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Guide to the Known Crystal Spheres Size: A (1,400 feet x 3)

Athasspace Population Analysis: Mixed (25.000)

This is sphere is mentioned as not being on any of the known Prominent Land Features: An Arcane Beacon sits atop the
spacelanes, but never actually denied. I include as part of the complex on an iron tower. It's light can be seen for thousands of
canon, because everybody likes a mystery. I view it as sort of an miles.
Alantis in my universe. Resources/Trade:
Home to the Dark Sun setting. No natural resources. Imports cosist of: All necessities. Exports
CGR1 pg.13 consist of: Various miscellaneous trade goods.
Highport is the only Arcane-held spaceport in the Shattered
Clusterspace Sphere. Highport itself is the remnants of an old dwarven citadel.
Also known as the Shattered Sphere. This sphere has Calidians and neogi run the place, the Calidians specializing in
undergone two cataclysms reducing the three large planets and ship repair and outfitting. The neogi handle the trade. The
their moons it once held. Into hundreds of thousands of Arcane are rarely seen, but are the undisputed rulers of the port.
asteroids, two suns, and dozens of planetoids and lesser moons. The Arcane enforce few laws here, and the rowdy taverns are
The gases released by the two cataclysms coalesced, forming the sight of many shady dealings.
nebulae and gas giants. This is home to the Astromundi Cluster Hatha
setting. Type: Irregular, water/ice
TAC Size: B (80 miles)
Places of note Population Analysis: Thoric (55,000)
The Constellations Natural resources include: Fur, and ice. Imports consist of:
The Astromundi Cluster has a number of unique constellations Building material and food, exports. Exports consist of: Cold
which move around the interior of the sphere in a precise and weather gear and ice.
ordered manner.
This frozen world is home to a handful of Thoric settlers who
The major constellations are in a flat plane in line with the central make their living by hinting the fur-bearing animals who share
sun, Firefall. These constellations represent the thirteen deities the iceball with them. Of late the Thoric have begun to export
of Clusterspace, and time within the the Astromundi Cluster is some rather strange artifacts, which were found deep below the
measured by their movements. Each constellation moves a fixed surface of Hatha.
distance during an Astromundi month, measured in relation to
Firefall and the planets. Days are measured by the intensity of Dalmania
the constellaton, which varies in eight hour cycles. During the Type: Irregular, earth
morning watch, the constellations are exceedingly dim and Size: B (25 miles)
barely visible. They brighten over a perod of eight hours, until Population Analysis: Calidian (33,000)
they are nearly as bright as the secondary sun, Denaeb. At this Resources/Trade:
time, the constellations begin to dim once more, going out Natural resources include: Wood, water, cotton, silk. Imports
altogether by the begining of the Dark Watch. consist of: Food, meat, tools and weapons. Exports consist of:
Clothes, out-of-Cluster goods, wood.
The thirteen constellations in calender order are: Pyrax, Munigur,
Gelanicus, Seltaine, Hordent, Tradifos, Yul, Fiira, Chodak, Reqis, This Calidian city rest atop a bit of craggy earth, which the city
Wajek, Sstasa, and Lugribossk. Years are also measured in completely covers. Dalmania is completely dependent on the
order of the months, each year holding a deity's name. A nearby farming asteroids for food and water. Dalmania is the
complete passage of 13 named years is an Astromundi Cycle, strongest of the outer powers and is a bit of true civilization in the
which is given a number. wilds outside of the Inner Belt. The merchants here are as
ruthless as any neogi, but prone to less treachery. A good
The Shtokan Nebula number of Dalmania merchants travel the phlogiston, paying a
Type: Irregular, poison gas. huge concession to the elven captians whose ships they must
Size: D hire to leave the sphere. The price of such travel is worth it,
This somewhat amorphous accumulation of water vapor and however, as out-of-Cluster goods often bring outrageous prices
poisonous gases floats just inside the crystal sphere in a orbit and great profit.
perpendicular to the plane held by the majority of the celestial Khalzan
bodies. The nebula manages to retain the basic appearance of a Type: Irregular, water
starfish.Passing thru the nebula is often a deadly experience as Size: C (290 miles)
the poisonous gases can quickly kill the unprepared. This has Population Analysis: Lizard men (49,000)
given the Shtokan Nebula a dark reputation indeed. Whenever Resources/Trade:
the nebula aligns with a constellation during the first of the Natural resources include: Water, shadowstone, glowwood, and
month, it is regarded as an evil omen. meat. Imports consist of: None. Exports consist of: Some
The Fringe finished crafts.
Type: Asteroid belt, earth/water Khalzan is the largest settlement of lizard men in Clusterspace.
Size: Varies Little is known of the inhabitants, because they refuse to allow
Population Analysis: Mixed (175,000) other races to land. Only the neogi have come to any sort of
This is a sparsely populated asteroid belt. Most of the asteroids trade agreement with them, and they peddle the strange arts and
here are too small and too wide spaced to hold any significant crafts of the Khalzan settlement.
amount of air. The few that do have a viable atmosphere are Doromakhad
clainmed by the Thoric, who have several colonies in the Fringe Type: Irregular, earth
that supply ice and other raw materials to settlements further into Size: B (45 miles)
the Cluster, but no race has a permanent settlement here. Population Analysis: Dwarf (4000)
Highport Resources/Trade:
Type: Irregular Earth Natural resources include: Gems, and metal ores. Imports

consist of: Food, water, and clothing. Exports consist of: Natural resources include: Water, food, and building materials.
Weapons, and jewelry. Imports consist of: None. Exports consist of: None.
This dwarven settlement was recently savaged by an attack Home of a scattered tribe of elves. Giltiond is formed from a
force made up of bizarre, amoeboid creatures that have not be single huge vine. The vine has grown around numerous earthen
seen since. The attack was devestating to the small mining asteroids and sizable chunks of ice, from which it draws
colony, but the hardened miners have not given up their lonely nourishment. The elves harvest all the food and water they need
existence. from the vine, from fruits and vegetables to seed pods filled with
Isle of Banshees fresh water. Xeonphobic and somewhat paranoid, the elves of
Type: Irregular, earth Giltiond have started the inevitable slide back toward barbarism.
Size: A (3 miles) They no longer build any sort of dwellings or wear clothing to
A true sailors' graveyard, this scrap of land is inhabited solely by speak of, and wander ceaselessly along their vine, strengthening
undead sailors who perished while spelljamming in the Shattered its defenses. Caution must be taken when dealing with these
Sphere. How they all got here is a mystery, as is the reason for dangerous savages.
their undead state. Travelers in this region must be very careful, Ssthakal
as the undead are fond of ambushing spelljamming ships that Type: Cluster, water.
come too near. Size: B (90 miles)
The Great Belt Population Analysis: Lizard men (9,000)
Type: Asteroid belt, earth/water/ice. Resources/Trade:
Size: Varies. Natural resources include: All Imports consist of: Spelljamming
Population Analysis: Mixed (920,000) craft. Exports consist of: Scouts, and explorers.
Resources/Trade: This cluster of worlds is home to another colony of lizard men,
Natural resources include: Building materials, vegetables, ice, but is much more open to contact with outsiders. The Ssthakal
and gems. Imports consist of: Livestock, meat, clothes, herbs speak of their distant relatives on Khalzan, in slightly
and spices. Exports consist of: Ice and gems. condescending tones and hint that those lizard men are
Somewhat smaller and thinner than the Fringe, the Great Belt is hopelessly naive. Known for their fighting prowess, the lizard
more heavily inhabited. Thoric settlers claimed most of the prime men of Ssthakal have seen duty in many of the wars that have
portions of this belt as their own, but the Calidians, elves, erupted in Clusterspace. They are also renowned for their
dwarves, and neogi quickly followed. The result is a hodge- dilligence as scouts and explorers.
podge of small communities dependent on each other for Cerekazadh
survival against larger predatory communities. Vast reaches of Type: Irregular, earth.
this belt are still uninhabited, however, devoid of arable land and Size: C (110 miles)
too sheltered from the sun to sustain human life. Population Analysis: Dwarf (46,000)
A few of the settlements include: Sverraholm (Type: Resources/Trade:
irregular,earth/Size: C, 1,000 miles/Pop. 50,000 mixed), Hansear Natural resources include: Iron and gems. Imports consist of:
(Type: irregular,water/Size: C, 600 miles/Pop. 5,000 mixed), and Food, water, and clothing. Exports consist of: Tools, weapons,
Donalblan (Type: irregular,earth/Size: C, 800 miles/Pop. 60,000 armor, and jewelry.
mixed). This massive asteroid is home to the largest colony of dwarves
Ironport in Clusterspace. The entire surface has benn covered with
Type: Tetrahedral, earth fortifications and living quarters for non-dwarves in order to
Size: A (3,000' x 1,000') encourage trade between the various races. The interior has
Population Analysis: Neogi (21,000) been used as a mine and living quarters for the dwarves, but is
Resources/Trade: still largely unworked. Travelers seeking exquisite, durable metal
Natural resources include: None. Imports consist of: All work come here, as do those in need of a large quantity of raw
necessities. Exports consist of: None, service oriented. materials. Due to the numerous wars within the Cluster, the
dwarves have become wealthy from the sale of their unique
The neogi designed this pyramidal trade base and weapons.
commissioned the dwarves to build it. The outside of the
massive trade center is dotted with ports and landing bays, but Trinona
the real action occurs inside. Miles of twisting corridors and open Type: Sphere, air.
plazas filled with merchant stalls riddle Ironport. First-time Size: F (30,000 miles)
vistitors are often lost within the labyrinthine tunnels, but most Population Analysis: Calidian (1,500,000)
are found in relatively short order. Some say that the neogi Resources/Trade:
indulge their baser habits in the lowest levels of Ironport, but Natural resources include: Food, water, gems, and metal ore.
most think that is just a nasty rumor. Imports consist of: Weapons and spelljamming equipment.
Exports consist of: Finished goods.
The Maw
Type: Amorphous, liveworld. This small gas giant has two ring systems (Type: rings earth and
Size: B (15 miles) air/Size: varies/Pop. 800,000 Calidian) and a large moon,
Netune (Type: sphere,earth/Size: D, 3,000 miles/Pop. 700,000
The Maw is a savage living murderoid, fully grown. The locals Calidian).
know enough to steer clear of the thing, but more unknowing
outsider has tried to land on the beat, with predictably Colonies of Calidians have gathered here and coalesced into the
unpleasant results. Grand Duchy of Trinona. The Duchy was first scoffed at when it
was first organized, but its staggering mercantile success and
Giltiond hardy defenses quickly made it into one of the Calidian
Type: Amorphous, liveworld powerhouses. Aside from the many mining towns and villages
Size: B (75 miles) that exist within the rings, a goodly number of free-floating
Population Analysis: Elves (17,000) colonies have sprung up within the gas giant itself. Joined by
Resources/Trade: ropes and loose bridges, these platform villages have become

