Planet Name: Chaos
Planet Type: Spherical earth body
Planet Size: F
Escape Time: 5 turns
Satellites: 40
Distance from primary: 1,500 million miles
Day Length: 80 hours
Year Length: 200 months
Population Analysis: Giants, goblins, dwarves, and humans

Chaos is a massive world. It has a diameter of 30,000 miles, with gives this world a circumference of about 95,000 miles. There is tremendous polar flattening, so the equator is much greater than what it should be. Its days are long, and the nights are even longer. Chaos' axis is tilted slightly, so the planet does have seasons.

The world of Chaos is appropriately named. Thousands of active volcanoes dot the surface, with earthquakes and eruptions all too common. They do not dominate the landscape, but many areas do have volcanoes nearby. Several erupt each year, and violent earthquakes rock whole regions with destruction. With the crust of Chaos being thin in many places, hot springs, gyres, and other geothermal features are common.

Chaos is ringed by moons and worldlets. Forty moons have been discovered and documented, though there could be as many as ten more. All of the known moons are between 50 to 500 miles across, and are mostly rocky orbs. Most have breathable atmospheres, and several have been settled over the centuries. The immediate effect of all these moons on Chaos is that the tides are completely unpredictable. There is no high tide or low tide. The water is constantly rising and lowering unpredictably, such that hills miles inland become islands in a matter of minutes, and then the water recedes a few minutes later. Mapping coastlines are impossible, and travel at sea is treacherous at best. A ship never knows if the harbor it is currently anchored in will suddenly become a beach, with little to no warning.

The core of Chaos is very hot and molten. The result has been many volcanoes and mountain building. The continental drift is fairly rapid, but only the elves have noticed the drift of landmasses (a task made far more difficult by the erratic tides). The surface of the planet, due to thermal heating, is much hotter than what a normal planet should be, given the distance from the sun. Note that "hotter" means that the land is not completely covered with glaciers, and can be pleasant is many locations. In addition, the greater mass of this world has resulted in a gravity that is well over double that of most earth worlds.

The lands of this hostile world are rugged and dangerous. Mountains and hills cover at least half the land, and even the plains regions are rolling with hills and river valleys. The mountains are jagged and difficult to traverse. What land that is not too mountainous is covered with thick, ancient forests. The trees of Chaos soar higher than on other worlds, with some trees reaching 300' tall, some even taller.

Climate and Weather

Chaos is far warmer than it should be, due to the heat of the core. Because of that, blizzards don't blanket the planet. Still, the weather on Chaos is considered "unpleasant" by humans. The temperature at the equator is roughly 50 degrees F, while the polar temperature is somewhere around 0 degrees F. Temperature variations caused by the seasons cause the regional temperatures to vary by about 20 degrees. The lack of greater variation is no doubt due to the internal heating, which does not change from season to season.

The winds on Chaos are not particularly violent. Though there is wind blowing almost everywhere at once, it does not reach speeds high enough to be considered gale force or more. Though hurricanes and gales are impossible on Chaos, due to the lack of tropical waters, storms are fairly common. At least once a week, a storm of some type or another will occur. No region, it seems is immune to the frequent storms. As a result, flooding of certain river valleys and plains are all too common, resulting in more changes in the land.

Appearance From Space

This violent mammoth of a world is a streaked white orb. Cloud cover is roughly three-quarters. What is not covered by clouds appears as either sapphire blue oceans or rocky brown-gray mountains. The beauty of this world belies its dangerous surface.

Continents

There are some 7 large continents dotting the surface, as well as 4 minor continents. Most of the continents are named by their natives, but left nameless to spacefairers. All are scattered across the globe randomly. Given that about half of the surface area is land, there is a great deal of land area in which the populace can dwell on.

Life Forms

Life is abundant on Chaos. Most of the planet is either covered with rugged mountains or thick forests. In almost all cases, the trees of the forests are evergreens, with trees very similar to pines, firs, and birch predominating. The only difference is that the trees are all at least 50% larger than normal. Their root systems are extensive as well as unique. The roots not only absorb water and nutrient from the soil, they also gather the heat energy of the planet. They have special hairs on their roots, which absorb the heat of the planet and shunt it through the trunk, keeping the whole plant warm, no matter the season. Explorers have reported that the trees actually are warm to touch, and that one can stay alive during a blizzard by merely curling up in the branches of a tree.

