Before 1006 AC: (The current year is 1014 AC) Body Diameter Distance Type Size Sun 864,000 0 Fire H Telax 7,581 67,000,000 Earth E Hot Mystara 6,190 93,000,000 Earth E Hollow sphere Matera 2,160 238,600 Earth D Vacuum Patera 950 34,200 Earth C Invisible, polar orbit Zoar 4,200 141,000,000 Earth E Cold Moon 1 7 5,600 Earth A Moon 2 4 14,300 Earth A Damocles 6,103 257,000,000 Earth E Civilization Alith 88,670 484,000,000 Air G 12 moons Mym 75,062 887,000,000 Air G 18 moons, Rings Hoth 29,577 1,783,000,000 Air F 15 moons Uther 27,587 3,230,000,000 Air F 10 moons Charon 5,320 7,105,000,000 Earth E After 1006 AC: (The current year is 1014 AC) Body Diameter Distance Type Size Sun 864,000 0 Fire H 3,031 36,000,000 Earth D Hot Telax 7,581 67,000,000 Earth E Hot Mystara 6,190 93,000,000 Earth E Hollow sphere Matera 2,160 238,600 Earth D Vacuum Patera 950 34,200 Earth C Invisible, polar orbit Zoar 4,200 141,000,000 Earth E Cold Moon 1 7 5,600 Earth A Moon 2 4 14,300 Earth A Asteroids xx 257,000,000 Earth Belt Alith 88,670 484,000,000 Air G 16 moons Mym 75,062 887,000,000 Air G 18 moons, Rings Hoth 29,577 1,783,000,000 Air F 15 moons Uther 27,587 3,230,000,000 Air F 10 moons 730 3,674,000,000 Earth C Charon 5,320 7,105,000,000 Earth E Wildspace: The void between worlds in Mystaraspace is cold - colder than an arctic glacier in the middle of a long winter night. Characters exposed to the cold for more than one turn must make a Constitution check each subsequent turn or suffer 1d6 points of cold damage. Heavy winter clothing adds a -1 bonus to the roll. The /resist cold/ spell adds a -2 bonus to the roll, and decreases any damage suffered that turn by 1. Heated environments - suits, ships, etc. - can negate these cold effects. However, in addition to the freezing cold, characters must also take into account solar rays. Any character remaining in direct sunlight for more than one turn will burn instead of freeze. The required Constitution check and damage sustained remain the same. Heavy winter clothing adds a -1 bonus (as with freezing), but the /resist fire/ spell is needed for additional protection. It is possible for characters to avoid damage by moving between sunlit and shady spots each turn, alternately heating and cooling themselves. It is believed that the extreme temperature is explained by a gate to an icy dimension or plane. Telax: (Hot) Mystara: Like most worlds, Mystara has an exterior surface which faces the sun and the stars. But instead of being solid all the way to its core, the planet is hollow inside. That interior is a world of its own - a world lit by a magical sun - the Hollow World. Two tubular polar openings allow access from Mystara's surface to the Hollow World. Perpetually stormy weather (caused by the meeting of weather patterns from the two worlds' different climates), deadly cold, and an anti-magic effect that renders magical items and spells useless prevent most travelers from crossing through these openings. Two other structural peculiarities distinguish Mystara from standard Earth bodies. Mystara's Worldshield is a layer of super-dense molten lava within the planetary crust. It provides gravity for both the outer world and the Hollow World. Mystara's Skyshield is a natural energy field that restrains the atmosphere to a fifteen-mile thick mantle over the outer and inner surfaces of the world. Humans: Thyatis, Karameikos, Ylaruam, Darokin Ierendi, Minrothad Glantri Ostland, Vestland, Soderfjord Jarldoms, Heldann Freeholds, Norwold (Isle of Dawn + All Points East) Sind, Hule Elves: Aengmor Wendar Dwarves: Rockhome Gnomes: Serraine Halflings (Hin): Five Shires Goblinoids? Mind Flayers? Dragons? Centaurs? Undead? Lycanthropes? Mystara's Moons: Two moons circle the world of Mystara, but most inhabitants of Mystara only know about one of them. The known moon is called Matera. It is an apparantly-lifeless, silvery, crater-marked satellite. Matera waxes and wanes in a predictable pattern, controls the tides, and is a boon to nighttime predators and an inspiration to lovers. However, in one of the large craters facing Mystara is a hidden gateway to the pocket dimension that contains the Immortal City of Pandius. There are unknown, secretive, and very reclusive underground creatures to be found, as well as evidence of long-lost civilizations, and the wreckage of spelljammers that undertook the perilous voyage from distant worlds only to crash on an inhospitable moon within sight of a magnificent world. The unknown moon is called Patera by the Immortals, and Myoshima by its inhabitants. It is not well known to the mortals of Mystara because it is small, magical, and invisible to anyone outside its Skyshield, due to its core's unusual light-bending properties. It is also inhabited by the Empire of Myoshima, an oriental-like culture of rakastas - feline humanoids - who breed sabre-tooth tigers as riding animals. Zoar: Moon 1: 13 miles diameter, 5,800 miles distant Moon 2: 7.5 miles diameter, 14,600 miles distant Damocles was the home of an advanced civilization. However, this planet was destined to be destroyed; possibly by natural means, or perhaps by the actions of its residents. Its remains form a hazardous region of floating debris, and large pieces will swing about the sun in collision- prone orbits for millions of years. The two largest pieces