OUTER SPACE ----------- * Solar System - 8 other known planets but only 5 are visible from Urth(Mercury, Venus, Mars, Jupiter, Saturn), plus one possibly between Mars and Jupiter called Phaeton. Urth has one natural moon(Luna)** which is approximately 1/4 the size of the planet, and can be reached in about a 3 hours of travel by the construction of a special type of airship called a starsailer, or perhaps by other magical means. **A smaller blue moon is said to exist, but it appears randomly and at great intervals so it is only rarely seen. Urth's main moon is inhabited by an insectoid humanoid species that lives mostly underground in mazes of tunnels and caverns. They are a highly technological race and can communicate telepathically as well as verbally. There are also a few smaller "moons" which have become attached to the Urth over the millennia that orbit at various distances - usually much closer than the original moon. One of these is the home of the Hutts - a race of large, slug-like humanoids known for running organ- ized crime syndicates in several cities. The temperature of outer space within the solar system varies between that of a warm, summer night to the slight chill of mid autumn, around Halloween in temperate climes. There is breathable air on all of the planets and their moons, as well as within space itself. All of the planets, and many of their moons, are inhabited. Spacecraft travel at lower speeds while within the gravity well of a planet(and its moons). After passing the farthest moon of a planet, speed is greatly increased. Because of the artificial gravity field created by the starship, passengers will not feel the increased speed or acceleration/deceleration while within the field of the ship. Sensed speed will be that of a normal sailing ship. The artificial gravity field generated by the starsailer will create a normal sense of 'down' and 'up' to those inside the ship and on deck, however, creatures will be able to walk anywhere along the outside of the ship's hull without fear of falling off or floating away, so repairs can be easily made, even to the bottom of the craft. This artificial gravity field extends in a radius outward to about 50 feet from any edge of the ship. Starsailers use the 8th ray of light reflected from planetary bodies as an 'anti-gravity drive' to float in the sky, orbit a planet, or escape the planet's gravity well in order to reach outer space. Once beyond the gravity well of a celestial body, the spacecraft uses its specially made sails to catch the constant solar winds to propel, and steer, the ship. In interstellar space, a starsailer can travel even faster by harnessing the combined winds of many stars at the same time. (Note that the solar wind is not really a 'wind' at all, but a constant stream of electro-magnetic particles being emitted from every solar body in the cosmos). Moon (3 hours travel time/located within the gravity well of Urth) Sun (22 hours travel time from Urth) Mercury is hot and has dark golden sand and rocky, craggy mountains. Called Rasoom by those on Mars. Creatures made of rock inhabit this world(large humanoids that can create illusions and transmute matter, tunneling Horta, crustacean-like creatures and monstrous creatures), as well as various kinds of blobs and oozes. Days on Mercury are 59 days long. (8.5 hours from the Sun) Venus is a tropical jungle world filled with prehistoric beasts, vol- canic mountain ranges, and warm, shallow seas. Thick cloud cover obscures many of the stars from the planet surface and its atmosphere glows with a soft, blue-white light around the horizon at night. Venus is home to a civilization of strangely beautiful, olive-skinned people with dark, almond-shaped eyes. It is referred to as Amtor by its natives and Cosoom by the inhabitants of Mars. Days on Venus are 24 hours long and the planet rotates backwards so sunrise is in the east. (16 hours from the Sun) Urth is 22 hours travel time from the Sun. Mars is a rocky, red desert planet except for the lush, green areas along the many canals crisscrossing its surface where the Martian cities are built. The north and south poles are either ice caps or liquid water, depending on the season. This planet is called Barsoom by its inhabitants. Days on Mars are 25 hours long. Mars has 2 small moons: THURIA -- PHOBOS CLUROS -- DEIMOS (34 hours from the Sun) Phaeton ? May be a bright and shining planet and civilization. May be a planet in ruins...or completely destroyed(just a ring of small asteroids). (2.5 days from the Sun) Jupiter Gigantic creatures float among the clouds and swim in the helium seas. Some are highly telempathic. All are of enormous size. Giant gas vort- ices and powerful storms twist