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Atlas of the Known Spheres


By Adam Miller
Ye think Realmspace be all there is?
Trust ole Kraken,
thar be spheres and worlds far beyond
yer wildest imagination.
– Kraken, privateer and author.
_____________________

Design: Adam Miller


Contributors: Paul Westermeyer, Tauster
Editing and Development:
Cartography: Adam Miller
Typography: Adam Miller

AD&D, D&D, SPELLJAMMER, DRAGONLANCE, FORGOTTEN REALMS, WORLD OF GREYHAWK, MYSTARA, DARK SUN,
and EBERRON, are trademarks owned by Wizards of the Coast Inc.
In 1989, TSR released a boxed set with attempts is my earlier attempts were the list, I included Mystrylspace, a
the basic concept of “Advanced haphazard ideas, with no clear vision. sphere I have worked on, and rewritten,
Dungeon & Dragons in Space!” This With this book I finally treated this book for years, and Mirrorspace, a sphere
would become known as Spelljammer. as a serious, professional author would. that grew from a simple concept article
It would launch a line of supplements, I started with a vision. I wanted to I posted to the Spelljammer Mailing List
modules, articles, and even a series of create a professional-looking product to a fan-driven collaboration with many
six novels. Although the main line can that could have been created by the wonderful articles and contributions by
nd
to a conclusion in the days of 2 Spelljammer design team at TSR, if several fans.
Edition Advanced Dungeons & they were so inclined. I wanted to
Dragons, Spelljammer would at least create a boxed set. I decided upon a The second book of the boxed set is,
be touched on with each subsequent benchmark of two books, each of 50k for lack of a better term, a “DM’s
edition. words each. Sourcebook”. It is modeled after the
st
DM’s Sourcebook of the old 1 Edition
As a fan of the Spelljammer setting of The next step is to determine what the Forgotten Realms “Gray Box” set. It
over two decades, an often heard contents of each book should be. For includes NPCs, minor organizations, a
complaint about the setting is, to put it this book, I decided upon an atlas. I simple timeline, rumors from across the
bluntly, a lack of a coherent setting. would take a number of spheres not Known Spheres, and more. It will tie the
While some areas of Spelljammer are covered by their own sourcebooks, and various spheres of this book, Atlas of
given a fair amount of detail, give them roughly the same level of the Known Spheres, together.
particularly the spheres (or solar detail that Greyspace, Krynnspace, and Combined, I hope to create a boxed set
systems) that contain the worlds of Realmspace were given in Lorebook of that Dungeon Masters can use as
Krynn, Oerth, and Toril (and thus the the Void. I would also include a general inspiration and the jumping off point to
Dragonlance, Greyhawk, and Forgotten “Known Spheres” chapter, as well as a create their own Spelljammer
Realms settings, respectively), as well chapter giving more depth to the campaigns. I strongly encourage
as the purely spelljammer sphere of Phlogiston and how navigation in that Dungeon Masters to take the materials
Clusterspace and the city of the Rock strange realm truly works. The next presented within and make it their own.
of Bral (each given their own step was deciding which spheres to Perhaps a particular Dungeon Master
supplements), there is a much wider include. Initially I began with twelve. I lacks Astronumdi Cluster, but wishes to
implied setting that was never fully wanted a mix of official spheres as well make use of “Shardspace”, the sphere
fleshed out. Spheres are name- as fan created spheres. Yet trying to containing the Eberron campaign
dropped in novels or supplements, determine which twelve I wanted to setting. One idea would be to swap out
such as Pathspace, Primespace, and include proved challenging. I certainly Clusterspace for Shardspace. Another
Wayspace, but scant details are given. wanted all of the spheres mentioned in Dungeon Master might wish to
Even when novels visit these spheres, the novels (Heartspace, Pathspace, incorporate their own campaign setting
only a few planets are mentioned and Vistaspace, etc), and I wanted spheres into the Known Spheres by adding a
fewer details are provided. Some from the modules (Greatspace, sphere to the map. Such is the freedom
spheres, such as Heartspace, see the Herospace, etc), as well as spheres and flexibility any Dungeon Master
protagonist visit the planet Crescent, that were involved in Paul should use this book.
and enough detail is given to get a fair Westermeyer’s Jammers Play by Email
idea of what that planet is like, and two game I participated in years ago. Yet Will there be a second “Atlas” to
other planets are named as well. On coming to a final list proved difficult, so explore other, less well-traveled
the other hand, a sphere such as I bumped the sphere list to fifteen. The spheres such as Herdspace,
Primespace is named yet almost biggest qualifications to spheres I Darkspace, etc? Perhaps. If this book is
nothing is given about it. included was that the sphere had to used as a guide from which campaigns
have a fair reason for vessels to visit are based, I have done my work well.
So after years of such complaints, frequently, for trade and commerce to And maybe in the future I can summon
myself included, I decided to address be established. Spheres that are the creative energies, pray to the
this issue. What you are reading is unknown and unvisited outside of the muses, and make the appropriate
probably the fourth or fifth attempt to protagonists of the novel or module sacrifices to make a second Atlas a
address the problem, and the only one were not included. Thus Darkspace, reality. Until then, may your dice roll
that managed to see completion. What Nex, Shadowspace, and Dreadspace true and your players experience the
sets this book apart from earlier were all discarded. To fully round out joys of Spelljammer!
Table of Contents
Chapter 1: A Guide of the Known Spheres
The Known Spheres is a collection as well to round out the Known considered the very heart of the
of spheres surrounding the heart of Spheres. Known Spheres, with the largest
the AD&D settings, which include and most robust populations of
the worlds of DRAGONLANCE, The Known Spheres float in the humans, demi-humans, and
GREYHAWK, and FORGOTTEN Rainbow Ocean, also known as the humanoids on their respective
REALMS. Collectively the spheres Phlogiston. The Phlogiston is vast. major planets. These spheres have
of Krynnspace, Greyspace, and Some say it stretches forever, while played important roles in the history
Realmspace are known as the others say it has some boundary far of the Known Spheres, with
Radiant Triangle. Other AD&D beyond the limits of what a ship can influences far beyond the
campaign settings, such as travel. There are numerous, nearly boundaries of their shells. In ages
MYSTARA and BIRTHRIGHT, invisible rivers of denser Phlogiston past, the Radiant Empire was
occupy distant spheres and largely that link spheres to one another in a founded in Krynnspace, from the
removed from the Known Spheres. vast network. These rivers link the world of Zivilyn, now an air world
The location of the Crimson Known Spheres together and but once a solid world similar to
Sphere, home to the DARK SUN facilitate easy and reliable travel. Krynn. Realmspace saw the rapid
campaign setting, is lost and Innumerable rivers lead away to far rise and fall of the Empire of
unknown to most within the Known distant spheres, some well-known Netheril’s spelljamming ambitions,
Spheres. and traveled to, others obscure and stymied by resistance by existing
others still completely unknown to wildspace communities. The Suel
This guide details several spheres the peoples of the Known Spheres. Empire on Oerth dabbled in
relatively close to the Radiant There are many more spheres spelljamming, a curiosity for their
Triangle. These spheres have been beyond the Known Spheres most affluent nobles.
mentioned in SPELLJAMMER detailed here, far too many to detail
modules, sourcebooks, or novels. in any one book. Travel through the In more recent times, wars and
These spheres all have a fairly high Phlogiston can be dangerous at strife upon the worlds of Krynn,
level of spelljamming traffic and times, although the routes linking Oerth, and Toril attract a fair
frequented by travelers. For the Known Spheres together are number of mercenaries looking for
example, from the module SJA3 well-known, traveled, and relatively fame and fortune on the battlefield.
Crystal Spheres, Greatspace is safe. Tinker gnomes, a curious race
counted as a Known Sphere as the originating on Krynn, have spread
natives are Spelljammer-aware and For the purposes of this product, far and wide across the Known
the module implies a fair amount of the Known Spheres consists of the Spheres to the point of even
spelljammer traffic. On the other following spheres: dominating worlds such as
hand, Darkspace has almost no Ironpiece. Organizations such as
Bralspace Pathspace
spelljammer traffic, and the nature Faeriespace Primespace the Red Wizards, Zhentarim, and
of the sphere does not encourage Greatspace Refuge Scarlet Brotherhood have cast their
travelers of any sort, and therefore Grommspace Taur-Utospace agents far and wide into the greater
is not counted as one of the Known Heartspace Vistaspace Known Spheres, spreading their
Sphere and not detailed here. Herospace Wayspace influences to distant worlds. Ports
Clusterspace, detailed in the Mirrorspace Winterspace such as Palanthas, Greyhawk, and
Mystryl
Astronumdi Cluster boxed set, is Waterdeep are hubs of spelljammer
not counted in the Known Spheres, trade and traffic, with varying
for while its location is well-
The Radiant Triangle degrees of frequency.
documented, ships avoid it for its The triangle of spheres within which
nature in trapping those who contain the DRAGONLANCE, Krynnspace: A large crystal
venture into it. Additionally, a GREYHAWK, AND FORGOTTEN sphere, Krynnspace is considered a
REALMS campaign settings are backwater. In ancient times it was
handful of fan spheres are included
collectively known as the Radiant host the throne world of the Radiant
Triangle. These spheres are
Empire, Zivilyn. This was prior to elves, humans, gnomes, and Unfortunately, many are little more
the cataclysm that transformed illithids. than pirates and raiders, eagerly
Zivilyn into an air world with a few attacking every ship they come
flying continents as the sad Of note, Greyspace is the home across and think they can capture.
remnants of a once-thriving planet. sphere of the Church of Celestian,
Krynn remains as the sphere’s a deity from Oerth that has gained Of note Toril is the homeworld of
major world. In recent decades it popularity across the Known Elminster of Shadowdale and
has been wracked by a continent- Spheres in recent decades. Khelbren Blackstaff, both
wide war known as the War of the College-like temples of Celestian archmages of some fame who have
Lance. Prior to the War of the have sprung up in many spheres. in the past “toured” the Known
Lance, no deity answered prayers As a deity of wildspace, Celestian is Spheres, involving themselves in
of priests, leading to the sphere proving very popular with matters most wish they had not,
being avoided due to clerical spacefaring sailors and travelers. and generally caused some
blessings and healing being mischief wherever they went. Both
For more information regarding have returned to their homeworld,
inaccessible.
Greyspace, please refer to to the relief of many a spacefarer.
For more information regarding Spelljammer: AD&D Adventures in
Krynnspace, please refer to Space © 1989 by Jeff Grubb and Toril is the location of The Dock,
Spelljammer: AD&D Adventures in SJR6 Greyspace © 1992 by Nigel and Arcane-run facility where
Space © 1989 by Jeff Grubb and Findley. spelljamming equipment may be
SJR7 Krynnspace © 1993 by Jean purchased and ships repaired.
Realmspace: Smallest of the Located in a remote glacier, The
Rabe.
Radiant Triangle spheres, Dock is difficult to reach from any
Greyspace: Largest sphere of the Realmspace has the highest means other than by spelljammer,
Radiant Triangle, Greyspace enjoys spelljamming activity. The world of and prices are high. The Dock is a
a medium to high levels of Toril is considered the most profitable venture, thanks in part to
spelljammer traffic. The inner important in the sphere, despite groundling nations using it to
system is divided from the outer thriving civilizations on almost all of acquire spelljammers to expand
system by a shell of asteroids its worlds. Only Chandos is avoided into Realmspace.
known as the Grinder. This shell is by spelljammers, for landing on that
dangerous to cross recklessly, world is incredibly dangerous due For more information regarding
causing most ships to avoid Oerth to the constantly shifting rocks and Realmspace, please refer to
and its moons and instead worry islands. Spelljammer: AD&D Adventures in
about the worlds of the outer Space © 1989 by Jeff Grubb and
The Tears of Selune asteroid SJR2 Realmspace © 1991 by Dale
system.
cluster near Toril is considered the “Slade” Henson.
Of the outer worlds, Gensel is a hub of trade in the sphere. Upon
mercantile hub, with kingdoms that entering Realmspace, most ships Clusterspace
live and die by trade deals. Borka is head directly for the Tears, and
Positioned deep in the heart of the
a cluster world and the home to then head to other worlds. There
Known Spheres and connected to
many humanoid tribes who desire are robust colonies of truly non-
every sphere of the Radiant
revenge on the elves who human races, including lizardmen
Triangle via rivers through the
destroyed their home. Greela is and aarakocra at Coliar, illithids at
Phlogiston, Clusterspace should be
another cluster world, inhabited by Glyth, and beholders at H’Catha,
a hub of trade and travel. Yet
humans and elves. It hosts the each with a large number of ships
merchants and travelers avoid the
largest elven shipyard in the under their command. The captains
sphere, for once one enters the
Radiant Triangle. The most distant of these vessels have their own
sphere, it is nigh impossible to
world, the Spectre, is a flat world agendas and goals, and often do
escape from. While many have
that hosts important waystations for not concern themselves with the
heard rumors and legends of
matters of merchants and travelers.
Clusterspace, news and reliable
information about the sphere and investigate. The Empire sought to countless spheres beyond those
its inhabitants is hard to come by. expand its holdings into the Known listed here. Khelbren Blackstaff of
Some elf merchant houses have Spheres, attacking vessels and Waterdeep tells of a sphere he
some trick to entering and exiting overrunning outposts with waves of visited, one with a steel-colored star
the sphere and are the most werewolf enforcers, commanded by and home to a mighty ogre king
reliable source of information about powerful warrior-wizards. This and his six Iron Dukes, preparing
the sphere. Disinformation action provoked a response from for war with the elves. The Arcane
abounds, with rumors ranging from the Known Spheres, and a large Inner Flow, which intersects with
a sphere ruled by sun-worshipping military expedition was sent into the the Known Spheres, is a circular
wizards to a sunless sphere ruled Vodoni Empire to slay the Emperor. route through the Phlogiston
by fanatical illithids to demon- The action was reportedly encompassing a dozen spheres,
haunted worlds. Therefore for the successful, for attacks ended with a companion Arcane Outer
purposes of this book, Clusterspace shortly thereafter. Flow rumored to hold a hundred.
is not considered part of the Known Far from the Radiant Triangle, the
Spheres, as it is a “closed” sphere Scouts from the Known Spheres currents of the Phlogiston twist
and information about it is have visited the spheres claimed by around a cluster of spheres known
unreliable from the stand-point of the Empire. Each sphere is unique as the Maelstrom. Mystara, home
natives of the Known Spheres. and different, many with armies of of the DUNGEONS & DRAGONS
Vodoni loyalists that number far campaign setting, occupies its own
Clusterspace is detailed in The beyond what most kingdoms can sphere, nestled in a cluster of
Astronumdi Cluster boxed set © muster. Parts of the Empire have spheres at the far end of most
1993 by L. Richard Baker III and fallen into civil war, while others space charts. Lost somewhere in
Sam Witt. saw enslaved races throw off their the endless spheres of the
shackles. It is unknown if the Phlogiston is the Crimson Sphere,
The Vodoni Empire cluster includes further spheres location of the DARK SUN
Just beyond the Known Spheres is beyond those claimed by the campaign setting. Even further still
the Vodoni Empire. Separating the Empire. is Shardspace, where the
Vodoni Empire from the Known EBERRON campaign setting might
Travel to and from the Empire is
Spheres is the Weird, a “wall” of be found. Intermixed within these
still hazardous. Trade ships do not
dark Phlogiston that drains life from spheres and more are the personal
make regular voyages to the
any living creature that enters it. campaign settings of
Empire as reliable charts of the few
The Weird, a known hazard, Dungeonmasters from across the
rivers through the Weird are hard to
prevented exploration in the world, each resting in spheres that
obtain. Adventurers regularly make
direction of the Vodoni Empire for are limited only by the imaginations
the trip, as the foreign spheres offer
centuries. Only recently have of their creators.
many opportunities for those skilled
routes through the Weird have
in the sword or spell. It is truly impossible to chart every
been discovered, allowing easy
travel to this isolated cluster of sphere counted within the Known
For more information regarding the
spheres. Spheres, for the definition of the
Vodoni Empire, please refer to
Known Spheres will vary from
SJA4 Under the Dark Fist © 1991
The Vodoni Empire is a cluster of Dungeonmaster to Dungeonmaster.
by Grant Boucher.
twelve spheres, unified under the The Dungeonmaster will pick
rule of a tyrant emperor. In the past spheres best suited to their
three decades, the Empire Beyond the Known campaign, adding and removing
discovered stable routes through Spheres spheres as they see fit.
the Weird to the Known Spheres, The exact limits of the Known
and began to send vessels to Spheres are not set, for there are
Chapter 2: Gazetteer of the Known Spheres

