(aka Sunsedge)
inspired and organized by Terry Hawkins; world by Peter MikelsonsTrah, or Sunsedge as it is called by many space travelers, is a small, rocky world uncomfortably close to its system's primary fire body. Viewed from wildspace, it looks like a tan sphere streaked with black and red. On the night side, lava flows and volcanos form glowing yellow and red spots. Looking carefully, a visitor can see a blue-green band straddling the line between night and day (the "terminator").
1.1 Climate
Nights and days on Trah last quite a long time, with
drastic effects on the climate. This is because the
time it takes for the planet to rotate around its axis
is almost the same as the time it takes for it to
travel around the sun. Each "Trah-day" lasts about 1000
normal days. Areas facing the sun directly can be as
hot as 160F, while the night side is generally below
freezing, though seldom lower than 20F. Areas near the
terminator are generally comfortable, around 70-90F.
Temperatures can be somewhat higher in highly volcanic
areas.
1.2 Geology
The volcanos have thrown up mountains on Trah, while
the earthquakes have eroded them and created many
cracks and rifts. The other main geographic feature are
the massive craters on the surface, apparently left
over from some ancient cataclysm. These features have
hardly eroded at all, because there is virtually no
atmosphere on Trah, and thus no wind and no rain.
1.2.1 Vulcanism
Volcanos and earthquakes are very common on Trah. There
are hundreds of volcanos active at any time, spewing
forth ash, rock, and lava. Several moderate mountain
ranges have been formed by this activity. The lack of
atmosphere means that ash and smoke do not travel far
from their source before falling to the ground, but
rocks can occasionally be projected many miles by
explosive volcanos. Spelljammers traveling within 10
miles of Trah have a chance of being struck by a
projectile equal to their ship's tonnage divided by 5
in percent, rounded up, per day. If struck, the ship
takes 1d10-4 damage, plus it must save vs Fire at +4 or
be set aflame. On the surface, minor earth tremors can
be expected every day. There is a 5% chance per day of
a major earthquake in any given area.
1.2.2 Mining
Trah is rich in most metals (though lacking gems),
however there is little mining there. Tunneling is
extremely hazardous, because the frequent earthquakes
cause cave-ins. Some metal ores can be collected by
surface mining, but this is made difficult by the
extreme temperatures and the lack of atmosphere. As a
result, only the desperate, insane, and tinker gnomes
can be found mining on Trah.
1.3 Atmosphere
Trah is almost completely without atmosphere. Large
objects still retain their air envelopes, exactly as
they do in wildspace, even if they touch down on the
surface. This mechanism seems to allow the airtrees to
retain an air envelope (see below).
2.1 Plants
Despite the harsh conditions, there is life on Trah.
This is primarily centered around the Airtrees (known
simply as trees by the natives). During the long nights
and days on Trah, airtrees look like leathery eggs or
pods, 6' to 10' in diameter. Two to three weeks before
sunset, or one or two days before sunrise, the pod
opens up and a tree-like plant unfurls out of it,
extending to a height of 40'-80'. Its springy branches
extend waxy, palm-sized leaves out to catch the
sun.
As the leaves collect the first rays of sun, air begins to circulate through the open pod. If the air envelope around the tree was fouled, it will become good within 1-3 hours, depending on the intensity of sunlight. After this, the pod will fill up with clean water at about 100 gallons/minute until full. If water is removed, the pod will refill again. (Tribal elders of Trah claim that the tree uses energy from the sun to open connections to the elemental planes of air and water.) The size of the atmosphere is equivalent to that of a ship with as many tons as the tree has height in feet.
What happens next depends on whether the sun is rising or setting. If it is rising, then over the next week the tree will rapidly produce fruit. These seedy blue orbs are similar to oranges in flavor and texture, although with thinner skins. Two weeks after sunrise, the fruits will start dropping. By three weeks after sunrise, the tree will have furled itself back into its pod, and the pod will be sealed against the heat of the Trahlian "day." The air envelope remains around the tree, although if it becomes fouled the tree will not freshen it until sunset.
If the sun is setting, then the tree will produce flowers just as the last rays of sun leave it. These orchid-like blooms appear in many colors and patterns, and are considered exceptionally beautiful by many. The tree remains "up" for two to three weeks after sunset, maintaining the flowers, the air, and the water through the twilight. Then, over the course of a day or two, the tree refurls into its pod, and seals itself against the cold of night. Again, the air envelope remains but is not refreshed.
Besides airtrees, only simple, hardy plants survive on Trah. Inside the air envelope of each airtree, some grasses and weeds survive. They are watered when earthquakes shake water free of the tree pods. During the day and night, they become dormant. Outside the air envelopes, a few lichens can be found clinging to rocks.
