Kalespace

This system was my first attempt at creating a brand knew crystal sphere using my full customized Star System Creation Tables. While I let the roll of the dice build this system, for the most part, I ignored the dice a few times when the rolls conflicted too much with previous rolls. It was interesting that two gas giants got breathable atmospheres while two terrestrial worlds got tainted atmospheres. Another interesting aspect is that all the worlds are large or very large. Plus, I rolled for a primary population type for each of the inhabited planets.

The most interesting aspects of Kalespace are the following:

  • The Eberron-like civilization of native outsiders on the massive gas giant, Zeligos;
  • The Classical Antiquity civilization of monstrous humanoids on the massive gas giant, Brair;
  • The giant civilization on the tainted world of Varn;
    • I decided to switch the atmospheric compositions rolled for Blackash and Varn although Varn still has tainted areas.
  • And, of course, the world of Kale.

Kale is a fantastical earth body that is also a hollow world and has an elemental earth ring system orbiting it. It has a planetary awareness of spelljamming, but its magic and psionic levels only moderate. Its civilization is primarily located in its hollow world. The gravity is lessened in the world’s interior. The surface of the world is primarily water as elevated regions are a rarity.

There are many spelljamming ports and communities located in its ring system. Since the system doesn’t have any asteroid fields, the elemental earth ring of Kale even more valuable to the people of Kale, as the elemental earth-bergs has minerals and metal that make great spelljamming ships.

DESIGNER’S NOTE: While creating this solar system, I made a decision regarding fantastical worlds. When rolling for both Gravity and Atmospheric Density on my tables, I will roll one step closer towards Medium and Standard, respectively, for such worlds. Thus, for the world of Kale, I rolled for its gravity as if it was Medium and its atmospheric density as if it was Standard.

THE CRIMSON LIGHT
Primary Type: Orange star

BLACKASH
Planet Type: Gas Giant
Size: Very Large
Gravity: High
Atmospheric Density: Standard
Atmospheric Composition: Tainted
Geology: Rugged
Hydrosphere: No Water
Biosphere: No Life
Population: N/A
Technology: N/A
Spelljamming Technology Knowledge: N/A
Magic: N/A
Psionics: N/A

ZELIGOS
Planet Type: Gas Giant
Size: Very Large
Gravity: Very High
Atmospheric Density: Dense
Atmospheric Composition: Breathable
Geology: Flat
Hydrosphere: Wet
Biosphere: Standard
Population: High (primarily native outsiders)
Technology: Eberron-like
Spelljamming Technology Knowledge: High
Magic: High
Psionics: None

AAEL
Planet Type: Terrestrial
Size: Large
Gravity: Very High
Atmospheric Density: Dense
Atmospheric Composition: Tainted
Geology: Very Rugged
Hydrosphere: Very Dry
Biosphere: No Life
Population: N/A
Technology: N/A
Spelljamming Technology Knowledge: N/A
Magic: N/A
Psionics: N/A

BRAIR
Planet Type: Gas Giant
Size: Very Large
Gravity: Very High
Atmospheric Density: Dense
Atmospheric Composition: Breathable
Geology: Rugged
Hydrosphere: Wet
Biosphere: Scarce
Population: Moderate (monstrous humanoids)
Technology: Classical Antiquity
Spelljamming Technology Knowledge: Low
Magic: Low
Psionics: None

VARN
Planet Type: Terrestrial
Size: Large
Gravity: High
Atmospheric Density: Dense
Atmospheric Composition: Foul (many tainted areas)
Geology: Rugged
Hydrosphere: Very Dry
Biosphere: Scarce
Population: Moderate (giants)
Technology: Variable
Spelljamming Technology Knowledge: Moderate
Magic: Moderate
Psionics: None

KALE
Planet Type: Fantastical (Earth Body)
Size: Large
Gravity: High
Atmospheric Density: Dense
Atmospheric Composition: Breathable
Geology: Flat
Hydrosphere: Wet
Biosphere: Standard
Population: Moderate (humanoids)
Technology: High Middle Ages
Spelljamming Technology Knowledge: Planetary
Magic: Moderate
Psionics: Moderate
Oddities: Elemental Ring (Earth); Hollow World

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Fane’s Star

This star system is linked to Kulan through the Harqualian event known as The Transformation. A human race, called the Belin, was transported to the Lands of Harqual during a forced planar-crossing. Their home world is Salitt, which is medium world with little technology or magic. While it is a arid world with rugged terrain, it has a typical biosphere for a planet of its size.

While four of the system’s planets have breathable atmospheres, only the terrestrial world of Shalinsar has knowledge of spelljamming technology. Margvelvak, Dreen, and Shalinsar all have technology equivalent the middle ages with Shalinsar being the most advanced of the three worlds. In the asteroid field known as Breakpoint, there are neophyte spelljamming outposts created by the denizens of Shalinsar.

