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Kaleaspace

1st of Wolf Moon, 1st Year of the 2nd Unhuman War

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Welcome to Kaleaspace, the home of a new home-brew mash-up campaign of Pathfinder 1st Edition and classic Spelljammer. This campaign will feature troupe style play, with the players in control of 36 pre-generated Midshipmen of the Imperial Elven Navy (IEN), serving the last year of their training aboard an Archaic Man-O-War, the Darkstars Gift, a ship used as a training vessel by the the IEN. Each player will have multiple characters that they control so that multiple concurrent scenarios can be occurring during the timeline. The campaign begins just a few short months before the Scro kick off their war of revenge. Kaleaspace, while not a major target of the Scro will have its own challenges to face. The characters will have the chance to become the heroes of their sphere......or to become its most hated bunch of under achievers. It is all in their hands now.   Kaleaspace is a standard system, with 7 planets. The temperature of wildspace in this sphere is constantly like that of a crisp autumn day, with temperatures in the mid to lower fifties (Fahrenheit). Wildspace in the sphere is strangely dim, despite the furnace of its star. While the sun is always quite visible, unless hidden behind another planet, the rest of wildspace is in constant twilight, with the light level equivalent to shadowy illumination. The pantheon of Kaleaspace is the core pantheon from Dungeons and Dragons 3.5. Characters can be of any Pathfinder class or any D&D 3.5 class (Adjusted for Pathfinder).   Planetary motion is clockwise.   Kalea, the primary, is a size J, fire body. Kalea, which has never been visited by the races of the other planets, is a brilliant blue,white star that burns with a fury that makes approaching it quite hazardous, thus the ships of this sphere steer well clear of it. It is possible that fire type creatures may dwell there, but the brilliant light would probably make it quite uncomfortable even for them.   Ankara: size A, spherical earth world, vacuum, planet hotter than normal- This tiny, cinder like planet has no atmosphere, no hydrosphere and no ecosphere, rendering it entirely useless. In fact, given the nature of this world and the sun, vessels very rarely penetrate into this sphere beyond the Nagunov Belt. Occasionally, pirates and smugglers will make use of this planet as a meeting point, but given the Nagunov Belt this is a rarity. Equally occasionally, the Imperial Elven Navy (IEN) will send a patrol ship to check the inner system, however, they are generally busy enough elsewhere in the sphere that they too ignore it.   Nagunov Belt: size F, belt earth world- This belt, is a fairly dense belt of rocky asteroids and the icy remains of comets that have become trapped by Kalea's gravity well and lost their eccentric orbit. Most of the rocky asteroids sustain some kind of atmosphere and are generally covered in tough lichens. Recently, the belt has become home to several Dwarven Nations, who have built themselves Citadels in the belt, mostly of the immobile variety (greater than 700 tons). Additionally, other settlers have begun building themselves cities on the larger asteroids as well, converting the nearby smaller asteroids into manors and farming operations. Pirates, both the Gith and the more common run of Wildspace scum have made their lairs among these rocks, and patrolling the Nagunov belt has long been a mainstay of service for the IEN of Kaleaspace.   Danranerth: size F, spherical earth world- This world is somewhat typical for a world in wildspace. It is not dominated by a single world empire or a single race, instead, it is home to many competing nations and city-states, with large areas of wilderness that are still home to savage monsters and uncivilized races. The biggest difference in this world from most found in wildspace is that the civilized nations have reached a higher technological level than most and have done so without losing any magical advancement. The major nations have reached a gunpowder level of technology and the beginning of industrial processes. However, like most of the groundling nations of wildspace they mostly remain ignorant of spelljamming and the much wider goings on in the stars above them. The exception to this is, as is normal for them, the Elves. There is one major Elven nation on Danranerth, The Empire of greater Tanzia, which is ruled over by a Star Elf royal house, though most other types of Elves can be found among its nobility. This nation provides supplies, money and personnel to the IEN in Kaleaspace. Additionally, The Empire of Greater Tanzia maintains a supply of minor and major helms which can be fitted to their naval ships if they are needed to reinforce the IEN forces in the sphere. There are several ports where discreet spelljammer captains can make port calls. Darkstar Harbor in the Sunset Isles is perhaps the most welcoming, though Shoushima in the same islands is a close second. Discreet Elven captains can also make port in the city of Tanz. Those captains with groundling type ships can generally make port anywhere on the planet as long as they take typical precautions, landing or taking off at night, well away from shore and sailing into port as normal. The gunpowder used on this world is not the magical smoke powder used in other spheres. Instead, it is functionally similar to the alchemical powders used in Ironspace.   