Hello again! I’m going to pick up with the first couple of chapters of
Adventures in the Shattered Sphere here. Several of you have commented on the last post, in terms of included groups or demographic issues. I’m broadly in agreement with your points, but I wanted to cover this next section here before saying too much more about it. I’d just like to emphasize that stuff in the previous post was the conventional wisdom, man-on-the-street view of things, whereas the next sections are the “canon” perspectives on the factions, insomuch as anything can really be canon in the land of make believe & DM fiat.
Like the previous book, there’s black boxed text on the bottom of each page. In this book, we’re given short text vignettes about meeting a Varan, who takes us to his llithid boss, who proceeds to tell us Astromundi’s history from the illithid perspective. We’re then given a map that takes us to Antilian territory, and we’re given their historical perspective. A couple of points that stand out:
- According to the illithids and Antilans, the “mutants” that were driven underground in the waning days of the planet Astromundi were the first illithids.
- We’re told, by the illithid, after being told about his people settling in nicely and peacefully underground, “The humans came for us without warning. Our upper levels were the target of human predations. Our young were slain, our women stolen for purposes I dare not think. It was a nightmare time.” A bit later, “Our children began to die, weak and unable to survive.” More about this in a bit.
- The illithids claim their god enhanced their power and was the one to shatter Astromundi and banish the Unbidden tanar’ri
- We get some bragging about how big the Antilan’s
dicks crystal citadels are once we travel to their space
- The Antilans claim the illithids are the product of magical experimentation, intended to be slaves, but they were never human
- The Antilans claim they defeated the Unbidden, and before they could recuperate, the illithids rose up and attacked. Weakened and impatient, the Antilans cast some great spell intended to destroy the remaining Unbidden and the illithids. The power of the spell “upset some sort of dimensional balance” and allowed the “beast-god” of the illithids to destroy the planet Astromundi.
Now, it’s worth pointing out that both of these are stories given to us are fairly obviously biased, but it’s interesting to me that we’re told about illithid “women and children,” a bit which has always made me wonder. It’s worth remembering that this product came out in ’93; the Illithiad wouldn’t be released for another 5 years. There are a couple of possibilities here:
1) Illithid reproduction via ceremophosis wasn’t canon yet, and illithids reproduce like other races, more or less.
2) Illithids do reproduce via ceremorphosis, and the illithid sage was merely speaking in a metaphorical way to elicit sympathy (or just flat out lying)
3) Astromundi illithids are different from other illithids, reproducing differently (and possibly having different nutritional needs!)
4) Sam Witt, author of this boxed set, didn’t know what he was talking about.
There’s another data point here: 1991’s
Legend of Spelljammer boxed set tells us that about 70 illithids live onboard, and that to supplement their nutritional needs, they grow a “brain fungus” to make up for the lack of brains in their diet. The brain fungus (which, as it turns out, is sentient!) is described as eating tofu when you want steak, but it keeps them alive. It’s also implied in that boxed set that illithids can and do eat more normal food, but they specifically do need something from brains (or very brain-like substitutes.)
The actual 3-ring binder Monstrous Compendium is somewhat vague on the issue; it says that illithids eat brains but is unclear if they have to or at what rate. It’s also a little vague on their reproduction, though it does say that they are sexless, with each illithid capable of producing offspring.
Which could be just as well.
Every day we stray further from God’s light
One possible, charitable explanation is that illithids like to eat brains but don’t strictly need to. It could be that only the elite of the illithids eat brains with any regularity; the ordinary rank-and-file illithid might get to eat a goblin brain every few years if they can sneak one. This might reduce the carnage necessary for large illithid populations by a couple orders of magnitude. There’s an additional factor at play, however, that we’ll see in chapter 2.
As a completely useless tangent, I’ve never quite understood how illithid brain eating actually works. The general idea, based on the rules in the book, is that the illithid attaches it’s four tentacles to your head and “sucks out” your brain. Are the tentacles hollow? Is brain matter that squishy that it can be sucked out like jello? The illustrations in the book are of little help, and seem to suggest they bite their way through the skull, and the tentacles aren’t used:
Also worth noting that illithid physiognomy has changed over the years, and hasn’t ever fully agreed with itself; see the
OSSR Illithiad review for more. But back to the review!