Animal life is also strange and familiar at the same time. The dominant wildlife is a strange mix of prehistoric mammals, giant animals, and dinosaurs. All of the creatures here have adapted for the cold weather. The mammals all have thick fur coats or thick layers of warm blubber. The dinosaurs have adapted with a layer of skin that resembles blubber, but is much denser, so it is not nearly as thick. Given the great size of the planet, one type of creature may dominate one continent while another dominates another continent.

The oceans have the typical fish, whales, and dinosaurs common to other worlds. One of the unique species common to the oceans is heatweed. Heatweed appears as seaweed, but has roots that reach all the way down to the ocean floor, where it pulls heat towards the surface. If a patch is large enough, the water around it could reach boiling temperatures (such patches are about 200' across). Heatweed can be found anywhere in the seas, provided there is a thermal exhaust nearby.

On land, the most dominant creature is a monstrous creature that resembles an allosaurus. The creature, known as a Chaos Tyrant, has long forearms (about 6' long), nasty claws, a crown of horns about it's head, and measures roughly 30' long and 12' high. It is also reported that the Chaos Tyrants have the rudiments of intelligence, and are clever in ambushing herbivores, and are often trained by the inhabitants of this world. When adults are encountered, they have the following statistics: AC 5; MV 24; HD 15; #ATT 3; DMG d8/d8/6d4; Sz L (30' long).

Guide to the Groundlings

Chaos is home to several intelligent races. They are grouped into several divisions. Most racial groupings dominate one, perhaps two continents, but tend to have little impact upon one another. The rough seas and unpredictable tides discourages trade, communication, and long-distance conquest of new lands and continents.

Goblins and Hobgoblins

The first of the major races are the goblins and hobgoblins, who once dominated the planet. These creatures were the dominant species a thousand years ago, with well over a hundred petty empires that could rival almost anything the humans had at the time. The goblins achieved a level of culture and power that was rarely matched by their kind anywhere else. They even began reaching for the stars, building dozens, maybe even hundreds of spelljammers. Perhaps their greatest accomplishment was the mastery of magic to such a degree that they began to craft many magical items for themselves.

The goblins and hobgoblins dominated the equatorial continent of Benzerik. The vast majority of their empires was built upon that land mass. It was settled by the creatures thousands of years earlier, fleeing by means of gates and spelljammers from Ethwuld and other worlds. This migration was not a single event; instead, it was a steady stream of the creatures, led by their gods, to this harsh land. Slowly, over the centuries, the goblins built a civilization for themselves. As goblins were a prolific, if cursed, race, their numbers quickly overcame the wilderness around them. Their brutal and harsh cities tamed the wilderness, and they claimed the whole of Benzerik as their own.

This all changed a thousand years ago. For the goblin-kin, it was a time of great civil unrest and upheavals. Many of the younger warriors were dissatisfied with the established order. They became swayed by the teachings of the priests Nemesis, God of War and Strife. They became fanatics, overthrowing the old order and established a new one. All temples but Nemesis' were burned and sacked, their priests (and their families) were slain to a man. Whole nations, those governed by priests opposed to Nemesis, were destroyed, and so many goblins died in the resulting carnage that not even a fraction of their number could be counted. The Nemesis Inquisition was a horrific, century-long period when all opposing views were crushed and forgotten. Then the Nemesis War began.

In short, the Nemesis War was an attempt by Nemesis to seize the whole of the Maelstrom (a cluster of several crystal spheres). By using the goblin-kin as his foot soldiers, he attacked many planets at once. He gated thousands to other worlds to do battle with those who would not bow down and worship him. Villages, towns, and even cities were stripped of all those who could wield a weapon, and even the elderly were dragged along, if for no other purpose than as arrow fodder. Leadership of individual units was determined by gladiatorial combat, with losers being sacrificed to Nemesis. This resulted in most of the leaders of the goblins being strong and powerful, but tactically incompetent and foolish. Those who failed in any mission were given to Nemesis as sacrifice.

