Index

Links of Note

Friday, December 29, 2023

West Edmonton Mall Hasbro Rebranding - A Musing

 

https://globalnews.ca/news/6312424/west-edmonton-mall-galaxyland-hasbro/

When I first heard that Hasbro was going to do some rebranding, I was cautiously excited.

While the results were medocre, I still believe this could be a seriously fun concept with a little imagination.

So presenting …what if Hasbro was allowed to fully cut loose on rebranding West Edmonton mall.

 

Phase I: Equestrian Elegance - My Little Pony: Equestria Girls Fashion District

This will be the fashion district.  Since this will be mainly fashion and clothing, my framing device is My Little Pony: Equestria Girls:

Equestria Couture:

Overview: The flagship store offering a wide range of Equestria Girls-inspired fashion for children and teens.

Experience: Interactive dressing rooms with virtual mirrors allowing visitors to "try on" virtual outfits inspired by their favorite Equestria Girls characters.

Rainbow Threads Boutique:

Overview: Specializing in colorful and vibrant clothing inspired by the Mane Six ponies.

Experience: Interactive displays allowing visitors to mix and match different colors and styles to create their unique rainbow-themed outfits.

Fluttershy's Fabrics Emporium:

Overview: A boutique focused on softer and nature-inspired clothing, drawing inspiration from Fluttershy's character.

Experience: DIY stations where visitors can personalize their clothes with fabric embellishments and designs.

Pinkie Pie's Party Palace:

Overview: A store filled with lively and playful party-themed fashion items.

Experience: Regular in-store events with live music, dance, and interactive fashion shows for a party atmosphere.

Rarity's Runway:

Overview: A high-end boutique featuring elegant and couture fashion inspired by Rarity.

Experience: Weekly fashion shows showcasing the latest trends and designs, with opportunities for visitors to participate.

Twilight's Trends Bookstore:

Overview: A bookstore with a focus on fashion literature, design, and DIY guides.

Experience: Regular workshops and book signings by fashion influencers and designers.

Rainbow Dash's Active Attire:

Overview: A store dedicated to athletic and activewear inspired by Rainbow Dash's adventurous spirit.

Experience: An indoor climbing wall and interactive sports challenges for visitors to engage in active play.

Spike's Accessories Den:

Overview: A store offering a variety of accessories, from jewelry to bags, with a dragon-inspired twist.

Experience: Design-your-own accessory stations with guidance from "Spike" attendants.

Overall Theme:

A vibrant and colorful atmosphere inspired by the magical world of Equestria Girls.

Street performances, themed decorations, and periodic character appearances to enhance the magical ambiance.

Events:

Fashion Week Spectacular: An annual event featuring runway shows, pop-up shops, and fashion-related activities.

Character Meet-and-Greets: Scheduled appearances by Equestria Girls characters for photos and autographs.

This My Little Pony: Equestria Girls-themed fashion district in Phase I offers a diverse and immersive shopping experience for visitors of all ages, creating a magical and memorable atmosphere within the mall.

Other stores within Phase 1

Baby Bliss Boutique (Baby Alive):

Overview: A store specializing in baby-themed clothing, accessories, and interactive Baby Alive dolls.

Experience: Baby Alive demonstrations and a dedicated play area for young visitors.

Descendants Delights (Descendants Dolls):

Overview: A store featuring fashion inspired by Disney Descendants characters, including accessories and collectibles.

Experience: Themed events and fashion shows featuring Descendants-inspired outfits.

Jem's Glam Haven (Jem and the Holograms):

Overview: A retro-themed store offering glamorous and flashy fashion inspired by Jem and the Holograms.

Experience: Regular live performances by virtual holographic "Jem" and "The Holograms" characters.

 

Phase II – Transformers Tech Haven & GI Joe Adventure Center with a Dash of My Little Pony Magic

 

Phase II is known for two things:  being the tech area and having galaxy land.  As a result, going for an overall theme of transformers, but with a healthy sprinkling of other brands, especially GI JOE.

1. Transformers Tech Haven:

Main Attraction: Transformers Tech Coasters

Reimagine existing roller coasters and rides with Transformers themes, incorporating augmented reality elements for an immersive experience.

·       Optimus Prime's Cybertron Challenge: A cutting-edge virtual reality roller coaster.

·       Bumblebee's Adventure Race: An interactive racing experience for visitors of all ages.

Tech Workshop Experience: Autobot Innovation Lab

·       Interactive workshops and exhibits exploring futuristic technology inspired by the Transformers universe.

·       Educational programs focused on robotics and tech advancements.

Shopping & Dining: Cybertron Marketplace

A retail area offering tech gadgets, Transformers merchandise, and futuristic-themed items.

Energon Café: A tech-themed eatery serving energizing and futuristic cuisine.

Interactive Zones: Decepticon vs. Autobot Arena

An augmented reality arena where visitors can engage in friendly battles, choosing sides between Autobots and Decepticons.

Transformers VR Pods: Individual pods offering virtual reality experiences, allowing visitors to step into the Transformers world.

2. GI Joe Adventure Center:

Main Attraction: GI Joe Mindbender's Mindbender

Revitalize the Mindbender roller coaster with GI Joe theming, incorporating elements inspired by Doctor Mindbender's mind control experiments.

Introduce story elements and immersive soundscapes during the roller coaster ride.

G.I. Joe Adventure: "Silent Strike"

The dark ride takes visitors on an action-packed mission alongside G.I. Joe's iconic ninja, Snake Eyes. Immersive environments with high-tech settings, including Cobra strongholds and urban landscapes.  Visitors enter through a high-tech G.I. Joe briefing room, setting the stage for a covert mission. Riders equipped with light blasters for an interactive element.

Interactive Experiences: GI Joe Training Camp

An interactive area where visitors can participate in obstacle courses, climbing walls, and team-building activities inspired by GI Joe training.

Merchandise & Collectibles: Joe's Surplus Depot

A retail store offering GI Joe merchandise, military-themed collectibles, and exclusive items.

Dining Experience: Sergeant Slaughter's Mess Hall

A themed restaurant featuring military-inspired decor and a menu with a variety of cuisines.

3. My Little Pony Magic Zone:

 

Magical Carousel Experience: Rainbow Dash's Flying Carousel

A vibrant and magical carousel ride inspired by My Little Pony.

Customizable flying pony figurines for children to take home as souvenirs.

Interactive Play Area: Ponyville Play Meadow       

A whimsical play area with My Little Pony-themed structures, slides, and activities.

Regular appearances by costumed characters for meet-and-greets.

Themed Snack Stop: Pinkie Pie's Sweets Emporium

A colorful snack stop offering pony-themed treats, candies, and desserts.

Integration:

Design cohesive signage and theming elements that blend the Transformers, GI Joe, and My Little Pony worlds, ensuring a seamless transition between the different areas.

Collaborate on special events where characters from these diverse IPs come together for unique and memorable experiences.

Other Rides of Note

 

Nerf Duel

A battle arena where it’s nerf or nothing!  Two sides compete to be the last person standing.

Phase III: Monopoly Marketplace & Nautical Paradise

This area of the Mall is known for the World Waterpark, the giant indoor lake .  so I think of two main themes:  Gi Joe and Battleship, but will mix in other material, particularly monopoly.

World Waterpark

This needs particular expansion

Toyland Reef:

Immerse the waterpark in vibrant colors and playful theming inspired by beloved Hasbro toys. Murals and decor feature iconic characters and elements from various Hasbro brands.

