Spelljammer: The Plane of the Unseen Infinity

The homebrew world of Knightfall.

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Knightfall
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Post by Knightfall » Thu Apr 07, 2011 5:21 am

Azaghal wrote:Awesome!!
Thanks!

Instead of having one list of races for Kulanspace, I'm going create lists for all the planets. The lists will note the common Spelljamming races for each planet; it won't list every race with a presence in the system.
Last edited by Knightfall on Fri Apr 08, 2011 3:14 am, edited 1 time in total.
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RACES OF KULANSPACE

Post by Knightfall » Thu Apr 07, 2011 6:53 am

Races of Kulanspace

ANYWHERE IN THE SYSTEM
● Dragonborn [modified]
● Genasi [all]
● Giant, Eldritch [not a PC race]
● Hadozee
● Half-Orc
● Khaasta
● Kobold
● Mercane
● The Neogi [not a PC race]
● Ogre
● Orc
● Squamous Lir

HALNE
● Azer
● Giant, Fire [not a PC race]
● Gnome, Fire
● Salamander [not a PC race]
● Solar Creature [Template]

TREL [Asteroid Belt]
● Dwarf
● Human, Descendant of Trel
● Githzerai
● Gnome, Star
● Lizardfolk, Venusian [Lizardkin of Trel]

KULAN
● Arachtar
● Asaatth
● Dragori [all]
● Dwarf
● Elf
● Elf, Aerenal [Lamnaro Elf]
● Elf, Eldred
● Githzerai
● Gnome
● Gnome, Steam
● Half-Elf
● Halfling
● Hobgoblin
● Human
● Human, Descendant of Trel
● Human, Vasharan
● Illumian
● Kitt
● Litorian
● Nevaequariani [Navae]
● Rakasta
● Sibeccai
● Vallorian
● Zenythri
● Zetetic

ROCK OF BRAL [Orbits Kulan]
● Dwarf
● Elf
● Giff
● Gnome
● Gnome, Star
● Half-Elf
● Halfling
● Human
● Kitt
● Rakasta
● Zetetic

V'SAL
● Asaatth
● Gnoll, Insectile
● Hobgoblin
● Hu-Charad
● Martian, High [Highborn of V'sal]
● Sibeccai
● Warforged
● Xixchil
● Zetetic

THE FLOATING MAZE [Asteroid Belt]
● Giff
● Gith, Pirate of
● Gnome, Star
● Gulgar
● Martian, High [Highborn of V'sal]
● Raia

ZU
● Illumian
● Lunar Creature [Template]
● Moon Man

KAREL
● Moon Man
● Shade
● Vallorian

TOR
● Half-Beholder [Template]
● Moon Man

SELN
● Half-Illithid [Template]
● Moon Man

THE FRACTURE
● Giant, Frost [not a PC race]
● Lumi
Last edited by Knightfall on Thu Apr 14, 2011 4:28 pm, edited 2 times in total.
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FANE'S STAR

Post by Knightfall » Thu Apr 07, 2011 11:21 pm

Fane's Star
I just added a new world to my Mirrored Cosmology that is linked to Kulan through the event known as The Transformation. A human race, called the Belin, was transported to Kulan during a forced planar-crossing. Their home world is Salitt and it exists in the Farspace Reality. Thus, it will have its own solar system.

I'm about to randomly roll on a d20 die to find out how many planets are going to exist in Fane's Star. Now, where are my dice. :?:
Last edited by Knightfall on Fri Apr 08, 2011 6:44 pm, edited 2 times in total.
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Post by Knightfall » Thu Apr 07, 2011 11:23 pm

DAMN IT!!

I rolled a 1. :evil: :evil:
Last edited by Knightfall on Fri Apr 08, 2011 3:09 am, edited 1 time in total.
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Post by Knightfall » Thu Apr 07, 2011 11:25 pm

Rerolled.

I got a six this time, so I'm going to go with seven planets for Sallitspace not including moons.

But, I'm taking a break right now.

BBL.
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FANE'S STAR (cont.)

