Volume #2, Issue #6. (Apr 1, 1994)
Genesis Man/Founder:digdug@iastate.edu
Hack and Slash Man/Editor:msphil@birds.wm.edu
- Forgotten Realms
 - Greyhawk
 - DragonLance
 - Ravenloft
 - SpellJammer
 - Mystara
 - Original
- England & the Northlands
 - Unknown
 
 
- Guide to Omnispace
 - Reader's Forum
 
Reporters this issue:
    Sonja, kowa@informatik.uni-koblenz.de
    Eric Shetley, onestar@vms.cis.pitt.edu
    Colman Reilly, creilly@maths.tcd.ie
    DM Bloodglutton, mdmnh@cc.newcastle.edu.au
    Richard J. Pugh, rjpugh@aol.com
    Sandy E. Murphy, IO01092@MAINE.maine.edu
    Mike Phillips, msphil@birds.wm.edu
    Modar, MODAR@UKANVM.bitnet
    Chris Herr, crherr@tsrv1.ts.wm.edu
From  "The  Waterdeep  Crier",  a broadsheet published by a few bored
nobles mostly for their own amusement and so that the world can  have
the  benefit  of  their wisdom.  Printed by impressing wood on paper,
unless you have printing presses in your campaign.
Red Larch (a few days north of Waterdeep): TRAPPER TROUNCES TROLLS
   As the thaw started in earnest and people began to look forward to
being freed from their snowbound  homes,  a  young  trapper  from  the
village  returned home with a tale of having defeated three trolls and
"an evil priestess" in a so-called dungeon tomb no more  than  twenty-
five  miles  west  of  the  village.  He  claims  that  the priestess,
dedicated to Auril,  the Goddess of Cold,  had the  trolls  under  her
control and was attempting to open a tomb of ancient high priestesses.
    The priestess apparently escaped using magic.
    Capt.  Javin Majarra,  of the Lord's Alliance garrison in the town
has promised to investigate, but little credence is given to the tales
of such an inexperienced "adventurer".
Red Larch: BRIGANDS DISBANDED BY NOBLES
   Representatives of the Lord's Alliance are reeling today after the
revelation that the outlying hamlet of Hawkston  has  been  under  the
claw of a band on brigands for much of the winter.
    The brigands,  under their leader The Falcon were operating from
the tower of the Hawk,  an abandoned keep named for the  ancient  mage
that  built it.  The people of Hawkston have spent the last few months
too afraid to call upon anyone for help as members of  their  families
had  been  taken slave by the gang.  The situation was only discovered
when a young member of one of our leading noble families, Dalin Thorp,
was travelling in the area accompanied by a Cormyrean  troubadour  and
their  local  guide.  These  three  brave  young  men,  driven  by the
fearlessness that can only be found among those who have  been  raised
in  the  City  of  Splendours,  took  upon  themselves to destroy this
threat.  In a bloodthirsty midnight raid they destroyed  the  brigands
and  freed  the  townspeople.  Only  four  of  the  twenty-strong gang
survived the attack,  and they were later arrested by Lord's  Alliance
forces from Leilon.
    This  incident must call into question the ability of the Alliance
to  protect  the  people  of  the  North.  When  questioned,  today  a
representative  of the Lords of Waterdeep said that this was clearly a
matter of some concern and that a full investigation would be  carried
out.
    It  is  this  writer's opinion that the foolish policy of spending
Waterdhavian gold on protecting places that are no concern of ours has
yet again been shown to be useless.  The defence of the  peasantry  is
clearly  much  better left to a combination of local militia and brave
adventurers.
    Our sources within the Harpers indicate that the  organization  is
also  very concerned about the incident and that they will be carrying
out their own investigation to find out how local  members  failed  to
discover the problem.
    We  are  looking  forward to Dalin's return to the city,  where he
will no doubt be in great demand at his kinsmen's parties.
Colman Reilly: creilly@maths.tcd.ie
Waterdeep: ZOO HALTED FROM APPEARING IN TOWN
   With most of Toril's delegates from around the  globe  meeting  in
Waterdeep  for council,  plus the deep,  thick fog which seems to have
descended on the harbour district,  new town guards have been hired to
take  up  the  tabard  to keep Waterdeep safe.  During a recent night,
Tungsten,  an FNN operative,  happened to stumble across a plethora of
animals.  From goats, sheep, and bunnies to dogs and cats, the animals
seemed  to be leaving a residence he could barely see through the fog.
