Friday, December 30, 2022

R.P.G. Spelljammer Sandbox - Part 7 - Glorious Gnome Space A

 



Gnomes are intelligent and methodical, but they love their creativity, and their home systems reflects this.  Not happy with having an open crystal sphere, they used their ingenuity to surround it in a Dyson sphere.  It has several check points for trade and logistics purposes, but also allows it to undergo lockdown if invaded.  This was created by the great Gnome Artificer Dyson, whom likes to put his name on everything.

Furthermore, the other major aspect you will notice is it is filled with satellites.  Gnomes have taken their expertise with mechanical devices and have developed several mechanical devices to allow for communications and defenses.

Finally, a real danger of this is sphere is space debris.  Gnomes are such avid tinkerers that the mess has gotten out of control.  Outsiders often refer to Glorious Gnome Space A as the trashcan as the Dyson sphere keeps in a ton of otherwise waste that would be a danger to others.  Despite periodic cleanups, it always seems to be cluttered.  It also gives off a funky musk that takes a while to get used to.  Adventurers are often hired to clean up such messes as they often attract dangerous pests.

The Communication Relay



This massive mechanical station main purpose is to act to project and receive radio waves for communication purposes.  It points out one of the check points of the Dyson Sphere.  It is fully automated with an entourage of AutoGnomes and Warforged to assist with defence.

Draenor



This Smallish Iron Planet is roughly in the middle of the Dyson sphere and is known for one thing:  It’s shipyards.  Its automated factories are designed to cannibalize the planet as needed to bring such devices as needed.  As a result of this frequent mining, the once shiny surface is now pockmarked with various digs, giving it an almost a bowling ball feel.

It’s three hilly and wooded moons, Drildor, Sammador and Yivzar are essentially cottage country to the well to do Gnomes and are a place where the wealthy can live the good life. 

Dildor is known as a giant space hamster mill where they are raised and sold throughout all the universes.

Sammador is the home of the famed Rock Gnome Artificer Nina Spark and her Forest Gnome master illusionist husband Basil Spark.  Spark’s tower is a showcase for potential buyers of their amazing technology.

Yivzar is the home of Yivzar IV, nicknamed the Collector, who uses her wealth to get one of everything across the universe.  She often hires adventurers for such rarities.

The Pod Pool 

At the actual center, the new gods have blessed the Gnomes with a unique gift.  There is a spawning pool of the gods that the Gnomes have been entrusted to take care of.  Once they gain in maturity, they are retrieved and brought to Quintessence Space.   The Gnomes often take these Pods on a “vacation” so they can learn about the universe.



Space Port 9

Built as a ring around a checkpoint for the Dyson Sphere, this is thee trading town for Glorious Gnome Space A.  It has a real cobbled together feel as it expands outwards on the inside.  Digging without authorization is forbidden to avoid structural integrity, but it is difficult to enforce.



Stellarneblin A and B

Near the center of the Dyson Sphere isn’t a single yellow star, but a pair of red dwarf stars.  This gives everything in a slight red tinge.  It makes the inside, slightly cold outside with a slight atmosphere: more or less.  They are in the same orbit where they slowly follow each other.



Tuesday, December 20, 2022

R.P.G. Spelljammer Sandbox - Part 6 - The Glorious Gnome Empire of Mechanicles


To speak of the Glorious Gnome Empire is to tell a story about how the weak became the strong.  While not the largest faction, they have a few unique properties that makes just about anybody dread fighting them.  Most just want them to go away, but that period of peace might be coming to an end as the Gnome s get ready for the future!

Much of the world views the Gnomes with famed amusement at first.  Afterall, they are short and comical so how dangerous can they be?  But the sheer transformation of their society is unlike any other to a point of unquestioned peace and prosperity.

If only they had the wisdom to be wary of what they will unleash.

The Graveyard of the Future

 


Before we talk about the Gnomes we need to talk about a previous era.  A long time ago, the universe was threatened by a massive army of mechanical killers that only an alliance of the willing won by the narrowest of margins.  What’s left is the salvage zone, a massive field of scrab metal and debris that orbits a red Sun.  It is a dangerous place filled with automated horrors and death best to be avoided.  Most gave it a wide berth.

But not the Gnomes.  Where most species saw damnation, the Gnomes saw a bountiful harvest.  They were already at a level of Magitech that allowed them to scavenge, then repurpose and finally innovate.  They also learned the twin knowledges of standardization and progress.  They used the understanding of interchangeable parts that allowed them to build their magical war machines using economies of scale.

Worse, the Mechanicles people is obsessed that there is a weapon system that once they find it, it will allow them to conquer the universe. 

Afterall it is their duty to bring this prosperity whether everybody else likes it or not.

