any plane without ill effect.
Self-sustaining (Su): A space hound does not need to eat, and does not suffer damage from starvation.
Stellar (Ex): A space hound suffers no penalty when fighting underwater, or in low gravity.

CREATING A STAR-BOURNE
“Star-Borne” is a template that can be added to any living corporeal creature, referred to here after as the base creature. Animals become Magical Beasts, and Humanoids become Monstrous Humanoids, otherwise type remains unchanged.

Hit Dice: Increase the base creatures Hit Dice by one to a maximum of d12.
Speed: The base creature retains all of its previous movement types. In addition, the base creature gains the ability to freefall at twice its base speed at perfect maneuverability. This ability only works in the dead of space — star-borne can’t perform controlled freefall in an atmosphere.
AC: Natural armor improves by +4.
Attacks: A star-borne creature retains all of its attack forms.
Special Attacks: Star-borne retain all of the special attacks of the base creature.
Special Qualities: A star-borne creature retains all of the special qualities of the base creature and gains the following.
Immunities (Ex): A star-borne creature is immune to the effects of vacuum. The star-borne is also immune to damage from Cold effects. In addition the star-borne can survive on any plane without ill effect.
Stellar (Ex): A star-borne creature suffers no penalty when fighting underwater, or in low gravity.
A star-borne creature may also gain the following optional special qualities:
Breathless (Ex): A star-borne creature does not breathe and is immune to gas-based attacks. It can also be buried under the earth, underwater, or survive the depths of space with no ill effect. (+½ to overall CR.)
Damage Reduction (Ex): A star-borne creature ignores the first 10 points of physical damage. A +1 or greater weapon ignores this effect. (+1 to overall CR.)
Self-sustaining (Su): A star-borne creature does not need to eat, and does not suffer damage from starvation. (+½ to overall CR.)
Abilities: +0 Strength, +2 Dexterity, +6 Constitution, +0 Intelligence, +4 Wisdom, +0 Charisma.
Feats: Star-borne gain Alertness, Endurance, and Freefall as bonus feats. Otherwise, same as the base creature.
Environment: Any, a star-borne can survive anywhere.
Organization: Solitary.
Challenge Rating: Same as the base creature’s CR +1. CR will be more if optional abilities are added on.
Alignment: Usually neutral.
Level Adjustment: Same as the base creature +3 (+1 for each additional optional ability).
Last edited by Knightfall on Thu Jul 08, 2010 7:40 pm, edited 3 times in total.
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Post by Knightfall » Thu Jul 08, 2010 4:45 pm

Stellar Template
By Kitsunekaboom. Edited by Knightfall.

Stellar creatures are half-breeds spawned by star-borne or strange mutations of unknown origin. In either case they can survive in space, though not as well as their greater kin.

SAMPLE STELLAR CREATURE
This sample creature uses a giant praying mantis as the base creature.

Star Mantis
Large Magical Beast
Hit Dice: 4d8+12 (30)
Initiative: +0
Speed: 20 ft (4 squares), fly 20 ft. (average)
AC: 17 (-1 size, +8 natural), touch 8, flat-footed 17
Base Attack/Grapple: +3/+11
Attack: Claw +6 melee (1d8+4)
Full Attack: 2 claws +6 melee (1d8+4) and bite +1 melee (1d6+2)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Improved grab, squeeze
Special Qualities: Breathless, hardy, immunities, stellar, vermin
Saves: Fort +7 Ref +1 Will +4
Abilities: Str 19 (+4), Dex 10 (+0), Con 17 (+3), Int –, Wis 16 (+2), Cha 11 (+0)
Skills: Hide +2*, Listen +8, Spot +11
Feats: Alertness (B), Endurance (B)

Environment: Any land and underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)

Combat
Improved Grab (Ex): To use this ability, the space mantis must hit an opponent of Medium or smaller size with its claw attack If it gets a hold, it squeezes.
Squeeze (Ex): A space mantis that gets a hold automatically deals 1d8+4 points of claw damage and bites at its full attack value of +6 each round the hold is maintained.
Breathless (Ex): A space mantis does not breathe and is immune to gas-based attacks. It can also be buried under the earth, underwater, or survive the depths of space with no ill effect.
Hardy (Ex): Space mantises only need to eat and drink half as much as their terrestrial cousins do.
Immunities (Ex): A space mantis is immune to the effects of vacuum. The stellar creature is also immune to damage from Cold. In addition the stellar creature can survive on any plane without ill effect.
Stellar (Ex): A space mantis suffers no penalty when fighting underwater, or in low gravity.
Vermin: Immune to mind-influencing effects.
Skills: * Because of its camouflage, a space mantis surrounded by foliage receives an additional +8 racial bonus to Hide checks.

