Core space is located some 3,7 years travel beyond the known Spheres. Its presence has remained mainly secret, either due to its remote location or because few have ever managed to enter the system at all. It is uncertain as to why this may be, but some sages theorise that the sphere itself is magically warded by a greater power that wishes to be left alone. Only on rare occasions do ships find a safe passage, yet few of these ships are ever seen again and thus most travellers tend to avoid it.
Spelljamming and spelljammer ships are still relatively uncommon as the only truly active spelljamming world is Akadia, though Malstrom and Triterra are slowly looking to the stars. The absence of the Arcane makes acquiring spelljamming helms difficult (one of the reasons why many outworlder ships never return). The great majority of ships travelling between planets use Manasails, a magical material mainly produced on the world of Akadia. A rare few spell casters have discovered the secret of creating helms, but tend to build or join powerful guilds to protect their secrets such as the Tuvali Sky merchant's guild on Triterra.
The laws of magical physics function for the most part as in the known spheres. One notable difference is the absence of a crystal sphere and the Philostogin. Core space is one of many systems within an astronomically gigantic bubble which, like the typical crystal sphere, keeps the Flow from entering. Unlike sphere such as Realm space the stars are actually light given off from distant stars.
These two tables detail the distance of the planets from Solinus, the travel time between planets and the number of days in each planetary year. Like the solar system of earth the planets orbit Solinus in a more or less circular path. Though Spelljammer and D&D are fantasy RPG systems I have tried to keep inhabited planets and asteroids within the "Habitat zone" of the star type to make life easier for those who may wish to include this system in a more Sci-Fi realistic setting.
| Planet | Distance from Solinus in |
Days per Year |
|||
|---|---|---|---|---|---|
| AU | Miles |
Spelljammer days |
Spelljammer hours |
||
| Agari | 0,75 | 69.750.000 | 0,7 | 17 | 237 |
| Jardan | 0,8 | 74.400.000 | 0,7 | 18 | 261 |
| Triterra | 0,89 | 82.770.000 | 0,8 | 20 | 306 |
| Akadia | 1,1 | 102.300.000 | 1 | 25 | 421 |
| Noringraad | 2,5 | 232.500.000 | 2,3 | 56 | 1.443 |
| Malstrom | 3,8 | 353.400.000 | 3,5 | 85 | 2.704 |
| Jewelled Ring 1 | 4 | 372.000.000 | 3,7 | 89 | 2.920 |
| Jewelled Ring 2 | 4,2 | 390.600.000 | 3,9 | 94 | 3.142 |
| Jewelled Ring 3 | 4,4 | 409.200.000 | 4,1 | 98 | 3.369 |
| Gorin | 4,5 | 418.500.000 | 4,2 | 100 | 3.484 |
| Planet | Average travel time between planets in Spelljamming days | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Solinum | Agari | Jardan | Triterra | Akadia | Noringraad | Malstrom | Ring 1 | Ring 2 | Ring 3 | Gorin | |
| Solinus | — | 17 hrs. | 18 hrs. | 20 hrs. | 1D 1 hr. | 2D 8 hrs. | 3D 13 hrs. | 3D 17 hrs. | 3D 22 hrs. | 4D 2 hrs. | 4D 4 hrs. |
| Agari | 17 hrs. | — | 1 hour | 3 hrs. | 8 hrs. | 1D 15 hrs. | 2D 20 hrs. | 3 days | 3D 5 hrs. | 3D 9 hrs. | 3D 11 hrs. |
| Jardan | 18 hrs. | 1 hour | — | 2 hrs. | 7 hrs. | 1D 14 hrs. | 2D 19 hrs. | 2D 23 hrs. | 3D 4 hrs. | 3D 8 hrs. | 3D 10 hrs. |
| Triterra | 20 hrs. | 3 hrs. | 2 hrs. | — | 5 hrs. | 1D 12 hrs. | 2D 17 hrs. | 2D 21 hrs. | 3D 2 hrs. | 3D 6 hrs. | 3D 8 hrs. |
| Akadia | 1D 1 hr. | 8 hrs. | 7 hrs. | 5 hrs. | — | 1D 7 hrs. | 2D 12 hrs. | 2D 16 hrs. | 2D 21 hrs. | 3D 1 hr. | 3D 3 hrs. |
| Noringraad | 2D 8 hrs. | 1D 15 hrs. | 1D 14 hrs. | 1D 12 hrs. | 1D 7 hrs. | — | 1D 5 hrs. | 1D 9 hrs. | 1D 14 hrs. | 1D 18 hrs. | 1D 20 hrs. |
| Malstrom | 3D 13 hrs. | 2D 20 hrs. | 2D 19 hrs. | 2D 17 hrs. | 2D 12 hrs. | 1D 5 hrs. | — | 4 hrs. | 9 hrs. | 13 hrs. | 15 hrs. |
| Ring 1 | 3D 17 hrs. | 3 days | 2D 23 hrs. | 2D 21 hrs. | 2D 16 hrs. | 1D 9 hrs. | 4 hrs | — | 5 hrs. | 9 hrs. | 11 hrs. |
| Ring 2 | 3D 22 hrs. | 3D 5 hrs. | 3D 4 hrs. | 3D 2 hrs. | 2D 21 hrs. | 1D 14 hrs. | 9 hrs | 5 hrs. | — | 4 hrs. | 6 hrs. |
| Ring 3 | 4D 2 hrs. | 3D 9 hrs. | 3D 8 hrs. | 3D 6 hrs. | 3D 1 hr. | 1D 18 hrs. | 13 hrs. | 9 hrs. | 4 hrs. | — | 2 hrs. |