Government



The Governmental structure is best described as a meritocracy.  Gnomes are rigorously tested for aptitude and competency on a bimonthly basis.  They believe that such self-analysis brings out the best in everybody for the goal of galactic domination.  Besides their own assignment they answer to their team lead and in return they answer to their petty officer-manager.  This weird hybrid title that mixes navel terms and corporate structure goes up until you reach their leader: the G.G.G.G. or Greatest of the Great Gnome Genius.  This fearless leader provides a vision that all others follow for their inevitable success as a species.

Society

One of the great myths is that Gnomes are antisocial.  Nothing could be further from the truth.  Gnomes like people and are very happy to talk with anybody (which unfortunately leads to Gnomesplaning).  However, their culture is so radically different that Gnomes come across as Alien.

For starters, Gnomes are notorious for being uber lawful, being obsessive planners, fanatical schedule-makers, and neat freaks on the border of being obsessive compulsive about it.  While it makes them systematic and ruthless, it is possible, for example, to throw a group into chaos just by throwing paint at the wall and watching them drop everything to clean up the mess.

This does not mean they are boring.  They are often involved in a strange ritual called “team building exercises” that they seem to enjoy.  They also consider pranks in the workplace to be an art form (followed by obsessive clean up).

Genders of all types are considered equal.  The Gnomes aren't sexist, but they like sexy much to the dismay of the other species.  Their preferred form of procreation is that of using clone tanks designed for personal optimization.  Baby Gnomes are raised lovingly by the community.



Gnomes and Automation



To be a Gnome is to be in the lap of luxury at the push of a button.  Autognomes and Warforged swell their numbers and are often used as ground troops, supported by Golems.  In fact, it’s rare that a Gnome goes down to deal with a conflict directly:  automated defenses are much more civilized.

Furthermore, the Gnomes often build magitech suits that allow them to be bigger stronger and above all else, taller.

They also like their magitech guns that are known for their flashing lights and pew pew sounds.

Their ships also reflect this mentality.  A Gnome ship can often punch far above its weight class for all the insane tricks and capabilities that have been added in the name of progress.  As they build a bigger and bigger fleet, it’s only going to get more dangerous over time.

Gnomes and Giant Space Hamsters

Where other species may have dogs or cats, the gnomes love their giant space hamsters.  While large, they are easily trained and often can be used to do simple tricks, like fire that cannon.  Some of the older Gnome ships use treadmill magitech devices specifically so the giant space hamsters can be used as a power source in an emergency.



Gnomes and Religion: The New Gods

 

You wouldn’t believe it, but Gnomes are very religious. They are quite literally near their god’s realm of existence: Quintessence space.

It is a world dominated by a Blackhole and two planets in the same orbit.

This is the home of the New Gods.

New gods start small and swim in schools of thousands amongst the dead gods of the astral sea no unlike glittering color flashes of fish among the coral.

Occasionally they will awe and inspire those that visit, gaining worship of a sort and starting the long jaunt to divinity.

When they do, these young gods must fight for dominance. The Domains are finite. The new gods must either seek out unoccupied domains that suit them or in extreme cases...make a vacancy.

Finally, the New Gods are not humanoid, but are designed for flying through space. Instead of God needing a spaceship, God is a spaceship.  They do is create “avatars” for humanoid interaction.

The two Factions are split into factions between order and chaos. This is often described as "New Gods, Old Ways."

The New Gods of Order control Quintessence space,

The New Gods of Chaos control External Space.

The New God's equivalent of a divine familiar is known as a pod. It is a small flying critter that helps whom they are assigned to in the hopes they will get fame and fortune to become a full god.

The legendary Spelljammer is an exiled new god that was birthed between two star crossed lovers: one of order and one of chaos. It is sought as those that get the Spelljammer will be able to rule the universe.  This is one of the things the Gnomes are looking for.

While there are many new gods, the Gnome of Mechanicles have a new goddess that they worship above all others:

Mandy the G.O.A.T. - the goddess of progress, networking, and popularity.

Since they know where her planet is, she checks in regularly for her “fans.”

 



Dyson


The great builder has been feared and respected for thousands of years and while no one is quite sure where he is, he has left massive examples of his handiwork across the universe/  

Sunday, December 18, 2022

R.P.G. Spelljammer Sandbox - Part 3 - Gaul Prime

It was conquered centuries ago by Astra Byzantium.  This gives the space the largest population of Byzantium goblinoids in the empire.  They have blended their own distinct society with that of the empire to make something greater than the sum of it’s part.

Of note is that Gaul Prime is mostly asteroids.  It may have one time been a massive planet, but it was destroyed long before the forces of Astra Byzantium arrived. 

The inner sun of this world is known as Roi Soleil.  It is a red star that generates a yellow ray beam of light making everything look somewhat like a horror movie.

Brittany

This asteroid has long believed to be a place of elven sympathizers.  They are known far and wide for their amazing alchemy including a potion that allows the lowly goblin to be as strong as many humans and nearly indestructible.  They have turned this knowledge into a thriving industry.