CREATING A STELLAR CREATURE
“Stellar” is a template that can be added to any living corporeal creature, referred to here after as the base creature. Animals and Vermin become Magical Beasts, otherwise type remains unchanged.

Speed:
The base creature retains all of its previous movement types. In addition the creature gains the ability to fly at their base movement speed with average maneuverability. Creatures that already have a fly speed add +20 ft. to it and go up one maneuverability class (to a minimum of average).
AC: Natural armor improves by +2.
Attack: A stellar creature retains all of its attack forms.
Special Attacks: A stellar creature retains all of the special attacks of the base creature.
Special Qualities: A stellar creature retains all of the special qualities of the base creature and gains the following:
Breathless (Ex): A stellar creature does not breathe and is immune to gas-based attacks. It can also be buried under the earth, underwater, or survive the depths of space with no ill effect.
Hardy (Ex): Stellar creatures only need to eat and drink half as much as their terrestrial cousins.
Immunities (Ex): A stellar creature is immune to the effects of vacuum. The stellar creature is also immune to damage from Cold. In addition the stellar creature can survive on any plane without ill effect.
Stellar (Ex): A stellar creature suffers no penalty when fighting underwater, or in low gravity.
Abilities: +0 Strength, +2 Dexterity, +2 Constitution, +0 Intelligence, +2 Wisdom, +0 Charisma.
Feats: Stellar creatures gain Alertness and Endurance as bonus feats. Otherwise, same as the base creature.
Environment: Any, a stellar creature can survive anywhere.
Organization: Solitary
Challenge Rating: Same as base creature +1
Alignment: Usually neutral
Level Adjustment: +2
Last edited by Knightfall on Thu Jul 08, 2010 7:39 pm, edited 2 times in total.
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Re: Kulanspace [and the Farspace Reality]

Post by Jaid » Thu Jul 08, 2010 6:10 pm

a bit confused... why do the stellar template critters gain a fly speed when starborn only gain one outside of gravity fields? also why do stellar creatures always gain breathless when starborn only gain it some of the time?

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Post by Knightfall » Thu Jul 08, 2010 7:23 pm

Jaid wrote:a bit confused... why do the stellar template critters gain a fly speed when starborn only gain one outside of gravity fields? also why do stellar creatures always gain breathless when starborn only gain it some of the time?
I'm not sure what the original authors intent was when creating these two templates. My editing was just to make sure that everything was compatible with v.3.5.
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Updated list of Races for the Farspace Reality

Post by Knightfall » Sat Jul 17, 2010 8:21 am

Races of Farspace
The following list is my first draft of PC races for my version of Spelljammer. Feel free to comment or make suggestions for additional races. Cheers! - KF

Any race marked with an asterisk (*) originates from Kulanspace. Any race marked with a double asterisk (**) isn't normally found in Kulanspace.

THE LIST
Common Races
● Bugbear
● Chattur [Beyond the Moons]
● Dohwar [Beyond the Moons]
● Dracon [Beyond the Moons] **
● Dwarf
● Elf
● Giff [Beyond the Moons]
● Githzerai [Expanded Psionics Handbook]
● Gnome
● Gnome, Brewer [Creature Collection: Revised] (instead of Tinker gnomes)
● Goblin
● Grommam [Beyond the Moons]
● Hadozee [Stormwrack]
● Half-Elf
● Half-Orc
● Halfling
● Hobgoblin
● Human
● Hurwaet [Beyond the Moons]
● Illumian [Races of Destiny]
● Kobold
● Ogre
● Orc
● Rastipede [Beyond the Moons]
● Xixchil [Beyond the Moons]