Airtrees can be found everywhere on the planet, except within about 500 miles of the poles. They seldom grow on ridge lines, on peaks, or in deep canyons, where there is too much or too little sunlight.
2.2 Animals
Animal life is scarce on Trah. Insects can be found
near trees, and small mammals, reptiles, and birds can
be found near large concentrations of trees. All such
animals have developed the ability to hibernate for
hundreds of days, if they cannot survive the day or
night.
In addition, Trah is plagued by non-corporeal undead, especially wraiths and shadows. These creatures roam wherever there is darkness on the planet. Such areas include the night side and the polar areas during winter (when the pole faces away from the sun, lasting about 17 out of every 67 days).
Perhaps even stranger that the airtrees are the human natives of Trah. Constrained by an unbreakable curse, they travel west around Trah, endlessly chasing the sunset or fleeing the sunrise.
3.1 Background
According to their legends, the Trahlians were once a
proud race that ruled the spheres. As evidence, they
point to the ruined but gigantic ark ships found in the
polar regions. But they committed a terrible crime
against a god, so terrible that they claim not to know
the crime or the god any more. As punishment, the
ancestors of the natives were imprisoned on Trah. If
they or any of their descendants were to leave the
planet, they would perish.
This curse seems to still hold. If any Trahlian leaves the gravity well of Trah for more than 24 hours, he (or she) loses 1/7th of his hit points (round up). Every 24 hours, he loses another 1/7th. This loss cannot be healed. Once zero hp are reached, the Trahlian dies and cannot be restored to life, except on Trah. Hit point loss can be healed normally on Trah.
3.2 Attributes
Trahlians are normal humans, except for their curse,
their exceptionally harsh environment, and their good
looks. To survive their environment, they must be
tough, so Trahlian characters receive a +2 bonus to
constitution (maximum 18). All Trahlians have the
non-weapon proficiency Survival: Trah. Their appearance
is often judged beautiful by outsiders. They have deep
brown skin, curly black hair, and little excess hair
besides. Height is 2" above average for humans. Their
skin is usually smooth and free of blemishes, even
among the elderly. Eye color can be almost any hue.
They would get a +2 to charisma, but they have a
tendency towards stubbornness and xenophobia which
negates that.
3.3 Culture
3.3.1 Nomadism
Move or die: that is the choice facing every Trahlian.
They must remain within the region where the airtrees
flourish, or suffocate and either freeze or roast. But
by walking west, they can keep up with the terminator.
At the equator, they must average 11 miles per day to
keep up. Away from the equator, a somewhat lower pace
can be kept.
Over the millennia, each tribe has developed a route circling the planet, thousands of miles long. Along each route they have planted airtrees, so that they can travel with an uninterrupted air supply. Sometimes volcanos or earthquakes disrupt the trees along a path. Sometimes an old, alternate route is available, or the tribe can attempt to dash through the dead zone using only their personal air supplies.
In addition to planting airtrees, they plant quick-growing grains and roots, to be harvested on the next pass. These and airtree fruits are their main sources of food. In addition, they have domesticated zebras, which provide power for their carts, milk, and meat.
One or two tribes have managed to get hold of spelljamming ships. Although they cannot use them to leave Trah, they can use them to quickly and easily move about the planet. Most Trahlians believe this offends the god who imprisoned them, pointing to the increase in earthquakes which seems to follow spelljamming Trahlians.
3.3.2 Magic
Although they have no Priests, every tribe has a few
Wizards. Lacking stable laboratories for research, they
have few advanced spells. Since large spellbooks are a
burden, their selection of spells is usually meager. As
a rule of thumb, do not select spells found outside the
Player's Handbook, and allow no more than 5 spells per
spell level. There are no specialist mages. Trahlian
wizards above 9th level are very rare.
Magic items are rare as well, since the wizards lack permanent facilities for crafting them.
Mages on Trah are trained with the expectation that they will become the leaders and guardians of their tribes, so usually they are responsible and sober individuals.
3.3.3 Technology
Because they lack permanent dwellings and workplaces,
Trahlian technology is fairly limited. They can work
airtree wood quite well, making many sorts of tools,
weapons, and vehicles from it. The weapons include war
clubs and short bows with stone tipped arrows. The more
warlike tribes make small wooden shields, as well as
wicker armor that is equivalent to padded armor. Their
vehicles are usually two or four wheel carts to be
drawn by humans or zebras.
They have some limited metal working ability, which they use to make small items, such as arrowheads and knives. Iron knives are hard to make and highly prized. They make a fair number of silver weapons for fighting wraiths. Gold and silver are also used to make jewelry.