Burdigalia

This large asteroid town was settled by human and is one of the more Byzantium of locations in this sphere.  It is known for a muddy texture and being marshy.  It is also known for its vineyards where it is believed that ancient alchemical techniques are used to give it a fine odor.

Burgundy

This planet is the closest to the Roi Soilei.  Dubbed the Crimson planet, this is where the goblins have setup an academy where they they have used this to magically infuse their offspring’s with inherent magical abilities.  They are known as the crimsons, as it permanently tints their skin, not unlike the blues and psychic powers.  The council of sorcerers that dwell here are loyal, but they are the hawk faction against the elves for additional reasons known only to them.

Cenebrun

This asteroid is most definitely a town of druids that were under martial law until recently, as they were accused of being Elven sympathizers.  However extensive lobbying has caused Druidism recently to be taken off the Blacklist.   These are mostly goblins, but druids of all sorts use these places as a local pilgrimage site.  Recently a young goblin girl has received visions that she claims to be given from nature itself and has enough power to humble the strongest druids. 

Gévaudan

This living planet has been quarantined for its unusual nature.  It is a entity that once cut a swaft through space with it’s lycanthrope minions.  It is only through the combination of druidic and wizard magic that it has been lulled into timeless sleep.  But it reaches out to those who are disaffected to howl and return to the wild hunt across known space.

Lugdunum

This asteroid is known as desired mountain, this is where the legendary war college of Gaul space is located.  Run by Hobgoblin trainers, they put new recruits through their measures to bring out their best.  A clan of dwarves have moved in recently saying that there is something there that needs proper investigating that could revolutionize mining and warfare.

This is where the gargoyle rig was invented.  These gliding structures allows a single person to fly through wildspace very short distances.  They are used by landing parties to sneak on board rival ships.

Masstif Central

This massive granite asteroid belt is too small for most massive habitation, but most of it is very volcanic making it a place of continuous mineral production.  It is believed it is a conduit to both the elemental planes of earth and fire.

Normandy

This asteroid was settled by refugees from the 9 realms, who mixed with the local hobgoblin population and has created a new means of warfare.  They are known for being “space cavaliers” as they breed Nightmares (demon horses) to use as heavy mounted space troops to run down their enemies.  They are very rowdy often referred to by the derogatory term “horse boys” but they are very effective.



#spelljammer

#dungeonsanddragons

#dnd5e

#rome

Saturday, December 17, 2022

R.P.G. Spelljammer Sandbox - Part 5 - Tír Na Nóg



When most non-elves think of elf space, they think of Tír Na Nóg.  Adjacent to both Britain and Gaul Prime, it is the most likely place for outsiders to frolic.

It has seen the ravages of war, but the forces of Astra Byzantium rarely can do much other than the occasional raid due to its unique properties and well-armed fleet.

Positive Astral Pulsar

Instead of a sun at the center, it has this unique stellar body. It is a conduit to the positive material plane after going through an astral pocket. It is strong gravitation pull that pulls in material and alters time throughout a sizable chunk of the Sphere.  This strange property also accelerates healing and the life.  However, this also creates positive energy parasites that get into everything, including food.  The side effect of such food is lethargic and bliss that will kill the unwary and the inoculated over time. 

The Cooshee Clog

Also known as Deep Space Hush Puppy by their detractors, this external shoe shaped space station is the main garrison of the elven armada in the area.  It is on the outskirts of the sphere and is a place which doubles as a diplomatic zone where envoys from other parts of space interact. 

Maglubiyet’s Comet

This sparkling comet has a unique orbit that travels between encircling the Positive Astral Pulsar and then Transverses to Tír Tairngire, the Sphere that is considered the capital of Astral Arcadium.  This allows it to be used as a strong wind that allows easy travel, so it has a convoy to ensure that it stays protected.

The Creeping Green

This reach of red tinged vines spreads out and acts as a border between outer and inner space.  It feeds off the Positive Astral Pulsar and is the reason that the outer sphere doesn’t have the same temporal effects.  This cluster often has massive space seeds that essentially act like asteroids.  Trap Worlds are seeded throughout this complex in the name of self-defense.

Magh Mor

This massive gas giant is one giant air pocket with floating islands/moons in its atmosphere.  It is the major elf habitable zone in the sphere.  It has a massive “vine ring” that is used to grow new islands that float in its atmosphere.  It has a magical shield that surrounds the planet that allows the elves to restrict access, but it’s rumored that the codes for the shield have been stolen by nefarious forces.

 #spelljammer

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#dnd5e

#elf

Thursday, December 15, 2022

R.P.G. Spelljammer Sandbox - Part 4 - Astra Arcadium

 










The northwest quadrant of space is the ancient and forbidding worlds of the elves.  Astra Arcanu, or derogatory referred to, elf space, is a hierarchy of species that include not just them, but their minions that mostly see the elves as gods.