Post by Knightfall » Fri Apr 08, 2011 3:38 am

The Worlds of Fane's Star
Here's the first glace and the worlds of this new system. I havn't decided which of these planets, besides Salitt, will be inhabited by Spelljamming civilizations, but I'm leaning towards Margvelvak, Dreen, and Chial being very important, especially Dreen.

FANE'S STAR
Primary Type: Orange Star

DENDRAS
Planet Type: Terrestrial
Size: Medium
Gravity: Standard
Atmospheric Density: Very Dense
Atmospheric Composition: Tainted
Geology: Very Flat
Hydrosphere: Very Dry
Biosphere: Scarce
Population: Very Low
Technology: None
Spelljamming Technology Knowledge: None
Magic: Low
Psionics: None

MARGVELVAK
Planet Type: Terrestrial
Size: Medium
Gravity: Standard
Atmospheric Density: Standard
Atmospheric Composition: Breathable
Geology: Very Flat
Hydrosphere: Wet
Biosphere: Standard
Population: Very Low
Technology: Early Middle Ages
Spelljamming Technology Knowledge: None
Magic: Primitive
Psionics: Moderate

KELBAR
Planet Type: Gas Giant
Size: Very Large
Gravity: Extreme
Atmospheric Density: Very Dense
Atmospheric Composition: Stale
Geology: Rugged
Hydrosphere: Very Dry
Biosphere: Very Scarce
Population: Very Low
Technology: None
Spelljamming Technology Knowledge: None
Magic: Low
Psionics: None

SALITT
Planet Type: Terrestrial
Size: Medium
Gravity: Standard
Atmospheric Density: Standard
Atmospheric Composition: Breathable
Geology: Rugged
Hydrosphere: Dry
Biosphere: Standard
Population: Moderate
Technology: Primitive
Spelljamming Technology Knowledge: None
Magic: Primitive
Psionics: None

DREEN
Planet Type: Gas Giant
Size: Very Large
Gravity: High
Atmospheric Density: Standard
Atmospheric Composition: Breathable
Geology: Rugged
Hydrosphere: Dry
Biosphere: Standard
Population: Very Low
Technology: Early Middle Ages
Spelljamming Technology Knowledge: None
Magic: High
Psionics: Moderate

SHALINSAR
Planet Type: Terrestrial
Size: Very Small
Gravity: Low
Atmospheric Density: Thin
Atmospheric Composition: Breathable
Geology: Rugged
Hydrosphere: Wet
Biosphere: Very Scarce
Population: Very Low
Technology: High Middle Ages
Spelljamming Technology Knowledge: Moderate
Magic: Moderate
Psionics: Primitive

BREAKPOINT
Planet Type: Asteroid Belt
Size: Large Field
Gravity: Very Low
Atmospheric Density: Vacuum
Atmospheric Composition: N/A
Geology: N/A
Hydrosphere: N/A
Biosphere: N/A
Population: Very Low
Technology: Early Middle Ages
Spelljamming Technology Knowledge: Moderate
Magic: Moderate
Psionics: Primitive
Last edited by Knightfall on Tue Apr 26, 2011 4:07 pm, edited 10 times in total.
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STAR SYSTEMS

Post by Knightfall » Fri Apr 08, 2011 5:11 pm

Star Systems
These tables are a combination of the World Building section of the DRAGONSTAR Guide to the Galaxy (pp. 126-138) with certain aspects of the Celestial Mechanics rules in the Spelljammer boxed set. The main difference between my charts and the DS charts is the d20 roll ranges. Juvenile stars are WAY more likely in Farspace. However, I might increase the range of the possibility of Fantastical Primaries.

This is a MAJOR work in progress and will likely remain so for some time.

SYSTEM TYPE

Code: Select all

d20           NUMBER OF PRIMARIES
1 - 14        1
15 - 17       2
18 - 19       3
20            4+
PRIMARY CLASSIFICATION

Code: Select all

d20           LIFE CYCLE
1 - 16        Juvenile Stars
17 - 18       Fantastical Primaries
19 - 20       Mature Stars
Last edited by Knightfall on Fri Apr 08, 2011 5:39 pm, edited 1 time in total.
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STAR SYSTEMS (cont.)