The Astromundi Campaign
Ah, the obligatory “How I mine for DM?” chapter. I know they aren’t popular here on the Den, but I’ll suggest this one isn’t bad for what it is. It spends a page on making the choice between outsider or Astromundi native PCs, 2 pages suggesting possible “home ports” for the players, and then about two pages on short term goals (Power, discovery, escape, independence, wealth, and truth) and a few examples (Exploring the ruins of the Dark Group asteroids for discovery, starting their own trading house for wealth, finding the technique the elves use to escape the sphere so as to supplant them for power, and escaping slavery for independence.) We then have a page and a half for campaign goals - founding a colony of their own, finding a homeward for the lizard men, discovering the Arcane’s agenda, or discovering the illithid’s agenda. Then we get about half a page talking about story arcs - tying short term goals to long term goals. We’re given a worked example of three short term goals: an NPC friend of the PCs has fallen sick; the party’s mage has a long-term feud with an evil NPC mage; and the party has recovered a mysterious statue from the illithids. To tie these together, the evil sorcerer from goal 2 is being the friendly NPC’s sickness from goal one, and when defeated, the evil sorcerer has another strange illithid statue among his possession. Finding out what to do with the statues and why they’re important can be useful in thwarting either the Arcane or the illithids’ long term plans, a campaign goal. If these suggestions seem old hat to you, at least take solace in the fact that it’s only about 8 pages long.
Astromundi Powers
Here’s the straight dope, the accept-no-substitutes real deal on each of the factions. They’re rated on a scale from 1 to 5, with 1 being “top dogs” and 5 being “literally, who?”
Antilans (Sun Mages)
Rank: 1
Major Plots: Conquering the sphere; using mirrors of
shadowstone (a naturally occurring mineral which reflects more energy back than it receives) to increase the output of Firefall, the systems’ primary star, as doing so increases the potency of their Sun Magic (which was taught to them by the Arcane)
Minor Plots: Finding more sources of shadowstone
Government: Magocracy; commoners forbidden to use magic. Councils of nobles rule with a (normally) figurehead emperor. Current emperor is actually not incompetent; and has suspicions about the Arcane, to which end he’s sent a few trusted agents to sniff around.
Society: Mages rule, and only nobles can learn magic - little upward mobility. By and large decadent, every free citizen owns at least one slave; every free citizen wears masks almost constantly
Military: Their armada (with sun-magic enhanced crystal ships and crystal citadels) is pre-eminent. Almost every free Antilan tries to join the military, but few make it. (Seems at odds with being decadent, but OK…). The best and brightest can become warlocks, who are battlefield mages armed with shadowstone
soul blades because giving swords to casters in 2e (or any edition really) is a perfectly normal, sensible thing to do. Citadels are FUCKHEUG and can carry 50 of those 325 hull point crystal ships; a common tactic is to simply block out the sun over an asteroid and let lack of light & heat wear down the defenders.
Allies: The Arcane, who hook them up with sun magic and other cool goodies. Also, theoretically, the dwarves, since they hire a lot of dwarven mercenaries. (Which strikes me as weird, since they’ve got so many people to start with, and so many who want to serve, and the book jerks itself to how grueling their training is… why the hell do you need to hire outside troops?)
Foes: Most people don’t like the arrogant, conquest-oriented pricks, for precisely the reasons you might assume. However, only the illithids have stood up to them directly. (Also, there’s a weird line, “The Antilans are treated with grudging respect throughout the galaxy…”
Galaxy?!? WTF?)
Arcane
Rank: 1
Major Plots: Millenia ago, the Arcane struck a deal with the tanar’ri: the Astromundi cluster (which the tanar’ri have been forbidden to access regularly, since their little japes last time) in exchange for “trading concessions to be named later.” To do this, the Arcane need to release vast power to tear open a rift to the Abyss, and blowing up Firefall is how they plan to do it. The details of this plan are discussed in Chapter 5.