3.3.4 Politics
Trahlians are organized into tribes of 200-800
individuals. Each tribe travels together as a group,
usually spread out over a mile or so. When they camp to
rest, they will gather much more densely. Each tribe is
ruled by a Chief, the eldest and highest level wizard
(level 6-9. He or she usually has 1-4 assistant chiefs,
who are level 1-6 magic users.
There are about 20 tribes. Of these, 13 travel in the sunset region, where the airtrees are in bloom longer. The other 7 travel in the sunrise region, which is smaller but has abundant fruit available. In each region, the paths of each tribe sometimes cross, allowing trade, communication, and exchange of members through marriage. However, some tribes have old feuds and these path crossings result in duels or outright battles over air space.
In addition to tribal meetings, once per Trah-day, those wizards who can teleport meet at a predetermined spot in the sunrise region. Here they discuss any major issues facing the tribes. If a tribe cannot send a representative, then the council will try to make arrangements for a representative to be brought. These meeting seldom feature open conflict between representatives of feuding tribes, although loud arguments are common.
The exception to these customs is of course the spelljamming Trahlians. They are excluded from most interactions with other tribes, including the sunrise council.
3.3.5 Religion
The Trahlians have no religion. They believe that the
gods have forsaken them, and they are returning the
favor. Their attitude towards visiting priests is
indifferent at best and violently hostile at worst.
Most spelljammers have little knowledge of Sunsedge, as there is little to draw them there and its natives cannot leave. Slavers (such as neogi and illithid) have no use at all for the place, since the Trahlians die after 1 week in the slave pits. The Trahlians are quite poor, so Arcane are never found there. No elves live there, so the IEN takes little interest. Some merchant traders make occasional stops, trading offworld worked goods for whatever Trahlian artistry can make out of airtrees. In a journey that takes a ship through the middle of the system, Trah can be a place for a knowledgeable captain to replenish his air supply.
People who might visit Trah
Hijacked
The PC's ship lands in a terminator for some reason.
Before they can leave, they are ambushed by a band of
Trahlian youths [AC 8 (shield and wicker), Level 0(50%)
and 1(50%) Fighters, attack with club and short bow].
They are led by Den-Ri, a 3rd level fighter. They will
try to capture the ship without killing the crew. The
DM should supply enough Trahlians so they can succeed,
or else the rest of the adventure won't happen and this
is just an exercise in combat.
After capturing the ship, Den-Ri tries to persuade the crew to tell them how to work the ship, threatening their lives if necessary. Before that can happen, the rest of their tribe (Silver Wheel) shows up. They are led by Barshela (M9), and she is angry. Apparently the Silver Wheels have suffered a split. Many of the younger members, led by Den-Ri, want to grab a spelljamming ship and make their fortunes. The older members, like Barshela, believe disaster will befall the tribe if they forsake the traditional ways. The PC's, as hostages, will have to talk or fight their way out of this generational debate.
Sidewheeler Salvage
The Velocity (name abbreviated from the full
gnomish name) was last seen leaving a major port 5
months ago. The captain claimed they were headed for
Sunsedge with a "foolproof", new, secret technique for
underground mining in earthquake prone terrain. They
have not been heard from since. If the crew has
perished from air fouling, then the sidewheeler should
be a prize ripe for salvage, just sitting on the
surface of Sunsedge. The GM should decide if the ship
met with disaster on Trah (foul air, volcano, undead,
natives, gnomish ingenuity) or if they are somehow
still alive (gnomish ingenuity).
Polar Ark Ships
These gigantic, ruined relics are obvious locations for
dungeon exploring adventures. The natives believe that
they are the ships that carried their ancestors to
Trah. The ships appear to be similar in size and
material (carved rock) to dwarven citadels. However,
the workmanship is distinctly non-dwarven. Their
overall condition is very poor. Most are crumbling and
partially buried in volcanic debris. Their contents are
up to the DM. There could be wraith nests, pirate
bases, tombs, strange life forms, ancient magic
artifacts, etc. Remember that no air trees grow
anywhere near the Arks.
Messiah
A Trahlian child claims to be the avatar of a god. The
child claims that if enough Trahlians worship the god,
then the curse that binds them to Trah will be broken,
and they could go live somewhere else. Several tribes
believe this, and they are trying to spread their
beliefs by persuasion or by the sword. One of their
beliefs is that spelljamming is not wrong, so the
converted ones are seizing all of the ships they can
get their hands on. Thus, Trah is sinking into a
planet-wide, religious war that extends beyond the
planet itself. The PC's may be drawn in if their ship
is attacked, or if they are aligned with or against the
god of the Trahlians.