Bralspace
Bralspace is a sphere of minor forbidden and mysterious. Locals
planets and many tiny asteroid keep track of time by which
clusters. Bralspace is a relatively constellation their colony is closest
small sphere – Ironpiece, the to. The Rock of Bral considers the
th
furthest planet from the primary, is 5 month of the year to be the time
10 days out, with the sphere a mere when it is nearest the neogi portal.
10 days beyond that. It is dwarfed Spiral, which shares the same orbit
by spheres such as Krynnspace as Bral but in direct opposite of the
and Greyspace, yet still larger than asteroid city, is considered to be in
th
BRALSPACE – Winterspace. the 11 month.
Wildspace of the Bralspace is on the Arcane Inner Bralspace is a sphere of many
Jammers Play-By-Email Flow, sitting between the spheres minor colonies. There are scores of
Campaign of Refuge and Grommspace. city-states, mining outposts, lone
Lesser rivers connect it to fortresses, asteroid villages, and
Sun Pathspace, Winterspace, the grub-stakes of nearly every race
Type C  Fire frontier sphere known as imaginable. Chief of these is the
Shipwrecker Herdspace, Twilightspace at the famous Rock of Bral, for which the
Type B  Earth
heart of the Maelstrom, and even sphere takes its name. Many still
Minial’s Arch
Type B  Earth the distant sphere of Caz-Adar. know it as Spiralspace, in honor of
Barbuda Many of these rivers have been Spiral, the largest world of the
Type C  Water discovered only in the past sphere. Most colonies in the sphere
Numeliador thousand years or so. With each were founded recently, often within
Type B  Live newly discovered river through the living memory of dwarven elders,
Spiral Phlogiston, Bralspace has grown in by advanced spelljamming
Type C  Earth
importance as a stop-over for civilizations from other spheres.
Ironpiece
Type C ◗ Earth merchants and travelers. Many have their origins from such
spheres as Greyspace,
A series of commonly used Krynnspace, Mystaraspace,
permanent portals are found in the Realmspace, Refuge, Winterspace,
constellations that make up the and beyond. Most could be
sphere’s “zodiac”. The portals are considered at a Renaissance level
fairly evenly distributed along the of development. Swashbuckling
sphere wall and are named for the and piracy are the norm in a
constellation it is found within. The commerce-minded sphere. Few
constellations, beginning in the colonies are self-sufficient; trade is
“one o’clock” position, are the necessary for their very survival.
Scavver, the Krajen (the Kraken in
olden texts), the Starbeast, the Despite the relative young age of
Kindori, the Neogi, the Dragon, the Bralspace’s colonies, the sphere
Sarphadin, the Giff, the Beholder, does have its share of ancient
the Eagle, the Griffon, and the Lion. civilizations and crumbling,
There are rumors of other abandoned ruins. Almost eighteen
permanent portals as well, although centuries prior to current year, high
these are not well-known and the elves from Darnnanon settled
spheres to which they lead are Spiral. Three centuries later, the
dwarven nation of Marazinbar azer are encountered, although worshippers know her as
thrived in the asteroid rich-sphere. these are visitors with means to Shipwrecker. The humans and
Before both, the Radiant Empire return to their home plane, and they demihumans try to appease
held a small outpost in the sphere stay only long enough to complete Shipwrecker to prevent the many
that fell long before elves visited the some task before departing. shipwrecks attributed to her wrath.
sphere. In the centuries since, the Trade with the goblins is strictly
sphere has been visited by all The sun of Bralspace is not forbidden by the Crown Prince of
manner of races. Some moved on, especially bright. While sufficient to Bral. Shipwrecker has two major
other stayed and founded new provide light for the sphere and settlements, each surrounded by a
colonies. allow plants to grow, the sunlight of handful of outlying villages and
Bralspace is not bright enough to logging camps.
Like many spheres, Bralspace has affect mildly photophobic creatures
rare “void weather”. Shadowy, such as goblins. Strongly Shipwrecker is the known base of
nearly invisible clouds of air and photophobic creatures such as operations of the Shipwrecker
water drift through the sphere, illithids are affected as normal. Fellows, a band of pirates who
creating conditions similar to rain Undead will also be affected as operate as many as a dozen
storms on large worlds when they normal by light from this fire body vessels. They attack ships
collide with ships or asteroids. primary. throughout Bralspace, seeking
These stellar storms can range in plunder. Despite setbacks at the
intensity from a mild downpour to Shipwrecker hands of adventurers, the
midnight-dark thunderstorms lit only Type B  Earth Body Shipwrecker Fellows remain a
by flashes and lightning and rocked persistent problem for merchants
by peals of thunder. Some are icy Shiprecker is a minor planet, a across the sphere.
cold, and with snow and ice instead mere 90 miles in diameter. A single
of rain. These clouds can be continent covers half of Scalabar (small city): Founded a
enormous, taking an hour or more Shipwrecker’s surface; the rest is a century ago by refugees out of
to cross, and it is not uncommon for single stormy sea. The continent is Astrylon, Pathspace, Scalabar is
ships to become disoriented while fairly rugged, with forest-covered the largest city on Shipwrecker. It is
being battered by these storms. A lowlands giving way to craggy a bustling coastal city surrounded
few spelljammers become eternally mountains. The climate is cool, with by hills. It is a mercantile city
trapped by these storms, their thick fog and mists common. heavily reliant on trade. It has a
crews slain by various means and Shipwrecker has no winter, but a sizable Merchant’s Guild that
the ships left to drift as battered stormy season that lasts four controls many galleons, some
th equipped with spelljamming helms.
hulks. months, from the 10 month to the
nd For a time Scalabar was an
2 month, by Bral’s calendar. The
Primary: Sun storms are so fierce that ship economic rival to Bral, although its
Type C  Fire Body landings are almost impossible and growth was limited by the stormy
very little lumbering, fishing or season of Shipwrecker.
Bralspace’s primary is a fairly farming can be done due to the
Wrighters (town): A colony of Bral,
standard, if very small, fire body. rain. Roaming the forests and
Wrighters was founded to harvest
Unlike many fire bodies, there are mountains is a range of animals
local timber for ship construction.
no known civilizations or colonies suited for those environments.
About half of the town supports
from creatures from the Elemental Stalking the animals are goblins
Bral’s Shipwrighters’ Guild, with the
Plane of Fire. There are some fire- and harpies.
rest being miners, farmers, and a
loving creatures dwelling near the
The planet is named for a minor few adventurers. Gold was recently
sun, including elmarin, a few fire
goblin sea goddess. The goblins discovered in the nearby
elementals, at least one pod of
call her Latanuut, which means mountains, leading to numerous
kindori, and the like. On rare
“Undernight” in their language; her skirmishes with local goblin tribes.
occasion, efreeti, salamanders, and
human and demi-human
Minial’s Arch fauna is exceptionally dangerous, Aside from the sahaugin and sea
Type B  Earth Body with predators including wargs, sprites, the islands are home to
cave bears, giant boars, giant fruit-eating animals. There are
This small forested planet is home porcupines, and a much feared many birds and small mammals.
to a colony of displaced grauagach grizzly squirrel. The largest animal is the
elves. They have called Minial’s banderlogs, which inhabit the larger
Arch for well over a millennia, Barbuda islands. One large island, known as
although none know when or under Type C  Water Domina, is home to a small family
what circumstances they came to Body of couatl. The creatures are polite
this planet. The graungach refuse and friendly, and work with sea
to speak with outsiders, even other Barbuda is a tiny water world. It has sprites to keep the sahaugin from
elves, of the reasons for their a breathable atmosphere an many acquiring spelljammers.
coming to Minial’s Arch. Nor do islands comprised of rock and
they speak of where they come coral. Some float on the surface, Numeliador
while others drift below the surface. Type B  Live Body
from, although sages speculate the
world of Greyhawk is their home The islands drift randomly, never
world. The grauagach consider approaching closer than a mile. The Numeliador is a cluster of asteroids
themselves a single tribe with many ocean is salty but not excessively linked together by an enormous
clans. They are very insular, so. At the core of Barbuda is a five plant of unknown origin. The
mile wide sphere of glowing hot brown=green plant generates an
avoiding outsiders and even killing
those who stumble across their iron. Due to the warming effects of atmosphere shared by all of the
hidden camps. this core combined with sunlight, asteroids. It is considered a “live”
the ocean is uniformly warmed to world by some spelljammer
Even other elves, including the tropical temperatures. societies. Numeliador is the name
Elven Imperial Fleet, are not of both the planet and the small
welcomed. A single ambassador of Barbuda is a beautiful world with elven town that is the largest
the Fleet is allowed to attend and bountiful stocks of fish. settlement and translates roughly
advise the tribe’s council of elders. Spelljamming fishing vessels would as “Tree Town”. The Elven Fleet
The elves are certainly aware of frequent Barbuda were it not for the maintains a presence at
dangers of the world poses to such
spelljammers but are thought to Numeliador in the form of a
maintain none of their own. The ventures. A few years ago, a group garrison and a Man-O-War that
clans are nomadic, wandering from of half-orcs came to Barbuda to fish patrols the space around the
one wooded glade to another. Their the waters. They disappeared planet.
lifestyle is hunter-gather, favoring shortly thereafter, their ship run
aground on an island. It is thought The asteroids that make up
the spear and the bow. Their
priests have abilities similar to that the native sea sprites, Numeliador have varied terrains.
druids, and many rangers are Barbados’ most populous race, Several asteroids are thickly
counted as clan leaders. were involved in their forested, ranging from boreal pine
disappearance. Another danger is to temperate mixed to even
The forests of Minial’s Arch are mix the many tribes of sahaugin that broadleaf rainforests. Other
of deciduous trees, firs, and lurk in the waters. The sahaugin are asteroids are covered by rugged,
spruces. The forest floor is cast in aggressively trying to acquire snow-capped mountains, prairie,
eternal shadow save for rare spelljammers. When they detect and grasslands. Wildlife includes
meadows. Ground cover of ferns, that a spelljammer has entered many types of elk, rodents, foxes,
thickets, and brush is dense, their waters, they will swarm and try timber wolves, some bears, and a
making movement difficult and to board it, slaying the crew and handful of monster types such as
treacherous. A grove of treants seizing the helm. Most captains owlbears, giant spiders, and wargs.
watches over the forests, aided by avoid the planet as a result.
a few dryads and nymphs. The Numeliador is an elven colony. The
elves are a mix of refugees from
other spheres who began to settle smattering of oaks and laurels. Ironpiece home. There are
this world a little over two centuries Ferns, mosses, shrubs, and numerous gnomish villages
ago. They are cautious, cynical, grasses cover the forest floor. scattered across the planet, mostly
and proud. Although they accept Wildlife includes dear, moose, in the forested hills and low
the presence of the Elven Imperial rabbits, foxes, wolves, falcons, and mountains. The open plains are
Fleet, the residents are fiercely hawks. Most of the monster species used by ranchers to raise huge
independent. Vessels of the of Spiral have been driven into the herds of giant space hamsters,
Sindiath Line are welcomed, as are hinterlands and include variants of which serve as a power source and
those owned by “elf-friends”. wyverns, displacer beasts, and the food staple to the gnomes.
Numeliador is largely self-sufficient, like.
a rarity in Bralspace. Port Walkaway (small city): One
Spiral is a conquered world. Near of the largest tinker gnome colonies
Numeliador Port (town): A the outset of the Second Unhuman outside of Krynn, Port Walkaway
beautiful town that glows in the War, a large fleet of humanoids sits on the shores of Lake
shadow of Numeliador’s branches, invaded the planet and murdered Crashsplash. It is well-defended by
the port is comprised of scores of much of Spiral’s native elven a strong naval presence as well as
platforms and buildings built into population. The humans and defensive towers with catapults and
the trunk and branches of the tree. halflings of Spiral were enslaved, ballista. These defenses were
The port is fairly busy, as a dozen and the dwarves fled into their tested recently when the Red
ships are docked here at any given mountain strongholds. The Tarantula Fleet, in their bid to claim
time. Swan boats, small vessels survivors are fighting a guerilla war the Cloak of the First Pilot, engaged
enchanted to levitate, work the against the humanoids, and the in battle with the Elven Fleet near
harbor ferrying cargo and invaders have recruited local Ironpiece. When the gnomes
passengers between the docks and humanoid populations to hold onto arrived at the battle, they opened
the vessels. the planet. The Red Tarantula fire on both fleets to drive them
Fleet, which had initially conquered away, destroying several humanoid
Spiral the planet, suffered near vessels. When the humanoids
Type C  Earth Body catastrophic losses in a bid to claim attempted to raid Port Walkaway,
the Cloak of the First Pilot, and their they suffered even more casualties
One of the largest planets in hold over the planet is tenuous. and were driven off. Port Walkaway
Bralspace, Spiral would be a minor is a marvel of gnomish engineering,
moon in many other spheres. It has Ironpiece with many wondrous hamster-
two continents, each ringing Type C ◗ Earth Body powered devices and a large
Spiral’s poles and giving the planet shipyard. Visitors find that
a striped appearance. Twisting, Outermost of Bralspace’s worlds, everything is gnome-sized.
turning rivers mark each continent, Ironpiece is a flat world that
conneting the polar seas to the resembles a coin from Krynnspace, Asteroid Fields
equatorial ocean. The northern hence its name. The edges are In addition to the many minor
polar sea has a small semi- hard granite cliffs several miles worlds, Bralspace has dozens of
permanent ice cap, which calves off high, with no easy way to reach one small asteroid clusters and fields.
icebergs in summer. The southern side from the other without a Most have only a few size A
polar sea has a deep blue spelljammer. asteroids and generally not marked
coloration. Seasons on Spiral are on any star chart. A few are
mild, with cool winters and warm Ironpice was colonized by gnomes significant enough to make note of.
summers. Fogs and mists are a few generations ago, who built a
common, especially in morning port on one side of the planet at the Diamondhammer’s Stake: Trailing
hours. shore of a large lake. Although the Rock of Bral by five million
initially colonized by tinker gnomes miles, this asteroid field is claimed
Spiral is a forested world, out of Krynn, rock and forest by the dwarves. Four clans of
dominated by evergreens with a gnomes have come to call dwarves out of Greyspace migrated
to this area a century ago, the Rock of Bral (small city): The Unipaxala (town): An asteroid
largest and strongest of which most famous city in Bralspace, the settlement of pacifists, Unipaxalan
being the Diomandhammers. It Rock of Bral is the sphere’s largest is inhabited by people who worship
supplies Bral with common, port. It is also the most active, with a philosophy of peace. Unipaxalans
everyday tools. The Stake is scores of ships arriving and live simple lives of meditation and
comprised of three major asteroids departing daily. It is ruled by Prince labor. Their society is a theocracy,
and scores of smaller ones. Andru, a crafty politician and ruled by priests clad in blue and
master of the Machiavellian politics purple-robed who somehow gain
God’s Marbles: A cluster of over of the sphere. Bral has numerous spells through their philosophy. The
one hundred asteroids of various small colonies throughout the settlement is defended by a
sizes, God’s Marbles is rich in life. sphere, including Wrighters on powerful artifact called the Ice-Ring
Scavvers, delphinidds, asteroid Shipwrecker and the Grainfields. Projector, which can surround the
spiders, zards, and pish are asteroid in a sphere of ice,
common, as well as kindori. Infinity Gulciryat (small city): Built on the impervious to normal attacks. The
vine infests the cluster, which largest leviathan ever found, neogi briefly occupied Unipaxala
keeps most captains away. Rock Gulciryat has the appearance of the but were driven off by the infamous
hoppers inhabit the cluster, legendary Spelljammer itself. Unlike wizardess Meredith.
surviving on scavvers and the the Spelljammer, Gulciryat is
occasional kindori. The Deepdelve unpowered and merely orbits the Lirak’s Cube (small city): This
clan of dwarves operates a sun. It is a hotbed of cut-throat cube-shaped asteroid is famous for
prosperous mining operation here. politics between the many factions, housing several individual colleges
The field is rumored to contain the including enclaves of beholders, and universities that teach magic,
lair of a dragon. illithids, and even neogi. psionics, fighting techniques, art,
science, literature, mathematics,
Grainfields: This large group of Serraine (small city): The most and the like. Several large and
asteroids is owned by merchant recent arrival to Bralspace, famous bardic colleges are based
houses operating out of Bral, Serraine hails originally from the on Lirak’s Cube. The population is
particularly Houses Moune, Kullek, world of Mystara. The flying city divided between the faculty of the
and Daxault. They operate several was teleported to Bralspace by various colleges, the students, and
farms that produce much of Bral’s unknown means during a time of those who provide services to the
food, so the whole field falls under upheaval on that world. The city former. While Lirak’s Cube lacks a
the Prince’s protection. Privateers has limited means to fly about the proper defensive fleet, many of the
and the Royal Bralian Navy often sphere, although only slowly and teachers are powerful members in
patrol Grainfields, hunting for pirate without much grace. It is defended their field of study, including more
groups and monsters that would by several squadrons of magical than a few arch-mages, high
threaten the farms. The field has craft. priests, master psionicists, and
roughly fifty asteroids. It has its renowned duelists.
share of rumors claiming that ghost Topaline (village): The legendary
ships, undead vessels, and and remote City of Mystics, Oloth Velkyn (town): Known as
monstrous void scavvers haunt the Topaline is a minor player in “Hidden Darkness” to the elves, this
deeper regions of Grainfields. Bralspace politics. Its founders fled almost mythical fortress is home to
from some cataclysm in another the Nation of Eternal Twilight of
Asteroid Cities of sphere, using psionic means of dark elves. The location of Oloth
travel. The inhabitants have built a Velkyn is unknown, and many
Bralspace
society focused on psionics. It is consider it a fairy tale meant to
Bralspace is famous for its many
defended by a group known as the frighten misbehaving children and
asteroid cities that are not located
Shadowmasters, who excel in sailors new to Bralspace.
on or orbiting any major world.
psionic training.
These cities are centers of
Eleusens (town): A small farming
commerce and trade.
asteroid, Eleusens is most famous
as the largest temple to Demeter in Further Reading: by L. Richard Baker III; Legend of
Bralspace. It is mostly a human http://www.spelljammer.org/worlds/ the Spelljammer © 1991 by Jeff
settlement, with some halflings and Bralspace/ by Paul Westermyer; Grubb; PC2 Top Ballista © 1989 by
dwarves. Settled first by marooned Cloakmaster Cycle #3 The Carl Sargent; Dungeon #31
dwarves, and then priests of Maelstrom’s Eye © 1992 by Roger Through the Glittering Veil © 1991
Demeter, a formerly barren asteroid E. More; Shipwrecker © 1983 by by Steven Kurtz; Spelljammer #1-4
was turned into one of Bralspace’s Sue Stone; Dungeon #74 © 1999 The Rogue Ship © 1990 by
breadbaskets. Every standard year, Scourge of Scalabar by Christopher Barbara Kesel DC; Dungeon #45
it hosts a 10-day festival, with an Perkins; SJR4 Practical An Artist’s Errant © 1994 by Steve
even larger festival every five years Planetology © 1991 by Nigel Kurtz; SJA2 Skull & Crossbows ©
known as the Eleuinian Mysteries. Findley; SJR5 Rock of Bral © 1992 1990 by Nigel Findley.
Faeriespace
In the Known Spheres, Faeriespace to be part of a single, sphere-
is one of the most unusual. The spanning society.
sphere is host to a single tree so
vast, it is impossible to be fully seen Faeriespace has sixteen fruit-like
from anywhere in the sphere. The suns and eight planets. The planets
furthest branches brush the are further subdivided into two
crystalline shell of the sphere, while groups – Vastdarken, which occupy
the roots disappear into the the lower branches and are
bottommost portions of the sphere. generally considered to be “evil”, for
The sphere wall is a smooth plane their inhabitants are evil-aligned;
FAERIESPACE – and Upgood, which occupy the
of crystal, although it concaves
Wildspace from SJA3 gradually. The stars of Faeriespace upper branches and considered
Crystal Spheres are gigantic glowing mushrooms, “good”, as good-aligned creatures
some twenty feet tall and glowing inhabit them. The inhabitants of
Sun Fruits with a light intensity equal to that of Vastdarken often try to invade and
Type C  Fire subjugate Upgood, but little ever
Armon a continual light spell. Star-
mushrooms may be chopped down come of these attempts. More often
Type B ⯎ Live
than not the Vastdarken natives will
Genla and even hauled away for use as
 reagents in alchemy formulas. The turn on one another for their own
Type D Earth
Freemor very next day, a new mushroom petty reasons and invasions fail
Type D  Earth has taken its place. There are many before they ever truly begin. The
Agron tens of thousands of mushrooms. people of Upgood, on the other
Type D  Earth hand, live carefree lives and care
Tiqua The tree that dominates much of little about the affairs of others.
Type D  Earth
Faeriespace generates its own
Morath Despite the enormous size of the
Type D  Earth gravity and an inexhaustible
atmosphere. Anyone can travel star beast tree, Faeriespace is a
Krag
Type D  Earth along the branches and leaves, small sphere, perhaps the smallest
Bestra although the distances are in all of the Known Spheres. Sages
Type D  Earth unimaginably vast. Caravans often are unsure exactly how big
Mish traverse the branches, taking long Faeriespace is – standard methods
Type D  Earth used to measure a sphere seem to
months and even years to reach
their destination. Time moves fail utterly when used. Sometimes
strangely in Faeriespace, and the measurements indicate
seemingly impossible task of Faeriespace is a “mere” ten million
travelling by foot from one world to miles in diameter. At other times, it
another is not impossible. Those is over a billion miles in diameter.
that embark on these long journeys Measurements give wildly varied
often have hazy memories of the results, confounding cartographers
trip, sometimes unsure of how long and sages alike. Most agree
they were really travelling. Sages Faeriespace is somewhat smaller
are at a loss to explain how than a billion miles in diameter and
traveling along the branches works, larger than a million miles, although
and chalk it up as another mystery some disagree even to this. The
of the sphere. Regardless of the nature of Faeriespace is such that
nature of the travel, all of the worlds its mysteries are impossible to
of Faeriespace believe themselves solve.
The roots of the tree disappear at at Armon do so by the will of
the bottom of the sphere. Where Faeriespace has not one, but Aelivere. The various races take
the roots approach the sphere wall, sixteen individual suns. The suns pride in being allowed to live at
thick mists surround and obscure shine very brightly, and collectively Armon but are reluctant to show it.
the point of contact. Expeditions illuminate the entire sphere. The Each race has an enclave that is
into these misty areas disappear sun fruits are small for fire bodies, geographically ideal for their race.
entirely. Some return centuries later only a few hundred miles across. Thus elves dwell in forests,
with tales of fantastic voyages to Each fire body is inhabited by fire dwarves in mountains, and so forth.
other planes of existence, from loving creatures, although creatures
elemental planes to the outer follow the cultural norms of At the center of Armon is the
planes. Others find nothing at all. Faeriespace. There are small Mushroom Palace of Aelivere. The
enclaves of efreet, some elmarin, palace is an ever-changing
The entire sphere might be q’nidar, and hell hounds. labyrinth of rooms and passages.
considered a single kingdom, ruled Without a guide, visitors will
by a being known as the One-King Sun fruits are as dangerous to become hopelessly lost.
of Faeriespace, Aelivere. His will is approach as any fire body. Magic
the absolute authority in the sphere, that provides protection against Not far from the Mushroom Palace
and all will obey his will. Most magical fire will protect an are the guest cottages for visitors.
believe him to be a deity of some individual from taking fire damage There are always just enough
sort. Aelieve simply ignore such when near a sun fruit. The sun cottages to house visitors, with
questions if asked. His authority fruits are blinding when a person is quarters ideally suited for the
and power is so great he needs no too close, so proper protections visiting race.
council, ambassadors, or any other against blinding light is
The rest of Armon is spread across
trappings of government to rule; he recommended as well. The heat
several square miles and includes
simply wills something to happen, does not affect the branches or
high mountains and broad forests.
and it happens. Aelivere rules from leaves of the Faeriespace tree in
his capital city of Armon, found at any fashion.
Genla
the juncture of the three main
The branches and leaves around Type D  Earth Body
branches of the tree, at the very
center of the sphere. the suns move and twist in such a
fashion to, at certain times, obscure A planet in Upgood, Genla has
Faeriespace is well-known and its light from the suns to create a day many wild forests and wide
position well-charted, but the and night cycle across the sphere. meadows. Elven and centaur tribes
sphere sees little traffic. The reason Thus Faeriespace has a sphere- wander the world.
is that the natives of the sphere are wide day of roughly twenty-four
Sweetmeadow (town): A town of
chaotic and unpredictable. There is standard hours, evenly divided
elves, centaurs, humans, and half-
no telling if a hold full of cargo will between day and night. The day
elves, Sweetmeadow sits along the
find buyers in Faeriespace. lengths are not constant, and can
shores of a lake and has docks for
Sometimes a particular color of vary greatly.
water-landing ships. This small
fabric might be in fashion, other
town was the base of operations for
times it will be shunned. While most Armon
the adventuring party, Warriors of
merchants expect this with most Type B ⯎ Live Body
the Endless Void, while they
ports, it is particularly pronounced
explored Faeriespace, and gained
in Faeriespace. Most visitors are Armon sits at the trifurcation of the a good deal of fame from those
adventurers on some grand star beast tree. It is the capital city times. The locals are welcoming to
adventure and need something that of Faeriespace, where the good-aligned adventurers.
only Faeriespace can provide. mushroomed palace of Aelivere.
The light of Armon shines brightly, Astella (town): The Elven Imperial
Sun Fruits visible from anywhere in Fleet maintains a very minor
Type C  Fire Body Faeriespace. The people who dwell
garrison in Faeriespace. The elves lakes. Nixies, sprites, and other for something valuable.
feel no need to post any significant faeries are common place. Alternatively, he may send
military force in the sphere, as the adventurers on a quest to recover
nature of the sphere prevents The Dancing Court: This magical some treasure that he heard of and
humanoids from becoming a place is a gathering place for desires to add to his collection.
serious threat to the native elves. faeries. The place is always lively
Rather, the Fleet keeps a small and jovial. Those who need Zephyr Caravan: Wandering
enclave, Astella, to maintain trade something from faeries are directed endless over the surface of Tiqua is
and communication with native here. Visitors will face endless this caravan of djinni, centaurs,
Faeriespace elves. The Fleet keeps pranks. Those who are good elves, humans, and pixies. The folk
a small number of smallcraft natured and can endure an are good natured and welcome
stationed here to act as indeterminate amount of pranks visitors as guests. Travelers should
messengers and to ferry can usually get what they want, be warned that many become
passengers. although they may lose their pride enthralled with the nomadic life of
and dignity in the process. the Caravan and never leave. More
Freemor than one noble or merchant has to
Lake Evernor (town): This large be rescued from the Caravan by
Type D  Earth Body
lake with deep reaches is host to a adventurers.
town of nixies. The nixies are
Freemor is one of the planets
initially shy of strangers, but if Morath
counted as part of Upgood.
offered a proper tribute, they will Type D  Earth Body
Freemor is rugged with rolling hills
become friendlier. The lake is
and starkly beautiful mountains.
famous for its deep purple pearls, Morath is counted as part of
Many gnomes, halflings, and
which can fetch high prices in other Vastdarken. It is a bleak world, with
dwarves dwell on this planet.
spheres. Acquiring pearls is wide wastelands, deserts, and
Glenshire (town): A halfling and difficult, as the nixies do not simply broken mountains. Its forests are
gnome town, Glenshire is home of trade them but instead gift them to sickly or dead.
the Underroot clan. A large hanger those who perform services to
workshop is built into a hill, where them. Trollmoot (town): This fabled town
shrikeships can be built and is said to lay somewhere deep in
repaired. Glenshire has two Tiqua Morath. An open market, a buyer
excellent inns and many small Type D  Earth Body can find about anything at
shops. Trollmoot, from weapons and
Rolling hills, prairie, forests, and reagents to caged pixies and
Glondir (town): This dwarven town low mountains are features of this dwarven slaves.
has many dwarves mining away at Upgood world. Djinni, centaurs, and
a mithril deposit, which they use to herds of pegasi and unicorns roam Grouchy Gorb’s Lair: Gorb is a
make exquisite works of art. Their the wide open areas of Tiqua. beholder from Realmspace who
hand-held sculptures are highly fled that sphere over a century ago.
sought after by art collectors across Dragon’s Mountain: This tall, Gorb settled down on Morath and
the Known Spheres, especially on beautiful mountain stands alone has become something of a local
Selune in Realmspace. from any nearby peaks. It is home information broker. Gorb has “gone
to the ancient brass dragon Ifrig. native” and has adopted most of
Agron His lair hides many strange the cultural traits of Faeriespace.
Type D  Earth Body treasures Ifrig has collected over Butters the goblin is his butler.
the centuries. Ifrig is willing to trade
A world counted as one of the old treasures, but expects proper Krag
Upgood worlds, Argon has many compensation. He knows instantly Type D  Earth Body
sparking rivers flowing from the value of everything anyone
picturesque mountains into broad brings into his lair, and may trade The world of Krag has many ugly,
jutting mountains and desert forests. Many monsters, especially mountains dominate Mish. This
wastelands. Dragons, behir, goblins, werewolves, trolls, and world is part of Vastdarken and
manticores, and other monsters are displacer beasts, stalk the forests. home to many undead,
found in abundance on this world of werewolves, and will o’wisps.
the Vastdarken. Hag’s Hill: A coven of hags dwell
in a stinking lair near the summit of Goblinhaven (town): A dark, grim
Ruins of Kragmoor Castle: A dark this hill. They have many servants fortress, Goblinshaven is a place of
and foreboding ruin, Kragmoor of various races, including even unspeakable horror. The great
Castle was the seat of power for an charmed humans. The coven is goblin Ilgor is mustering army to
evil warlord. The ruins are haunted considered oracles as their march upon the worlds of Upgood.
by his ghost and many undead prophecies are always accurate, if Of note, the goblins have been
monsters. If destroyed, the undead vague and open to many harvesting timber and mining for
will reappear the next night. Great interpretations. The hags demand a iron, and the skeletal framework of
treasure is said to be hidden in high price for their services, of vessels have been seen rising from
Kragmoor’s dungeons. course. the wasteland surrounding
Goblinshaven.
Stonehall (village): This small Lupland (town): This seemingly
village is inhabited by a group of normal town of humans and half- Fenwing’s Lair: An ancient black
medusa and their many servants elves is very welcoming to dragon has transformed this fetid
and pets. The medusa are wealthy travelers. The residents are all swamp into a maze of tangling
and do no immediately attack werewolves, who lure visitors into a vines, traps, and quicksand.
travelers, so some unscrupulous false sense of security before Fenwing recently came into
merchants make stops at Stonehill terrorizing and hunting them. Few possession of a spelljamming helm,
to peddle wares to them. The manage to escape with their lives. and has become interested in
medusas are unpredictable; a On rare occasion, the werewolves exploring other worlds and spheres.
merchant may leave with a great will infect a visitor, typically those The monster has dispatched his
deal of wealth, or may become part who are particularly vicious and goblin and troll servants on a quest
of the garden of statues. cruel, or those to whom becoming a to find out more about
werewolf would be especially spelljamming.
Bestra horrific and traumatic.
Type D  Earth Body Further Reading: SJA3 Crystal
Mish Spheres © 1990 by J. Paul
The forested world of Bestra is a Type D  Earth Body LaFountain
Vastdarken world. Its many low
mountain ranges and hills are Dread swamps and stinking
covered by dense, mist-shrouded marshes broken by ugly, craggy
Greatspace
One of the largest of the Known Arcane, who sold many helms to
Spheres, Greatspace is roughly the House Shambrath.
same size as Greyspace. It is a
moderately warm sphere, cold in its Greatspace is fairly typical of
outermost reaches out beyond spheres, with vast stretches of
Boran, and hot when closer to its wildspace free of natural hazards. It
primary, Lanth, than Skora. The does have a fair share of unusual
majority of the sphere’s wildspace and outright magical hazards. For a
is neither too hot nor too cold. time the Thesalysa navy kept
Special clothing to handle extreme scavvers and krajen in check, but
GREATSPACE – following recent events, attacks
heat or cold is not necessary.
Wildspace from SJA3 from those monsters is on the rise.
Crystal Spheres There are twelve permanent portals At least one of the rare type of
along the primary orbital inclination scavver, commonly called the deep
Lanth of the sphere. The portals are very void scavvers, has been spotted in
Type H  Fire wide, over a thousand feet across the outermost portions of the
Karrington and wide enough for multiple ships sphere, attacking tradesmen,
Type D  Inert Fire
to pass through at the same time. wasps, and squidships it
Skora
The portals cannot be dispelled or encounters.
Type D  Earth
Thesalys closed by any means short of
artifact level magic. For a time the The whole sphere is considered to
Type E  Earth
Lagor’s World portals were closely monitored by be run by a single empire, with the
Type D  Earth Thesalysan warships, and later third planet, Thesalysa, considered
Longpoint blockaded by T’Laan’s henchmen. the throne world. The empire has
Type F  Earth, Following T’Laan’s fall, the portals many warships at its command.
four are no longer being monitored. The exact number is a state secret
moons but surpasses one hundred
The Gray Belt While Greatspace is an ancient hammerships and four times that
+
Type A + Earth sphere, the natives adopted number in smaller warships. Due to
Hecht
spelljamming only recently. It was the machinations of the vampire
Type D  Earth
Boran visited only sporadically for T’Laan, the navy of Greatspace
Type E  Earth, one millennia by lone ships and suffered greatly, with many
moon explorers, which did not stay long competent officers purged so
and left few traces of their passing. T’Laan could install his cronies.
Not long after Thesalysa unified After T’Laan was defeated, his
under House Shambrath, the cronies fled, taking many
people of that world turned their Greatspace warships with them.
attention skyward, and invested Many of these came together as
heavily in astronomy. The famed the Dark Sons pirate band.
astronomer Lagor discovered the
planet that bears his name, the first The people of Greatspace are
not visible to the naked eye from referred to as citizens. They believe
Thesalysa. His discoveries would themselves an intellectual lot,
inspire research into magic allowing holding science in a higher regard
travel to other worlds, such that the than magic. Citizens greatly revere
first crude spacecraft would enter the Olympian pantheon, believing
wildspace a century later. The Zeus created Greatspace long ago
activity attracted the attention of the after tiring of the petty strife of
mortals in another sphere. Only magical darkness was defeated. Pit of Night: A rare feature on
nobles may become priests of Although the effects were defeated, Karrington’s surface, the Pit of Nigh
Zeus. Due to the citizens’ there are some lingering dark is located near the northern pole
reverence of science, priests of patches on Lanth resembling sun and sits between several hills so
Zeus must be well educated and spots. These dark patches, that the pit is cast in eternal
have a scientific mindset. The rest completely lost in the glare from the shadow. When T’Laan needed a
of the Olympian pantheon is held in surrounding sunlight, are several corpse to vanish, he deposited the
high regard as well. Despite many thousand miles across. The overall body in this miles deep shaft. The
attempts, other pantheons have shape of these patches is not immense heat would ensure the
been unable to gain more than a stable, but the number of thirteen corpse’s rapid destruction. Rarely,
tiny foothold in the sphere. never changes. The darkness only the soul of the murdered individual
blocks light, not heat, so they are would carry on, and the shaft is
The sphere-wide government dangerous to approach. They are haunted by dozens of wraiths,
headed by House Shambrath, not visible from further away than ghosts, and other non-corporeal
which ruled uninterrupted for eight Karrington, and have no effect on undead.
and a half centuries, was recently the overall amount of sunlight Lanth
disrupted by an evil monster known produces. Some scholars and Skora
as T’Laan. This creature unleashed priests claim that T’Laan, or some Type D  Earth Body
a reign of terror that lasted but a of his henchmen, have a great
few short years. In that brief time, citadel of evil hidden somewhere in Skora is the second planet from
thousands were slain, evil cults the dark patches. Lanth. It is cloaked in a poisonous
took root, and the whole sphere methane atmosphere and wracked
was thrown into chaos. Life in the Lanth is dotted with a handful of by violent storms. The thick
sphere is slowly returning to strongholds of creatures from the atmosphere creates a fog that
normal, yet the seeds of evil T’Laan fire-loving creatures such as efreeti completely obscures Skora’s
planted took root and are very and salamanders. These were surface from orbit. Despite high
difficult to destroy. unaffected by the actions of T’Laan winds, visibility on the surface is
and are unconcerned with events limited to a mere twenty feet during
Primary: Lanth beyond the walls of their own the day, and at night darkness is
Type H  Fire Body citadels. complete. Surface temperatures
are more tolerable than on
The primary of Greatspace is the Karrington Karrington, with highs at a “mere”
hot and enormous fire body Lanth. Type D  Inert Fire 150 degrees Fahrenheit. Creatures
It is a bright, hot sun that is Body that live on Skora are adapted to
somewhat larger than the suns of the deadly methane atmosphere
Realmspace and Greyspace. It has Innermost of Greatspace’s planets, and include many oozes, puddings,
a strong, yellow hue. Despite the Karrington is a blasted wasteland. and similar creatures. The
light and heat, ships can approach The surface is a furnace, with creatures are unintelligent and
fairly close without risk. Closer than temperatures nearly hot enough to merely eternally wander the surface
this “safe” distance, a saving throw melt lead. Eons of being blasted by
in search of food.
vs normal fire is required. A failure heat from Lanth has worn away
indicates a small fire breaks out surface features, reducing the A wizard known as Kieman is said
causing a hull point of damage. surface to vast plains broken only to reside on Skora. His residence is
by rolling hills, all that remains of magically warded against the
In recent memory, Lanth was ancient mountains. Karrington lacks hostile environment and wandering
subject to magical dimming by a water, and barely holds onto a thin, monsters. It is unknown if Kieman
powerful artifact created by the deadly atmosphere. No known really exists or if he makes Skora
vampire T’Laan. Heroes countered creature, living or unloving, survives his home. If rumors are true,
the effects by use of Sun Seeds on Karrington. The interior of this Kieman desires privacy above all
obtained from Faeriespace, and the planet is unexplored.
else, and chose the most Skora to Thesalys is similar to Toril or Oerth, Trune (metropolis): The largest
discourage visitors. If Kieman really with broad oceans separating shipyard on Thesalys is famed
exists, he is a very powerful wizard continents, with arctic conditions at across the entire sphere. It has dry
th
(at least 18 level) or possibly a the poles, tropical weather at the docks to build traditional naval
lich. equator, and temperate climates in vessels such as caravels and
between. Such landscapes give galleons, as well as tradesmen,
Blightbreath Caverns: These rise to many different cultures and squidships, and hammerships. At
dripping, muddy caverns are under peoples, from hardy desert dwellers newly built dry dock, shrikeships
a small mountain that occasionally to woodsmen to city folk. can be built. This facility is also
spews steam and toxic gases. The where the hummingbird was
dungeon-like complex is home to As the center of the Greatspace constructed. As many as ten
the hag Iux’ri, a monster with the government, Thesalys is home to shrikeships are in various stages of
form of an annis hag and the more spelljammer ports than the construction, a process that takes
th
magical abilities of a 20 level rest of the sphere combined. There several months to complete. It can
witch. Iux’ri is ancient. She is at are more than twenty ports handle only one hummingbird at a
least a thousand years old, and has dedicated to the building, repairing, time, which takes twice as long as a
spent much of that time observing and servicing spelljammers. shrikeship and requires the service
the people of the sphere through Civilians favor cogs, caravels, of several highly specialized
her crystal ball. She has many galleons, and other waterborne craftsmen. Trune is a bustling port
servants at her disposal, and has craft, while the military makes with many markets that welcome
subtly influenced the sphere to her heavy use of hammerships and goods from other spheres.
liking through her charms and astral squidships. The halflings of
projection. Iux’ri knows a great deal Thesalys are especially skilled Zeumpus (large city): Occupying
about Greatspace, but parts with shipwrights and run many of the the top of a low, rocky mountain,
her knowledge only reluctantly and drydocks. Recent losses have Zeumpus is the temple-city of Zeus.
always expects a sacrifice or trade. prompted the military to purchase From the commanding heights of
She cannot be threatened or several galleons as well until new the mountain peak, the priests have
bullied, and may in fact be larger warships can be built. constructed a city of rare splendor
immortal. Recently the shipyards of Thesalys and wealth. The city is famed for its
have been exploring bird-like scientific pursuits and sprawling
Thesalys designs, giving rise to the universities where the next
Type E  Earth Body hummingbird and the shrikeship. generation of priests learns from
aged teachers. Darker arts were
The world of Thesalys is the throne Skyview Castle: The seat of recently introduced by T’Laan, and
world of the Greatspace House Shambrath, Skyview Castle schools of necromancy and
government, with House was built in a time of peace and reanimation were opened in secret.
Shambrath at the head. Governor prosperity. It is a magnificent Although now forbidden, many still
of Greatspace, structure built to inspire wonder study the darker side of science
the head of House Shambrath is a rather than as a defensive and the arcane under the very
mere figurehead in many aspects. structure. Scientists from across noses of the priests of Zeus.
Most of the power is in the hands of Greatspace dream of being invited
the hundreds of noble houses who to study at the castle, as its library Lagor’s World
hold land across the sphere or and laboratory facilities are Type D  Earth Body
command great fleets of merchant excellent. The castle is adjacent to
ships. On Thesalys, there are five a university complex where many Small, distant and dim, Lagor’s
separate governments ruling under young students are taught in World was discovered after
the authority of House Shambrath, chemistry, mathematics, geology, Longpoint, roughly eight and a half
the most dominant of the five. and many other scientific and even centuries ago. It is named for the
magical courses. famed astronomer Lagor who
invented the telescope. It would not enormous museum. The Ares choked by poisonous volcanic
be visited until spelljammers came Museum has wings devoted to gases, while ground water is laced
to Greatspace, and it was paintings, sculptures, music, and with acid that can quickly devour
discovered Lagor’s World was even displays of the fossilized or any ship foolish enough to land in
inhabited. stuffed remains of monsters. The any body of water. Thick clouds
largest wing contains curiosities obscure the sun, casting much of
Lagor’s World is very similar to brought back from distant worlds. the planet in eternal night. The
Thesalys with high mountains, wide The museum is open for all endless volcanic activity makes
plains, deep forests, and broad citizens. Longpoint very hot, unsuitable for
seas. The planet is only somewhat normal living creatures.
smaller than Thesalys, but has Sorrowshire: A mere two decades
more arable land due to having ago this remote town was home to Longpoint is far from uninhabited. A
smaller seas than Thesalys. The many halflings, gnomes, and some number of fire-loving monsters,
land of this planet is very humans. Then one night, an including hell hounds and red
productive, supporting a very large unknown monstrosity appeared, dragons, inhabit the surface. A race
population. The climate is slightly terrorizing the citizens for several of savage fire giants dwell on
colder, with larger arctic regions months. Every night, several dozen Longpoint, nomads who constantly
and a smaller tropical zone. citizens vanished, their mangled wander as the landscape shifts and
corpses discovered the next changes under their feet. Other
Lagor’s World is densely populated. morning. Whole families were slain monsters dwell in the boiling
There are over fifty distinct human in this manner. Worse still, some magma.
cultures on the planet, with a arose the next night as undead
smattering of gnome and halfling abominations. After a mere week of Rebels’ Grave: During T’Laan’s
enclaves as well. Dwarves and this carnage, the survivors fled. reign of terror, six galleons loaded
elves dwell in tiny, isolated Sorrowshire is now a haunted area, with fleeing refugees were cornered
communities. The many individual where monsters roam. over this broad ash plain, and
realms constantly compete with one butchered to the last. Nearly nine
another in petty squabbles that Longpoint hundred souls were condemned
rarely boil over into actual violence. Type F  Earth Body, here, their remains dumped
Due to scarcer resources and a 4 moons overboard in a mass grave. Many
higher population, the people of arose as undead, and haunt the
Lagor’s World are not as well off as Discovered nearly nine centuries region until their remains can be
those on Thesalys. ago by the famed astronomer laid to rest with a proper burial.
Lagor, Longpoint was considered at Some seek vengeance against
Arens (large city): Long ago Arens the time the furthest planet from the those that slew them and will
was devoted to the Olympian god sun. Longspoint has a dark possess anyone who investigates
of war, Ares. As war became a atmosphere that reflects little light. the area to carry out their revenge.
memory, Ares developed an This, combined with Longpoint’s
explorer role, and Arens became a distance from the primary, made Hanlaar’s Stake: Located in a
spelljamming port. Ships are the planet invisible to the naked eye seismically “stable” portion of
commissioned to head out into the when viewed from Thesalys. Thus, Longpoint, Hanlaar’s stake was a
Known Spheres to bring back the world remained unknown to the mine that operated briefly a decade
charts and logs of the myriad natives of Thesalys until Lagor ago. Hanlaar was a prospector who
spheres and peoples. The city’s invented the telescope, and would believed Longpoint to be rich in
Mariner’s Academy has a huge not be visited by spelljammers until mineral wealth, and attempted to
attached library where records are well after Lagor’s passing. exploit it. The mine operated less
kept. The Temple of Ares is the than three months before it was
largest in the sphere. The grand Longpoint is a giant planet wracked abandoned, finding no wealth and
complex includes priest dormitories, by violent volcanoes and powerful costing the lives of fifty miners.
barracks for the city guard, and an earthquakes. The atmosphere is
The Gray Belt have recently established a secret military strength of Greatspace
Type A +
+  Earth Body lair in a large asteroid so they can head-on. Until then, they are
prey on the planets of Greatspace. content to raid Hecht, Lagor’s
The Gray Belt is Greatspace’s sole The neogi are steadily increasing in World, and Thesalys for slaves.
asteroid belt. There are many power and numbers, and may The ruling neogi is Nehiss Hkan, a
hundreds of thousands of asteroids, become a dangerous challenge for toxic monster dripping venom from
but the great distances between the sphere’s inhabitants in the near his needle-sharp teeth and a
each asteroid makes the Gray Belt future. tactical genius. Nehiss has several
quite sparse. Asteroids are fairly umber hulks as personal slaves as
The Pyrite Prince: This semi- well as neogi mind slaves.
small, ranging from ship-sized to a
abandoned dwarven citadel drifts
few miles across. There is a gap in
powerless in the Grey Belt. It is Hecht
the Grey Belt, called the Buckle, is
inhabited by a paltry fifty dwarves 
roughly 15% of the Gray Belt’s Type D Earth Body
and gnomes, the last hold-outs of
orbital path. This gap is completely
the once proud Bronzehelm clan. The “Crown Jewel” of Greatspace,
free of asteroids. Merchants familiar
The clan took to spelljamming a Hecht is a world of great beauty.
with Greatspace will head towards
century ago from their homeworld Much of Hecht is a wilderness of
the Buckle to avoid passing too
of Lagor’s World, convinced their snowcapped mountains surrounded
close to an asteroid and possible
fortunes lay in wildspace. At first by conifer forests and small seas of
ambush.
their fortunes were high, but salt water. Dotting the forests are
The Gray Belt is home to a large decades of picking through the small towns and villages; Hecht is
band of pirates known as the Grey Grey Belt demoralized the clan. the sparsest populated of
Sword. These uncivilized humans May argued for returning to Lagor’s Greatspace’s inhabitable planets.
are thought to be descended from World, abandoning the foolish The citizens of Hecht are humans
savages exiled from Hecht, and quest for wealth in the obviously and elves with a smattering of half-
have taken up piracy as a way of mineral poor Grey Belt. Others elves. The people are renowned for
life. There are a handful of pirate advocated seeking out another their unearthly beauty. Despite their
groups, including one that helped sphere with richer pickings. The beauty, the people are not known
defeat T’Laan. The Gray Swords young prince refused both, having for vanity, for their measure of
prey on traveling merchant vessels, been driven quite mad by trying to beauty differs from citizens of other
looking for plunder and supplies to fulfill his father’s dream of striking it worlds. Hechtians who travel from
continue their way of life. The rich. His madness apparent, the their home do so in disguise,
pirates bow to no lord and prefer clan began to abandon their prince, finding the attention they attract
their life of freedom and and the clan rapidly dwindled. All uncomfortable. Druids and rangers
debauchery. that remain are dwarves driven are held in high esteem on Hecht.
insane by the search for gold.
The asteroids of the Grey Belt are Hechtians revere several deities.
fairly poor in mineral wealth. Many Dark Clutch: A newly founded They hold Athena in highest regard
asteroids have promising signs of a neogi stronghold, Dark Clutch is after Zeus. Long ago Hecht was
“motherlode”, only to have veins of bored into a large asteroid. It dominated by a great many warring
silver, gold, and gems play out after houses dozens of neogi, their tribes, constantly battling over petty
only a few dozen feet. Prospecting umber hulk lordslaves, and pens disputes. Elves retreated into their
dwarves and gnomes are housing hundreds of slaves. The forest domains, slaying all who
occasionally encountered; some stronghold serves as a base for dared trespass. After generations of
driven mad trying to strike it rich several neogi ships, including this bloodshed, priests of Athena
only to be disappointed over and deathspiders and mindspiders. The began preaching a new way of life,
over again. neogi are very careful not to encouraging peace and an end to
disclose the location of Dark Clutch the petty grudges. Over the course
A final group that inhabits the Gray until they have sufficiently built up of many generations, the priests
Belt is the neogi. The monsters the stronghold to challenge the
won more and more converts, until priests and initiates, with the rest shipping, making off with treasure
their followers achieved dominance being laborers and servants of the and crewmen to devour later. The
over the whole of Hecht. The few temple. The high priestess of treasure hold of the jarl is said to be
malcontents would eventually Athena keeps her residence here, a vast indeed, with many coins,
depart Hecht to settle the Grey Belt, magnificent gardened estate. From jewels, gemstones, and magic, all
becoming known as the pirates of here, the high priestess dispenses guarded by a mated pair of white
the Grey Sword. Other deities wisdom and guidance to her dragons she keeps as pets. Jarl
revered by the Hechtians include followers. A nearby lake offers a Vinana is said to hail originally from
Airtimes, Hermes, and Demeter. place for ships up to galleon size to Oerth, and her clan securing a
land. Most commonly spelljammer during the Greyhawk
Crystal Cascades Mountains: representatives of House Wars.
This range of mountains famed for Shambrath are sent to consult with
their beautiful cascades waterfalls. the high priestess on important Coldblood Citadel: Built at the
Not long after T’Laan came to matters, giving her an important time T’Laan had overthrown the
power, a large tribe of hideous voice in the governing of royal house, Coldblood Citadel is
goblins appeared in the mountains, Greatspace. Recently she was the lair of one of T’Laan’s servants,
attacking the locals and despoiling subjected to numerous Sir Termenius Grimsworn, a death
the land. Several rangers sent to assassination attempts, all thwarted knight. Coldblood Citadel was
deal with the problem were found, by the diligence of her under- intended as a prison, where T’Laan
murdered. Druids fear some greater priests. could store prisoners he needed to
power is directing the goblins, as keep alive, but as far from public
their presence remains even after Boran view as possible. The prison was
T’Laan’s fall. Type E  Earth Body, only partially complete when T’Laan
1 moon was overthrown. Even in its partially
Highstar Grove (small city): This complete state, it housed well over
large port in Hecht’s southern Furthest from Lanth is frigid Boran. one hundred political prisoners.
hemisphere is home to a small Great glacial ice sheets, jagged icy When shipments of food and
naval base of the Greatspace Navy. mountains, and blizzard-swept supplies for the prisoners ceased,
Dry docks can handle up to six plains cover Boran’s surface. Arctic Sir Grimsworn granted merciful
warships, and there is space for as storms shroud the planet year- deaths for the prisoners before
many as thirty ships in total to dock. round. Boran is a barren world, with raising them as undead to resume
Highstar Grove is a busy port, one little surviving on the surface. The work. Coldblood Citadel is a little
of the largest on the planet. The storms are so fierce that white-out over half completed, with work
lord mayor is half-elven, having conditions are ever-present, continuing around the clock. Sir
inherited the post from her late blinding non-native creatures that Grimsworn is unaware of T’Laan’s
father. For a time, T’Laan’s goons lack special preparation. Prowling defeat and awaits orders from his
all but ran the port, the lord mayor a Boran are white dragons, yeti, master. The prison is safely in a
mere ceremonial position with no arctic trolls, and winter wolves. fog-shrouded mountain valley.
power. Once it was clear T’Laan no Boran is volcanically active, with
longer was in command of some underground hot springs, Den’Mass: A legendary lost city,
Greatspace, rangers swiftly each an oasis in the deadly cold Den’Mass is said to have been a
dispatched the goons. The citizens environment. thriving metropolis at some point in
have become leery of outsiders Boran’s distant past when the world
since, and tend to be very guarded Somewhere on Boran’s surface is a was warmer and more hospitable.
when around off-worlders. castle or stronghold of frost giants The inhabitants of Den’Mass were
in possession of at least two incredibly powerful and ancient,
Minervan (small city): Located spelljamming helms, which they their society thriving at a time when
deep in the mountains, Minervan is use to power their enormous the humans and elves of
the principal temple-city of Athena’s longboats. This clan makes Greatspace dwelt in caves and had
clergy. Fully half the population is infrequent raids on Greatspace not yet mastered fire. When Boran
cooled, the ancient ones retreated The city was built on a quarter-mile supplementary food. A portion of
to Den’Mass to survive for centuries wide stone platform constructed by Chone is given over to a military
more, until that city too, succumbed magic. Chone was built as a way barracks that houses one hundred
to the rapidly declining station to service ships bound for men-at-arms and two
temperatures. If the ancient ones the sphere wall. The city is ringed hammerships. A fountain at the
survived, they must have retreated by docks and an outer curtain wall. center of town supplies endless
further still into subsurface oceans Beyond the wall, warehouses, water, which is sold to passing
or caverns. Den’Mass’ location is taverns, inns, and shops are all ships along with permission to
unknown but is said to be at top of tightly packed together, utilizing all renew the atmosphere.
a high plateau or hanging valley. available space. The city is cold but
Many monsters, escaped pets and not freezing, warm enough that Further Reading: SJA2 Crystal
experiments of the ancient ones, rooftops are flat and support Spheres © 1990 by J. Paul
roam the ice-choked streets. gardens of small herbal plants and LaFountain.
vegetables, both to sustain the air
Chone (small city): Orbiting high envelope and to provide
above Boran is the city of Chone.
Grommspace
A young, hot sphere, Grommspace The stars of Grommspace are
is well-known although only titanic fireflies wandering the
traveled to infrequently. It has been surface of the sphere. The tails of
marked on sphere charts for at these creatures glow with the
least fifteen centuries, if not longer. brightness and intensity of a star in
Elves first explored the sphere and any other sphere. These starbeasts
found it to contain only a few move very slowly, to the point that
worlds, scattered asteroids, and they appear motionless. Only by GROMMSPACE –
native simian species. For the most observing them over the course of Wildspace from the
part the simians were friendly and many years and even lifetimes Jammers Play-By-Email
intelligent, although not does one realize that the starbeasts Campaign
spelljammer-aware at the time. to move. Thousand year old star
Some charts refer to Grommspace charts remain reasonably good Ntwadumela
as “Apespace”, owed to the number enough to navigate by. Type F  Fire
of simian races who originated from Umbala
the sphere, including Grommam Grommspace has roughly 10,000 Type C  Air
and Hadozee. stars divided into 100 or so Gaya
constellations. Along Gaya’s orbital Type F  Earth
Grommspace is a very warm plane, there is a zodiac of twelve Sawai
sphere. Light garments are constellations, each with a Type C  Water
recommended, as any heavier ware permanent portal to the Phlogiston
runs the risk of heat stroke. The located somewhere in its
sphere has several nearly invisible boundaries. The zodiac includes
clouds of water vapor. Ships easily the constellations of the
blunder into these nebulas, which Rhinoceros, Elephant, Velociraptor,
take 1d4x10 rounds to exit from. Hippopotamus, Parrot, Giraffe,
During the time a ship is trapped in Lion, Leopard, Snake, Crocodile,
a nebula, it will be pelted by rain and Brontosaurus.
which at times can be heavy. A
benefit is that the air envelope is Primary: Ntwadumela
renewed upon contact with the Type F  Fire Body
nebula, and these sudden rains are
considered a good omen for ships The primary of Grommspace is a
running low on fresh air. fire body that burns with an intense
orange-yellow light. Like many
Due to Grommspace’s size, larger suns, it has dark red splotches
ships are favored when travelling visible on its surface, moving and
the sphere. Galleons, squidships, changing by the hour. Dark mauve
hammerships, and tradesmen are streaks are visible across its
most common. Elven ships thrive in surface. Otherwise it appears
Grommspace, with some vessels indistinguishable from dozens of
growing larger than normal. other suns across the Known
Conversely, metal-hulled ships Spheres.
suffer from unusually high rates of
rusting while in sphere and such Unlike other primary fire bodies,
ships avoid the sphere. Ntwadumela’s surface more closely
resembles an earth body. The heat
and light is generated by vast,
planet-wide savannas that eternally Unlike many other air worlds, Holy City of Jowchit (large city):
burn. The grass is not consumed by Umbala lacks floating islands or A major religious center for the
the fires, nor is smoke generated. any sort of solid surface. The world Grommam, Jowchit is the location
In fact, Ntwadumela’s atmosphere is named for the Ape storm god, of the Great Temple of Kong Rex.
is perfectly breathable, were it not Umbala. The city is built at the base of a
so hot as to scorch lungs upon large cliff, with the temple built at
contact. The heat and light of the Gaya the top. Jowchit is the largest city in
eternal brush-fires are magnified Type F  Earth Body Grommspace and a major port for
many times over by strange visiting spelljammers.
reactions in the upper atmosphere, The world of Gaya is the primary
resulting in Ntwadumela burning as world of Grommspace. It is Riemiste (town): The primary
brightly as any sun despite its small completely covered by thick jungles elven outpost in Grommspace. The
size and unusual source of energy. and marshes broken only by town is built from seven archaic
winding rivers and the tallest of Man-O-Wars grown together into a
Sunspots are vast herds of mountains. Shallow polar seas are crown station. Riemiste is elvish for
migrating hoofed animals, all thickly mist-shrouded, to the point “Crown of Rain”. Due to
immune to heat and fire. The that the existence of these seas Grommspace’s nature, the station
animals consume vast quantities of has never been confirmed. is twice the normal size of a crown
the burning grasses as they station, and the ships can no longer
migrate, leaving deserts in their Gaya is home to numerous ape be unrooted and moved. The town
wake. The grasses grow so quickly races. Grommams are most is a trading port and shipyard for
that within hours no trace of the numerous, followed closely by creating new elven ships.
herd’s passage remains. Fire-loving hadozee. Almost every other known
creatures thrive on Ntwadumela, simian race is found somewhere on Sawai
including fire snakes, lava worms, Gaya, including su-monsters, Type C  Water Body
and helians. shadowfolk, dakons, veanera, and
carnivorous apes. Sawai is a small, tropical water
Ntwadumela is home to a handful world. The entire world is an
of Efreet tribes and the Grommam dwell in villages of unbroken freshwater lake. The
argomangani, a breed of apes who several hundred individuals. surface is very smooth with no tides
are immune to fire. These residents Villages are clustered into a and gentle winds. Storms are
are few in number and rarely “House”, with each house ruled by unknown of Sawai.
interact with one another or visitors a demi-god descendant of their
from other worlds. creator god, Kong. At least thirty Sawai (town): Shipwrecked and
demi-gods are known to exist. marooned individuals came
Umbala Hadozee, on the other hand, are together and built a floating city
Type C 0 Air Body nomads, never settling down for named Sawai. The city is built from
very long. the hulls of shipwrecks. Over many
Umbala is a small elliptical air generations, the ramshackle port
world. It is a bright shade of aqua Pandhul-Pele (small city): The has grown into a large town and is
intermixed with swirls of royal blue city of Pandhul-Pele is the largest now a port-of-call for ships visiting
clouds. Umbala is uninhabited, trade village on the Thunderdeep Grommspace.
save for a few air elementals. The Ringer, in the shadow of the Skull
whole world is a tempest, wracked Mountains. Spelljammers regularly Further Reading: Grommspace by
by gale-force winds, lightning stop at the city to acquire valuable Paul Westermeyer, Paul
strikes, and tornadoes, making resources gathered from the nearby Westermeyer’s Grommspace by
even brief visits to replenish air jungles. Adam Miller (forthcoming).
envelopes dangerous.
Heartspace
Heartspace is an average sized to flow into Heartspace for unknown
sphere. The outermost planet of reasons. Each portal is ringed by
Loom is 1,500 million miles from crystalline ramparts, made of the
the primary, the Heart, making same indestructible materials as
Heartspace slightly smaller than the crystal shell, on both sides of
Realmspace. It takes roughly thirty the sphere wall. Aside from the
days for a spelljammer to travel sixteen portal-stars, Heartspace’s
from the sphere wall to the primary. stars appear to be enormous, hemi-
sphere-shaped embers embedded
Heartspace is a sphere many in the crystal shell. These embers
sailors have heard of, but few glow brightly and are too hot to
actually visit or know the location approach. They seem to be made HEARTSPACE –
of. It sits at the end of one of the of an indestructible substance
swiftest rivers through the Wildspace from the
similar to the material crystal shells
Phlogiston known, connecting are made of.
novel Broken Spheres
Krynnspace to Heartspace. There
is a slower river that links the The Heart, the fire body primary of The Heart
Type I  Fire
sphere to Winterspace as well. Heartspace, is dim for such an
Kiln Stones
There are other, slower rivers object. It can easily be viewed +
Type B +  Earth
linking to more distant spheres, and without optical protection by even Omicron
rumors of swift rivers leading to mildly photophobic creatures Type F  Water,
strange, exotic spheres. Despite without harm, and only mildly two moons
this, Heartspace is considered a hinders strongly photophobic Thesta
backwater, due to the lack of a creatures. For this reason, even in Type C  Earth
major trade world such as Krynn, full daylight, lighting conditions are Cinder Cloud
Oerth, or Toril. Most ships come to considered “twilight”. Despite how Type D ❉ Air
Heartspace for the Great Archive, dim the Heart is, Heartspace is Crescent
located on the world Crescent. comfortably warm throughout the Type E ⯎ Earth
entire sphere. Starfall
There are sixteen known Type D ◗ Earth
permanent portals which allow easy Heartspace is an ancient sphere, Loom
passage between wildspace to the one of the oldest in the Known Type G 0 Air
Phlogiston. These portals are very Spheres. The sphere is riddled with