Post by Knightfall » Fri Apr 08, 2011 5:36 pm

JUVENILE STARS

Code: Select all

d20           STAR COLOR         TEMPERATURE (*)         LIFE SPAN
1 - 2         Blue               5 - 10                  1 million years
3 - 4         Blue-White	      2 - 5                   10 million years
5 - 6         White              1.5 - 2                 400 million years
7 - 10        Yellow-White       1 - 1.5                 4 billion years
11 - 14       Yellow             1                       10 billion years
15 - 18       Orange             0.7 - 1                 60 billion years
19 - 20       Red                0.7 or less             100 billion years
* Temperature is a multiple of the surface temperature of an average yellow sun, which ranges between 8,500 degrees and 10,000 degrees.

FANTASTICAL PRIMARIES

Code: Select all

d20           PRIMARY TYPE                         SENTIENCE %        COLONY %
1             Terrestrial (Habitable)              6%                 10%
2             Asteroid Field (Habitable)           4%                 8%
3             Gas Giant (Habitable)                2%                 6%
4 - 5         Terrestrial (Uninhabitable)          0%                 6%
6 - 7         Asteroid Field (Uninhabitable)       0%                 4%
8 - 9         Gas Giant (Uninhabitable)            0%                 2%
10 - 14       Fire Body (SJ)                       5%                 10%
15 - 16       Earth Body (SJ)                      25%                50%
17            Air Body (SJ)                        10%                20%
18            Water Body (SJ)                      15%                30%
19            Effervescent                         2%                 0%
20            Death Hole                          1%                  0%
Sentience % = Chance of life developing naturally on the primary. Colony % = Chance that a spelljamming race has settled the primary from another world.

MATURE STARS

Code: Select all

d20           STAR
1 - 12        Black Dwarf
13 - 15       Red Giant
16 - 18       White Dwarf
19            Neutron Star
20            Black Hole
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Post by Knightfall » Fri Apr 08, 2011 8:34 pm

I've added the planetary data for both Kulanspace and Fane's Star (new name for Salittspace). I'll be adding my homebrewed version of the Planet charts from the DRAGONSTAR Guide to the Galaxy. Later.

The charts still need some tweaking.
Last edited by Knightfall on Fri Apr 08, 2011 8:57 pm, edited 1 time in total.
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PLANETS

Post by Knightfall » Fri Apr 08, 2011 8:54 pm

Planets

NUMBER OF PLANETS

Code: Select all

PRIMARY                                    PLANETS
Blue                                       1d20-12
Blue-White                                 1d20-10
White                                      1d20-8
Yellow-White                               1d20-4
Yellow                                     1d20-4
Orange                                     1d20-4
Red                                        1d20-6
Terrestrial (Habitable)                    1d20-8
Terrestrial (Uninhabitable)                1d20-8
Asteroid Field (Habitable)                 1d20-12
Asteroid Field (Uninhabitable)             1d20-12
Gas Giant (Habitable)                      1d20-6
Gas Giant (Uninhabitable)                  1d20-6
Fire Body (SJ)                             1d20-4
Earth Body (SJ)                            1d20-8
Air Body (SJ)                              1d20-12
Water Body (SJ)                            1d20-8
Effervescent                               1d20-10
Death Hole                                 1d20-12 *
Black Dwarf                                1d20-14 *
Red Giant                                  1d20-16 *
White Dwarf                                1d20-16 *
* The worlds around these primaries are always inhabitable, dead/dying worlds, or full of intelligent undead.

