"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.
The Aperusa wildspace gypsies are nomadic and never live in permanent settlements, but Aadeththavn comes the closest to a exception. They gather here to trade among themselves, marry, repair ships, exchange information, and celebrate life. The asteroid has a minimal atmosphere, which makes life difficult for non-aperusa (treat as fouled air). Plant life is abundant, but secret magic keeps the air thin. Besides the tent city, a multitude of Vagabond and other ships, many herb gardens can be found. Aperusa herbs are touted to be the best in the cluster (by the Aperusa). Many are as potent as potions and can be dried to last a long time (1d4+1 weeks). Only NPC Aperusa can create these herbs, but any Aperusa with Herbalism can identify their properties.
Ksiyiiksksy is only one of many dozens of lizard man settlements in the Inner Ring, but it is the largest in landmass, if not population. The planetoid of Ksiyiiksksy is over 2,800 mile wide (size D). The landscape is dotted with deep lakes surrounded by swampy regions. The lizard men have imported many reptilian creatures on the request of their priests of Sstasa. As a result, the swamps, jungles and plains are thriving with herds of dinosaurs, giant snakes, giant lizards, sea reptiles, and other monstrous reptilian species. The lizard men live in stone cities that have a large ziggurat temple to Sstasa at the center. The lizard men export eggs, lizard and snake skins, various snake venoms, wood, rare plants and fruits, ivory, and pearls. Dinosaurs are used as beasts of burden and smaller ones as steeds. They consider poaching to be an act of war, but the neogi only react to calls of retribution if a lizard man city is actually attacked. One city also produces an improved Triop ship that can remain submerged 3d10 rounds before flooding.
The Rookery is a huge Dohwar community. It looks like a great city of stone and glass towers with lots of channels and water slides. Getting about is a terrifying experience to non- Dohwar as some of the wider slides are quite steep. They trade for all commodities and have extensive records on trade routes outside the sphere. They claim to be loosing their "tail- feathers" to the elves in transport fees out of the sphere, but in reality they have discovered a wrinkle that opens outside the sphere-wall. They are making the most of it, realizing that it could close at any moment. Patrols of Deathsquealers act as a local police force, but are notorious to accepting bribes. Gambling is a thriving tourist attraction in the Rookery and establishments catering to outsiders are common and varied. Some have the most outlandish themes.
The elven settlement of Elmadur is a huge space-vine (size B) anchored to an asteroid cluster. The vines make the interior a virtual fortress for defense purposes. Hidden heavy Ballista and Catapults among the outer branches make approach by any non-elven ships a suicide run. The elves here are typical of those found in the sphere; greenish tint to the skin, shaven heads, and an innate immunity to psionic contact. Many Hadozee live among them and assist the elves in many ways. The Hadozee are gliders and can navigate among the giant outer branches very quickly. They act as scouts and weaponeers in the remote parts of the vine forest. [for a fair idea of that the vine world looks like, see the cover of Dragon #175]
The asteroid city of Nirtheth reminds one of a giant (size B) geode in space. This drow city has a thick, hard crust and a hollow interior, lined with huge non-precious crystals. One large and four smaller tunnels lead from the docks on the surface to the interior. The outside looks like a lifeless asteroid and that helps in its defense. The inside would appear to be a typical underdark drow city except for the extensive use of glass, quartz and crystal in the construction of their buildings. The drow mages have developed spells to allow them to shape the crystal to suite their needs. A temple to Lolth allows the priestesses to pray and regain spells greater than 2nd level [Lolth is not native to the Astromundi Cluster]. The cities secret location has been its greatest defense and the matriarchs are forging agreements with the neogi to prevent their destruction should their location be revealed to the elves or human nations. They currently have trading agreements with the Illithids of Ushathrandra and the beholders of Deyomad. They use a variety of pirated ships they have captured over the years and the matriarchs have taken to the habit of keeping Grell slaves as their personal attendants.
A library built by gnomes around the lair of a Fal which happens to also be a 15th level pscionicist (or mentalist in a non-psionic campaign). The complex of stone buildings is guarded by gnomish weaponeers and gnomish warships. Invaders who laugh at the gnomish guardians of the asteroid have a very rude surprise in store for them. The Fal has shown them how to stabilize many of their more outlandish inventions and (most) work with deadly precision. The scholarly gnomes attend the Fal and maintain the library of information that has built up over they years. Fees for usage of the facility are expensive [1,000 gp plus any additional sage research required, see DMG page 107], but may be greatly reduced if new books or manuscripts are donated to the library. Triple the chance of finding information in a given field from Table 61 from the DMG, page 107, but all information is limited to the Astromundi Cluster. If information outside the cluster is sought, half [round up] the percentage chance of finding the information. The Fal does not receive visitors. If information is sought from its ancient wisdom, the gnomes relay the question and an answer may (20%) be returned via the attendants in 2d8 days. The Fal considers its answers very carefully.
Darkhaven is a rather unremarkable farming village on an average but pleasant size C asteroid. The town of about a hundred Calidians is under the protected of Thalothril, an arch lich [from Lost Ships]. He is dedicated to the cause of good and works to support those who share his views. He has frequent contact with traveling birdmaidens, dark rangers, bards and some elven communities. He sponsors adventuring groups who have noble intent, sometimes even without their knowledge. Thalothril has quite an extensive spell library and magical arsenal hidden away in an extradimensional safehouse. His home in Darkhaven is a humble two story stone cottage with a nearby fishing pond. The locals are quite fond of Thalothril and perhaps a little protective when too many young adventuring types show up in town seeking an audience with the great arch lich. Many of the townsfolk are retired adventurers themselves and can handle visitors who don't show proper courtesy. Thalothril works to keep the other races from being ground under-heel in the Antilan/illithid war, opposing the advances of both nations whenever possible. He is none too fond of the greedy neogi either. [If you can't figure out who this is a tribute to, I am NOT going to tell you.]
The large jungle asteroid of Meloskos generates a low-magic zone. Magic more powerful than third level spells will not function within a mile of this size C world. This extends to magic items based on their relative power. As a result, spelljamming ships that approach always crash. Some ships with sails were able to make a controlled crash landing and thus Meloskos has several primitive cultures living in the jungles. They include several different human tribes, scro, dwarves, grommom, furchin halflings, lizard men, wild Giltiond elves, kobolds and a few illithids (their psionic sciences seem to be similarly reduced). All have regressed to a primitive state and become rather xenophobic over the decades with the lose of powerful psionics, wizard and clerical magic. Intertrible warfare is common, even against a different tribe of the same species. Meloskos is a biologically abundant asteroid, but has no metal deposits at all. Only the metal from the original ships are available for weapons and even then, the humid environment rusts any left untended.
Even with the ban on open warfare, this asteroid base keeps a low profile. Secreted deep inside an asteroid creator lies a base of Gith Pirates. Over a thousand Gith live in this maze of tunnels, working to keep the raiding ships operational. Due to the scarcity of helms, the highest level mages use Create Minor Helm spells to keep even captured rock hopper skiffs going. Male and female pirates share the same status in all areas, except there are more female clerics than males, and the warlock ranks are mostly male. Aside from wizardry and priest magic, the Gith also research psionics to combat their number one foes: the illithids. Captured elven ships are prized and a special dock inside the asteroid has been isolated and coated with Continual Light spells for the health of plant ships. The Gith have a large kennel that house gnashers [Monstrous Compendium Annual, Volume One] which were purchased from the scro via neogi merchants. Both standard and winged versions are trained as attack beasts. The come in quite handy against the illithids and their Varan allies.
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)
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
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.
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.
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.
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.
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.
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).
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.