Minor Plots: Getting more shadowstone for their Antilan allies (which furthers their own goal of blowing up the sun.) Protecting themselves from assassins sent by the baatezu, who suspect something is up, and has sent
dizantar, strange hunters who specialize in killing Arcane, after them.
Government: Once a year, they get together to discuss pricing, trade agreements, and how their sinister plan is going. (That seems awfully frequent to get everyone together!)
Society: In the Astromundi cluster, they’ve stepped back some from their usual role as traders to focus more on the tanar’ri project. This has allowed other groups (particularly the neogi) room to step in.
Military: Typically have personal bodyguards, but rely on the Antilans for serious muscle
Allies: They’ve “chosen” the Sun Mages, and have never given any other group anywhere as much as they’ve given the Sun Mages. Of course, the Sun Mages are as screwed as everyone else (if not moreso) when the Arcane finish their plan
Foes: No one crosses the Arcane, though a few groups are starting to get suspicious that the Arcane might be up to something. The dizantar mentioned above are also ruthlessly trying to hunt them.
Illithids
Rank: 1
Major Plots: The illithids, coldly rational and nonreligious to outsiders, are secretly being led by an avatar of their god, Lugribossk. The avatar is leading their plot to extinguish the two suns, Daeneb and Firefall. This has severely overextended the illithids’ manpower, to the point the illithids have been hiring mercenaries to aid them in collecting the items needed to build their sun-killing artifact. However, no one else knows this: they appear to be as strong as ever, and likewise, no outsider knows that they’re being led by an avatar. The illithids guard their secrets carefully. (This may explain why the illithids’ have a population of “3 billion” according to conventional wisdom, when in fact the actual number could be much lower by at least an order of magnitude. Just a wild ass guess, but if that’s true, *and* we assume a lower rate of brain consumption than 12 per illithid per year, as I suggest above, some large population of illithids begins to become a possibility.)
Minor Plots: To meet their needs for manpower and money, the illithids are trying to strike a deal with the baatezu, who apparently hate the Arcane. The baatezu, assuming they know it, haven’t clued the illithids in about the Arcane/tanar’ri deal. The baatezu are leary mostly because they’re spooked by the presence of Lugubrious’ avatar.
Government: Ruled by the priest-caste, who get texts from their avatar at least once a day.
Society: Their society is centered on religion and caste-based; individuals are born into their caste. Priests rule, followed by sorcerers, who have a lot of leeway. Next down the line are the instigator class, responsible for interactions with non-illithids. Further down there’s a servitor class - not slaves, but chamberlains, butlers, etc. Below that are the Varan, who act as the illithids proxies where they are unwelcome or would draw too much attention; they are definitely second-class citizens. Last are the slaves, members of every other race.
Military: Possess a considerable military; are masters of tactics and finding advantages. Smaller than the Antilan’s fleet, but has beaten them more than once. Also use Varan as spies and saboteurs.
Allies: Illithids try to be neutral in regards to other races; Varan are the closest the have to such a thing and the Varan are closer to indentured servants than peers.
Foes: The Antilan/Arcane alliance are their chief foe; the Calidian Hidden (an anti-slavery group) also strike at their slaving operations
Special Note Concerning Psioncs: Some notes here for people who have the
Complete Psionics Handbook. We’re told than only 1 in 10,000 beings is psionic among other races, and only 1% of illithids are truly psionic; the rest having bog-standard racial powers. (Interestingly, the priest-caste is described as being completely composed of psionicly powered illithids, using the variant illithid from the CPH.)
Varan
Rank: 2
Major Plots: Watching the game, serving the illithids. One group of Varan, from the colony of Boyarny, are independent of the illithids and are trying to make a name for themselves as traders.
Minor Plots: The Boyarny Varan are always trying to find out more about the Illithids. That’s a minor plot, right?
Government: Centuries ago, the illithids tricked the Varan into thinking that they were gods. Over the years, Varan families have instilled loyal to the illithids into their children, even though the original reason has been forgotten. (What, no teenage Varan rebel? On the other hand, being forced to serve beings that can control your mind and eat your brain, if you get to uppity, might keep them in check.) The Boyarny Varan are ruled by a triumvirate.
