Planet Name: Outreach
Planet Type: Spherical earth body
Planet Size: E
Escape Time: 4 turns
Satellites: 2
Distance from primary: 2,000 million miles
Day Length: 68 hours
Year Length: 250 months
Population Analysis: Elves, illithids, and goblin-kin
Outreach is the most distant planet of the Twilite system. Outreach is a mid-sized world, with a diameter of 5,500 miles and a circumference of about 17,000 miles. There is no flattening at the poles, so equatorial circumference is equal to the polar circumference. The axis is slightly tilted, but given Outreach's distance from the sun, seasons do not occur.
The surface is cold and dark. Much of the surface is covered in ice and snow. Rugged mountains and glaciers are all too common. The land is locked in perpetual twilight. The sun appears as a star slightly brighter than the others. Lighting conditions on Outreach are roughly equal to starlight, no matter if it's day or night. The moons are nearly invisible in the night sky, as the light that reaches them is too little to reflect adequately.
There are no oceans on Outreach, but there are several small inland seas. These seas, no more than 100 miles across at most, are always warm, entirely due to geothermal activity in the area. The seas are shallow, with the deepest sea having a depth of 2000'. Most seas have bottoms that only go half as deep.
There are many large open plains areas, surrounded by higher mountains and plateaus, where seas may have existed once. That is unlikely, however, since such seas would have been frozen glaciers year-round, and there is no evidence that Outreach lost that much water at anytime in its history.
This is a fairly dry planet, and deserts of dark brown sand are common. The lack of large oceans has resulted in little cloud cover, with what cloud formations that do form tend to center on the seas. There is a great deal of water trapped in the soil, which nourishes plant life and many animals.
Despite the great distance to the sun, Outreach is much warmer than it should be. This is due to the geothermal heating that Outreach's core generates. The heating is to such a degree that there is no temperature difference from the equator to the poles. The only difference is altitude and terrain. Generally, the uniform temperature of the planet is at about 35 degrees F, just above the freezing mark. Cold winds make it seem much colder. In the plains regions, the temperature is constant and rarely fluctuates. The mountainous areas get far colder as they reach their peaks, with the highest mountains having their temperatures drop well below -100 degrees F. The glaciers can also have such low temperatures, as well as bitterly cold winds.
There is little to no weather on Outreach. Clear skies are the norm. The only places that have any precipitation are the seas, which is mostly snow. Snowfall is rare, however, and happens only about once a month or so at any given sea. Areas away from the seas receive almost no rainfall at all. These areas are hit by bitterly cold winds and support little life.
Outreach is nearly invisible until a spelljammer practically runs into it. The surface is dark, and does not show well against a black void. When viewed from orbit, Outreach appears as a dark brown orb with the rare dusky white spots. Those spots are cloud concentrations, and signify a sea. The formations swirl around the sea, but are generally very small compared to the rest of the planet.
As there are no oceans large enough to break the land up, Outreach can be considered a single large continent. There is about 20 inland seas, the largest being the Reaching Sea. It is located on the equator at the heart of a large valley. The other seas are scattered at random throughout the planet.
For such a cold and dark world, there is a great deal of life on Outreach. The large plains regions immediately surrounding the seas and forests are all covered with a short, stubby grass. This grass, called grey leaf, grows to about 2" high and grows in bush-like concentrations. Grey leaf is deadly poisonous to humans, but is readily consumed by the native animals. It grow close to the ground for maximum benefit from the geothermal heat. Breaking up the grass are forest of giant mushrooms, which can grow as much as 25' tall. The mushrooms have large caps, and the area below the mushrooms are warmer than normal because the enlarged caps trap the heat the planet radiates. The mushrooms can be consumed by anyone, providing more than enough nutrient for those who devour them. Mushroom forests concentrate near the seas, but can be found on the plains as well.
The majority of this world is open desert, where little plant life survives and even less animal life can survive. A breed of hardy cacti cling to the edges of the deserts, but the heart of the deserts are devoid of life. The lack of rainfall is undoubtedly to blame.
The small seas hold a host of fish, crabs, and underwater plants. The wildlife of the seas dwell in volcanic-warmed waters, and thus have certain toxins in their systems that is poisonous to humans. The other beings of Outreach have long adapted to the toxins and are immune to them.
The herbivores that feast on the grass and mushrooms are great rothe. The rothe have shaggy coats, large horns, and no intelligence. The brains of the rothe, however, are very large, but seem to serve absolutely no function what so ever.