The sudden loss of so much manpower and labor had many unexpected effects upon the goblin empires. The first problem to develop was a massive shortage of food, as the vast majority of the farmers had been carted off to war. Their families either starved, or were devoured by the wild animals that were encroaching on goblin territories. Famine and pestilence visited almost every family across the land, and most empires fell due to these problems alone before the Nemesis War reached its conclusion. When Nemesis was defeated and his priests lost their power, widespread panic spread across the few kingdoms that still stood. Civil war engulfed the survivor states, casting them down along side their fellow nations.

Today, the goblins still dominate Benzerik. However, their glory days are gone, and they live like animals. Tribes of the creatures huddle in shallow caves, fending themselves against the wild beasts that now rule their continent. A few kingdoms may yet stand, isolated realms that escaped the destruction of the Nemesis War. If such realms exist, they remain unknown to spacefairers.

Giants

The largest group that now dominates the planet are giants. They can be found on three major continents and one minor one. The lands that they dominate are connected by narrow land bridges and separated by shallow seas. The combined sum of their lands are called Jotikin, the Land of Fire and Ice. Volcanoes, glaciers, and vast stretches of open land are the primary features of Jotikin. The giants are divided into thousands of tiny clans, most no larger than two dozen or so members. They have a fairly primitive society, mostly dwelling in caves and caverns. There are, however, a few minor city-states of giants, each with 200-800 giant citizens. Overall, the giants are not divided by race; instead, they are constantly struggling to survive in the hostile environment, and have little time for petty disputes.

The largest city state known to spacefairers, at least in myth, is Sk'ian, which has a population of roughly 800 giants. It is ruled by Vaulk, an eighteen foot tall giant with cool blue skin and black hair. He is a skilled warrior and personally leads the Chaos Calvary, a hundred-giant strong Calvary that rides chaos tyrants. They are all armed with lances (inflict double normal heavy lance damage), clubs (double damage), and short bows (double both damage and range). The giants are isolationists, but apparently have a deal with certain unnamed merchants, as goods made by the city turn up in markets around the sphere. What the conditions of that deal are unknown, as are the parties involved. Space ports know of Sk'ian in name and rumors only; its exact location is also unknown.

A second citadel, the city of Lu'kier, is also known to spelljammers. However, while the city's location is known, as its rough population of 500 giants, not much else is known. The giants protect the city with patrols of giants mounted upon great rocs. The giants are skilled bowmen, using massive short bows (inflict double damage), or they may opt to employ boulders to drop on approaching vessels. Even worst, the natives of Lu'kier keep griffins as pets and scouts. They attack and overwhelm any ship that dares to approach. Two ships were known to have been destroyed by the Lu'kiern, but a third ship managed to escape and warn the rest of wildspace.

The history of the giants is a long and sorrowful tale. An age or two ago, they ruled the entire sphere. At that time, they were known as the Firbolg, a clannish but peaceful race. Their civilization was at its height when a race of shape-shifters, called the Daaksid by the Firbolg, entered the sphere. The Daaksid were twisted and evil creatures, apparently banished from their homeland (the nature of that land is much speculated by sages), and wished to conquer the sphere. They created a race of slaves, fair and magical, with which they could wage war on the Firbolgs. After centuries of battle and conflict, the Firbolg were defeated. The remnants of their race fled to Chaos, mainly to the land of Jotikin. Yet, their enemies did not long enjoy their victory; so great were their losses that they could not maintain their new empire. Their slaves rose up in rebellion, and the Daaksid vanished forever from the sphere.

Since those ancient days, the Firbolg have divided into a handful of subspecies. These subspecies have adapted to their environments, but it is not uncommon for members of separate subspecies to intermarry and have children. The most common subspecies are the plains and hills dwellers, who call themselves the Grotor. These creatures are roughly equivalent to hill giants, but the limited food supply has stunted their growth. On average, Grotor stand a mere 10' 6" to 12" tall, but some may grow as tall as 15" tall. The Grotor are nomads, wandering the hills, plains, and low mountains of Jotikin. Their tribes tend to be small, with dire wolves that double as guard dogs and hunting hounds. Technology is almost always very primitive, only a little higher than stone age. Weapons are usually clubs, stone axes, and spears, while armor is always made of sewn hides.