| Gorin | 4D 4 hrs. | 3D 11 hrs. | 3D 10 hrs. | 3D 8 hrs. | 3D 3 hrs. | 1D 20 hrs. | 15 hrs. | 11 hrs. | 6 hrs. | 2 hrs. | — |
Core Space has a unique planar structure which, when viewed from afar, makes it resemble a grape on the vine. All planar connections pass through a "Planar node" which serves as a filter for Core space. This planar node is known as "The threefold Core seal" and is the reason why travel in and out of core space is so restricted. The nature of its existence is widely unknown, but its effects shape the way of life for all within its boundaries.
The Core seal seems to totally block off any access to and from Divine beings from outside the sphere. The only exceptions are the Elemental forces on the Inner planes who seem to have "limited" access through the Elemental demi-planes. This restricts the pantheons of the faithful to either the elements or those divine creatures that reside inside the sphere (explained later).
As is to be expected, even the most learned of sages in Core space is blissfully ignorant of the outside world, its Deities and its peoples. The rest of the universe is also quite unaware of the existence of Core space.
For each Elemental, Para-elemental and Quasi-elemental plane a corresponding Demi-plane exists within the Core system. These planes resemble the originals in all ways, but are less "infinite" than the original planes. None the less, it would take thousands of human lifetimes to travel from one edge of a Demi-plane to the other.
All conditions and residents of the corresponding plane can be found on a Demi-plane as their source material actually comes from the Elemental planes themselves.
Gods Graveyard: This demi-plane spans many thousands of leagues and is the final resting place of the dead Demi and Quasi gods of the Core system. Great corpses float freely throughout the plane and its inhabitants are the ghosts of the gods most ardent followers or treasured servants.
Emerald Garden: The Emerald garden is an Astral node which serves as the final resting place of all Druidic, sylvan and natural creatures. The Emerald garden resembles a pristine wilderness on a typical prime planet and includes most all climates and geographic features.
Crossroads: Crossroads is an Astral node whose main purpose is to serve as a redirecting point for souls travelling to their final resting place. Those of True neutral alignment who are not Druids or natural animals usually become Warders or Caretakers, both castes are charged with the task of assuring that souls travel to their proper destinations. Crossroads itself is a grand city with roads radiating out from the central plaza like spokes of a cart wheel. It is generally forbidden for living creatures to enter the city and any discovered will be either escorted out by the wardens or "given the pass", meaning they are slain, thus giving them the allowance to enter the city.
The Astral Spires: The astral plane is as well present in the Core system and serves to connect the prime planar part of the Core system with the 8 "Astral spires" and the Astral nodes of Crossroads and the Emerald Garden. Each spire is predominantly of one of the 8 alignments (not including true neutral). Each spire contains a final resting node for souls of the predominant alignment. Due to their close proximity to the Elemental demi-planes and their less than sovereign natures the spires tend to be greatly influenced by the physical properties of the demi-plane nearest itself (see below). An interesting side effect of this system is that outsiders are not as limited in their travel between the spires and the Prime core. With the use of appropriately powerful spells (gate, planar travel, etc.) these creatures are able to enter the realms of men. This freedom of travel has an unfortunate side effect which is that all outsiders can be permanently killed regardless of which plane they are presently on. A Pit fiend slain on the prime is not banished for 1,001 years, but destroyed. Logically, Demons, Devils and Angels tend to be a bit jumpy around powerful mortals.