procurers of magical goods. No one knows the origions of the flights of fancy, filled as they are with talk of mammoth serpents
strange items and materials they offer for sale, but some believe and gelatinous hulks.
they have something to do wth the haunted ruins of Netune. Boyarny
Drachengard Type: Cluster, earth.
Type: Cluster, water Size: C (610 miles)
Size: C (220 miles) Population Analysis: Varan (380,000)
Population Analysis: Thoric (18,000) Resources/Trade:
Resources/Trade: Natural resources include: Wood, livestock,and food. Imports
Natural resources include: Water. Imports consist of: Food, consist of: Metals, gems, and clothing. Exports consist of:
building materials, and miscellaneous supplies. Exports consist Livestock.
of: Adventurers. This Varan/Thoric co-settlement is free of the Illithid presence
This remote Thoric outpost has become a haven for adventurers normally associated with the Varan in other parts of
and other mercenaries. It is unequalled as a jumping off point for Clusterspace. Here the Varan have become trading barons,
adventurers or as a place to get information from other heroic using the swords of their Thoric partners to protect their trade
types. It's not a particularly pleasant place to live. Made up routes.
mostly of water, large sections of Drachengard freeze over when Thandilan
its orbit carries it away from the secondary sun, Deneab. Type: Sphere, earth.
Drachengard gets its name from its founder, who killed a radiant Size: C (130 miles)
dragon. Population Analysis: Calidian (110,000)
Tronsogard Resources/Trade:
Type: Cluster, earth. Natural resources include: Vegetables, livestock, water, and
Size: B (80 miles) organic building materials. Imports consist of: Inorganic building
Population Analysis: Thoric (11,000) materials, tools and armor. Exports consist of: Fruits, vegetables,
Resources/Trade: rare herbs, and spices.
Natural resources include: All. Imports consist of: Weapons, This a a prosperous Calidain farming community. Thandilan is
minerals, rare herbs and spices. Exports consist of: small, but its peopleraise crops in abundance and ship them to
Spelljamming gear (nonmagical), tools. less fertile settlements. The result is a land of gentlemen farmers
Nearly remote as Drachengard, this Thoric settlement is made who have accumulated fortunes over the years. As a farmworld it
up mostly of explorers and traders. Tronsogard is a rough-and- is valued above all others in the Cluster, and guarded
tumble place. Rugged adventurers will fit right in, but refined accordingly. A standing force of dwarven mercenaries guard the
travelers may be a bit offended by the squalid living conditions. place, as do a number of Calidian lanceships that orbit
Though they have the appearance of barbarians, the Thoric here incessantly.
are as civilized as any. They simply don't spend as much time on Calimar
comfortand appearances as other colonies might. Things here Type: Sphere, air.
are built to be fuctional and simple to repair, a quality which has Size: G (100,000 miles)
endeared Tronsogard equipment to many a spelljamming Population Analysis: Calidian, Illithid.
captain. Resources/Trade:
Avarien Natural resources include: Minerals, metal ores, water, and
Type: Cluster, liveworld. shadowstone. Imports consist of: Food, equipment, and finished
Size: C (550 miles) goods. Exports consist of: Metal ores and gems.
Population Analysis: Elves (36,000) A massive gas giant, Calimar has three moons of considerable
Resources/Trade: size. Unfortunately, tempestous weather renders these moons
Natural resources include: Necessities, and organic building uninhabitable over large areas of their surface. By half-burying
materials. Imports consist of: Spell components, inorganic their structures, the Calidian settlers were able to weather the
building material, metal ores, and metal weaapons. Exports worst of storms. The discovery of great mineral deposits on each
consist of: Food, wine, star charts, and transport services. of the moons led to mining and the eventual ascesion of the
Appearing to be a tangled cluster of twisted vines and clods of moon miners as suppliers of natural materials. Unfortunately, the
earth at first sighting. Avarien becomes recognizable as a large settlements possessed little military might and were conquered
elven settlement as one draws near. Somewhat reclusive, the by the Varan/Illithid alliance some years ago. Now, the older
elves of Avarien will engage in trade, as long as it is on their mines have been converted into living quarters for Illithid nobles
terms. No ships are allowed to land o their vegetable-like home; and their Varan lackeys.
instead, the elves send their flitters out. Because of this, no one The Calidians originally inhabited the smallest moon, Sultamar
knows much about what goes on within Avarien. Attacked by (Type: sphere,earth,and fire/Size: C, 1,000 miles/Pop. 30,000
illithid and Antilan forces several times, Avarien has proven that Calidian, Illithid), then spread to Calamed (Type:
the elves are quite capable of defending their homes from sphere,earth/Size: C, 1,000 miles/Pop. 70,000 Calidian, Illithid),
invasion, though they seem to have no interest in conquest. and Amaron (Type: sphere,earth/Size: F, 10,000 miles/Pop.
Sargasso of Skulls 2,300,000 Illithid, Varan).
Type: Amorphous, sargasso. The Dark Group
No one knows much what lies within this magic-dead area. All Type: Cluster, earth.
that can be seen from the edge of the sargasso is a ring of Size: Varies.
strange skulls which define its perimeter. Within the sargasso Population Analysis: Illithid, Calidian (1,700,000)
itself, a purplsh cloud blocks vision. Occasionally, the clud will Resources/Trade:
clear for a few secods, revealing strange creatures that are Natural resources include: Water, antiques (all), shadowstone
quickly gone from sight. Some old spacedogs claim to have (Achemo), rare spices (Khel), Livestock (Lumura), vegetables
braved the Sargasso of Skulls, but their tales are regarded as (Mitiar), and Iron (Torin). Imports consist of: Food, wood (all),