The second most race of giants are the much rarer Thaanes, who wander the icy tundra, high mountains, and treacherous glaciers. The Thaanes are a nomadic people, following the herds of giant reindeer that roam the tundra, many astride mammoth mounts. The reindeer provide better meat than the animals that the Grotor hunt. As a result, the Thaanes average about 4' taller than their Grotor cousins. Thus, the average height of these giants is about 15' tall. Thaanes are roughly equivalent to frost giants, but their technology is more primitive. Their equipment is similar to that of the Grotor, but they favor great spears more heavily. Additionally, they have created a crude saddle with stirrups, giving them a decided advantage when fighting from the backs of their mammoth mounts. They keep winter wolves as pets and hounds. Interestingly, the Thaanes worship the Goddess of the North, a patron of winter, cold, and death. Because of that, they have a very fatalistic society. There is little motivation to try to better their society on a whole, and even use of healing magics is strictly forbidden. Those who perish are soon forgotten.

The third race of giants are the Surs, the dwellers in the mountains. They dwell in mountain caves and mines, where they hunt for the riches of Chaos. The Surs were the miners and blacksmiths of the Firbolg, producing the tools and weapons used by the rest of their race. However, when the Firbolgs were cast down from their greatness, the Sur survivors fled into their caves and remained there for many generations, rarely venturing forth to hunt. The limited food supply has resulted in a stunted race of giants. These giants stand a mere 12' tall on average but stocky in built. While normally their skin is pale, like ash, constant work without bathing frequently means that most Surs have a much darker appearance. Their technology is very high for Chaos. Their warriors are typically clad in chain armor and hold great heavy metal shields. Weapons are commonly spears, swords, and massive warhammers. They don't usually have any kind on mount, but do often keep hell hounds as guard dogs.

The last major race of giants continue to call themselves Firbolgs. They are the tallest, fairest, and most noble of the surviving giants. Though their numbers are few, they are treated with respect and a little awe by the other giants. They usually stand 18' tall and have blue, white, or green hair and like eyes. They resemble a cross between cloud and storm giants. Of the many giants of Chaos, only the true Firbolgs dwell in cities and settlements. Within these cities, the Firbolg craft many goods and even magical items to trade with their cousins for food, clothing, and whatever else the Firbolg need. Some Firbolg kings command territories that range over vast tracks of land and claim many thousands of giants under their rule. Because of close trading relations with the Surs, the Firbolgs have available to them any sort of weapon and armor that the Surs produce. In battle, they like to ride Chaos Tyrants, rocs, and even dragons. Griffins, owlbears, giant eagles, and cave bears are typical pets.

All giants may become warriors, shaman, or even mages. Giant warriors may advance up to 15th level, while shaman and mages can advance as high as 9th level. Firbolgs are powerful as mages, and can advance as high as 12th level. Giants make poor thieves, and as such are very rare. Any giant thief is limited to advancement of 7th level.

Dwarves

On the minor southern continent of Arie there is a loose collection of dwarvish nations. Their numbers are not great, but they have managed to tame a region between two mountain ranges. They are descendant from a failed expedition that journeyed to Chaos to take advantage of the rich mineral fields that early prospectors had found. Though miners on the ground prospered and even grew in numbers, the hazards of navigating the moons and storms of Chaos proved too much for dwarvish sailors. Too many trade ships were destroyed, and eventually the trade routes dried up. This left a large number of dwarves effectively stranded on Chaos. With no hope of rescue, they dug in and established new kingdoms for themselves.

Despite the harsh conditions of Chaos, the dwarves have grown in numbers and have established at least four minor nations. Other nations have risen and fallen since the Great Abandonment (as they call the disappearance of the trade routes centuries ago), leaving behind a vast number of ruins and dungeons. The dwarves of Chaos have become embittered against their brethren and have adopted an isolationist attitude. Fortunately for them, the traditional dwarvish adversaries, goblins and their ilk, are not present on Arie. Instead, the land is inhabited by monsters of all sorts. While dangerous, the monsters are largely unintelligent and beaten through use of coordinated attacks and hunting.