large and nearly impossible to close the ruins of long extinct races and
even temporally. A close portal civilizations. Many have been 
spell will not work on these portals; picked clean by explorers, while
only a limited wish or greater spell others remain remarkably
can close one of these portals, and unexplored. From time to time
only for the number of rounds equal some ancient and forgotten
to the level of the spellcaster. A treasure will be unearthed,
wish spell and similar magic can prompting a wave of treasure
close a portal for a number of turns seekers to delve into long buried
equal to the level of the spellcaster. ruins. A common theme or marker
found in the most ancient ruins is
The portals are enormous, each a that of a three-pointed star.
mile across and appear as stars
from further in the sphere. The Perhaps due to Heartspace’s
portals do not allow the Phlogiston unfathomable age, there are many
deities worshipped by the natives. not match that which is common for The asteroids bake under the light
The Ancient and Pharaonic efreet, azer, fire giants, of the Heart. Many asteroids are so
pantheons are well=represented, salamanders, or any other known hot that entering their thin
with Anu, Ishtar, Anubus, Ptah, intelligent race from the Plane of atmospheres causes 1d8 hit points
Bast, Anhur, Enlil, and Ki all having Elemental Fire. No corpse or of heat damage per round. Contact
major temples in the sphere. There representation of the builders has with these asteroids causes 2d6
are a number of unique deities as ever been found. What built the points damage of heat damage per
well – Crescent is a theocracy ruins, and for what purpose, is a round of contact. The majority of
devoted to Marruk, Master of All mystery. Most of the ruins levitate these asteroids are barren of all life,
Knowledge. half a million miles above the Heart. although some are inhabited by
earth and fire elementals,
Primary: The Heart Sages claim that in the past the salamanders, and small tribes of
Type I  Fire Body Heart was similar to the fire body fire newts.
primaries of other spheres, such as
One of the largest primaries in the the one in Realmspace. The Heart The asteroids vary from half a mile
Known Spheres, the Heart is a is ancient, and is reaching the end to seventy miles in diameter, and all
bloated, brick red fire body over 10 of its life and in doing so, swelled to are irregular in shape. The majority
million miles in diameter. It slowly ten times its original size. In of the asteroids are type A, only a
expands and contracts over a another “few million years”, it is mile or two across, with about
period of several hours on a regular expected to perish, either in a great fifteen hundred being ten miles
interval, giving the fire body its explosion that will destroy the across or larger. The belt is over
name. The Heart is cooler than sphere, or dwindle down to a cinder twenty five million miles wide.
standard fire bodies, allowing no larger than a small moon.
There are many ruins found
vessels to approach much closer
The Scarlet Eye: When the Heart throughout the Kiln Stones, most
than typical, yet the sphere is
expanded, it devoured its closest picked clean by explorers, raiders,
comfortably warm. It is dim enough
planet, engulfing it in fire and and the like. Abandoned Azer
to be gazed upon without any sort
reducing it to a cinder. The nature citadels, built in a similar fashion to
of optical protection without
of the planet is unknown – it was standard dwarven citadels, lay
damaging all but the most sensitive
either originally a water or air body. scattered throughout the asteroid
eyes. Creatures normally affected
What remains of this world is a belt. Small clans of Azer mine the
by bright light are not hampered by
“magma storm” two million miles in largest asteroids for mineral wealth,
the Heart. Even illithids are not
diameter found on the equator. This which they trade for food, magic,
hindered in any way by light from
storm is a bright red spot on the and other goods they cannot obtain
the Heart.
Heart’s surface and known locally on the plane of elemental fire.
Compared to other similar fire as the Scarlet Eye.
Further from the Heart, at the far
bodies, the Heart is lacking in
The Kiln Stones edges of the asteroid belt, the
portals to the plane of Elemental
Type B +
Earth Body Stones become more tolerable.
Fire. Portals tend to be transitory in +
Dwarves, humans, grav, and other
nature, only lasting a few days or
In the far distant past, a vast earth parties mine these asteroids for the
hours. The Heart has no
body orbited the Heart here. When mineral wealth they can gain. Here,
civilizations of fire-loving creatures,
the Heart expanded in size, that the largest asteroids can sustain
only a few abandoned ruins
world was ripped apart by tidal and life, each an oasis in the otherwise
haunted by fire elementals, cinder
magical forces that wracked the barren Kiln Stones.
undead, guardian deamons, hell
hounds, and the like. The ruins are entire sphere. All that survived was
Garden of Ki: As asteroid fifty
difficult to find and explore. the millions of asteroids that now
miles across, the Garden of Ki is
Adventurers who have delved these make up the Kiln Stones.
dominated by a savannah, with
ruins report the architecture does seasonal lakes and jungle-covered
valleys. Prides of enormous lions Omicron is a dark blue world The asteroids that make up Thesta
wander the Garden. These streaked with stripes of dark purple. are honeycombed with old mines,
monsters have twice normal hit dice Due to cloud cover, lighting passages, and galleries. For eons
and cause twice normal damage conditions on the surface ranges dwarves mined the asteroids, until
with their claw attacks. They hunt from starlight to pitch black, even they were invaded by evil
six-legged antelope and horned during midday. The planet is a humanoids prior to the First
razorbacks. There is many ruins on water world; the only land mass is Unhuman War. The humanoid
the asteroid, guarded by Sphinxes found at Omicron’s core. The core vessels were destroyed by the
and magic-using wemics, some is a sphere of countless sea shells, elves, leaving the forces at Thesta
th
with the abilities of 12 level crushed by gravity and pressure vulnerable to an invasion by
wizards. These long-lost ruins hold into a 1,000-mike wide sphere. beholders. Most recently neogi
many monsters. invaded several asteroids, wresting
The surface of Omicron is an control away from the beholders. In
Nurgal’s Furnace (small city): unbroken sea, with no land masses the chaos, dwarves and humanoids
The asteroid that this city is located or islands. Drifting on the calm, have rebelled against both sides.
in is about twelve miles in diameter. eerily still ocean are vast cities built
The city is built in the asteroid, of floating coral and sea shells, Thesta is a war-zone. The main
rather than on its surface, as inhabited by creatures more antagonists are the beholders and
temperatures there are unbearable. commonly associated with the deep neogi, fighting a brutal territorial war
Inside the asteroid, conditions earth. Mind flayers, aboleth, and for control over the whole cluster.
become more bearable, but still hot kuo-Toa all inhabit bizarre and alien Dwarves and some humanoids,
and humid. Access is by means of structures. Nautiloids frequent predominantly kobolds, gnolls, and
wide tunnels bored into the night these cities for nefarious reasons. hobgoblins, have managed to
side of the tidally locked asteroid. overthrow their masters. Only the
The city is a trade port with forges The deep world ocean of Omicron threat of retaliation keeps them
to transform raw ore into ingots of is the domain of enormous kraken. from slaying one another. The
gold, silver, iron, and copper. More These beasts are twice the size of situation at Thesta is volatile and
than half of the population is slaves, standard kraken and have unusual changes daily. All sides are eager
owned by one party or another. abilities. These monsters rarely to acquire spelljammers and allies.
Death is frequent for these poor travel to the surface, preferring to
souls, requiring regular shipments lurk in the deepest waters. Shattershackle (town): The center
of fresh slaves. The Chainmen of dwarven and humanoid
Both of Omicron’s moons are resistance against beholder and
have a permanent stockade in the
airless void worlds. Cetius is olive neogi rule, this town is located near
city. The city’s catacombs are
green in color, while Cephei is the edge of the cluster. It occupies
extensive and haunted.
mauve. Both are size D and an old played out mine, with distinct
uninhabited. dwarven, gnoll, and goblin
Omicron
Type F  Water Body, enclaves. The nominal overall
2 moons
Thesta leader is Grimmershaw, a dwarf
Type C  Earth Body with the appearance of a derro. The
Ancient texts list Omicron as the rebels have a ramshackle fleet of
third planet in Heartspace, when Thesta is an ancient cluster linked ten ancient, battered vessels
the Heart was a much smaller fire by a common atmosphere. Most of crewed equally by the various
body. The innermost world was the planetoids within the Thestan races, with few trusting one another
consumed by the Heart eons ago cluster are a few hundred miles (grudges run long and deep).
and the second world destroyed, across. All of the asteroids are
leaving Omicron as the innermost covered with craters and jagged Cinder Shroud
mountains.
surviving planet. Type D ❉ Air Body

Surrounding the entire inner


Heartspace system is the Cinder signs of life. The inside of the Known Spheres, the Great Archive
Shroud. Made up of millions of crescent by contrast is very is an enormous library. The main
colorful clouds of various sizes and habitable. Mountain ranges have structure covers two city blocks,
shapes that englobe the Heart, the been worn into high rolling hills, with extensive vaults under the
Cinder Shroud is beautiful and surrounded by plains, forests, and main building and dozens of
dangerous. farms in a fashion similar to annexes throughout the city. For a
agricultural heartlands on worlds fee, visitors can request information
The Shroud is vast, sprawling a such as Toril and Krynn. on almost any topic imaginable.
200-milling mile wide shell Visitors may copy information from
surrounding the Heart. It is Crescent is a theocracy, devoted to archives, but cannot remove
comprised of countless thin, the Master of Knowledge, Marruk. anything owned by the Great
ephemeral clouds and asteroids of The followers of Marruk believe in Archive from private reading rooms.
ash, dust, and cinders. Clouds have the “Way of the Plain”, a belief that Scribes provide assistance to
a 75% chance of being poisonous. nobody should stand out. People visitors and ensure the safety of the
Those who inhale gas from these wear drab gray clothes and avoid volumes they are caretakers for.
clouds need to make a successful expressions of any sort, under the
saving throw vs. poison or fall into a enforcement of the law. They prize Starfall
deep slumber for 3d6 hours. knowledge and despise ignorance. Type D ◗ Earth Body
Continual exposure to the gas The more zealous of Marruk’s
results in death in 2d4 days. The faithful are known for assaulting off- Starfall is a flat, circular planet that
rest of the clouds are breathable worlders who stand out and not orbits “face side” towards the Heart.
and can be used to renew air adhere strictly to their laws. The planet spins on an axis as it
envelopes. It is impossible to orbits, giving Starfall a day and
determine poisonous from The Crescent Peace Force, a
night cycle.
breathable clouds without magic spelljammer navy of dozens if not
such as detect poison. hundreds of spelljammers defend The surface of Starfall is
the planet. Wasps are used as pockmarked with hundreds of
The ashen asteroids are almost patrol ships to intercept any ship craters still visible from orbit,
universally barren and devoid of approaching Crescent. First-time despite centuries of erosion. Starfall
life. A few hold hidden springs of visitors are directed to the city of has a breathable atmosphere,
water or even small plants. Very Compact. Ships that land thanks to extensive tundra and
rarely visitors find the wreckage of elsewhere without a merchant’s boreal forests that cover most of
a spelljammer, an abandoned base, license (available at Compact) is the planet.
or even ruins to some ancient evidence of intent to smuggle by
civilization half buried in the ash. the Peace Force. Captains of the There are numerous spelljamming
Peace Force have charts available ports and waystations of various
Crescent for sale showing the location of races, mostly along the edge of
Type E ⯎ Earth Body Compact. disk. The interior is largely
wilderness, unclaimed by any race.
The most populous planet of Compact (metropolis): First-time There is at least one outpost of the
Heartspace is named for its visitors to Crescent are required to Imperial Elven Fleet and an illithid
crescent shape. It appears as a land at Compact, on the shores of a base, along with dwarven, gnomish,
crescent moon or a spherical planet deep azure lake. The city is the beholder, and halfling settlements.
with an enormous bite taken from it. primary trade port of the planet, Several merchant houses have
It has a breathable atmosphere and with facilities to repair or even trading posts at Tungka. There are
a gravity plane along the line of the purchase spelljammers. Compact is rumors of a neogi base hidden
crescent. The outer portion of the the location of the Great Archive. somewhere on Starfall but its
crescent is a crater-riddled location has not been found.
The Great Archive: One of the
moonscape of jagged, needle-
largest centers of knowledge in the
sharp mountains and devoid of any
Heartwatch: The Imperial Elven Loom Pullox: Oceans of lava cover this
Navy has little interest in Type G 0 Air Body, 3 moon. The atmosphere is toxic to
Heartspace, as there are no moons breathe. Solid land exists at the
exclusively elven nations or planets poles, with the southern pole
in the sphere. It does maintain a Loom is a typical air world, having the largest, most stable land
small outpost, Heartwatch, to appearing as a mammoth yellow- mass. A nation of fire newts inhabit
monitor the sphere for the activities white ovoid in the void. It is the final the southern pole, who are hostile
of pirates, neogi, humanoids, and world in Heartspace, the planet to all trespassers on their territory.
other dangerous races. Heartwatch furthest from the Heart. The
is crude by elven naval standards atmosphere of Loom is deadly, Iato: The surface of Iato is a single
but is home to roughly one hundred comprised of chlorine, sulfur, world-glacier. Iato retains a
elves and their families. Two elven methane, and other noxious gases. breathable atmosphere. Volcanic
Man-O-Wars are stationed at The interior is unexplored due to vents create spots on Iato’s surface
Heartwatch as well. how dangerous the atmosphere is. where hot springs can be found,
Mephits, aerial servants, and a few which teem with crustaceans,
Tungka (large city): largest of invisible stalkers are known to including giant varieties. Many of
Starfall’s settlements, Tungka is an inhabit Loom. The planet has three the hot springs are claimed by one
open city where all races, save truly major moons. power or another, who set up
hostile races such as neogi, are waystations at these sites.
welcomed. It is located at the Myra: Smallest yet the most
center of a large crater, created habitable of Loom’s moons, Myra is Further Reading: The Broken
centuries ago when a comet largely tundra and boreal forests. Sphere © 1993 by Nigel Findley.
exploded over Starfall’s forest and The handful of small ports and
creating a huge clearing as well as waystations cater to travelers who
a clear water lake. are entering or leaving Heartspace.
Supplies tend to be expensive.
Herospace
Sitting at an important juncture in sphere, and will dispatch a
the Phlogiston between squadron of ten vessels to
Faeriespace, Greatspace, intercept interlopers, either to
Greyspace, and Realmspace, direct them to the Order’s base at
Herospace sees surprisingly little in Borden, turn them back, or
merchant traffic. This is due to the outright destroy them, as they did
nature of Herospace – the sphere is in the case of a fleet of four
reserved for those who have nautiloids.
distinguished themselves in such a
way to be remembered for their The planets of Herospace are
deeds. Herospace is a place for fairly uniform in their size and
HEROSPACE – such heroes, no matter their shape. Each world represents an
Wildspace from SJA3 alignment, can rest and retire from alignment, and those that dwell
public life in peace and safety. upon those worlds have the same
Crystal Spheres
alignment, with rare exceptions.
The Nine Suns Herospace is a small sphere. A Ships cannot simply land on any
Type E  Fire vessel can sail from one end to given world; access is granted by
Gondorin the other in a mere four days. This crystal shards provided by the
Type D  Earth makes Herospace on of the Rational Order. A crystal grants
Hearthguard smallest spheres in the Known access to a single world, with a
Type D  Earth Spheres, alongside Faeriespace, crystal’s color matching the hue of
Darkseed Refuge, and Winterspace. Despite the world’s sun. Should a vessel
Type D  Earth
this small size, the sphere is attempt to land on a world without
Cumberland
surprisingly dark, with all of the a crystal, it will be repelled by an
Type D  Earth
Ge’Neva suns being no brighter than bright unseen magical force. Magic such
Type D  Earth stars when viewed from a distance as teleportation, dimension door,
Borden greater than 15 million miles. The astral projection, and plane shift
Type C  Earth stars of Herospace are orbs, do not bypass this restriction. Only
Morgan’s World roughly the size of a crystal ball, a carefully worded wish will
Type D  Earth embedded in the sphere wall. The temporarily bypass this restriction.
Woodhaven stars are bright enough to be seen Sages who have studied the
Type D  Earth from anywhere in the sphere. sphere believe the planets of
Asylum
Herospace share properties
Type D  Earth The sphere is the property of the similar to the outer plane that
Chaostromme Rational Order of Magistrates.
Type D  Earth matches its alignment, and
This order is ruled by a council of extraplanar travel between the two
 twenty members, who appear to is easier than normal.
be immortal. They command a
 vast staff of workers, ranging from Anyone who enters Herospace
servants to the powerful navy at can petition the Rational Order of
their command. The servants Magistrates to live on the world
attend to the needs of the heroes most representative of their
residing on the various worlds. A alignment. They must submit their
fleet of 30 or more vessels is petition to the Order at Borden.
stationed on every planet, with They will be asked to provide
twice that number at the Order’s proof of deeds worthy of note so
base on Borden. The Order can that the Order may judge their
detect any ship that enters the worthiness. There are times when
a hero’s reputation precedes All of the suns are roughly the rocky, desert world with a hot
them, as in the case with Tenser same size and temperature. All climate. It is the planet of lawful
when his ship was blown off are dangerous to approach neutral heroes. People who settle
course and ended up in without the standard magical here dwell in orderly yet remote
Herospace. Upon arrival, he was protections from heat and fire. No towns, each an oasis in the desert.
offered a large estate on intelligent creatures inhabit these The people get along well enough
Gondorin. fire bodies – only creatures of and have their own systems set up
animal intelligence (int 1) or lower to handle internal disputes. The
All heroes who decide to settle in are encountered. No known Order does not have to step in to
Herospace are granted a crystal portals to other planes exist. settle problems.
shard coded to their new home
world. They can use it to Gondorin Hearthguard is closely aligned
communicate with the Order at Type D  Earth Body with the outer plane of Mechanus.
any time and request emissaries The servants and the soldiers
to resolve any disputes. Crystals Gondorin is the world reserved for found at the Order’s military base
are enchanted so that only its lawful good heroes. Seasons are appear to be living mechanical
owner may touch it. Should predictable, with warm and balmy devices, somewhat like humanoid
another try to touch a hero’s weather in the summer and cold modrons.
shard, it will immediately teleport winds and chilly temperatures in
to the hero’s location. If the hero the winter. The geography is Darkseed
who possess the shard die, the symmetrical. There are a handful Type D  Earth Body
shard will teleport to Borden. of cities on this planet. The
Company of the Chalice has a Darkseed is a gloomy world,
The Nine Suns headquarters on Gondorin, where barely illuminated by its blood red
Type E  Fire Body several retired Grand Knights sun. At times, it is cast in darkness
dwell. The Grand Knights form a that can last for days. The surface
Herospace has nine suns, each council that guides and influences of Darkseed is flat and featureless,
far smaller and dimmer than the Company’s actions, using with few landmarks. Many become
typical fire bodies. Each sun has a crystal balls and messengers to lost when venturing out of sight of
single planet orbiting it at a carry their orders to other Grand their own home. A cool, steady
distance of about 10 million miles. Knights scattered throughout the wind persists year-round.
The light from the sun is as bright Known Spheres. Tenser of Darkseed is the world of lawful evil
as standard daylight up to a Greyhawk has a tower on heroes. Conflicts are common as
distance of a mere 15 million Gondorin as well. they scheme against one another,
miles; further away, the light and the Order frequently has to
quickly dims until it is no brighter Gondorin is aligned with the outer step in. The leader, or leaders, of
than a somewhat bright star in the plane of Mount Celestia. The the Tenth Pit are thought to live on
night sky. Thus only a single sun people of Gondorin, those who are Darkseed, using magical means to
is visible during the day on any not heroes or their relatives, enforce their will on the rest of the
given world. Each sun has a resemble aasamar.. They are Known Spheres.
distinctive color. The colors of the beautiful with an inner radiance.
suns for each planet is as follows: These are servants for the The Nine Hells is aligned with
Gondorin: white; Hearthguard: resident heroes and serve aboard Darkseed. Servants of the heroes
yellow; Darkseed: blood red; vessels stationed at Gondorin. dwelling here have gargoyle-like
Cumberland: light orange; features, with horns, fangs, and
Ge’Neva: light blue; Morgan’s Hearthguard stony skin. The Order’s base on
World: dark blue; Woodhaven: Type D  Earth Body Darkseed is especially heavily
light purple; Asylum: gray; guarded to prevent theft or
Chaostromme: dark green. Least populated of Herospace’s sabotage.
worlds, Hearthguard is a largely
Cumberland The outer plane of the Outlands is depressing. The forests are
Type D  Earth Body aligned with Ge’Neva. The Order’s comprised of ugly and misshapen
agents most closely resemble trees, while the mountains are
The world of neutral-good heroes humans with a metallic sheen, not garish and gruesome. Harsh rain
most closely resembles the unlike rilmani. The servants, falls from the darkly overcast sky;
countryside of worlds like Krynn, however, are not reilmani and only rarely does the dark blue sun
Oerth, or Toril. The poles are cold have none of their abilities. shine through the clouds.
while the equator is warm and Creatures that survive here are
tropical. The climate varies from Borden pitiful and deformed. The planet
sub-arctic mountains to temperate Type C  Earth Body was named for Morgan Darkdawn
hills to warm deserts. The of Greyspace, the first inhabitant
residents are fond of taverns and Orbiting Ge’Neva is Herospace’s and reputedly one who escaped
inns, with many retired heroes only moon is Borden, The surface from the demiplane of dread,
running one. The heroes of is barren and lifeless save for Ravenloft.
Cumberland are quite sociable several structures that serve as
offices and bases for the Rational The atmosphere of Morgan’s
and enjoy hearing tales and
Order of Magistrates. There is a World is very unusual. At night or
stories from the wider Known
vast network of subterranean during stormy days, it induces
Spheres.
tunnels and chambers, utilized in a euphoric trances with the
Cumberland is closely aligned with number of ways by the Order and residents, causing them to wander
the outer plane of Elysium. The their allies, the Arcane. This in a world of their own fantasy. In
agents of the Order here have includes enormous enclosed their mind, their every wish is
animal-like traits such as having docks for the Order’s impressive granted. In this way they can be
animal ears, eyes, paws, or tail. fleet, quarters for servants and controlled and pacified.
their military forces, luxurious
Ge’Neva Morgan’s World is aligned with the
apartments for the Arcane, and
outer plane of the Gray Waste.
Type D  Earth Body, reputedly prisons to hold trouble-
1 moon The servants and warriors of the
makers. Like the planets of
Order appear human, but with an
Herospace, Borden will repel ships
The world of neutral heroes is ashen, almost shadow-like
that attempt to approach it. Only
Ge’Neva. It is home to many appearance. The Order’s base is
when a ship is granted permission
druids, who often withdraw protected by a dome that
by the Order can it land at one of
completely from the affairs of neutralizes the euphoric nature of
the designated “visitor’s docks.”
mortals once they reach sufficient the planet’s atmosphere.
power and stature. Many go on Borden is not aligned with any
pilgrimages through wildspace, outer or inner plane. Creatures of Woodhaven
ending at Ge’Neva where they any alignment may land, if given Type D  Earth Body
retire. Perhaps due to the permission. The Order’s servants
influences of so many druids, on Borden appear to be simple Considered the most beautiful of
Ge’Neva is almost entirely humans, demi-humans, and the planets of Herospace,
forested. Non-druid neutral heroes humanoids, as one might find on Woodhaven’s surface is covered
find settling on Ge’Neva unusually any number of worlds throughout by rolling, grassy hills and vast
arduous, as the Order’s standards the Known Spheres. forests. An unusual phenomenon
are higher and they generally must is that Woodhaven’s sun rises and
live in isolated manors. The Morgan’s World asets at the same time
Starguide Society, which helps Type D  Earth Body everywhere on the planet,
facilitate druid pilgrimages to regardless of its position in relation
Ge’Neva, is headquartered on this Home to neutral evil heroes, to the planet. The climate is a
planet. Morgan’s World is described as uniformly spring-like, warm and
disturbing, dismal, and pleasant. Most of the heroes
dwelling here are elves, many like race that appears to be non- warmer at the equator. The world
former captains and admirals of intelligent and completely insane. of chaotic evil heroes is even
the Elven Fleet. Both the former Great hordes of these creatures considered beautiful, as much of it
Grand Admiral Leafbower and wander the ruins, wearing little is untamed wilderness. The
Admiral Sindiath have estates on more than filthy rags and gibbering chaotic evil heroes who settle here
Woodhaven. Both have the means incoherently. Their origins are desire peace and quiet, and
to summon a Man-O-War in 1-4 unknown. They are frequently frequently live alone in simple
weeks if they need to travel off- enslaved and preyed upon by the estates. The wilderness is haunted
world. Alustriel of Silverymoon is heroes of Asylum. by violent and dangerous
also known to have an estate on monsters gifted with unusual
Woodhaven that she visits from The treasures acquired by heroes ferocity. The heroes prevail
time to time. on Asylum are transitory. Should against these foes without fail, yet
such wealth be taken off world, it gain nothing from the experience
Woodhaven is closely aligned with quickly degrades to dust once it aside from the pleasure of killing.
Arborea. The servants who work leaves Asylum’s atmosphere. No experience points will be
on this world appear to be elves, Many believe Asylum’s heroes are gained by killing the monsters of
including the sailors and marines affected by a planet-wide illusion Chaostromme. This may be due to
that serve the ships based at or psionic ability that makes them use of illusions or polymorphed
Woodhaven. think that dirt stone are gold and animals to create these monsters,
gemstones. which never put the heroes in any
Asylum true risk.
Type D  Earth Body Asylum is closely aligned with the
outer plane of Limbo. The Order’s Chasostromme is aligned with the
Asylum is covered by a planet- agents on Asylum appear to be outer plane the Abyss. The
spanning city ruin. Within the few non-descript humans wearing pain servants and the Order’s armies
remaining intact structures are the white uniforms. appear to be tieflings.
luxurious homes of chaotic neutral
heroes. These individuals live in Chaostromme Further Reading: SJA3 Crystal
comfort and luxury, without want Type D  Earth Body Spheres © 1990 by J. Paul
or need. They will discover great LaFountain
treasures in their homes and in the Much like Cumerland,
ruins. Beyond the boundaries of Chaostromme resembles more
their gilded palaces, the ruins are traditional planets such as Krynn
the domain of a strange, human- and Toril, with colder poles and
Mirrorspace
For nearly five centuries Eternal. Within Nyx, the Mother of
Mirrorspace was cut off from the Darkness rules with absolute
rest of the Known Spheres. Flow authority.
storms surrounded the sphere
following the fall of the Shining Mirrorspace has a vast and
Empire, creating a vortex of robust pantheon of deities the
twisted phlogiston rivers making natives worshipped. The
the area around the sphere Olympian pantheon, in particular,
unnavigable. Likewise, mystical rose to prominence thanks to
forces cut the sphere off from their patronage of the City of
planar access as well for four and Mirror. Apollo in particular enjoys
MIRRORSPACE – a half centuries. Recent decades widespread worship as the patron
Wildspace from the have seen a calming of the of psionics.