building materials, slaves (Khel, Lumura), and mining tools The Varan Group
(Torin). Exports consist of: Shadowstone (Achemon). Type: Cluster, earth.
This collection of five asteroid clusters is all that is remains of Size: F (40,000 miles)
one of the worlds destroyed by the First Cataclysm. Strange Population Analysis: Illithid/Varan (6,600,000)
ruins from before that time still remain on many of the asteroids. Resources/Trade:
All are infested with undead, who have considerably inhibited the Natural resources include: All necessities, and minerals. Imports
exploration of the ruins. consist of: Weapons, and tools. Exports consist of: Servitors to
The asteroid clusters are known as: Achemon (Type: the Illithids.
cluster,earth/Size: C 500 miles/Pop. 100,000 Calidian), Torin One of the largest terrestrial bodies in the Cluster, the Group is
(Type: cluster,earth/Size: C, 600 miles/Pop. 550,000 Varan), populated by a number of Varan warlords. Most of the Varan
Khel (Type: cluster,earth/Size: C, 800 miles/Pop. 50,000 Illithid), living within the group have family or friends in service to the
Lumura (Type: cluster,earth/Size: C, 1,000 miles/Pop. 800,000 Illithids, and have allowed the Illithids room to build fortressess
Illithid), and Mitiar (Type: cluster,earth/Size: C, 1,000 miles/Pop. and/or outposts. The Varan Group is quite cold, especially at its
200,000 Calidian). center, which is sheilded from the light of the sun by large
The Glacier Belt asteroids. Here, the temperature can drop very near freezing,
Type: Asteroid belt, ice,earth. making it inhospitable to most races. The Illithids find it
Size: Varies. comfortable and the Varan have learned to survive as well.
Population Analysis: Thoric (6,600,000) Chakarak
Resources/Trade: Type: Irregular, earth.
Natural resources include: Ice. Imports consist of: All but water. Size: B (21 miles)
Exports consist of: Ice. Population Analysis: Dwarves (8,000)
This asteroid belt is composed of cold earth and frozen ice Resources/Trade:
masses, with ice predominant in the mix. Vegetation is difficult to Natural resources include: Iron, wood, and vegetables. Imports
find here, but a few Calidian settlers hit upon the lucrative consist of: Water, clothes, and meats. Exports consist of:
business of exporting water to colonies where there is a water Weapons.
shortage. The Calidians have established a few trade cities here. A new colony, this asteroid is about twenty miles across. The
The Antilans followed, but maintain only a single outpost which dwarves here specialize in the creation f new and deadlier
supplies the water to the drier colonies near Firefall. Recent weapons for spelljamming ships, and many of their inventions
arrivals, the beholder and illithid presence here is quite strong. now grace neogi decks. Other dwarves regard the Chakaraks as
No one is quite sure what either race is after, but violent disputes rebels or traitors, but will not explain their reasons for this.
between the two are common. Iliman
Deyomad Type: Irregular, water.
Type: Sphere, air. Size: B (65 miles)
Size: F (18,000 miles) Population Analysis: Neogi (33,000)
Population Analysis: Beholder (1,100,000) Resources/Trade:
Resources/Trade: Natural resources include: Water, exotic herbs, and black pearls.
Natural resources include: All. Imports consist of: None. Exports Imports consist of: Umber hulks, and building materials. Exports
consist of: None. consist of: Black pearls and exotic herbs.
Deyomad is a huge purplish-green gas giant surronded by a Once a home of the Lizard men, this water world was
dense ring system. Asteroids of up to size C are common here, "purchased" by the Neogi several cycles ago. The Lizard men
and the beholders exploit most of them. The beholders will were seen leaving in Neogi ships, but no one knows where they
destroy any ship that enters Deyomad space, so little s known were bound. Now Neogi settlements litter the surface of the
about the system. Spelljamming spies have reported huge world, and great temples to their strange gods have been
asteroids covered with slaves, and others speak of strange erected.
devices under construction. The Inner Ring
Ushathrandra Type: Asteroid belt, earth.
Type: Sphere, air. Size: Varies.
Size: F (40,000 miles) Population Analysis: Antilan/Caldian (10,000,000+)
Population Analysis: Illithid/Varan (3,000,000+) Resources/Trade:
Resources/Trade: Natural resources include: Water, vegetables (Atalan), wood,
Natural resources include: Water, shadowstone, marble, fungal vegetables, fruit, and livestock (Sharona), gold, and gems
vegetation, and precious metals. Imports consist of: Slaves, (Thundazar). Imports consist of: Water (Atalan), livestock, wood
food, finished goods, artisans and craftsmen. Exports consist of: (Sharona), and jewelry (Thundazar). Exports consist of: Building
None. matrials, meat (Atalan), iron, water (Sharona), food, water, and
The gas giant twin of Deyomad, Usathrandra has been stopped livestock (Thundazar).
in its orbit by the magic of the Illithids. Its moons do not orbit This heavily-populated asteroid belt is the heart of the Astrmundi
either, and have been frozen in the eternal shadow cast by the Cluster. Antilan ouposts spiral upward next to the squat Calidian
planet. city-states, Illithid embassies and dwarven mining barracks sit
These moons are: Darkwatch (Type: sphere,earth/Size: C, 1,000 side by side. Virtually every known race is represented here (with
miles/Pop. 200,000 Illithid,Varan), Talos (Type: the notable exception of the beholders) in some form, and trade
sphere,water/Size: C, 1,000 miles/Pop. 800,000 Illithid,Varan), is fast and furious. By universal agreement, war is banned from
and Illimandra (Type: sphere,earth/Size: F, 15,000 miles/Pop. the Inner Ring. The penalty for breaking the ban would be
2,000,000+ Illithid,Varan). These moons make-up the seat of the disasterous, as every other race would turn on the offender.
Illithid Empire. All are mysterious places populated by illithids It is here that most adventurers start their careers, hooking up
and things much, much worse. with one of various ships leaving the Inner Ring ports or by
purchasing their own spelljammer to journey into wildspace, or