Moon- Ilania: size B, spherical earth world- This moon is the home of the only major Human spacefaring nation in Kaleaspace. Ilania is the mercantile powerhouse of Kaleaspace, and the ports of Ilania are the most common destinations of voidfarers in the sphere. However, the Humans of Ilania have a very frosty relationship with the IEN, refusing to recognize their suzerainty of wildspace, and refusing the IEN any authority ovver their ships, and docking or basing rights anywhere on Ilania. An attitude which is reciprocated by the IEN, who refuses the same courtesies to the Ilanians at both Liaruta and Eneigvis. As a result of this tension, the Ilanians have begun to create their own Navy, featuring the new bird ships. Largely patterned after the IEN, the Spacefleet of Illania is a growing force in Kaleaspace. The Merchant Princes who rule Ilania control large fleets of Marlin, Tradesmen and Whaleships that carry most of the trade in the sphere and beyond.   The Moon Pearls: Cluster of asteroids- These seven large asteroids orbit in a cluster at the L2 Lagrange point behind Ilania and thus hidden from the view of Danranerth. The central asteroid is home to Pearlport, a free city and port open to all. This city is much like the Rock of Bral, save that it was formed by followers of the Path and the Way, not by pirates, and the city is ruled by a Clerical Council, made up of the High Priests of all the temples represented in Pearlport. This means that there are many faiths represented here, as Voidfarers bring their religions with them wherever they go. Olympians, norse, pharonic faiths exist here alongside the core faiths of many worlds. Each Temple gets a vote, though the High Priest of the Path and The Way has the deciding vote always. Given it's more devout nature, Pearlport tends to be more lawful than Bral. In an effort to keep the peace, Pearlport is home to small outposts of both the IEN and Spacefleet.   Naclite: size H, amorphous air world- This world is a giant, shifting amoeba of a gas giant. Unlike typical air worlds, this one is mostly formed of ever shifting bands of red/orange hydrogen. Sages even speculate that the pressure is so great that deep within the planet is a sea of molten, liquid metallic hydrogen. However, at the surface, there is a slim band of regular air, and floating on the hydrogen seas are a few islands. This world is extremely dangerous to visit due to extreme gravity, hurricane force winds and the fact that at its surface it is as volatile as the phlogiston. Occasionally a spelljammer will skim its atmosphere to replenish its atmosphere envelop, however, it is usually much more effective to simply visit one of the moons, which form what is in effect a miniature system around Naclite.   Moons- Solla: size F, flat earth world- This moon, a large flat world that is at least 100 miles thick at its edge and perhaps as much as 500 miles thick at its center, is something of a contradiction. While fabulously wealthy in terms of resources, it is home to some of the poorest people in the entire sphere. Once this moon was home to a world spanning empire, then that empire tore itself apart through decadence and internal decay. Civic disorder decayed into civil war and then racial cleansing. This caused the very fabric of society and the advanced learning to become so disordered that it entirely disappeared. Now the surface moon is occupied by the most unlikely winners of a war of racial purity. Savage, feral Halflings are the only surviving race left on this moon. There is very little trade that can be done on this world, but opportunistic ruin raiders could make off with some fantastic pieces of valuable art, the occasional overlooked tome, a bit of technology or historical relics from the Emipre of Solla. The safest place for spelljammers to visit is the edge of the world, but even this can be fantastically dangerous as he sphere's sole active Illithid community lives within the underdark of this moon. There are several large caverns that are accessible to spelljammers, but one never knows if an Illithid raiding squadron is already docked deep inside. Ruin raiders looking to score a quick reward usually touch down in one of the inland seas or at the edge and run a quick raid into a nearby city.   