PLANET TYPE

Code: Select all

d20                 PLANET TYPE
1 - 12              Terrestrial
13 - 17             Gas Giant
18 - 19             Asteroid Belt
20                  Fantastical (SJ)
FANTASTICAL PLANETS (Spelljammer)
Fantastical Planet Type

Code: Select all

d20                 FANTASTICAL PLANET TYPE
1 - 15              Earth Body
16 - 17             Fire Body
18                  Air Body
19                  Water Body
20                  Live World (optional)
Odd Shapes for Fantastical Planets (Optional)

Code: Select all

d20                 ODD SHAPES
1                   Amorphous
2                   Triangular
3                   Cubic
4 - 10              Cluster
11 - 17             Elliptical
18                  Hollow World
19                  Flatworld
20                  Polygonal (5 sides or more)
-------------------------------------
Other Oddities for All Planets (Optional)

Code: Select all

d20                 OTHER ODDITIES
1                   Roll again (1d6-1 times, minimum of 2)
2                   Ring (Elemental Air [Wind Storms])
3                   Ring (Elemental Fire [Magma Storms])
4 - 5               Ring (Elemental Water [Ice Storms])
6 - 10              Ring (Elemental Earth [Meteor Showers])
11 - 14             Debris Field [Space Junk]
15                  Orbiting Spelljammer Port
16                  Hotter than Normal
17                  Colder than Normal
18                  Inhabitable Cluster of Asteroids
19                  Alien Hydro- and Biosphere
20                  Domed Habitats, or Floating Magitech Cities
Last edited by Knightfall on Sat Apr 09, 2011 7:15 pm, edited 20 times in total.
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PLANETS (cont.)

Post by Knightfall » Fri Apr 08, 2011 9:03 pm

PLANET OR ASTEROID BELT/FIELD SIZE

Code: Select all

d20                 SIZE
1 - 5               Very Small
6 - 10              Small
11 - 15             Medium (Earthlike)
16 - 20             Large
21 - 24             Very Large
25+                 Massive [Asteroid Belt/Field only]
Add 15 to roll for gas giants and air type worlds.

GRAVITY
As per the Gravity table in DRAGONSTAR Guide to the Galaxy (p. 130).

ATMOSPHERE
Atmospheric Density
As per the Atmospheric Density table in DRAGONSTAR Guide to the Galaxy (p. 131).

Atmospheric Composition

Code: Select all

d20                 ATMOSPHERIC COMPOSITION
1 - 12              Breathable
13 - 14             Stale
15 - 16             Foul
17 - 18             Tainted
19 - 20             Hostile
Stale/Foul = Rules presented in SPELLJAMMER: Shadow of the Spider Moon (pp. 33-34); Tainted/Hostile = Rules presented in DRAGONSTAR Guide to the Galaxy (p. 131).

GEOLOGY
As per the Geology table in DRAGONSTAR Guide to the Galaxy (p. 132).
Last edited by Knightfall on Sat Apr 09, 2011 8:01 am, edited 5 times in total.
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PLANETS (cont.)

Post by Knightfall » Fri Apr 08, 2011 9:05 pm

HYDROSPHERE

Code: Select all

d20                 HYDROSPHERE
1 - 4               No Water
5 - 8               Very Dry
9 - 11              Dry
12 - 18             Wet (Earthlike)
20                  Very Wet
Fantastical fire planets never have any water; fantastical water planets are always very wet. Add 5 to the roll for fantastical earth planets and 10 to the roll for fantastical air planets.

BIOSPHERE

Code: Select all

d20                 BIOSPHERE
1 - 8               No Life
9 - 10              Very Scarce
11 - 15             Scarce
16 - 20             Standard
21+                 Abundant
Add 3 to the roll if the planet has a wet hydrosphere. Add 5 to the roll if the planet has a very wet hydrosphere.

POPULATION
As per the Population table in DRAGONSTAR Guide to the Galaxy (p. 134). "Low" is the standard population value for a D&D world without advanced technology.

Primary Population Type (Optional)

Code: Select all

d20                 POPULATION TYPE
1                   Undead
2                   Aberrations
3                   Awakened Constructs
4                   Awakened Animals
5                   Elementals
6 - 10              Giants
11 - 15             Humanoids
16                  Monstrous Humanoids
17                  Fey
18                  Plants
19                  Dragons
20                  Outsiders
Last edited by Knightfall on Sat Apr 09, 2011 8:10 am, edited 7 times in total.
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PLANETS (cont.)