A History dating back to the Beginning 

 


It is frequently believed the current elf space is only a fragment of what it once was.  At the dawn of existence, they are believed to have been catapulted to this universe from the fey realm.  When approached to why, it often is explained by a single word: curiosity.  These first spelljamers were everywhere, including places where common sense should have prevailed.  In fact one of these “ancient foleys” convinced them to needed to make the universe better and safer.

Using ancients magic & their own mastery of space, they seeded world after world.  The species were born the “age of seeding” are uncountable and unrecorded, for the most part, but there were a lot of them.

But all things must come to an end.  The elves ran into something that put them in a fight that broke their overall power across space and forced them to their current boundaries.  Because it was so long ago, it is unknown whom this power that broke it, but the most common believed culprits are demons, devils or illithids.  Still, it was stable and the elves continued their exploration and meddling throughout space until they ran into a species that was close and a potential threat: humans.

1st Contact and war within Astra Byzantium

 


First contact between the elves and the human empire was a complete disaster.

The elves immediately mobilized their armada and went on the offensive and forced the human empire to fight a defensive war.

It was believed it was a matter of when, not if, the elves would raze Astra Byzantium to the ground.

Then a plucky band of adventurers with Star Empress Theodora special backing did...well something.

Nobody is quite sure.

What is known is that the Elven Armada was brought to its knees at the Battle of Broken Wings.

The elves are beside themselves and while they are still a power to be feared, they are incredibly irate over the experience and still can't believe they were defeated and accuse Star Empress Theodora of consulting with fiends to stop them.

Most people believe this is merely sour grapes.

 

Government

 


The elves are a deeply spiritual, highly ritualized but balanced with a curiosity to know and a discipline to know more.  Their elite nature makes the a sort of Platonic Philosopher Kings:  discussing and debating just about any topic for extended periods.  There is a debate chamber on each planet to discuss how to proceed on a case-by-case basis.



To connect these fragmented communities are the legendary elven Armada.  Their crews can be described as part explorer, scholar, merchant, and soldier all rolled into one.  The elves have celestial docking stations that give them great for refueling, communications and overall logistics.  Nobody wants to fight even a small patrol of these seasoned spelljammers.  The council of admirals, while technically subordinate to the elven government’s below, have a great deal of flexibility in how to interpret orders.  Standard Operating Procedure in war is orbital bombardment followed by deployment of troops en mass.

Society

If you are an elf, life is swell.  It is a life or privilege where song, dance, philosophy, and harmony rule the day.  They encourage their children to be clever and devious, but with a need to be patient and fair…from a certain point of view.  Afterall their long lifespan gives them a unique perspective that gives them the right to steward their domain.  They enjoy paradox and humor and have developed both to a masterful act.

Elves have a unique perspective on the gods. Having spent millennia on the Astral Plane and wild space, some factions of elves have taken to the practice of theogenesis, creating their own gods artificially. Some will deify a specific individual (such as a ruler), and some focus on a philosophical concept (Truth, Wisdom, Destiny, etc). Artificial gods will start out being worshipped only by the people creating them, but sometimes their worship will spread outside their initial confines. 

However even the might elves cannot do everything alone.  Elfspace is filled with client species that owe their existence and/or livelihood to the elves.  These castes fulfill roles that the elves consider beneath them. These are creatures created from the plants, insects and even from the fey world.

Client Species

 

The normally timeless hierarchy has been threatened by the end of the Battle of Broken Wings.  The death of the mighty and ancient elf Maglubiyet has caused open rebellion and a complete restructuring to compensate.  The Goblinoid species rebelled against the social structure and many emigrated to Astra Byzantium.

Unfortunately, the elves have a weird psychological message embedded in their psyches. There is a magic word that one says changes them from pretty good people to monsters. This is giving them a bad reputation. Queen Theodora of Astra Byzantium has set up a Brain Trust to break this subconscious programming.

Bugbears:

Big strong, but surprisingly stealthy, they were raised to be the assassin’s and saboteurs of the elves.  Those that switched sides have found a new lifestyle that they are surprisingly good at: that of nanny.  In fact Bugbears are considered prestige servants in Astra Byzantium.

Goblin:

They were used as manual labor of all sorts in Astra Arcadium.  Despite their small size, or perhaps because of it, they were often used as ship’s crews and are often pressed into service.  Treated poorly by the elves, this has caused the Great Goblin Drain where more than any other species.  While often considered lowly, they have more opportunities for progression in Astra Byzantium.

Hobgoblin

Hobgoblins were the NCO’s of elven armies and usually acted as straw bosses in both the field and in space as they are well disciplined and organized.  However, they were at the forefront of the great rebellion against the elves and have enlisted by the score in Astra Byzantium.  They're often Garrisoned on the far side of the empire to avoid setting off this trigger.