Spelljammer Mailing List phlogiston as well as the


Pirates have always been a
dissipation of the barriers to
problem in Mirrorspace, both
Apollo planar travel. Stable routes are
during the height of the Reflective
Type H  Fire jealously guarded, and lingering
Empire and after its fall. So-called
Something flow storms make them
Type B  Fire “Gate Raiders” are thought to
surprisingly dangerous to travel.
Something have access to some sort of
Type E  Earth The sphere takes its name from device that allowed them to
Mirror Prime the Reflective Empire and its appear out of nowhere and
Type A  Earth capital, the City of Mirror. Now disappear without a trace. The
Melodya four and half centuries dead, it deprivations of these raiders
Type E  Earth wained for a few centuries after
once spanned the entire sphere.
Tarragon Mirror’s fall, but in recent years
 Stretching from the asteroid belt
Type E Earth, one merchant ships have vanished
moon Mirror Prime, the Reflective
Empire was a force to given even without a trace, and the legend of
Something
Type B +
Earth the Elven Fleet pause. It fell at the Gate Raiders is whispered of
+

Wartorn the claws of an unlikely alliance again.


Type F  Earth of humanoids, neogi, beholders,
The Backwaters The people of Mirrorspace have a
and a radiant dragon, all pawns
Type A  Earth high rate of psionic beings, up to
to the machinations of a mind
a quarter of the overall
flayer cabal. The Reflective
 population, one of the highest in
Empire’s fall caused
all of the Known Spheres. The
 reverberations felt across all of
nature of the sphere amplifies
Mirrorspace.
psionic powers, making psionic
The system’s primary is Apollo, a powers easier to use and with
fire body that radiates a hard, greater effects. Psionics grow
cold, white light upon the eight more potent near the primary. It
planets of the sphere. Above the is of little surprise that the sun
orbital plane of the planets is deity Apollo is also the God of
known as Uranos. It is a maze of Psionics. The reason for this
enormous ice crystals, many as phenomenon is unknown but
large as worlds. Opposite of this subject to much debate.
ice maze is the dark and
During the Fall of Mirror, some
shadowy realm of Nyx, the Night
manner of planar magic was
unleashed that brought forth an even brighter to psionically from the solar winds and psionic
unending tide of vegetation. sensitive creatures. The primary research. The temple city is
Unlike natural plants, these were is seen as the source of all protected from heat and fire, a
quite deadly, comprised of almost psionic power in Mirrorspace. blessing from Apollo.
every plant-based monster
imaginable and many that were As with most fire bodies, Access to the temple is granted
never before seen. Mirror creatures from the elemental only after a sphere-wide
became englobed by deadly plane of Fire make Apollo their pilgrimage is undertaken. Such
plants, and thanks to the many home. Fire elementals, efreet, pilgrimages begin in the
portals, the deadly vegetation azer, salamanders, fire giants, Backwaters and are concluded at
spread to other worlds and into brass and gold dragons, magmin, the Apollo’s Crown. Along the
wildspace. To this day there are and mephitis have all been way the pilgrim visits sites holy to
many dormant plants drifting in encountered. Some are Apollo. Pilgrims receive Apollo’s
wildspace, becoming upon numerous and organized enough blessing at each site, which take
contact with an air envelope. to found vast nations. There are many forms. Particularly worthy
Many spelljammers have fallen many natural portals to the pilgrims are granted the greatest
prey to these deadly plants. elemental plane of fire open and of boons, a wish, upon
close on Apollo. Stable portals completion of special quests.
Mirrorspace has several natural are controlled by powerful
portals to the Phlogiston. inhabitants. Fire World
Unfortunately for most travelers, Type H  Fire Body
these portals are quite small, There are also many portals to
allowing passage of ships a mere the quasi-elemental plane of
20’ or so across. These portals Radiance and the Positive
are highly sensitive to psionics, Energy plane, and Apollo has
however. If a psionic creature become a neutral ground by
concentrates, the portal can be creatures native to those planes.
widened by one foot for every
Without adequate magical
PSP expended. The psionist
protection against light and heat,
must be within 100’ of the portal
travelling to Apollo is suicidal.
to affect the portal in this fashion,
There is very little contact
and the portal will remain in this
altered state for 1 round per level
between the natives and the Desert World
greater wildspace communities.
of the psion. Multiple psioncists (lizardmen)
The natives are largely unaware
can contribute to the effort, with Type F  Earth Body
of the universe beyond Apollo,
the time the portal remains open
aside from a few with psionic
being determined by the highest
abilities powerful enough for them
level pison of the group. Open
to communicate across the vast
and close portal spells operate
reaches of wildspace.
normally in Mirrorspace.
Apollo’s Crown (small city):
Primary: Apollo Floating high above the sun on Mirror Prime
Type H  Fire Body an island of black, cold rock, Type A  Earth Body
Apollo’s Crown is the holy center
Apollo is a blazing white fire body of the god’s worship in the A cluster-world of asteroids
at the sphere’s heart. It radiates a sphere. A small congregation of surrounded by a single, thick
cold white light that is hard to priests and acolytes dedicate atmosphere, Mirror Prime
gaze upon, even from worlds as themselves to praising the appears as an amorphous mass
distant as Wartorn. Apollo shines Sunfather, deducing prophecies of brightly colored greens
intermixed with mauve, lavender, remain in the city, although few Tarragon
reds, olive, and a host of return from expeditions to this Type E  Earth Body,
disturbing colors. most dangerous of dungeons. 1 moon

