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Wildspace is rough. It’s not a pretty place to be. Between Flowshifts, Warp
Storms, Stargates, Stellar Dragonflights, Titans, Starbeasts, and the occasional Planar
Surge, the natural hazards of Wildspace are immense. It makes you wonder why
anyone would ever even bother to explore it. But then, like most things that are absurdly
dangerous, there’s one really, really simple answer.
For money.
Jamming is the easiest way to make money among the Spheres. Nice, boring
delivery trips from one sphere to the next; serving as a Runner or a Soldier for one of
the great Trade Leagues; mercenary work, either for the Trade Leagues or smaller,
more independent enterprises; exploring the uncharted realms in hopes of finding a
Sphere to settle and start a little Trade League competition of your own; or just outright
piracy. Yes, there’s a lot of ways to make money in the Spheres, if one’s willing to brave
the myriad risks that come with it.
And that doesn’t just mean the natural risks of the Flow. Pirates, rival companies,
angry and uncivilized natives, opportunistic bastards, all sorts of people are looking to
stop you from making your hard-earned coin or bill. But that’s alright. That’s why you’re
paid big credit; you’re good at what you do.
Or you’re dead.
Welcome to the Flow. Keep your head low and your shield high, keep your purse
close and your wits about you, and remember the number one rule: mind the currents.
The Flow is another term for phlogiston - the stuff in which the Crystal Spheres
float, the great three-dimensional ocean. Phlogiston is a substance, like air or fire or
water; it’s also the single most magical substance ever discovered on any plane
anywhere, and just a few drops of raw phlogiston can bolster a spell significantly.
Unfortunately, it’s also the single most volatile substance ever discovered, making it
damned hard to actually get any of it to stay still long enough to capture. Phlogiston
looks like gaseous gold sparkling with silver; it’s clear enough that you can see through
it fine, too, and it’s warm and liquid to the touch even though it doesn’t act like any liquid
anywhere else. Wildspace is called The Flow because of the way phlogiston moves; like
a great big flowing ocean. Even when it’s captured or hardens into its strange gem-like
state, it still looks like it’s flowing, even though it’s not going anywhere.
The Current is what Jammers call the great motion of the phlogiston. There’s two
sorts of current - The Current, capitalized and fancy, is the greater motion of Phlogiston
as it can be charted from places like Sigil or the Outer Planes. People claim that
understanding the Current helps activities like predicting Flowshifts, finding new Crystal
Spheres, and understanding magic as it functions in Wildspace. On the other hand,
current - the lowercase version - is far more relevant to the average Jammer. It’s the
motion of the local Flow in that region of space, and the shifting of currents has doomed
more than one ship to disaster. Currents can be incredibly calm and predictable, and in
fact usually are; when they’re like this, savvy captains use the current to improve their
travel times, making their ship nearly twice as fast - or more! - than it would otherwise
be by using the direction of the Flow to their advantage. There are also points known as
Flow Rivers - permanent, major currents that are used by every group in Wildspace as
trade routes. The Flow Rivers are the most commonly-used means of travel; travelling
outside them is extremely dangerous, and tends to only be done when one is
desperate, foolhardy, or both. Unfortunately, the Flow can turn hostile, fast; called
Flowshifts, these violent shifts in the current can rend a ship in half, send it careening
into asteroids, planetoids, or Crystal Spheres uncontrolled, or throw it halfway across
the mapped regions of Wildspace before it can pull itself back on course. Flowshifts are
marked by rumbling in the currents, turbulence that most captains learn swiftly how to
recognize. They’re described as some of the most terrifying experiences of a Jammer’s
life.
In fact, the only thing more terrifying to most Jammers than Flowshifts is the
Warp. The Warp is the name Jammers give for a unique behavior of phlogiston when
realms not of the Prime Material cross over into Wildspace. The Phlogiston takes on
elements of that strange plane, poisoned by its elements into extreme patches of
whatever it is that plane is made up of - whether it’s fire, earth, chaos, law, or something
even more abstract. This doesn’t sound so bad, and indeed, on its own, it wouldn’t
make the Warp nearly so terrifying to Jammers. The problem is that the Warp isn’t
stable, at all; like most things that are magical in nature and interact with the Flow, the
Warp takes those elements and then magnifies them into truly unstable explosions of
magical nature. Warp-tainted areas can be terrifyingly dangerous - even Law Warps are
terrifying places of natural order that strangle any form of chaos, sometimes including
the chaos that is biological life. Worse yet, people who spend too long in the Warp can
come back...changed, tainted by the aspect of the plane they had their unfortunate
encounter with. The good news is, the Warp rarely remains around for long; planar
overlap tends not to be permanent except in the worst of cases, and when the plane
leaves, the Warp goes away with it. The bad news is, while it’s there, it’s incredibly
disruptive, and it can and has happened over major shipping lanes - sometimes without
warning.