Kenku

The kenku are a subspecies of aarakocra. They first arose thousands of years ago on some of the "trap worlds" that Elves have to deter space-vikings and other interlopers. Many of them have ended up on the ships of those freebooters as space-vikings themselves. They also aren't actually cursed -- they don't have the capacity for speech other races do.

Rastipede

They are the merchant caste of Astra Arcanium and are they are a matriarchical species obsessed with "The Queen's profits."  This adds a need to be questionable in their dealings and miserly in general.  If a Rastipede does not make their quarterly earnings, there is a chance they are slain and then animated until their debt is fulfilled.  Necromancy is a common spellcaster as it is a way to cut down expenses if used properly.  It also means read their contracts carefully.

Thri-Kreen and Xixchil

Thri-Kreen are the soldier and marine caste and are aggressive on behalf of their Elven Benefactors.  Their multiple arms and overall aggressive bent make them a nightmare on the battlefield.  They are fans of Nietzschean thought and are obsessed with self improvement, Every so often a Thri-kreen is augmented with magical bio-augmentation into an aggressive killing machine known as a “Xixchil.”  The Thri-Kreen are also responsible for minding the various insectoid war machines used in softening a world before the Elves land to finish them off.

Wilden

These folks made of wood are treated by the elves as a living embodiment of nature and are highly respected.  They are pampered, but also often used as base components for many of the more elaborate spelljammer vessels.

Areas and Phenomenon of Note

 

Embassies





These circles of stone dot space far outside their territory. It's all part of the Star Road Initiative. Every embassy acts as a star gate allowing their ships to travel quickly across all space. It's one of the reasons they are so darm hard to stop: An armada could quite literally be anywhere and at a moment's notice.

They are used by the elven expeditionary force (or EEF for short) that take advantage of this star road system to drop behind normal security, contact forces and make them amenable. Its most notorious member is the legendary commando Jassin O. Duskguard whose rag tag team has at least 3 full-fledged gods slain that we know of (for crying out loud).

Space Vines

The species of giant vine that the elves grow all of their spelljamming ships from is normally carefully cultivated and only grows large enough to reach from a planet's surface to wildspace. However, there are stories of one plant (or more?) that was mutated by an unexpected massive dose of wild magic, now capable of growing rapidly and bridging Wildspace between planets. The fruits from this vine can form self-propelled vehicles of various sorts from carts to spelljammers, that will seek out new places to seed themselves, and try to harvest anything organic in the area for nutrients.

Trap worlds

These are asteroids filled with hostile insects and plants that often have lures that look like easy pickings.  They are floated into locations and often lie dormant until triggered. 

 

#spelljammer

#dungeonsanddragons

#dnd5e

#elf



Saturday, November 12, 2022

R.P.G. Spelljammer Sandbox - Part 2 - Britannia Prime

This Sphere is in turmoil.  It was only until recently a battleground against the Elves of Astra Arcanium who were winning until the Battle of Broken Wings.  Its peace is tentative, but it’s also a place where plots of land are being issued to settle this land to secure the empire. 

This space is dotted with Castles created by Astra Byzantium forces to control the territory, but pockets of resistance run deep as the elves have made their mark.

Furthermore, the entire sphere has been separated into two different factions.  The Albions felt they were left to their own long enough and want to continue self-rule.  In contrast, the Britannians are loyal to the Byzantium empire and are doing everything to return to the fold.  These groups often end up hostile.  Entire families are in bitter disagreement into the fate of this sphere.

Key Locations of Note

Orkney Belt

This is three different asteroid belts (the Shetland, Hebredes, and the Orkneys proper), but usually is simply called “the Orks” Filled with rock and ice, it acts as a natural protection.  Strange creatures abound but it’s a great place for space whaling.

Caladonia

This territory is known for its hardy folk and stubborn drive.  It has a sizable dwavern population that prides itself in it’s artificers.  It is also known for its sizable Space Serpent population that the inhabitants have tamed.

The Offa Belt

This is less an asteroid belt and more a radiation storm belt that is in perpetual uproar.  It waxes and wanes and normally adds a layer of protection to the inner sphere.  Strange aberations abound in this danger zone.

Dumnonii

This dwarf planet (as opposed to dwarvern) is somewhat between Albion, Cymeru and Hibernia.  It is a land of haunted moorlands and a surprising number of potatoes (which are animated into humanoids for self defence).  The main population are Halflings if you don’t count the ghosts that plague this planet.  It’s port, Baskerville, is a place of Pirates, smugglers and wreckers all looking for their next job.  

Hibernia

This is the most affected by the elven invasion. It is a place where half-elves are a dominant cultural group where the merging of cultures has developed something new.  They have been feuding with the powers of Albion for generations, and have no love lost for the Elves from their own occupation.  They also are renowned for their libraries as they are almost compulsive as a culture in hording information.