Post by Knightfall » Fri Apr 08, 2011 9:08 pm

TECHNOLOGY

Code: Select all

d20                 TECHNOLOGY (*)
1 - 3               None
4 - 5               Primitive
6 - 10              Classical Antiquity
11 - 15             Early Middle Ages
16                  High Middle Ages
17                  Late Middle Ages
18                  Renaissance
19                  Eberron-like
20                  Variable
21+                 Industrial Revolution (optional)
* Add 3 to the roll for planets with Moderate populations, add 5 to the roll for planets with High populations, and add 7 to the roll for planets with Very High populations.

Time Periods on Wikipedia: Classical Antiquity; Early Middle Ages; High Middle Ages; Late Middle Ages; Renaissance; Industrial Revolution.

SPELLJAMMING TECHNOLOGY KNOWLEDGE

Code: Select all

d20                 SPELLJAMMING TECHNOLOGY KNOWLEDGE
1 - 10              None
11 - 14             Low
15 - 18             Moderate *
19                  High
20                  Planetary
* Standard knowledge level for a traditional non-Spelljammer D&D campaign.

MAGIC

Code: Select all

d20 (*)             MAGIC
1 - 4               None
5 - 8               Primitive
9 - 12              Low
13 - 18             Moderate
19                  High **
20                  Advanced (i.e Epic magic)
21+                 Godlike
* Add 3 to the roll for fantastical planets.
** Standard magic levels for D&D campaigns (i.e. 9th-level spells).

PSIONICS

Code: Select all

d20 (*)              PSIONICS
1 - 5               None
6 - 10              Primitive
11 - 15             Low
16 - 18             Moderate
19                  High **
20                  Advanced (i.e. Epic psionics)
21                  Godlike
* Add 1 to the roll for fantastical planets.
** Standard powers levels for D&D campaigns (i.e. 9th-level powers).
Last edited by Knightfall on Sun Apr 10, 2011 9:48 pm, edited 12 times in total.
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ALLORSPACE

Post by Knightfall » Fri Apr 08, 2011 9:29 pm

Allorspace
Allorspace once existed in the Shell Reality, but after an encounter with the raia, the sphere was pulled into the Farspace Reality. While the system's planets remains much as they were, the shift in reality has a huge effect on the sphere's civilizations. Rarkker and Yuillion were vacuum worlds before the reality shift. The people of Death's Rock died. The civilization's still exists but it is a civilizations of the undead. The people of Ptah's Berg survived the transition with the help of their deity.

ALLOR
Primary Type: Fantastical (Fire Body)
Size: Very Large
Gravity: Very High
Atmospheric Density: Dense
Atmospheric Composition: Hostile
Geology: Standard
Hydrosphere: No Water
Biosphere: Very Scarce
Population: Very Low (elementals/outsiders)
Technology: Variable
Spelljamming Technology Knowledge: Planetary
Magic: High
Psionics: Low
Oddities: Elemental Ring [Fire/Magma]

RARKKER
Planet Type: Terrestrial
Size: Very Small
Gravity: Very Low
Atmospheric Density: Vacuum
Atmospheric Composition: N/A
Geology: Flat
Hydrosphere: No Water
Biosphere: No Life
Population: Very Low
Technology: Variable
Spelljamming Technology Knowledge: High
Magic: Moderate
Psionics: None

YUILLION
Planet Type: Terrestrial
Size: Small
Gravity: Low
Atmospheric Density: Vacuum
Atmospheric Composition: N/A
Geology: Rugged
Hydrosphere: No Water
Biosphere: No Life
Population: Very Low
Technology: Variable
Spelljamming Technology Knowledge: Moderate
Magic: Moderate
Psionics: Low

DEATH'S ROCK
Planet Type: Terrestrial
Size: Very Small
Gravity: Microgravity
Atmospheric Density: Vacuum
Atmospheric Composition: N/A
Geology: Very Flat
Hydrosphere: No Water
Biosphere: No Life
Population: Very Low (undead)
Technology: Early Middle Ages
Spelljamming Technology Knowledge: Low
Magic: High
Psionics: None