Playful Splash Zones:

Create interactive splash zones designed around Hasbro brands like Nerf, Play-Doh, and My Little Pony, offering a dynamic and engaging water play experience for younger visitors.

Adventure Islands:

Islands within the waterpark that represent different Hasbro universes, such as Transformers Island, Monopoly Marina, and G.I. Joe Outpost, each with unique theming and water attractions.

Hasbro's Aqua Arcade:

 An area with water-based arcade games and challenges inspired by classic Hasbro board games, providing a blend of water fun and friendly competition.

Key Hasbro-Themed Slides:

Nerf Blaster Barrage:

Type: Multi-Lane Racing Slide

Description: Race down this multi-lane slide equipped with water blasters, allowing riders to soak their opponents as they speed towards the finish line.

Play-Doh Plunge:

Type: Twisting Body Slide

Description: Experience the twists and turns of this vibrant slide that replicates the playful and malleable nature of Play-Doh.

My Little Pony Cascade:

Type: Family Raft Slide

Description: Glide down a family-friendly raft slide through a cascading waterfall, surrounded by colorful My Little Pony theming.

Transformers Tidal Wave:

Type: High-Speed Aqua Coaster

Description: Embark on an aqua coaster adventure inspired by Transformers, featuring high-speed drops and thrilling twists.

Monopoly Money Rapids:

Type: Adventure River

Description: Drift along a river filled with twists and turns, encountering surprises and challenges inspired by the world of Monopoly.

Other Locations

Hasbro Maritime Expedition

·       An immersive boat ride exploring the nautical worlds of Hasbro's properties, including Battleship, G.I. Joe naval missions, and water-themed adventures.

·       Themed boats with interactive elements for an engaging experience.

Battleship Command Center

·       A play area inspired by Battleship, featuring water-themed games and challenges for children and families.

·       Water cannons and interactive elements for a splash of fun.

G.I. Joe Aircraft Carrier Lake Spectacle:

·       Construct a large-scale G.I. Joe aircraft carrier replica at the center of the lake.

·       Interactive exhibits on the carrier deck showcasing G.I. Joe vehicles, equipment, and historical moments.

 

Cobra Frogman Synchronized Swimming Shows:

·       Regular performances featuring skilled synchronized swimmers dressed as Cobra frogmen.

·       Choreographed routines set to music and narrated to tell a story, combining entertainment and aquatic artistry.

Cobra Underwater Headquarters:

·       Design an underwater-themed area beneath the lake's surface, accessible through glass tunnels or virtual reality experiences.

·       Interactive exhibits showcasing Cobra's underwater operations.

Monopoly Food Court

A food court with different sections themed after Monopoly properties. For example, a Mediterranean-themed eatery for "Mediterranean Avenue" and a dessert shop for "Boardwalk."

Phase IV: Hasbro Haven - Entertainment Retreat

 

This Hasbro Haven in Phase 4 provides a relaxed and diverse entertainment experience for visitors who prefer a more laid-back atmosphere. It caters to various interests, from gaming and puzzles to theater and literature, creating an inclusive space for visitors of all ages.

Clue Mystery Theater:    

Mystery Dinner Shows: Regular interactive dinner theater experiences inspired by the classic game of Clue.

Escape Room Adventures: Clue-themed escape rooms for visitors seeking a challenging and immersive experience.

Monopoly Casino & Lounge:       

Casino: A Monopoly-themed casino with classic casino games such as blackjack, poker, and roulette.

Monopoly Lounge: A comfortable lounge area with themed cocktails, Monopoly board games, and live entertainment.

Nerf Shooting Range:

 

Nerf Shooting Gallery: A safe and engaging shooting range with Nerf blasters for visitors to practice their aim.

Target Challenges: Various shooting challenges with Nerf targets and obstacles.

Scrabble & Sip Cafe:

Bookstore Integration: A bookstore with a cafe featuring Scrabble-themed decor and word game nights.

Literary Events: Author meet-and-greets, book clubs, and poetry readings in the cafe.

Puzzle Paradise:

Jigsaw Puzzle Center: An area with large communal tables for assembling jigsaw puzzles featuring Hasbro characters and themes.

Puzzle Competitions: Regular puzzle competitions with various difficulty levels.

Connect Four Lounge:

Gaming Lounge: A relaxed area with oversized Connect Four games, chess, and other classic board games.

Board Game Nights: Host themed board game nights for visitors to enjoy together.

Monopoly Boutique:

Retail Space: A Monopoly-themed boutique offering merchandise, collectibles, and unique Monopoly-inspired items.

Family-Friendly Movie Nights:

Theater Screenings: Host family-friendly movie nights featuring Hasbro-themed movies or classic family films.

Snack Stations: Provide themed snacks and beverages for a cozy movie-watching experience.

Seasonal Events:

Game Nights: Regular events with a rotation of board games, card games, and trivia.

Themed Evenings: Seasonal events tied to holidays or special occasions, with unique decorations and activities.

Art Corner:

Community Art Wall: A space where visitors can contribute to a collaborative art project.

Hasbro Art Exhibitions: Regular art exhibitions featuring fan art inspired by Hasbro characters and games.

Other Notes

Seasonal Pop-Up Shops:

Introduce seasonal pop-up shops featuring themed merchandise based on Hasbro properties during specific events or holidays.

Sunday, December 17, 2023

GURPS: IST - Operation Blue Capes - 2023 edition

 GURPS IST is easily one of my most favorite superhero universe.  The idea of a U.N. with teeth that can actually make the world a better place really appeals to me.

However, the original material was written in 1991, so this blog entry is meant to update the universe so it can be extrapolated for my own gameable purposes.

A Synopsis

In the year 2023, the world grapples with the consequences of rapid technological advancement and the emergence of metahumans—individuals with extraordinary powers. Superhero teams, operating under the United Nations, navigate a complex landscape shaped by artificial intelligence, genetic engineering, and the ethical dilemmas of a society in flux. As global challenges unfold, from metahuman terrorism to the governance of space exploration, the U.N. superhero teams become a vital force, addressing threats, regulating cutting-edge technologies, and mitigating the impact of climate change. In a world where science, ethics, and superhuman abilities intersect, the U.N. superhero teams stand as humanity's guardians, seeking to maintain balance and safeguard a rapidly evolving future.

Overall Vision

My goal is they are about half way to Star Trek, but there's a lot that could pull them back down.

Alternative Historical Changes

1. The 1st gulf war didn't happen.

1. oil isn't as strategic resource as in our own world.

2. a team of supers is the equivalent of the entire allied forces.

at most it was a comics worth of action.

This means no war on terror

and no wars in Iraq and Afghan

2. The fall of the Soviet Union.

The soviets were notorious for psychic experimentation.  Such devices like the Russians sleep box and gestalts of telepaths remote viewing made the cold war a very contentious thing.

When the soviet Union fell, This unleashed a plague of warlords across the globe each carving out their own personal kingdoms that more often then not have diplomatic immunity.

Putin managed to wrangle a lot of them during the 2010s under his own rule, but it's a pale imitation of the original red guard as shown by his invasion of Ukraine.  

3. Overall Tech Level 

The original setting was a TL 8 in the mid 80s. Battery technology was comparable to today thanks to the study of a world war II metahuman autopsy.

It also had fusion reactors that were the Monopoly of the United Nations. This means environmental degradation is considerably lower overall even though there are probably places where many human fights have left an ecological disaster.