Astra Albonis

Covering the southern part of the planet Albion, when they were cut off from the rest of the Byzantium empire, they decided to become their own.  It's founding legends are the tales of King Astorius Draconis and his knights. Held up as the embodiment of justice and good governance, this has affected traditions and laws throughout the empire.

Spellcasters are expected to advise, not rule for example.

This is the largest group of “Albonis” in this space and have even sent out “colonies” into other parts of space.  This will come to a head one of these days where their allegiance lies as Empress Theodora minions return to this part of space.

While they had strong connections to the fey even before the invasion, there is another word that is often used: collaberators!

Mercia

The Northern Part of Albion is of the mighty kingdom of Mercia.  Mostly populated by Orcs, they are incredibly loyal to the Byzantium Empire as it was, they whom gave them access to something they never had before: prosperity.  Often Joked by outsiders as the Orcish Peacocks due to their finery and abrassiveness, they were responsible for some of the most brutal fighting against the elves.  They were one of the first freed from occupation by Byzantium forces and it only added to their loyalty.  They find their Southern neighbors to be hypocritical and are often feuding with them.  Honestly, they are some of the most generous and fair people in all Spelljammer space, once you accept their rough edges.

Sherwood Asteroid

This is as much a myth as a real place.  Legend has it that a breakaway group of elves and other friends ended up waylaying those of influence and power in return for protecting the poor and the downtrodden.  However, the cynics often believe this is merely a ruse and they are elven guerilla fighters determined to undermine the locals to put them back under the elven boot.  The Asteroid itself is a repurposed dwavern citadel and moves periodically within both asteroid belts and even beyond on occasion. 

#spelljammer
#dungeonsanddragons
#dnd5e
#rome

Thursday, November 10, 2022

R.P.G. SpellJammer Sandbox - Part 1 - Astra Byzantium

Spelljammer – R.P.G. Space

Revolutionary Planetological Geonomicon - 

 


The following was brainstormed on rpg.net.   Here's a link to the original thread.

https://forum.rpg.net/index.php?threads/lets-build-a-spelljammer-sandbox.901550/

*****************************************

The purpose of this world was to create a Spelljammer sandbox that is mostly independent of the standard game worlds and to mix in old ideas with new innovations for the enjoyment of all.

Revolutionary Planetological Geonomicon - R.P.G. Space.

Part 1 - Astra Byzantium:  

The Space Byzantine Empire is the predominant human culture of R.P.G. space.  It has a "core culture" loosely stylized after Greco-Roman culture, However, it is a  a very cosmopolitan society consisting of multiple human cultures, mostly united under one banner.

Government

The Empire rules with a very light hand, allowing member worlds to mostly regulate themselves and giving them a voice in the Imperial Senate, provided they a) pay regular taxes and tribute to the Empire and b) abide by Core Imperial Laws.

The severity of these restrictions depends on the currently ruling emperor. Star Empress Theodora rules with a relatively light hand, demanding only token tribute and only taxing as necessary, with just laws that benefit the populace. More than a few past Star Emperors have been outright bloody tyrants, and there have been rebellions in the past.

Culture

Astra Byzantium has a really racist and misogynistic past, but there was a declaration of "spiritual equality" about 80 years ago that has allowed for many people to be better integrated into the empire and to high position. However, these old resentments run deep and they rise up from time to time. It's one of the many, many reasons Empress Theodora has pushback to her rule.

This does underly a strange, but definite tensions through out the empire. Space Byzantium really likes chariot racing and has developed a spelljammer equivalent where contestants must race through the forbidden zone. It was recorded and projected using illusionary magic.

Each racer is sponsored by an organization that is based on a single color and the fans are incredibly fanatical in their dedication.

In fact, a lot of the hatred towards Star Empress Theodora is she is a red. The blues and greens are contrary for that reason alone

Religion

The Greek Gods have a predominant effect in spelljammer effect and have a ton of influence on policy and effects.  In fact, it is common practice to find signs throughout space where there is a sign that says, “Hermes was here.”  However, it is legislated by law that all gods are allowed to be worshiped within the empire unless you are on the blacklist. 

The Greek gods have been put through the Byzantium filter and many of their trappings look suspiciously like Christian Orthodoxy. Greek temples have that bulbous roofs and are very brightly colored. They also are highly automated by artificers to "put on a show."

Despite this there is a major point of religious contention in the system is whether the gods should be depicted in iconic forms or only through abstract art and symbolism. Some theologians claim that depicting a god in a limited humanoid form is blasphemous, while others whisper that doing so can allow even the faithless to channel divine power by diminishing an otherwise all-knowing being's point of view and mouthing empty prayers at the icon.

As a result, there are several mystery cults that are in the seedy underbelly of the empire.  In particular, there is a dedicated mystery cult that believes that Astra Byzantium is on it's last legs and it needs to end, but it carefully controlled, it will allow for an even greater empire in a few mere centuries time. Most people dismiss these cultists as the deranged.

