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.