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17 SJD post Phlogiston - Realm to Krynn

Greetings Commander Andros,

When attempting to enter a Crystal Sphere, you must have the Muun Ritual Create Portal
Vortex for that specific Crystal Sphere or you must search its perimeter for a natural vortex.
This is very difficult to find and can take many years if you are lucky enough to find one. You
simply must be in the right time and place, and your helmsman will be able to detect it once
close enough.

Some say there is an art form to mapping the orbits within the spheres to know where and when
to show up, but this to me is simply myth. It is also in my opinion, without casting the spell to
Detect Portal Vortex it would be nearly impossible to find one, even if you knew where to look.
I was told there was a great library in Realmspace with such a spell. On an earth world named
Toril. I have made corrections for my last Phlogiston Flow mistake but I was unable to go back
the way I came. The flow was entirely too strong in the wrong direction. I am lost now between
crystal spheres and I fear we have hit a cloud of Sargasso. If we make it out, Im not sure where
we will end up. I leave you this last journal entry and my collected maps and Writ of Passage to
Realmspace. I hope to hand you this package myself.

I have also included the strange white papers with the odd language that was found during our
last failed attempt to enter an unknown Crystal Sphere just before falling into the cloud. We
found it on an abandoned vessel just outside of the unknown crystal sphere. The vessel
appeared to be all metal and very little wood. Very strange alloys to which we were unable to
retain upon our exiting the system.

Eternally honored and at your service,


Whitt Pond

Movement in the Flow


The rainbow ocean allows spelljamming ships to attain greater velocities. These speeds have
defied
measurement since the phlogiston is without permanent landmarks or markers. Time is the only
constant. In general, it takes from 10-100 days to travel from one crystal sphere to another. The
sphere reached is random unless a locator device is used to find a particular sphere. These
locators, supplied by the Arcane or duplicated by spells, target the particular sphere that is
sought. Some spheres are unreachable from others due to the Flow itself, and travelers must go
through a third or fourth sphere in order to reach their goal. These anomalies are noted under
the individual spheres which spheres are nearby and can be reached regularly, and which ones
are not. Some spheres drift into and out of proximity with each other, So that just because you
reach an area once does not mean that you will find it again. A ship's last port of call determines
which spheres it can move to. Port of call is the sighting or landing within a crystal sphere. If a
ship heading for Krynn from Greyhawk accidentally ends up at the Realms, the Realms becomes
its new port of call. Ships in the Flow slow down when they encounter other bodies, such as ships
and rogue planets, but this does not affect total travel time.

Navigation
Within most crystal spheres navigation is not difficult, just a more complicated
version of terrestrial navigation by the stars utilizing three-dimensional instruments.
Navigation in the Phlogiston is much more difficult, there are precious few landmarks or
navigation aids in the flow. So how does one get from place to place? The easiest method
is to follow a flow river, and that is done by determining the predominate colors of an
areas flow. There are many major flow rivers through the Phlogiston, and each has a
distinctive color scheme that makes it distinct from the others. Since most crystal spheres
remain in relatively stable positions within the flow one can navigate by counting the
spheres passed as one follows the river. River intersections provide another means for
determining location, as the colors do not intermix (sages still debate the reasons for
this). Travel to spheres outside a major flow is much more time consuming and difficult:
the navigator must first determine his exact position within the sphere to be departed,
then he must determine at what angle from the sphere the destination sphere lies and
plot a direct course to it. Obviously, this method is very risky, though some navigators
are skilled enough to consistently find spheres using this technique. It has been suggested
that if you head in any direction within the Flow, you will eventually come to a crystal
sphere, but this has not been proven. And there is no reason to believe the sphere would
be within the range of a ship's air envelope.

Phlogiston Transit Times


Canon travel time in the Phlogiston is 10-100 days between spheres, but some of
the travel times between spheres have been documented in various sources.

Something to mention: in his notes, Jarhvis of Thay writes that he was en route between Anadia,
from where he had been studying the Sun, and Toril on his hammership Flames of Kossuth at
the instant of Mystras death the start of the ensuing Spellplague.
He describes a sphere of blue flame originating near Toril and expanding impossibly fast through
the whole sphere, altering the world as it spread. The mage who sat on the helm was instantly
driven insane a common fate and, like those in the rest of the sphere, those on board lost their
access to magic. Luckily, both for them and all others for whom Wildspace is home, the nature of
helms was altered that day.

Ive collected the following months and years as reference to dates in the Radiant Triangle:

Earth Toril Oerth Shire


January Hammer Fireseek Afteryule
February Alturiak Readying Solmath
March Ches Coldeven Rethe
April Tarsakh Planting Astron
May Mirtul Flocktime Thrimidge
June Kythorn Wealsun Forelithe
July Flamerule Reaping Afterlithe
August Eleasias Goodmonth Wedmath
September Eleint Harvester Halimath
October Marpenoth Patchwall Winterfilth
November Uktar Ready'reat Blotmath
December Nightal Sunsebb Foreyule

OC DR CY AC FR Calendar of Harptos
5046 1364 584 361 Year of the Wave
5047 1365 585 362 Year of the Sword
5048 1366 586 363 Year of the Staff
5049 1367 587 364 Year of the Shield
5050 1368 588 365 Year of the Banner
5051 1369 589 366 Year of the Gauntlet
5052 1370 590 367 Year of the Tankard
5053 1371 591 368 Year of the Unstrung Harp
5054 1372 592 369 Year of Wild Magic
5055 1373 593 370 Year of Rogue Dragons

OC Olven calendar of Greyhawk


DR Dale Reckoning of the Forgotten Realms
CY Common Years of Greyhawk
AC After the Cataclysm of Dragonlance
Upon forcing our way into the crystal sphere, we may have made some errors in our ritual
casting.
Although a brief yet dangerous encounter with a mind flayer named Steve, I was able to obtain
the following information from his probing into my mind. Soon after we all found ourselves back
outside the crystal sphere we had just managed to penetrate. Thus we moved on, in hopes of
finding anything with a good air supply. Our furnace was depleted and our ability to cast was not
enough. Here is what I could manage to figure out after this abrupt mind meld:

Crystal Spheres have a very good chance to line up with you as you try to line up with them.
Eighty-two percent of the time you will be just fine without any helmsman corrections.
This is due to your reality harmonic versus the solar systems harmonic in regards to each of
your natural states in time. Or so I was told. A helmsman can make a certain number of last
minute corrections when attempting to blend into or enter a crystal sphere. This allows the
helmsman to adjust a certain amount. And if the calculations are close enough they can simply
nudge into the right time period. There is a two percent chance you will fall violently into Pre-
history. Seven percent chance youll end up in a strange non-magical slightly mechanical time. A
five percent chance youll end up in a very mechanical world with huge wars. A three percent
chance youll end up in high technology post mechanical war period of time. And finally, a one
percent chance youll end up in the far future of that sphere. Keep in mind if you have the ritual
for that specific sphere, then you should be able to avoid any mishaps.
Apparently the mind flayer was working against a faction called the Pragmatic Order of Thought.
It must have forced us out immediate ely; only how? Why?

Oh, and his name was NOT Steve. It was way too hard to pronounce or spell. Something like
Ikstaklkla Tsklattahsklittd. I only heard it once. Good luck my Prince.

2% - Pre-History
82% - Normal
7% - 1880s/Wildwest
5% - WWII
3% - Modern
1% - Far Future
Helms Check vs Crystal Sphere DC to adjust time:
WIS+INT+CHA/3 rounded down = # of % you can adjust

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