The skies of outreach are filled with insects of all sizes and shapes. Most of these insects are harmless, but there are a few species that do suck blood. Those insects, which resemble tiny wasps, are dangerous in the fact that they can carry deadly diseases. Anyone bit by those annoying insects run a 1 in 5 chance of contracting a disease, which is fatal 3 time out of 8 unless a cure disease spell is used. The majority of the insects fly about, feeding on the grass or sucking blood from the rothe. They are, in turn, feasted upon by the numerous bats, spiders, and giant lizards, which are the predators of the planet. The lizards are the second most dominant predator of the planet, devouring both insects and the rare rothe that has become too sick or weak to escape the lizards' jaws. The spiders are most common in the mushroom forests, but larger versions roam the plains, hunting insects.
There are a few more dangerous creatures that roam this world. The top predator niche is filled by displacer beasts, introduced here by priests of Croll. The displacer beasts sometimes serve as hunting beasts, but mostly haunt the plains.
There are also a number of carrion crawlers about, which act as scavengers, cleaning up whatever the predators leave behind. They also sustain themselves on a diet of insects, but prefer the meat of dead rothe.
Most of the intelligent inhabitants of Outreach are the descendants of outcasts and banished criminals. It is to this world that evil elves and dwarves were banished after their defeats to dwell in the eternal twilight of the planet. The darker caverns of the planet may hold many more, as yet undiscovered races. Interestingly, while the races of Outreach are very war-like, evil, and generally hateful of those of other worlds, they get along fairly well with one another. Two of the races, the drow and duergar, even dwell together in the same cities and general areas.
The top sentient race of Outreach is a breed of elf that resemble drow in minor ways. The drow are the most numerous and the most magically advanced race on Outreach, with towns and cities scattered throughout the habitable regions. At their side are the slightly less numerous duergar, the dark dwarves. Together, the two have created a unique yet interesting society together.
The drow of Outreach are elves of twilight. Their complexions have paled, as have their hair. The skin of the drow is ash-colored with light violet highlights. Hair color is usually white, but some have light blue or light purple hair colors. Purple hair is considered a sign of divine favor, and as such, is worn long and always finely groomed. Drow features are sharply defined like all elves, and the race is one of rare beauty. Clothing is well made and functional. The drow often divulge in spending fortunes on the finest wardrobes they can afford. Like their elvish cousins, drow find solace in forests and wooded areas. However, for the drow, this means forests of giant fungi, their preferred haunts.
The drow of Outreach have similar innate magical abilities of their cousins in other spheres. All drow have the innate powers to use the following spells once a day: dancing lights, faerie fire, and create water. Drow who achieve levels above 5th can draw upon the power of the earth, allowing them use a strength of stone spell once a day. Using this power leaves them unable to use their other innate powers for the rest of the day. Drow mages can use the following spells once a day: detect magic and levitate. Outreach drow are much less magic resistant their cousins, having only a 15% resistance to magic.
The duergar are a more practical race. They have adapted to working long and hard in the cities and mines of Outreach. Their complexions are generally darker than the drow, ranging from ash gray to dark gray. Hair color is usually only slightly darker than skin color. Their clothing is always practical, functional, and rarely washed. It is rare for a duergar to have more than four or five sets of clothing.
The duergar have several innate abilities. All mature duergar can use the following spells once a day: enlargement (as per a spellcaster of level d8+1), and invisibility. Duergar above 4th level can use a fist of stone power once a day. The most powerful duergar, those above 9th level, may use a Melf's Minute Meteor spell once a day.
By far, the drow have been on Outreach for a longer period than the duergar. They were banished here thousands of years ago during a schism that divided the elvish people and plunged them into war. The drow were the losers of that war, and driven to Outreach, where they were banished for all times. The exact nature of the war that divided elves is known only to the elves, and they keep their secrets hidden deep. The drow have dwelled here ever since, occasionally raiding other worlds through use of portals and gates. Slaves and resources not found on Outreach are the primary booty taken during these raids.