and spin their way around the planet's circumference at varying speeds. Lightning bolts can reach a thousand miles in length and time itself flows at different rates and even in different directions at times. Time Travel may be possible through natural portals. Black Obelisks are found scattered at random on the surface. These are interdimensional portals left or created by an un- known race long ago. Jupiter is called Sasoom by those on Mars. Jupiter has 4 moons(Ganymede, Io, Europa, and Callisto). Callisto's surface sparkles like Astral stars and may be a dimensional doorway. The erup- ting fountains of Io's volcanoes reach beyond its atmosphere into space. Europa is a water moon of endless seas and large aquatic life. Ganymede is a world of quartz crystal with strangely varying magnetic fields. The moon 'sings' in many different harmonic frequencies and has a variety of silicon-based life. Days on Jupiter are 10 hours long. (4 days 20 hours from the Sun) Saturn Three spectacular rings of partially solid material encircle the planet. Saturn is home to a highly intelligent, space-faring race of silver human- oids who have explored the galaxy for millennia. The climate is warm and comfortable. The planet has incredible rock formations, dense forests, and sandy beaches beside turquoise seas. The atmosphere has a blue tinge to it. Saturn's moon has giant trees, mile-high waterfalls, and mountains that reach to the edge of the atmosphere. Called Xasoom by those on Mars. Saturn has 1 large volcanic, jungle moon(Titan). Days on Saturn are 11 hours long. (8 days 21 hours from the Sun) Uranus A sentient planet of bright blue hue. Its surface is everchanging, often reflecting the inner thoughts, moods, memories, and dreams of the observer. Visions, portents and glimses of the past or future may sometimes be shown. A thin, delicate ring of soft luminescence encircles the planet, and can be seen even during the day(daylight is muted here). Days are on Uranus are 17 hours long and the planet rotates backwards. This is a world of deep knowledge and mystery. A highly intelligent, magical race inhabits delicately spired cities that float in the fluffy, white clouds which move about, high above the planet. (17 days 20 hours from the Sun) Neptune A barren, rocky planet of perpetual night. The many caves, tunnels, and caverns which permeate the mantle are home to a frightening variety of giant, monstrous creatures(3 headed dragons and the like). An alien race of psionic humanoids has been known to base on Neptune's large moon, Triton, as well as beings from the 23rd Dimension. Triton orbits Neptune in the opposite direction of the planet's rotation. Days on Neptune are 16 hours long. (28 days from the Sun) Pluto A frozen, rocky planet of sepia to light brown tones. An underground civiliz- ation may exist, or a portal to the Land of the Dead. Pluto has 1 large moon, Charon. The same surfaces of Charon and Pluto always face each other. Pluto and Charon are a double planet system orbiting a common center of mass between the two worlds. The 2 worlds may mirror each other, and if there are humanoid races living on both worlds, they might speak the same language but backwards to each other. Days on Pluto are 153 hours long. (35 days from the Sun) Edge of the Solar System: Comets, meteoroids, and planetoids live here. (70 days from the Sun) Comets and other small meteoroids have their own miniature gravity fields which allow beings to possibly travel upon them without the risk of floating off. Comets also maintain a constant temperature bubble around them - that of a comfortable, summer evening - because of the effect of solar radiation on the gases they give off. * Outer space - Stars, planets, nebulae, galaxies, and the vast distances between them. Traveling to the nearest solar systems can take many months** once the home system is left. Traveling across the galaxy would require genera- tions. Wormholes, Black Holes, and other natural gates may exist which allow vast distances to be traversed almost instantaneously. Traveling in the Ethereal or my other-dimensional/planer means can also be used to shorten travel times. Outer space is a weightless environment, though objects passing near a solar, planetary, or other gravity well will be have their momentum and trajectory affected, and be pulled into orbit (or collision) unless they have a means of propulsion able to escape the gravity field. There is breathable air in outer space and the temperature is generally similar to that found in the solar system, although certain areas in the farthest reaches of space may have very low temperatures, approaching those found in arctic climes. Pulsars - dense, fast-spinning, neutron stars - create a very strong electromagnetic 'wind' which can accelerate a ship to an incredibly high speed. Pulsars are also used as cosmic clocks, because of their extremely precise rate of spin, as interstellar lighthouses marking dangerous areas or safe harbors, and as navigational buoys. Energy whirlpools, space cyclones, and strange 'tidal effects' are often created by these stars. Nebulas are vast, highly luminescent areas of ionized gases, cosmic dust, and condensing stellar matter which may be forming new stars, or slowly diffusing matter left over from the explosion or collapse of old stars. Navigational systems are disrupted by the electromagnetic particles of these regions. Starwhales are known to congregate and play in nebulae. Quasars are distant, highly luminous, quasi-stellar objects which emit extremely powerful radio waves. The exact location of any of these objects is unknown as they appear to recede at the same rate of speed at which they are approached by the viewer. * Ion Storms exist in interstellar space(caused by the natural buildup and release of energetic particles. There is "space weather".) ** The closest planetary system to Urth's is 6 months travel. THE MAJOR KNOWN PLANES ---------------------- * Plane of Law - Everything frozen in stasis. Communication with/from those on this plane are mental. Visions of the Gods of Law are unmoving. Perhaps the creatures here are as insane as the denizens of Chaos. * Plane of Chaos - Everything in motion. Forms change constantly. Aberrations. Communication with/from those on this plane is mental. Seeing the true form of the Gods or creatures of Chaos causes instant insanity(no saving throw). * Demi-planes - Wonderland, OZ, Narnia, etc. can be reached through wardrobes, twisters, holes in hedges, or in any way conceivable. These may also be called "Partial Planes". * Etheric - Misty, insubstantial, photo negative plane, ghosts and the 'unquiet dead' mostly reside here, strange creatures are born, memories come alive and can be helpful or harmful, time can move in strange ways, remnants and ruins of ancient things, past and future mingle, mental communication with 'old gods', essence fragments, and the dead. Some- times, just at the edge of day/night, or in unusual location, ethereal things may be dimly glimpsed. This realm surrounds and permeates the Prime Material, and yet, is somehow "above it". Geographically, it coordinates exactly to each point on the Prime Plane it touches, so travelling an hour east of your Prime location in the Ethereal results in actually being an hour east once you come back into the Prime Material. It is possible to journey through this plane to anywhere on the Prime Material but this usually requires a journey into the Deep Ethereal. Here, great distances between far points in the Prime Plane can be traversed easily and quickly...usually. Time and space sometimes tend to work a bit differently here, and long journeys CAN take a short amount of time while short journeys may take much longer than expected. Creatures and beings on the Ethereal Plane can view the Prime Material though the view is unclear and somewhat altered, as if through a fisheye lens made of some gauzy material; colors are muted - almost grayed out - and movement appears a bit odd and disjointed. From the Deep Ethereal, the physical plane is too obscured and temporally out of sync to be practically observed, although very large objects, such as steamships, may be seen as slowly (or quickly) passing, dark and smoky shapes. Gravity, and other physical forces, cannot affect the inhabitants of the Ethereal Plane. Ethereal beings pass through liquid as if it were air, and pass through solids as if they were liquid. They can "swim" upwards or downwards through solid physical matter. * Etheric Energy Storms exist (caused by natural imbalances that arise from the interactions of many etheric energies) * Astral - Silvery, timeless, almost anything can be found here. Thought becomes things and is used for travel. The Plane itself is a great, misty grey expanse, that can be perceived in many forms. For some, it is seen as a great "sea" which may be traversed by special astral ships to anywhere/ anywhen. Visibility is 1000 yards, though sometimes less, and the plane swirls and eddies about itself, constantly changing its relationship to all of the realms it touches. As a desired location is reached, the mist thins and parts, and then is gone as the traveler fully enters the new realm. The Astral Plane is "above" and also encompasses the Etheric, and leads to higher dimensions...and also to lower. Illusions persist without concen- tration, and slowly drift, swirl, elongate, separate, and morph into new images. Astral