Upon investigating, he found three patrol guardsmen trying to convince
a young girl to change her mentor,  and the others of  the  household,
back  to  human  with  wand of polymorphing.  She apparently was quite
disgruntled with her mentor's teaching style and went on a  bit  of  a
tantrum,  she  was  still  unconvinced to work the magic to return her
uncle to human form.  (As a goat,  he had already eaten  some  of  his
spell  books.)  As  Tungsten  was  attempting to put together the last
details for the  article,  he  noticed  one  of  the  guards,  an  elf
strangely dressed in dark colors and bright red boots,  kicking away a
small puppy and looking down on it  sighing,  "We'll  never  find  the
missing  carriage  driver  at  this  rate..." At this point,  Tungsten
returned to his office to send off the news in  hopes  that  he  might
return  later and figure out what carriage driver is missing.  Perhaps
foul play toward one of the delegates.
    FNN will keep you posted.
Chris Herr: crherr@tsrv1.ts.wm.edu
Go back to index.
Ket: The Hills: SLEEPLESS KNIGHTS THE VICTIMS OF AN EVIL TRAP
   The Sleepless Knights have discovered a previously  unmapped  cave
in  the  Hills area North West of the Ketish capital and are preparing
to enter in search of their missing comrades.
    The Sleepless Knights entered the Hills some 12  days  ago,  after
Yickrak  Vegg  dreamt  his  friends were being held somewhere in these
hills by Antracos,  the Lord of the Antraconians.  What the Knights do
not know is that Anita Cos, rebel leader of the PFK (People's Front of
Ket)  is actually the evil Antracos.  This mighty being from the outer
planes has it in for Yickrak,  and is so far thoroughly  enjoying  her
'games with the little man-thing,' as she calls him.
    After  sending  several  of  her  other  playthings  to  test  The
Sleepless  Knights  (demons,  devils  and  elemental  creatures),  she
decided  to  sow  a  little chaos by sending a Bird of Ill Omen.  This
Raven-like bird was able  to  speak  telepathically  to  each  of  the
Knights,  turning  them  each against the others.  Four of the Knights
have already made plans to kill the other two as soon  as  they  reach
their  goal,  while  the  other  two have sent word to the Margrave of
Bissell that the others are employed by Ket as part of a conspiracy to
invade Bissell.  Needless to say, the call of 'all for one and one for
all' won't be heard in this party for a while.
    Antracos  has apparently planned this entire quest from the start.
She rescued the bodies of the original Sleepless Knights in  order  to
animate  them,  and  sent the dream to Yickrak so he would come to the
Hills to find his friends.  Now she has  him  where  she  wants....she
spends her evenings designing exquisite new tortures.
Bissell: Hookhill: KET PLANS TO INVADE BISSELL
   The  Margrave  of  Bissell  has received word from one of his most
trusted field operatives that the Ketish War Council has  convened  in
order  to  make plans for the invasion of Bissell.  The Ketish Council
wishes to join forces with the People's  Front  of  Ket  in  order  to
increase  their  army's  strength.  It is rumored that the PFK has the
backing of a powerful entity and is  reinforced  by  the  presence  of
magical beasts and wizards.
    This  information  was  received  by  carrier-Raven,  and is being
treated as correct until proven  otherwise.  The  armies  of  Bissell,
including  the  elite Palace Guard,  are being marshalled in the hills
and forests along the Ket/Bissell border.
    All War Barons have been ordered to  assemble  in  the  Margrave's
audience chamber in 5 days time.
DM Bloodglutton: mdmnh@cc.newcastle.edu.au
Go back to index.