The ray gun paper also allows for energy weapons to be common. When combined with the batteries listed above I'd imagine bullets are relatively uncommon compared to our world

However one thing our world has that GURPS IST didn't is the internet. I think it's safe to assume with machine and pass available that it probably was accelerated in this universe.

So going with a tech level of 9 overall with perhaps some touches of tech level 10. I'm going to assume that we have become to some degree a star fairing species, but are more or less limited to our solar system without extraterrestrial help. That will most likely change the next 5 to 10 years.

I guess my first question is did the Monopoly fusion power lead to any side text being also monopolized by the UN. And it cause stagnation overall or innovation?

4. Krisper Metas:

There is a way to chemical induce superpowers (Jugo created by the drug lords of central and south america) so krisper made it easier to get powers. How about base raiders style where you could be a gig metahuman where you got your powers and now working to pay them back.

This could so be a thing, especially in 3rd world countries taking "volunteers" as enhanced soldiers in return for better lives for their families.

the drug lords have refined Jugo and now can use them as cool mules and enforcers to subvert entire regions. U.N. intervention of metateams is one of the few ways these armies can be beaten back and part of the plucky IST's actions is to figure out ways to be invited in.

Thus you could be powerful enough to stop them, but part of the game is getting legal access and dealing in the international stage.

Note that this isn't just in 3rd world country issues.  Many a meta threat has been created in North America and Europe and went colonial, requiring U.N. intervention to stop.

5. Space 

In IST there are three alien species that have made contact with Earth:

  • Kyz: Essentially live action anime characters with psychic powers. They are connected to something called the confederation. No other species was listed, but it did say to refer to gurps aliens for more.
  • Meeranon: telepathic Cat people: slightly higher tech and have ftl spaceships
  • Rykarians: scaley blue -green humanoids, located on the other side of the galaxy with a feudal ridged clan based that was compared to medieval japan. (I'm thinking time to go meji restoration on this one).

As a result, Space is more developed.  Mars, Venus orbit and the asteroid belt are real locations that humanity has expanded to and has made it commonplace.

Earth is working how to unlock FTL flight, but currently it's being curtailed and locks the current era to our own solar system.

Key IST Locations

In the IST world, the United Nations (U.N.) has strategically established prominent locations for the deployment of superteams, responding to various global threats and crises. These locations are equipped with state-of-the-art facilities and serve as hubs for coordinating international metahuman efforts. Here are some of the most prominent IST locations on behalf of the United Nations:

Geneva Central Command (GCC): Situated in Geneva, Switzerland, the GCC serves as the primary command center for the IST's global operations. It houses advanced communication systems, intelligence analysis centers, and serves as the central hub for coordinating superteams worldwide. The proximity to key U.N. agencies and diplomatic missions enhances collaboration on metahuman-related matters.

New York Headquarters (NYHQ): Located in the heart of New York City, the NYHQ serves as the U.N.'s main office for metahuman affairs. With its iconic skyline backdrop, this facility is a focal point for diplomatic discussions, metahuman summits, and coordination with local superteams. The IST maintains a strong presence in New York, given its historical association with superhero activities.

Singapore Strategic Center (SSC): Positioned in Singapore, the SSC is strategically located in the Asia-Pacific region. This facility specializes in coordinating metahuman responses to emerging threats in the region, addressing everything from natural disasters to supervillain activities. The SSC's proximity to key Asian nations facilitates rapid deployment and collaboration with local authorities.

Cape Town Crisis Response Center (CTCRC): Serving as the IST's gateway to the African continent, the CTCRC in Cape Town, South Africa, focuses on metahuman interventions in response to regional crises. The center collaborates with African nations, addressing challenges ranging from civil unrest to emerging metahuman threats.

Rio de Janeiro Metahuman Research Facility (RJ-MRF): The RJ-MRF in Rio de Janeiro, Brazil, stands out as a research and development hub for metahuman-related technologies. It collaborates with the global scientific community to study metahuman phenomena, develop countermeasures, and enhance the capabilities of superteams.

Sydney Sentinel Outpost (SSO): Located in Sydney, Australia, the SSO serves as a key outpost for monitoring metahuman activities in the Asia-Pacific region. It acts as a forward base for superteams responding to threats in the Pacific, working closely with regional governments and organizations.

Berlin Metahuman Integration Center (BMIC): Positioned in Berlin, Germany, the BMIC focuses on metahuman integration and cooperation within the European Union. It facilitates diplomatic discussions, joint training exercises, and collaborative efforts to address metahuman challenges in the European context.

These IST locations strategically cover major geopolitical regions, allowing for swift and coordinated responses to metahuman threats on a global scale. Each facility is equipped with cutting-edge technology, intelligence capabilities, and serves as a testament to international cooperation in the face of metahuman challenges.

Supervillain Havens

In the IST world, certain locations around the globe have acquired the status of supervillain havens with a degree of diplomatic immunity, making them challenging for international law enforcement. These locations often operate as semi-autonomous zones where metahuman villains and their organizations can conduct their activities with relative impunity. Here are a few examples:

Sanctum Arcanum: Nestled within the Carpathian Mountains, Sanctum Arcanum is a hidden fortress accessible only through magical means. It serves as a refuge for powerful mystic villains and dark wizards who have formed alliances to pursue their arcane goals. The international community struggles to penetrate its magical defenses, granting it a de facto diplomatic immunity against conventional intervention.

Rogue Archipelago: Situated in a remote part of the Pacific Ocean, the Rogue Archipelago consists of several islands collectively governed by a council of supervillains. These islands serve as a hub for illicit activities, from illegal weapon trade to metahuman trafficking. The council has established its own legal system, making it challenging for international law enforcement to operate within its borders.

Freeport City: Once an ordinary metropolis, Freeport City has transformed into a hub for criminal masterminds and metahuman villains. Over time, it has declared itself a sovereign state, complete with embassies and diplomatic recognition from certain rogue nations. Freeport City maintains a delicate balance of power, allowing villains from various backgrounds to coexist while pursuing their nefarious agendas.

The Mirage Oasis: Located in the heart of the Sahara Desert, the Mirage Oasis is a hidden metahuman sanctuary where villains with illusion-based powers have established their base of operations. The ever-shifting illusions and mirages make it nearly impossible for conventional forces to locate and breach the oasis, providing a safe haven for those with a penchant for deception.

Subterranea: Beneath the surface of the Earth, a vast network of caverns and tunnels known as Subterranea has become a refuge for metahuman villains with earth-based powers. Diplomatic negotiations with the underground ruling council make it difficult for surface governments to launch incursions, allowing Subterranea to operate as a semi-independent state.

Neo-Atlantis: Situated in the depths of the Atlantic Ocean, Neo-Atlantis is an underwater city governed by a cabal of aquatic supervillains. Its advanced technology and proximity to undersea natural resources provide a strategic advantage, and the city's leaders have managed to establish diplomatic relations with certain nations sympathetic to their cause.

These supervillain locations leverage their unique geographical features, technological advancements, or mystical defenses to deter external interference. While the international community acknowledges their existence, the complexities of dealing with metahuman threats and the potential for catastrophic conflicts have led to an uneasy acceptance of these de facto diplomatic sanctuaries.

Synopsis: The World of 2023 - Changes and Challenges

Technological Advancements:

Artificial Intelligence (AI) Integration: AI has become deeply integrated into daily life, from smart homes to advanced medical diagnostics.