even exploringthe wild, uninhabited regions of the Ring itself. Originally an ice and earth comet, Malishan eventually fell into a
There are rumors that illithid and beholder groups have sprung stable orbit and began to thaw. Now it is a large blob of water
up in the so-called Grim Regions, but such tales are still surrounded by a few small chunks of earth, all bound together by
unconfirmed. a common atmosphere released in the thawing process. The
A couple of the bigger, more well-known Inner Ring ports are: Antilans claimed Malishan as their own Cycles ago, and use the
Atalan (Type: Irregular,earth/Size: C, 100 miles/Pop. 100,000 cluster as a watering post and a staging base for local invasions.
Antilan.), Sharona (Type: Sphere,earth/Size: C, 900 miles/Pop. Tumara Cloud
1,00,000 Calidian.), and Thundazar (Type: Sphere,earth/Size: B, Type: Irregular, ai.
80 miles/Pop. 20,000 Antilan,Calidian.). Size: C (730 miles)
Shaseogan Population Analysis: Antilan (75,000)
Type: Irregular, earth. The Tumara Cloud is an air nebula a mere 700 miles across. The
Size: B (8 miles) Antilans have established a number of free-floating towns within
Population Analysis: Neogi (8,000) the nebula, using their crystal platforms as foundations. The Sun
Resources/Trade: Mages use this area as a naval base for building and repairing
Natural resources include: None. Imports consist of: Food, water, their crystal ships. This colony is the center of Antilan
Inner Ring goods, and raw materials. Exports consist of: Antilan spelljamming might and is defended accordingly. More than a
goods, and finished products. hundred seperate attempts y illithids to destroy the ship-building
The neogi, ever quick to pick up on a good trading scheme, facility have failed in the last Cycle alone, and several more were
hauled this asteroid into orbit just within the Inner Ring. From stopped before they ever reached the Cloud.
here they sell all manner of exotic goods, purchased in the Ring, The Golden Girdle
to captains of Antilan ships on their way to trade in the asteroid Type: Asteroid belt, earth.
belt. The Antilan captains save travel time and the neogi make a Size: Varies.
huge profit. However, a consortium of trade houses within the Population Analysis: Antilan (12,000,000 total)
Ring are looking for a way to end this advantage and it is Resources/Trade:
unknown how long the neogi scheme will last. Natural resources include: All. Imports consist of: Slaves.
Mordan Exports consist of: All.
Type: Sphere, air. Here, the Antilan culture can be seen in its fullest glory. This is
Size: G (60,000 miles) the center of their Empire, the richest and most hospitable of the
Population Analysis: Antilan/Calidian (5,000,000) asteroid belts. Natural resources are plentiful, including water,
Resources/Trade: sunlight, and plenty of earth to build and farm on. Millions of
Natural resources include: Water and vegetables. Imports Antilan citizens dwell within the Golden Girdle, and it is the most
consist of: All but water and vegetables. Exports consist of: coveted home in the Cluster.
None. To further cement their power within the Girdle, the Antilans have
This is a gas giant with three major moons (Sharya, Thuma, and constructed three artificial worlds which orbit in a triangular
Iatan) which are held by the Sun Mages and Calidians. formation, each point equidistant from Firefall. Each of the so-
Sharya (Type: sphere,earth/Size: C, 1,000 miles/Pop. 3,000,000 called flat worlds is actually a hemisphere, with the flat side
Antilan) holds many resort settlements, catering to the pleasures facing the sun.
of all races. Kashimar, (Type: flatworld,earth/Size: C, 300 miles/Pop.
Thuma (Type: sphere,water/Size: C, 500 miles/Pop. 200,000 3,000,000 Antilan.), holds the infamous Crystal University,
Antilan,Calidian) has a very small population, but as a water storehouse of Antilan magical knowledge.
world it is very valuable to the Sun Mages' inner settlements. Mu-Thalak, (Type: flatworld,earth/Size: C, 300 miles/Pop.
The Calidians have managed to hold Iatan, (Type: 8,000,000 Antilan.), is peopled mainly by the various noble
sphere,earth/Size: C, 800 miles/Pop. 1,800,000 Antilan), though houses and the Antilan military, and is the capital of the Antilan
it is only a matter of time before the Antilans get serious about Empire.
seizing that moon as well. For now, the Calidians use Iatan as a Tan-Sharm, (Type: flatworld, earth/Size: C, 300 miles/Pop.
farming colony, providing food for their more distant settlements. 1,000,000 Antilan.), is a mysterious world, strictly forbidden to all
Dumovian but the Antilans. Some say the Antilan gods live there,
Type: Cluster, earth. surrounded by their faithful, but no one is really sure.
Size: D (1,150 miles) Barukhaza
Population Analysis: Antilan/Calidian (2,800,000) Type: Irregular, earth.
Resources/Trade: Size: B (75 miles)
Natural resources include: All. Imports consist of: None. Exports Population Analysis: Dwarves (22,000)
consist of: Slaves. Resources/Trade:
A Sun Mage slave belt, this area was once a group of Calidian Natural resources include: Minerals. Imports consist of: Food,
city-states. The Antilans now use it to breed slaves. Rumors of water, and clothing. Exports consist of: Weapons, armor, jewelry,
rebellion among the slaves here are constantly floating about, gems, and mercenaries.
but thus far the Sun Mages are still in power. This dwarven settlement was, at one time, the most profitable
Malishan mine in Clusterspace. The ore bodies are now nearly depleted
Type: Cluster, water. and many of the one-time miners have turned to mercenary
Size: C (225 miles) work. Of course, within the Golden Girdle, these dwarves serve
Population Analysis: Antilan (55,000) as Antilan shock troops. This arrangement has worked out well
Resources/Trade: for everyone, as the Antilans get expert troops and the dwarves
Natural resources include: Water, and minerals. Imports consist maintain their freedom.
of: All. Exports consist of: None. The Shakalman Group
Type: Cluster, earth.
Size: C (800 miles)
Population Analysis: Antilan (260,000)
Resources/Trade: the Dead Shell
Natural resources include: Minerals, and crystals. Imports The system within the shell is a standard system, but with a few
consist of: Food, water, and building materials. Exports consist differences. The system's primary is a black hole several miles
of: Crystal ships, and Crystal citadels. across, but with a mass of a sun several times bigger than
Despite being nearly uninhabitable due to extreme heat and lack Realmspace's sun. Because the primary gives no light or heat,
of water, this cluster is very important to the Antilans. The earth the sphere is dark and cold. The only illumination comes from a
masses here are a veritable treasure trove of mineral resources. few stars, tiny lights sparsely scattered across the inside surface
Crystal ships are constructed here in utmost secrecy, as are the of the shell, and from a ring of gas that glows with a sullen,
crystal citadels. Human slaves are stored here, to ensure that reddish light.
there is never a lack of labor for the building of these mammoth Orbiting around the black hole are two planets and something
constructs. else. Both are Size G Earth-type worlds, circled by rings of ice.
Dwarven slaves are rumored to be held here as miners, but this They are voidworlds, devoid of air, water, and life. They are so
is pure conjecture. If it were true, the dwarves on Barukhaza old, that over the millions of millennia, mountains have collapsed
would surely have found out by now and taken steps to remedy under their own weight. Their surfaces are flat and featureless,
the situation. Then again, perhaps they value their own freedom and killingly cold. Both revolve clockwise around the primary.
more than that of their cousins. The third body is an irregular nickel-iron asteroid revolving
Denaeb counterclockwise around the primary. It is so small and distant
Type: Sphere, fire (sun). from the primary that it's almost impossible to find. This is the
Size: G (98,000 miles) Juna Outpost, more detail on the outpost can be found in SJA2.
This is the secondary sun of the Asromundi Cluster, an exquisite SJA2 pg.46
body of sapphire flame with a steeply inclined orbit. The light
from Denaeb is not as easily visible as that from Firefall, but it is Dizantarspace
no less beautiful or inspiring. Spelljammers have begun to notice The location and nature of the Dizantar's home sphere is a
flickerings within the sun's center, and many mages believe that mystery.
the sun is actually shrinking. Whether this is true or not, there SJMC7
has been a great deal of activity around the sun in the past few
Islands of the Sun This sphere is rather unsual in that it has no central sun that
Type: Asteroid belt, earth and fire. planets revolve around. Instead the sphere is dominated by an
Size: Varies. unimaginably huge tree. The tree is so large that it is impossible
Population Analysis: Antilan (30,000) to view it in its entirety. The roots of the tree disappear at the
Floating between the Cluster's two suns, this asteroid belt is bottom of the crystal sphere. The branches and leaves of the
intolerably hot. There is no way that anyone could live here tree are so tremendous that they have their own gravity and hold
(other than fire elementals and the like), but rumors persist that a virtually inexhaustible air supply. Hanging from certain
the Sun Mages have built magically protected fortresses here as branches around the tree are its strange fruit: giant, burning
a fallback position if they need to retreat during war. suns. In combination they light the entire sphere with brilliant
Firefall illumination.
Type: Cluster, fire (sun). Supported on the branches of the tree are eight planets; exactly
Size: I. half the number of suns on the tree. The leaves of the tree are
A unique type of sun, Firefall is a cluster of fire bodies of various constantly shifting and changing positions. In this manner, they
colors. These bodies rotate about each other, waxing and selectively block the light of the many suns during certain times,
waning in a regular pattern that is extraordinary to behold. The effectively creating night and day on the various planets. On the
natives of Clusterspace also refer to their sun as the sun- trifurcation of the mammoth tree is a vast, beautiful city. This is
fountain. Visitors wll never forget its brilliant displays. Armon, capital of Faeriespace and home of Aelivere.
Faeriespace has a unique society in that the entire solar system
C'T'lk'atatspace is one large community. Despite the wide variety of races and
This sphere is dominated by jade green insects. No other cultures that exist here, all is peaceful and unified. The common
feaures are given in the book. tongue of man has no word for this unusual peace, but in the
TCMC6 pg.7 faerie tongue it is called shrakma. The word actually has two
totally contradictory meanings. In one sense, it refers to the
unifying force in Faeriespace that ties its people together as one.
Darkspace But it also can refer to the carefree, chaotic spirit of the
Darkspace is a sunless, shadowy void that has long been dead. inhabitants that make up this mystical, faerie sphere. While
Physically, the system has no planets. It is dominated by the humans and other races may find these concepts dichotomies,
huge husk of its dark sun. Debris of an unknown and strange to Faeriespace inhabitants, they are one in the same. Not unlike
nature floats in various orbits around the dead sun, some pieces the oriental concept of Yin and Yang, both elements of shrakma
the size of moons and small planets. Unlike normal wildspace, exist to complement each other as a whole. It is through the
which maintains a constant temperature, Darkspace is always philosophy-force of shrakma that all things in Faeriespace live in
cold with strong, biting winds. This is also the home of the unison.
vampire T'Lann. SJA3 pg. 18-27
SJA3 pg. 39
Places of note
Darnannonspace In addition to serving as the sphere's capital city, Armon is also a
Reputed to be a major port sphere for the Elven Imperial Navy. place of wonder and curiosity. In few other places can one find
Dungeon #36 pg. 41