Karthay: TENSIONS HIGH IN KARTHAY
   Whatever  minotaur first designed Karthay long ago wasn't thinking
well into the future.  The city has two walled-off sections,  breaking
the  city  into  three  distinct  areas.  The first is a small section
separating the  kender  from  the  rest  of  the  city.  There  is  an
exhaustive  search of anyone entering or leaving the area.  The second
area is just slightly smaller than the third,  it contains the  city's
population of orcs,  trolls,  goblins etc.  Basically, everyone except
the demi-humans and minotaurs, who reside in area 3,  the richest area
of  the  city.  The Lords of Karthay,  Myshella Nightshadow and Vulner
Onslaught,  have been slowly integrating both sides  since  they  took
power  seven  years ago,  and they have made some progress in equality
through the gates of areas two and three.
    The problem is that the citizens of area two, the non-demi-humans,
have decided that they should have full run of the city  anytime  they
want.  This  movement has been bolstered by the fact that economically
area two has fallen off a bit,  while area three  has  prospered.  The
priests of Kiri-Jolith and Paladine,  who run the city in Myshella and
Vulner's absence,  are deciding whether to meet the wall's break  down
with  force,  or  to  help  disassemble the wall and triple the guards
patrolling the city and just hope for the best.  Obviously, there will
be certain problems in the struggle  which  is  sure  to  follow.  The
structure  of  the  city may be burned to the ground,  but it may rise
from the ashes, like a phoenix as a better city.
    It should be noted that as of this article,  there are no plans to
take down the wall around the kender.
Chris Herr: crherr@tsrv1.ts.wm.edu
Go back to index.
Darkon: Il Aluk: HOUSES BURNED DOWN
   It  is  reported  that  two  weeks  ago,  there  was  a fire which
destroyed two houses.  The fire blazed up around midnight  and  spread
very  fast.  Only  a  few  inhabitants  could  escape  the flames.  An
eyewitness reported that he had seen several town guards talking to  a
man  in  front of the houses,  then the man seemed to cast a spell and
the houses were set on fire.  The witness said that the guards made no
attempt  to  fight the fire or to warn the inhabitants.  It is rumored
that one of the houses belonged to the local thief guild.
Darkon: Il Aluk: SLAUGHTER AT THE MAIN MARKET
   It is reported that, last night, a wolf-like creature attacked the
herds of cows and horses that were  rounded  up  for  the  next  day's
market. The beast killed several animals. Because the merchants didn't
dare to face the beast,  they waited for the town guards.  By the time
the guards arrived,  the beast had left the market place.  Though  the
guards  followed  it  for  several hours,  they were unable to hunt it
down.  Fortunately,  no inhabitants of Il Aluk were  attacked.  It  is
rumored  that  the  attacking  beast  was  not  a  wild  animal  but a
werebeast, as the attack happened at the time of the full moon.
Darkon: Il Aluk: EXHIBITIONIST DWARF ARRESTED
   During the small hours,  a naked and beardless  dwarf  molested  a
group  of women on their way to the market place.  Some merchants were
able to seize the dwarf until the town guards arrived. The examination
brought no information about the motives of the dwarf.  During the day
the  imprisoned  dwarf  managed  to  escape.  While  some of the other
prisoners told that the dwarf was freed by an elven woman, others said
that he broke out by himself.
Sonja: kowa@informatik.uni-koblenz.de
Go back to index.
Solaris: Cartania, Karadex:
NEW EDITION OF GEONOMECRON STARTED
Official Press release of the Spelljammer's Aid Society
    The Seekers,  a spelljamming organization devoted to research  and
exploration,  has  recently  announced  that it will begin producing a
new,  updated version of the Geonomecron.  The new  work,  which  will
follow   the   original  in  overall  design  and  arrangement,   will
incorporate new information about the  former  Vodani  empire,  recent
developments  in  the Radiant Triangle,  updated information about the
Pentiacate,  and information about recent explorations  in  Flarespace
and Terraspace.
    Work  on  the  project will be based in Solaris.  The Seekers will
produce the work with the help  of  the  University  of  Terranova  on
Cartania,  and  the Space Mariners Academy on Mt.  Kardras on Karadex.
The project will welcome any input from independent ship captains  and
scholars.
    A release date has not yet been set for the work.