Criea: size E, elliptical earth world- This world is a cold, wet example of an earth world, being 80% covered by seas. The land masses of this moon are rough, craggy, mountainous places with deep fjords that provide what little shelter can be found along the shores. Smaller islands located offshore of these landmasses provide even less hospitable homes. The interiors of the landmasses are home to tribes of Frost Giants. Also found there are all varieties of cold-climate monsters and animals. Trolls, both the ice and aquatic varieties are also very common. Hundreds of tribes of cold climate seafaring humans are also native to the moon. The strongest of these can control and hold the lands around the fjords while the weaker must eke out a living on the coastal islands. Raids and warfare among these peoples are quite common. Spelljammers have been known to call at these ports, but must do so with a strong crew that is willing and able to defend itself if called upon to do so. The results of these visits can be quite profitable though, with very fine scrimshaw, whale oil, seal skins and other furs being the most readily available trade goods. In return, fine steel armor, weapons and tools are the most profitable trade goods a spelljammer can bring to this world for trade.   Eolara: Size C, irregular earth world-This moon may perhaps be the largest Dwarven Forge in known space. Some 900 miles in diameter, the outside has not yet even been fully carved to resemble its founder, Kasad Vaultpriest, a commoner from Rockhome in Mystaraspace. Four centuries ago he felt the call of the colonizer and gathered up a great number of Dwarves from all over that world. Setting out he was drawn first into wildspace, then across the flow to Kaleaspace. Here he discovered Eolara, which at that time was a barren, gigantic mountain of stone tumbling around Naclite, ignored by the other races due to its barreness. Kasad, however saw the potential in it, and immediately ordered his fleet of Xebeks to crash land on the moon. Finding some natural caves, they began to cut their new home into the moon. A group of Glacier Dwarves who had joined the expedition in their Ice Forge set about dismantling their forges as the comet they had converted was about played out of the Blue Ice they had been mining. They set the played out comet to gently crash into Eolara and went to find another Iceteroid to convert into a Forge in the ice ring around Liaruta. The Dwarves who had decided to make Eolara their home moved in and sert up fungus farms and began herding their Rothe into the caves. Cutting deeper, opening halls and mines, the Dwarves discovered that the moon was rich in metals and gems. Today, Eolara is home to Darby Vaultpriest, King Within the Mountain and thousands of his subjects.The surface of Eolara is being carved into the likeness of Kasad, and is about 70% complete. Meanwhile, within the moon, A great city has been built just inside the great keep carved into the pinnacle of the mountain moon. Mines extend dozens of miles down from this keep, but the vast majority of the moon still awaits to be exploited. Dwarven sages of the Kingdom of Eolara conservatively estimate that the moon can support the kingdom for at least a thousand years to come. It is said that due to their piety and industry Mya and Valkauna have blessed the Dwarves of Eolara with unusual fertility. They have been experiencing a population boom ever since the founding of the kingdom, even producing enough offspring for the new Forges of the Nagunov Belt to have been founded from Eolara. Spelljammers calling on Eolara can always find a market for foodstuffs, drink, cloth, water, fungus crop spores and especially Rothe. In return they can expect to trade for finely crafted Dwarven goods and rarely coin or gems, though it seems that the Dwarves of Eolara are loathe to part with the precious treasures of their moon. Dwarf crafted goods can be traded for the imports listed above at only 60% of their true value, thus ensuring a profitable visit.   Gienia: Size F, spherical earth world- This moon, which is larger than most of the prime worlds in many spheres, is home to a much more typical, magically driven culture than that found on Danranerth. Like that world, this moon has the typical mix of races found on most major groundling worlds, with many large established nations. the planet has a fully developed ecosphere and is 60% covered by ocean. As is common with any world having multiple nations, strife between these nations exists. There also exist large areas of wilderness not yet claimed by civilization and inhabited by the normal mix of the savage and monstrous. Like most major groundling worlds, just about anything can be traded for on Gienia, and the ability to make a profit here is controlled by how savvy a trader is. The major difference between Gienia and most major groundling worlds is that given its position in the Naclite mini-system and its proximity to the other moons, the nations of Gienia are well aware of wildspace and spelljamming. It is quite common for a port on Gienia to contain as many spelljamming ships as regular sailing ships. This has two major effects on life on Gienia. First, most of the nations are more wealthy than those found on typical groundling worlds. Second, given the mobility imparted to spelljammer equipped armies, warfare is much more dangerous. As a result, the nations of Gienia exist in a state of perpetual cold war with their enemies, with true warfare only very rarely breaking out, and those wars are truly devastating. Much more common are games of spying and covert operations. this means that adventurers can almost always find work somewhere on Gienia.There is a very traditional Elven nation on Gienia, Alvandara. This nation was founded by Grey Elves from Oerth, and maintains the traditional isolationist nature of their race. They do maintain an icy yet proper relationship with the IEN. They contribute money to support the fleet, but refuse any other support and do not allow IEN forces to visit their nation. Unlike other Elven nations, Alvandara maintains a fleet of their own spelljammers. These are Elven Wingships equipped with minor helms.   