Society: Regular Varan have no culture of their own; the Boyarny have one centered on trade and agriculture.
Military: Regular Varan are basically part of the illithid military. The Boyarny use the Thoric for muscle to help defend their home
Allies: No one likes these guys, though, paradoxically, the Boyarny Varan have been improving the reputation of the Varan. Of course, this gives illithid-employed Varan more opportunities to infiltrate other factions, which helps ruin the reputation again.
Foes: No one likes them, but few are willing to act against them for fear of pissing off the illithids. The Calidian Hidden call them “flayer friends” and engage in attacks against them.
Neogi
Rank: 2
Major Plots: They want to be the only traders in the sphere; they’ve been opposed by Calidian traders. They’re also trying to make a deal with one of the major beholder nations to improve their military standing. They’ve also been selling information to both sides of the Sun Mage/illithid conflict as a means of keeping tensions high, with the hope to someday spark a war that will cause both factions to ruin each other, leaving the neogi as the strongest faction left.
Minor Plots: In addition to selling “information” (that may or may not be true) about other factions, they hope to create a dependence in others on information that the Neogi sell. They’re looking for some idols that may be connected to the ancient neogi religion; they think a resurgence in the ancient neogi deities would aid their quest for dominance. They’d like to ally with the Thoric, primarily so they can get their claws on the Thoric tradesman ship, which would aid their trading position vis a vis the Calidians
Government: The neogi are ruled by a secret council called the Clutch. Their priests are planning on deposing the Clutch, who are aware of this and are plotting their own reprisal. Because neogi.
Society: Caste system; phosphorescent tattoos show caste and standing within caste. Lowest are priests, followed by merchants, with nobles at top. There’s also a fourth caste; untattooed neogi, who can nonetheless challenge an established neogi and if successful, gain the challenged’s rank. We’re then given some rules for how this works,
Military: Umber hulk slaves and hired mercenaries. Rely on their trade dominance to protect them from attack. If they were to attack, we’re told, they’d likely do lots of sneaky sabotage stuff first, instead of a frontal assault.
Allies: No one likes them, but everyone puts up with them because of the necessary trade they provide.
Foes: We’re told that if their plans were ever discovered there’d be an uprising against them, and that everyone (even the illithids, who think they know everything) has been successfully kept ignorant of the neon’s plans because of this. The Calidians would like to see them destroyed, especially, so they can take over the neogi’s role as chief traders in the sphere.
Thoric
Rank: 2
Major Plots: They’re the most
mary sue honest and straightforward group in the sphere. Both the Calidians and the neogi would like to cement an alliance with them, but so far, the Thoric aren’t buying. Their high rank is due to their high level of technology and the presence of these two possible allies.
Minor Plots: They’d kind of like to see the neogi knocked down a peg or two; if they have to take sides, they’d choose the Calidians because at least they’re human. To that end, they’ve occasionally lent the Calidians mercenary forces and access to Thoric tradesmen ships.
Government: Ruled by a queen, but she rarely intervenes in day to day life, letting the leaders of settlements govern in her name.
Society: Supposedly naturally reclusive, but fairly good at hiding their discomfort around non-Thoric. This is one of the reasons they’ve settled out at the Fringe. This also gives them first access to trade with ships from outside the sphere which wander in, which is one of the reason they have a higher level of technology than anyone else, a fact which gets frequently mentioned, but really boils down to A) the Thoric tradesman ship, and B) gunpowder weapons, so far as I can tell.
Military: Don’t have a standing military, but the combination of being tough, spread out, and well equipped makes them not worth the hassle of conquering; they have no desire to conquer others.
Allies: They’re friendly with anyone who is friendly with them, which is most other people, since the Thoric are the only reliable source of water (in the form of ice asteroids) in many places.
Foes: Only the neogi, who are upset that the Thoric will loan their tradesmen ships to the Calidians and not them. The neogi do their best to hide this fact, however, but would stomp them flat (and get their tradesmen) if they could.