    The  Seekers  can be reached by reciting the following phrase at a
crystal ball: "SPELLJAMMER@LE.AC.UK"
Richard J. Pugh: rjpugh@aol.com
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The Republic of Darokin: Fort Lakeside:
STRANGERS FOUND IN CORRAN KEEP
   Word  reached  Fort  Lakeside  and  the  nearby  town   that   the
adventurers hired by Jedarrin Corran encountered stiff resistance,  in
the form a hitherto unknown type of undead.  This new monster is  said
to glow with a soft blue light,  and they apparently have some sort of
electrical discharge.  Their  leader,  the  self-styled  Lord  Kazakk,
escaped,   along   with  an  unknown  number  of  these  undead.   The
adventurers are reluctant to claim the  Keep  as  emptied,  per  their
commission, at least until this loose end is tied up.
    Other  creatures  in  the area may have been affected as well,  as
some birds in the vicinity,  larger than normal,  seem  able  to  emit
miniature  lightning  bolts.  The  source is suspected to be a mirror-
shield,  about two feet across,  assessed by  the  party  as  being  a
tremendous source of magickal energy.
    Basic  scrying  done by an FNN reporter indicates that Lord Kazakk
and company have left Darokin, although the party seems unaware of it.
It shall be interesting to see how long it takes for them to notice!
The Grand Duchy of Karameikos: The Lost Valley of Hutaaka:
HIDDEN VALLEY REVEALED, TEMPLE FREED
   A paladin and a  novice  priestess  of  Petra,  a  locksmith  from
Kelvin,  a once-retired adventurer, and a student from Ylaruam, having
passed through a valley filled with blood-thirsty gnolls,  came upon a
display  out  of  history.  They  had  braved the dangers of the Black
Peaks,  passing through ancient  guardians,  to  reach  a  long-hidden
valley.
    After a brush with the inhabitants,  they allied themselves with a
race called the Hutaakans,  a jackal-headed race much degenerated from
days  of glory and art.  The Hutaakans are now opposed to the Traldar,
a race of humans,  degenerated from the same ancestors that the  party
claims.  The  Temple  of Pflarr,  dedicated to that Hutaakan deity and
center to many undead,  was re-taken with the aid of the  adventurers,
and  things are looking up for the bronze-aged Hutaakans,  as they are
being taught to use bows and to forge steel.
    However,  a long-time enemy of the  party  has  also  reached  the
valley,  where  he  quickly  allied  with  the  Traldar.  His  current
influence is unknown,  but there have  been  a  number  of  mysterious
disappearances as of late.
Mike Phillips: msphil@birds.wm.edu
Go back to index.
Greetings One and All!  This is Modar the Unknown reporting for
B.A.R.D. News, and as correspondent to FNN.
ALBINO MAGE AND DOG CAPTURE THIEF!
   In today's headline,  we report that Myron,  the well-noted albino
mage  of  Mydea  and  adventurer  extraordinare,  has  turned  over to
authorities a thief who had broken into the home  of  his  girlfriend,
Tatiyana  Silverhair,  respected  Paladin  of Lykos.  Despite taking a
crossbow bolt at point-blank  range,  Myron  was  able  to  subue  the
burglar with the use of his magic.  Myron,  ever humble,  gives credit
to his faithful attack poodle Snowball,  who went for help.  But  what
this  reporter wants to know is how the suspected felon managed to get
a crossbow into Mydea.  It is a walled city,  with ordinances  against
weapons  within  its  limits.  Up  until this time,  inspections,  and
magically powered detection gates have prevented weapons from entering
the city.  How did  this  one  get  through?  Both  Mayor  Caitlin  de
Lockrayn  and  City Guard Captain Selena Penrhyn-Simmons vow to get to
the bottom of the mystery.  More news as this story develops.
    Turning to other news:
DEATH OF BELOVED BARD FELT BY ALL
   The famed Bard/Adventurer Gwenyth ip Elphin ap Taliesen has  died.
The respected lady passed away in an unfortunate set of circumstances,
caused by an magical ambush trap.  Her chief rival,  Mistress Siobhan,
could not be reached for comment.
SKULLDUGGERY AFOOT WITH EUGENE THE NECROMANCER
   Meanwhile,   on  the  Northern  Front,   rumor  has  reached  this
reporter's  ears that a race between a party of English nobles and the
notorious mage known as  Eugene  the  Necromancer  is  occurring.  The
racers have passed through the Barony of Itasca, and have crossed over
into the lands of Corvus.  They are said to be headed into the Unknown
Lands  to  a  Pre-Devastation  site  known  as  The  Smith's  Own Inn.