humans, elves, brownies, nymphs, orcs, and other strange and when he grew tired of the petty actions of his mortal followers in
magical creatures living together in one civilizaton. some other sphere. Because of their extreme reverence for
Armon has a population of about 30,000 creatures. It has no Zeus, only citizens of noble birth are permitted to become clerics
goverment in the traditional sense, as has no real need for one. of Zeus. They are considered to be the most special of all
Creatures that are accustomed by nature to peacefully co- mortals and are afforded great privileges in their lives.
existence constitute the population of Armon. Even those As a whole, the Citizens are aligned away from evil. In fact, very
creatures that are normally violent (humans, orcs, ect.) seem to few people living in Greatspace are evil. Those who are evil are
fall naturally into the scheme of things. shunned and hated. As a result, the gods and goddesses of the
Aelivere is called the One-King of Faeriespace. He is the Greek pantheon who are evil are not openly worshipped. SJA3
absolute authority in all matters in the solar system. His will Places of note
extends to and controls all things from the basic nature cycle to Karrington
decisions of state. This is closest to the sun and is uninhabited due to the extreme
Upgood temperatures found on its surface. At the perigee of its orbit, the
Collectively these four planets located on the tree's lower limbs surface of Karrington soars to as high as 600 degrees. It is a
are known as Upgood. These worlds generally contain the light lifeless, waterless, featureless void with a thin, barely present
or good races/creatures normally associated with Faerie realms. atmosphere.
The planets are Genla, Freemor, Agron, and Tiqua. The planets Skora
have a wide and varied range of terrain features. The surface of Skora is dominated by violent, destructive storms
Vastdarken in a poisonous methane atmosphere. There is on civilization on
Collectively these four planets located on the tree's lower limbs this planet. There is however, rumors of a wizard known as
are known as Vastdarken. These worlds generally contain the Klemen who has magically prepared a place on Skora as his
darker or evil races/creatures normally associated with Faerie home.
realms. Thesalys
The planets are Morath, Krag, Beastra, and Mish. The planets Thesalys is a beautiful planet. It has a wide varitey of climate
have a wide and varied range of terrain features. One particular and geography. There are many unique cultures living on
atmospheric effect of Vastdarken is that the sky always appears Thesalys; so many, in fact, that seperate volumes could easily be
overcast and stormy. dedicated to the array of life styles found on Greatspace's
Glowrings Sphere Although Greatspace is a single goverment, it is less structured
No details for this sphere are given beyond the name. than many typical goverments simply due to the vast distances
TCMC3 pg. 33 between planets and the differences of the many cultures found
there. In general, the planet is divided into five seperate major
goverments, each peacefully vying for political supremacy on
Golotspace* Thesalys. To date, House Shambrath is the most dominant and
The Golotians are humans with a culture not unlike that of has been so for several centuries. House Shambrath's rule is not
Greyspace a few thousand years ago. The people are mystical resented and is considered benefical.
and superstitious. Dragons and similar magical beasts rule the Lagor's World
skies. Named for the ancient sage and astronomer Lagor, who
SJA4 pg. 52 discovered the planet some 850 years ago. Lagor's World is a
densely populated, very civilized world. Some 50 different human
Gorthspace* cultures live on the planet, with small mixtures of demi-humans,
The planet Gorth is the only habitable planet in teh sphere and is mostly gnome and halfling.
covered with lush and ancient forests. This is a favorite hunting The climate and geography on Lagor's World is similar to
gound and shore leave location for Vodoni enforcers, and the Thesalys, if not just slightly cooler.
system's central location within the Vodoni Empire makes it ideal Longpoint
for just that. This is another planet discovered by Lagor some nine centuries
There is no known sentient life on Gorth, just animals. ago. Longpoint is not inhabited. The giant planet is ravaged by
SJA4 pg. 52 violent sesmic and volcanic activity, eliminating the possibility of
Greatspace Hecht
Greatspace consists of seven planets that revolve around a This place is the most stunningly beautiful of all the planets of
central yellow sun, known as Lanth. Greatspace as a whole is a Greatspace. Hecht is a mountainous, wild planet with the
very intellectually aware culture and, in general most people are sparsest population of any of the Greatspace worlds. The
aware that they live upon a single planet in a much larger solar inhabitants of Hecht tend to live in small communities that are
system. isolated from other people. They have a tremendous respect for
The people of Greatspace are an intellectual lot. They are prone the land they live on and treat it accordingly. Rangers and Druids
to believe in the ways of science before magic. Legends and are held in high regard by Hechtians.
mystical tales of times past hold little importantance for the The people themselves are a wonder. Humans and elves are the
Citizens. But suprisingly, the people of Greatspace hold a strong only sentient races found on Hecht. Both males and females on
reverence for the gods, whom they do not consider to be Hecht are blessed with striking physical beauty, and an ugly child
legendary. has never been born there.
Citizens hold the gods and goddesses of the Greek pantheon to Boran
be important. These intellectual, aesthetically inclined beings are The most distant planet from Greatspace's sun is a barren,
so much like their mortal followers that one wonders if the almost lifeless void. Artic storms of epic proportions tear across
Citizens did not somehow create these gods for their own Boran's frozen surface ravaging everything in their paths.
purposes. It is believed that Zeus himself created Greatspace
the power to negate all magic, as long as the object is in the
Greyspace water.
Home to the Greyhawk setting. This sphere is also the home of a falmadaraatha (a spelljammer-
SJR6 sized slug) known as One Six Nine, a sage of great reknown
when it comes to matters of wildspace. He lives on the horn of
Heartspace one of the mega-fauna.
The details of this sphere concern itself mainly with the planet of TCMC3 pg. 49, 168+
Crescent and briefly mentions Starfall as the next planet out from
Crescent, known for a strange little tavern called The Herospace
Philosophers' Rest, frequented by sages, metaphysicians, Space is vast and distances are great. Many diverse cultures
philosophers, and a healthy number of would-be intellectuals. exist in the mighty flow and wildspace. In all of this, there is a
And Loom, a mammoth ovoid world, as the most distant planet world called Herospace reserved for proven heroes. To live in
from the Heartspace system. Herospace, an individual must prove to be above the common
TCMC5 pg. 16-106 man. Entry into Herospace is controlled by a group called the
Places of note Rational Order of Magistrates. This body is the sole keeper of
Crescent the sphere and the sole judge of those who hope to call it home.
Crescent is actually a cresent-shaped world. The two pointed Herospace is a unique sphere (as far as is known) in that it has
ends of the planet seem fixed in space, as though attached to a not one sun, but nine seperate suns. Each sun is much smaller
single axis. and the world rotates around that axis, as though it than a typical sun that provides light to an entire galaxy, and has
were a spherical world. a single planet revolving around it. The suns of Herospace are
The planet's entire population was concentrated on the inner each a different hue. The planets each represent one distinct
surface of the arc. The outer surface of Crescent is a rugged, alignment; with few exceptions, persons may live only on the
inhospitable place. The land surface was all mountains and planet that corresponds to their personal alignment.
craters, split with great cracks and fractures leagues wide. There For more on the unique aspects of this sphere pertaining to
aren't many clouds, but the few that are move incredibly fast access and defenses see SJA3 "Crystal Spheres". As it goes on
across the surface, hinting at ship-killing winds. for some great length describing these procedures.
The inner surface is downright inviting. A land of blurred greens SJA3
and browns, reminding one of the terrain around Evermeet or Places of note
Rauthaven on Toril in Realmspace. There are mountain ranges Gondorin
big enough to be seen from space, but they're old and Alignment: Lawful Good Sun: White
weathered with smooth, rounded peaks and rolling shapes. The domain of lawful good heroes, as one might suspect, is an
Visitors on Crescent must make landfall at the city of Compact, ordered structured place. All the seasons are of equal length and
landing anywhere else is strictly forbidden, and any attempts to are completely predictable. Even the geography of the world is
land elsewhere will be viewed as an attempt to smuggle. symetrical. Strangely enough, no matter where one is on the
Compact is Crescent's major city and is home to the Great planet, warm, balmy weather prevails in the summertime, and
Archive a massive libary, that is allegedly the greatest repository cold winds and frosty mornings mark winter.
of knowledge in the universe. Within Compact the first thing you Hearthguard
notice is that everything is noticably drab from the buildings, Alignment: Lawful Neutral Sun: Yellow
streets, and even clothing are in shades of gray, with no other Hearthguard is the most sparsely populated planet in
color. Even the peoples skin tone has a gray tinge. Herospace. Hearthguard is somewhat barren exhibiting harsh,
The people are a somber lot rarely looking up from the ground at hot weather. Most of the surface of the planet is desert-like in
their feet. They speak to each other in hushed tones, even the climate and geography.
children have this manner, looking and acting like minature Darkseed
adults. Alignment: Lawful Evil Sun: Bood Red
The people here follow the True Path, the religion of Crescent, As full of despair as its name implies, Darkseed is a dark eye of
the worship of the god Marrak, Master of All Knowledge. The gloom in the system of Herospace. Even in its daylight hours,
faith itself is based around a reverence for knowledge and Darkseed recieves little light from its blood-red sun, and is often
learning. The Church of the True Path, is the organized, in total darkness for many days. The landscape of the woeful
bureaucratic religion that's grown up around the Marrakite faith planet is as flat and endless as it is dull. To venture out of sight of
has made some changes. According to the Church, knowledge is a landmark such as one's home is dangerous.With nothing to
to be revered, and just about everything else repressed. Which guide one's travel, a person will easily become lost. Regardless
has led to the Way of the Plain, which is to blame for the somber of where one is or the time of year, a cool, steady wind always
attitudes and lack of color. Visitors need to be careful when blows across the featureless plains of this planet.
wearing colored clothing as some of the more fanatical followers Cumberland
of The Way may attempt to show you the errors of your ways. Alignment: Neutral Good Sun: Light Orange
The White Elf tavern is said to offer excellent service to travelers. Of all the planets of Herospace, Cumberland most closely
resembles the familiar country areas of the three major spheres
(Krynnspace, Greyspace, Realmspace). The planet is
Herdspace progressively colder towards its poles, with a warm, tropical
Herdspace is a sphere with no planets. It's like a giant planet all region at its equator. The planet has a variety of landscapes
to itself. Upon entering the sphere ships drop to tactical speed. ranging from sub-artic mountain regions to temperate hilly
The entire inside of the sphere has an atmosphere, and the regions to arid deserts.
vegetation can be gargantuan, with live plant-like creatures Ge'Neva
known as mega-fauna that are tens of thousands of miles tall. Alignment: Neutral Sun: Light Blue
Where ever these mega-fauna walk they leave footprints that fill The vast majority of this world is covered in forestland. Of all the
up with water and become lakes, the water in these lakes have