The gas giant called Dreen is an interesting world, as it has a standard breathable atmosphere and a civilization with a understanding of both magic and psionics. Its ‘people’ will be airy aberrations that live on several massive floating cities that follow the atmospheric currents. The world’s surface is ragged and dry with very little moisture.

All of the planets have some form of life with Kelbar being the harshest of the worlds with Shalinsar being a close second. Dendras also has a meager biosphere and is as dry as Kelbar. However, both Dendras and Kelbar’s atmospheres aren’t breathable, which makes the life on the two worlds quite alien in nature.

FANE’S STAR
Primary Type: Orange Star

DENDRAS
Planet Type: Terrestrial
Size: Medium
Gravity: Standard
Atmospheric Density: Very Dense
Atmospheric Composition: Tainted
Geology: Very Flat
Hydrosphere: Very Dry
Biosphere: Scarce
Population: Very Low
Technology: None
Spelljamming Technology Knowledge: None
Magic: Low
Psionics: None

MARGVELVAK
Planet Type: Terrestrial
Size: Medium
Gravity: Standard
Atmospheric Density: Standard
Atmospheric Composition: Breathable
Geology: Very Flat
Hydrosphere: Wet
Biosphere: Standard
Population: Very Low
Technology: Early Middle Ages
Spelljamming Technology Knowledge: None
Magic: Primitive
Psionics: Moderate

KELBAR
Planet Type: Gas Giant
Size: Very Large
Gravity: Extreme
Atmospheric Density: Very Dense
Atmospheric Composition: Stale
Geology: Rugged
Hydrosphere: Very Dry
Biosphere: Very Scarce
Population: Very Low
Technology: None
Spelljamming Technology Knowledge: None
Magic: Low
Psionics: None

SALITT
Planet Type: Terrestrial
Size: Medium
Gravity: Standard
Atmospheric Density: Standard
Atmospheric Composition: Breathable
Geology: Rugged
Hydrosphere: Dry
Biosphere: Standard
Population: Moderate
Technology: Primitive
Spelljamming Technology Knowledge: None
Magic: Primitive
Psionics: None

DREEN
Planet Type: Gas Giant
Size: Very Large
Gravity: High
Atmospheric Density: Standard
Atmospheric Composition: Breathable
Geology: Rugged
Hydrosphere: Dry
Biosphere: Standard
Population: Very Low
Technology: Early Middle Ages
Spelljamming Technology Knowledge: None
Magic: High
Psionics: Moderate

SHALINSAR
Planet Type: Terrestrial
Size: Very Small
Gravity: Low
Atmospheric Density: Thin
Atmospheric Composition: Breathable
Geology: Rugged
Hydrosphere: Wet
Biosphere: Very Scarce
Population: Very Low
Technology: High Middle Ages
Spelljamming Technology Knowledge: Moderate
Magic: Moderate
Psionics: Primitive

BREAKPOINT
Planet Type: Asteroid Belt
Size: Large Field
Gravity: Very Low
Atmospheric Density: Vacuum
Atmospheric Composition: N/A
Geology: N/A
Hydrosphere: N/A
Biosphere: N/A
Population: Very Low
Technology: High Middle Ages
Spelljamming Technology Knowledge: Moderate
Magic: Moderate
Psionics: Primitive

Allorspace

This crystal sphere used to exist in the Shell Reality, until one of its inhabitants met the raia and exposed his sphere to the concept of there being different realities. Of course, that man is long dead and it took hundreds of years after his death before the sphere to shift into the Farspace Reality. But it proves the point of the arcane, exposing shell reality inhabitants to the concept of realities is a dangerous consequence of letting other races from the farspace reality enter the sphere reality. The Arcane Merchants’ Alliance actively discourages other races from making contact with ‘shellers’, including trade embargoes and the threat of military action. So far, none have risked the wrath of the arcane by attempting to shift another shell sphere to farspace.

Allorspace was named after the sphere’s primary, Allor (very large fire planet). Allor is what is known as a fire planet or fire star. These fiery planets are not like true stars (or radiance stars), in that they don’t give off dangerous radiant energy and that life is more likely to exist on the surface. Allor has such life in the form of elementals and fiery outsiders (originally from the Elemental Plane of Fire). These denizens prefer to keep to themselves, however.

While most of Allorspace survived its transition into farspace, it was a painful change. he system’s planets remain much as they were, but the shift in reality has a huge effect on the sphere’s civilizations. Most of Allorspace’s surviving ‘living’ civilizations are located on Ptah’s Berg and in the Belt of Stones.