The origins of the duergar are much more recent. They are refugees from the dwarvish empire when it was at its height. Indeed, it was the ancient ancestors of the duergar that caused the fall of the dwarvish empire. In the elder days, a sect of dwarves were much more technologically advanced than their brothers. Feats of science accomplished by these ancient dwarves included nonmagical golems, horse-less vehicles, and buildings a hundred stories tall. Yet, their impact on the rest of the sphere was minimal, as they were largely confined to the large asteroid city of Veros. Leading this sect was a charismatic dwarf by the name of Kain of the Skyhammer, who was a genius of invention. He pushed the envelope of advancement. His genius would prove to be the downfall of his people. After a short war with the elves, where his army completely destroyed an elvish host through terrible technological weapons, he became increasingly prideful. Ultimately, he attempted to achieve godhood through use of a powerful magical artifact. In his madness, he thought that he could achieve apotheosis and his people would rule the sphere as his followers. It would be a horrible mistake.
Following the advice of the voices in his head (by this time, Kain was quite insane), he hooked the artifact into the magical crystal that powered the dwarvish devices. The resulting power surge coursed through his body, but at the same time, tapped into the lifeforce of every being living in the city. The power indeed was enough to turn Kain into a quasi-deity, but at a horrible cost. Every living dwarf in the city was twisted into creatures of evil, magical and malicious. At the same time, the crystal that powered their devices cracked and died, and their devices failed. Afterwards, they found themselves at the losing end of a war with Araufaern, who had tired of their pride and wickedness. The dwarves of Kain, now called the duergar, were defeated and banished to Outreach. Kain himself was defeated by the avatars of other dwarvish deities, and locked away in a magical prison in Blackwheel.
For the next several centuries, the duergar waged war with the drow. Some tribes were enslaved by the drow, while others managed to seize enough land to establish their own city states. The two races have fought over resources for centuries, yet have learned to live together in many locations. In some areas of Outreach, they live side by side (not necessarily peacefully), while other areas have race-exclusive enclaves of both races.
Today, civilization on Outreach consists of at least a dozen, probably two dozen, city-states. Each city state is found near a large source of water; most are on the coasts of the seas. The cities are separated by hundreds of miles of desert, so each is fairly isolated from one another. Trade caravans of dozens, sometimes hundreds of wagons cross the deserts on a fairly regular basis, while the richest and most powerful merchants use airships and (very rarely) spelljammers. War between individual city states is rare, as the distances that must be crossed are too great for most armies. Skirmishes fought between airships and spelljammers do occur, but are rare events.
The overall population of the world is rather low, given that there is little land to cultivate and grow crops upon. Cattle ranches raising great herds of rothe are far more common, and meat makes up the bulk of the diet of most creatures on Outreach. The inhabitants must sustain themselves on a diet of mushrooms, fish, and rothe meat. The largest city is about 35,000 civilians strong, but the majority of the cities are far less populous. Each city is supported by at least a score of villages, sometimes as many as three score supportive villages. Most settlements are on sea shores, less on the plains and deep in the mountains, and none in the deserts or deep underground. Control of water sources is too important for them to thin their numbers out by trying to defend useless territories, so the law of a city-state is confined to land they deem strategic. The natives have an active role in space, but that role is very minor and confined to the space around Outreach and occasional trade with other spheres. The natives rarely trade with the other worlds of Twilitespace, as they try to avoid notice by the Elvish Fleet.
Drow hunting parties can easily be encountered anywhere in the mushroom forests, but are rare on the plains. These parties use the giant lizards as mounts, and always travel in groups of 15 or more. They also hunt the goblin-kin of the plains, which have degraded to such a point that they are mere unintelligent savages. Those that do show a hint of intelligence are taken back to the drow cities to serve as slaves. Duergar are rarely encountered outside of their settlements, usually travelling from one settlement to another.
The drow cities lack the constant house infighting common to drow cities on other worlds. The worship of Lolth is absent; instead the drow worship Wrath, Goddess of the Night and Darkness, and Croll, God of the Hunt and Master of the Beasts. The duergar worship Kain, the founder and patron of their race. The drow cities, being built above ground, lack the common cave-like construction of other drow cities. Instead, the buildings are built to resemble mushrooms, but made of stone. Many of the structures are lined with faerie fire, proudly displaying drow power to the rest of the world. All settlements are surrounded by thick stone walls that can reach 30' high. At irregular intervals along the walls mushroom-shaped towers have been built. These towers act as guard houses and watch posts. Some hide catapults or ballista within them. All settlements have small docks for their fishing fleets, but none have facilities for water-borne warships. Duergar cities are well-built and orderly, with cubical buildings. The richest of the duergar favor towers that sometimes soar up to 5 stories tall.