worlds, Ge'Neva has the greatest population of wildlife. It also Kra'akenspace*
houses a great number of Druids. Kra'akenspace has no large gravitational bodies. The whole
Morgan's World crystal sphere seems to be filled with large, green floating
Alignment: Neutral Evil Sun: Dark Blue asteroids comprised of a porus organic material, huge floating
The geography of Morgan's World is as twisted as it is dark. masses of plant life. In fact, the entire crystal sphere is filled with
Grossly malformed trees and rocks make up the forests; most breatheable air, and has often been mistaken for a huge node of
mountains are formed into gruesome, unspeakable visages; and elemental air.
bitter, harsh rain falls from the sky. The wildlife consists of The beneficent Kra'aken (often called "the Kra'" to avoid
animals so deformed that they are mere shadows of their former confusion with the giant squid-like monster of similar name) are
selves. creatures not unlike those found upon some of the upper planes
Woodhaven in most spheres. The Kra'aken, who appear as slender semi-
Alignment: Chaotic Good Sun: Light Purple transparent, winged humanoids of unearthly beauty live in huge
Woodhaven is the most beautiful of the planets. Rolling, grassy floating biospheres.
hills give way to large abundant forests. Wildlife is both plentiful Because of their innate telepathic abilities, the Kra'aken possess
and dazzling. Woodhaven's climate is generally fair throughout a truly impressive knowledge of the other spheres in the Vodoni
the planet and varies little from one hemisphere to the other. Empire. Rarely a day goes by when a traveler neither sets forth
Asylum for or returns from the reaches of the Vodoni Empire.
Alignment: Chaotic Neutral Sun: Gray Strangely, the Kra'aken possess no spelljamming technology,
The surface of the planet is strange indeed. The entire planet is and are not even particularly fond of magic. They prefer instead
covered with the ruins of ancient buildings. There is no real to make friends, hitch a ride or pay for their passage.
goegraphy other than the endless maze of ruined city streets SJA4 52
filled with crumbling, decaying buildings. Underneath the city,
there lie literally endless miles of grisly, twisting sewers. Krynnspace
Chaostromme Officially Krynnspace is a closed sphere with the coming of the
Alignment: Chaotic Evil Sun: Dark Green Fifth Age. Home to the Dragonlance setting.
The planet possesses a mixed climate that, not unlike SJR7
Cumberland, grows progressively colder toward the poles. It has
an abundance of wildlife and plantlife. It is also home to great
tribes of violent and hateful humanoids. Lorpulanspace
The only details mentioned about this sphere is of wolf-people of
Mefesk who sail between the worlds of Lorpulan in ships of ivory
Kofuspace* and bronze.
The Kofu sphere is an anomaly among the known spheres. This TCMC6 pg.7
system is completely solid, filled with the black crystal shell
material straight to the core. The planets of the system are
actually just huge air-bubbles within the medium, and each of the Lostspace*
three major bubbles has a small star at its center. Little remains of this burned-out hulk of a sphere, but it is
obvious that no natural catatrophe is responsible for the
The peaceful Kofu race look just like drow elves, although they wholesale destruction seen herein. Arcane weapons of war and
have none of the drow abilities or penalties in light. They are the remnants of vessels and cities can be found everywhere.
primarily farmers who tend monstrous farms all year round. They Whatever happened to the former inhabitants of this sphere is
have no idea what "night" is. unknown.
The only way to reach a Kofu bubble is to accidentally discover a The sphere is a treasure trove of unusual artifacts, new spells,
portal tunnel and sail down it, fast. Interdimensional travel is also and advanced weaponry.
very helpful here. Portals between them open seemingly at SJA4 pg. 52
random, though, it is possible that some of the more powerful
denizens can manipulate them.
SJA4 pg. 52 Moragspace
This sphere is filled with asteroids, planetoids and other bits of
various debris. The sun is a flat disc whose lighted side faces the
Korvspace center. It occupies the farthest orbit from center outside the
Korvspace is made up of Tezcat the system primary, Korvada, debris. This sphere was used as base by the scro and housed
Teirze, Sidar, Klegrn's Bones an asteroid belt, Lipoca, Ilthurk, the Gamaro Base during the Second Unhuman War.
Glayse, and Quetze SJS1 pg.7, SJQ1 pg.81
The predominately elvish Korvadan Empire has controlled the
Inner Sphere for the past two hundred years. The Imperial seat
is on Korvada. Teirze, has been throughly colonized. Sidar is Nexspace
currently being actively explored and colonized. Sidar and the A small crystal sphere no more than a journey of 24 hours end to
asteroid belt known as Kleggra's Bones are considered the end. There is no light inside the sphere until the dust cloud and
frontier of the Korvadan Empire. inside the dust cloud is class B planet orbited by two dozen class
A suns. Nex is a live world that is inhabitied by the descendents
The Elven Imperial Navy maintains several ports in Kleggra's of or close relatives to the Juna. They have stagnated as a race
Bones in response to the Illithid threat, and also act as ports of in an evolutionary sense. Since the planet provides for their
entry for traders and havens for the free traders who prospect needs there is no need to strive for things or struggle with day to
the belt. Trade and regular patrols make Korvspace a very busy day living. The planet can also maneveur the suns to intercept
place. an incoming ship and destroy it.
Polyhedron #81 TCMC5 pgs.90-91, 139