In its heyday, Mirror Prime was a Melodya Tarragon is a world with one
large cluster world, with the City Type E  Earth Body continent surrounded by vast,
of Mirror at its heart. The outer planet-spanning ocean. Many
asteroids were mined or used as Melodya is a mid-sized rocky island chains spread across
farming asteroids, producing a planet and one of the most Tarragon. The land and seas are
bountiful crop to feed the City of populated worlds in the sphere. choked by hell-spawned jungles,
Mirror. The city itself spread Melodya is blessed with a mild haunted by monsters, baatazu,
across dozens of asteroids, with climate and geography that hordlings, and other monsters of
travel between individual heavily favors farming over the lower planes. Tarragon was
asteroids facilitated by magical herding or hunting. Extreme once a very different world, but
bridges or demi-powered climates such as arctic ice caps, was dramatically changed by the
smallcraft. towering mountains, parched events that lead to the fall of the
deserts, or foreboding forests are City of Mirror.
Four and a half centuries ago, in
small the point of almost
the early days of the First Centuries ago, the continent was
insignificance compared to the
Unhuman War, the city was a vast desert, with forests and
sweeping farmland and pastoral
besieged by a vast alliance of vegetation only along the coastal
orchards.
humanoids and other monsters, areas. Under the waves of the
joined by a mind flayer The people of Melodya are ocean were empires of sea elves,
conspiracy. The city responded famous for their love of music. mermen, tritons, sahuagin, kuo-
by building a fleet of octopuses Bards are highly regarded, and toa, and other aquatic races. The
and twenty cuttle command on Melodya the most powerful various empires warred with one
warships. Working alongside spell-casters are bards rather another until the Truce of
them was a creed of mind flayers than wizards. Every city has at Tamrgon, which saw peace
who also suffered under the least one bardic college. Some finally achieved between the two
deprivations of the humanoids. cities are built entirely around largest empires of sea elves and
They were all betrayed, and part their bardic colleges. sahuagin. Following the truce,
of the fleet was stolen. In the end, trade flourished between the
Mirror fell when one side or Below the surface is an extensive empires and spelljammer
another unleashed planar magic Underdark network dominated by societies, with the few islands
that summoned forth an unending mind flayers and other deep earth and archipelagos considered
wave of hellish vegetation that monsters. Adventurers often much-coveted treasures.
flooded the city. Monstrous plants venture into the Underdark in
choked the city, slaying all in their search of treasure, fame, and Tarragon has a sinister reputation
path. inspiration. Many never return. with spacefarers. A handful of
settlements survive, but well-
Mirror Prime today is a maze of Bluffside (large city): Founded hidden and defended. Attempts
ordinary and monstrous plants by descendants of refugees from to contact these refuges or
and trees, with baatazu acting as Mirror, Bluffside was built at the replenish water supplies with ice
gardeners and caretakers of their edge of an impact crater to mine from the poles are often foiled by
fiendish garden. The intentions of adamantine ore that was lashing vines, carnivorous trees,
the baatazu are unknown. The deposited there eons prior. or attacks by other monsters.
ruins are overrun with monsters Bluffside is a spelljammer port,
of all types, including even the with facilities to build and repair In orbit around Tarragon is a
baatazu’s hated foes, Tanar’ri. vessels. number of ship-sized, green
Great treasures are known to moonlets. These are all that
remain of vessels that escaped disparate races competing over apparent disinterest in wildspace
the deadly vegetation on the resources is thought to be the travel. The residents often have
surface, only to be overrun by cause of so many of the wars that draconic features, either a result
rapidly growing monstrous plants rage across the planet. of experiments by dragon rulers,
as they reached orbit. Although or taking human form and
the ships may contain treasure, Despite a state of nearly constant procreating with the locals.
they are overrun by deadly warfare between the different
plants. races, the civilizations on Wartorn The Backwaters
are advanced and sophisticated. Type A  Earth Body
Clockwork: Famed across the Many are aware of spelljammers
Known Spheres as the Celestial and even make use of the The Backwaters is a “cloud” of
Clock, Tarragon’s sole major vessels, in war, trade, and many tens of thousands of
moon is Clockwork. The entire exploration. Competition has asteroids, which comprise the
moon is one gigantic clock, with driven many to develop new outermost “planet” of
“faces” measuring minutes and spells and devices to defend their Mirrorspace. The cloud is vast,
hours, days and months, years lands and to take lands away spanning millions of miles along
and decades, and centuries and from others. the Backwater’s orbital plane.
millennium. Clockwork is used as The exact boundaries of the
a universal clock for the Known As warfare frequently destroys
Backwaters are unknown as
Spheres. The moon is home to villages, cities, and whole
many individual rocks stray far
the Clockmakers, a race of kingdoms, much of Wartorn’s
from the main cluster.
mechanical humanoids of history has been lost. Many of the
considerable power and a hatred best records of the planet’s past The Backwaters is a dark,
of clockwork horrors. were kept in libraries at the City shadowy place, so far from the
of Mirror, now lost along with the primary and light obstructed by
Dead World city. other rocks. Within its depths lurk
Type F  Earth Body many small tribes of humanoids,
Owing to the warlike nature of the
descendants of the goblins who
inhabitants, Wartorn has one of
sacked Mirror. They have only a
the most extensive pantheons of
few spelljammers, ancient
war deities in the Known
vessels that were missed by the
Spheres. Temples to deities of
Great Hunt that followed the First
war are found in every town and
Unhuman War.
village of the sphere.
Aside from the humanoids, many
Unlike many of the worlds of
monsters dwell in the
Wartorn Mirrorspace, Wartorn took little
Backwaters. Scavvvers are
Type F  Earth Body notice of the fall of the Reflective
common, as are krajen. Vrious
Empire. The wars upon the
types of bats, capable of
Wartorn is, as its name implies, a planet continued unabaded,
travelling the void between
world where war is aside from the loss of a number
asteroids, have also been
commonplace. It is a large planet of spelljammers to the fighting at
encountered.
with several broad continents Mirror Prime.
divided by oceans of deep blues In the past, dwarves mined the
and greens. It is the most Azantia (metropolis): Situated in
asteroids of the Backwater for
populous of Mirrorspace’s planets the heart of a dragon-ruled
gold, iron, and other riches, only
with robust populations of empire and named for its
to be slaughtered by goblins and
humanoids, demi-humans, legendary founder, Azantia is a
worse. Their ancient holds are
humans, and many other races. surprisingly good spelljammer
now goblin strongholds, all but
The large population of such port despite the dragons’
unassailable fortresses from an of relatively friendly beholders. Further Reading: Mirrorspace
earlier age. The beholders know of a secret topics at thePiazza.org.uk,
route through the surrounding Bluffside: City on the Edge ©
Tyranthome (small city): maelstrom, and can be hired as 2013 by Govreau, James;
Located at the eye of a guides. The beholders trade in Bennett, Curtis; Troman, Andrew;
maelstrom of asteroids that spin antiques and other treasures Quinn, Jeff; Bailey, Warren; et al.
around Tyranthome, this small recovered from the ruins of
trading post is operated by a clan Mirror.
Mystrylspace
The sphere known as that sell potions, scrolls,
Mystrylspaee is a bit larger than spellbooks, and even magic
Realmspace, with a diameter of weapons and armor. The sphere
roughly five billion miles. has an unusually high number of
Mystrylspace is considered a spellcasters in comparison to
medium-sized sphere and recently other spheres.
discovered routes through the
Phlogiston has dramatically Mystryl’s Harbor orbits the
increased its connectivity to the crescent world also named MYSTRYLSPACE –
Known Spheres in the past two Mystryl. Both were named for the Wildspace from the
centuries. The sphere’s main port- goddess Mystryl, from Piazza
of-call, Mystryl’s Harbor, is famed Realmspace. Long ago, during
for its excellent magical ancient Netheril’s Age of Armauroa
universities. Many helmsmen now Discovery, the then unnamed Type H  Fire
working in the Known Spheres sphere was discovered by Dragoneye
explorers from Netheril. The Type E ◗ Water
received training at one of these
sphere was largely deserted then, Modarii
fine institutions of magical Type E  Earth,
learning. with worlds unclaimed by any
rings
intelligent races. Soon after,
Mystrii
Mystrylspace is a young, cold Netheril abandoned spelljamming Type F ◗ Earth, two
sphere. When travelling in as too expensive, but not before moons
wildspace anywhere in the outer founding a large enclave on Tyche’s Dicebag
system, heavy clothes and winter Mystryl. As Mystrylspace was far Type B  Earth
ware is recommended. The inner from any known phlogiston routes, The Ramparts
+
system is warmer, allowing for part of the reason for the Type C + Earth
somewhat lighter attire. The stars Netherese abandonment of Soleum
Type D  Earth
of this sphere are glowing runes spelljamming was to protect the
Thann
on the spherewall, each unique in budding colony, choosing instead
Type B  Earth
shape, color, and brightness. The to use portals to maintain contact, Kozah
runes are said to hold the secrets trade, and settlement of Type F  Air, nine
to magic, and those that decipher immigrants into the newly opened moons
the runes can unlock potent lands. The colony flourished Eyes of Shar
magic. The number of stars is during Netheril’s Shadowed Age, Type E  Water
easily in the tens of thousands or until contact was finally lost when
more. No one has ever Netheril fell. With their mother
successfully cataloged them all. empire gone, the colonies
returned to spelljamming to build
As Mystrylspace has become anew.
increasingly connected to the rest
of the Known Spheres, more and Since Nethril’s fall, Mystrylspace
more spelljammers visit the sphere became known to various magical
on a regular basis. The sphere societies elsewhere in the Known
has become very popular in the Spheres, including the Suel
past century for the abundance of Imperium, the Empire of Istar,
helmsmen available for hire and Nithia on Mystara, and many
for minor magic items and trinkets more. These empires established
the locals produce for sale. Many their own colonies in
ports in Mystrylspace have shops Mystrylspace, and when they fell
one by one, refugees fled to the right. The city is vast, stretching for Caustil (metropolis): A grim, dark
sphere for safety. Over the miles in every direction around the city of gray basalt walls, Caustil is
centuries, the colonies grew into central palace. The royal house ruled by a terrible and ancient red
their own kingdoms, founding new dispatches agents to capture dragon nicknamed Flamumbra
colonies of their own, and created monsters for the blood sport and his many servants.
a patchwork of wizardly enjoyed by the salamanders. Flamumbra is a powerful magic-
civilizations. Magical ability is more user and a schemer, always
highly valued than bloodline purity Dragoneye seeking to increase his wealth and
in the sphere. Type E ◗ Water Body power. The city has one of the
strongest militaries in the sphere.
The pantheon of Mystrylspace is Orbiting close to the primary,
believed to be the descendants of Dragoneye, is a hot, steaming Emberkeep (large city): Built
the Netherese deities with water world. Dragoneye is a flat from the eroded remains of an
influences from numerous peoples planet with edges that are lost in extinct volcano, Emberkeep is a
who have settled in the sphere. mist and steam. Many islands dot bustling mercantile city. A clan of
The pantheon has grown and has the surface, piercing an brass dragons, nicknamed the
many members. Recently the unfathomably deep world ocean. A Sundivers, runs the city. They
Asgardian, Olympian, and single continent, long and narrow have mastered travelling through
Pharaonic pantheons have gained and piercing both sides and runs wildspace. At any given time, a
followers in the sphere, as has from one end of the planet to the third of the clan is visiting other
Celestian, although all of these other. Due to Dragoneye being a worlds or even other spheres.
have but a few followers and are flat world, it appears to “wink” daily
still very weak in the sphere. Of as it flips end-over-end. Mondarii
the various foreign deities, Thoth, Type E  Earth Body,
Hecate, Odin, Oghma, and Math Dragons are the dominant 2 rings
Mathonwy are most popular. species, ruling over vassal
kingdoms of lizardmen, dracons, This fetid world is considered a
Primary: Amauroa aarakocra, humans, and backwater. Forests of giant
Type H  Fire Body humanoids, with degenerate mushrooms, mold-covered prairie,
bullywugs and sahaugin in the and seas of slime cover the planet
Amauroa is a fairly typical fire hinterlands. The dragons are very from pole to pole. The atmosphere
body with a slight orange tint. Like powerful and magically gifted, with is breathable, yet choked with
many other fire bodies, Amauroa their subjects building cities of deadly fungi spores.
is dangerous to approach due to splendor in their honor.
the intense heat it radiates. The Mondarii is a warm, wet planet.
atmosphere is poisonous to living The dragons are spelljamming Dark clouds obscure the sky, and
creatures, fit only for creatures aware, with many city-states being a steady rainfall is constant.
from the elemental planes. The welcoming ports of call. Several Lightning illuminate a bleak,
build vessels such as wasps, dreary landscape.
surface is dotted with many portals
to the elemental planes of fire, turtleships, squidships, and
The planet is a haven for
radiance, and positive energy, hammerships. Some dragons
monstrous molds and slimes.
through which monsters pass have even mastered the ability to
Russet mold fills a large basin,
through. When these monsters shift their form into some similar to
appearing to be a sea from above.
meet, they often clash over that of radiant dragons, allowing
Rivers of green slime slowly flow
territory. them to spelljam without aid of a
from highlands, draining into putrid
vessel. The dragons’ power gives
Salazin (metropolis): This city of lakes of the deadly substance.
pause to even the mightiest
Monstrous puddings wander the
crystal and light is a powerful city- archmages of Mystryl’s Harbor.
state of salamanders. The rulers prairies.
are potent wizards in their own
Native myconid and vegepygmy After that empire fell, the colonists
tribes inhabit the fungal forests. welcomed citizens of other This cluster of regularly-shaped
They have built their colony magical empires, including those asteroids is colorfully referred to
homes around the wreckage of from Istar, the Suel Imperium, the as “Tyche’s Dicebag”. This is
crashed spelljammers. The Bakluni Empire, Nithians from because all of the asteroids have
spelljammer helm, if present, is Mystara, and more. The many a dice-like shape. There are
often the chief’s throne. kingdoms of Mystrii claim the numerous “sets” of dice, each with
heritage of those magical empires. similar color and texture. A set
Several liches dwell on Mondarii. consists of a tetrahedron, three
The deadly atmosphere is a The ability to use magic is cubes, an octahedron, two
natural defense, allowing them to important to the people of Mystrii. trapezohedrons, a dodecahedron,
experiment and research without and an icosahedron. There are
interference from the living. Their Mystril Harbor (metropolis): The
scores of sets, sharing a common
servants are fungal-covered largest city in the sphere, Mystril
atmosphere. There are also
undead. Harbor appears from a distance to
numerous “loose” dice-shaped
be a wizard’s tower rising from a
asteroids that appear unrelated to
Rings: Mondarii has two rings of large and barren asteroid. The
any other asteroid.
fist-sized rocks. A trio of asteroids, tower is very large, a marvel of
none larger than a mile, also orbit magic. It is home to several Many races inhabit the Dicebag,
Mondarii. There is little of interest magical universities, making it a each staking a claim to one or
in any of these bodies. center of learning renowned more asteroids. Halflings are
across the Known Spheres. It is especially well-represented.
Mystrii also one of the busiest
Type F ◗ Earth Body, spelljamming ports outside of New dice-shaped asteroids
2 moons Refuge. appear in the Dicebag every so
often, increasing the overall
Mystrii is an enormous crescent Myune: The larger of Mystrii’s two number of asteroids. These may
world, twelve thousand miles moons is an aquamarine orb be single asteroids, or an entire
along its major axis and six known as Myune. It has several “set” of nine asteroids. The
thousand miles at its widest. The small, deep blue, almost dark common atmosphere is plenty
edges are rounded such that violet seas, with continents large to hold many more asteroids.
travel between the two sides is covered by strange jungles or
fairly easy. There are several wide barrens. Numerous Snake Eyes: Never far apart, this
small seas on both sides. The theocratic cities are found here. pair of cube-shaped asteroids has
inner surface is dominated by rich a bad reputation. Dust storms
prairies, mountains, and forests, Cynii: The smaller of Mystrii’s obscure the surfaces, which hide
while the outer surface is drier with moons is the amethyst-tinted bandit lairs.
deserts and savannahs. Cynii. Jagged mountains, deep
valleys, and cold lakes dominate Hell Dice: A large, red
Mystrii is the most populous planet the surface. It is divided between icosahedron, Hell Dice is riddled
of the sphere. It is the home for gray elves, who inhabit the with ruins and dungeons. Volcanic
many powerful individuals. The forested valleys, dwarves that activity makes it uninhabitable.
many kingdoms and nations are dwell under the mountains, and The ruins are death traps, yet hide
descended from powerful magical giants who build great palaces on great wealth.
empires of the Known Spheres’ the peaks or even upon solid
past, and retain their ancestors’ clouds. Fortunii (large city): Magical
love of magic. lanterns light up Fortunii, for this
Tyche’s Dicebag city is cast in eternal shadow and
The planet was first settled by Type B  Earth Body night. The enclave is a hotbed of
colonists from Netheril, on Toril. gambling halls, theaters, festhalls,
taverns, inns, and other places of of the finest weapons and armors landscape. A few ghouls and
ill-repute. the sphere has to offer. ghasts have made their way to
Soleum to feast on the plentiful
Tyche’s Zoo (small city): Built on Longhorn (small city): Once corpses, although the residents of
an icosahedron, Tyche’s Zoo is a famed for its gladiatorial arenas, the small enclaves hunt down and
marvel of the Known Spheres. The the ruling wizards were destroy these monsters as soon
entire asteroid is a park with well- overthrown in a slave revolt led by as they are discovered. Grave
marked paths for visitors. It minotaur gladiators. The enclave robbers are a persistent problem,
features animals from the farthest is a pirate haven, home to and many tombs are spell-warded
corners of the Known Spheres and scalawags of all races. to protect against such thieves.
beyond, from domestic animals,
miniature and giant versions of Prospect (town): A semi-nomadic The Grand Catacombs: The final
common animals, to dinosaurs, town, Prospect is relocated every resting place for many
prehistoric animals, and even a few months as the inhabitants commoners, the Grand
few dragons. scour the Ramparts looking for Catacombs is a vast, multi-level
areas suitable for mining. Once an complex stretching for miles under
The Ramparts area is exhausted of resources, a basalt plateau.
Type C +
+  Earth Body the people move on. The buildings
of Prospect are built to be moved Mortuary (small city): This
The Ramparts is an asteroid belt like ships. enclave is home to priests and
that divides the inner sphere from tomb builders who care for the
the outer sphere. Individual Soleum Grand Catacombs. There are two
asteroids appear to be snow- Type D  Earth Body ports, one for daily traffic and a
capped mountains, some up to second for ships carrying corpses
fifty miles high on both sides of its Soleum is a relatively for interment.
gravity plane. These mountain-like unremarkable minor world. The
surface ranges from cold desert to Crematiir (small city): Built near
asteroids cluster together into
frozen tundra, with mountains, a volcanic vent, Crematiir is the
ranges of up to two hundred
hills, and frozen lakes. destination for unclaimed corpses.
mountains stretching for
After a brief ceremony, such
thousands of miles.
Soleum is poor in resources and corpses are sent down a slide into
The Ramparts is made up of tens as such has seen little settlement. the molten rock below.
of thousands of ranges and It is not a place of commerce,
individual mountains. Dwarves trade, farming, or mining. It is a Thann
have settled in some mountains, place to lay the dead to rest. The Type B  Earth Body
seeking gems and ores. The mountains and hills are peppered
Ramparts are surprisingly poor in with tombs, graves, cairns, and The asteroids of this cluster are all
such things. Only rarely is a catacombs. The dead from illuminated by a miniature sun, a
motherlode found, although these Mystrylspace are brought to mere two hundred feet in
are quite valuable and vast. They Soleum for proper burial. Those diameter, located at the heart of
must content with many humanoid buried on Soleum will not rise as the cluster. Many scores of
and giant tribes. undead. asteroids twirl around the central
sun, which was created by a cabal
Citadel Zanderhir (small city): Although corpses do not of powerful wizards and priests
Capital city of a dwarven nation, “naturally” rise as undead on centuries ago.
this city is one of the largest Soleum, the planet is home to a
dwarven settlements in the fair number of undead. A few The asteroids of Thann are
sphere. It sits atop a great vein of liches inhabit tomb complexes devoted to farming. Due to the
valuable ore, used to make some under the desert sands, seeking eternal growing season and magic
solitude and privacy in the barren items used to replenish the soil
and water reserves, Thann is a side of the planet is illuminated doors long ago. Attempts to
breadbasket. Plants grow rapidly with the flashes of lightning. contact the dwarves are met with
and healthy, yielding bountiful open hostility.
crops year-round. Floating above and below the
clouds are several continents. The Handmaidens: Trailing
Several families of wizards, These landmasses range from Kozah in its orbit, much like the
descendants of those who lush jungles to barren landscapes. Hounds, the Handmaidens is a
originally created the suns, divide vast cluster of thousands of
Thann into a series of baronies. The storms are dangerous to the asteroids. Scavvers, krajen, and
These families are wealthy and unprepared, made all the more worse stalk the Handmaidens,
own ships used to transport their worse by magic dead zones that thwarting all efforts to explore the
produce to markets swiftly. The fly around the atmosphere asteroid field. Ghost vessels
families highly value magic and randomly. This fact keeps captained by spectres and liches
compete in highly elaborate unwanted visitors from exploring have been encountered as well.
games to outdo one another in Kozah. Illithids, beholders, and
displays of magical talent and even neogi are rumored to have Eyes of Shar
ability. whole cities hidden in the floating Type E  Water Body
continents, which are unaffected
The Green Dwarf: An abandoned by the magic dead zones. These A rare double planet of nearly
dwarven citadel, the Green Dwarf creatures can detect and avoid the identical water worlds, the Eyes of
is an unusual sight. Ill-suited for magic dead zones and can Shar are both shades of deep blue
agriculture, a forest grew on its operate with impunity from the and purple, streaked with white
every surface. The grim dwarven secure strongholds. clouds. At times storms create
visage at the prow is overgrown great swirling hurricanes, which
with flowering vines. It is overrun Kozah’s moons are all earth or
can give the worlds the
with monstrous plants. water type bodies of sizes B
appearance of a pair of malevolent
through D. They have all been
eyes.
Bounty (large city): Overgrown explored and mapped, with many
with plants, Bounty may appear sporting cities and even kingdoms The Eyes are large world-oceans
ruined from a distance, but it is a in their own right. Few are wracked by constant storms,
thriving city. Grains are milled, fruit completely self-sufficient and broken only by jagged islands and
is dried, meat is salted, all to require trade for their survival. deadly reefs that pierce the
prepare it for shipment to hungry Piracy is rampant due to many turbulent waters. Cloud-cover is
markets elsewhere in the sphere. petty disputes between the various complete, casting the surface of
The docks are always busy with powers. Outright warfare, both worlds in eternal gloom.
ships loading goods for shipment. however, is discouraged as
wasteful. Many strange monsters inhabit the
Kozah Eyes. Monstrous sharks, squids,
Type F  Air Body, 9 The Hounds of Kozah: Leading and rays stalk the oceans, and the
moons Kozah in its orbit by sixty degrees skies are filled with winged
is this cluster of asteroids. The monsters that can survive the gale
King of the Mystrylspace planets, exact number of these “Hounds”: winds. Giant, ocean dwelling
Kozah is the largest planetary is unknown but numbers well into centipedes, flying arachnids,
body in the sphere aside from the the thousands. Most are fairly floating jellyfish-like monsters, and
primary. It is a crimson red sphere small, with a few hundred ranging humanoid megalodons are but
stripped with broad bands of as large as size C. The Hounds some of the horrors reported.
ochre, russet, indigo, malachite, are home to the insular dwarven
and mauve. Enormous storms nation of Thrinlode. Torn asunder People marooned on one of the
swirl across the surface. The dark by civil war instigated by an evil Eyes rarely last long. The constant
archmage, Thrinlode sealed its storms and dangerous predators
more often than not kill them in a market of sorts for creatures who residents are developing
few days. Those that do survive traffic with illithids, including devils, underwater-faring spelljammers to
often find refuge in the citadels of neogi, and evil Underdark races. explore the seas of the Eyes. The
powerful wizards, who come to the Many evil schemes are hatched in city may be reached by means of
Eyes to scheme and experiment the bowels of this foul city. a magical diving bell that connects
away from the prying eyes of their to a platform on the surface. The
more moral colleagues. The Locker (small city): A colony platform is magically shielded
of Mystryl’s Harbor, the Locker is a against the storms and waves.
Broken Skull Islands: This chain fantastic city. It is an underwater
of islands is surrounded by city of a dozen glass domes linked Further Reading: Mystrylspace
dangerous reefs and jagged cliffs. by air locks. Many water Sphere Guide by Adam Miller
Under the barren rocks is a small elementalists call the city home. (forethcoming).
city of illithids and their mind The city is protected from the
broken slaves. The city is a trade storm-tossed waves above. The
Pathspace
Pathspace is a medium-sized its origins, and a common tradition
sphere, roughly the same size as is to recite a prayer before using a
Krynnspace. It has few major portal located within its boundaries.
worlds but a large number of minor Failure to do so is thought to lead to
planets, moons, and asteroid disaster.
clusters. The outermost planet is
Devis which is 20 days travel from The sphere has few major worlds
the primary and the sphere is a and numerous minor worlds,
moons, and asteroid clusters, many PATHSPACE –
further 20 days beyond that.
of which are uncharted. City-states Wildspace from the
It sits at a juncture in the and duchies dominate the sphere, comic Spelljammer #10
Phlogiston, giving rise to its name many of which are ancient, founded
as a reference the sphere being “a thousands of years ago. Humans Illumos
pathway to somewhere else”. are most common, with enclaves of Type H  Fire
Rivers through the Phlogiston link it almost every race in wildspace Dantay
Type E  Earth
to Bralspace, Krynnspace, found in the sphere. The duchies
Caldronic
Primeespace, Winterspace, and have been unified at one time or
Type D  Water
Refuge. Rumors abound of smaller, another by a number of empires Turisia
harder to find rivers that lead to that have risen and fallen over the Type C ◗ Earth
even more fantastic spheres. centuries. Thanks to centuries of Aeros
Pathspace’s shell is dotted with marriages, successions, wars, and Type E  Air, four
permanent portals. These are well- financial transactions, the planets of moons
like structures made of the same Pathspace are a patchwork of fiefs Astrylon
material as the crystal shell, and overlapping baronies with Type C  Earth,
indestructible, and each about four dubious loyalties, with duchies one moon
Barrara
hundred feet wide and appear to be spanning across many worlds.
Type C  Earth,
filled with a swirling liquid. Ships one moon
can pass through these wells with Owing to the small size of
Via Divinos
ease. There are hundreds of these Pathspace’s worlds, trade and +
Type B + Earth
portals scattered across commerce is paramount for Aaven
Pathspace’s shell. survival. Continual contact with Type F  Air, two
spelljamming communities both in moons
Inside the sphere wall are Pathspace and the greater Known Via Astartii
+
thousands of pools that glow Spheres has ensured most of the Type A +  Earth
brightly, which appear as stars from sphere is considered to be Lotalonn
a distance of greater than one Renaissance or at the very least Type C  Earth,
one moon
million miles. These are organized High Middle Ages. Pathspace has a
Devis
into roughly fifty constellations, high level of spelljamming activity 
Type A Earth
each consisting of 6-12 major and with spelljammers being known and
dozens of lesser stars. Most accepted as normal by the wider
prominent of these include the populous. Piracy and
Emperor, Draconis Major and swashbuckling is commonplace, as
Minor, the halfling, Cethar the Ape, various competing duchies and city-
the Beetle, and the Sphinx. Due to states seek to undermine one
the arrangement of the another through attacks on their
constellations and planets, there is rivals’ trade routes. Alliances are
no definitive “zodiac”. Each short-lived and easily broken. Small
constellation has a myth regarding wars are commonplace and often
fought over to settle grudges or light and heat to provide for the are often mistaken for gargoyles or
even slights of honor. entire sphere. Portals to the even devils. Nefians are not related
elemental plane of fire, quasi- to any fiendish race but are treated
A quirk of Pathspace’s civilizations elemental plane of radiance, and as such by the people of Pathspace
is their development and favoritism the positive energy plane are and greatly feared. They share
of groundling vessels over present although not numerous or many traits with fiends, such as
traditional spelljammer vessels. large. Fire elementals, mephitis, innate magical abilities and
Cogs and galleons are more and creatures born of pure resistances to fire, poison, and acid,
common than tradesmen and elemental fire and radiance are yet cannot be turned, banished, or
hammerships. The advanced common. Efreet, azer, held at bay by protection from evil
shipyards of Pathspace can even salamanders, and xag-ya visit only and like magic. Nefians cannot be
build galleons of up to 100 tons, rarely, and never for very long. mistaken for human, as all possess
and their ships are just as capable large, bat-like wings, scaly tails, and
in maneuvering as traditional Castle Vulilos: Lost somewhere in horns at least. Many have more a
spelljammers. the glare of Illumos’ light is Castle more fiendish or animalistic
Vulilos, home to the dreaded Sun appearance. Nefian castles and
Pathspace has its share of dangers. Witch Kistella. The castle has a cities dot Dantay’s surface as well
Besides the aforementioned base of black crystals, which as below it. They are prone to
rampant piracy, the sphere support crystalline white towers. violence and frequently war with
experiences some of the worst “void Kistella’s many servants include one another over petty matters.
storms” in the Known Spheres. monsters as well as charmed
Every year, the sphere’s primary, humans and humanoids. A pair of The nefians are spelljammer aware
Illumos, erupts and sends flares into efreet serves as her bodyguards. and even possess a few vessels of
the sphere. These flares cool as The castle is difficult to locate and their own. Landing on Dantay is
they head away from the primary, visited only rarely by Barrara pirates dangerous, as nefian lords will seek
changing from fire to air and water. who are in Kistella’s thrall. any pretense to seize the vessel for
These space typhoons are Dangerous to approach, Kistella their own benefit, and are not above
harmless to objects of planetary serves her own interests alone. piracy or simply confiscating the
Size B and larger, but have the ship on a whim. Even Barraran
effects of hurricanes to smaller Dantay vessels, the only local power
planets and spelljammers. They are Type E  Earth Body friendly with Dantay, prefer to dock
impossible to detect from further at Hellsport.
than 100,000 miles away, and can Innermost of Pathspace’s numerous
catch ships unawares. These planets is Dantay. Shrouded by an Hellsport (small city): Orbit above
storms dissipate once they move omnibus layer of dark clouds, Dantay is this artificial moon, a
out past a billion miles from Illumos. pierced in spots by the glow of relatively flat disc of basalt about
They can grow quite large, with the oceans of lava, Dantay is a vision half a mile in diameter and crowned
largest storm ever recorded straight out of hell. About a quarter by a hideous black castle. There
stretching just over 50,000 miles of the planet is covered by oceans are facilities enough for as many as
across and 1,000 miles wide. of lava, the rest by rugged, thirty vessels to dock. At any given
mountainous continents. The time, half of Hellsport’s piers are
Primary: Illumos atmosphere, although noxious, is available. The city is heavily
Type H  Fire Body breathable. Overhead, several large patrolled by plate-clad guards
islands drift in the skies, held aloft armed with swords and pikes.
The fire body known as Illumos is by unknown means. Overall Dantay Arriving ships are thoroughly
the primary and sun of Pathspace. is an extremely unpleasant world for inspected, simply to assign hefty
It is typical of such objects, a bit humans and their ilk to visit. tariffs on imported goods. The ruler
smaller than the suns of of Hellsport is Beelzen, a grossly
Realmspace or Greyspace and Dantay is home to a race of fat, greedy nefian who serves a
slightly dimmer but sheds sufficient humanoids known as nefians, who greater power, who had installed
him to power a decade ago. and other like vessels. So ingrained sun side, near the twilight transition
Beelzen is said to have a great is seafaring life to the natives of zone.
fortune stashed away somewhere, Caldronic that some never set foot
given how much gold he has on land, living their whole lives Turisia
swindled from merchants and aboard ship. Under the waves, Type C ◗ Earth Body
skimmed from the coffers of there are whole civilizations of
Hellsport. intelligent sea creatures, including Turisia is a circular disc that spins
merfolk, tako, locathah, and along it line of its rotation, giving the
Caldronic ixitxachitl. planet a regular day and night
Type D  Water Body cycle. Turisia has an atmosphere
Boilpoint (large city): Located with warm days and cool nights.
Caldronic is a hot water body, tidally directly under the sun side center, The planet is mostly mountainous
locked so one side always faces Boilpoint rests at a depth of one with a handful of deep lakes and
Illumos. At the center of the sun hundred fathoms. Here, some grassland plateaus. The
side, where temperatures are the temperatures are tropical yet not tallest mountains are along the
highest, water reaches boiling boiling hot. Boilpoint is a trade city, edges of the disc and are snow-
temperatures creating great clouds free of racial infighting frequent in capped year-round. Swift, cold
of billowing steam that rises and other parts of Caldronic. Air rivers descend from the mountains
escapes into space and trail breathing races are welcomed as to empty into the lakes near the
Caldronic for a million miles. The well, if they have the means to center of the disc.
water is replenished by some breathe underwater. Sea Lord and
unknown means, as the sea level of Commander of the Boiling Legions, The whole planet is unified under
the planet never declines. Tideon the Marid is the master of the Grand Duchy of Turisia. It is
Temperatures rapidly diminish the the city. Tideon is young for a home to many dwarves, gnomes,
further one travels from the center marid, and became lord of the city halflings, humans, ogres, and some
of the sun side, reaching tolerable after liberating it from the clutches goblins. The ruling family is the
levels roughly a thousand miles of a kuo-toan despot with fellow dwarven House of Furric-Chattee,
from the center and drop to tropical adventurers from the Elemental which has ruled for the past two
levels at the twilight transition zone. Plane of Water. He keeps a steam hundred years. Below them are
Night side temperatures are warm mephit named Zistwater as his innumerable counts and baron
temperate, and at the center it vizier. houses, all squabbling and feuding.
drops to cold temperate. Cold fogs Turisians find dueling an abhorrent
Temeste (metropolis): Largest city waste of resources since ancient
are common on the night side.
of Caldronic, Temesta is built on times, and instead compete through
There are many islands dotting seven rocky islands and joined by the sponsorship of the arts.
Caldronic and most are inhabited. great arching bridges. Temeste was Architecture, painting, poetry,
On the sun side, where once a premiere city in the sphere, literature, and sculpting are the
temperatures make the islands too holding dozens of colonies across battlefields of Turisia nobility. Many
hot for humans to inhabit, so-called the sphere through force of its great painters and sculptors come to
steam giants rule. These monsters navy and legions of warriors. Turisia in search of a patron. Those
are similar to fire giants, save that Temeste is today a shadow of its that can create art that impress both
they can swim and breathe former glory, with parts of the city their patron and the masses
underwater. They raid tropical laying in ruin or given over to vast become famous and wealthy.
islands for food and treasure. slums. The city has extensive dry Those that fail face ruin and
Humans, elves, halflings, dracons, docks, where caravels and galleons imprisonment.
loxo, minotaurs, lizardmen, and giff are built by the merchant families
inhabit the rest of Caldronic. All are that now run the city. The merchant- Naturally, a great deal of art can be
advanced seafarers, capable of princes all claim liniage with the found on Turisia. Many pieces are
building cogs, caravels, galleons, ancient, now defunct imperial displayed in galleries across the
family. Temeste is located on the planet, while others are stored in
great warehouses. Lesser works with valuable crystals found there. Monuzza: This wealthy moon is a
often are sold abroad for great The mindset of the Aerosian theocracy devoted to Zeus and the
sums of money to finance new inventor is compatible with that of Olympic pantheon. The former
projects. The people of Selune, in tinker gnomes, many of whom have Duke of Monuzza retired as a
Realmspace, are big purchasers of made Aeros home. warrior and became a cleric of
Turisian art, when it goes on the Zeus, and rose through the ranks to
market. Aeros has four major moons, all of high priest. Many nobles joined the
which are size C. It has a number of clergy to avoid forfeiture of their
Aeros captured asteroids of size A, many lands. Monuzza’s temples are
Type E  Air Body, 4 of which are used for waystations, magnificent.
moons castles, and even cities. Many
nobles own property on several Di’Calu: An asteroid city little over a
Aeros is a gas world no larger than moons, won and lost through mile across, Di’Calu is a neutral
Oerth or Toril with a number of marriage, war, or financial port. It has been the site where
large islands float in its atmosphere. transactions. peace treaties are signed and host
There are two layers of floating to many political weddings. It is a
islands. Those in the upper Siana Lona: This moon has seas of busy dock with a usually high level
atmosphere all float at relatively the dark purple and rugged islands. The of security, including a full company
same altitude, where the Duchy of Siana Lona is ancient and of giff mercenaries hired on a
atmosphere is comfortable and the famed for its colorful textiles. The decades-long contract. The lord of
islands are habitable. Clusters and duke is advised by a Diet of the Di’Calu holds the title of Duke and
chains of these islands float People, a body of elders elected by is considered an equal to many of
together, never drifting far from their recognized merchant houses. The the Dukes of Pathspace.
fellow islands and never colliding. ships of Siana Lona are crewed by
The second layer surrounds the skilled sailors, protected by expert Astrylon
planetary core. Below several cloud crossbowmen. Type C  Earth Body, 1
layers, these islands are more moon
Hylan: A prosperous moon, the
mysterious, as they are so tightly
Duchy of Hylan suffered from poor Astrylon is a small pastoral world of
packed in overlapping layers that
leadership. The Duke of Hylan is farms, mountains, and open seas. It
they grind into one another
little more than a meaningless title has a thick atmosphere that allows
constantly. The planetary core is an
with little power. Most of Hylan is it to sustain a thriving civilization.
ever-shifting maze of islands
controlled by various merchant Astroylon is a rare “double planet”
crashing into one another, making
families, many from other planets in with its sister planet, Barrara. The
travel here hazardous. At the very
Pathspace. The orchards and fields pair spin around a central point
heart of Aeros is a tiny Type A fire
of Hylan are productive, much of between the two planets, with that
body that warms the otherwise
which is exported. point orbiting around Illumos.
chilly core.
Rhonno: The Duchy of Rhonno Astrylon once was an independent
The natives of the upper islands are
was not blessed with rich world, home to humans and demi-
human and demi-human, intelligent
resources. The moon is largely humans with monsters being driven
and scientifically-minded. They are
barren with only a few forests almost to extinction. It was
fascinated with clockwork
around deep lakes, with volcanic conquered by an alliance of planets
inventions that are a mix of science
wastes in between. The Duchy is led by Barrara in a betrayal
and magic. Aeros flying craft, with
famed for its system of banking and organized by the witch Nimone.
wings of paper and cloth, along with
insurance, which has bankrolled With the Astroylonian armada
dirigibles and other flying
hundreds of merchant houses. The destroyed, the Doge dead, the
contraptions are a particular
Duchy exerts influence far beyond Knights of the White Plume
favorite. An on-going quest is to
means. scattered, and the Diet of Elders
build a contraption to explore the
planetary core safely and return electing a mewing weakling as the
new Doge, Barrara had little trouble pillaging and enslaving people from Barony of Sarvo: Sprawling over a
sacking the planet and setting up many worlds. Bararra has dealings cluster of twenty asteroids that
their own puppet Doge. with the Tenth Pit and the never move more than 500 miles
Chainmen in addition to its own apart, the Barony is a halfling
Astrolyon is a conquered world, its fleet of smugglers and black market domain. Rich farms and well-
people slaves to its hated enemy, merchants. Treachery is very managed forests cover all of the
Barrara. Control over Astrolyon is common in Bararran politics. The asteroids. The Barony is
not absolute. Revolts against heads of noble houses change well=defended by a fleet of galleons
Barraran occupation occur frequently. designed to be operated by
regularly, threatening to boil into a halflings. The Baron of Sarvo
full-scale rebellion. Barrara has to Bararra has a single moon. It is openly welcomes merchants while
send more troops and ships to airless and uninhabited. It is riddled secretly funds bands of privateers
control an increasingly volatile with dungeons, including to hunt down and destroy his
situation. Recently Barrara has abandoned prisons, merchant enemies.
turned to unleashing monsters into warehouses, and noble safe
the countryside in hopes of flushing houses. After the conquest of Piazza (large city): Completely
out rebels and agents of the Knights Astrylon, the moon was largely covering one size of a three-mile
of the White Plume, who they blame abandoned as manpower was wide asteroid, the Piazza is an open
for recent troubles. needed elsewhere. The dungeons port where merchants of almost
are overrun with monsters. every race can dock and trade
Astrolyon has a single, airless goods, so long as they remain
moon. At one time the Knights of Via Divinos peaceful and follow the few simple
the White Plume had a castle there Type B +
+  Earth Body laws. The Princess of the Piazza is
but it was abandoned after a shrewd politician navigating the
Astrylon’s fall and not claimed by The first asteroid belt of Pathspace volatile feuds of the sphere.
the invaders. is Via Divinos, the Divine Road.
Comprised of millions of asteroids Aaven
Barrara spread along a relatively narrow Type F  Air Body, 2
Type C  Earth Body, 1 band, the Via Divinos has many moons
moon small colonies and asteroid
settlements. There are no records The largest of Pathspace’s planets
The “sister” planet to Astrylon, of the Via Divinos being a planet; it is the air world of Aaven. The planet
Barrara is a pastoral world that is a has always been an asteroid belt. is royal blue streaked with bands of
bit more mountainous and forested white clouds. Gray storm clouds
Ships can avoid the Via Divinos by
than Astrylon. Like Astrylon, Barrara simply sailing above or below it, form seasonally. Conditions on
is home to many humans, some although many stop at one of the Aaven are normally considered
demi-humans, and has a large many ports found within. “clear”, with the worst weather
humanoid population including being thunderstorms. Below the
goblins, hobgoblins, gnolls, and The Via Divinos has numerous upper cloud level there are several
even trolls. Bararra’s wilderness is cities, baronies, and remote hundreds of floating continents, all a
home to many monsters, more than colonies. The sheer size of the vision out of paradise. Bountiful
normal, which are routinely rounded asteroid belt with the relatively small rainforests and open plains cover
up by Bararran bravos to send to population means the Via Divinos is these floating landmasses, home to
blood sport arenas or used as largely unclaimed and even rich and diverse fauna. The
weapons of terror on Astrylon. unexplored, despite centuries of atmosphere of Aaven is dangerous
continual inhabitation. Almost any for humans and demi-humans to
Bararra is a known haven for race can be found here, including breathe. Every turn of exposure
pirates. The King of Bararra actively
outposts of such monsters as neogi, requires a saving throw vs. poison,
sponsors pirate vessels that range illithids, beholders, dark dwarves, failure indicates the victim enters a
across the Known Spheres, and marauding dragons. state of lethargy that can only be
cured by application of a remove in diameter. If attacked, these citadel is a place of great horror,
poison spell. creatures have an unusual where slaves disappear into and
defensive mechanism – their shells are never seen again. The
The natives of Aaven are a race of have a portal to the Para-Elemental stronghold has been assaulted
winged humanoids known as Plane of Magma, and the creatures twice before and the neogi have
aasions, who are often mistaken for can unleash a volcanic-like attack repulsed the invaders with ease.
aasimons or other celestials from before sinking into the waters.
the Upper Planes. Aasions are not Lotalonn
related to such races, although Via Astartii Type C  Earth Body, 1
treated as such by the people of Type A +
+  Earth Body moon
Pathspace. The aasions have
innate magical abilities and The second of Pathspace’s two Considered the jewel of Pathspace,
resistances to cold, poison, asteroid belts, Via Astartii is more Lotalonn is a world of sylvan
electrical and gas attacks. They are widely scattered than the Via forests, stark snowcapped
native to the Prime Material Plane Divinos. It is no less populated, with mountains, meadows, and deep
and thus cannot be held at bay by as many ports, baronies, and minor freshwater lakes. It is one of the
protection from good and like colonies. As the settlements are least populated planets of
magic. Aasions are largely good or more scattered, the Via Astartii is Pathspace, home to a few elf clans,
neutral aligned and shy, rarely home to many more monster lairs fairies, and vegepymies. Humans,
venturing from their hidden villages than the inner belt. The asteroids of dwarves, and other races may
and villas. the Via Astarii are more numerous settle here as well, although few
but much smaller than those of the actively do so.
Aaven is also home to a few other
Via Divinos.
flying races, aligned with the The whole planet is unified under
aasions, including avariels, slyphs, The sheer scale of the Via Astarii in the Grand Duchy of Lotalann. Its
and pegataurs. All of these races terms of size and number of primary export is lumber, used for
are aware of spelljammers and asteroids means that most of the shipbuilding in shipyards across the
there are a few in their possession. asteroid belt is uncharted and sphere. The dominant house of
They have no ambitions beyond the unexplored. Settled areas are Sachavel is elven, yet it must
bounds of their homeworld, and well=known and explored, with constantly fend off the politicking of
only a few of their most settlements claiming many of the a dozen lesser houses, all seeking
adventurous members seek to asteroids in their vicinity. The ports to gain the title of Duke for
leave Aaven to explore the wider here handle a great deal of trade themselves.
universe. and travelers from other spheres.
In the past other nations have
Devan: Largest of Aaven’s moons Citadel of the Keeper of the attempted to establish colonies on
is Devan, which is also the name of Flame: A religious outpost, the Lotalonn to harvest lumber, under-
the duchy that rules it. The duchy Citadel residents are pacifists who cutting the elven middlemen. Such
worships the aavions as angels. have a mystic artifact to defend efforts typically fail; camps simply
Davan architecture incorporates their hope with an impenetrable disappear without a trace, cities are
much angelic iconography. A rare sphere of ice. It was recently found empty of people. Elves are
aavion has thought to be the chief assaulted by the neogi, who gave tight-lipped regarding the fate of the
advisor and lover of the duchess. up their attack when the device was colonies, but sages speculate they
activated and they could not taken by fairies to their strange
Iopa: Lesser of Aaven’s moons,
maintain a months’ long siege realm and driven utterly mad by the
Iopa is a water world. Iopa has rich chaotic nature of said realm.
waiting for the ice wall to disappear.
fisheries and is home to a great
variety of fish. Largest of Iopa’s Spiderspite Citadel: The largest Sindaost (large city): Capital of
fauna are great zaratans that lazily base of the Cive clan of neogi, this the Duchy, Sindaost is an elf city
drift in the waters. Some reach 500’ asteroid bristles with defenses. The with many non-elf visitors and
residents. It is a beautiful city with Devis merchants from other spheres.
many artists and artisans. The Gray Type A  Earth Body Devis has sizable enclaves of many
Palace is a magical place with races, particularly gnomes. Roughly
many hidden places and doors to Pathspace’s outmost planet is a quarter of Devis’ population is
other worlds. Sindaost is famous for Devis. The asteroid cluster is settlers from other spheres, with
its fanciful galleon. comprised of two hundred tiny settlers from Krynnspace being
asteroids, many of which are so most numerous. Devis is one of the
Crown of Hearts: Lotalonn’s only most successful mercantile powers
small they barely qualify as
moon is the Crown of Hearts, an of the sphere, and has established
planetary size A. Devis is properly
elven crown citadel of seven colonies throughout the sphere.
the name of the city at the heart of
archaic man-o-wars. Operated by
the asteroid cluster, and the
the Imperial Elven Navy, the Crown Further Reading: Into the Void ©
cluster’s proper name is the Domain
of Hearts is their primary 1991 by Nigel Findley; Spelljammer
of Devis.
headquarters in the sphere. It #10 “Exile on Taladas” © 1991 by
houses 250 elven warriors and a The City of Devis occupies several Don Kraar (DC), Spelljammer #14 &
small fleet of six elven vessels are small asteroids that drift very close #15 “Nimone” and “Song of the
stationed here. The Admiral of the to one another and share a Einheriar” © 1991 by Don Kraar
Sphere is unsure which is a greater common gravity plane. Many are (DC).
threat – monsters such as illithids anchored to one another and liked
and neogi, or the relentless cut- by stone bridges. Devis position as
throat politics of the sphere, elves the outermost Pathspace planet
included. makes it a desirable port for
Primespace
One of the larger members of the wait at these portals to ambush
Known Spheres, Primespace sits merchant vessels passing through
midway between Krynnspace and the more popular portals.
Greyspace in size. Interestingly, the
number of planets the sphere has Primespace has seen the rise and
seems to correlate to a prime fall of many ancient civilizations.
number. That is, it has two air For a time its worlds were occupied
worlds, three water worlds, and five by the Radiant Empire, who battled
earth worlds. It has one fire body, thri-kreen theocracies that
PRIMESPACE – the central primary. It takes 30 days proceeded it. For a time, the
to travel from the primary to the humans of Clusterspace extended
Wildspace from the
outermost planet, and 30 days their reach to Primespace, the
novel Broken Sphere Antilans in particular when their
more to reach the edge of the
sphere wall. ambitions could not be contained
Infyrnus
by a single sphere. When
Type H  Fire
Primespace is located where two Clusterspace was sealed off from
Dross
Type E  Earth rivers through the phlogiston meet. the rest of the Known Spheres,
Venarbor The first river runs from Pathspace some colonies dispersed while
Type E  Air to Vistaspace, and the second is a others became kingdoms in their
Paloyum minor river that runs from own right.
Type D 0 Earth, Clusterspace to Refuge. The
two second river sees less traffic, Primespace is not known for having
moons particularly the Clusterspace to particularly dangerous void
Oculun weather. Swarms of icefists are
Primespace portion of the river.
Type E  Water frequent in the outermost reaches
Stellar Reef The stars of Primespace are of the sphere. In the inner portions
+
Type A +  Earth
divided into 47 constellations. of the sphere are “light storms”, or
Noblos
 These include a 13 constellation sudden bursts of light at the fringes
Type G Air, rings
Rynth zodiac along the plane of orbit of of a ship’s atmosphere. These light
Type E  Earth the planets. The stars of the sphere storms have the same effects of
Geyle have a peculiar nature – they seem light spell. Any character on deck or
Type F  Water to be mirages on the sphere wall. working the ship’s sails must make
Atearu They shine quite brightly when a successful save vs. spell or be
Type F  Earth, viewed from afar, but when the blinded for 3d4 rounds. Light
two observer draws close to them, they storms last 2d12 turns. The effects
moons
always seem to retreat and exist can be countered by special
Thoarime
somewhere beyond the sphere goggles, sold by the Arcane.
Type D ◗ Water
wall. The mystery has baffled sages
for centuries. Primary: Infyrnus
Type H  Fire Body
Piercing Primespace’s crystalline
shell is 17 permanent portals The largest object in Primespace
leading into the phlogiston. These and its singular fire body is Infyrnus,
portals are just large enough for an the primary. It has a dull yellow-
elven Man-O-War or a galleon to orange hue that is slightly dimmer
pass through. Thus a portal can be than typical suns. At great distances
blockaded fairly easily by a single from Infyrnus, roughly 15 days travel,
ship. Pirates and raiders frequently sunlight no long hampers mildly
photophobic creatures. At 25 days Venarbor wiggles. The seas are haunted by
distant, light from Infyrnus no long Type E  Air Body salt wiggles, sahaugin, and
harms undead such as vampires and ixitxachitl, with the deepest reaches
is no brighter than a full moon. Many Considered small for an air body, home to particularly dangerous
portals to the elemental plane of fire Venarbor is a warm, humid planet. It krakens. In the past pirates and
fuel Infyrnus’ endless conflagration. is bright green and white when seen groups like the Tenth Pit and even
from space. Venarbor is famous for mind flayers tried to establish contact
Sun dragons rule Infyrnus. They with the natives of Palovum. All
its “continents” of floating intertwined
command vast swaths of territory either fled for their lives, or were
trees, held aloft by unknown magic.
across the surface, many served by served at the next tribal banquet as
The forests are home to many
“lesser” creatures of fire, such as the main course.
animals, monsters, and races. Green
helions, mephitis, fire elementals,
and black dragons are common with
and a handful of salamanders. The Lodestone & Ballast: The twin
some enormous wyrms ruling over
dragons lair in the many islands of moons of Palovum orbit the planet at
small kingdoms.
basalt that float in the sea of fire. the same distant and opposite one
The “cloud forests” are home to another. Palovum is tidally locked
Dross many races, including tabaxi, loxo, with both – one side faces
Type E  Earth Body giff, thri-kreen, xixchil, hurwaets, Lodestone, and the other Ballast.
wood elves, and lizardmen. Many Lodestone is strongly magnetic,
Innermost of Primespace’s worlds is are spelljammer aware, and some while Ballast has a surface gravity
Dross, a hot, barren, volcanic world. possess vessels of their own. twice standard gravity. Both are size
Its thick atmosphere traps heat, B earth bodies. Both are barren,
making the planet all but Castle Cloudburst (large city): A airless, and uninhabited.
uninhabitable. The continents are well-run, organized port, Castle
th
shallow, broken by narrow seas of Cloudburst is ruled by the 754 Giff Oculun
lava. Dross is home to several Battalion. It is a neutral port where Type E  Water Body
scores of fire newt tribes, ruled by ships can restock supplies, get
red dragon monarchs. At some point repairs, and trade with the natives of Oculun is tidally locked, with one
in the ancient past, the dragons’ mad Venarbor. The streets are well- side eternally facing the primary
experiments lead to some sort of patrolled by giff and loxo armed with Infyrnus. It is therefore considered
human-efreet breeding program, and firearms. Smokepowder is the an “eyeball” planet. The sun-side is a
a large population of fire genasi was primary export. vast ocean with a few islands. The
created. The genasi are little more skies above the center are
than slaves, forced to work deep Palovum completely clear, but darken into
mines to extract mineral wealth for Type D 0 Earth Body, 2 storms that wrack the “twilight” zone
their dragon masters. moons between the sun-side and the night-
side. The night-side is lit by volcanic
Quench (small city): Orbiting high Palovum is a small world that islands and rifts, and dominated by a
above Dross and cooled by magical vaguely resembles an egg spinning bitter cold, stormy sea.
means, Quench is a minor city where on its side. Despite its status as an
merchants can dock and trade for earth body, most of Palovum is Oculun is inhabited by humans,
goods from the world below. It is an covered by swamps, jungles, and dwarves, elves, goblins, and trolls.
ugly lump of rock in space covered warm shallow seas. No point on the All are seafaring, inhabiting remote
by squat buildings and a palace planet is more than half a mile above island villages and depending on the
where the city’s overlord, the Efreet sea level. sea for everything else. They favor
Haust dwells. Quench has a small warriors and barbarians, and shun
fleet of stone vessels capable of Palovum is a backwater, home to wizards. Tribes constantly raid one
landing on Dross. dangerous, man-eating creatures. another at the behest of their
The swamps are the domain of masters, the eye tyrants. A single
degenerate lizardmen and swamp tyrant rules each tribe; should the
tribe’s tyrant be slain, the tribe will go Noblos the surface. Below the surface is
on a years’ long raid out of respect. Type G  Air Body another matter. Rynth is riddled
with countless interlinked caves
Stellar Reef The largest of Primspace’s planets, and caverns. Within these caverns,
+
Type A +  Earth Body this gas giant is dark green in color life thrives.
as seen from space. Noblos is
Sprawling across a broad stretch of Rynth is home to many creatures
wracked by violent storms,
space, the Stellar Reef is a belt of common in the Underdark of
including those of an elemental
countless asteroids. The Stellar various worlds. Mind flayers, kuo-
nature. The air of Noblos is deadly
Reef is comprised of clusters of 20- toa, bugbears, troglodytes, ghouls,
poisonous to creatures not native to
200 size A asteroids. Roughly 1 in deep gnomes, and deep dwarves
the planet.
10 will have some form of are most common. Of these, deep
vegetation, water, or stable The many floating islands of Noblos gnomes have established
atmosphere. There are thousands are inhabited by elementals, spelljamming ports in deep volcanic
of clusters known, with new clusters undead, and bizarre creatures craters, where the air is thick
discovered every few years. adapted to the poisonous enough to welcome visitors.
atmosphere. Aside from intelligent
The Stellar Reef is sparsely The mind flayers are the fewest in
undead, there are no sentient
inhabited. Dwarven clans, elven number and have adopted a
creatures on Noblos.
outposts, pirates, and human trade mercantile role. They act as
cities are all found in the Reef, Rings: Noblos has several thin intermediaries between the various
sometimes sharing a particularly rings of ice, rock, and dust. The races. They too have a few small
abundant cluster. Practically every rings are thin, only a mile thick, ports and fleets of nautiloids to
other major race, from neogi and comprised of rubble generally the trade with other worlds. They
beholders to mind flayers and size of a vessel or smaller. control several major passages
radiant dragons, have some used as trade routes between the
outpost in the Reef. The Wrecking Field: Just beyond largest cities.
the ring is a much dispersed shell
Port Goblin’s Gear (small city): of thousands of Type A asteroids. Deepvault (small city): Stronghold
Hidden deep in one of the larger The majority of the asteroids are of a powerful bugbear hetman, the
clusters, Goblin’s Gear is a goblin- airless but a few sustain thin Deepvault is the name of a large
kobold run city. Humanoids of all atmospheres. chamber of an extinct volcano. The
types come to this port to acquire bugbear city is a famous den of
salvaged and stolen equipment. Stonehammer Hall (small city): debauchery. The bugbears are
Pirates frequent the port as well. The largest dwarven citadel in frequently at war to acquire new
Elves would pay dearly for the Primespace, this city is built into an slaves.
location of the city. asteroid. It lays claim to the entire
Wrecking Field and the wealth it Rhombport (small city): This port
Hamster’s Hope (small city): A may contain. Stonehammer is a is found at the bottom of a miles-
gnomish city, Hamster’s Hope is a prosperous city-state. deep volcanic crater. A deep lake at
fantastical place of marvelous, the bottom allows water-landing
hamster-powered machines. A Rynth craft to pull into the city, which is
minor power in its own right, it rules Type E  Earth Body built into the walls of the crater.
over the cluster it is located. With a Rhombport is a city of deep
combination of science and magic, A thin, barely breathable gnomes, although tinker gnomes
dead asteroids have been turned atmosphere clings to Rythn’s are common as well.
into lush grasslands hosting surface. It is considered “fouled” to
hamster ranches and in a few visitors. The surface is barren aside Geyle
cases, virgin forests home to rock from lichens and weeds clinging to Type F  Water Body
and forest gnome settlers. bare rock. Little else survives on
between continent-sized high Thoarime
Geyle is a large water body with plateaus, where conditions are Type D ◗ Water Body
enormous, continent-sized icebergs comparable to warm temperate
drifting it its storm-tossed seas. rainforests, and sprawling desert Thoarime appears as an enormous,
Piercing the ocean are long, thin lowlands. Oceans of dense clouds misshapen ball of ice, as if a
archipelagos of volcanic islands, with a consistency somewhere gigantic comet were crushed
storm-lashed, mostly barren slabs between air and water drift between between a godly anvil and hammer.
of basalt and granite. Weather the plateaus. These clouds are It is thinnest along its edges, rising
conditions are always considered breathable to both air and water into rugged ice mountains at the
“stormy” at least, with half the time breathing creatures. center. Slushy, icy seas are found
considered “gale”. along the edges. The interior is
A large number of sophisticated
warmed by unknown means, as
The icebergs are similar to cold civilizations of various races
there are vast underground lakes
regions of other worlds and dominate the plateaus. They are
and small seas.
inhabited by cold-loving creatures. aware of spelljamming technology
Many creatures only lair in the and frequently trade with wildspace Thoarime has been settled by the
icebergs, and hunt the oceans for nations. Cut-throat politics and dohwar. Finding the world
sustenance. treachery abound, although open dangerous, they hired several tall
warfare is rare. berserker warriors as body-guards.
The volcanic, rocky islands are
Dohwar cities will trade with
mostly uninhabited save for small The lowland deserts are very hot,
anyone, including the neogi. Streets
clans of hardy dwarf miners. almost inhospitable. Many
are patrolled by black-clad
Creatures from the elemental monsters and fire-loving creatures
berserker warriors.
planes of fire and earth haunt the inhabit the lowlands. There are
surface, making travel hazardous. many ruins and treasures lost in the The wilds are haunted by many
deserts, although expeditions are cold-loving monsters, including
The oceans are populated by difficult. winter wolves, polar bears, white
undersea civilizations. Their cities
puddings, remorhaz, and giants.
of coral and seashells float at The cloud oceans are inhabited by
The seas hold enormous penguins
depths that make them safe from various types of flying fish, reptiles,
that are more akin to great white
the storms above. Many are squids, and rays. Although
sharks and sea leopards the size of
unaware of spelljammers. breathable and having the feel of
killer whales.
wet fog, creatures float as if they
Chytin: This ruined city orbits high were upon water. Kog (small city): This small city
above Geyle. Gigantic seashells
has grown in recent decades
tower over shattered streets, Gehennes: A world in its own right,
thanks to its ship-building industry.
haunted by ghosts and worse. The the planet Gehennes is a hellish,
Dohwar uspos are built alongside
builders of Ghytin are unknown, inhospitable place. The surface is
longboats and knarrs. Fierce
with spelljamming marids being the wracked by earthquakes and
mercenaries keep kog vessels safe.
most likely candidates. Undead, volcanoes. The atmosphere is
traps, curses, and lingering spell- poisonous. Naut (small city): Built from old
effects lure many treasure hunters shipwrecks, Naut is a ramshackle
to an early grave. Tranquility: In stark contrast to
city that has survived for decades
Gehennes is Tranquility, a peaceful
despite attacks from monsters and
Atearu moon of small seas, forests, and
deadly cold weather. The dohwar
Type F  Earth Body, 2 meadows. Several temples to residents have collected a truly
moons deities of peace and nature are
impressive pile of junk and
found here. The natives are elves,
salvaged goods at Naut. Practically
The atmosphere of Atearu is thick gnomes, halflings, and faeries.
any mundane piece of equipment
and warm. The land is divided
can be purchased at Naut, for a completely neutral. They will trade are warned that pirates still openly
price. with anyone, no questions asked. walk its streets.