Xiaria: Size C, irregular earth world- This lumpy, potato shaped moon is home to a large nation of Halflings, though home port may be a better description. These Halflings are much more civilized than their cousins on Solla, though they share much of the wanderlust common to their cousins in Greyspace. Only the older Haflings of this world live a truly settled lifestyle. They make their living building Swanships, Cygnet Shuttles, Shrikeships and the more common Humanships for use by their more adventurous younger brethren and also other races in the few cities on the moon. The other primary occupation on the moon is the typical Halfling burrow lifestyle, with a burrow and a small farm, all situated around a small village in the shires and dales of this moon. Small lakes and rivers make up the only open water on the moon, though it does rain a good deal because of the fairly moist hydrosphere of the moon. All told, Xiaria is one of the greatest shipyards in all of Kaleaspace. The moon has an almost insatiable appetite for lumber and ship fitting materials. generally trading foodstuffs and tobacco for these goods. Ships are sold for hard currency only.   Sihuruta: Size D, cubic earth world- This moon, the most rigidly designed world in the sphere is also paradoxically perhaps the most chaotic world to be found in Kaleaspace. Each face of the world is controlled by a single race. Each of these races are constantly at war with their neighbors. Each edge of the cube appears to be blunted, but this is just the network of trenches and the cratered moonscape of battlefields that extend some 50 miles onto each face. The corners of the world are amongst the most brutal areas of total warfare, with bitter three way battles almost constantly raging.The actual battlefield is considerably narrower, but the extensive trench networks take up most of the contested space. Sihuruta is an evil place, and on the constant warfare on its surface keeps it from being a terrific threat to Kaleaspace. The north face of the moon is home to a nation of Rakshasa. The east face has been taken over by a demonic infestation from Shendilavri, with Incubi, Succubi, Half-Fiends and Tieflings making up its population. The south face is a nation of shadow ruled by an empire of Fetchlings. The west face is a scabrous, diseased realm overrun by countless Ratfolk and Wererats. The top face is a dour, loveless nation of toil and war ruled over by the Duergar. The bottom face is a slithering jungle ruled over by the Naga and their slave warrior Nagaji minions.Given the state of this moon, it is only rarely visited. Occasionally, the Chainmen will visit this moon, trading weapons to all the factions for captured slaves.   Nerozuno: size E, spherical earth world- This moon is home to a population of Orcs and Goblinoids exiled here at the end of the 1st Unhuman War. These beings were marooned here at the end of the inhuman war when they were captured by the IEN. Before the exile, the moon was an icy realm stuck at a primeval level with the megafauna typical of an ice age. At first, the IEN kept a close watch on Neroozuno, with a full squadron of Man-O-Wars guarding the planet and its prisoner population. However, as the centuries passed and the Orcs and Goblinoids made no efforts to regain space, the Elves allowed their watchfulness to wane, withdrawing the Man-O-War class ships replacing them with a pair of Hammerships, which rotate the duty. Even then it is used more as a chance to train groundling landsmen for future duties in the IEN. Training aboard the ships is lower than standard for the IEN, and the ships barely actually pay attention to watching the planet. As a result, they have missed the coming and goings of a Damselfly. This small ship is the very tip of the sword of the Grimskull tribe of Hobgoblins. These Hobgoblins have absorbed the teachings of Dukgash and wish to see their own race ascend to the height of the Scro. In order to accomplish this they intend to take Kaleaspace in the name of the Scro Empire, eliminate all Elven life in the sphere and then to demand a place as the 25th clan of the Scro Empire. To do this they will need much greater numbers than they now command. The Orcs, Bugbears, Goblins and Hobgoblins of Nerozuno are but one component of their plan. They have been inserting highly experienced strike teams onto Nerozuno for years now. At first, they focused on taking over Hobgoblin tribes. With their martial discipline, the Hobgoblins were mostly able to adapt to the teachings that the Grimskulls brought them, and those who couldn’t were ruthlessly eliminated. Now there are only Grimskull Hobgoblins on Nerozuno, and they are ready to move on to dominating the other races.   