Ouiyanspace Climate: planet is closest to the sun. The equatorial sections are
The birthplace of The Spelljammer. Also known as The Broken dry, lack foilage, and unlivable by most humanoid standards. The
Sphere. At the end of the novel series this sphere was made polar regions are warm, with a high humidity but livable.
hole and was regenerating itself. There is no way to enter this Prominent Land Features: Much of the surface is covered in
shere. Eighteen worlds were said to be in this sphere. Aeyenna gargantuan canyons that dwarf the Great Rift on Toril. The polar
was the primary, the worlds mentioned are Asveleyn, regions are covered with rolling hills, dotted with beautiful fields
BedevanSov, Colurranur, Elias, Ladria, Ondora, Resanel, and and trees. The closer to the poles the denser the trees become
Thoris. and the steeper the hills. The land is criss-crossed by streams
TCMC6 pg.246+ and rivers.
Resources/Trade: The Southern Polarate is in a constant state of
Passarspace* feuding, they have no trade in progress with SJ societies. The
This sphere has no indegenous, but possesses vast natural Northern Polarate's exports are plant and animal products.
resources. The system is filled with asteroids and planetoids and Powderpuff a smokepowder-like substance, Crispyleaf a leaf that
has no central star to provide light or heat. when eaten appeases even the largest of appetites. Imports are
SJA4 pg.52 weapons, worked metal, and common magical items of all sorts.
Ports of Call: Both polar regions have several locations for
spelljammers to dock.
Pathspace Coliar
The only feature mentioned is the planet Devis. Planet Type: Spherical Air
TCMC2 pg.10 Body Planet Size: G
Escape Time: 12 turns
Pirtelspace Satellites: none
Dungeon #36, 45 Day Length: 30 hours
Year Length: 8 months
Primespace Population Analysis: Avian humanoids, reptiles, and avian life
No features mentioned in the book. Climate: Because of its proximity to the Sun, the planet is quite
TCMC5 pg.202 warm. The temperature never falls below 75 degrees F. except at
the poles, where it can reach 40 during the winter.
Prominent Land Features: Inside the huge atmospheric envelope
Realmspace float thousands of earth and water islands. The upper
Home of the Forgotten Realms setting. atmosphere is completely shrouded with a 100-mile thick cloud
This is where the Rock of Bral is to be placed, that is if you follow cover making vision into the interior impossible.
the Forgotten Realms canon. Various products from that line Resources/Trade: The aarakocra are known to trade gems for
have placed Bral within the Tears of Selune. According to SJ smokepowder and weapons. The lizard men import SJ
canon The Rock is designed to be placed anywhere, and IMO it technology in exchange for aarakocra meat and feathers, gems
works best in a stand alone sphere. IMC Bral has it's own and water.
sphere. Ports of Call: There are 50 different trading posts throughout the
SJR2 planet.
Places of note Toril
The Sun Planet Type: Spherical Earth Body
Planet Type: Spherical Fire Body Planet Size: E
Planet Size: H Escape Time: 4 turns
Escape Time: 24 turns Satellites: 1 moon, asteroid cluster
Satellites: 8 Planetoids Day Length: 24 hours
Day Length: 37 hours Year Length: 365 days
Year Length: none Population Analysis: Human and Humanoid races most
Population Analysis: Creatures from the elemental plane of Fire prevalent.
Climate: is one of eternal heat. There is no known magical item Climate: Is a varied mix,much like our own Earth.
that will enable a creature from the Prime Material to survive Prominent Land Features: Toril is 60% water. The largest land
here. mass is split into three seperate continents. These are the
Prominent Land Features: The Sun does have certain features, Heartland, the Horselands, and Kara-Tur. There are several
but they are completely unusable to the standard character other continents as well, The New World of Maztica, is almost as
races. large as the Heartland and Kara-Tur combined. There are
Around the Sun, in an orbit 40 million miles out, are twelve several large islands that are large enough to be considered
magic-dead globes known as sargassos. These are 100,000- continents. Toril also has several seas. The Great Sea, Celestial
mile diameter areas that effectively shut down all helms, and Sea, Sea of Fallen Stars, the Shining Sea and the Cold Sea to
other magic. name a few.
Anadia Resources/Trade: Much trade goes on in the various SJ ports,
Planet Type: Spherical Earth Body with just about anything available.
Planet Size: B Ports of Call: On the continent Heartland there are two known
Escape Time: 2 turns ports. The largest is Waterdeep, the second being Calimport.
Satellites: none The continent of Kara-Tur contains the vast majority of SJ ports
Day Length: 12 hours the largest of these being Chunming the capital of Shou Lung. In
Year Length: 30 days Wa in the city of Iiso, is a medium-sized SJ port. In the middle of
Population Analysis: Halfings are predominate on both poles, the largest glacial mass within the Wu Pi Te Shao mountains lies
while the equatorial sections are riddled with umber hulks and the strangest SJ port on Toril- The Dock. Cut into the glacial ice
other unique Anadian beasts and written in many differet languages of all sizes across the