The Outer Ports Star’s Harbor (small city): The Winterstar Tower (small city):
In the cold void between Thoarime creation of the eccentric wizard This port began as the personal
and the sphere wall there exists a Malroc Three Thunders, Star’s domicile of the Ice Queen Rosetta
number of minor city-states built on Harbor occupies a half-mile wide Winterstar, a ruthless merchant and
frozen comets and asteroids. These disc. The inner city is a maze of cunning wizard.
Outer Ports typically lay close to the warehouses and stockades owned
by various merchant houses. Further Reading: The Broken
permanent portals, usually no more
Sphere © 1993 by Nigel Findley.
than two or three days’ distance, to
The Last Rock (small city): A
take advantage of ships bound for
former pirate haven that has “gone
the phlogiston. These cities are all
legitimate”, the Last Rock is ruled
extremely trade-minded and are
by a council of captains. Visitors
Refuge
Not far from Realmspace is the and monsters, which are
tiny Refuge, an Arcane-ran attracted by the high traffic. There
sphere. Along with Winterspace, are fewer scavvers and krajen
Refuge is one of the smallest than typical, thanks to diligent
spheres in the Known Spheres. patrols of Arcane-backed
The stars of the sphere are mercenaries. Sarphardin look to
portals allowing access to the meet travelers, and even offer to REFUGE – Wildspace
Phlogiston, negating the need for tow disabled ships to Refuge if from Dragon Magazine
Open Portal spells and devices they encounter such.
that mimic that magic. Due to Blaze
nature of Refuge’s position, And elvish fleet known as the Type H  Fire
Refuge sits in a juncture of Lords of Autumn is stationed in Below
Phlogiston Rivers linking it to Refuge to prevent goblin-kin, Type E  Earth
mind flayers, or neogi from Refuge
several spheres. Refuge sees a
establishing a foothold in the Type B  Earth
great deal of traffic from other
sphere. They coordinate with the Debris Ring
spheres. It is considered one of Type A +
+  Earth
the most important ports of call in Arcane and are allowed to
Welcome
maintain their own base in the
all of the Known Spheres. Type A ⯎ Earth
sphere. The Arcane allow the
Refuge is a warm, comfortable elves to operate as they see fit,
sphere. Only light garments are so long as they do not interfere
necessary. Creatures acclimated with the overall trade and traffic
to cold climates will feel of the sphere.
uncomfortably warm. The
Arcane, of course, sell magic Primary: Blaze
rings at Refuge that allow the Type H  Fire Body
wearer to feel comfortable, no
matter their preferred climate. The primary of the sphere, Blaze
is a fairly typical fire body with
It is unknown if Refuge ever had nothing particularly special about
any “native” deities. All of the it. There are many portals to the
major pantheons, that is, Ancient, plane of elemental fire, created
Asgardian, Olympic, Pharaonic, and controlled by agents of the
Tir-Na-Og, Dwarven, Elven, Arcane to allow denizens to trade
Gnomish, and Halfling, are at the Corona Oasis, a blast-
present. Priests of those furnace hot asteroid city-state.
pantheons were encouraged by Corona Oasis is cool enough to
the Arcane to set up temples at be visited by creatures not
Refuge. The Arcane play a immune to heat and fire, with
careful game of playing the minimal heat and fire protections.
multitude of priesthoods against The Arcane control the port, of
one another to prevent one from course, through intermediaries
becoming dominant. and agents. It is a common point
for people from the prime
Squads of ships from Welcome
material can obtain reagents from
regularly patrol the sphere, as
the plane of elemental fire.
does several Sarphardin. The
military patrols suppress piracy
Below hunted, including creatures from leave the atmosphere, are used
Type E  Earth Body other games and genres. to fly paying customers from one
location to another.
Despite the best efforts of the
The sole large world of Refuge is
Arcane, pirates have set up a Refuge is famous for its dry
named Below. The Arcane
base on Below. They have at docks, which can handle
discourage travelers from visiting
least one hidden base, far away repairing any common or
the planet, claiming the world is
from the areas where Arcane uncommon ship in wildspace.
very dangerous to land on. This
normally operate. They use the Although repairs are expensive,
is to discourage unwanted
base to lay low between the quality is unmatched in the
visitors, as the Arcane have a
waylaying visitors. They are Known Spheres. Heavily
sophisticated base hidden on the
notorious for attacking hunters damaged ships will limp their way
surface. The base is located near
after they slay their quarry, when to Refuge for repairs, even if
the equator, hidden under a
the hunters are wounded and other ports are closer. Ships may
range of mountains and
their resources are spent. wait for weeks for the opportunity
surrounded by tropical
Hunters are then ransomed. to pull into one of the hundred or
rainforests. Stretching for miles
Hunters who cannot pay a so dry docks. Work is fast,
underground, the base has cages
ransom are either slain or sold efficient, and very good.
for all manner of animals and
into slavery, depending on their
monsters, barracks for handlers, Beyond the dry docks, the
value.
underground docks, and even Arcane sell all manner of
portals to far distant spheres and In orbit around Below is the equipment, from spelljamming
worlds. Salvage Ring. Fragments of helms and splendid sails to ship
countless wrecks have been weapons, planetary locators, and
The Arcane host “safari” trips to
lashed together into a loose ring portal devices. Entire ships can
Below for wealthy clients. Such
that orbits the planet. The Arcane be purchased, both new and
safaris are negotiated and
refurbish equipment salvaged refurbished, for fairly reasonable
planned extensively, with agreed
from this ring and sell it to prices.
upon quotas on how many
captains. Because of the sheer
monsters to be hunted, the The city is very dispersed, with
number and variety of ships
danger level of the prey, the many garden estates covering
found in the Salvage Ring, almost
climate and terrain of the hunt, much of the moon. There are
any piece of equipment is
and even the quality of trophies numerous villas with cafes,
available for sale. Pirates,
to be taken. Once a price is shops, and businesses.
raiders, and monsters haunt the
agreed upon and payment is
Ring, despite diligent patrols by
made, guides lead the hunters Refuge is a very busy port, with
well-paid mercenaries.
down to one of several “hunting ships arriving and departing
lodges” on Below’s surface to constantly. Intermixed in the
prepare. After that, the hunters
Refuge
various merchant vessels and
Type B  Earth Body
are led by guides to the hunting adventuring ships are the military
grounds, where monsters are warships of mercenary
Considered by most captains as
released for the hunt. The Arcane companies employed by the
the greatest wildspace port in the
are not responsible for the safety Arcane. They deal with trouble-
Known Spheres, Refuge is the
of the hunters, although they do makers to ensure the port
sphere’s sole moon. It is covered
have rescue teams on-hand if operates smoothly.
by an enormous city, broken up
necessary. Should a rescue team
by dozens of parks, lakes, and Orbiting Refuge is a ring of
be required, the Arcane will add a
even mountains. Due to how big specialized stone golems that
surcharge to their clients’ tab.
the city is, flitters and protect the port. These golems
Any non-unique monster can be
mosquitoes, magically operate like spelljammers, and
empowered to fly but unable to
used to deal with neogi, pirates, Not every rock is claimed by the Although Welcome resembles
and other undesirables who Arcane, and more than a few other asteroid cities, it bristles
elude every other patrol in the hide monsters. A former dwarven with hidden defenses. Rooftops
sphere. citadel serves as the lair of a can be easily removed to reveal
radiant dragon. The monster is hidden ballistae, catapults,
Debris Ring content to avoid conflict with the bombards, and many other types
+
Type A +  Earth Body Arcane. A small group of Gith of weapons. Cellars have
pirates use another as a safe entrances to bunkers where
Not on most star charts of house between forays against the civilians can take refuge, and to
Refuge, the Debris Ring is a mind flayers. The Arcane tolerate hidden armories with spare
defuse ring of small asteroids. their presence as they do not ammunition for weapons. At least
There are hundreds, perhaps attack any ship in Refuge, even six great bombards are
thousands of asteroids in all, but nautiloids, and avoid being entrenched on Welcome,
the vast distances between each spotted. mounted on enormous protective
rock means most visitors might turrets that resemble domed
only spot one or two rocks in their Welcome temples from afar. The shattered
entire lifetimes, never realizing Type A ⯎ Earth Body hulks of several neogi
they are part of a larger asteroid deathspiders orbit Welcome, a
belt. The asteroid city of Welcome is reminder to visitors to mind their
operated like a military outpost, manners.
The asteroids of the Debris Ring
with facilities to support its
are generally small, most only Below the surface, Welcome has
impressive fleet of fifty warships.
one to five miles across. several large cavern-docks that
Although travelers can dock at
Welcome is thought to be the can hold fully half of its fleet. The
Welcome, they will find that the
largest asteroid of the Ring, dry docks can fully repair any
facilities available to civilians to
towed to its current position by ship, although they are not
be limited and crude. It is
the Arcane centuries ago. The available for general use. Access
encouraged for travelers to head
Arcane have charted most of the to the cavern docks is barred by
towards Refuge, the main port of
asteroids, although a few still enormous steel doors, operated
the sphere. The dry docks of
elude them. Some hide bases by iron golems. The crews are
Welcome, at least the ones
where the Arcane store supplies. well-paid and loyal to the Arcane.
available to travelers, can make
These are kept safe for times
only rudimentary repairs so ships
when shortages cause prices to Further Reading; Dragon Issue
can limp to the much more
rise dramatically. During such #159: Rough Times in Refuge ©
extensive, and expensive,
times, the Arcane move these 1990 by Ed Greenwood
facilities at Refuge.
goods to Refuge, where they are
sold for huge profits.
Taur-utuspace
Tauruspace, Taur-Uto, Taur- daytime on the planets. The stars of
utuspace, this sphere is has many these constellations float freely in
names, depending on who one space, roughly one million miles
speaks to. The sphere is fairly from the sphere wall. Their position
young, “only” several millennium is unchanging, eternally facing one
old. It is not far from Krynnspace, another across the sphere. Vast
linked to that sphere by a swift but magic-dead sargassos surround
difficult to find river through the these two constellations, preventing
Phlogiston. It is fairly remote, as it spelljammers from exploring these
has few other connections. This enigmatic objects. The other type of
backwater nature spared the star is far dimmer, but still bright
Taur-utuspace – sphere of much of the turmoil and enough to be seen from across the
Wildspace of the violence of the First Unhuman Wars sphere. Said to number a billion in
as well as the Second Unhuman all, these stars are fist-sized
Jammers Play-By-
Wars centuries later. crystals that glow as if under a
Email Campaign continual light spell. They float
Taur-utuspace is a standard within the sphere between the
Utu sphere, with a central, if small,
Type E  Fire crystal shell and the orbit of Girru.
primary fire body that is orbited by a None are found closer to Utu. Gem-
Geb
small number of large planets. The stars can be approached by
Type E  Earth,
one moon crystal shell has a number of spelljammers, but the gem will
Ahto naturally occurring portals, allowing teleport away the instant any living
Type G  Water easy passage between wildspace creature touches it. No known
Girru and the Phlogiston. Many open and means, magical or otherwise, can
Type D  Earth close at random intervals, with a prevent the gem-star teleportation,
fair number following a regular, including dispel magic and anti-
predictable pattern. Portals that magic shell.
open with a regular pattern are
patrolled by the Tauran navy and The sphere is dominated by the
closely monitored for intruders. Tauran Empire, centered on Geb.
The Tauran Empire is ruled by
The wildspace of Taur-utuspace is minotaurs, with its origins going
not particularly warm or cold. Thick back four centuries ago in
furs are not necessary, nor does an Krynnspace. A minotaur by the
individual need to wear light name of Dargas Dar-Mithka led
garments in order to remain cool escaped slaves from the Istaran
with working. Most get by with Empire, which was in its death
garments suitable for temperate throes from the Cataclysm, on a
climates. It is somewhat cooler near perilous overland journey. At some
the sphere wall, and warmer inside point they met an Arcane, who sold
the orbit of Geb. to them five vessels and the
knowledge of how to sail to the
Two types are stars are found in
stars. The Arcane guided them to
Taur-utuspace. The most prominent
Taur-utuspace, where they founded
and brightest stars make up two
the Tauran Empire. In exchange,
constellations, the Bull and the
the Arcane received immunity to all
Sword. These stars are so bright
taxes and trade restrictions for
they are sometimes visible at
perpetuity. Since then, the Tauran
Empire has grown from a few The Tauran Empire is ruled by an and a second Legion undergoing
hundred refugees into a mighty emperor, with the support of a training. The Trading port is
empire of millions. senate. Only minotaurs descended welcoming to many races, from
from the original Krynnish migrants humans and dwarves to mind
Primary: Utu may hold either of these political flayers. Even elves are welcomed,
Type E  Fire Body offices. if reluctantly.