Rarkker and Yuillion were vacuum worlds before the reality shift, but not totally lifeless. The many crags and craters of the two terrestrial planets were hiding places for vacuum-based monsters & gith pirates and still are, although the gith are less of a problem. It is know that there is a treasure trove of spelljamming knowledge somewhere on Rarkker, but trying to find it is a dangerous game.

The people living on Death’s Rock died in the less-forgiving vacuum of the Farspace Reality. However, the civilization still exists as a civilizations of the undead. It is not a safe place for the living. Luckily the undead of Death’s Rock have minimal access to spelljamming, although the dead world is saturated by death magic.

The people of Ptah’s Berg survived the transition with the help of their deity, Ptah. The world is a fantastical earth planet that keeps a partial atmosphere. The bulk of the people live in the world’s protected caverns. The world can’t support a multitude of people, so youngsters are encouraged to travel the stars. Magic is king on the world.

The Belt of Stone has the greatest number of spelljamming ports and is considered a small hub for those traveling the spheres. Populations numbers are as low as on Ptah’s Berg, but spelljamming is a way of life in the asteroid field. New ship designs often come out of the Belt of Stones. a few of the luckier asteroids have breathable atmospheres. The belt would have come to dominate Allorspace if the denizens didn’t spend so much time fighting among themselves (or against gith pirates).

ALLOR
Primary Type: Fantastical (Fire Body)
Size: Very Large
Gravity: Very High
Atmospheric Density: Dense
Atmospheric Composition: Hostile
Geology: Standard
Hydrosphere: No Water
Biosphere: Very Scarce
Population: Very Low (elementals/outsiders)
Technology: Variable
Spelljamming Technology Knowledge: Planetary
Magic: High
Psionics: Low
Oddities: Elemental Ring [Fire/Magma]

RARKKER
Planet Type: Terrestrial
Size: Very Small
Gravity: Very Low
Atmospheric Density: Vacuum
Atmospheric Composition: N/A
Geology: Flat
Hydrosphere: No Water
Biosphere: No Life
Population: Very Low
Technology: Variable
Spelljamming Technology Knowledge: High
Magic: Moderate
Psionics: None

YUILLION
Planet Type: Terrestrial
Size: Small
Gravity: Low
Atmospheric Density: Vacuum
Atmospheric Composition: N/A
Geology: Rugged
Hydrosphere: No Water
Biosphere: No Life
Population: Very Low
Technology: Variable
Spelljamming Technology Knowledge: Moderate
Magic: Moderate
Psionics: Low

DEATH’S ROCK
Planet Type: Terrestrial
Size: Very Small
Gravity: Microgravity
Atmospheric Density: Vacuum
Atmospheric Composition: N/A
Geology: Very Flat
Hydrosphere: No Water
Biosphere: No Life
Population: Very Low (undead)
Technology: Early Middle Ages
Spelljamming Technology Knowledge: Low
Magic: High
Psionics: None

PTAH’S BERG
Planet Type: Fantastical (Earth Body)
Size: Small
Gravity: Low
Atmospheric Density: Thin
Atmospheric Composition: Stale
Geology: Standard
Hydrosphere: Very Dry
Biosphere: Very Scarce
Population: Low
Technology: Classical Antiquity
Spelljamming Technology Knowledge: Moderate
Magic: Moderate
Psionics: Low

THE BELT OF STONES
Planet Type: Asteroid Belt
Size: Large Field
Gravity: Low
Atmospheric Density: Thin
Atmospheric Composition: Variable (a few breathable atmospheres)
Geology: Variable
Hydrosphere: Dry (water is in the form of ice)
Biosphere: Scarce
Population: Low
Technology: High Middle Ages
Spelljamming Technology Knowledge: Planetary
Magic: High
Psionics: None

Dragonborn of Kulan

While I liked the idea of the Dragonborn as presented in Races of the Dragon, I much prefer the later incarnations of Dragonborn as its own distinct race. (That race was one of the few things I liked about D&D 4E.) Thus it was a given that I was going to create altered 3rd Edition racial traits for the Dragonborn of Kulan.

Dragonborn are one of the few races that can be found everywhere on the world, although they are rarer on some of Kulan’s continents and island realms. For example, the dragonborn are widespread in the Western Lands of Kanpur while they are quite rare in the Lands of Harqual. The Fallenlands and Triadora fall somewhere into between those other two continents while the Dragonborn of Janardûn are quite rare (and sometimes feared/revered). Dragonborn are more often encountered in the lands of the world’s various island realms, especially Merria and the Isles of Valossa.

The dragonborn are often devotees of the Tenets of the Balance, but as a race, it isn’t a requirement to follow the ways of the True Dragons. However, dragonborn tend to shun Rogue Dragons as it is dangerous to be in league with one. There are always exceptions, however.