Although this site is underwater,  it is rumored that many of the Pre-
Dev  building contain ancient artifacts,  and that the racers are both
searching for a life-sized skull made of crystal.  While the group  of
nobles, including Ozzy Ozzwood, Paladin of Gotar;  Siobhan Treyvallen,
Master Bard; Anodyne & Solum, Keepers of Dragon Isle;  Magus, formerly
the assistant to Royal Wizard Aldwyn,  and Col.  John Greene, Tactical
Coordinator for Their Royal Majesties,  has not stated to what purpose
they  seek  this  item;  a  statement  released  earlier  by  Eugene's
travelling companion, the ever-deadly Anti-Paladin Valerian,  suggests
that  Eugene  wants  to use the skull in a necromanic experiment in an
attempt at dietyhood.  Frankly,  this reporter finds such  an  attempt
preposterous.  But  should  it happen,  we'll have the news of it here
first.
    And finally, on a social front:
MYSTERIOUS LADY CAPTIVATES PRINCE
   In certain social circles, Prince Michael,  brother to King Morgan
Blackwolf,  has  been  seen  in  the  company  of  an  attractive  and
fashionable dressed lady with an accent from the Northern  Lands.  All
attempts  by  this reporter to gain insight to this maven's background
have remained fruitless.  All that we've learned so far  is  that  she
goes  by  the  name of Bernie.  More on this mystery as we can unravel
it.
    And lastly:
WEDDING BELLS RINGS AT ROYAL CASTLE
   Vindar Goldcat,  Captain of Queen Kessira Windrider's  bodyguards,
has  announced his forthcoming marraige to Mistress Duvessa O'Bardain,
Royal Bard.  No date has yet been set.  Both  King  Morgan  and  Queen
Kessira expressed their pleasure at this announcement.
 Well, that's it for this edition of B.A.R.D.  News.  Good day, and
remember if it's BardNews it's everybody's news.
Modar: modar@ukanvm.bitnet
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Glaswater: NEW LORD GETS MORE THAN HE BARGAINED FOR
   Lord Thierry (newly) of Glaswater got more than he bargained  for,
from  the  king,  when he was granted lands in the eastern frontier of
the kingdom.  He was expecting trouble from without, but as he and his
retinue were just coming into his new  territory,  they  discovered  a
corpse, face down in a ditch, with 5 crossbow bolts in its back.  When
they arrived at the village of Glaswater,  which had grown up around a
smallish keep (most  people  make  their  living  here  in  a  growing
lumbering industry as well as by farming), they found out from the old
widow   of   the  old  lord  (whose  maintenance  is  the  new  lord's
responsibility) that her husband  had  been  paying  protection  to  a
mysterious  group  of men who call themselves The Knights of the Two-
Sided Hand.
    The old Lord of Glaswater had tried for years  to  suppress  these
"bandits", but apparently they have managed to elude his best efforts
by (so his spies told him) styling themselves as "Robin  Hood"  types.
The  old  Lord didn't want to call in the king,  as he was afraid that
royal intervention by a strong king would  be  a  danger  to  his  own
authority,  and he was also afraid that the king would lose confidence
in him.
    Almost anyone in the town can identify the bolts as being the type
used by the "knights", but no one knows who the dead man is.
Sandy E. Murphy: io01092@maine.maine.edu
Go back to index.
We have seen quite a bit of news from  this  Spelljamming  system  in
these pages, so it was a great pleasure when I received the following
information on Omnispace.  I now present it to you -- Ed.
A BRIEF PRIMER ON THE OMNISPACE SYSTEM
GENERAL INFORMATION:
    Omnispace  is  an ancient sphere,  roughly the size of Realmspace.
It has seven planetary bodies, the center of the sphere a sun with six
other main planets revolving around it.  The planets are as follows:
        Tymar (Inert Fire Body, class B, spherical, dead)
        Omni (Earth type, class E, spherical)
        Sphereworld (Special, Class E, spherical)
        Maclear (Water world, Class F, oval)
        Duranus (Earth world, Class B, spherical)
        Gobul (Air world, Class H, spherical)
        Karnak (Live world, Class C, semi-spherical)
    Each planet is inhabited and a part of  the  Omniversal  Alliance.