Lobinda: size F, spherical water world- This fairly large water world is a reviled and seldom visited place. This is due to the fact that several centuries ago, theSahaguin and the Grindylows managed to wipe out the Aquatic Elves and the Sea-Folk who called this world home. The IEN managed to evacuate the last few clans of Aquatic Elves, but since then the planet has been nothing but a cesspool of evil. Two factors have worked for Kaleaspace in keeping this evil bottled up. First is the fact that aquatic races generally do not take well to wildspace, requiring specialized ships and keeping their atmosphere envelope full of water. Second, the Sahaguin and Grindylows immediately set about wiping each other out once the goodly races of Lobinda were exterminated. Today, war rages constantly beneath the surface, and a stalemate seems to be the best outcome. The rapid breeding of the Grindylows has thus far kept pace with the better martial abilities of the Sahaguin. At any rate, this world now offers little for visitors from wildspace other than the occasional skimming of its atmosphere to replenish an air envelope. Occasionally, a spelljammer will be forced to sit down on this world to replenish water and foodstuffs. Voidfarers should be warned, however, that unless they land in a rainstorm ready to collect water, they had best be ready to purify water as the seas of Lobinda are extremely salty. Fishing and collecting seaweed can provide good amounts of food, but any ship on the surface for greater than an hour is guaranteed to attract the Grindylows, Sahaguin or both, with attackers swarming up the sides of their ship shortly thereafter.   Liaruta: size D, amorphous live world, water/ice ring- This world, a chaotic, shifting mass of living plant life which used to be a very normal spherical earth world, however, millennia ago radical, militant druids, fearing the rise of technology in Kaleaspace, tore open the very fabric of reality. On Liaruta the First World, realm of the Fae was allowed to run rampant. All the civilizations of this world were destroyed as the energies of the First World played through them, transforming those it did not immediately destroy into fae creatures. In the end, the Druids got their wish, Kaleaspace will not be entirely dominated by technological advancement. They guaranteed that there will always be wild places in Kaleaspace, unfortunately they paid with their world. Today, the planet gets very little in the way of visitors as its fae inhabitants are mostly hostile to any visitors. Very rarely, Elven traders can manage to make a safe visit to the world, mostly trading sweets and other luxuries for true Faewine or other fae made goods. The ice ring of this world is also extensively mined to provide water to many of the wildspace settlements within the sphere. The largest Iceteroids are claimed by the Glacier Dwarves of clan Icehammer. They turn them into Iceforges, mining the blue ice at their hearts and using that and their ice crafting to provide motive force. Once they are mined out, the remains of the fortress is dropped onto Eolara to increase the water supply on that moon. For those who have some problem with the IEN, Liaruta is often the first stop for ships entering the sphere. They skim the atmosphere of Liaruta to refresh their atmosphere and captue small chunks of ice from the ring to replenish their water supply.   Moon- Egneivis: size B, irregular liveworld- This small moon began life as a comet until a seed of the starfly plant seeded itself into it. Found by the Elves as it was making its way towards the sun, it was diverted into orbit around Liaruta and modified into a liveworld by the Elven druids. The liveworld is now a gigantic Mother Tree, with an Elven shipyard at it's heart. The Elves have grown cities into the branches of the great tree. This is the home of the IEN in Kaleaspace. The tree cities are inhabited by Elves from across the known spheres, all serving in or supporting the IEN in Kaleaspace. The outer branches also produce the seeds of the Starfly Plant. Most are allowed to sprout, though many are harvested by Elven Druids and converted into Gadabouts. Even if the groundling Elven nations abandoned their support for the IEN, this moon would be enough for them to remain self sufficient, though it would mean that the expansion of the fleet within this sphere would slow down significantly. As the port closest to the crystal sphere, Egneivis is a popular stop for peaceful merchants. The Darkstar line maintains a major office on Egneivis and actually controls much of the Elven trade that enters and leaves this sphere. The Sindiath Line, which also has major office on Egneivis, controls the rest of the Elven trade that enters and leaves the sphere.  