Quantum Computing: Breakthroughs in quantum computing have revolutionized data processing and cryptography, posing both benefits and risks.

Biotechnology and Genetic Engineering: Advances in biotech have led to personalized medicine, gene therapies, and controversial enhancements.

Renewable Energy Dominance: Sustainable energy sources, such as solar and wind, now dominate the global energy landscape, reducing reliance on fossil fuels.  It also is enhanced by meta weather humans , but we are in talk for fear of drastic climate change.

Space Exploration: Private space companies, in collaboration with international space agencies, have achieved significant progress in space exploration and colonization.

Key Points Requiring U.N. Intervention:

Metahuman Terrorism: A rise in metahuman terrorists wielding advanced technology poses a threat to global security, demanding U.N. intervention to coordinate responses.

AI Ethics and Control: The integration of AI into critical systems raises concerns about ethics, control, and potential malicious use, prompting U.N. oversight and regulation.

Genetic Engineering Ethics: The ethical implications of widespread genetic engineering and enhancements spark international debates, necessitating U.N. guidelines.

Climate Change Impact: Despite progress in renewable energy, the impacts of climate change intensify, leading to extreme weather events and resource conflicts requiring coordinated U.N. efforts.

Space Governance: As space exploration advances, questions of governance, resource utilization, and potential conflicts arise, prompting the need for U.N. frameworks.

Role of Superhero Team U.N.:

Counterterrorism and Crisis Response: U.N. metahuman teams address global metahuman threats, working in coordination with member states' security agencies.

AI Regulation and Oversight: The U.N. establishes protocols for the ethical use and regulation of AI, including guidelines for preventing AI-driven conflicts.

Genetic Engineering Guidelines: U.N. agencies develop ethical guidelines for genetic engineering, balancing scientific progress with societal values.

Climate Crisis Mitigation: U.N. superhero teams play a crucial role in responding to climate-related disasters, supporting humanitarian efforts and implementing innovative solutions.

Space Exploration Oversight: U.N. space-focused metahuman teams contribute to the governance of space activities, ensuring responsible exploration and resource utilization.


In this transformed world, superhero teams under the U.N. banner act as a safeguard against emerging threats, facilitating global collaboration to address the complex challenges of advanced technology, ethics, and the changing environment.


Game Mechanics

I probably will not be using GURPS for the game engine as it's showing it's age and honestly GURPs never did superheroes well, so opened to any and all suggestions on this one.



Links of Note

A Link to the original Material 

alternative 1990's GURPS timeline.

http://accessdenied-rms.net/ist1990s.shtml

Kenneth Hite's own musings on the subject

https://warehouse23.com/products/gurps-infinite-worlds-i-dot-s-t

#GURPS #Supers  #UnitedNations 

And the official U.N. page for cribbing for ideas

https://www.un.org/en/

Tuesday, August 15, 2023

List of Alberta Vascular Plants.

This is an attempt to see what strange plant names should be plant monsters.

here it goes: 


Quillwort

Spiny Spore Quillwort

Wallice's Spikemoss

Alpine Ladyfern

Mountain Bladder Fern

Bracken Fern

Crested Shield Fern

Fragrent Shield Fern

Western Polypody

Rock Polypody

Maidenhair Fern

Lace Fern

Glaston's CliffeBrake

Smooth CliffBrake

Smooth Woodsia

Hairy Pepperwort/Hairy Water Fern

Ascending Moonwort

Prairie Dunewort

Pale Moonwort

Paradox Moonwort

Stalked Moonwort

Least Moonwort

Spaculate Moonwort

Moosewort

Scrub Pine

Limber Pine

Silver Pine

Pacific Yew

Wax Currant

Mountain Gooseberry

Mountain Currant

Mountain Lover

Booth's Willow

Wooly Willow

Net Veined Willow

Sitka Willow

Creeping Willow

Snowbrush ceanothus

Battle Creek Hawthorn

Red Brateole Hawthorn

Bear's Paw Hawthorn

Mallow Leaved Ninebark

Mock Orange

Watershield

Dwarf Water-lilly

columbia watermeal

Slender Naid

Widgeon Grass

Waterwort

Horned Bladderwort

Narrow-Winged Water-Starwort

Mountain Mare's-Tail

Flowering Quillwort

Western Rose Twisted Stalk

Geyer's Onion

Blue Camas

Soapweed

Western Blue Flag

Dragon's Mouth

Coral Root

Mountain's Lady Slipper

Twayblade

Bog Adder's Mouth

Western Spiderwort

River Bulrush

Open Sedge

Star Sedge

Porcipine Sedge

Broom Sedge

Blister Sedge

Spikerush

Parry's Rush

Harry Woodrush

Rusty Woodrush

Harry Woodbrome

Western Witchgrass / Wooly Panic Grass

Heller's Witchgrass

Wolf's Trisetum

Showy Onion Grass

Tumble Grass

Wavy Bluegrass

Prairie Cord Grass

Wood Anemone

Bristly Mousetail

Yellow water-Crowfoot

Spreading Stonecrop

Alpine Alumroot

Rockstar

Brook Saxifrage

Spiderplant

Fringe- cups

CRowfoot Violet

Prickley Milk-Vetch

MArsh Vetchling

Wyeth's Lupine

Northern Locoweed

Hare-Footed Locoweed

Fringed Milkwort

Sylvan Goatsbeard

Bluff Cinquefoil

Staghorn Cinquefoil

Woolly Geranium

Hall's Willowherb

Racemose Groundsmoke

Shrubby Evening-Primrose

Impoverished Pinweed

Calder's Rockcress

Soldier Rockcress

Toothed Bittercress

Twiggy Fissurewort

Spatulate Bladderpod

Powell's Saltbush

Dark Green Goosefoot

Gaping Goosefoot

American Bugseed

Hooker's Bugseed

Hairy Bugseed

Poison Suckleya

Long-Stemmed Sandwort

Spreading Pearlwort

Sleepy Catchfly

Blunt-Sepaled Starwort

Umbellate Starwort

Narrowleafe Umbrellawort

Nodding Umbrella-Plant

Austin's Knotweed

Least Knotweed

Utah Dock

Bitter-root

Chaffweed

Pinesap

Western false Dragonhead

Northern Groundcone

Elagant Paintbrush

Arctic Lousewort

Hudson Bay Eyebright

Oeder's Lousewort

Purple Rattle

Brewer's Monkeyflower

Clammy Hedge -Hyssop

Texas Toadflax

Crested Beardtongue

Big Fruit Dodder

Swamp Dodder

Two-Leaved Bedstraw

Cock's Comb Cryptania

Lance Leaved Lungwort

Small Baby Blue Eyes

Linear Leaved Scorpionweed

Pathfinder

Bur Ragweed

Scented Pussytoes

Corymbose everlasting

Cushion Everlasting

Silvery Everlasting

Northern Wormwood

Forked Wormwood

Common Beggerticks

Tall Beggerticks

Hoary Pincushion

Slender Hawk's Beard

Creeping Fleabane

Front Range Fleabane

Buff Fleabane

Nodding Microseris

Western Rattlesnakeroot

Purple Rattlesnakeroot

Slender Cupweed

Dwarf Woolyheads

American Saw-wort

Annual Skeletonweed

Spiked Lobellia

Thorough Wax


Saturday, January 21, 2023

R.P.G. Spelljammer Sandbox - Part 11 - Drowned Space




Right in the middle of the space claimed by Astra Byzantium is a massive interplanetary region filled with water instead of being a vacuum.  Its star still burns somehow, but dimly, and all the planets orbit slowly through the titanic sea.  Theorists speculate that there must be an open gate or gates to the Elemental Plane of Water but are at a loss to explain the evenness of pressure through the entire system and why it doesn't simply collapse in on itself.