PTAH'S BERG
Planet Type: Fantastical (Earth Body)
Size: Small
Gravity: Low
Atmospheric Density: Thin
Atmospheric Composition: Stale
Geology: Standard
Hydrosphere: Very Dry
Biosphere: Very Scarce
Population: Low
Technology: Classical
Spelljamming Technology Knowledge: Moderate
Magic: Moderate
Psionics: Low

THE BELT OF STONES
Planet Type: Asteroid Belt
Size: Large Field
Gravity: Low
Atmospheric Density: Thin
Atmospheric Composition: Variable (a few breathable atmospheres)
Geology: Variable
Hydrosphere: Dry (water is in the force of ice)
Biosphere: Scarce
Population: Low
Technology: High Middle Ages
Spelljamming Technology Knowledge: Planetary
Magic: High
Psionics: None
Last edited by Knightfall on Tue Apr 26, 2011 4:18 pm, edited 2 times in total.
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Re: Knightfall's Homebrewed Spelljammer [i.e. Farspace Reali

Post by Knightfall » Sat Apr 09, 2011 7:58 am

First draft of charts are done and posted. - KF
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KALESPACE

Post by Knightfall » Sat Apr 09, 2011 8:12 pm

Kalespace
This system is my first attempt at creating a brand knew sphere using my customized charts. I let the roll of the dice build this system, for the most part. I ignored the dice a few times when the rolls conflicted too much with previous rolls. It was interesting that two gas giants got breathable atmospheres while two terrestrial worlds got tainted atmospheres. Another interesting aspect is that all the worlds are large or very large. Plus, I rolled for a primary population type for each of the inhabited planets.

The most interesting aspects (IMO) of this system are the following: the Eberron-like outsider civilization on the gas giant, Zeligos; the (classical antiquity) civilization of monstrous humanoids on Brair; the giant civilization on the tainted world of Varn; and, of course, Kale. Kale is a fantastical earth body that is also a hollow world and has an elemental earth ring system orbiting it. It has a planetary awareness of spelljamming but its magic and psionic levels only moderate. (I decided to switch the atmospheric compositions rolled for Blacksh and Varn although Varn still has tainted areas.)

Note: I've made a decision regarding fantastical worlds. When rolling for gravity and atmospheric density, I will roll one closer towards medium and standard, respectively, for such worlds. Thus, for Kale, I rolled for its gravity as if it was Medium and its atmospheric density as if it was Standard.

THE CRIMSON LIGHT
Primary Type: Orange star

BLACKASH
Planet Type: Gas Giant
Size: Very Large
Gravity: High
Atmospheric Density: Standard
Atmospheric Composition: Tainted
Geology: Rugged
Hydrosphere: No Water
Biosphere: No Life
Population: N/A
Technology: N/A
Spelljamming Technology Knowledge: N/A
Magic: N/A
Psionics: N/A

ZELIGOS
Planet Type: Gas Giant
Size: Very Large
Gravity: Very High
Atmospheric Density: Dense
Atmospheric Composition: Breathable
Geology: Flat
Hydrosphere: Wet
Biosphere: Standard
Population: High (outsiders)
Technology: Eberron-like
Spelljamming Technology Knowledge: High
Magic: High
Psionics: None

AAEL
Planet Type: Terrestrial
Size: Large
Gravity: Very High
Atmospheric Density: Dense
Atmospheric Composition: Tainted
Geology: Very Rugged
Hydrosphere: Very Dry
Biosphere: No Life
Population: N/A
Technology: N/A
Spelljamming Technology Knowledge: N/A
Magic: N/A
Psionics: N/A

BRAIR
Planet Type: Gas Giant
Size: Very Large
Gravity: Very High
Atmospheric Density: Dense
Atmospheric Composition: Breathable
Geology: Rugged
Hydrosphere: Wet
Biosphere: Scarce
Population: Moderate (monstrous humanoids)
Technology: Classical Antiquity
Spelljamming Technology Knowledge: Low
Magic: Low
Psionics: None