Life for the drow as well as the duergar is harsh but sometimes rewarding. They do not live in constant fear of death, so they tend to enjoy life far more than their kin. Bars and dance halls are common in all cities, all of which have a strict no weapons policy. Fine clothing is more often worn than armor and weapons.
The drow of Outreach are not particularly hateful or a cruel bunch. They do actively welcome travelers and traders, so long as they follow the few laws and stay out of trouble. They dislike other elves, chasing off such vessels with force, if needed. However, there is not any real desire on the part of most citizens to slay them, and such chases are usually called off once the elf ship breaks orbit. The drow use goblins as slave labor, which they give the most unpleasant tasks. They take human slaves only if human visitors broke the law (major offenses, but not capital offenses, which they would execute the guilty party for). They do sometimes raid human settlements to seize slaves, but such slaves are not particularly valued, as their poor eyesight on Outreach renders them nearly useless. There is a sizeable half-drow minority on Outreach because of these raids, however.
The third most powerful race are the illithids. These creatures are very secretive of their race, and have but a single city. That city, Shan-ze-muil, is located at the bottom of an extinct volcano cone. Shan-ze-muil is a large place, with perhaps 2,000 illithids within its limits. The city population is roughly 5,000, with the remainder being made up by captured goblin and human slaves. The slaves are forced to do all the manual labor while the illithids dream of sphere-wide conquests. It is possibly the largest illithid city in Twilitespace, and may well very be the only illithid city in the sphere.
The buildings are all carved out of stone and resemble spikes or sword blades pointing skyward. There is a large lake close to the wall. This serves as the main docking bay for the Illithid ships, which number roughly a dozen nautiloids. The illithids use their ships to raid Chaos and Ethwuld for slaves. Other than the slave raiding, the fleet sees little use, and more than half simply sits in the lake. Beyond the lake is a large entrance in the wall. This leads to another, even larger cave where the illithids keep a massive herd of rothe. These rothe provide food for both the slaves and the illithids, who can devour the rothe brains easily. The Illithid diet also includes brain molds (grown privately, to suit each individual taste), blood wine, and of course, slave brains.
The elder brain pool of the city is kept hidden and is well guarded by dozens of golem-like creations. The illithids are paranoid about it being attacked, and any threat to it will bring out every defense the city has to offer.
The fourth native race is a type of dragon very similar to the deep dragon. These majestic creatures claim the mountains as their homes, but use the plains as their primary hunting grounds. They seem immune to cold and can see perfectly in the starlit sky for miles. They can spot a rothe from well over five miles away. The deep dragons have a standing alliance with the drow, who provide treasure to the creatures. In exchange, the dragons leave the drow alone, and come to their aide if their settlements are attacked. This common defense alliance has saved many small drow villages from attack by spelljammers in the distant past, and continues to protect the drow from Illithid assaults.
The most populous race, but the weakest, are the goblins. These creatures dwell in great numbers in all cities, serving to fill the lowest labor positions that those cities offer. Depending on the city, they are either slaves or extremely low-paid laborers. Goblins have almost no rights in any city, and only the need by the other races for a laborer race keeps them from wiping them out.
There are rumors, of course of other, more alien races dwelling in the neither reaches of the planet. Drow legends speak of the illithid's ancient ally, the aboleths, lurking near their city, while some drow claim cloakers and Kuo-Toa can be found near the roots of the mountains. No space traveler has yet to meet these dangerous and alien beings.
Outreach has abundant resources, but such resources are difficult to get at. The mountains yield an iron that is strong and light weight, but is not affected by sunlight. That iron is used by the drow to construct their armor and weapons. Gold and jewel mines are run by duergar overseers, but worked by goblin slaves. Riches from these mines are either distributed to nearby drow or duergar cities or handed over to the dragons. One type of plains dwelling spider has a ivory-like outer shell, and is hunted for its shell. Most of the food is poisonous to non-natives, but the mushrooms are a delicacies on numerous worlds. The mushroom stalks are useless to make ships with, but do burn well with almost no smoke. In addition, there are many places in which crystal grows naturally on the planet's surface. This crystal is highly valued by the drow, because it is easily shaped and extremely durable. They use it in both their constructions and their few spelljammers.
There are well over a dozen city-states on Outreach. Each is unique in its nature, outlook, and atmosphere. The most prominent cities are detailed individually below.