What is known is that most Astra Byzantium ships brave the dangers of the drowned system to get to the southern part of their empire but it is often a harrowing journey.

Despite this, there are pockets of air in the Great Ocean, as well as pockets of Airy Water and pockets devoid of oxygen that often appear spontaneously.

Unique Properties

Soft Water

Drowned Space is mostly filled with Soft Water (as opposed to 'hard water'). One of the properties of Soft Water is that it evenly propagates gravity, light and heat throughout. This accounts for the lack of great pressures as well as why the dim sun is still able to warm the water to keep it from freezing and provide energy for the plant life that the fish feed on.

Finally, many of the planets develop a “fringing sphere” of space coral that acts as a secondary shell.  Most nonaquatic habitual planets rely on such protection.  Animals on such spheres are algae, zooplankton and Space Guppies that eats such creatures.  This usually means most life forms orbit these planets and can be a hazard.

Twilight Zones

There are some regions that are far enough to not be brightened by the nearby light.  This is surprisingly habituated by space Crustations and growing of space sargasso whose space plants reach out and act as natural obstacles as well as the main staple of many inhabitants in this system.  Far enough from underwater civilization, this is the area of large monsters and are a place where fishing ships go for the larger more monstrous inhabitants.  This is noteworthy for their Space Scavvers, who use these as safety zones for hunting.



Inhabitants of Note

Drowned Space is largely controlled by an aquatic species of beholder called Eyes of the Deep. The area of the system is immense, however, and they are rarely encountered except near the remains of the system's inundated planets, still drifting in rough orbits around the water-dimmed sun. Water elementals of immense size and power roam the open water.  Astra Byzantium has made many deals and often give “tribute” to the various communities in return for safe passage.

At least one of the planets in Drowned Space shows evidence of surface inhabitants in the distant past, before the system was flooded with water. Descendants of the original inhabitants live in pressurized settlements under the surface, trapped and at the mercy of their beholder-kin masters for generations.

Tibura

This massive Void Scavver is the self-proclaimed ruler of the Drowned sea.  While an animalistic predator, she is both strong enough to take on a ship and smart enough to pick the time and place of such a conflict.  Most of the time she wants food, but there’s speculation that she is know attacking based on magical energy.



Places of Note

The Aegean

The Drowned System is arguably the most populated area within the sea as air pockets surrounding asteroids and are the space between Olympia prime and Byzantium Prime.

The Anoxic Zone: 

This region is nestled among massive clumps of dead and dying vegetation is a consortium of liches and other intelligent undead known as the Left Hand of Vecna hold sway. The Eyes of the Deep have some sort of arrangement with the Left Hand, as the undead must pass through territory nominally controlled by them, but the beholder-kin avoid the Zone itself for the same reason everyone else does they can't breathe the water there. Not even water breathing magic can help.

The Bubble Belt

This series of Air Pockets chain together a route between Olympia Prime and Carthage Prime.  This was contested territory in the past and it has the wrecks of ships throughout time allowing for both great opportunity and danger.

The Marsili

This Massive Magma Planet is comparatively nearby Italia Prime.  It is a constant irritation by the creates of the depths often come out and raid requiring the Byzantium Navy to have a constant patrol.



The Pillars of Hercules

These were literally a pair of planets pulled together by the Demigod Hercules and mark the western edge of the Drowned system.  Besides it’s stationary orbit, it has a series of asteroids trailing that are rumored to be a third planet that Hercules smashed.


Tuesday, January 17, 2023

R.P.G. Spelljammer Sandbox - Part 10 - Hyperborea Prime



This land is mythical and is a crystal sphere of ice and fire that has been locked in a colossal tug of war between two different cultures.  Depending on the era it has been both a Colony of the 9 realms and a part of the empire of Astra Byzantium.  Currently there is an agreement known as the Commonwealth Agreement, to share the sphere, but tensions run deep.  The main reason for this armistice is wariness from the Glorious Gnome empire and the Bullywug Empire as they are expanding at a rapid pace. This thesis/anti-thesis has created a unique culture to the inhabitants that can best be described as Greco-Nordic by those who bother to classify such things. 

 Overall, the culture has defaulted to chieftain homesteads that require the say of all involved.  The normal hierarchical nature of the empire has been diluted by the most common human ethnic groups being Greek and Nordic and this need to have a say before most actions go true.  This also causes quarrels between the groups, but they have setup a protocol to allow for feuds to stay merely competitive…for the most part.

Druids are surprisingly common between both groups.  Shapeshifters abound and most of them seem to have a connection to the local spirits and act as mediators between the world and the people.  Whom they worship varies wildly and a common feud is to say whom they are calling upon. 

Apollo’s Chariot

The astral body that all of the world travels around is unique in that it is, for lack of a better term, the summer home of Apollo.  Ostensibly it appears as a bright yellow sun at first glance, but upon further glace, you can see a massive ship at its core.  While it is technically possible to go there with the right spells, it would be in bad form to show up uninvited as even a relatively nice Greek God like Apollo has a temper.

What is little known is that Apollo recently married a woman called Hildur who is a demigod as part of the agreement between the two pantheons.  There are rumors that she might actually be a high level Elven Embassary but what we do know is she is very powerful, and very wrathful.  It is believed that Hildur stays here even when Apollo does his journey to perform his godly duties. 

The Eridanus Stream and Aquarius’ Jug

This is a celestial waterfire stream that flows in orbit around Apollo’s Chariot.  This is a place of abundant food and creatures and acts as a main food source for the sphere, provided you can brave the dangers of the flame.  It has a starting point of being a dwarf planet called Aquarius Jug which has the major fishing port of Phaethon. 

Thule

This inner planet is slightly out of phase in the astral and use to require special magic to transverse into this exotic land.  Nowadays, there is a phase gate that is patrolled by the empire that allows people to get in sync with the planet below.  There used to be ludicrous legends of immortality and never-ending light, but the truth is that as being part of the astral gave those inhabitants a sort of timeless feel.  This planet has an incredibly high population of dwarves from Svartálfaheimr that often using the unique properties of the realm for customizing magical items. 

This world is renowned for its volcanos that generate “earth fire” That is one of the reasons for the high Dwarf population:  they really love using them as a forge. 

Riphean Asteroid belt

This set of asteroids are a mix of rock and ice that is surprisingly habituated with homesteaders of both the Greek and Nordic Variety.  They are interconnected using the Byzantium Postal Service supplying a space chariot service in the name of public transportation.   While ostensibly at peace, neighbors often class with neighbor over petty things.  It is also known for it’s sizable Griffin population, that are often domesticated by the locals. 

What is less known is that this a place where Elven Deserters end up.  For some reason it seems to attract those fed up with Arcanum Acadium’s rigidness to go their own way.  These people are usually very guarded and would prefer that nobody knows where they are.  They are often known derisively as “the hidden folk.”  Be wary of their Álfhól as they are quite distinctive.

Abaris Asteroid has a massive temple structure dedicated to Asclepius whom declared themselves neutral and will heal all whom enter their gates.  Just mind the snakes as they are considered sacred. 