Communications and Transport

Astra Byzantium has translated their love of chariots to communications. They have a series of dedicated space charioteers and asteroid waystations that act as couriers/pony express riders allowing for incredibly fast services throughout the empire. Interfering with them is considered an attack against the crown and most people of the empire hate having their mail interfered with and will respond with violence.

As an outcrop of the space Chariot messenger service, a Byzantium postal service and banking system was created that is the pride of the empire. This allows financing of adventures so they are loyal to the state, rather than rich patrons and at arms length to reduce (but not eliminate) factionalization. It also allows messages to be sent anywhere in the empire in relative security.

Conflicts

There is a sprawl of veterans that are returning from the elven conflict and honestly it's causing turmoil. Having well trained people of violence is causing foreign ideas to spill into causing a pushback to get back to "Byzantium values." One of they attempts to mitigate this is to send them to the outskirts of the empire to settle with a plot of land issued to them to homestead on. This of course causes colonial conflicts.

The base unit of Byzantium society is a focus on the family. Originally these were incredily patronistic connections and defined family roles. Most people intregrated followed suit. However, having a progressive queen has caused a lot this to have a social breakdown as well as redefinition of many roles including sexual orientation and sexual identity. Afterall it is way easier to change gender with the right magic.

Next time we start the journey of the spheres

#spelljammer
#dungeonsanddragons
#dnd5e
#rome

Tuesday, September 27, 2022

2 Faust 2 Furious - Episode 0 - What's a slobberknocker?

https://www.twitch.tv/videos/1601430073


In the dystopian world of a post-post apocalyptic demonic california, people race or die.  These are the stories of a group of people in the seedy underbelly.

#fengshui #hodgepocalypse #california #slobberknocker

Space Janitors - Making Friends with Pants


 https://www.twitch.tv/videos/1594966639

This one shot game is filled with legally distinct space fighting characters as we deal with shenanigans.



Monday, September 12, 2022

Power Rangers RPG - Part 6 - the Good , the Bad and the Zord.

 https://www.twitch.tv/videos/1588556743


And finally we get Zords verses a questionable tentacle monster at a amusement park by the beach.

Plus some post mortem on the essense d20 system after the game.

#powerrangers 

#kungfuactiongrip

# PowerRangersRPG

# GoGoPowerRangers

# ItsMorphinTime

#clowns

Power Rangers RPG - Part 5 - No Glitter, no Glory

https://www.twitch.tv/videos/1582103685 



Our heroes end up in the belly of the beast, or in this case, deep into the funhouse of doom!


#powerrangers 

#kungfuactiongrip

# PowerRangersRPG

# GoGoPowerRangers

# ItsMorphinTime

#clowns

Monday, August 29, 2022

Power Rangers RPG - Part 4 - Telling my parents why I'm running around in Spandex.

https://www.twitch.tv/videos/1575540208



Our adventure continues as we deal with the fun house of doom!

  #powerrangers 

#kungfuactiongrip

# PowerRangersRPG

# GoGoPowerRangers

# ItsMorphinTime

#clowns

Sunday, August 28, 2022

Power Rangers RPG - Part 3 - Don't be Silly Putty

https://www.twitch.tv/videos/1568891315


Out heroes finally find a clown and his putty.

 #powerrangers 

#kungfuactiongrip

# PowerRangersRPG

# GoGoPowerRangers

# ItsMorphinTime

#clowns

Monday, August 15, 2022

Power Rangers RPG - Part 2 - Teenagers with Algorithm?

 https://www.twitch.tv/videos/1562171629

The plot thickens as we find missing kids made out of cardboard.



Now with Spanish Debate Club.

 #powerrangers 

#kungfuactiongrip

# PowerRangersRPG

# GoGoPowerRangers

# ItsMorphinTime

Monday, August 8, 2022

Sunday, May 29, 2022

Facerip - Pro Bono Heros: Part 7 - Hugging out Evil.

https://www.twitch.tv/videos/1312678333

and this is our exciting conclusion.

bonus points if you can figure it out before you see the epic results.



#superheroes #marvel #faserip #spiderman

Monday, May 16, 2022

Facerip - Pro Bono Heros: Part 6 - I A.I.M.ed for the hole.

https://www.twitch.tv/videos/1485082417


The next exciting episode includes vans, warehouses and a surprisingly low impact danger room.



 #superheroes #marvel #faserip #spiderman

Thursday, May 5, 2022

Facerip - Pro Bono Heros: Part 4 - Casual Karaoke

 https://www.twitch.tv/videos/1472597277

Another tale from Pro Bono Heroes: they are so not getting paid for this.

They manage to go to a nightclub where they find out more about the shenanigans that are occurring.

They infiltrate into the lair of the Kraven where they are surprised by ducks.