The largest city on Outreach, Mechanism is also the center of duergar technological advancement. Built atop a large, circular plateau, Mechanism is host to the duergar factories (as few as they are), residents of the rich duergar and drow residents, and the massive High Tower of Kain at the very heart of the city. The city is connected to Scrap and a half dozen other supportive towns via rail lines. A rail line descends from the city by running down along the edge of the plateau, circling the city twice. It connects to a rail station at the bottom, which in turn connects with the supportive towns.
The city is divided into four quarters. The first quarter is the residents of the rich and powerful drow and duergar, who rule the city as overseers, managers, and supervisors. Their homes are fairly well built of metal or stone, depending on the individual tastes of the owner. The second quarter is the location of the factories of the city, which churn out various tools, weapons, and other trinkets of industry. The third quarter is the residents of those laborers that dwell in Mechanism. Though the buildings are shoddy and poor in comparison to those of the duergar and drow, they are far better than those of Scrap. The last quarter is devoted to a small docks area, which sports warehouses, taverns, and a small lake for water-landing spelljammers. Spelljammers of almost any race are welcomed here, as the duergar are eager to sell their wares to anyone. At the center of Mechanism is the Tower of Kain, which is over 1000' tall. This spire serves as headquarters for the rich robber barons of the city, the center of the Church of Kain, and the government building of the city. The building, and indeed the whole city, is owned by the Corporation, which is made up of the richest robber barons of the city. The President of the Corporation is the richest and most powerful duergar of Mechanism.
The less of the two "technological" cities, Scrap lives in the shadow of Mechanism. Scrap is separated from Mechanism by a mere three miles, and a rail line connects the two cities. The city is little more than the slums within which the laborers of Mechanism dwell on their off shifts. The whole city is built from the trash and cast-off junk from the richer Mechanism. As a result, the buildings of Scrap are unstable and are prone to collapse. The train station is the best maintained building in the whole of Scrap.
The largest drow city that handles spelljammers, Shadow of the Night is a popular resort for drow and duergar spelljammers, both from Outreach and even those from other spheres. The city can easily handle up to a score of spelljammers, both water and land landing craft, but their ports are almost always half full. Shadow of the Night is a rowdy place, where tensions run tight between rival nations of drow and duergar. While the residents are more interested in trade, the captains of the drow ships often attempt to export their various religions upon Outreach, particularly that of Lloth and Vhaeraun. So far, there have been few converts to these vengeful deities, and their places of worship are no more than small shines maintained by their tiny followings. Ironically, the only drow deity who has managed to achieve worship enough to found a temple is Eilistraee, who has more priests alone than Lloth and Vhaeraun have priests and followers combined. This infuriates those deities to no end, but they are in no position to do anything about it.
The Illithid city of Shan-ze-muil welcomes only Illithid and neogi ships. Any other ship that attempts to land there will be shot down by the many catapults (hidden along the cave walls). If the ship gets pass the catapults, illithids will astral project themselves up to the ship to deal with the intruders personally. By that time, only teleport or other similar magic will save the ship (or crew).
A drow city located deep in a fungus forest, Twinkle is a small city of hunters and ranchers. The drow are, to the surprise of many, honest and hard working people. They consider themselves the wardens of the vast Farflicker Forest (the largest fungi forest on Outreach) and protect it from invaders. The plains surrounding the forest are thick with rothe ranches, which are run by drow mounted on giant lizards. They produce vast amounts of meat that they export to other cities for a very healthy profit. Goblins are well-treated here, at least those who are hard-working and honest. The drow of Twinkle have no time for laziness or sloth. Additionally, numerous half-drow find their way here, where they find a higher amount of tolerance than elsewhere on the planet.
The drow of Outreach are far different than their brethren in other spheres. They are mostly neutral, with some evil tendencies. They lack high magic resistance, but do retain the innate abilities. Some drow have different innate abilities, depending upon whom they worship. The other creatures of Outreach are standard and unchanged.
"Technology," when applied to the level of advancement displayed by the duergar, is a strong term. The duergar technology is heavily dependant upon magic as its power source; without magic, the many devices of the duergar simply don't work. While the duergar have the basics of steam engines, factories, and even mechanical looms, most of these inventions are left fallow. The duergar lack many of the necessities to take full advantage of their technology. Some of these needs have been substituted with magic, but the lack of the other necessities are simply too great. Of these, fuel is the primary need that magic can substitute. Coal and large quantities of oil are not found on Outreach, and the few supplies of oil that are found are small and needed to grease machines. The duergar have discovered a way around this through use of elementals. By hiring drow mages to summon elementals, the duergar can bind them into their machines and make the elementals make the machines work. Unfortunately, this is very expensive and drives the costs of making those machines upwards. Thus, the costly machines are rare.