flew in opposite directions. The one heading toward the sun was caught in an unusual orbit, closer to the Sun than Telax. The other almost escaped the sun's gravity entirely, but after passing nearby Hoth and Uther it also ended up in orbit, between Uther and "Charon". Four large chunks of Damocles were captured by Alith's gravity, becoming 'retrograde' moons. Alith: 12 moons Mym: Rings, 17 moons Hoth: 15 moons Uther: 8 moons Charon ----- The Years of Blight (The First Inhuman War) Relative: -1000 to -902 OC: 4036 to 4128 Technically, this period can be included with the First Inhuman War, but is distinct enough to warrant specific attention. During this period, the various humanoid races begin to travel around the known spheres making their living at raping, pillaging, and looting. Most of the attacks were isolated, but they were consistent enough that any nation with a spelljamming fleet had a standing guard ready to engage them. The humanoids worked in all of the spheres of the old Chiten Empire. The only noteworthy exception was Solaris, where the increased local spelljamming activity brought on by the Magic Wars made it too difficult to slip in and out without a problem. Of all the races in the spheres to take action against the humanoids, only the elves had an organized plan for dealing with them. Charter of the Imperial Elven Navy. Relative: -998 OC: 4038 Based at Evermeet on Toril, the various elven nations of the known spheres devised a long-range plan for dealing with the humanoids. The various spacefleets of the elves would maintain constant patrols around important worlds, and deal with the humanoids whenever then arrived. This became the basis for the Imperial Elven Navy, which exists to this day. It started out as an highly organized militia force as opposed to a unified navy, however. That would come later. The Battle of Greela. Relative: -902 OC: 4134 In response to the increasingly organized humanoid fleets, the elves begin to take the offensive. At first the battles were isolated and short, but very bloody. The first true fleet to fleet battle between the Imperial Elven Navy and the humanoids was in Greyspace, near Greela, an elven stronghold. The Battle of Greela is considered the start of the First Inhuman War by most historians, even though the conflict had been in progress for over a century by the time the battle took place. Within two years of Greela, humanoid and elf fleet to fleet battles, and battles between ground troops became very common in most of the known spheres. Radolespace: End of the First Inhuman War (Battle of Armistice) Relative: -872 OC: 4064 After the destruction of Borka, the elves fought a series of quick campaigns to trap the humanoids on the surfaces of planets. Sadly, they did tear some other planets apart. The last major fleet to fleet battle was above the ice planet of Armistice in Radolespace, which ended in a decisive victory for the elves. In the treaty that followed, the humanoids were forced to the planet's surface, and their ships destroyed. This event left the elves the dominant race in the known spheres, a position they have held until very recently. The elven navy remained intact as a barrier against any invaders. At first, the navy sought to protect all free races, but as time wore on they became more concerned with elven interests at the expense of any others. The Insectare War Relative: -868 to -862 OC: 4168 to 4174 After a brief lull, conflict resumed when the Insectare tried to seize control of the elven navy, and the worlds it protected. It was later determined that the insectare were planted by the Neogi. During the Inhuman War, the neogi had been si ent, apparently allowing one of the major groups to be victorious. Since the elves won, the neogi sought to eliminate their only remaining rival. The plot, thought well planned, was foiled. The elven navy eventually purged itself by killing not o y every insectare in its ranks, but any elf who freely associated with them. Over 10000 elves were killed, the few remaining insectare went into hiding, and the neogi were on the run. First major dealings with the Dohwar Relative: -345 OC: 4693 The Dohwar claim to have originated in Heardspace, and shortly after entering space they made a living as freight haulers. It would not be long before they began to peddle goods wherever they could find a buyer. Their business terms tend to b somewhat shady, and their goods questionable. The Dohwar concentrate on goods that the Arcane do not normally deal with, but the Arcane still find them a nuisance, and would like to see them back in Heardspace, permanently. Arcane in the Radiant Triangle Relative: -80 OC: 4958 By the year, the Arcane had several establishments and business operations in the Radiant Triangle. Since they had a firm commercial hold on the Pentiacate, they decided to expand. Despite their aggressive marketing tactics, only individuals took interest in spelljamming, and no large nations: the ones who wou d make high yield, bulk orders. The only notable exception to this was Shou Lung on Toril, who would have an active spelljamming fleet within the decade. First verified contact with the Scro. Relative: -54 OC: 4984 In a number of spheres, human and demi human travellers noted the appearance of the orc-like Scro. The Scro claim to be the "next rulers" of