Dwarvish clan holds are usually small fortresses built into cliffs, hills, and even mountains. A typical clan hold has 300-800 dwarves, but some are twice as big. The dwarves raise vast herds of cattle, goats, and sheep, and grow crops in whatever soil they can find. They have all the metal that they need for now, and the mines are largely inactive. They practice a system of recycling and treatments that keep their metal tools and weapons in good shape.

For all purposes, the Chaos dwarves are mountain dwarves. They prefer a life underground, where they are safer from the monsters that haunt the surface. They are also desperate for trade. If a non-dwarvish spelljammer lands in their territories, dwarvish merchants will be swarming the ship eager to make trades. They are willing to trade dwarf made weapons, armor, and tools for almost anything off-world. Many young dwarves are eager to sign on as sailors or mercenaries. Finally, the dwarves are eager to gain their own spelljammers, and will gladly buy any helm that the spelljammers may have on hand for a fair price.

Selkie

These shape-shifting creatures dwell in an island chain in the southern hemisphere. They are among the most recent races to settle Chaos, but are some of the most advanced, at least from a magical standpoint. They wander the oceans of Chaos freely, but rarely wander too far from their home islands. The waters around some continents are too dangerous for them to dare approach.

The selkie find their origins several thousand years ago when the Raer Empire was at its height. The Raer founded a colony on Chaos on the smallest continent. The colony prospered, but attempts to expand to other lands failed utterly. The Raer colonists were confined to one continent. When that empire fell, the colonists were stranded. They made the most of the situation, and established their own nation called Ralsek. While highly magical, Ralsek could not achieve even a fraction of the power and might that the Raer commanded. For the next several centuries, their situation remained largely unchanged.

The event that changed the Ralsek people from humans to selkie was the Nemesis War. During that war, Nemesis opened portals to the Ralsek heartland, led by one of his avatars. Unused to war, the people of Ralsek were slaughtered by the hordes of goblins. In desperation, the mages and priests of the land came together and called upon powerful magic to strike down Nemesis' Avatar. They unleashed a killing wave of light and energy that slew thousands of goblins as it sought out the Avatar. When the wave hit the Avatar, both exploded in a massive fireball. This explosion triggered colossal earthquakes and tidal waves that caused the Ralsek homeland to crumble. The people screamed in terror and agony as they fell into the sea, knowing that death was about to claim them. Yet, Nemesis was not the only god that had taken notice of the Ralsek people. Crecus, god of the oceans and Llwar, goddess of magic, both had pity on the people. Together, they reached out and touched each and every person that fell into the oceans, altering their form. Their bodies became that of seals, and Crecus led them to safety. Though not all survived the journey, most made it to an island just outside the devastation of Ralsek. There, Crecus commanded them to rebuild their civilization and always remember and honor the two deities that saved them.

The selkie, glad at their salvation, built large temples to both Crecus and Llwar upon that island. It became holy ground to the race, where their most holy and sacred cities were built. Many more returned to the fallen Ralsek homeland to build new cities upon remaining islands and to salvage from the ruined cities. Though their kingdom had fallen, the selkie were determined to build a new one.

Today, the selkie have dozens of small cities dotting their island chain. The layout of these cities would confound most people, as the cities are channels of water and the main entrance to most buildings are underwater. The people virtually abandon the cities twice a day to hunt for fish, which are plentiful. Homes are small and spartan, with only the bare necessities. Selkie do not use fire to cook their food, but will use magical heating to keep themselves warm during the harshest winter nights (which is rare, since the selkie have thick layers of fat to insulate themselves during winter months). Many are mages, who tend to dwell in buildings shaped like massive sea shells. Water elementalism is the most common field of study, in which selkie may advance as high as 14th level. Selkie can also study the fields of enchantment/charm and song, but can only advance to 12th level in those fields.

Dragons

The third intelligent race are dragons. Dragons have always existed on Chaos with some power. The dragons are not social creatures, and come together only to reproduce. All chromatic species of dragons can be found on Chaos, but metallic dragons seem to be lacking. The creatures are mostly interested in surviving and collecting bigger and bigger hordes. They can be found on almost every continent, but tend to shun civilized areas. The destruction of the goblin-kin empires mean more easy meat to these selfish creatures. Never has it been recorded that dragons came together to accomplish anything.