The second problem, which is much harder to "fix" with magic, is a lack of a large labor pool. Outreach is not a populous planet, and most of the population is tied to farms, ranches, or mines. Slaves taken from other worlds is one solution, but death rates among slaves is very high, and the duergar raids are too few to fill their labor requirements. Worse, the duergar must spend a great deal of time crushing slave uprisings and attempts to form unions. It is a problem that frustrates the duergar to no end.
A third problem is transportation. As water routes are rare and usually very shallow on Outreach, almost all goods must be shipped by land. Rails help with the moving of bulk goods, and a few gates can be used to instantly transport goods from one city to another. Yet, there is no planet-wide network of easy transport. Hauling goods across thousands of miles of open plains is far too expensive for most merchants. Drow mages are working on the problem, but have no easy or cheap answers.
The last major problem, the no amount of magic will solve, is the lack of a market. The same labor shortages that plague the duergar also creates the biggest obstacle to their fully exploiting technology. The vast majority of the people of Outreach are too poor to afford the expensive goods created by the duergar. In fact, the only beings that can afford most of the expensive merchandise created by the duergar are other duergar and rich drow. The utter lack of a suitable market to dump goods on has prevented any sort of wide-scale industrialization and mass production of cheap products. Other than a pair of city-states, "technology" has not seriously impacted the rest of Outreach other than simple trinkets found in town markets.
That being said, it is important to note that the cities that do indulge in technological advancement are heavily influenced by technology. Machines and numerous devices are common in Mechanism, and are common sights on the streets and buildings of that city. Scrap and the other supportive towns are less influenced by technology, aside from scrap metal for building material and work for the residents of those towns.
Listed below are the more common technological feats of the city of Mechanism:
An odd-shaped lump of rock in space, K'pzzz'shn is little more than a large asteroid. It barely holds an atmosphere and only a few hardy plants cling to life on the rocky surface. Once completely uninhabited, K'pzzz'shn has become the home to a clan of beholder-kin. These renegades have escaped the ravishes of their kin in other spheres to settle into a peaceful existence on this most remote place. Here they have found peace and have established a new and unique society.
Roughly eighty beholder-kin dwell in K'pzzz'shn. They survive by devouring the fungus that clings to their tunnel homes. At the top of the order is a group of 8 Examiners, who handle all of the important decisions. Defending the asteroid is a squad of 20 Lensmen led by a Spectator commander. The rest of the population is comprised of Watchers, orbus, and several mutant beholders (most of whom have lost use of many of their eyes). For the most part, they want only to be left alone. They have no facilities for spelljammers of any sort, nor do they encourage visitors.
Little more than a great rock in space, Cor'zzune is both the name of the second moon of Outreach and the name of the nation of beholders that dwell within it. The moon is over fifteen miles across and its exterior is completely barren. The interior is laced with tunnels and vast chambers within which the beholders dwell. The beholders are a secretive race, hiding their war fleets and armies from prying eyes until they are ready to conquer the sphere. The beholders of Cor'zzune number at least 200 true beholders, 10 lesser hive mothers, and the massive Queen Cornz, who rules over the whole nation. The moon also hides a massive army of perhaps thousands of lensmen in stasis and hundreds of other beholder-kin. Their fleet is growing at a frighteningly fast pace. It is rumored that they have contacts on Outreach, providing them with slaves for their foul and alien experiments.
The outermost moon of Outreach is the bizarre Pulser. The moon appears as a pair of connected crescent worlds, each 1500 miles from tip to tip. At the center of Pulser is a small, reddish dwarf of a fire body no more than 20 miles across. The exterior of the crescents are uninhabitable, both rugged and barren, but the interiors are lush tropical jungles. The jungles are the haunt of goblins and hobgoblins, who are hunted by drow spacefairers for slave labor. There are no large settlements on Pulser, though it is thought that the scro may have a base here, where they are trying to recruit goblins in their holy war against the elves. If this is true, they have not likely made contact with the drow or duergar, as neither race have shown much interest of a more aggressive space policy.