The Imperial Elven Navy of Kaleaspace
The IEN in Kaleaspace is based out of Engeivis, and is one of the smaller squadrons in the IEN. Admiral Saerwen Galayasyr (F Star Elf, Wizard 4, Sorceror 4, Ultimate Magus 10), the commander of the IEN in the sphere has her own Armada, the Na’Lafas, an outdated Monarch-class Armada, 4 Man-O-Wars, 6 Swanships, 6 Cutters and numerous Flitters under her command. Two more Man-O-Wars remain in Reserve at Egneivis, and the mother tree there is raising up two more Man-O-Wars and half a dozen more Cutters. A pair of human built Hammerships trade off guardship duty over Nerozuno, each equipped with a single Flitter to act as a messenger if needed. The ships of the IEN in this sphere are universally equipped with demi-culverin, culverin, demi-cannon and cannon, however, the base at Egneivis maintains stores the more traditional siege weapons which are refitted to the ships when they are expected to leave the sphere.   The only other ship under her command is the Archaic Man-0-War training ship, Fr’ruaelanna, or the Darkstar Gift, which is a strange purple and yellow ship, not particularly pleasing to the elven eye and not from any known shipyard. It was gifted to the navy by Lady Tylin Darkstar, when she found it drifting and overgrown in the flow near Kaleaspace two decades ago. Admiral Galayasyr immediately turned it into a training ship, and every class from the Egneivis academy spends their last year in training aboard her. Her crew just generally calls her The Gift.   The Fr’ruaelanna: Built by: Elves; Used Primarily By: Elves; Tonnage: 50 Hull Points: 50 Crew: 15/50 Maneuver Class: C Landing-Land: No Landing-Water: No Armor Class: 12 Saves As: Ceramic or Helmsman Power Type: Major and Minor helm Ship's Rating: As per helmsman Standard Armament: 2 culverin; crew: 3 each 2 demi-cannon; crew: 3 each Cargo: 30 tons Keel Length: 175' Beam Length: 20'   Description:This ancient design is a part of Elven history, and is quite rare. The Archaic Man-O-War is a direct ancestor to the modern day Man-O-War. A thousand years ago, these ships were a common sight, but the design was abandoned as newer designs surpassed them in firepower and maneuvering ability.   The Fr’ruaelanna is topped out, to give her more maneuverability and to give the Elven Midshipmen a chance to learn more complicated rigging. Given her station in Tyleaspace, the Fr’ruaelanna is armed with 2 culverin and 2 demi-cannon in place of her normal armament. She also carries 1 Flitter on her flight deck and 2 more stowed in her hold, all with Flitter helms.   CREW: Like most other Elven ships, Archaic Man-O-Wars follow a strict chain of command from captain down all the way to cabin boy. The exact composition of the crew will depend on the function of the ship. In the case of the Fr’ruaelanna the make up of the crew varies from year to year, depending on the specialties of the Midshipmen serving as her crew. The ship has a permanently assigned Captain, First Mate, Chief Helsman, Bosun and 10 veteran crewmen.   SHIP USE: Training Ship: The Fr’ruaelanna is used to train Elven Midshipmen during the final year they are at the academy. The Midshipmen make up the bulk of the crew and learn by doing. The posts of Junior Officers such as Sailing Master, Navigator, Master Gunner, Marine Commander and Quartermaster are rotated through the Midshipmen, giving them each experience in the various roles they may be asigned to perform aboard ship.

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