Type: Belt of earth bodies
Size: Varies

Inner Belt Updates

"This heavily-populated asteroid belt is the heart of the Astromundi Cluster. Antilan outposts spital upward next to squat City-Starts, illithid embassies and dwarven mining barracks sit side by side. Virtually every race is represented here in some form, and trade is fast and furious. By universal agreement, war is banned from the Inner Ring. The penalty for breaking the ban would be disastrous, as every other race would turn on the offender."

...The Astrogator's Guide, page 19.

This vast asteroid ring is two tracks thick on the Planetary Display Chart. It would take a Spelljammer ship two to three days just to pass through it. The following are some (only a small sampling) of the various communities within this relatively peaceful region of the cluster.

Other asteroids communities include:

Random Asteroid Communities:

Table 1a, Major Races, d20
01        Antilans
02-04     Calidians
05-06     Dwarves
07        Elves
08        Illithids
09-10     Lizard men
11-12     Neogi
13        Thoric
14-15     Varan
16-17     Mixed, reroll 1d4+1 times
18-20     Minor Race, see Table 1b

Table 1b, Minor Races, d100
01        Arcane
02        Beholder or Beholder-Kin
03-05     Dohwar
06-10     Dracon
11-12     Elf, Drow
13-18     Giff
19-24     Gnome
25-27     Grav
28-30     Grell
31-34     Grommam
35-39     Hadozee
40-46     Halfling, Furchin (Complete Book of Gnomes & Halflings,
            page 275-77)
47-50     Half-Elf
51-57     Human, other (Aparusa, Orientals, Voldoni refugees, etc.)
58-59     K'r'r'r
60        Oortlings (SJR2, escaped slaves from Illithid larder colonies)
61        Plasmoids (60% DeGleash, 40% DelNoric, never together)
62-63     Pirates of Gith
64        Reigar
65-70     Rastipede
71-72     Rakasta (from the Red Steel setting)
73-75     Rock Hopper
76-79     Scro (95% hostile, 5% have turned to the teachings of Munigur)
80-81     Spacesea Giant
82-84     Undead (intelligent and not always hostile)
85-88     Xixchil
89-94     Mixed, reroll 1d4+1 times on table 1a.
95-00     DM Special (races from other settings that have found
            their way into the cluster and are now trapped)

Table 2, Type of Community, d12
01        City (population > 1,000)
02-03     Town or Village (population < 1,000)
04        Ship Facility
05-06     Mining Facility
07        Large Farming Community
08        Small Farmstead
09        Trading Outpost or Waystation
10        Private Estate
11        Temple Complex (Note: priests of non-native deities
            can only receive spells greater than 2nd level if
            they pray for spells in a temple dedicated to their
            deity.  Still, most temples will be to native deities.)
12        DM Special (Game preserve to a wealthy merchant,
            underground complex, monster lair with charmed slaves,
            pirate hideout, etc)

Major Asteroids

Eye-Sore

by Terry Hawkins

I have always considered beholders too powerful an opponent to confront players with in an adversarial situation. Yet their intelligence presents tremendus role-playing potental in the right setting. The following is a setting where that potential could be realized.

Type: Sphere, earth
Size: (B) 72 (roughly) miles diameter
Population: 250
Primary Inhabitants: Beholders 20%, Slaves (various races) 35%, Beholder-kin 45%.
Exports: Art, Food (Fungi), Minor Magic, Gems, Crystals, Brain Pate' (an illithid luxuary)
Imports: Slaves, Food (small mammals), Raw Materials

Seen From Orbit

Grrk'eggrrk-Zohr (or Eye-Sore as most non-beholders call it) is a spherical rock that has been sculpted to resemble a beholder Hive Mother. The Mouth is a gigantic cavern complete with guest spelljammer slips, dry docks and repair stations. It can accommodate any type of ship under 65 tons regardless of landing requirements. The main eye is a shinney surface with the disturbing ability to blink at approaching ships (a clever permanent illusion that responds to approaching large bodies). The ten other "eyes" end in glassteel domes over large mall-like galleries. Located near the Grim Regions of the Inner Ring (but outside the actual asteroid belt), Grrk'eggrrk-Zohr enjoys a peaceful (as is possible for a beholder Hive) coexsitance with its neighbers. Relations with Deyomad are strained but not openly hostile since the beholders of Grrk'eggrrk-Zohr are of the same true breed beholder race.

Description

One of the more creative beholder Hive-Cities, Grrk'eggrrk-Zohr has prospered by following the neogis' example of "bargaining instead of biting". Although they still consider all other races (including other beholder races) as inferior, they gain tremendous ego strokes by selling their art to the "lesser" races. Most customers come for the infromation or minor magic and buy the art as a side-line to keep the beholders happy. Some neogi, illithids, Antilans, drow and an occasional arcane or reigar consider the art to be worthy and actually purchase it for its own sake. They gem and crystal embellished pieces are by far the best sellers. Most other races find most of the artwork to be distrubing and horrific.