Calidians
Rank: 3
Major Plots: Currently trying to outcompete the neogi and become the pre-eminent traders. To aid in this quest, the Calidians are secretly conspiring with another race, the dowhar, who most other factions don’t even know exist.
Minor Plots: Calidians are torn between their desire to spread freedom and their desire to make money; this occasionally leads to them trying to help oppressed people, not not always or reliably.
Government: Each ruled by a family or trading house; leading houses meet regularly to discuss matters of importance
Society: Freewheeling and freedom loving. This comes partially from their race being a “prize” passed back and forth between the Antilans and the illithids. Once they gained their freedom, 300 years ago, they set up the scattered trading house system - which seems to just lead to them being gobbled up piecemeal.
Military: Little direct military might; the Hidden Houses specialize in assassination
Allies: None officially, though the Thoric are friendly and the elves see the Calidians as the lesser of two evils (compared to the neogi) and are considering giving the Calidians more access outside the sphere, which could give the Calidians a big edge against the neogi
Foes: The neogi, by mutual agreement. The illithids and Antilans also don’t think much of their former slave race
Dowhar
Rank: 3
Major Plots: Strange penguin-like creatures that have only recently arrived in small numbers. Recognizing they can’t compete directly with their rivals, the neogi, they’ve been advising the Calidians from the background - and they plan on ditching the Calidians as soon as they can
Minor Plots: They’re only known to the Calidian traders and a few elves; they’ve sent giff mercenaries (another race not native to the Astromundi sphere) into the Sargasso of Skulls with an eye towards moving their base of operations there.
Government: Currently led by a one-eyed merchant of great skill, Ropawona.
Society: Since they’re so rare here, status is determined by an individual’s profit margin, but all wealth earned is distributed equally among them all
Military: Have no military but don’t need one, since their presence is a secret. Like to employ giff as bodyguards.
Allies: The Calidians, who have no idea they’re being used as a stepping stone. Also the elves, since they’re taking messages outside the sphere for the dowhar (and keeping things confidential)
Foes: None, but if the neogi knew they were here, they’d have a lot of neogi-hired mercenaries after them
Dwarves
Rank: 4
Major Plots: Currently working on a grand plan to rise to power. Most other groups rely on them for for minerals, and many rely on dwarven mercenaries. The dwarves plan to encourage this reliance, and then suddenly take it away, at which point they believe other factions will be easy pickings. The illithids have figured this out, and are starting to source their metal elsewhere. The Sun Mages also suspect something as well, but struggle with their long dependence on dwarven mercenaries. Still, they’re planning to start phasing them out.
Minor Plots: Trying to subvert the Calidians’ mining operations on Calimar, which is a potential threat to the dwarven mineral monopoly.
Government: Ruled by 4 kings who occasionally meet and often communicate by courier
Society: Clan based, with each clan focusing on particular skills. Recently, some cross-training has begun to happen.
Military: While clans jealously guard their skills, the warrior clans long ago agreed to give all clans some basic training in warfare, so most dwarves can fight with some effectiveness. Dwarven mercenaries have become famous for their toughness and skill, but ultimately the dwarves are more effective as a defensive force than an offensive one.
Allies: Everyone would like to believe they’re on good terms with the dwarves, but the dwarves don’t see it that way. Still, the dwarves don’t have any long-standing feuds with anyone else, either.
Foes: The Calidians, for their mining operations that threaten their mineral monopoly. Potentially, the illithids, who are aware of the dwarves’ scheme, but are playing it close to their chests for now.
Lizard Men
Rank: 4
Major Plots: Two major lizard men colonies exist. One is isolationist and rapidly declining, but the other is desperately trying to find other lizard man populations and to that end is having it’s young people sign up as crew on any passing ship that might take them.
Minor Plots: None
Government: The isolationist lizard men are ruled by the voices of their ancestors, who speak from ancient burial mounds. These ancestors are rather short sighted, focused on maintaining the purity of their bloodlines, and their commands are slowly killing their descendants. The outgoing lizard men have an elected leader.
Society: Fatalistic for the isolationists, gregarious for the expansionists.