VARN
Planet Type: Terrestrial
Size: Large
Gravity: High
Atmospheric Density: Dense
Atmospheric Composition: Foul (many tainted areas)
Geology: Rugged
Hydrosphere: Very Dry
Biosphere: Scarce
Population: Moderate (giants)
Technology: Variable
Spelljamming Technology Knowledge: Moderate
Magic: Moderate
Psionics: None

KALE
Planet Type: Fantastical (Earth Body)
Size: Large
Gravity: High
Atmospheric Density: Dense
Atmospheric Composition: Breathable
Geology: Flat
Hydrosphere: Wet
Biosphere: Standard
Population: Moderate (humanoids)
Technology: High Middle Ages
Spelljamming Technology Knowledge: Planetary
Magic: Moderate
Psionics: Moderate
Oddities: Elemental Ring (Earth); Hollow World
Last edited by Knightfall on Tue Apr 26, 2011 4:22 pm, edited 4 times in total.
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Re: Knightfall's Homebrewed Spelljammer [i.e. Farspace Reali

Post by Angel Tarragon » Sun Apr 10, 2011 5:31 am

What's the difference between Fantastical (Earth Body) and Terrestrial planet types?

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Re: Knightfall's Homebrewed Spelljammer [i.e. Farspace Reali

Post by Knightfall » Sun Apr 10, 2011 8:00 pm

Twin Agate Dragons wrote:What's the difference between Fantastical (Earth Body) and Terrestrial planet types?
Fantastical earth bodies (as well as the other fantasical planets) allow for more variation. They can be hollow, have elemental rings, or be oddly shaped. Terrestrial planets never have any of those features. Terrestrial planets follow the normal laws of our universe, for the most part. Since this is Spelljammer, there can be exceptions.

Fantastical planets are more likely to have stronger ties to magic and/or psionics, which isn't really reflected in the charts, yet. (EDIT: I just changed the Magic and Psionics charts.)
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Re: Knightfall's Homebrewed Spelljammer [i.e. Farspace Reali

Post by Knightfall » Sun Apr 10, 2011 8:58 pm

I'm going to roll up another system....

# of primaries = 3

Rolled up these three juvenile star types: Blue-white, yellow-white, and white. I rolled for planets for each of the star types and got 0, 0, and 11. I will divide this by 3 for 3 planets (rounded down) plus I'm going to add an extra asteroid belt. I'm also going to say that the blue-white and white stars burnt out their fuel eons ago and are now black dwarf stars.

Rolls for planets...

8, 10, and 1.

So three terrestrial planets and an asteroid belt. I'm going to put the asteroid belt between the primaries and the planets.

Asteroid Belt = medium-sized field
Planet 1 = small
Planet 2 = large
Planet 3 = large
Last edited by Knightfall on Sun Apr 10, 2011 9:17 pm, edited 1 time in total.
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Re: Knightfall's Homebrewed Spelljammer [i.e. Farspace Reali

Post by Knightfall » Sun Apr 10, 2011 9:16 pm

Gravity rolls...

Asteroid field = 10 (very low)
Planet 1 = 6 (very low)
Planet 2 = 4 (standard)
Planet 3 = 15 (very high)

Atmosphere rolls...

Asteroid field = Density: 11 (very thin); Composition: 8 (breathable)
Planet 1 = Density: 9 (vacuum); Composition: N/A
Planet 2 = Density: 20 (standard); Composition: 18 (tainted)
Planet 3 = Density: 4 (standard); Composition: 4 (breathable)

Geology rolls...

Asteroid field = 18 (very rugged)
Planet 1 = 3 (very flat)
Planet 2 = 6 (flat)
Planet 3 = 13 (standard)

Hydrosphere rolls...

Asteroid field = 17 (wet)
Planet 1 = N/A
Planet 2 = 20 (very wet)
Planet 3 = 2 (no water)

Biosphere rolls...