Perhaps the most unusual feature of Grrk'eggrrk-Zohr the habit of the local beholders to have personal attendant slaves (charmed into willing servitude), of which no two are of the same species. Each beholder likes to be "unique" and so there is only one representative of any given race among the charmed slave population. This can be a problem for visitors of a race that is new to the beholders, as beholders without an attendant will greatly desire their "employment". Races that are common, especially natives of the cluster, have little for fear in the from of a "job opening".

Of all the "art" produced in the city, the most spectacular is the Bombardment. A beholder uses its eyebeams to create a complex light show against a flat surface. Crystals and prisms enhance the display and the beholder mages have produced lenses that allow the performers to rapidly change colors and effects. The Grand Bombardment which is held once a year consists of the cities master performers working in concert. If held in the upper domed galleries, the concert of lights can be seen from space and is both breath-taking and eerie.

Of concern to outside races is the lenses used by these performers. It has been noted that these minor magical items can change or alter the function of a beholders eye stacks. This presents an unknown, yet possible danger as the beholder-mages improve on their craftsmanship.

Grrk'eggrrk-Zohr is governed by Zuovn'uth'eltszhl, a Hive Mother who enjoys nothing more than flattery. She however tires of it from the same individuals over time, so more than a few kind words will not go far in her presence. She is a shrewd schemer and runs an information trade in the shadows of the "gallery shows", which tends to bring in even more customers. Only a selected few know her true plans and then never all of them.

Common beholders are the noble "artists"of the Hive-City. There are dozens of true beholders in the population and many beholder-kin. Zuovn'uth'eltszhl is assisted by four beholder mages and Ngreazg'phod, an Elder Orb (with psionic abilities). Little goes on in the city that Ngreazg'phod is not aware of. Charmed spies even reside in cities or communities of other races. How a Hive Mother and an Elder Orb can co-exist in the same lair is unknown and contrary to all known beholder behavior patterns. The elves and illithids (agree for once) that one secretly controls the other and presents an image of cooperation to the constant stream of buyers and visitors.

Grrk'eggrrk-Zohr is guarded/patrolled by groups of 1d4 mounted Directors with 2d6 lensmen troop. Any non-citizen found wandering without an escort is attacked on site. Zuovn'uth'eltszhl is also attended by about ten examiners. They are living storehouses of knowledge about the cluster, its history and art. Overseerers lurk in alcoves and remote corners of the city, making infiltration by outsiders almost impossible. Orbis are kept in a secured section of the city due to their importance to the rest of the Hive-City. Many visitors will usually be present viewing the displays and engaging in covert information trade.

Adventure Hooks

There are few places in the cluster where more important or interesting "gossip" can be heard. The bombardment performances are usually followed by a mixing of the patrons and those seeking to acquire or sell information have a ready market. How accurate that information might be is another matter, but even the Elves have visited on occasion to discover their enemies plans. Racial hostilities must be put aside or the cities Directors are called in. The inhabitents have a flare for the dramatic and a staged duel makes a welcomed diversion. Also, beholder artists are often scheming to eliminate or discredit their rivals. Enveloping outsiders in these petty revenge plots is not an uncommon thing.

The Antilans have a great interest in the recent magical lens technology. They are planting rumors that another Beholder Hive-City has begun creating various art works and intends to rival Grrk'eggrrk- Zohr. Should this ruse work and Zuovn'uth'eltszhl decide to act upon it, an all-out beholder war will erupt in the region again. If the players should find out the Antilans plans, they would be faced with a choice of allowing the war to occur or exposing it and have Zuovn'uth'eltszhl owe them a great favor.

Should any group be bold enought to capture and extract the information from one of Zuovn'uth'eltszhls' examiners, there is not telling what kind of knowledge can be found. This would would of course bring the wrath of the Hive-City down upon the offenders shoud the be discovered. Keep in mind that the beholders are still evil, paranoid, and increadible egomaniacs.

Bibliography

  • AD&D Monstrous Arcana: I, Tyrant (although not all of the material in that work has been strictly adhered to)

Uramatsu

by Terry Hawkins

Not every Samurai traveling the spheres need be from Toril. With the exploration of the stars, the Kara-Tur people have left their mark. Countless cultures, communities, races and inhabited asteroids reside in the Inner Ring of the Astromundi Cluster. This is one of them.

Type: Irregular, earth.
Size: (C) 320 miles long by 160 miles wide.
Population: 22,000
Primary Inhabitants: 65% Shou Lung Human, 33% Wa Human, 2% Xixchil.
Natural Resources: Silk, Rice, Wood, Finished Wooden Goods, Spices, Crafted Goods.
Imports: Raw Materials, Meats, Metals.