Issedone

This yellow Gas Giant is the land of the One-eyed ogre mages, who have grudgingly thrown in their lot with the Commonwealth Agreement.  They live on the various moons and have been given tribute to act as a massive lighthouse to guide ships in safely.  However, they are temperamental and are often raid their neighbors when they don’t feel they are getting the respect they deserve.  They also send out their young to find themselves when they come of age, which often leads to either great heroes or villains.  They are often misidentified as trolls for their unique properties and magical nature.

What is it particularly known for is acting as a massive sun mirror making the dark side of the inner planets to be as bright as they are during the day.   

The Oceanus Solar Wind

This solar wind acts as a carrier wave from Niflheim to Hyperborea.  This used to be used for the people of the 9 realms to go a Viking until recently.  Now it is mostly used as a trade route.

 


Sunday, January 15, 2023

R.P.G. Spelljammer Sandbox - Part 9 - Iberia Prime

 


 


The edge of the empire has been written mostly by outsiders.  While it currently is part of Astra Byzantium, it has been invaded and has changed hands multiple times and the culture of this region reflects this. It is known as the sphere of passage as it is a melting pot where the local centaur population mixed with elves and goblinoids, orcs, and humans from Carthage, Greece, and Italia into something that is distinct.  Centuries of conflict have scarred the land, but it has settled to some degree and is now a common base of exploration and commerce.

About Centaurs.

It can be argued that Iberia’s one unique thing is that of its sizable centaur population.   While in the past they were more tribal in nature, they have been culturally transformed to farming communes that control the territory and rely on a chief who often is the patron (or matron) of the family.   These are designed around a citadel for self-defense. These farms produce wheat, vegetables, pigs and other livestock.  They also are recruited by the armies of Astra Byzantium for their unique properties to act as runners on planet as well as used as a power source for many Spelljammer designs.  Despite some legendary scholars coming from the species, Centaurs are often considered farmers with all the stereotypes associated with that within the empire.  still their religious sites to the older gods are open air communal sanctuaries on hilltops, topped with bronzed statues.

Abuela

Dubbed “Grandmother” in an ancient language, it is an older sun that is beginning the slow transition from yellow sun to red giant.  It won’t be completed for millennia, but it gives the place a period of transition that makes people resigned to one day having to leave.

Hispania

The main planet in Iberia space can be described as a mega terra.  It would be about 3 times as large when compared to terrestrial earth and as a result, has stigmatized the need for space travel before the various invasions.  Now it has been split off into sections to best administrate and based on cultural demographics.

It's mostly rocky and somewhat harsh, but it's also known for its date trees growing wild and suitable as a food source in space if properly cultivated.

Cartaginense

This was a recent split off from the larger province of Tarraconense.

Saguntum is the capital of this region that is right in the heart land of the region and was the trigger of a great war between Astra Byzantium and the now people of Astra Carthage.  It has only been minted recently as a governmental center and has been hiring adventurers like crazy to smooth over the rough edges of the region.  It is also known for its order of Palladins dedicated to "traditions."

Avila is a striking walled town that is known for its wizard's college where most magical items are sent to for study. 

The Town of Toledum is known for its metal working and Toledum Steel is legendary through the empire and beyond.

Retiro is ambitious project nearby Toledum. The legendary female Centaur Scholar and Cleric of Athena, Lucía de Castro was on the forefront of the "female spirituality movement" and has the legendary castille as a retreat for women of all races. It has been under siege by both orc forces and hardliners but has never fell. It has the most amazing beautifully manicured gardens and fountains inside it's stone walls.

Gallecia

Located in the northwest of the planet, this kingdom is a holdover of a long ancient invasion of goblinoids.  They have mixed with the local Celtic population to create a diverse culture that follows druidism and various other local practices.  While ostensibly loyal to Astra Byzantium, they have their own way of doing things.

There is this pilgrimage trail in the name of druidism and ancient gods that those that believe need to take once in their lifetime, but it's fraught with danger.

Lustitana

One of the hardest conquests of Astra Byzantium, the local Centaur population fought hard on behalf of what would one day be Astra Carthage until they were ultimately defeated.  Now centuries later, they are effectively Byzantium citizen, but one with an edge.

It's capital city, Emerida Augustia, has been populated since prehistoric times and is rumored to have originally been an orc settlement from times long past.   It is a major metal Transporting hub to the rest of Astra Byzantium.  It is also known far and wide for its massive production of Paprika for trade.

It is also known for being a place where the river Lethe crosses over into the prime material plane.  The river is clearly marked as to fall into it will mean forgetting all that they cherish.   The town of Zaragoza has developed a systematic aqueduct to remove the water from it safely to allow habitation.

Tarraconense

The Northeast region was one of the first locations to be conquered by Astra Byzantium and as a result, it is the most similar location to baseline Astra Byzantium Culture.  However, it is a place of consistent strong winds that it uses windmills to harness for industrial work.  It's capital Tarraco is the longest Astra Byzantium Settlement and is known for its quarries and its seafood from the nearby ocean.  It also has a surprising number of Orcs from outside the empire that come here for work, and then go back with their earnings.

The Town of Pampaelo is known for having the largest population of native minotaur in Astra Byzantium.  They have this ceremonial fight where a Centaur Champion fights a Minotaur Champion which is the big draw of the year.

Of note in the region is the "Silver Hell", a massive silver mine that stretches for miles and belches, dark smoke into the heavens.  Creatures from the depths often stop silver production and as a result, adventurers are often sent into the depths for "pest control."

The Sima de los Huesos, or "Pit of Bones" is a massive pit of bones from an era long before anybody can remember.  This has a garrison as there is a fear of Necromancers plundering such a macabre treasure trove.

The town of Leon is known as the proud lion that has evolved from an Astra Byzantium fort to a place of training and war.  It is the big war college of the area and is also a place where adventurers can be trained...for a price.

Ribadesella is known far and wide for its eucalyptus fields.  They were brought in by orcs from orc space when they came to settle. As a result, this is a town of "civilized" orcs.

Bilbao has a very distinct human culture and is known for its artificers.  In fact, a common export throughout the empire and beyond are it's mechanical spiders that are useful in industry and in warfare.

Tartesso

This southern kingdom in the southern hemisphere was settled by people from Carthage Prime and mixed with the local population.  It is renowned for its metal extraction for copper, tin and gold.  They have leveraged this mining operation into being incredibly wealthy.  Chariot racing is also the big sport of this region, but it often has been refined to be a paired team of centaur driver and human charioteer.  They also have the space port, Menesthei along its edge so they can take advantage of their proximity to drowned space for the harvest and salvage available.  It is referred to as Betica Province, but locals prefer its original name.

Its main administration city Córdoba is known for its baths and its temples to many gods.  A lot of the money earned by the well to do has been used to harness the rivers and to develop many gardens behind fortified castles and temples.

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

Balearic Moons

This chain of Moons orbit Hispania with the four largest being Mallorca, Menorca, Ibiza, and Formentera.  They are popular tourist destinations from both the planet Hispania and from beyond the sphere.  These moons were settled by the people from Astra Carthage and then Astra Greece and are renowned for their bards. 

Ibiza

While not the largest island, it’s fortified town is essentially the capital of these moons and is known for it’s marshy landscape.

Cuélebre

The great red, green gas giant is named after a legendary dragon.  It is an inhospitable world, but people often enter it’s dangerous landscape as a cultural practice of the well to do of Iberia is to send ships filled with grave goods into it’s depths.  It is a conduit to the negative energy plain so many of it’s dead do not remain dead to make things complicated.