With the absence of contact to the outer planes one would thing that there are no gods in the Core system. This is purely misconception, yet divinity functions a bit differently here than other where. First, the power of deities is limited to Quasi and Demi-gods. This may be a big shock for outsiders, but those of the Core system know no better and are quite satisfied with the deal. Where the excess power flows to is yet unknown. Second, the number of immortals present on one planet is limited. Only 32 Demi-gods can reside on a single planet and only 128 Quasi gods for the same. Third, for a Quasi-god to become a Demi-god he must physical defeat a Demi-god, no small task. This usually leads to bloody battles within the immortal ranks as each vies to either gain or retain power.
But how do mortals become immortals? Easy, take part in the great hunts. Each planet has a system dating back to before time which allows powerful mortals to raise to the level of Quasi-gods. On Triterra it is the hunt for the key within the planets core and on Noringraad it is the search for the One rune on the roof of the world. In order for the "winner" of such a quest to ascend a place in the godly order must be open. Otherwise they have to open one. Mortals who have achieved an immortality goal, but have no opening no longer age, but gain no additional powers. Any creature can achieve the status of immortal, including outsiders. Every 500 years a great hunt is opened for Quasi-gods to become Demi-gods. Once every 100 year on each planet a smaller hunt for mortals to become immortals begins. These events are heralded by planetary conjunctions, solar eclipses, etc. whose meaning is widely know through history and legends. The different planetary hunts are explained below.
Agari:Once every 100 years the molten planetary core cools dramatically and is reduced in size considerably. During this time iron rich steam and mists (also called the blood of Agari) spread throughout the subterranean realms. This is the traditional indicator that the hunt for immortality can begin. The empty space created by the cores shrinking serves as the hunting grounds. He who discovers the well of the blood and bathes in its waters is said to gain eternal life and inhuman power. The planets molten core serves as an ancient prison for a long lost race of half-demons who, every 100 years are awakened by the receding of the core. Some force or curse keeps them relatively close to the core. Out of frustration and jealousy of the hunters freedom these half-demons kill or torment any who dare enter their realm.
Jardan:Once every 100 years the mystical tree of life casts out a seed which is swept away by ethereal currents. A short time later the see exits the ethereal plane and returns to the prime in a random location. During this time the plants of Jardan bloom for 7 days and 7 nights in mythic majesty, which heralds the coming of the hunt. It is said that who so ever plants the seed in their life's blood (usually by eating it) shall gain eternal life and inhuman powers.
Triterra: Once every 100 years the three moons of Triterra form a perfect triangle before Solinus and heralds the coming of the hunt. The rays of the sun fall upon the cores icy surface and melt the snows, creating a foreboding landscape of barren stone and deep canyons. Hidden somewhere upon the cores surface is the key to immortality which is literally a key. Once found the key will lend its discoverer eternal life and inhuman powers. The noble Drow, who never wander beyond their own lands inside the core, range fourth and challenge all who come to search for the key. The Drow see this as their traditional duty and those who go fourth to perform it are all considered great heroes of their folk.
Akadia:Once every 100 years northern lights dance in the sky all across the world and call hunters from all the lands to the Mountain of truth. Upon its summit a great crystal reaches into the sky and during this time the crystal glows with power. The first to merge with the crystal (walking inside of it) is remade into an immortal creature. The crystal itself possesses massive destructive power and uses an intense beam of raw energy to destroy and flying ships or creatures that go beyond the mountains foot. The mountain itself is home to many a sleeping danger that are reawakened by the crystals energies.
Noringraad: Once every 100 years the planet of Noringraad enjoys a day that lasts 3 months. These "white nights" herald the hunt for the "One Rune". The one rune rests within an icy maze in the Great northern glacier, also known as the roof of the world. He who brings the rune to the light of the sun during these 3 months is granted eternal life and inhuman powers. The maze is a terrible place though swarming with unnatural creatures of ice and death who hunger for the warmth of the living.
Malstrom: Once every 100 years a hole in the great storm at the center of the world opens. This time is usually accompanied with a calming of the usually strong winds of Malstrom. The hole leads in a convoluted jumble of "wind tunnels" beyond which lays the "Eye of the storm". Chartuga, the great storm bringer leaves a single great feather to be found and he who wins it gains eternal life and inhuman powers. Hunters must contend with such creatures as Storm ghosts and wind imps along their way through the writhing wind tunnels. Those who are unlucky enough to leave the wind tunnels and be caught in the Storm are torn to shreds by the fierce winds.