Military: Neither has any standing military, and the poverty of their worlds combined with the lizard men’s natural ferocity makes them not worth attacking
Allies: The outgoing lizard men try hard to be friendly to everyone; the isolationists occasionally trade with the neogi.
Foes: None
Beholders
Rank: 5
Major Plots: One major beholder faction is seeking to make a deal with the neogi for technology and magic, in exchange for serving as shock troops for the neogi - being beholders, they have no real intention of holding up their end of the deal. Another beholder faction is seeking some weapon of great power that they believe their ancestors used to cause the First Cataclysm (which smashed two planets together.) Whether such a weapon exists or not is unclear and up to Mister Cavern. Yet another faction has had several beholder families band together (a real rarity among them) to wage all-out war against the illithids; the why behind this is unknown. Naturally all of this happens against a backdrop of beholders warring among their own kind, and Mister Cavern is encouraged to include any other plots as desired.
Minor Plots: None, and you’re reminded they’re there to serve as a mysterious bogeyman
Government: Standard Spelljammer beholder “family ruled by a queen mother”
Society: Hate other beholders, which keeps them from presenting a unified threat to the rest of the factions
Military: Themselves and various beholder-kin
Allies: The neogi working a deal with one beholder faction is as close as they get to having allies
Foes: “Beholders are universally despised and will be attacked on sight. No one likes them, everyone hates them, and yes, they do eat worms. People too.”
Elves
Rank: 5
Major Plots: They’d like to return to being a force to be reckoned with, but their slow breeding makes that difficult. One colony, Giltiond, has begin rapidly sliding into barbarism and isolationism, communing with nature in an effort to avoid facing their problems, while another, Avarien, is their major seat of power and is seeking outside-the-cluster elves to help increase their population. Despite the fact that the sphere’s elven women are regarded as ludicrously attractive by others in the sphere, non-Astromundi elves “scarcely recognize them as belonging to the same race, making breeding next to impossible.” Really?
McComb, we’re going to need your skills as a fluffer here
Minor Plots: They try to maintain a balance of power by controlling who has access to the outside; all Astromundi-native elves are immune to mind reading but have a complete lack of psionic potential. This apparently helps them keep their secrets.
Government: Blah blah blah, ensures individual freedoms
Society: Currently geared towards producing children; each woman has several husbands. Elven adventurers are often individuals trying to escape forced marriages
Military: Regarded as masters of space fighting, but less skillful on the ground. Geared towards defense. Some elves seek military careers to avoid being forced to marry. Also regarded as excellent at asteroid belt maneuvers.
Allies: No one will attack them because of elven control over who gets to leave the sphere. Everyone tends to be polite, but rarely likes or trusts them much
Foes: No one, other than the goblinoids, who hate the elves and have nothing much to lose in attacking them. The Antilans would, if they thought it’d advance their plans - they’re the major faction which cares the least about accessing other spheres.
Goblinoids
Rank: 5
Major Plots: Killing elves is always on the menu. Currently trying to cut a deal with the Varan, on behalf of the illithids, who want the elves’ secret means of leaving the sphere, in exchange for military assistance against the elves. There are rumors of witchlight marauders (massive, eat-everything monstrous biological weapon-worms) which would be a serious threat if they could get their hands on some
Minor Plots: Currently spending more time out on the Fringe to try and intercept goblinoids who stumble into the sphere before other groups, like the Thoric, do.
Government: Lead by a Scro general, whose position is in doubt - he needs to score some successes soon, or he’ll receive a Klingon demotion.
Society: Military unit culture
Military: Several hundred ships, scattered throughout the sphere. The only group better than the elves at hiding and maneuvering among the asteroids, largely out of necessity. Engages in piracy where they can.
Allies: None, though working with striking a deal with the Varan/illithids
Foes: Er’rryone hates them for their piracy.