Dragonborn 3E Racial Traits

Dragonborn benefit from a number of racial traits:

  • +2 to Strength, -2 to Dexterity, +2 to Constitution, +2 to Charisma. Dragonborn are strong in body and they project a confidence that is hard to ignore, yet they are not very graceful in their movements.
  • Monstrous Humanoid: Dragonborn are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Dragonblooded Subtype: For all effects related to race, a dragonborn is considered a dragon. For example, they are just as vulnerable to special effects that affect dragons as their dragon ancestors are, and they can use magic items that are only usable by dragons.
  • Medium-sized. As Medium creatures, dragonborn have no special bonuses or penalties due to their size.
  • A dragonborn’s base land speed is 30 feet.
  • Keen Vision (Ex): Dragonborn have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 60 feet.
  • +2 dodge bonus to AC against creatures of the dragon subtype. Dragonborn are strongly linked to dragons; therefore, they have an innate sense when fighting such opponents.
  • Racial Hit Dice: A dragonborn begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +3, Ref +1, Will +1.
  • Racial Skills: A dragonborn’s monstrous humanoid levels give it skill points equal to 6 x (2 + Int Modifier). Its class skills are Climb, Intimidate, Jump, Knowledge (dracology), Knowledge (history), Sense Motive, Stamina, and Swim. A dragonborn gains a +2 racial bonus to Intimidate, Knowledge (dracology), Knowledge (history) checks.
  • Racial Feats: A dragonborn’s monstrous humanoid levels give it two feats.
    Weapon and Armor Proficiency: A dragonborn is automatically proficient with simple weapons and shields.
  • +5 natural armor bonus.
  • Natural Weapons: 2 claws (1d4) and bite (1d4).
  • Immunity to Frightful Presence: Dragonborn are immune to the frightful presence ability of dragons, just as if they were dragons.
  • Dragon Breath (Su): A dragonborn gains a breath weapon. The breath weapon is a bright, multicolored line of energy. The line’s length is 15 feet plus 5 feet per Hit Die the dragonborn has, up to a maximum of 100 feet at 20 HD. The breath weapon deals 2d8 points of damage, plus and extra 1d8 points for each 3 HD the dragonborn possesses (3d8 at 6 HD, 4d8 at 9 HD, and so on.) The damage can be acid, cold, electricity, or fire, changing on each use as the dragonborn chooses. A successful Reflex save (DC 10 + 1/2 the dragonborn’s HD + his Con Modifier) halves the damage. A dragonborn can use his breath weapon once every 1d4 rounds.
  • Automatic Languages: Draconic and any one regional language. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Halfling, Kitt, Orc, Rakasta, and any one regional language. Dragonborn are known throughout the World of Kulan; therefore, they may choose from a variety of languages.
  • Favored Class: Players may choose either the Fighter or Sorcerer class as their dragonborn’s favored class. Once the player has made this choice the decision cannot be changed. A multiclass dragonborn’s favored class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +4

Random Starting Ages
Adult: 20 years
Bbn/Rog/Sor: +1d8
Brd/Ftr/Pal/Rgr/Trd: +1d12
Clr/Drd/Elm/Mnk/Wiz: +2d8

Aging Effects
Middle Age: 100 years
Old: 190 years
Venerable: 280 years
Maximum Age: +5d20 years

The Fracture

Planet Type: Asteroid Belt
Size: Massive Field
Gravity: Variable
Atmospheric Density: Variable, but mainly vacuum
Atmospheric Composition: Variable, but often hostile
Geology: Variable
Hydrosphere: Variable, but usually no water
Biosphere: Variable, but usually vary scarce
Population: Very Low
Technology: Variable
Spelljamming Technology Knowledge: Planetary
Magic: High
Psionics: Low

Karel

Planet Type: Fantastical (Air Body)
Size: Very Large
Gravity: Standard
Atmospheric Density: Dense
Atmospheric Composition: Breathable (stale and foul areas)
Geology: N/A
Hydrosphere: Dry
Biosphere: Scarce
Population: Moderate
Technology: Early Middle Ages
Spelljamming Technology Knowledge: Moderate
Magic: Moderate (High for shadow-based magic)
Psionics: Moderate
Oddities: Elemental Rings (Earth | Water/Ice)

Zu

Planet Type: Fantastical (Air Body)
Size: Very Large
Gravity: High
Atmospheric Density: Dense
Atmospheric Composition: Breathable (stale and foul areas)
Geology: N/A
Hydrosphere: Wet
Biosphere: Standard
Population: Moderate
Technology: High Middle Ages
Spelljamming Technology Knowledge: Planetary
Magic: High
Psionics: Moderate
Oddities: Elemental Ring (Fire/Magma)