#superheroes #marvel #faserip #spiderman

Monday, May 2, 2022

Facerip - Pro Bono Heros - Part 3 - Ready , A.I.M. , Lion

 https://www.twitch.tv/videos/1466112973

Our heroes continue onwards where, amongst other things, run into A.I.M. agents in a cargo truck with a lion.

Loud pants are involved.



#superheroes #marvel #faserip #spiderman

Tuesday, April 12, 2022

Monday, April 4, 2022

Modron's should be Scary - Some Thoughts

Overview

Modrons should be the Borg as seen through the lense of Jim Henson.

The Modron March is an invasion of a group of beings in perfect harmony determined to mix your distinctiveness and data to their own.

When they arrive, they change the very land into another section of the land of order as it gets generated into a minecraft like design (or early cgi like the tv show Reboot) so that it can be integrated.

They can be talked to and reasoned with, but as far as they are concerned, it is only a matter of time before the whole universe is transformed into the ultimate form of order.

and the really scary part is many people across the planes are okay with joining this army and losing their individuality because it provides an end to their neverending suffering as the ultimate loophole.

Stop evil by taking away that pesky individuality, take away petty arguements by universal consensus. afterall, it's inevitable (which I also believe is a monster in dungeons and dragons).

That's the thing that Asmodeus really hates.

Primus is a loophole for devils to get out of hell.

A devil that wants their endless suffering to end can be transformed into a Modron.



***************************************

Adaptability

Modrons aren't easy to kill.

Every time you fight a modron, the entire collective observes you and learns from it.

I could very easily use this to justify a resistance the next time you fight the Modrons, as well as tactics, strategies that literally go for your weak points.

***************************************

Recruitment

Modron drop off puzzleboxes to recruit.

The Puzzle boxes could be essentially portable dungeons that you are shrunk down and dumped into and your little group needs to deal with the creatures /traps/ encounters to get out of.

They don't just recruit plebs. They also want high-level spellcasters and a great way to see if they are worthy is to test them.

As a result, they start at a higher rank within the hierarchy. :)



***************************************

Abilities and Tactics.

Modrons should have a brain box that can be hooked up to other people to get them to perform tasks on behalf of the collective.

Kinda like in the old cartoon Dinoriders where they had brain boxes slapped on dinosaurs so they would follow orders. 

The Modrons should have engines that put those in descent to avernus to shame.

You put enough Modrons together and they are like lego. You can get something that looks like those killing machines from Labrynth.

The limit of their interchangable parts should only be limited by their collective imagination.

Modrons are also the most likely outerplanar creatures to use energy weapons.

They use beams of pure order (I remember some 2e module where a beam of order was doing catastrophic damage to the planes), which means they are radiant, but with a twist that a failed save means they have been "sorted" and broken down into base components.

plus when they merge to make vehicles, they will remind me of a certain 80's toy.

https://www.pinterest.ca/shaun_musings/robotix/

***************************************

Modrons are so lawful their attacks don't do variable damage.  As a rule, attacks should always do average damage instead of variable damage. 

I think Modron as a group (if you get enough of them) should get lair actions as they slowly but surely sort everything around them.

I also like the idea that the next group of modrons get advantage on their attack/saves for the first roll as they know how your group will attack.

I had this idea known as pecking order, where your modrons of different types roll initiative and the more powerful modrons type get the highest ranking, the next gets the next level of initiative as they sort themselves.



***************************************

Modron Adventure Ideas

So how do you begin, especially at low levels?

You start with a village that has been replaced with cubes and no apparent life signs. you wander this geometric structure.

Overall, the entire area should feel like this early cgi film:

In the middle of this former village should be a monolith with a face projecting a face that relays the word of Primus but on a relay to let the world know they are here:

There is ambient music that sounds not unlike dubstep: repetitive, but catchy.

The area is loaded with traps and obstacles that act as trials to see how well the party can be guardians of order.

Their prize, in the center is a fragment of pure order that is growing unless our party of adventurers finds a means to destroy it.

***************************************

The warforged as experiments of the modron as they attempt to make somebody a being of order, but it doesn't quite work sounds like a great plot hook to me.

Perhaps it is because the soul hasn't been integrated into the machine yet?

***************************************

Every so often Modrons does reenactments of famous battles to best analyze them.

PCs are almost always drafted to represent a side.



***************************************

Inspirations

The Black Hole: Vincient is practically tailored and maximillion rotating blades would look badass on a modron.

Fallout: Particularly the Robots.  They can be goofy (heck one got programed as a cow) and they often having amazing personalities, but most are armed and willing to go on the warpath and never forget the only reason they have a personality is somebody programmed it and it really means nothing.

Mario Brothers:  There really should be a Thwomp Modron

Phantasm: Those circular weapons with spikes feel Modron like.



Facerip - Character Creation - Part 1 - The Job Interview

 After the snap, our heroes are looking for a job, and we find one.

https://www.twitch.tv/videos/1445694453




#supers #facerip #marvel