Jewelled rings: Once every 100 years the Sapphire Star passes near the outer ring. The comet can be seen coming weeks in advance and heralds the hunt. The asteroid which the comet passes nearest transforms itself into a mighty golem of epic strength. If destroyed the golems falls apart leaving behind it heart, a star sapphire of immense value. This gem must be thrust into the breast, which replaces the users heart and lends them eternal life and inhuman powers. The greatest danger of this hunt (besides the golem) is the fact that the comets contact point can be easily calculated and most hunters try to secure the area for themselves. It is not uncommon for the comet to fly by unchallenged while the rings hunters lay dead at each others hands.
Gorin:Once every 100 years the liquid mantle of Gorin develops "clots". Hidden within one of these clots is a pool of unknown liquid metal. He who absorbs this liquid is lent eternal life and inhuman powers. The clots themselves are quite dangerous as strange creatures and even stranger magical effects.
Once every 10.000 years the 7 planets align together in a string with Solinus and cast their shadow out into space. All planets except Agari experience a Solinus eclipse, yet Agaris metal masses are strongly affected by the magnetic and gravitational forces and vibrate softly during this time. This event, also called the great conjunction, heralds the hunt on all worlds for Quasi-gods to become Demi-gods. Historically the great conjunction heralds great change as empires rise and fall and great wars are fought. Tales of legend and heroes are smithed in days like these. The actual hunt on each planet varies as explained below.
Agari:As with the lesser hunt the core of the planet cools, but in addition passages into the core open. The most vile and powerful of the half-demons await their prey within. The hunters must seek the Heart of the planet, a molten jewel of flaming stone.
Jardan: During the great conjunction the Tree of life reveals itself to the prime world. Hunters are required to seek out the deepest root of the tree and drink of the Trees sap.
Triterra: The core opens its great gates and allows participants inside. Once there the hunters must battle their way through the gauntlet and are faced with the great heroes of the Drow. At the center of the core a pool of liquid energy awaits.
Akadia:The Crystal tower atop the mountain of truth opens to reveal the great dungeons below. Beyond the dungeons many trials the Crystals counterpart awaits to grant power to the worthy.
Noringraad: One of the more brutal hunts, the one rune calls into existence the rune of Recreation at the most northerly point of Noringraad. Hunters must battle their way to the testing grounds where the rune of Recreation sets the hunters to 3 tests; The test of Riddles, the test of Honor and the test of Strength. Any number of hunters may pass the first two tests, but the test of Strength is a grand melee between all remaining hunters and only one may emerge victorious.
Malstrom: Chartuga sends it children out into the world to be challenged by any who has the power to defeat them and with a feather of these children the hunter is allows access to the storms eye. There, hunters must traverse a great gauntlet and in the end face Chartuga himself to pass an individual test.
Jewelled rings: Yet another great comet called the Godstone, passes through the rings. Within the godstone a labyrinth of gates, tunnels and spaces awaits. At the heart of this chaos lays the true Godstone whose touch raises the victor to Demi-god status.
Gorin:The shadow of the eclipse raises a great dry land island from the sea of sludge. Hidden upon this island is the Wellspring of Divinity whose waters enhance those of the first hunter to absorb them.
A special note must be made for the offspring of divine beings. Those Quasi and Demi gods who choose to reproduce create children with abilities above and beyond those of normal mortals. The Birthright blooded abilities and levels serve as a prime guideline for such offspring. Fortunately for the mortal world, divinity has a severe impact on fertility. Quasi gods have their fertility rate reduced to 1/10th normal and Demi-god fertility is reduced to 1/50th of their normal rate. For such races as elves and dwarves this can be a real hindrance. The blood abilities are not determined randomly but are directly related to the characters generation. The direct children of Demi-gods have True bloodlines and those of Quasi gods have Great bloodlines. For each generation the offspring are removed from their divine relative the weaker the bloodline becomes, namely 1 category lower for each generation. Thus the grandchildren of a Demi-god would have a Major bloodline and the eighth generation removed would lack any blood abilities completely. First generation children of Demi-gods have a fertility rate of 1/20th of normal and for those of Quasi gods it is 1/8th. The fertility rate of the Blooded Increases as their blood mixes with non-divine mates. For Demi-god children the rate increases by 2 fractions per generation removed and Quasi-god descendants by 1 fraction per generation.
Ammunition of thundering is a magical enhancement of the common thunderstone, applied to the ammunition of any siege weapon. The secret of it's creation is well guarded, though many believe that the process is a mixture of alchemy and arcane enhancement. If a so enchanted projectile strikes a solid surface a shockwave of sonic force is released, doing an additional 2d6 sonic damage or 3d6 if the surface is being propelled by a Spelljamming helm. The ammunition in some way interacts with Spelljamming helms to increase its destructive power.
Market price modifier: +1 bonus.