Asteroid field = 1 + 3 [for being wet] = 4 (no life)
Planet 1 = N/A
Planet 2 = 1 + 5 [for being very wet] = 6 (no life)
Planet 3 = 6 (no life)
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Re: Knightfall's Homebrewed Spelljammer [i.e. Farspace Reali

Post by Knightfall » Sun Apr 10, 2011 9:28 pm

So, this new system doesn't have any natural life forms but, strangely enough, their is a lot of water in this system (probably ice). Therefore, the system would be fought over constantly by anyone who's discovered it.

I'm going to roll once for population and apply it to the entire system...

3 (very low)

Very low refers to less than one million civilized inhabitants. Therefore, the system is either isolated or it is an unknown sphere beyond a few races. I'm going to roll three times for primary population type...

17 (fey)

2 (aberrations)

1 (undead)

Okay, that's bizarre. The fey races living in the system are likely the good guys while the undead are obviously the bad guys. The aberrations could fall in-between the two. Or the system could be dominated by mind flayers or beholders. The fey would need spelljammers to survive in this dangerous system while the undead could live anywhere.

Technology next...
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Re: Knightfall's Homebrewed Spelljammer [i.e. Farspace Reali

Post by Knightfall » Sun Apr 10, 2011 9:44 pm

For technology, I'm going to roll for the races, not the planets...

Fey - Technology: 9 (classical antiquity); Spelljamming Technology Knowledge: 4 (none)

Aberrations - Technology: 3 (none); Spelljamming Technology Knowledge: 15 (moderate)

Undead - Technology: 4 (primitive); Spelljamming Technology Knowledge: 16 (moderate)

Well, that changes things. :P

It looks like the fey have managed to find a way to live in this system without the knowledge of spelljamming. Perhaps they live on one of the worlds in a dome with an atmosphere. Meanwhile, the aberrations don't have any technology but are aware of how spelljamming tech works. Perhaps a group of mind flayers became stranded in the system and must live savagely. Perhaps they survive by feasting on the fey while avoiding the undead.

Now, the undead have primitive technology, which means about what you think it does. Stone tools and weapons, almost no metallurgy, and hunter-gathers/herders. Perhaps the undead herd aberrations for their food. Of course, the undead don't need food and water but their slave-food will need it. I foresee intelligent, ghoul-like creatures ranging across barren worlds hunting aberrations that may or may not need to breathe. Now, these undead beings are also aware of spelljamming tech. Hmm.... :idea:
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Re: Knightfall's Homebrewed Spelljammer [i.e. Farspace Reali

Post by Knightfall » Sun Apr 10, 2011 9:55 pm

Magic and Psionics...

Again, rolling for the races, not the worlds

Fey - Magic: 11 (low); Psionics: 5 (none).
Aberrations - Magic: 4 (none); Psionics: 18 (moderate)
Undead - Magic: 5 (primitive); Psionics: 19 (high)

Well, that answers the question about who rules/dominates who.

The aberrations and undead are definitely linked. The undead have the most powerful abilities, which they use to dominate the aberrations. Perhaps these undead masters stole the power of the mind from the living or perhaps they are undead versions of the aberrations.

The fey remain a mystery. The only thing that sets them apart is that they have a better grasp on magic than the aberrations and the undead. This must be how they survive. They have arcanists and gods to protect them. Divine magic is uncommon while arcane magic is rare, however. Witches and shamans! :cool:

Opinions? Comments?
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Re: Knightfall's Homebrewed Spelljammer [i.e. Farspace Reali

Post by Angel Tarragon » Sun Apr 10, 2011 10:19 pm

Knightfall wrote:Opinions? Comments?
Knightfall wrote:Hydrosphere rolls...

Asteroid field = 17 (wet)
Planet 1 = N/A
Planet 2 = 20 (very wet)
Planet 3 = 2 (no water)
I like the hydrosphere of the asteroid belt. I can see a good portion of these being mostly frozen chunks of water that can be mined and purified as a source of fresh water for spelljamming vessels.

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Re: Knightfall's Homebrewed Spelljammer [i.e. Farspace Reali

Post by Angel Tarragon » Sun Apr 10, 2011 10:20 pm

What's the goal of these extra crystal spheres Knightfall? Filling out a quadrant map for Kulanspace?

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