Map of Uramatsu

Seen from Orbit

Uramatsu appears to be an irregular oval asteroid that is flat enough to be inhabited on both sides of the gravity plane. The "upper" side is dominated by Mt. Ichia which is surrounded by forests and rice farms. The spelljammer port city of Nagai lies on the rim. The "under" side features the vast (90 miles in diameter in some places) Lake To-Ki. On its shore lies Sho-Shing, a fishing town and port for water-bound spelljamming ships. Near the center of To-Ki is the Island of the Celestial Temple. Its crystal towers sparkling in the sunlight. Uramatsus' gravity plane is on the same level as most of the rest of the asteroids in the Inner Ring and so the sun is never overhead on either side, but circles around the horizon.

Description

Almost 200 years ago, a small fleet of Shou Lung ships entered the Astromundi Cluster due to a navigation error in the phlogiston and we unable to leave. By chance they happened up a group of Wa explorers that had arrived a few years before. Together, they staked out an abandoned, lifeless asteroid in the Inner Ring. Atmosphere was marginal and water non-existent. But the industrious Shou used their combined wealth to purchase a glacier-sized chunk of ice from the Thoric and a large variety of plant seedlings from the elves. Within years, the turned the surface of the barren asteroid into a paradise. Shipping in the Inner Ring has always been lucrative, but the advantage of silk from worms that had been preserved over the journey was a great advantage (the only other supplier of silk is a colony of drow who produce spider silk at a high price). The great ice chunk formed the lake To-Ki and the Uramatsu merchants kept an eye out for any favorable fish species in the sphere to stock it with. During this time, a small group of Xixchil earned the friendship of the people with their skills as healers, tatoo artists, and their willingness to adapt to Kara-Tur laws and customs.

Over time, the elves were impressed with what the Uramatsu accomplished and provided (for a heavy fee) passage from the sphere so that supplies from Kara-Tur could be obtained. This was the start of the true prosperity of Uramatsu and its darkest days. The resources and information brought back greatly benefited the colony; stock fish for food and sale, fresh silkworms, rare woods and spices to be planted. Some specialists seeking a new life returned also, providing training in crafts, martial arts, and other valuable skills. The plans for the Tsunami class ship was "somehow" obtained along with the Locust ship design (The ninja clan responsible are an honored family on Uramatsu). Over four dozen locust have been constructed by the Uramatsu over the years, but completion of the Tsunami is still awaited.

Not everything brought back from Toril was a boon. At least one oriental vampire and an unassociated group of werefox made the return journey. They have plagued the inhabitance since. And with the new riches that started entering the Inner Ring markets, greedy eyes fell upon Uramatsu.

Illithid and Varan spies attempted a covert take-over of the bureaucratic government. This plan backfired when a yakuza clan discovered someone attempting to infiltrate their organization. Soon after, raids from Scro terrified the local population. Samurai and ninja worked together to repel the invaders and the neogi-imposed policies soon forced the raiders out of the Inner Ring.

Today, the Asteroid-Island of Uramatsu is a paradise with hidden dangers. Outsiders, even humans, are not generally unwelcome due to the Varans' treachery. Shukenja, Sohei and monks revere the philosophy of The Path and The Way instead of the native deities. The Celestial Temple is a training ground for them, as well as Mystics, Wu Jen and Samurai. Ninja, Kensi and Yakuza prefer less obvious training facilities. Many local ninja sometimes journey off-world in the service of the Hidden. Due to their hatred of the Illithids and Varans, some have even begun to tutor the Hidden in their deadly skills (this is a dangerous act of generosity since the Ninja elders would punish the sharing of their clan secrets with death).

Patrols commonly consist of several Bushi lead by a Samurai. A Wu Jen and a monk are also present. One of the Bushi may have ninja skills or be a genin (single classed ninja) in disguise. The nation as a whole possesses about fourteen Dragonships, seven Viperships, forty-nine loctus, and two squidships (captured from the Varans). Construction of the Tsunami should be finished in about three years and the colony will feel much safer at that time (they put little faith in the Trade-laws of the savage neogi).

Relations

Uramatsu is on excellent terms with the Elves of Avarien, the Thoric, the Dwarves of Chakarak, most Lizard-Men and Xixchil and the Calidian Hidden. Varan are considered enemies if they are associated with Illithids.

Any Illithid ship approaching Uramatsu had better be ready for a fight. The neogi are distrusted, but their laws in the Inner Ring are obeyed (with the exception of attacking Illithid ships, which the neogi seem to overlook).

The Antilans are seen as little better than the Varans or Illithids due to their slave practices and a few unpleasant run-ins with Priests of Gelanicus during the early years.

Bibliography

  • Oriental Adventures Book, Kara-Tur Boxed Set
  • Dragon issues: #121 ("Whaddya mean, Jack the Samurai?", and The Genin); #189 (The Other Orientals); #195 (So you want to be a Samurai)
  • SJR2 Realmspace and War Captain's Companion: Ship Recognition Manual (Dragonship, Tsunami, Locust)
  • Complete Fighter's Handbook (Samurai kit, Martial Arts)
  • Complete Wizard's Handbook (Mystic and Wu Jen kits)
  • Complete Priest's Handbook (Fighting-Monk)
  • Complete Ninja's Handbook