Despite its harsh nature, it is a blessing to the people of Iberia Prime as it deflects incoming astral bodies from striking the massive planet of Hispania.

Canary Moons

These are habitable moons that ride around Cuelebre and act as a bridge and waystation to outside the system.  They are volcanic moons (with the legendary Mount Teide being particularly legendary) which the locals use as a power source for livability.  It is also known for its giant lizards, dire rats (which are domesticated by the locals), and the canaries that give the moons their names.

The Pyrennees

The Asteroid belt is a layer of debris and has a far orbit within Iberia Prime

The town of Beget is in the Pyrenees Asteroid Belt.  Despite its isolation, it is self-sufficient and is used as a retreat by folks to get away from it all.

Fisterra

This end of the world is a small asteroid outpost that contains a fortress to act as the first line of defense against invaders.

 

 

 

 

Tuesday, January 3, 2023

R.P.G. Spelljammer Sandbox - Part 8 - Astra Bestia


 

The League of Anthropomorphic Worlds (dismissively called Astra Bestia or "Beast Space" by more chauvinistic humans in Astra Byzantium) have a common theme:  theriomorphic (with animal characteristic) humanoids.  The choice of the name "Anthropomorphic" for their nation name was a deliberate statement towards the more dominant humanoid species: "We are not Beasts, we are People, and you will deal with us as Equals."

For generations, there was a loose confederacy who manage their own affairs as they see fit, but regularly convene in a council of delegates to discuss matters involving the entire League.  Each of the major Crystal Spheres had a dominant species that dictated policy.

This all changed about a decade ago and has thrown the entire region into perpetual war.  Astra Buto, or frog space, has become a cruel and expansive empire that plans to conquer all of Astra Bestia and then all known space.  While the remaining star systems are sharing information, they are still acting independently to each other that it is impeding the war effort…at least for now.

The Species of Astra Bestia

 

This part of space is believed to be the birthplace of many of these Anthropomorphic species.  Speculation is rampant of why.

The Bullywug Empire

The frog folk have become a menace that will be a danger for all around them.  A decade ago, the Bullywug Empire was contained to its own planet, and seemed nowhere near developing Spelljamming Magics.  However, something changed.  They massively exploded expanded outwards, conquering all habitable worlds in its home system, and using the resources from those worlds to launch assaults on their neighboring systems.  They have developed magic, technology and tactics that makes even the vaunted Astra Byzantium and Astra Arcadia wary.

There are multiple myths that explain their ascendency, and nobody is completely sure which one applies, or worse, they all might be true:

1.       The Bullywug have managed to find a blood red obelisk in the adjoining salvage zone.  This ancient alien marker was forged of intense magical energy that dated back to the dawn of the universe.  It’s mystical energy both acts as a source of virtually unlimited energy and is secured on the Bullywug’s home world.  Other lesser obelisks are placed to channel their energies to capital ships to make the unliving alive.  This has also allowed Bullywugs to be augmented with warforged technology making the feared Toadborgs.

2.       The Bullywug’s are not their own masters.  A group of mind flayers have subverted the entire Bullywug people.  To them, the frog folk breed quickly, are easy to control mentally and brains taste great (even if it is essentially junk food by illithid standards).  Furthermore, their swampy worlds are incredibly comfortable.  They are used their virtually limitless armies and their own considerable psychic and bio-magical talents to create something that has a real chance of taking over all space…once the bugs are worked out.  It Is rumored that is why the Bullywug empire has amazing communications across time and space at a rate that is faster than the fastest ship:  They have the equivalent of elder brain pools created with Bullywug brains to act as Transmitters of telepathic thoughts.

3.       They didn’t find an artifact, but merely awoke a legendary leader from a previous era.  His name was Stephen, and he was rumored to have taken incredibly advanced technology from beyond anything discovered in current space and melded it with the Bullywugs to create an army that is terrifying.  It does explain the massive Pantheon of the Frog, a massive structure where the current Emperor Steven reigns pointing the Bullywug legions where he sees fit.

    Special note:  Troglydytes are their shocktroopers.  They connect directly to the ship causing them to camoflage shift their ships and release their stench at point blank range to soften up for boarding parties.

The Other Major Players

Aarackocra

the Aarackocra are depicted as a peaceful and reclusive species that live in isolated asteroid communities within their sphere of Astra Bestia Avis, which is dominated by a massive gas giant <insert name here>. As a spelljamming species, the Aarackocra are well-suited to life in space due to their ability to fly and their natural aptitude for navigation. They might make use of their innate magical abilities and their advanced understanding of aerodynamics to design and build advanced small maneuverable spelljamming vessels.

Aarackocra are also depicted as being skilled in the use of magic, and they might use their abilities to defend their ships and protect themselves from threats in the void of space.

Some aarakocra have a unique ability to fly through the vacuum of space. These "starborn" aarakocra are bizarre and alien-looking, having integrated out realm elements and strange colors to their own physiology. They are only born to aarakocra who often frequent the void of space and who lay eggs on space-traveling ships.

Aaracrokra sailors are fond of pet monkeys, going to great lengths to acquire the most colorful, exotic, and intelligent simians. Monkeys that can do one or more tricks are especially prized.

Overall, the Aarackocra would likely be a formidable and respected presence in the Spelljammer setting, known for their ingenuity, their connection to the natural world, and their devotion to freedom and independence.

The Bullywug empire has been sending raids into the area and more or less playing wack a bird, but the Aarackocra are very evasive in dealing with them.

Finally, they use little bags of grain and suet as their primary trade medium/snack packs.

Hadozee

These ape-like humanoids with gliding flaps are known for being agile, athletic, and physically powerful, with a natural affinity for climbing and an innate sense of balance.  They also seem to seriously like sea shanties mixed with techno creating their own unique music.

Their home world is a jungle world where the ground level is filled with dangerous predators.  As a result, they live in the massive trees and spend most of their lives in the world above.  There is a gender-based division of labor; males hunt, forage, and make weapons, while females raise young and handle other domestic tasks.  However, females are more likely to be touched by magical energy, whether arcane, divine or psychic.

The Bullywugs are skittish around the Hadozee despite all of their famed changes.  Perhaps it is some sort of primal fear from a time when they were the Hadozee’s Prey.  Their response to Hadozee aggression is fearful overkill.

Harengon

The rabbit folk are a people under occupation.  The Bullywug empire has managed to take over the planet and are using powerful magic to make the planet slowly and surely much more to their liking: a massive swamp.  While many have capitulated, there is a avid Harengon resistance that bides their time and strikes where the Bullywugs least expect it.  The Harengon are a deeply spiritual people who have a connection to the feywild and their gods reflect this.   Astra Byzantium often calls them “the children of hermes” for the similar nature.

As a species, Harengons are said to be highly adaptable and able to thrive in a variety of different environments. They are also known for their strong sense of community and their devotion to their families. In terms of culture and society, Harengons are depicted as being organized into clans and led by a council of elders. They are also said to be skilled in the use of magic and technology, and they are known for their advanced shipbuilding techniques, even if their supplies and manpower are in short supply.  Harengons are also known for their intelligence and resourcefulness, and they are often employed as navigators and engineers on spelljamming ships.

Overall, the Harengons are portrayed as a technologically advanced and resourceful species that is well-suited to the challenges of life in the vast and dangerous universe.