Other Races
We’re told that just about any race could end up in the Astromundi sphere in small numbers, and we’re given a few examples:
Spacesea giants: Stone giants that travel around in stone spaceships and worship Ptah; potential information source due to their wide travels
Great dreamers: Gigantic space whales; again useful as sages and information sources
Outer planar beings: “The Astromundi Cluster lies at a nexus point for the many planes of existence. Here, the dimensional fabrics are thin and frayed, and creatures from other planes sometimes find their way through.” We’re told that these sorts of creature shouldn’t appear with any frequency unless the illithid or Arcane master plans are successful, however.
Plasmoids: Obscure Spelljamming goo monsters could bring their factional war here. Because we need more drama.
Reigar: LOLRaNdOm space artistes could arrive for any bizarre reason you might concoct. Since their ships are living creatures, they can come and go from the sphere as they please.
Xixchil: Our favorite crazy surgeons from the
Complete Spacefarere’s Handbook[/b] are here. Their skills might be useful in furthering (or preventing) the Arcane and illithids plans.
Some commentary from Woot:
- One of the things we see in other spheres is that the sun is often inhabited; the “Big Three” in their sphere guidebooks all basically have something to the effect of, “The sun is too hot to visit, even with magical protection, but if you could visit, there’s efreet and fire elementals and oh, salamanders I guess chilling out there.” Nothing is ever mentioned about either Astromundi sun being inhabited. Given that both of the most powerful faction’s plans involve fucking with the suns, contacting the efreet or whomever live there about their plans might score the party some useful allies. On the other hand, efreet might also say, “Oh, they’re blowing up the sun? Well, we’ll start packing our bags. Thanks for the tip. Now, I was just thinking I could use some new slaves for my palace back in the City of Brass. I’m sure you’ll love it there, and if you don’t, I don’t care!” because efreet are dicks like that.
- Both the Thoric and the Elves have secrets that other people want. Now the elves are stated to be immune to mind reading, and I can imagine both the elves and Thoric have “death before dishonor” folks among them, but given the prevalence of Really Evil Pricks in the cluster, has no one thought of torture as a means of learning secrets?
- Do the Arcane have ability to come and go at will from the Sphere? Have the Antilans ever asked them about it? Even if the Antilans have no desire to conquer the world outside the crystal sphere, they still might be at least a little curious, given that they’re ruled by mages.
- Given the fact that other Spelljammer works tend to jam the Spelljammer-specific organizations (Pragmatic Order of Thought, Chainmen) and religions (Ptah, Path & the Way) in everywhere they can, the orgs get zero mention and only one faith (that of Ptah) is even mentioned, and that only in regards to the Spacesea giants. Even given the troubles leaving the sphere, there’s a lot of natural synergy between the Chainmen (who sell slaves) and most of the major factions (who practice slavery) and likewise between the POTs and the Calidian Hidden.
- Elven imperial fleet - where are they? Even if they write the Astromundi elves as ugly lost causes, aren’t they the least bit interested in fighting the goblinoids in Astromundi? Since they can leave at will, that seems like a huge advantage they’d have over the goblinoids.
- It’s probably a waste of time to quibble about the power rankings, but why the hell are the Lizardmen rank 4 and the Elves 5? They have similar populations, but the elves also have an important strategic resource. The lizard men have… some of their young people signing up to crew other races ships. I like the lizard men, don’t get me wrong, but their inclusion as a somehow-important faction smacks of the sort of executive meddling Harshax mentioned: since the lizard men are supposed to be “iconic” for Spelljammer, in that they were included in the main boxed set, they had to be included here, even though there’s nothing that they really do
- I’ve already mentioned some reasons why I don’t think the illithid population has to be absolutely tiny, but I do broadly agree that populations at the scale of billions seems kind of bananastown. I’ll grant that there’s clerical magic, and hand wave the idea that the Astromundi natives know about washing their hands and not shitting in their drinking water, but one of the points that gets made over and over again is how absolutely reliant on trade everyone is. Simply, most settlements aren’t self sufficient and rely on trade to meet their basic food and water needs. Any kind of regular warfare is going to be incredibly disruptive to that, which will quickly lead to mass death. Even if Astromundi civilization has developed a prepper/hoarder mentality, lots of people will always be one or two pirate raids away from doom.
Next time, we’ll go into the adventure ideas. Thanks for reading!