If that weren’t enough, sometimes the Flowshifts and the Warp interact, and it’s
never, ever good. Normally, currents don’t really bother the Warp much; phlogiston
goes in, is forced into its new state, and remains there. That’s what makes the Warp
easy to spot - they’re patches of sky that just don’t look quite right, don’t have that same
transparency as the gold-tinted phlogiston. Unfortunately, particularly violent Flowshifts
can dislodge the Warp-tainted phlogiston entirely; because of its extremely volatile
nature, the tainted phlogiston swiftly infects the phlogiston it’s forced into with its bizarre
nature, and it’s thrust out of the overlap zone and into Wildspace as a whole. These
Warp Storms are surges in local reality, planar explosions that can encompass whole
sectors in their maelstroms of energy. Though they almost never last long, and they
disperse swiftly into the greater mass of the Flow, they’re the single most dangerous
natural event in the entirety of Wildspace; all it takes is one Flame or Law Warp to
completely consume a sector.
Finally, there’s Planar Surges. Planar Surges are very similar to the Warp, being
periods and points at which non-Prime planes cross over into Wildspace - but unlike the
Warp, Planar Surges are physical manifestations of the plane in the Flow, creating not
just Warp, but a piece of the plane left behind inside the new Warp. These pieces of
other planes tend to be small enough to be destroyed by the Flow once the Warp ends;
however, particularly big Planar Surges have produced remnants big enough to sustain
gravity, air, and even life - and subsequently, semi-permanent Warp zones. Fortunately,
these Warp zones are almost never large or strong enough to produce Warp Storms,
and such remnants tend to get colonized, claimed, or strip-mined quickly. Unfortunately,
that’s little comfort to Jammers who find themselves smashed up against a piece of the
Elemental Plane of Earth that wasn’t there a minute ago as a sudden Planar Surge robs
them of their lives.
The good news is, not every natural event in the flow is deadly to intelligent life.
Stargates are perhaps the most beneficial random event in the history of Jamming;
wholly natural portals that open in the Flow, they’re so-called because of their
appearance: brilliant rings of starfire that can be seen for miles inside the Flow.
Stargates are not permanent in most cases; they open, stay open for a while, then
close. While this makes them dangerous, they are almost never deadly - Stargates do
not and as far as anyone can tell cannot open in the Warp. They are still quite
hazardous, of course; an uncontrolled stargate is the quickest way to find yourself on
the opposite end of Wildspace, completely unmapped and uncertain, without provisions
for a long journey. However, those few stargates that can truly be called permanent are
revolutionary, hastening travel times between those points immensely. Subsequently,
these stargates have become hubs of trade, and Trade Leagues fight fiercely for their
control. Any Crystal Sphere with a naturally-occurring, permanent Stargate near or
inside it - the one exception to the Flow’s interaction with Crystal Spheres - is sure to be
the sight of speedy colonization, whether the locals want it or not.
The Daily Dragon is the most important outlet for news both economic and
political in the entire Flow. Bankrolled by the Glittergold Consortium, the Daily Dragon is
effectively a Trade League in its own right; it maintains a standing private army, has a
massive reach and readership, and deals in one of the most important currencies in
Wildspace - information. If there’s something to know going on, the Daily Dragon makes
sure they know it, with informants spread all across Wildspace. Reporters travel far and
wide, often hitching rides on ships to get from place to place. It runs a wide variety of
news stories, from market speculation to interviews and personal pieces to political
columns to local news. The Daily Dragon has offices on most major Crystal Spheres,
and is read by more people than any other piece of literature ever printed - including
major religious documents. The Daily Dragon utilizes a magical printing method to
produce its work, taken from Eberron; they contracted with Morden & Co Shipping to
send their paper to the far reaches of the Flow, and later purchased the right to sell their
product inside Tanzarian Wildspace as well.