The primary of the sphere is a fairly The Tauran Empire commands Ahto
standard, if small, fire body. It burns roughly thirty legions of five Type G  Water Body
brightly and hotly, providing plenty hundred minotaurs, fifty cohorts of
of light and heat for the rest of the one hundred human Freemen, and The single largest object in the
sphere. The primary is named for a navy of thirty-five spelljammers. sphere, Ahto is a gigantic spherical
the Ancient deity of the sun. It is The Empire also possesses a water body dotted with many
otherwise a hot fire body with no groundling navy of vessels that are thousands of mountainous islands.
definitive surface that has several not equipped with spelljammer The islands and archipelagos are
portals to the elemental plane of helms. the peaks of enormous submarine
fire. There is no indication of any mountains rising from deep seas.
Geb is named for the Pharaonic
sort of civilizations of fire-loving The vast, deep oceans are home to
deity of the same name. Geb is
creatures found on Utu. Fire enormous whales, dolphins, and
viewed by the natives as the leader
elementals, salamanders, and sea turtles. The depths hide great
of their small pantheon, a neutral
Efreet may be encountered as squids of titanic size. The creatures
arbiter who settles disputes
singular creatures wandering the can grow to unusually large sizes
between the gods. Many Geban
surface for their own purposes. but are otherwise mundane
minotaurs worship Geb.
animals.
Geb Dargia (metropolis): Capital city of
Type E  Earth Body, The only race native to Ahto is
the Empire, Dargia is named for the
1 moon avariels, also known as winged
leader of the Krynnish minotaurs
elves. They inhabit the rocky
and founder of the Empire. The city
The primary planet of the sphere is islands in widely scattered tribes.
sprawls over several hills, with
Geb. An earth body similar to many They swear fealty to a single
temples and palaces occupying the
others, Geb has three continents, queen. Avariels are peaceful
summits of every hill. The city is a
Aldaron, Etkete, and Terthian, as people, rarely coming into conflict
marvel of minotaur engineering.
well as four large seas. with one another. Due to the vast
Spelljammers may visit, but require
distances involved, avariel tribes
Geb is the home world of the special license that can be obtained
may go decades without contact
Tauran Empire. The capital of the at the trading port at Nanna-Sin.
with one another.
empire is located on the Terthian Typically a large bribe is required to
continent. Founded four centuries obtain such a license. The Elven Fleet maintains contact
ago by refugees from Krynn, the with the avariels of Ahto. The Elven
Nanna-Sin: The only moon of Geb,
Empire absorbed local Geban Fleet keeps a permanent
Nanna-Sin is a small, rocky sphere
minotaurs into its ranks and ambassador at the royal palace.
devoid of water but possesses a
conquered much of the continent. Elven merchant houses make
breathable atmosphere. The
Humans, who were also native to infrequent stops at Ahto to trade
Tauran Empire maintains a naval
Geb, were subjugated. Some were with the natives. Trade is friendly
base, an Imperial Army base, and a
allowed to survive as Freemen, and brisk, with the natives eager for
trading outpost on Nanna-Sin. The
while others became slaves to the news of the wider Known Spheres.
naval base has stone cradles that
minotaurs. The human and
can handle up to twenty vessels. Two centuries prior, the Tauran
minotaur populations are nearly
The army base is located nearby Empire attempted to conquer Ahto.
equal.
and houses one Legion in reserve, The Empire’s aggression was
sharply checked by the Elven Fleet, occasionally make pilgrimages to
and concluded with the signing of The outermost planet in the sphere Girru for purification. The planet is
the Ahto Accords. The Elven Fleet is earthquake-wracked Girru. dotted with a few small shrines to
acknowledged the sovereignty of Steaming hot springs, boiling mud, Girru, which need to be moved
the Tauran Empire over Taur- and lava flows are common. Strong frequently due to destructive
utospace while the Tauran Empire earthquakes are hourly in some seismic forces.
ceded all claims to Ahto. Despite regions of the planet. There are
the outbreak of the Second many fire-loving creatures dwelling The only semi-permanent
Unhuman Wars, the Tauran Empire on Girru, although no effort has settlements on Girru are several
has not yet attempted to test the been made to catalog them all. The Tauran mining colonies. These are
strength of the elves again. surface is very rugged and barren, placed in the most habitable
with volcanic mountain ranges locations on Girru. Many of these
Imperial Palace (small city): stretching from one end of the are penal colonies, where slaves
Home to the averial queen, the planet to the other. There are a few and convicts toil away to extract
Imperial Palace is almost a small bodies of water on Girru, although mineral wealth from the earth.
city rather than a palace. The city is landing in these is hazardous as Conditions in many of these mines
beautiful, a work of art crafted over many are comprised of acid. A ship are inhumane at best. It is not
several generations of averials. landing in a lake of acid will suffer uncommon for prisoners to perish
There is a small quarter of non- 1d4 hull points of damage per from heat exhaustion, or be buried
averial elves, who maintain the round. Fog is also quite dangerous by an untimely earthquake.
docks where elven spelljammers on Girru, as many fogs are deadly. Everything is under the watchful
may dock. The queen rules with a Living creatures entering such fogs eye of whip-wielding minotaur
light hand, and works closely with will perish if a save versus poison guards.
the ambassador of the Elven Fleet or die. A saving throw is required
as a second invasion by the Tauran Further Reading: Tauruspace –
every round the living creature is in
Empire is her most pressing House of the Tauran Empire by
the fog.
concern. Paul Westermeyer, Taur-utu aka
The planet is named for the Tauruspace – House of the Tauran
Girru sphere’s deity of Fire, Girru of the Empire by Paul Westermeyer
Type D  Earth Body Ancient pantheon. The planet is (forthcoming).
seen by his clergy as a crucible and
Vistaspace
Vistaspace is a modest-sized rapiers, muskets, and bombards
sphere, with a journey from the are all readily available in most
primary to the outermost planet, ports. Trade and commerce is
Garrash, taking twenty days, and common, and with it the piracy that
the spherewall being a further preys upon trade routes.
twenty days’ travel beyond that.
Thus Vistaspace is somewhat Many planets in Vistaspace are
larger than Realmspace. considered very beautiful to behold.
Considered remote by most Artists often travel months to
Vistaspace for the express purpose
travelers, few major rivers connect VISTASPACE –
to Vistaspace. The most known of capturing a particular world’s
beauty in a painting, sculpture, or
Wildspace from the
river joins Vistaspace to
Primespace, although a lesser song. Such artwork can be quite novel Broken Sphere
known river links it to Refuge as valuable in some ports, particularly
Selune in Realmspace, Vista
well. One can reach Clusterspace Type H  Fire
from Vistaspace as well, although it Greatspace, and Mystryl’s Harbor.
Albumis
is used by only a few elven vessels. A black market of stolen artwork out 
Type C Earth
of Vistaspace has arisen, with Annulorum
Two dozen permanent portals some prized pieces fiercely fought Type E  Earth,
pierce Vistaspace’s shell each over by agents of various buyers. two
about two hundred yards in moons
diameter. These portals are Void weather in Vistaspace is rare, Frontier
unaffected by any magic less than but dangerous. One particularly Type E  Earth
wish, which can close a portal for a treacherous form of void weather is Whyr’El
“becalming”, when spelljamming Type B  Earth
number of rounds equal to the level
magic of any sort fails to work in an Aelofalyn
of the spellcaster. A third of the 
Type F Air, two
sphere’s portals are evenly area of wildspace, up to one
moons
distributed along the planets’ hundred million miles across. The
Caeruloom
common plane of orbit, with the rest mechanism causing this Type F  Water,
split between being located above phenomenon is unknown, but two
and below the plane of orbit. Sages spelljammers can be stranded for moons
believe that many of the portals 4d6 days, after which helms, Tenumbra
Splendid Sails, and the like will Type D  Earth
once linked to rivers in the
resume functioning as if nothing Garrash
phlogiston that have long “dried up”
happened at all. Equally dangerous Type J  Fire
or have become extremely difficult
to locate. are “blackout nebula”, which are all
but invisible and when a ship
Vistaspace is a relatively young blunders into them, visibility
sphere and has seen waves of decreases to a mere 10’. Blackout
settlers over the past few millennia. nebula will cling to a ship for 3d8
A hodge-podge of colonies, days, rendering all navigation
kingdoms, and city-states has impossible and forcing ships to fly
arisen on the various worlds. Many blind. Every day a ship is trapped in
are built on the ruins of older, failed a blackout nebula requires a
civilizations. Many are very navigation check or the ship veers
sophisticated and are considered at off course. Many ships emerge
the Renaissance level of from these nebulas to discover
technology. Starwheel pistols, themselves far off course or on a
collision course with an asteroid or the whole planet for days at a time. and xixchil. The dracons dominate
moon! Entering a second gravity The dominant race on Albumis is the temperate climates, while
plane or well, such as a planet or the gnomes. Rock and forest lizardmen have constructed great
even that of another spelljammer, gnome clans claim the forests, cities at the edges of the
immediately disperses the blackout while tinker gnome colonies occupy marshlands. The Lizardmen are
nebula. the few areas where storms are descended of slaves who threw off
infrequent. There are small their shackles and escaped the
Vista enclaves of halfling and dwarves, dominion of the illithids, eventually
Type H  Fire Body and a smattering of other races as settling upon this world.
well. The gnomes are notorious
A dull orange colored fire body, suspicious of anyone taller than Due in part to the warming rays of
Vista can be viewed by the naked four foot, considering them clumsy Vista, the lizardmen are much more
eye with no risk to harm to normal giants with a frustrating habit of intelligent than their kin, having an
creatures. It is fairly typical for such breaking things. intellect on par with humans. A
a fire body, simply a bit dimmer and direct result of this is their
smaller than the sun of Greyspace. The rocky hills of Albumis are development of magical abilities,
The loops and leaping flames from covered by fast growing grasses with some lizardmen achieving up
th
its surface move very slowly, taking that are the favorite food of giant to 9 level in spellcasting abilities.
many hours to disperse and space hamsters. Owing to gnomish Other races may learn at the
disappear. Sunspots on Vista are escaped experiments, a number of lizardmen’s schools of learning,
wells of scintillating colors and monstrous hamsters roam these although they cannot achieve the
thought to be portals to the quasi- hills. The gnomes frequently make levels their tutors can.
elemental plane of radiance. use of the services of the Hamster
Wranglers as a result. Annulorum is a spelljammer aware
Artist’s Loft: Orbiting close and active planet, with many ports
enough to Vista so its surface is Annulorum catering to such vessels and
clearly visible, yet distant enough to Type E  Earth Body, kingdoms in possession of their
as not be scorched by continual 2 moons own fleets.
sunlight, Artist’s Loft is a small
Considered on the most Shepherd (large city): Orbiting just
asteroid covered with a few stone
spectacular worlds in Vistaspace, beyond the outer edge of
structures and a pair of piers. A
Annulorum is a standard earth body Annulorum’s rings, Shepherd is an
small community of painters
that sports an impressive set of asteroid city. Every inch of the
inhabits the asteroid, each trying to
surface has been transformed into
capture Vista’s beauty on canvas. rings. The rings of ice and dust are
over one hundred thousand miles the city it now supports.
The structures include an inn,
tavern, bunkhouse, and a small wide and a hundred miles thick.
Juggle Moons: A cluster of nine
market. The artists are noted for They cast an eternal shadow on
colorful size C earth bodies. The
their competitive nature, going so Annulorum, creating a region of
Juggle Moons dance around one
far as to sabotage each other’s endless darkness along its equator.
another in a pattern that repeats
work. Murder of rivals is not Unlike most worlds, the equator of
every nine days. The moons are
unknown. Annulorum has a band of glaciers
barren with thin atmospheres.
under the shadow, which feed
Albumis rivers that flow through the
Frontier
Type C  Earth Body temperate climate to the polar seas
Type E  Earth Body
surrounded by marshlands.
Albumis is a small, warm world, A world-spanning ocean covers the
alternating between dense forests The dominant races on Annulorum
include lizardmen, dracons, world of Frontier, pierced by
and rocky highlands. The thick countless islands. Extensive ice
atmosphere is prone to violent aaracrokra, and giff, with smaller
enclaves of grommams, hurwaeti, caps cover the poles with clear
thunderstorms that can envelope
ocean in-between. There are to enforce the laws and duties to hanging in the sky. From a
dozens of large islands and long which they are assigned. The distance, Whyr’El is spectacular.
archipelagos, although none are Federation possesses a fleet of
large enough to be considered a thirty to fifty spelljammers to patrol Smaller asteroids tend to be barren
proper continent. the space around Frontier. or sparsely covered by mosses,
Individual duchies have their own lichens, and grasses. Larger
Climates across Frontier are typical tiny fleets as well. asteroids can support forests,
for a large earth world, with arctic lakes, and even small seas. Most
regions near the poles, tropics The other major race on Frontier is are unclaimed although larger
along the equator, and temperate the syllix, which may or may not be asteroids have at least some
climates between the two. Many native to the planet. The syllix first inhabitants.
islands are unexplored, and there appeared a century prior,
are even islands not on any charts. plundering several ports in four Whyr’El is a center for spelljamming
Ruins across the world indicate principalities. War would rage for civilizations in Vistaspace. A large
previous civilizations that have twenty years, until finally the syllix number of settlements are found on
vanished. The ruins are inhabited threat was driven off. The monsters the asteroids and include human
by warlike tribes of tasoli, goblins, retreated to distant islands to lick cities, dwarven kingdoms, neogi
and ogres, although these their wounds. Through sabotage outposts, elven waystations, and
creatures were marooned on and corrupting local officials, the more.
Frontier during the First Unhuman syllix continued their war.
Quazaar (large city): Operated by
War and are not native to the
Paleport (metropolis): Orbiting the Shining Forge dwarven clan,
planet. The seas are haunted by a
high above Frontier is the city of Quazaar is an open port. The
particularly degenerate and vicious
Paleport. Built from a miles-wide dwarven quarter is a solid fortress
race of sahaugin.
disc of white limestone, Paleport is with most public buildings located
Frontier has recently been the primary spelljammer port of the within, surrounded by the dwellings
colonized by an alliance of humans, United Principalities Federation. Its and businesses of other races. The
hadozee, plasmoids, and docks can handle hundreds of docks are extensive and efficient.
rastipedes. This alliance, the United spelljammers. It is ruled by a
Principalities Federation (UPF), council comprised of Aerlofalyn
sprawls over 17 sizable islands and representatives of the guilds, the 23 Type F  Air Body, 2
encompasses 23 individual princes, and the Federation’s own moons
principalities. The citizens of the agents. It is rife with corruption and
Considered by many to be the
UPF arrived on Frontier only political back-stabbing.
garden of Vistaspace, Aelofalyn is
recently, with the first settlers
an air world. Great islands and
arriving a mere two centuries ago. Whyr’El
continents drift in its winds like
Each race holds a number of Type B  Earth Body
leaves in a river. These support
individual principalities, although
A cluster world enshrouded by a great forests, bountiful farms, and
citizens can freely travel from
common atmosphere, Whyr’El is a wide glens. Elves, faeries, and
principality to principality. Every city
vast whirlpool of rock and gas. It centaurs are numerous, with
has a mix of races, most dwelling in
lays spread across eighty thousand smaller populations of dwarves,
enclaves.
gnomes, humans, and halflings.
miles from end to end, and is a
The United Principalities Federation thousand miles thick. A small but
During the First Unhuman War,
is melting pot of vastly different bright fire body illuminates its
waves of attacks by humanoids
cultures and races. The individual center while thousands of asteroids
steadily weakened the defenses of
principalities are allowed to attend spin around the center in one of two
the elven kingdoms, until they fell,
to their own affairs, so long as sweeping “arms”. The asteroids
one by one. The humanoids
taxes are paid and Federation appear as shimmering jewels
slaughtered the people of these
Rangers, a police force, is allowed
kingdoms, devouring all they The poles of Caeruloon are elves and other races there in
encountered. In the few years the covered with ice caps that grow and brutal fashion. After Aerlofalyn was
humanoids occupied Aelofalyn, fully shrink with the seasons. At the liberated, the vengeful elves turned
two thirds of the population was equator the temperatures become their wrath towards the humanoids
slain and devoured by ravenous tropical. of Tenumbra. The streets ran red
humanoid hordes. with the blood of humanoids, until
The waters of Caeruloon lack fish the survivors were driven into
Aelofalyn is a world still healing and marine mammals. Instead hiding in the deepest of caves.
from the scars of the First marine reptiles and worms
Unhuman War. Many continents dominate. They fill the same roles After the humanoids were driven to
saw their populations all but as fish and whales do on other near-extinction, Tenumbra was
exterminated, and have become worlds, resulting in strange and wild subsequently settled by creatures
wild, untamed, and dangerous species of reptiles and worms. The of the deep earth. Colonies of mind
since. Elves from other worlds have most impressive creature is a breed flayers, beholders, dark dwarves,
settled on Aelofalyn in hopes of of zaratan that is ten miles in kuo-toa, and others have all sprung
reclaiming what was lost. Humans diameter, and aquatic purple worms up on the surface. The garrison of
and other races have come to this a mile long. elves was too small to prevent the
world as well, some invited by the settlement of these races and
elves, others viewed as squatters A danger on Caeruloon is the instead use politics and intrigue to
and grave robbers. Goblins, gnolls, swarms of toothed worms that maintain their power. Tenumbran
and worse still stalk the forests, wander the ocean. These creatures elves have been altered by their
slaying and devouring the unwary. feed on wood, and can cause 1d2 stay on the world, with eyes more
hull points of damage per round a sensitive to light and other unusual
Both of Aelofalyn’s moons are size vessel remains sailing in the ocean. abilities.
D earth worlds. They are historically More than on spelljammer has
claimed by the elves, but lease the been sunk by these ravenous worm Garrash
land to other races to fund the swarms. Type J  Fire Body
recovery of Aelofalyn.
Both of Caeruloon’s moons are size
Cool and dim, Garrash appears as
Caeruloom D earth bodies. They have thin
a gigantic, bloated dying ember
Type F  Water Body, atmospheres and are marginally
hanging in the void. It is one of the
2 moons habitable.
largest fire bodies in the Known
Spheres and is considerably larger
Like a shining blue marble, Tenumbra than the primary of Vistaspace. It
Caeruloom is an unbroken ocean, Type D  Earth Body
rotates very slowly, with a day
devoid of islands. The skies are taking roughly 200 standard hours.
streaked with colorful clouds, from Due to unknown reasons, Vista
A single sun spot, a gigantic
white and gray to red and orange to shines only very dimly in Tenumbra’
maelstrom of darkness known as
green and purple. Cloud coloration sky, and appears no brighter than a
the Great Storm, drifts along its
seem seasonal, although sages half-lit moon. Thus lighting
equator. It is a dark circle over a
speculate as to why. conditions on the surface is always
million miles in diameter. The Great
“night, no moon”. Despite a lack of
Storm is much cooler than the
The world ocean of Caeruloon is sunlight, strange vegetation and
surrounding surface, allowing
extremely deep. It is unknown if fungi thrive on the surface.
vessels to approach fairly close to
there is an ocean floor or if
It was once a world inhabited by the surface of Garrash without
Caeruloon is ocean all the way to
great kingdoms of humanoids. suffering fire and heat damage.
the core. There are undersea
continents, several floating roughly During the First Unhuman War the
Surrounding Garrash is a ring of
a mile under the waves. humanoids briefly conquered the
liquid fire a million miles wide and
world of Aerlofalyn, slaughtering
fifty miles thick. The ring is
dangerous for ships to approach, An azer outpost is located on the rocs to dissuade all but the most
as it will set alight combustibles and continent of Zaberie, located near persistent visitors.
cause damage to exposed the Great Storm. Prince Aladair
individuals on deck. The ring is rules over a palace of basalt and Taran: Garrash’s singular moon, it
home to bizarre metallic creatures granite and overlooks a spectacular orbits in a polar orbit that takes it
known as zats. A big as a fair-sized city. The azer are too few to fully through the fire ring once every 25
spelljammer and possessing an control Zaberie, although their standard days. Taran is size E
alien intelligence that is almost numbers are steadily increasing as earth body, making it a proper
incomprehensible to mortals, zats the conditions on Garrash are ideal world in its own right. The regular
are curious, if dangerous, for the race. The azer are unfamiliar plunges into the liquid fire ring has
creatures. with creatures which are not fire- reduced Taran’s surface to a
dwelling and are curious about wasteland of semi-molten rock.
Countless continents of metal and such things. Unfortunately their Salamanders are thought to inhabit
semi-molten rock float above curiosity leads to the dissection of Taran in great numbers. Rumors
Garrash’s surface. Over one such creatures to learn how their abound of a hidden city of
hundred have been cataloged thus biology works. salamanders lost somewhere on
far, some as large as size E Taran, where a salamander prince
planets. The islands are cooled by Legend holds that somewhere on of enormous size and power rules.
some unknown force to levels Garrash is a “Summer Palace” of
tolerable by humans and their ilk. Imix, Prince of Evil Fire Creatures. Further Reading: The Maelstrom’s
Even the coolest continent, If true, this fantastical location is Eye © 1992 by Roger E. Moore,
however, is only marginally haunted by many salamanders, fire The Broken Sphere © 1993 by
survivable to the great elementals, and efreet. Few claim Nigel Findley, SJR 4 Practical
temperatures present. The to have ever visited it, most being Planetology © 1991 by Nigel
continents teem with fire-resistant cultists of the vile prince and wicked Findley.
flora and fauna, from metallic trees wizards of fell power. Warships of
and shrubs to monsters from the brass and iron patrol the skies
elemental plane of fire. above the palace along with fiery
Wayspace
Wayspace is a medium-sized Predators are often twice as large
sphere with a young, hot sun. The as normal, with twice the hit dice as
ambient temperature of normal with attacks that cause
Wayspace is warm – summer triple damage. Kindori can grow to
ware is recommended. The light three times their normal length, up
of Pharos can be unforgiving, to 240’ long, with 50 hit dice.
VISTASPACE – particularly in the inner portions of
Wildspace from the the sphere. Crewmen working the The sphere wall is highly polished;
novel Into the Void deck of a ship in space often seek it feels like glass when touched. It
shade where they can, and drink is impossible to mar or smudge the
Pharos frequently. crystal. Stars appear to be
Type H  Fire embedded or behind the glass.
Cymder Near the spherewall are hundreds Many are portals to the Phlogiston,
Type F  Air, nine of brightly colored nebulas. while others are portals to the
moons Comprised of dust and sand, elemental planes of fire, radiance,
Waypoint these nebulas are a natural and positive energy. In certain
Type E  Earth,
hazard to ships entering the spots, under the right conditions,
two
moons sphere. Crewmen who have portals open to one of the outer
Grave Stones experienced blundering into a planes, from the Abyss to Outlands
Type B  Earth nebula liken it to being in a and Mount Celestia. These portals
Aeryson blinding sandstorm without being are large enough for a ship to pass
Type C  Earth half-buried by sand. A typical through. Fortunately these portals
Urisis nebula is several thousand miles open only rarely and for but a few
Type G  Air, three in diameter, but only a hundred or days at a time. Attempts by fiends
moons so miles thick, oriented such that to invade Wayspace through these
The Great Archipelago
+ the widest axis is parallel to the portals fail, for as soon as the
Type B + Earth
Grull spherewall. The nebulas drift portal closes, the fiends are
Type C  Earth slowly over time, some blocking banished to their home plane. It
popular Phlogiston portals for does not stop them from trying.
weeks at a time. Aside from
rendering the ship blind to a Wayspace sits at an important
distance beyond a hex, the juncture between Pathspace,
nebulas are harmless. Pirates Primespace, and Winterspace,
often use them to waylay ships making it a common stopover for
emerging from the Phlogiston. ships.