Resources and Trade

Chaos is rich in resources. Fine gems, large gold deposits, and rich iron concentrations have all been found in the mountains. In several areas, panning the local streams will result in the discovery of gold nuggets, sometimes as large as a human child's hand. In addition to the great mineral resources that Chaos has, there are also excellent timbers for ship building purposes, great amounts of foods, and excellent hunting.

The various inhabitants trade with each other but rarely trade with offworlders. Given the large amounts of uninhabited areas, a spelljamming base could be set up to harvest the riches of this world. Such a base would have to deal with the many monsters of the area, as well as remain hidden from any inhabitants who may wander into the area (many giants and especially goblins are nomadic).

Ports of Call

There is only one known port currently spelljamming active, Goldstrike. A small port, Goldstrike is located on an equatorial island, which was once highly volcanic. The island, out in the middle of the ocean, is completely uninhabited by natives, and easily defended. Given that it was once a volcano, it is virtually covered with mineral wealth. That wealth attracted a host of harden frontiers men and vagrants, all out for a quick buck. Most died from the harsh environment, but for every miner that died, ten more were willing to take their place. A city about the base of the volcano has sprung up in the eighty years of Goldstrike's existence. The place is a typical frontier's town, with virtually no system of government, law enforcement, or defensive army. The place is a haven for pirates and privateers, and at least four spelljammers are here at all times. However, none are owned by the city, and those citizens that manage to gain enough wealth to buy one immediately leave for better worlds else where.

Satellites

Chaos has an incredible 40 moons. These moons orbit Chaos at roughly the same altitude, and are spread out very much like an asteroid belt. However, each of the moons is over 100 miles across, and a small world in it's own right. With so much available space, and the riches of nearby Chaos, the moons have become a common ground for virtually all races. Yet, like so much else in the sphere, all of the moons are wilderness, as the dangers of Chaos prevent all but a trickle of riches from passing through these space ports. It is because of this that prevents the moons from becoming anything more than mere frontier ports, forever sparsely populated. A few examples of moons are given below; DMs should feel free to develop moons as they see fit.

Mindweep

While not the largest moon, Mindweep is important to space travelers never the less. It is an Illithid breeding colony, where they raise large number of slaves. The slaves are forced to grow crops and raise cattle, which are used to feed them. The landscape is that of open plains broken by the occasional mountain range. The mountain ranges hide the massive fortresses of the Illithids, where they sit as lords of all they survey. The population is not overly large, as the Illithids control all breeding that goes on here. The slaves, mostly goblins and hobgoblins, have had most of their intelligence bred out of them to minimize chance of revolt. The brightest of the lot is peer to a mentally retarded human. Their culture is of a stereotypical country redneck, with the slaves working long hours in the fields and spending their free time drinking ale. The Illithid strongholds are thick, stone fortresses guarded by hosts of brainwashed ogres, hobgoblin warriors, and even monsters. The Illithid "lords" enjoy the free reign they have over the people, and have settled into the comfortable life. Two nautiloids stand ready to defend this world from attack at all times.

Zorruth

A fairly barren world, Zorruth has become the last bastion of goblin power in the sphere. Here stands the last goblin cities and space ports, safe from the ravishes of the giants on the planet below. It is here that the last of the goblin fleets fled to after their defeat a thousand years ago, and from which they launched attacks on the elves during the First Unhuman Wars centuries later. In the time since the Nemesis War, Zorruth has seen the rise and fall of well over four hundred petty warlords and kings. Currently, the place is divided between five nations, all warring with each other for power. In addition, there is a sixth power, totally neutral, which controls the spelljammers. This organization, known as the Warmasters of the Stars, operates from secret bases hidden atop mountains and secreted in deep valleys. The Warmasters have only a handful of ships, but are treated with respect and fear by the other goblins. Their greatest foe is the Elvish Fleet, whom they hate because of their dominance within the sphere. Despite their power on Zorruth, the Warmasters do not have enough ships to seriously threaten the Elvish Fleet.