beings can move in any direction with only a thought and "down" is in whatever direction the traveler wants it to be. Astral "stars" and "black suns" are known to exist. Black suns seem to burn in reverse, swallowing light rather than generating it. Stars flicker at a very slow rate and never seem able to be reached, always keeping the same distance from the observer like will o' wisps. Small islands of astral stone may sometimes be found. One very large mass is the petrified body of an ancient god whose name is no longer remembered. Some of these islands may have inhabitants, possibly lost or marooned, or even insane. * Planar Storms exist (caused by the natural harmonic interactions of the myriad of planar waves) * Dreams - Desire, imagination, and focused attention create semi-physical constructs here. The present and future can be influenced. Anyone and anyplace can be visited or contacted by one's psyche if the intent is there even if the way is not known. * Psyche/Psychic Storms exist (caused by the interweaving interactions of infinite complex psyches) * Faerie Realm - A feeling of timelessness. Magic permeates it. Time, in relation to the Prime Material, may flow faster, slower, or backwards in places. * Elemental Planes - Can be accessed through areas containing the element, e.g. travel to the Plane of Fire through a volcano or by traveling to the edge of the hottest desert where the Chariot of the Sun rests at night. Travel from an elemental plane to anywhere on the Prime, or to alternate Primes is possible if the way is known. The fabled Efreet City of Brass is located on the Plane of Fire. * Mirror Realm - Through/behind all mirrors, reversed world, perhaps something hunts here... * "Rainbow Worlds" - All rainbows lead from the Urth, where they touch, to other realms. The connection lasts as long as the rainbow is visible. Travelers trapped in the realm will have to wait for a new rainbow to appear - a fairly common occurrence, but the place where it touches down may be very far indeed from where the one before it did. * Time Dimension - Travel to anywhen. * Temporal Storms exist (caused by the natural interactions of countless, turbulent timestreams) * Sideways Worlds (posts taken from D&D forums. see below): "Characters can pass into different parallel worlds where the rules change. Certain characters know some passages, but nobody knows them all. Getting in and out can be tricky. All the worlds are dangerous. All blend with the real world, overlaying, interleaved with it, blending, changing. The shape of the world is still present, but made weird." "The idea is, if you know the passage, you can take your adventuring party into one of these sideways worlds, while still remaining in the 'real' world. So, you're exploring an ancient abbey, and can't get through some heavy locked gates. Make passage into the Shadowmarches**, and all the works of mankind are weakened and decaying - break through the door easily. But then, you have to find your way back or face the dangers of the Marches themselves, plus whatever darkly warped threats the abbey itself hides. Perhaps you're trying to escape the Duke's Faceless Men, his merciless killers. You climb over a garden wall, and there in the heart of the city make passage to the Gnarlwood. The forest seems to consume the city, choking it. In the shadow of roots burst through paving stones, you hide from the hunters... hoping not to attract the attention of others who also hunt." "Or maybe you broke a thing that ought not be broken, and cannot repair it yourself. So you sojourn to The Great Machine, where all, even men, are made of clockwork. And there, using time and patience, you try to put back together what you'd otherwise not be able to repair. Perhaps you must reattach the cleric's arm, or repair the mind of The High Druid... But time runs short in The Great Machine, it always does. Tick-Tock, Tick-Tock, the clockwork men are coming, Tick-Tock, Tick-Tock, if they catch you, they'll "repair" you, and you'll join their ranks, Tick-Tock, Tick-Tock, THUNK, the great gears are turning, the party's been divided, Tick-Tock, Tick-Tock, do you know how to get out, before your time is up?" ** Shadowmarches - Ruled By - The Barely Heard Whisper, which is a sound, and flicker in the corner of the eye, the ghost of a touch on the cheek. The whisper sees all in the Shadow- marches, but only influences things in the most subtle way possible, with bouts of luck or misfortune. The Whisper is appeased by silence, stealth, and gallows humor. The Whisper is angered by loud noises, overt shows of violence, brazen action. * Extradimensional Spaces, Tesseract Worlds, Hyperspace, Warped Space, Inside a Singularity...