Wayspace is similar in size to Due to Wayspace’s position,


Realmspace and has a higher priests of many pantheons have
than average level of spelljammer settled in the sphere. The influence
traffic. Pirates flock to the sphere, of various deities and pantheons
looking for easy prey in a sphere have waxed and waned over the
with little formal military presence eons. At various times, the Ancient
and rich prizes to be taken. pantheon (Sumar & Babylonian),
Pharaonic (Egyptian), Olympian
Wildspace wildlife, such as (Greek), and even Tir Na Og
scavvers, kindori, and scavvers, (Celtic) held dominance, and even
are rare, but on average much today remain powerful in the
larger and more aggressive. sphere. The non-human pantheons
of elves, dwarves, halflings, and dark core. The supply of magma is
goblins are also well-represented. endless. Waypoint is the primary world of
In wildspace ports, Ptah remains the sphere, and the world
the single most popular deity, while The floating continents are Wayspace is named for. The whole
the rest of the Pharaonic pantheon inhabited by great kingdoms of planet is a vast desert, from
is ascending with common folk. azer, Efreet, salamanders, fire continent-sized sandy wastes to
Priests of Celestian from giants, fire newts, and red dragons. salt flats, barren mountains to stony
Greyspace, has recently The patchwork of kingdoms, badlands. The planet is not
established a temple at Far duchies, baronies, and the like completely lifeless; there are many
Beacon. constantly feud with one another, an oasis in the deserts, and
although most conflicts are settled scraggly vegetation and cacti can
Primary: Pharos by ritual combat and mock battles. be found. Herds of hardy beasts
Type H  Fire Body The rules of these games seem wander the wastes, able to survive
archaic and outright insane to on the sparse vegetation. Stalking
Somewhat smaller than outsiders. the deserts are enormous
Realmspace’s primary, Pharos predators, including purple worms
Despite the seemingly barren
burns just as brightly. It has a slight of unprecedented size, bulettes
landscape, there are many large
orange tint to its light that is hardly that can phase through solid rock,
cities occupying the continents.
noticeable to all but the most and swift tyrannosaurus rexes that
These are inhabited by every race
sensitive eyes. Pharos is dotted can out-run even the fastest
and are famous on the elemental
with thousands of portals to the horses.
plane of fire for their scholarly
plane of elemental fire. These
pursuits and libraries. Wizards Despite the hostile environment,
portals allow free access to Pharos
equipped with appropriate Waypoint has a sizable population.
by elemental fire creatures.
protections often visit these cities to The desert wastes are home to
The upper atmosphere of Pharos is study things related to the nomadic tribes of humans, elves,
patrolled by powerful hawks of fire elemental plane of fire and all gnolls, giants, hobgoblins, kobolds,
and flame known as Minions of matters regarding fire, magma, lizardmen, and even saurials. At
Horus. These birds are as large as suns, and the like. the intersection of migration routes,
ships and have magical abilities. cities have arisen. Natural mineral
Cymder has nine moons, of which
Minions of Horus aggressively resources have brought settlers
only one is of particular note.
attack ships that approach Pharos from other worlds, looking to strike
closer than 5 million miles. Osh: Largest of Cymder’s moons, it rich while in search of gold,
Osh is a hot earth body known for gems, and the ever-elusive
Cymder bubbling mud pots, boiling hot silversteel, an ore unique to
Type F  Air Body, 9 springs, and the trade city of Waypoint.
moons
Boilpot. Built around a vast, boiling
Moot Citadel (large city): Many
lake, Boilpot is a resort of sorts for
Cymder is classified as an air body, migration routes converge at this
residents of Cymder. Humans and
although it has characteristics of a mountain, with its natural springs
humanoids can survive a Boilpot
fire body. Several continents and and rich pastures. The city is built
for brief stays, long enough to
thousands of islands float in its hot, atop a plateau and sprawls into the
conclude business dealings and
toxic atmosphere. All of these lands below, with people constantly
conduct trade, before they must
landmasses are dotted with coming and going. Ground-landing
depart for cooler environments.
volcanoes, many erupting craft may land on a second
continually. Enormous lakes of plateau, linked to the first by a
Waypoint
molten lava surround the stone archway. Every race native
Type E  Earth Body,
volcanoes, some with glowing to Waypoint is welcomed in the city,
2 moons
rivers pouring over the edges and so long as they do not violate any
descending deep into the planet’s of the city’s few laws.
Wormstone Tower (metropolis): Grave Stones driven off by the elves during the
one of the more unusual cities of Type B  Earth Body First Unhuman War.
Waypoint, Wormstone Tower is the
petrified remains of a titanic purple The Grave Stones is a dangerous
The Grave Stones is an enormous,
worm. Its stony corpse rises 1,500’ place. Undead, some as powerful
densely packed cluster of asteroids
into the sky, with the true bulk of its as liches, haunt the ruins or use
ranging from 1 to 80 miles across.
body laying buried underground. ancient vessels to attack the living.
The cluster is about one hundred
The interior is honeycombed with Monsters such as scavvers, krajen,
thousand miles across and one
passages and rooms, and dragons, and the like are
thousand miles thick, giving it a
surrounded by a more conventional encountered in great numbers.
flattened appearance. Groups of
city at its base. Wormstone is a Pirates are numerous, too, having
asteroids orbit the main body to a
mining town, the worm’s buried returned and learned how to avoid
distance of over two million miles.
body acting as a short-cut to the cluster’s dangers while luring
The asteroids do no share a
valuable lodes of ore deep any pursers into deadly traps.
common air envelope, but there are
underground. There are even some goblins and
numerous pockets of air thousands
ogres as well, scrappy survivors
of miles across that may hold
Belmon: Largest of Waypoints two from the First Unhuman War
dozens or hundreds of asteroids.
moons, it has a purple tint to it can looking to return to their glorious
The larger asteroids may have their
range from light violet to dark days of conquest and plunder.
own air envelopes as well.
indigo, depending on lighting and
environmental conditions. Belmon’s New Plunderport (small city):
The Grave Stones have at various
surface is barren and lifeless, with Deep in a grouping of large
times in the distant past been home
an atmosphere so thin that it is asteroids is this small city. Built
to several small kingdoms.
considered fouled. Under the over the ruins of some ancient city,
Territorial disputes turned into
surface, Belmon has an extensive New Plunderport is the latest of a
destructive wars, often leaving
cave network, thick with air and string of such cities, each operated
whole colonies stripped of their
water. Here can be found cities of by pirates for a few generations
atmosphere and leaving everyone
kuo-toa and illithids waging before being abandoned and
in the colony dead. Such tragedies
ceaseless religious wars upon one relocated due to discovery by the
repeated over and over again, until
another. Elven Fleet, monster attacks, or
the “Verdant Stones” became
social collapse due to infighting.
known as the “Grave Stones.” With
Anumon: Bone white in New Plunderport is a haven of
a reputation of being haunted and
appearance, this moon has no lawlessness, with more than its
stalked by the dead, most fled for
atmosphere. There are many dead share of taverns, gambling halls, pit
safer ports in other spheres.
cities dotting its surface, with the fighting, brothels, and smugglers
mummified remains of their former As farmers, merchants, nobles, and seeking stolen wares to sell on the
inhabitants left where they died due prospectors all fled the Grave black market. Facilities are crude,
to some ancient catastrophe that Stones, pirates and raiders moved little more than merchants setting
happened eons ago. The bodies in. The pirate city of Plunderport up shop by occupying ancient ruins
will animate and attack those that was built on the ruins of an earlier and doing minimal repairs to keep
dare trespass in their ruined cities. city, a refuge for pirates from the building from collapsing on
Recently someone has been across the Known Spheres. For patrons. Ship repair involves
erecting stone statues to Anubis to centuries the pirates of Plunderport salvaging whatever one can from
watch over the ruins, and these will and other nearby pirate sanctuaries the ruins and nailing it to the side of
animate into stone golems to drive raided shipping lanes, until ogres of a ship. Natural springs and groves
away intruders. Who is creating the Ironclub tribe and their goblin of fruit trees do provide steady
these golems is unknown, be it an flunkies descended upon their city, supplies of food and water for
extremely powerful wizard, a sect sacking it and enslaving the those who take it; although springs
of Anubis-worshipping priests, or pirates. The ogres were in turn are guarded by gangs of bravos
something else entirely. who demand “taxes” to extract
water. Sanitation is non-existent; The survivors would take centuries search of ancient treasures buried
the city is awash in filth and to recover from the horrors they deep in the jungle ruins. Many
disease. endured. Aeryson has endured never return; those that do carry
more than its share of wars and with them golden idols and magical
Osseouport (metropolis): The strife since, including a long- trinkets from ages long lost.
largest necropolis in the Grave running war with several goblin
Stones is Osseouport. The port is tribes prior to the First Unhuman Urisis
legendary and greatly feared, for it War, when the goblin tribes were Type G  Air Body, 3
is home to almost endless hordes finally destroyed after a failed moons
of undead. Intelligent undead invasion.
command a fleet of ghost ships, Largest of Wayspace’s planets,
stalking the Grave Stones for living The world today is home to several aside from the sphere’s sun Pharos
victims to drag back to Osseouport elven merchant houses, which itself, Urisis is an ominous gray
to be devoured by hungry ghouls trade Aeryson’s bounty to other green world. The upper-most
and vampires, or sold to liches for worlds in Wayspace. The demand atmosphere, above the clouds, is
their insane experiments. The for Aeryson herbs, dried fruits, and breathable and habitable. Below
streets echo with the death wails of timber has made them very the clouds is another story entirely.
their victims, often long after death wealthy. The major houses include Hundreds of miles below the clouds
has claimed them. No one is known Hunterstar, Dawnshadow, Goldleaf, are several floating continents with
to have escaped from the horrors and Crystalwater, each volcanoes, rivers of lava, and
of this city of the dead. The city, commanding a fleet of a dozen or death. Urisis has been likened to a
and the asteroid it is built on, is so merchant vessels of various vision of the lower planes. Many
barren and devoid of life. sizes. They operate out of two undead and fiend-haunted ruins lay
large elven cities, built into the half-buried under ancient lava
Aeryson canopies of the forest. Lesser flows, suggesting that at one time
Type C  Earth Body merchant houses only manage one eons ago, the planet was very
or two ships. Birds and giant different.
Classified in some charts as a insects roam the skies above the
“liveworld”, Aeryson is covered forest, many tamed and used as Despite the inhospitable interior,
from pole to pole in rainforests. mounts by the elves. life still exists on Urisis, mostly
Enormous trees support a canopy above the clouds. A small number
rarely broken by a fallen tree or the Below the canopy, the forest is a of island-sized rocks, captured
peak of some low mountain. Above whole other world. The forest floor asteroids from the appearance of
the forest are mists that drop slow is dotted with ancient, monster- them, drift above the clouds, some
rainfall, parting on occasion to haunted ruins. About a score of ever so slowly sinking into the
bathe the trees below with adult green and black dragons stalk depths at a rate of a few inches a
sunshine. elves who venture away from the year. Castaways and those seeking
safety of their cities. These privacy inhabit the islands, along
Aeryson was not always a jungle monsters hatched from eggs with a few daring adventurers
world. According to ancient smuggled in by goblins, an act of seeking to plunder the ruins of
records, Aeryson was once a pure spite. Some of those goblins Urisis’ depths.
barren rock with a barely survived, their descendants now
breathable atmosphere. Tribes of degenerated to an animalistic state Urisis has thirty moons, most
elves colonized it long ago, planting due to backlash of a curse they captured asteroids, and three major
trees and using magic to turn attempted to use on the elves. moons.
deserts into plains, and then into Some of these goblins are now the
Sinking Port (small city): The only
forests. Sometime in the distant size of ogres or larger, with
notable city on Urisis, Sinking Port
past the elves of Aeryson suffered enormous strength, strange innate
a terrible schism, and their cities is the port-of-call for adventurers
magic, and a taste for elf flesh.
became monster haunted ruins. between forays into the ruins below
Explorers brave these dangers in
the clouds. Much of the port’s location of the last, cataclysmic lizardmen, and allow non-dracons
population is transitory, many battle. Cedar trees are grown and to use their facilities.
merchants looking to sell highly- harvested in the highlands, used
inflated healing potions and the like for shipbuilding and repair. Many Ra’s Rising (large city): Deep in a
in exchange for gold and rare visitors seek the healing services of cluster of asteroids rich in
artifacts dug up from Urisis’ ruins. the Church of Isis. The High gemstones, Ra’s Rising is a
Priestess of Isis in Wayspace wealthy and fortified city of
Vex: Largest of Urisis’s moons and makes Ysis her home. humans, dwarves, halflings, and
nearly type E in size, Vex appears gnomes. The city is famed for its
to be a very inviting world with blue The Great Archipelago jewelers and a small order of
seas, deep green islands, and Type B +
+ Earth Body wizards who craft magical jewelry.
yellow deserts at the poles, Vex is A company of giff is employed by
a dangerous world. Venomous The second asteroid belt of the city to supplement its defense.
serpents infest every part of the Wayspace, the Great Archipelago
world, from the seas to the Voidjack (large city): The asteroid
is wide and sparse. It is over a
equatorial jungles to the polar that this infamous city is located as
billion miles wide and holds tens of
deserts. Ruins are occupied by big as a small moon (600 miles in
billions of asteroids. There are no
yuan-ti and their many servants. diameter) and is tidally locked with
records of the Great Archipelago
Anyone caught trespassing by the Pharos. Although it appears barren,
being the wreckage of a planet.
serpent-folk can expect to be the asteroid has a thick, breathable
Sages believe the Archipelago has
tortured and sacrificed to their evil atmosphere and desert-like
always been what it is. Ships sail
gods. vegetation. Voidjack is built on its
above or below the Archipelago to
night side.
avoid it although some groups of
Tellos’ Deep: A small Type D
asteroids have orbits high above Despite being cast in eternal night,
water body, this moon is covered
and far below the main plane of the city is well light by colorful
by a great freshwater ocean dotted
orbit, meaning even when flying continual light and other like spell
with dozens of islands. The islands
well away from main body of effects. The whole city glows with
are home to beholders and their
asteroids, a ship may encounter a dazzling lights that can be seen
servants. The vast ocean is ruled
previously unknown cluster of from a million or miles away. The
by Eyes of the Deep and their
rocks. city is known as a den of sin, for it
charmed monsters. Spelljammers
that occasionally stop to replenish is awash in gambling halls, inns of
The Great Archipelago is home to
water and air supplies risk being ill-repute, blood sport arenas, and
many spacefaring civilizations.
attacked by beholders and their hookah dens. The city is ruled by
Abandoned dwarven citadels are
minions. Beholders prefer to charm three beholder clans, who
common, little more than hollow
the crews of spelljammers so they constantly out-do one another with
shells used by monsters as lairs.
can use their ships to seek out flashy casinos and inns on the
Rock hopper and grav clans are in
conquests on other worlds. surface, backstabbing and
abundance. Almost every
underworld gang wars under the
spacefaring race has an enclave
Ysis: The jewel of Urisis’ moons, surface. The city attracts guests
somewhere in the Great
Ysis was once a goblin-occupied from across the sphere and
Archipelago.
world. When the goblins were beyond, from miners who struck it
finally defeated, victorious elves Sweet Meadow (small city): The rich to wealthy nobles, all with coin
and humans claimed Ysis as spoils asteroid is a dracon colony of a in need of being rescued from their
of war. Priests of Isis in particular dozen or so individual herds. Sweet pockets, as the locals say.
decided to heal the broken moon, Meadow is the dracons’ trade moot
transforming it into a garden and capital. The city is well Grull
paradise centuries later. The equipped for spelljammers. Type C  Earth Body
inhabitants worship Isis exclusively, Dracons share their city with
and have a major temple at the Grull is a cluster of six very large
asteroids and hundreds of smaller long ago fled. Explorers should be Deep Grull (small city): Not all
asteroids, all sharing a common warned that monsters now run goblins fled Grull during the First
atmosphere. The asteroids are rampant. Unhuman War. Near the core of
barren, but the large asteroids are the largest asteroid is Deep Grull,
honeycombed with caves and Far Beacon (small city): This where a small number of goblin-kin
caverns. Some caverns are ten asteroid city is surrounded by survived. The goblins exist in a
miles across, and hold vast forests several farming asteroids and is a state of paranoia, and maintain
of giant fungus, mosses, and minor power in its own right. It acts absolute secrecy regarding their
lichens. as a stopover for ships arriving or refuge. The goblins have an
departing from Wayspace. There unusually high number of spell
Long ago many goblins, are many taverns and inns, along casters in their ranks, especially
hobgoblins, bugbears, and kobolds with dock yards and warehouses. illusionists who keep their city
inhabit the asteroids of Grull. Some merchants use Far Beacon hidden from prying eyes.
Centuries past, prior to the First to transfer goods from ships that
Unhuman War, these tribe raided remain only in Wayspace to ships Further Reading: Into the Void ©
and pillaged Wayspace and better equipped for travel through 1991 by Nigel Findley, SJR6
beyond. During the First Unhuman the Phlogiston. The city is ruled by Greyspace © 1992 by Nigel Findley
War the fleets were scattered and a princess who recently came of
destroyed. Few escaped the age, and now has many suitors.
executioner’s axe. Most recently, the College of
Celestian built a small temple at
The cities of Grull lay abandoned Far Beacon, formally introducing
and ruined, the inhabitants having the deity to Wayspace.
Winterspace
Winterspace is a tiny, cold sphere. The stars of Winterspace appear
Aember sits at the center of the bright and close. This is due to the
sphere, its feeble light barely relatively small size of the sphere,
heating the planets that orbit it. The as Winterspace is the smallest of
wildspace is very cold, giving the Known Spheres detailed here.
Winterspace its name. Furs and The entire sphere can fit inside the
heavy clothing are required; without orbit of Zivilyn in Krynnspace, with
them, visitors without resistance to room to spare. One noteworthy
cold can suffer hypothermia and constellation is the Hourglass, with
frostbite if they remain exposed for a yellow star in one corner, and a
more than a few minutes without bright pink star at the center.
WINTERSPACE – protection. Ice and frost can
accumulate on ships that blunder Despite Winterspace’s small size
Wildspace from the
into icy nebula, necessitating ice- and somewhat isolated position in
novel Radiant Dragon the Known Spheres, the world
removal routines to keep ships
flying correctly. Radole is home to seven major
Aember
Type H  Fire merchant clans. Each clan
Radole There are a number of natural dominates one of Radole’s seven
Type E  Earth hazards in Winterspace, including major cities, and operates an
Ryme so-called blizzard nebula and ice extensive fleet of spelljammers
Type F  Air, eight fists. Blizzard nebula are clouds from their home port. Ships of
moons hundreds of miles across, almost these seven clans may be
Bones of Glyse invisible until a ship blunders into encountered throughout
+
Type A + Earth them. Within these nebula blizzard Winterspace and the Known
Armistice
conditions prevail, coating ships Spheres beyond. Most of their
Type F  Earth,
three with thick, heavy snow and ice. vessels are of a common variety,
moons Conditions can be so harsh that many purchased in other spheres,
Whyst some ships are left frozen solid, the with wasps, tradesmen, galleons,
Type D  Earth crewmen frozen in place. Ice fists and hammerships being well
are another hazard. These small represented.
balls of ice are fast and difficult to
evade. A collision with a vessel can Due to Winterspace’s small size,
cause 1d3 hull points of damage most native vessels are small.
unless the helmsman can make a Dragonflies and wasps are most
successful saving throw vs. breath common, with eelships and
weapon. lampreys almost as numerous.
Ships need only carry one or two
Winterspace is a well-patrolled weeks of supplies, so smaller
sphere, discouraging pirates and vessels that can off-load and on-
raiders. The Elven Imperial Fleet load cargo and passengers are
maintains a blockade of Armistice preferred.
consisting of several Man-O-Wars,
Armadas, and many escorts. The Winterspace is home to many pods
world of Radole maintains its own of kindori space whales. Some of
defensive navy, protecting the these pods are host to a whale-
space around their home world. riding people known as the
These two navies make piracy mochians. The mochian tribes
difficult although not impossible. wander the farthest reaches of the
Known Spheres and beyond, but Palace of Quenched Flame: Once permission to land. Visitors are
Winterspace is a breeding ground an Efreet outpost, the Palace of escorted by members of Radole’s
for kindori. The mochians are Quenched Flame is now a ghost- Defense Force.
related to humanity, although haunted ruin. It normally orbits
adapted to continual life in Aember too closely to be easily Radole is unified under a single
wildspace. Noteworthy adaptations accessible, but thermal updrafts government, which rules very
include their ability to tan very sometimes lifts the Palace to a lightly. There is very little internal
quickly, tolerance for wildly variant higher altitude where it can be strife; even the military is
temperatures, and accelerated accessed by explorers and considered a necessary evil to
healing. adventurers. Monsters such as hell keep unsavory types from invading
hounds, pyrohydra, fire elementals, their home world.
Primary: Aember and the ghosts of long-dead Efreet
The mountains dividing the Ribbon
Type H  Fire Body haunt the ruins. The dead city has
from the Darkside are artificial,
not been picked clean, as survivors
having been constructed long
The burning heart of Winterspace report returning with fist-sized
before the start of Radole’s
is Aember. Although the largest gemstones, jewelry, and even
recorded history. The mountains
object in Winterspace, it is a small, magic items.
are honeycombed with strange
cold, and dim sun when compared
dungeons and arcane machinery.
to the suns of Realmspace or Radole
Greyspace. While it sheds enough Type E  Earth Body Tyme (metropolis): The premiere
heat to warm nearby Radole, its port on Radole, Tyme is run by the
effects are negligible further out, Somewhat smaller than Toril, Hrull family. The Hrull family
barely providing any light or heat to Radole is tidally locked with maintains vast mansion and
Armistice or Whyst. Aember. One side eternally faces employs hundreds of servants.
Aember and is continually Massive sinkholes serve as the
Like suns in other spheres, Aember bombarded by light and heat, city’s docks, with all of the facilities
has many sunspots. In the case of creating a blasted desert hot a ship requires. The city specializes
Aember, these sunspots are enough to melt lead at its heart. in shipping and trade and is the
charcoal-black floating islands, The other side is cast in eternal second largest on Radole. Tyme is
hundreds of miles across and night, freezing the surface so cold considered the most welcoming of
covered in rocky, coral-like growths that even the air turns to a liquid. Radole’s cities. Tyme is a clean,
and home to a hostile race known In-between these two inhospitable well-run city that presents the best
as the sulghin. These bizarre extremes is a thin strip of habitable of Radole to visiting spelljammers.
cousins of the sahaugin hate land, protected by a ring of
strangers and will kill those they mountains from the deadly winds Eskiir (metropolis): Largest of
capture. from the Darkside. Roughly 200 Radole’s cities, Eskiir is host to the
miles wide, this region is locked in largest magical academy on the
Son of Aember: A clan of Azer,
eternal spring. Visitors liken it to the planet. The hill the city is built upon
the Sundivers, inhabits an asteroid
closest the Known Spheres has to is crowned by a palace of crystal
that resembles a dwarven citadel
paradise. Locals call it the Ribbon. that bends the light of Aember to
with an elliptical orbit that takes it
illuminate the entire hillside. The
very close to Aember. Within their Radole maintains perhaps the Nezzym family dominates the
citadel they refine pure metals and largest navy in Winterspace, politics of Eskiir.
shape them into all manner of consisting of 30 to 40 warships
tools, weapons, and armor. These such as hammerships, and twice Kettleton (metropolis): Built on
are taken to nearby ports and sold that number is smaller escorts such the shores of the Great Kettle Lake,
for high profits. The Azer are a as dragonflies, damselflies, and the largest lake on Radole,
hardworking yet cheerful lot. wasps. Ships approaching Radole Kettleton specializes in textiles.
need a good reason to get Vast pastures around Kettleton are
devoted to sheep herds. The Nacle Ank’tin Ru: Least welcoming of Dangerous factions from across the
family is the wealthiest of the many Radole’s cities, Ank’tin Ru is famed Known Spheres, such as the Red
noble houses of the city. for its jewelers and craftsmen. Wizards of Thay, Scarlet
Patrols of armed guards keep the Brotherhood, and Black Robed
Dawn’s Gate (large city): shops safe from thieves. In the wizards of Krynn sometimes visit
Surrounded by vast pastoral past, thieves from other worlds and trade with the giants.
estates, Dawn’s Gate has a rustic have infiltrated and made off with
feel despite its size. A network of great wealth. The most famous Cloudrift Tower (village): This
canals links the city with many heist involved the theft of the Lady free-floating tower is the home of
distant estates, used both for travel of Winter, a necklace set with an Maggius of the Snowstaff. The
and field irrigation. Boat travel is enormous red gemstone. The tower is vast, with a lower level
more popular than by horseback. Moorric family handles the housing an entire village. Maggius
The Eraage family facilitates trade transport of jewelry to buyers in sometimes take apprentices into
with other cities and worlds by other spheres. Moorric ships are her care. The Tower is a common
maintaining a large fleet of heavily armored and carry skilled rest stop for visiting pishing vessels
merchant vessels. Much of the warriors and hired mages. and other visitors to Ryme.
surplus food finds its way to Refuge
and Wayspace. Salvra: The first moon of Ryme is
Ryme
unusually warm, attracting settlers
Type F  Air Body, 8
Dugger (large city): Smallest of from Radole centuries ago. The flat
moons
Radole’s cities, Dugger is a cattle moon is covered by many farms
town. Herds of cattle, as well as Ryme is Winterspace’s sole air and cattle ranches.
more exotic herd creatures raised world. It is a deep blue-green
by ranchers, graze the borderlands Ekull: This flat world sports conical
sphere streaked with white stripes.
with the Sunside, where volcanoes on both sides of its
Island-sized icebergs float in the
temperatures and lack of moisture gravity plane that continually spew
upper atmosphere. Ryme giants,
makes it unsuitable for farming. out ash and magma. It is thought
an off-shoot of frost giants, dwell on
Herds are brought to Dugger for that sometime in ancient times, a
these icebergs. This breed of
slaughter and the meat sold across portal to the Plane of Magma was
giants are magically gifted, often
Radole and even off-world. Of the opened in orbit around Ryme,
specializing in illusion may rise to
cattle baron families, the Lat’Aan th giving rise to the volcano-moon
levels as high as 12 . Og’eti, a
are the wealthiest and most Ekull. The volcanoes have
hybrid of ogre and yeti, are their
influencial. continually erupted ever since. Ash
preferred servants.
clouds drift out of the poisonous air
Zao (metropolis): Although third in Most natives on Ryme can fly, and envelope and fall into orbit around
terms of population, Zao is a very many have magical abilities. Ryme, creating a ash ring. Fire-
compact city with crowded, narrow Schools of flying pish are especially loving monsters inhabit this moon.
streets. When viewed from above, common, such that pishermen from
one is reminded of a fortress. Long Llyanna’s Snowflake: This moon
other spheres try their hand at
ago Zao was an outpost of the is the creation of the reigar
netting a catch in Ryme.
Radiant Empire, and the influences Llyanna. It has the appearance of a
from that dark time have not been Ryme has one major city and eight moon-sized snowflake, one that
erased. Zao is run by the Ychar moons. Each moon is a world in its changes shape and size over the
family, who control the silk trade. own right. course of an orbit around Ryme. It
The city is famed for its silk continually changes, ranging from
garments and woodcrafting. The Thunri-Chul (small city): Capital five to ten miles across, and never
people are insular and of the ryme giants, Thunri-Chul repeats shape. Llyanna created
unwelcoming of strangers. occupies a long glacial rift. The this moon over four centuries ago
giants welcome off-world vessels, and has not been seen in the
but make few of their own. sphere sense. Llyanna’s Snowflake
lacks a breathable atmosphere and trespassers in pools of boiling wasps to ferry cargo and miners
is uninhabitable. water. from distant mines to their citadel
bases. Winter rubies, with their
Undiin: The surface of Undiin is an Greymoor: Most of this large moon particular shade of deep red, are
unbroken glacier, stretching from is covered by cold swamps, foggy especially prized and sought after.
pole to pole and varying very little forests, and ice-capped mountains.
in height, save for a few crevasses The gloomy folk who inhabit the The Bones hide many lost ruins
that crisscross the landscape. moon are exiles from Radole or and dungeons. Several wrecks are
Domed cities, resembling gigantic their descendants. The only city is lost in the deeper parts of the
igloos, dot the ice, relics of a long Gloomspire, a dwarven city in the Bones, holding treasure guarded
lost empire. Some are inhabited, highlands. The dour people have by wraiths and worse. Many ruins
while others are abandoned and little to do with other people are airless, necessitating the use of
lay in ruin. Many connect to the Winterspace. magic to facilitate exploration of
sub-surface ocean that lay these crumbling towers and holds.
thousands of feet under the ice. Lastmoon: The last of Ryme’s
The ocean is home to vast and moons, this once-barren rock is a Aside from dwarves, the only other
powerful kingdoms of aquatic city-state in its own right. Built to major group inhabiting the Bones is
races, particularly merfolk, tritons, support the pishing industry, the a handful of pirate bands. The
locathah, sea elves, and water people found on Lastmoon are not Bones is a popular place for pirates
genasi. Wars between various native to Winterspace. The port has to “lay low” between raids in other
dukes and barons attract off-world a reputation as a rough-and-tumble spheres. Only the most brazen
mercenaries, as the pay is good outpost of barely civilized folk. pirate would dare attack Radole or
and methods to allow air-breathers ships flying the flag of one of
to survive underwater are Bones of Glyse Radole’s merchant houses in
+
commonplace. The whole world is Type A + Earth Body Winterspace.
in theory a single kingdom, but the
Long ago, Glyse was a earth body, Prattisp (small city): A dwarven
merman emperor is little more than
but Ryme and Armistice tore it city and the heart of mining efforts
a figurehead with no actual power.
asunder. All that remains is a band in the Bones. Prattisp welcomes
Ulalerin: Little more than a minor of asteroids called the Bones of non-dwarves, with almost a third of
moon sporting a few hunting lodges Glyse. It is a dispersed torus of its population being gnomes,
in its thick forested rock a few planetary debris, icy comets, and humans, elves, and halflings. The
centuries ago, Ulalerin has become drifting nebulas. The many city is built on one of the largest
the center of elven activity in the thousands of asteroids are small, asteroids in the Bones. The three
sphere. It sports a small city that ranging from one to eight miles largest dwarf clans in the Bones
caters to the elven ships across. Most are airless void jointly run the city, with power
maintaining the blockade around bodies and uninhabitable. The few shifting between them based on the
Armistice. asteroids that are habitable have waxing and waning fortunes of
an environment likened to tundra, each clan. The city is guarded by
Hayl: A tiny air world, Hayl sports supporting lichen, mosses, and two hammerships. These stone
several floating islands of ice and some grasses. The largest animal vessels are 100 tons each and
rock. The islands are famed for is a type of miniature boar armed with four heavy catapults.
thermal hot springs with reputed introduced as a food supply by There are a number of other
healing properties. The hot springs dwarven clans. vessels as well to help out in the
are guarded by worshippers of defense of the city, if needed.
Diancecht, the Celtic god of The Bones are reportedly rich in
healing. A prominent monastery is metal ore and semi-precious Proxima (town): The Free City of
built near the largest hot spring. stones. Dwarven prospectors Proxima is a hub for pirate activity
Some springs are the homes of operate out of resident citadels, in Winterspace. It is hidden deep
nereids and nymphs who drown making use of dragonflies and within the Bones, where asteroids
are so close to one another that There are three major and two outraged, but were powerless to
navigation is difficult at the best of minor continents. The major stop the resettlement of the goblin
times. continents are named Ugrek, people onto harsh Armistice.
Taliak, and Grishnakh, while the
The Pirate Queen Proximi II rules minor continents are named Due to Armistice’s high gravity,
over Proxima, built by and named Toborg and Rakhar. A fourth major three times what is considered
after her father. Proximi II has continent is said to have vanished normal, the natives are shorter and
retired from pirating, and instead centuries ago beneath the waves of stockier than their kin on other
runs her city from her luxurious the Landlost Ocean. worlds, with an almost dwarf-like
tower. In the dungeons of the tower appearance. They are incredibly
lurk many of the misshapen Elves patrol the space around strong, with a natural strength of
monstrosities and unfortunate Armistice with a fleet of Man-O- 18. Armistice’s high gravity negates
victims of the Proximi family’s dark Wars and a few Armadas. Their their strength bonuses, but off-
magic. duty is to maintain a blockade world they gain all the benefits of
around Armistice. Ships that such high strength. The cold
Proxima is a rough-and-tumble approach will be turned away at weather has caused them to
pirate’s haven. Its associated least, boarded or destroyed at develop a coat of thick fur, giving
graveyard is filled with the victims worse. Any ship departing them an animalistic appearance.
of the many clashes between Armistice will be attacked and
competing pirate bands. On destroyed. Captives will be taken The tribes of Armistice are chaotic
occasion, undead stalk its streets. away for questioning and then and divided. All desperately want
executed. off of the world, to return to
Armistice wildspace and find someplace
Type F  Earth Body, What the elves are guarding is the better to live. Their harsh home
three moons fact that Armistice is a world of so- world has make them ruthless and
called “unhumans” – goblins, orcs, merciless, and wish nothing more
Armistice is an enormous earth hobgoblins, gnolls, bugbears, and than to return to wildspace and
world, with a diameter well in the like. During the First Unhuman become the conquering heroes of
excess of three times that of Toril. It War, the ancestors of Armistice’s their myths and legends.
is inhabitable by only the narrowest people fought the elves to a draw.
margins – conditions from pole to As other tribes were driven into Whyst
pole are considered “arctic”. The exile and Borka was destroyed, the Type D  Earth Body
atmosphere is breathable, if bitterly elves could devote more and more
cold. Volcanic activity and tidal forces to eradicating the tribes of The last planet in the Winterspace
motion is all that keeps Armistice’s goblins and their kin. With both sphere is icy Whyst. Appearing as
oceans from freezing over, turning sides nearing exhaustion, their a dirty snowball, Whyst is tidally
the whole planet into one ice ball. leaders hammered out a peace locked so one side eternally faces
treaty without the approval of their Aember, while the other is cast in
Armistice has three moons – Vesta, eternal night. Much like Radole, the
respective underlings. The Council
Laceme, and Vardig. All three are dark side is cold enough to liquefy
of Admirals was outraged at Grand
size E and orbit very close to
Admiral Leafbower’s peace the atmosphere. The dark side is
Armistice. They exert massive tidal uninhabitable to all but a few
proposal, to grant the tribes a world
effects on Amistice, causing
of their own in exchange for the magical creatures. Unlike Radole,
unpredictable variations that of 100
surrender of the tribes’ ships and the sun side is blistering cold, but
feet or more. The moons are at least warm enough to be
helms, and demanded to decide
reputed to be void worlds, although habitable. The twilight region
the world to be given. In an act of
it is also thought that the elves between the two is continually
pure spite, they sent the tribes to
maintain a large base on one or
the most inhospitable planet they wracked by violent storms,
more of the moons. blizzards, and gale-force winds.
could find: Armistice. The tribes, as
well as Admiral Leafbower, were
Conditions on the sun side range also be careful of the many the Winter Wizards amuse
from arctic at the edges to sub- monsters that stalk the wilderness. themselves by manipulating trade
arctic near the center. Some parts deals to their advantage. They are
are warm enough to allow for some Remagi (large city): This trade feared for their mastery of ice and
farming, although reindeer herding port is where most visitors come to cold spells. A corpse blasted with
is more common. The people are a negotiate travel passes to Radole. freezing spells and then shattered
mix of immigrants from Radole and Other merchants will off-load cargo is their trademark.
other worlds. There are several here to be carried by local ships to
small cities dotting the surface, of Radole. The city acts as a Further Reading; The Radiant
which only one is dominant. middleman with the reclusive Dragon © 1992 by Elaine
Radole. All of the major merchant Cunningham, The Broken Sphere
Unlike Radole, the people of Whyst houses maintain warehouse © 1993 by Nigel Findley, SJR4
can be violent and dangerous. The complexes at Remagi. Due to the Practical Planetology © 1991 by
harsh environment forces them to amount of traffic from outside of Nigel Findley, Kraken’s Guide to
be rugged survivalists who do Winterspace that passes through Winterspace by Adam Miller
everything they must in order to the city, Remagi is a good place to (forethcoming)
survive. Violent clashes between gather information.
competing tribes are
commonplace, with the spark of Ruling over the city is an order of
conflict being grazing rights for mages known as the Winter
reindeer herds. Tribesmen must Wizards. Numbering several dozen,
Chapter 3: The Phlogiston
Beyond the boundaries of crystal phlogiston ship to ‘fly blind’. Yet in these spots
shells is the turbulent ocean of Turbulent, thin 2d8 is where ships can cross vast
ether known as the phlogiston. phlogiston distances in the blink of an eye.
Slow phlogiston 1d6
Sometimes called the Rainbow
river Navigation through the phlogiston is
Ocean, the phlogiston is comprised Swift phlogiston 1d4 -1
of a multicolored either that is not a distinct skill from wildspace
river
any recognized element. It is Flow storm 1d2 -1 navigation, the two requiring
neither air or earth, fire or water. It different skillsets. The movements
is the sea within which crystal of celestial bodies follows its own
spheres bob, slowly drifting and Dense or turbulent phlogiston can distinct sets of laws and physics
changing positions over the course obscure vision. During voyages, a based on the sphere, while the
of centuries. common practice is to frequently fly phlogiston has its own sets of rules
towards the thinner portions of the and laws its follows. There are few
The phlogiston has no substance. river to take sightings for any distinct landmarks in the phlogiston,
One cannot touch nor taste the corrections necessary to course. Be and instead a navigator needs to
phlogiston. Passing through the warned that almost all spheres read the flows and currents of the
phlogiston presents no resistance. appear identical in the phlogiston, phlogiston to guide a ship to its
Yet it is clearly visible to the and there is no way to gauge destination. It is not uncommon for
observer, like a rainbow-hued mist distance. A tiny, close sphere can a navigator to be skilled in both
that is just out of reach. It is appear much larger than an disciplines, although such
flammable, and whenever a spark enormous, distant sphere. There navigators command a high price.
or flame is exposed to the are many legends of ships setting
phlogiston, is explodes in a fireball course towards a sphere and never Many phlogiston rivers have a
three times greater than the source. reaching their destination due to predominant color scheme or
misjudging how far away the pattern that is distinctive from other
The distance an object can be sphere was. Becoming lost is very rivers. Long rivers join many
spotted in the phlogiston varies easy without a good navigator. spheres into a chain. These rivers
greatly on a number of factors, change rarely and can be used as
including the size and distance of Travel and Navigation reliable trade routes. Where rivers
the object, the density of Phlogiston varies greatly in intersect, the colors do not intermix
phlogiston, and how turbulent the thickness, condensing into rapid and serve as rare “flowmarks” to
phlogiston is at that moment. At rivers that run between spheres. determine location within the
spots where the phlogiston is calm These rivers allow for the phlogiston. Most navigators will
and very thin, that is, away from unimaginable distances between follow rivers, travelling to two or
any river, the pearly shells of crystal spheres to be crossed in a matter more intermediary spheres instead
spheres can be spotted. The bigger of months or, in some cases, mere of trying to fly through “wild”
and closer the sphere is, the easier weeks. Unlike wind or water phlogiston.
it is to spot. Such clarity is rare, currents, the ether of the phlogiston
however. Consult The Spheres The time it takes to travel between
presents no pressure or resistance.
Visible by Phlogiston Conditions two spheres can vary greatly. To
It cannot be touched and ships
table below to determine how many calculate how long it takes to travel
pass through it as if it were not
spheres are visible. from one sphere to another, use the
there at all. In contradiction to this,
following formula. Consult the Base
the thicker the phlogiston, the faster
Spheres Visible by Phlogiston Phlogiston Travel Time table for the
a ship will travel through it. In a few
Conditions departure sphere below to
rare spots, the phlogiston becomes
Condition Spheres determine the base travel time in
visible as dense as thick fog, obscuring all
days to the destination sphere.
Calm, thin 2d10 vision beyond a few yards, forcing a
Take that number, and divide it by
the movement rate of the ship Greyspace Base Phlogiston Destination Time
design from the Ship Movement Travel Time Bralspace 25
Rates table. For every 10 days of Destination Time Grommspace 30
Krynnspace 50 Mirrorspace 25
travel, roll a d12 and consult the
Whims of the Phlogiston table and Mirrorspace 25
Realmspace 50
apply any modifiers. Finally, for Pathspace Base Phlogiston
Wayspace 25
every 10 days of travel, navigator Travel Time
makes a navigation check and Destination Time
compares the results against the Grommspace Base Phlogiston Heartspace 45
Navigation Check table and apply Travel Time Krynnspace 45
any modifiers to travel time. Checks Destination Time Primespace 10
are made at the beginning of the 10 Bralspace 35 Refuge 25
day period. Mystrylspace 40
Primespace Base Phlogiston
Travel through “wild” phlogiston that
Heartspace Base Phlogiston Travel Time
is, flying directly to another sphere
Travel Time Destination Time
without using a river is long,
Destination Time Primespace 10
difficult, and dangerous. A course Vistaspace 10
Krynnspace 15
must be carefully calculated,
Pathspace 30
requiring a navigation check every Winterspace 20
5 days (instead of the standard 10) Realmspace Base Phlogiston
with a -2 penalty (in addition to any Travel Time
other penalties imposed by Herospace Base Phlogiston Destination Time
conditions in the phlogiston). Travel Travel Time Bralspace 40
time will be a random 10d10 days, Destination Time Greatspace 15
Faeriespace 10 Greyspace 50
adjusted by the Whims of the
Greatspace 10 Pathspace 35
Phlogiston. Refuge 10
Wayspace 20
Winterspace 40
Bralspace Base Phlogiston
Travel Time
Krynnspace Base Phlogiston
Destination Time Refuge Base Phlogiston Travel
Travel Time
Grommspace 30 Time
Mystrylspace 20 Destination Time
Clusterspace 50 Destination Time
Realmspace 40 Bralspace 30
Refuge 35 Heartspace 10
Pathspace 35 Pathspace 35
Realmspace 50 Realmspace 10
Faeriespace Base Phlogiston Taur-Utospace 20
Winterspace 15
Travel Time Taur-Utospace Base Phlogiston
Destination Time Travel Time
Greatspace 15 Mirrorspace Base Phlogiston Destination Time
Herospace 15 Krynnspace 15
Travel Time
Destination Time Wayspace 45
Greatspace Base Phlogiston Greyspace 25
Mystrylspace 25
Travel Time Vistaspace Base Phlogiston
Wayspace 30
Destination Time Travel Time
Faeriespace 15 Destination Time
Herospace 15 Mystrylspace Base Phlogiston Primespace 15
Realmspace 10
Travel Time
Wayspace Base Phlogiston storm, a navigation check must be the edge of its air envelope. These
Travel Time made. A success check results in sails can increase a ship’s
Destination Time the ship remaining on course and movement rate by a further +.15,
Greyspace 30 the travel time is reduced by 1d6 but reduce the maneuvering class
Herospace 15 days. A failed check results in the of the vessel by one rate. Thus a
Mirrorspace 25
spelljammer suffering a random ship with a maneuverability class of
Taur-Utospace 50
critical hit and becoming lost (see D becomes E. These sails can
below). often be “cut loose” quickly if
Winterspace Base Phlogiston necessary, and recovered later.
Travel Time Ships Movement Rates Phlogiston sails take an hour to
Destination Time Nor all ships move at the same rate deploy and half that time to haul
Heartspace 25 through the phlogiston. Some and stow away. Cutting loose
Krynnspace 15 designs are better suited to travel in phlogiston sails takes two rounds
Realmspace 50 the phlogiston than others. Sages and leaves the set of sails just at
are unsure of the mechanism, but the edge of the ship’s air envelope.
Navigation Check they believe that surface area
presented to the phlogiston is Ship Movement Rates
Check Result
somehow related. Surprisingly, Design Rate
Critical +1d6 days to
Aarakocra 1.25
Fallure travel time groundling vessels with large sails,
Beholder 1
Failed +1d3 days to such as cogs and galleons, are Dwarven 1
travel time unusually suited for rapid journeys Elven 1.5
Success No change in through the phlogiston. Elven Giff 1
travel time
vessels in particular are ideally Gnome 1
Success -1d4 days to travel
suited for swift phlogiston travel, Groundling, oars 1
by 10 or time
attributed to their large wing-sails Groundling, sailing 1.25
more
Halfling 1.25
and nature of being grown from
Human 1
space trees. Neogi and thri-kreen Humanoid 1
Whims of the Phlogiston (roll vessels also are well-suited for Illithid 1
d12) speedy phlogiston travel, as are the Lizardmen 1
Die Condition Result halfling avian-inspired designs. Neogi 1.25
1 Becalmed +2d4 days to Thri-kreen 1.25
travel time As a general rule of thumb ships
2-3 Thin +1d4 days to
with large sails, such as many
travel time Becoming Lost
4-8 Average No modifier to groundling vessels or elven
travel time vessels, have a bonus to their The currents of the phlogiston are
9-10 Thick -1d2 days to movement rate. Likewise, ships chaotic and difficult to understand.
travel time made from space plants like the Much as terrestrial storms can blow
11 Swift -1d4 days to starfly plant also have a bonus to a ship off-course, so too can the
current travel time their movement rate. Finally, bird- currents of the phlogiston can send
12 Flow See below a spelljammer off its intended
like designs with large wings also
storm
confer a bonus. Elven vessels are course. Should a navigator fail two
some of the fasted ships known consecutive navigation checks, the
Flow Storm: In rare instances, the when travelling in the phlogiston. spelljammer has been caught by
phlogiston becomes so dense it unknown currents and sent off-
becomes erratic and unpredictable. Ships that are “topped-out” gain a course. Likewise, a failed
These flow storms are very +.10 movement rate. Some ships, navigation check during a flow
dangerous to spelljammers. Should regardless of type, carry special storm results in the ship being
a spelljammer be caught in a flow “phlogiston sails”, which are blown off-course.
deployed ahead of a ship almost at
Spelljammers that have become such trade route, with ships able to of numerous dangerous monsters
lost will arrive at a random sphere travel from Krynnspace to adapted to the unique environment.
after 3d12 days. The destination Realmspace to Greyspace. Due to
can be picked by the turbulence in the phlogiston, travel Flowfiends: Packs of these
Dungeonmaster, or determined from Realmspace to Krynnspace, dangerous monsters prowl the
randomly by rolling a percentile and Krynnspace to Greyspace are phlogiston in search of chaotic and
dice and consulting the Random not possible; those routes are one- evil individuals to capture and
Destination table below. way. transform into further flowfiends.
These powerful monsters can
Random Destination Great River: Runs from overwhelm the crew of a
Die Destination Realmspace to Greatspace to spelljammer in their search for
01-10 Bralspace Herospace to Wayspace and victims.
11-12 Faeriespace ending at Greyspace. Color
13-17 Greatspace Flow Sirens: These mysterious
scheme: sky blue.
18-25 Greyspace creatures sometimes appear in the
26-27 Grommspace
Greyflow: Runs from Taur- far distance as hypnotic lights or
28-29 Heartspace
30-34 Herospace Utospace to Wayspace to rarely, a faint singing whose origins
35-39 Krynnspace Greyspace to Mirrorspace to cannot be determined. Those
40-44 Mirrorspace Mystrylspace to Bralspace. Color hypnotized by the light or singing
45-49 Mystrylspace scheme: steel gray. will cast themselves overboard, lost
50-59 Pathspace in the phlogiston and never seen
60-64 Primespace Krynnflow: A slower river that runs again.
65-71 Realmspace from Taur-Utospace to Krynnspace
72-81 Refuge to Pathspace to Refuge to Kindori Pods: The great space
82-83 Taur-Utospace
Bralspace. Color scheme: Red, whales sometimes migrate from
84-85 Vistaspace
86-90 Wayspace blue, green, black, and red. one sphere to another using the
91-95 Winterspace same flow rivers used by
96-97 Other The Path: A swift river that runs spelljammers. There are spacer
(Herdspace, from Krynnspace to Pathspace to legends of great migrations of these
Glowrings, etc) Primespace to Vistaspace. Color beasts, numbering hundreds if not
98-99 Randomly scheme: green and purple. thousands of individual whales. The
Generated
Sphere sheer size and numbers of the
The Way Line: A river running from
00 DM’s Choice creatures can be dangerous should
Taur-Utospace to Wayspace to
a ship blunder into them.
Mirrorspace. Color Scheme:
Due to strange and incredibly swift Orange and red. The Maelstrom: An eternal flow
currents, a lost spelljammer can storm that surrounds a cluster of
The Winter Way: A river running
wash up at the edge of a sphere spheres that carries the same
from Krynnspace to Winterspace to
far, far from their departure point. name. The Maelstrom is dangerous
Refuge to Bralspace. Color
to cross, although the spheres
scheme: white and blue.
Major Trade Routes within said to contain great trade
Countless rivers crisscross the and wealth.
Hazards
phlogiston. Some appear and
Aside from the dangers of Scylla & Charybdis: Said to be a
disappear almost at whim. Of these
becoming lost and flow storms, the pair of dark regions in the
rivers, a handful is commonly used
phlogiston is a hazardous place. phlogiston near Mystrylspace,
as major trade routes due to their
There are regions such as the Sea forcing all ships to fly through a
swiftness, stability, distance, and
of Shadows and the Weird where narrow gap between the two
the spheres they link to. The
the phlogiston itself is dangerous. hazards. Scylla is a great flow
Radiant Triangle is considered one
The phlogiston is also the domain
storm that causes two critical hits Arcane base is rumored to be enter a state of suspended
upon a failed navigation roll, while hidden somewhere in the Sea. animation, allowing them to survive
Charybdis is a region of dark red hundreds or thousands of years.
phlogiston haunted by a type of The Weird: Walling off the Vodoni When once again exposed to fresh
space-dwelling hydra of enormous Empire, the Weird is a Dark Region air, they will revert to normal, yet
size and power. that appears as a titanic black cloud changed by the phlogiston. They
in the phlogiston. It is comprised of will exert a mental dominance over
Sea of Shadows: An infamous pure negative energy and causes 5 the crew until it can stage a mutiny
magic-dead sargasso near points of damage per round to any and seize control over the entire
Krynnspace, the Sea of Shadows is living creatures caught in it, no ship. Survivors can enslave dozens
a region of swirling purple mists saving throw allowed. or even a hundred or more slaves
studded with randomly pulsing red for their esoteric purposes.
radiances. It is haunted by Survivors: Those cast overboard
countless undead shadows. An into the phlogiston will not die when
their air runs out. Instead, they will
Map of the Known Spheres

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