Uncommon Races
● Aperusa **
● Azer
● Bovinotaur [Knightfall's Creature Anthology] **
● Dragonborn [modified] [Races of the Dragon]
● Eleti [Mythic Races]
● Faust [Wildwood]
● Felid [Template] [Book of Erotic Fantasy]
● Genasi [all] [Races of Faerûn]
● Gith, Pirate of [Beyond the Moons]
● Gnoll, Insectile [Knightfall's Creature Anthology] **
● Gnome, Fire [Planar Handbook]
● Gnome, Steam [Bluffside: City on the Edge] *
● Half-Bugbear [Bastards & Bloodlines]
● Half-Goblin [Bastards & Bloodlines]
● Half-Githzerai [Svimohzia: The Ancient Isle]
● Human, Vasharan [Book of Vile Darkness]
● Khaasta [Fiend Folio] (see above for details)
● Kitt [Knightfall's World of Kulan: Monster Compilations] *
● Mercane [Manual of the Planes]
● Mongrelfolk [Races of Destiny]
● Raia [Knightfall's World of Kulan: Monster Compilations] (no stats yet)
● Rakasta [Knightfall's World of Kulan: Monster Compilations] *
● Sharakim [Races of Destiny]
● Skulk [Races of Destiny]
● Warforged [Races of Eberron]
● Yuan-Ti Pureblood
● Zenythri [MM2]

Rare Races
● Aasimar [Races of Destiny]
● Asherake [Wildwood]
● Bionoid [Template] [Beyond the Moons]
● Caiveh [Creature Catalog @ EN World]
● Doppelganger [Races of Destiny]
● Drow **
● Elf, Eldred [Knightfall's World of Kulan: Monster Compilations] (no stats yet) *
● Forc [What The...?]
● Goblin, Bakad [Haggler] [SpirosBlaak]
● Goblin, Mad Smith [SpirosBlaak]
● Gnome, Star (see above) *
● Half-Ogre [Races of Destiny]
● Half-Raia [Knightfall's World of Kulan: Monster Compilations] (no stats yet)
● Half-Vampire [Template] [Bastards & Bloodlines]
● The Jerren [Book of Vile Darkness]
● Kalashtar [Races of Eberron]
● Kobold, Dire [Beyond Countless Doorways]
● Kureshim [Hyperconscious]
● Litorian [Arcana Unearthed]
● Lunar Creature [Template] [The Complete Book of Denizens]
● Psiforged [Magic of Eberron]
● Ratman [Slitheren] [Creature Collection: Revised]
● Ryven [Tome of Horrors II]
● Selkie, Star [Beyond the Moons]
● Scro [Beyond the Moons] **
● Shade [Races of Faerûn]
● Shifter [Races of Eberron]
● Star-Borne Creature [Template] (see above)
● Tiefling [Planar Handbook]

Very Rare Races
● Asaatth [Creature Collection: Revised] *
● Baturgahla [Races of Evernor: Part III]
● Changling [Races of Destiny]
● Descendant of Trel [Human] [Knightfall's World of Kulan: Monster Compilations] (no stats yet) *
● Dragori [all] [Dry Lands: Empires of the Dragon Sands]*
● Dwarf, Arkanoclian [Crafter Dwarf] [SpirosBlaak]
● Elf, Aerenal [Lamnaro Elf] [Races of Destiny] *
● Fey'ri [Races of Faerûn]
● Gnome, Chaos [Races of Stone] **
● Half-Beholder [Template] [Bastards & Bloodlines]
● Half-Illithid [Template] [Fiend Folio]
● Half-Rakshasa [Template] [Bastards & Bloodlines]
● Kroy [Races of Evernor: Part I]
● Lavayne [Blood-Kin] [SpirosBlaak]
● Lizardfolk, Venusian [Lizardkin of Trel] [Creature Catalog @ EN World] *
● Lumi [MM3]
● Martian, High [Highborn of V'sal] [Creature Catalog @ EN World] *
● Mentor [SpirosBlaak]
● Moon Man [Creature Catalog @ EN World] *
● Nevaequariani [Navae] [Bluffside: City on the Edge] *
● Ngakoi [The Broken Isles: Player's Guide]
● Quaraphon [MM3]
● Skarren [The Broken Isles: Player's Guide]
● Solar Creature [Template] [The Complete Book of Denizens]
● Tanarukk [Races of Faerûn]
● Vultaur [Hyperconscious]
● Xixitha [Races of Evernor: Part III]
● Zeidian [The Broken Isles: Player's Guide]
Last edited by Knightfall on Wed Apr 06, 2011 7:02 pm, edited 18 times in total.
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Post by Knightfall » Wed Apr 06, 2011 5:04 pm

Oh look, I've already created my Races of Farspace list. :oops:
Last edited by Knightfall on Fri Apr 08, 2011 3:08 am, edited 1 time in total.
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Re: Kulanspace [and the Farspace Reality]

Post by Azaghal » Wed Apr 06, 2011 9:15 pm

Awesome!!
Sean "Azaghal" Pennington

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