space, the successor to the old humanoid fleets. So far they have not succeeded in this goal, but they have proven themselves to be very dangerous, and travellers would be wise to avoid them. First confirmed sightings of Mindspiders Relative: -50 OC: 4988 The Neogi, who had been very quiet for several decades, made their presence known again by revealing their newest ship: the Mindspider. These small, lithe ships proved to be very dangerous, even more so than the Deathspiders, which had for long been the mainstay of the neogi Alliance. Today, the Mindspider is one of the most feared ships in space, and the most common reaction is to either attack them on sight, or flee. There are rumors of a new, dual-helmed neogi ship, but to date no one has confirmed this. Start of the Vodani Wars Relative: -11 OC: 5027 In an unprecedented series of events, spelljamming powers from all of the Radiant Triangle joined together to battle the Vodani Empire. The Vodani controlled some twelve spheres just outside the Triangle, and they wanted to conquer it. Plain nd simple. At first the Vodani wars were very limited in scope, but as they progressed they became more intense. Realmspace: Pirate Bloodjack Relative: -10 OC: 5028 With everyone busy with the Vodani, one human pirate, known only as Bloodjack, began his now legendary career in the worlds of Realmspace. His flagship is reported to be a heavily armored hammership that could go one-to-one with an Armada. Several ships operate under Bloodjack's banner, and he is now one of the mo t notorious crime lords in Realmspace. Supposedly, he is at odds with Clive of Garden, but all indications are that the two have an "understanding." Bloodjack is not all together evil, but he is dangerous. One should avoid him if possible. If that isn't possible, then speak very carefully. Close of the Vodani Wars Relative: -9 OC: 5029 In a battle of epic proportions, a united fleet consisting of ships from all over the Radiant Triangle, and several from the Pentiacate, defeated the Vodani fleet above their capital city. The Vodani empire, which spanned 12 spheres at its height, broke into five major parts, with regional warlords plying for the vacant office of emperor. Also, despite the victory of the Elves and their allies, the power of the Elves was noticeably shaken, and they are now in decline. The Neogi also proved their worthlessness, by turning tail on the allies at the last minute. The Geonomicon Relative: -8 OC: 5030 After the Vodani wars, it was discovered that most "definitive" works on space were out of date. The Geonomicon was commissioned by the Seekers in an attempt to change this. Since its release, the work has proven highly influential, though so ewhat flawed. The Seekers are currently discussing a new edition of the work. Krynnspace: The War of the Lance Relative: -7 OC: 5031 The War of the Lance is highly documented, and brought major changes to Krynn. In terms of spelljamming, however, it served to interrupt space travel in Krynnspace yet again. Space travel continued, but most ships from Krynn were used for var ous aspects of the war efforts, such as laying siege to flying citadels or as troop transports. When the wars ended, most space travel fizzled out. It continues on a low level, but at present spelljamming is a novelty in Krynnspace. Telden Moore Relative: -4 OC: 5035 According the Krynnish records, during the spring of this year a renegade Squid ship crashed into Telden Moore's farm on Krynn, destroying most of it. This marked the start of one of the biggest hunts in recent history, as *everyone* tried to get a hold of Telden and his magical cloak, which turned out to be an ltimate helm. Telden himself would eventually wander the known spheres for almost two years, searching for The Spelljammer. Start of the Second Inhuman War Relative: -3 OC: 5036 The reasons for renewed conflict between the elves and the humanoids has yet to be fully explained. All that is known is that the old rivals are once again bent on destroying one another. How this will turn out remains to be seen. The humano ds have yet to demonstrate a focused plan for their conquest, and the elves, still strained from the Vodani wars, are not the great force they used to be. The Battle of the Broken Sphere Relative: -3 OC: 5036 The drama of "The Cloakmaster," Telden Moore, ended very abruptly and very violently in the winter of this year. Over three-hundred ships fought each other near a fissure in the Broken Sphere, in the Trulian Ring. The prize? The Spelljammer i tself, which was itself involved in the battle. Telden Moore had found the great ship, but everyone in the universe was trying to claim it. In the end, two thirds of the ships were destroyed, and the Spelljammer itself was reportedly destroyed. H wever, psionic and magical investigation found no wreckage of any kind. Also, the broken sphere began to re-close less than an hour after the Spelljammer vanished. Sadly, the hostilities of the Second Inhuman War resumed about six months later. Today: Relative: 0 OC: 5039 Today, things don't look very good. The Second Inhuman War is getting worse, especially since the elves are clearly loosing ground. The Illithids are preparing to make a come back, especially in Theiaspace, where they have been openly attacking human and demi human settlements. -----