docks is the proclamtion "The only Arcane Trading Post on Toril". inside of the sphere. When two stars meet they pass through
It is what it claims to be the largest Arcane held SJ port on Toril.
each other wth a fiery explosion. Nothing magical works within
Lastly on the island nation of Nimbral lies The Resort. No trade isthis sphere, even spelljamming devices. Travel is by oar, sail, or
allowed here, this is strictly a port for R&R. physical flght.
The Salzarians are a race not to be taken lightly, though only a
Redeyes Space few hundred are known in existence. Theylook like giant balls of
This distinctive space landmark is a huge crystal shere water, averaging 500 feet in diameter. Ther hit points number in
dominated by a pair of very, large, deep red fire worlds. the thousands, and finding them within the watery planet is as
Lying between human and illithid-dominated areas, Redeyes has difficult as defeating one in combat. They are immune to all
often been a battleground. It is littered with salvageable debris, forms of magic
because only the desperate or very well-armed come SJA4 pg.53
Redeyes is home to at least one rogue death tyrant, lots of Sazaurspace
scavers, and cinnamon-brown space-stirges and a host of Home sphere of the Ravager. A massive beholder weapon built
human and humanoid reavers. by the Sazaur nation. Unfortunately they lost control of it and
SJR1 pg.62 after destroying the entire Sazaur nation it disappeared out of
the sphere into the phlogiston.
SJA1 pg.3
Refuge Space
This small crystal sphere is found near Realmspace contains a
large sun, only one planet, its moon and a small outer planetoid. Shadowspace
Established and controlled by the Arcane, it is the largest off- The crystal sphere is surrounded by thick black clouds as a
world base known to spacefarer's where the Arcane build, repair, defensive measure by the gods to discourage trespassers and
and modify ships. Safer and more tightly controlled than the increase security. Temperatures are about 50 degrees F and
Rock of Bral, Refuge is used by many prudent and good- normal vision is limited to 5 feet. The cloud is home to countless
alighned adventurers in space as a "vacation destination". shadows.
Dragon #159 Shadowspace consists of nine planets orbiting a green pyramid-
Places of note shaped sun. The sphere is noticably cooler than most. The
celestial bodies all seem to be frozen in place, most of the
Welcome planets are flat, and are cloaked in perpetal twilight. A thin, black
The outermost planetoid in the sphere. A dozen or so sarphardin haze permeates wildspace reducing visiblity to a ten hex limit.
can be found around Welcome at all times. Welcome glows with SJQ1 pg.31
its own radiance from the Glowmoss Gardens on the surface.
Frequent travelers to Refuge also know that Welcome houses a Places of note
strong defensive navy. They serve to escort or tow crippled ships Constellations
into Refuge, to quarantine suspected plague ships, and to break Consists of a series of stars arranged to form images. They emit
up any running battles that come into the sphere. a magical light enabling them to be seen anywhere in
Below Shadowspace. The magical light is extremely bright but not
An uninhabited world that provides visiting ships with free air and harmful, staring at the stars does not cause blindness or any
water, but it's not recommended to land to explore or attempt other adverse effects. The shafts of light jion with the stars,
their own repairs, as the world is very dangerous. creating the images of a dragon, skull, goblet, and a fish.
The Arcane stock Below with hundreds of monsters from a Sohhoras
hundred different spheres. The Arcane offer expensive "safaris" Type B Spherical Earth body.
here to space weary adventurers and pampered nobility. Sohhoras is solid granite, premeated by winding passages and
The Guardian Ring huge caverns. Temperatures average about 50 degrees F. It is
A ring of two dozen or so "space golems" that protect Refuge about 75 miles in diameter.
itself. A gnomish invention that fits a minor helm to a stone Lukkum
golem, and mounts two medium ballistas on its back. Type B Flat Earth body.
The Salvage Ring Lukkum was once a great spherical planet of grassy hills and
The Arcane buy fragments of old ships for scrap, reuse, and fertile valleys.But after the sun transformed, Lukkum collapsed in
spare-parts (no questions asked). These wrecks are tetherd on itself, flattening to a disc roughly 150 miles across and 5
together in orbit around Below. Most parts for a damaged ship miles thick. Huge slabs of land were pushed to the surface,
can be found here..for a price. creating jagged mountain ranges and lacing the terrain with deep
Pirates, scavvers, and worse have been known to lurk amid the cracks and crevasses. Surface temeratures now average 55
chaos of the ring, but the Arcane use hired Giff muscle to prevent degrees.
stealing from the ring. It is inhabited by the Odux, a primative group of humanoids who
Refuge resemble 7-foot-tall humans with bluish skin and wispy white
Refuge appears to be a huge,well-tended garden from the hair. And the Dridge, who resemble 8-foot-tall humanoids made
surface, studded with luxurious homes and occasional larger of granite, but are otherwise identical to galeb duhr.
structures- the banks, the Great Vault, hotels, drydocks, Ivussus
hospitals (some of the best care in any sphere), casinos, and Type A Cluster Earth.
taverns. Ivussus is nothing more than a collection of chunks of rock, the
largest 300 feet in diameter. These fragments still retain
Salzarspace* breatheable atmosphere. Temperatures average 60 degrees F.
One of the strangest spheres in known space, the Salzarian Empunatus
sphere is composed of one small water planet at the center of Resembles an immense comet, frozen in place like the other
the system, surrounded by eight fiery stars that roll around the Shadowspace bodies. The tail of the comet, consisting of
streamers of sparkling multi-colored light, is about 300 miles
long. The 5-mile-diameter head, resembling the head of an Steel Star Space
elderly human male with lon flowing hair, is also made out of This sphere get its name from a fire world who's light is a dull
multi-colored light. Both the head and tail are translucent. The grey. Around this "steel star" circles a huge warship of space: the
head's cheeks are puffed out,as it were holding its breath. Kingship of those ogres who survived the elven purge.
Chonnot The ogres are rebuilding to regain a kingdom in space and
Type B Flat Water body. revenge themselves upon the hated elves. They are building two
Chonnot is a 150-mile-diameter disk, 10 miles thick. Mile wide more Kingships in nearby spheres and are sending forth raiders
islands are scatterd across its surface, densely covered with tall, to sieze ships, helms and mages to helm them.
leafy green trees. Atmospheric and water temperatures average Archmage Khelben "Blackstaff" Arunsun of Toril, has confirmed
about 65 degrees F. the existence of the Kingship, The Steel Star, and the building
Inhabited by two water-dwelling species, a foot-long goldfish and ogre strength.
dragon turtles. SJR1 pg.56
Type B Spherical Air body. Thasiaspace*
Wirrit is a spherical air world about 100 miles in diameter, The Thasian system is comprised of one planet and one large
composed of nothing but breathable gases. Temperatures normal star. The planet Thasia is gargantuan, a veritable mini-
throughout the planet average 70 degrees F. sphere of concentrated life-force. The planet is covered in dense
Debris Belt jungle vegetation. The oceans are vast, yet they are too covered
Except for three 2,000-mile-wide gaps, this belt of variously with plant life at the surface, making it difficult to tell where land
sized chunks of matter completely encircle the sun. Because of ends and ocean begins.
this belts density, ships can't move faster than 500 yards per The Thasians are a race of shambling mound-like plant men.
round when moving through it. They possess average intelligence and only average about 2HD.
Kiffin SJA4 pg.53
Type B Flat Special body.
Kiffin was orginally a smooth, spherical planet made of a Vergonspace*
substance resembling hard rubber. After the sun's Contains six habitable planets that are at war with each other,
transformation, Kiffin deflated, causing its surface to wrinkle, and and have been for centuries.
creating hills and valleys. Kiffin is 100 miles in diameter and SJA4 pg.53
about 5 miles thick.
Pajjax Vistaspace
Type B Flat Earth body. Garrash-planet
Dusty hills cover most of the surface of this planet. The disk TCMC5 pg.201, 213, SJR4 pg.22
shaped world is 75 miles across and 2 miles thick. Temperatures
average about 80 degrees F. Vodonispace*
Delless Consists of five planets and it's primary star known as Vodon
Type C Flat Earth body. Prime. The Vodoni do not name the major moons of the planets.
The surface of this planet is wrinkled with sandy chains of hills Instead they refer to them as the planets name followed with a
and valleys. Delless is 130 miles in diameter and 10 miles thick. number designation i.e. Grog One. The people of this sphere fled
Temperatures average 85 degrees F. to Vodonikaspace when their sun went nova.
Tryggt Vodon Prime went nova four centuries ago and as a result of the
Type C Flat Earth body. massive unstable energy pouring from it, it has adversely
This planet is a vast swamp of deep valleys and a few chains of affected interdimensional travel within the sphere. All spells and
rippling hills. It's about 220 miles in diameter and 25 miles thick. items that use or require access to other dimensions fail to work
Temperatures average 90 degrees F. in the Vodoni sphere. That includes all summoning spells and
Myyn magic involving teleport, dimension door, ect. Also devices that
Type C Regularly Shaped Fire body. only involve such magics do not detect as magical.
The pyramid sun is bright geen, about 1,000 miles per side. The gods of this sphere have been banished or inprisoned, so
Within 3 hexes of the sun, the temperature rises to 100 degrees no priest spells greater than second level can be prayed for or
F., not enough to cause harm, but enough to worry about getting granted once inside the sphere.
closer. If the ship enters within two hexes, it enters an invisible SJA4 pg.51
portal and instantly disappers inside the sun. Places of note
The world of Myyn comprises the four inner sides of the pyramid Sala
sun. Each of Myyn's surfaces is about 300 miles per side. The This planet is the closest to Vodon Prime and is little more than a
sun around it is composed of four faces of green flame, 1,000 huge ball of molten lava.
miles per side. Vodon
Each face has its own gravity plane pulling down toward the The second planet in the system and is the only body still
surface. Temperatures average 80 degrees F. in the day and 15 teeming with life after the nova blast. This was no accident or
degrees F. at night. quirk of nature but a delibrate repopulation attempt on the part of
Each surface has clearings, fields, ponds, Perch Forests the Emperor to return the Vodoni to their sphere.
(leafless trees 100-200 feet tall. Inaii enjoy "perching" in them. Grog
Hence the name), Yellow groves (Plants that resemble 20-foot- The only other planet to support indegenous life. Grog is smooth
tall bamboo shoots). Myyn is inhabited by the Inaii, a intelligent and featureless, layered in miles of volcanic ash, which makes
race of winged horses resembling pegasi. it's soil one of the richest in the galaxy. Grog is essentially one

large food planet, covered in seas of amber grain and huge Dungeon Magazine-#36, #45
freshwater pools. There are no saltwater oceans and the Polyhedron Magazine-#81.
seasons are always mild, with harvest time year-round. Grog has
two major moons both of which are uninhabitable.
The Web
The formerly massive Vodoni homeworld of Kathyk, named for
the first great Vodoni emperor. The fourth planet of the sphere is
now a huge shell of asteroids surrounding the inner three
planets. The asteroids are rich in precoius metals and the
remains of former Vodoni culture can still be found scattered
across the debris.
Little more than a huge ball of ice with one major moon,
Calandia survived the nova by being directly behind Kathyk at
the time of the explosion. It was heated a lttle and pelted with
mountains of debris. It remains pretty much unexplored to this

The nearest sphere to the Vodoni sphere and is where the
Vodoni exdous finally arrived when the star in Vodonispace went
novea. There are five planets in orbit here, all are habitable, and
all as diverse and populated as either Oeth or Krynn.
SJA4 pg.53

The only feature mentioned in the book is the desert planet of
TCMC2 pg.186

This sphere contains the planets Armistice and Radole.
TCMC4 pg.24-30, 49. SJR4 pgs.10, 13

This sphere is home to the ship builders of the Vodoni Empire,
the Zalani.
The Zalani are black, gargoyle-like humanoids, and one of the
most fearsome looking races in the known spheres. Despite their
appearence they are basically a peaceful race who often serve
as ambassadors.
SJA4 pg.53

6 unnamed spheres all grouped together

The broken shards of Ouiyanspace lie floating, scattered amid
these spheres
* Members of the Vodoni Empire
SJA2-Skulls & Crossbones
SJA3-Crystal Spheres
SJA4-Under the Dark Fist
SJQ1-Heart of the Enemy
SJR1-Lost Ships
SJR5-Rock of Bral
SJS1-Goblins' Return
CGR1-The Complete Spacefarer's Handbook
TAC-The Astromundi Cluster
SJMC7-Spelljammer Monstrous Compendium 7
TCMC#1-6 (The Cloakmaster Cycle Novels, 1-Beyond the
Moons, 2-Into the Void, 3-The Maelstrom's Eye, 4-The Radiant
Dragon, 5-The Broken Sphere, 6-The Ultimate Helm.)
Dragon Magazine-#159