Stormwind • Spelljammer • System Map • Miscellaneous Frustrations


 


"When we first entered this cold sphere many men in the rigging were taken off guard by the strong wind blowing to port. We spent the better part of a day rounding up those that fell overboard."

-- Unknown Captain

Stormspace was originally the home for a spelljammer campaign that included Stormwind as the dominate world. I quickly realized that the Spelljammer material was more of a supplement to the campaign than a focus for play. As such the Spelljammer aspects of the game have been relegated to this small area. 

Spelljammer Information

Stormspace is colder than most other spheres, however the depths of wildspace do warm somewhat near the primary and secondary suns in the system. First first being at the center of the system while the second is in orbit about the first three quarters of way out from the center.

The sphere is awash in debris and unexplainable cloud banks that stretch on for millions of miles and if it were possible to view them from above would resemble a large hurricane with the primary sun at it's center. Currently only two ports exist in this sphere, one called Rockport which orbits the secondary sun and conforms in many ways to The Rock from the boxed set, and Viridian Falls on the primary world of Stormwind.

Stormwind however is currently beset by a vicious curse that prevents ships from leaving once they have descended too far into the atmosphere of the planet. Because of this travel into the sphere is very limited. 

Stormspace is a system in turmoil. Whole worlds have been moved and caught in the eddies that dominate this system. Due to this effect all the worlds shown here remain stationary with regard to the primary(the sun). Since the great curse many worlds that once existed have been destroyed or lost in the upheaval of the sphere. What remains is shown at left.

A spelljamming vessel entering Stormspace will experience turbulence and a strong wind that always blows to port across the beam of the ship. This wind in strong enough to dislodge careless sailors in the rigging, or those unprepared when entering the sphere. Stormspace does not have an atmosphere even though things move through the system as if they are being blow by a strong wind.

The temperature in Stormspace is decidedly cool though not as cold as Krynnspace. Area's near Hell's Fire are warmer however than other parts of the sphere. Some speculate that further regions of the sphere may be even colder, perhaps freezing.

Stormspace by its very nature is dangerous, areas of the sphere are completely devoid of magic while at the same time having strong currents, or eddies, that can sweep a ship along with it. These eddies can push a magic dead ship into the sun, another planet, or past the line of disintegration where the wind and debris pummel it to pieces.

Hell's Fire

This is a secondary sun that appeared shortly after the Great Curse. It is commonly known as Hell's Fire and gets its name from the red and orange color of it's flames. Sages have speculated as well that it might the home of a guardian or watcher sent here to observe the sphere in order to release them from the curse once the proper sacrifices/absolutions are made.

Mylos

A world once dominated by trees has been ripped asunder and reformed. The entire world is one large living tree intertwined into a tightly packed ball. Passages through it's edges and center are available however and Spelljamming craft use these to escape the harshness of the upper atmosphere. Pirates also use these "holes" as hiding places.

Stormwind

The third planet in the Stormspace system, it was once called "Silvermist" by it's inhabitants. Since the time of the great curse however it is better known as Stormwind. In addition, the curse's affects extended into wildspace as well thus the change from Silverspace to Stormspace.

Stormwind has four moons known collectively as the elementals as each has an environment similar to the four elements of Fire, Water, Air, and Earth.

Line of Disintegration

The turbulence created by the curse is so pronounced that any vessels traveling beyond this point suffer 1 point of hull damage each hour. For every additional hour they travel towards the sun they suffer an additional point of hull damage, cumulative. Thus a ship 3 hours from the line heading toward the sun has taken 1 point after crossing, 1 point the first hour, 2 points the second hour and 3 points the third hour, for a total of 7 hull points of damage.

A ship adrift in this area takes only 1 point per hour as the currents push it along an erratic path, sometimes directly into the sun.

The Lost Worlds

Several worlds have been lost in Stormspace. This is not to say that they were destroyed, they just cannot be found. The gaseous clouds and debris caused by the turbulence prevents spelljamming vessels from finding them.


Stormspace is the location for my original AD&D campaign world that has been active for over six years and is still going strong. Originally Stormspace was designed as a place for my Spelljammer campaign to operate in, but was later expanded to include Stormwind, the dominant world in the system. For those people that do not like or prefer Spelljammer keep in mind that Stormwind is a standard AD&D gameworld, though with the distinctive flavor of Stormspace. This world is detailed within this site in both public and non public areas as some material has been contributed from players and some of it is copyright Wizards of the Coast. The latter material is for use in describing the campaign material as it should be for the AD&D 2nd Edition rules system.

--Stormspace DM