The Harengon home space is called the Great Warren, and all the planets are connected by Tunnels in the Sky (i.e. wormholes).  These have been spiritually locked and have become a mission of the Bullywug empire to crack.

Kenku

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

The Kenku are said to hail from Astra Bestia Corax, a crystal sphere that is known for its strange and unpredictable nature. The Flow is depicted as a place of endless change and transformation, where the laws of physics and reality are constantly shifting and evolving, almost like it was a fragment of the plane of limbo. It is said that the Kenku have learned to adapt to these constant changes and have developed a unique culture and society that is well-suited to life in this tumultuous and unpredictable environment. 

The Bullywug hate the Kenku as they are difficult to deal with even when they submit and cannot be trusted.  This has resulted in many atrocities that have made the Kenku even more likely to go out of their way to be a thorn in their side.

Lizardfolk

Most people underestimate the Lizardfolk.  the Lizardfolk are often considered a a primitive and tribal species that is driven by instinct and a strong sense of community. They are said to live in small, isolated settlements on their home world, and they are known for their strong ties to the natural world and their devotion to their clans. As a spelljamming species, the Lizardfolk are known for their physical strength and their ability to withstand harsh environments, and they might use their natural aquatic abilities to navigate the void of space and explore aquatic worlds.

However, that is changing.  About 3 generations ago, Lizardfolk found out that hatching near a star result in smarter offspring, so there was a communal effort to setup "Nursing ships." The result is that Lizardfolk have been going through both a baby boom and artificers and wizards are surprisingly common on their ships.

They are the communal nouveau riche and are a growing demographic in Astra Byzantium and Astra Arcadium as well as their homeworld crystal sphere: Astra Bestia Lacerti.  They have control over several water worlds where they make use of their aquatic abilities to gather food and resources.

There has been a backlash as there were several unfavorable stereotypes that are being push back at hard lately by the lizardfolk as they use their new nurturing techniques to improve their own lifestyle.

Lizardfolk enjoy the consumption of live food, treasuring monkeys as delicacies and view them as a nice change from the rabbits and giant rats they usually eat on voyages. Aaracrokra are not endeared to this habit and the two species rarely crew together.

One of the strange elements of the Lizardfolk is even with their range of development, they are just as likely to work for the Bullywug empire as their own communities.  One of their stereotypes is that they will work for the highest bidder and feel no loyalty if a better offer comes around.

Minotaurs

Minotaurs are a species of humanoid creatures with the head of a bull and the body of a human. They are strong, agile, and physically powerful, with a natural affinity for combat. Once a touched species by the demonic, the minotaurs have reformed into a society of philosopher-poets that worship Asterion, The First Minotaur, as a god of sacrifice. His mother, Pasiphae, is seen as a mother-goddess, and the bull of myth is said to be a powerful archon. They have one of the highest numbers of aasimar populations among their numbers, and the minotaurs frequently take pilgrimage to good-aligned outer planes.  Their neighbors believe these are the gods Poseidon and Athena respectively, but they often take offence to this. The Minotaurs have a strong tradition of prophecy and divination, using their spiritual insights to guide their actions and make decisions.

The Minotaurs might also have a strong sense of community, with a focus on family and clan ties.

A martial culture, they are the most successful in repelling the feared Bullywug legions.  However, they are slowly but surely losing a war of attrition and are seeking adventurers to act on their behalf.

Owlin

The Owlin are a species of avian humanoids that are known for their intelligence and their ability to communicate over long distances using a series of intricate calls and whistles.  The owlin are almost wholly spacefaring and live a nomadic lifestyle. They believe in a holy trinity of Order, Wisdom and Learning, the concepts themselves existing as immaterial gods. The culture is best described as Arthurian chivalry with wizards and staves instead of knights and swords, combined with thousands of secret libraries and quests to preserve helpful and lost magics.

The Owlin are believed to have mastery of the various elven jump gates that cover known space. These portals allow the Owlin to travel quickly and easily between different worlds, enabling them to explore and colonize a wide variety of different environments. While no home sphere of their own, the Owlin might also have several powerful magical academies and libraries that they founded in major settlements that are often cloaked by magical energy to not arouse suspicion.

Tabaxi

the Tabaxi are a fictional feline species that are known for their agility, their speed, and their natural curiosity, but they have a bent different then their terrestrial cousins. The Tabaxi of might be known for their innate magical abilities and their natural aptitude for the arcane arts.  The feline oracles are particularly noteworthy of seeing the future.

They are organized into clans or societies that are led by powerful sorcerers or magical adepts, and they might have a strong tradition of magical study and research. Overall, the Tabaxi are a formidable and respected presence in Astra Bestia, known for their magical abilities and their adventurous and curious nature that also makes them very dangerous.

Their solar system, Astra Bestia Feline, is a place of great magical energy and potential. The Tabaxi might use their natural affinity for magic to shape and manipulate their environment, creating fantastical and surreal landscapes that reflect their unique and creative nature. They might also use their magical abilities to defend their solar system from external threats and to explore the vastness of the void.

The Bullywugs have been sparing in their raids into this space as it is filled with potential magical traps, but they are slowly but surely mapping it out, ultimately dooming the Tabaxi if they cannot get outside help.

Thri-kreen

While originally a caste species of the Elves, the Thri-Kreen of Astra Bestia have thrown off these ancient bonds and are a species of Space Pirates.  The Thri-kreen would likely be known for their combat prowess and their cunning. They use their physical strength and their innate magical abilities to overpower and plunder other spelljamming ships, and they might also use their intelligence and adaptability to evade pursuit and escape from danger. The Thri-kreen might also be known for their resourcefulness and their ability to make use of whatever resources are available to them, including scavenging and repurposing the technology and equipment of their victims.  They love smoke powder weapons and often have a pistol in each hand before they switch over to a sword.

In terms of their home worlds, the Thri-kreen live in a harsh, desert world that have forced them to rely on their strength and their resourcefulness to survive. The Thri-kreen are known as having a strong tradition of martial prowess and discipline, with a strict code of honor that guides their actions as pirates.  They consider the use of parley to be sacrosanct and woah be the animal that breaks “the code.”

What they are also known for is a drink called “bug juice.”  Made of fermented grasses and with small larva grown for such a purpose, they consider it their rum and love to drink it, especially if it nauseates those nearby.

Overall, the Thri-kreen would likely be a formidable and feared presence in the Spelljammer setting, known for their combat skills and their ruthless tactics.

They don’t fear the Bullywugs and are likely to raid them just like any other, but they often hit hard and flee before the full force of the Bullywug empire can be brought to bear.

Tortle

This species of turtle humanoids have a long emphasis on tradition, history, and ancestor worship, with important cultural and spiritual ceremonies and rituals related to space travel:  including body paint of celestial objects.  They have a strong sense of community and work together to defend their territories and trade routes from threats such as space pirates and other dangers.  Their homeworld acts as a central hub for their own travels.

While they are often priests, they also seem to be really good artificers.   Their spelljamming ships have a tough, armored shells that protect them from the hazards of space travel, such as micrometeoroids and radiation.  They are also really good at augmenting spelljamming helms. 

Tortles prefer to speak softly and use their ship board weapons to talk for them/  

The rumor that the Red Obelisk that is used in Bullywug architecture is based on an ancient Tortle Artifact that was deliberately lost due to its corrupting nature. 

The Bullywug empire is somewhat frustrated by them as they seem to go where they wish and merely reverse polarities of their shields and leave, even if it is through territory that is claimed by Bullywugs.