The  alliance was formed nearly one thousand years past when,  after a
long and bitter war between the worlds,  peace was  finally  achieved.
The alliance is headquartered on Omni.
    Omnispace is ruled by a Magiocracy,  a collection of nine Magi who
oversee all forms of magic and government.  From the  Magi,  planetary
governors disseminate the laws, and local councils enforce compliance.
Omni  is  a  sphere  at peace.  No major outbreaks of war have occured
within the last 250 years.
    The current ruler of the Magiocracy is Lord Monitor,  Imperium Ars
Magican of the Council of Nine.  He has ruled the council for close to
five  hundred  years  now,  but  appears  to  be  only close to thirty
standard years of age.  He is considered the  most  powerful  of  Magi
ever.
    Don't confuse Magi with ordinary, standard mages.  Magi are living
conduits  of  Magical  power  that never need to study spells.  Once a
magi learns a spell,  they never need to study it  again.  Also,  they
can seemingly cast spells at will.  Magi are very rare:  it appears to
be a gift that one is born with, not something that can be achieved.
BRIEF PLANETARY OVERVIEWS:
TYMAR
   Tymar is the  closest  planet  to  the  Omnispace  sun,  Lora.  It
appears  to once have held some form of life,  but it is now dead.  No
atmosphere exists on Tymar,  so extreme  caution  is  advised  to  any
planning to travel there.
    This  does  not  impede  travellers,  however.  Some have heard of
fabulous riches and powerful magics within the planet's many  caverns.
Others  have  also heard that magical creatures exist that travel from
the Outer Planes within Tymar.  To date,  no  traveller  has  returned
with  any reliable information.  Reliable information on Tymar is at a
premium,  and anyone with such information is requested to  contact  a
local Omniversal Defense Force station.
OMNI
   Omni  is  the  "main"  planet  of  the  sphere,  approximately one
Spelljamming Day's travel from  Lora.  Home  to  nearly  all  sentient
races,  Omni  is  a model of what other worlds try to aspire to:  near
planetary peace.
    The Council of Nine,  the Magi who rule the sphere,  is housed  on
Omni at the Spire of Eternal Thought, located in the city of Clifford.
The  Spire  is  something  to  behold.  Comprised of rare and precious
metals and forged of magic, it reaches over a mile into the sky.  Many
travellers to the planet come to Clifford just to view this wonder.
    Omni is also the main base of the Omniversal  Defense  Force,  the
army  pledged  to  the protection of Omnispace.  The ODF currently has
members from over 100 races serving within its ranks,  making  it  the
most  diverse  within the known spheres.  Any sentient wishing to join
the ODF may inquire at any ODF outpost on any  world.  Sentients  from
other  spheres must spend at least two years in residence on any world
in Omni before eligible for the ODF.
SPHEREWORLD
   Sphereworld used to be at  the  opposite  side  of  Omni,  blocked
forever by Lora from the other's view.  Considered a twin of Omni,  it
was a world forever shadowed in mystery.
    The  planet  was  not  so  much  a  planet  as  Omni  or  Duranus.
Sphereworld  was  hollow,  and  only  a flatworld existed within.  The
outer surface of Sphereworld seemed to be composed of the same element
which comprises the Crystal Spheres, hence the name.  No ship was ever
known to land or penetrate the world.  It was sealed  by  forces  more
powerful that the Magi.
    Asteroid  outposts  were  set  up some 500 years ago to study this
anomoly,  but with little success.  Sages came up with  many  possible
explanations for its existance, but all argued over which was correct.
One sage believed that Sphereworld was the creation of the gods, a toy
for  them to play with and manipulate.  Some hold this as true but are
frightened at the possibility.  What plans do the gods  hold  for  the
rest  of Omnispace?  Were they using Sphereworld as a "testing ground"
for calamities they planned for the rest of the sphere?
    Whatever their plans were,  the destiny  of  the  world  is  gone.
Approximately one month ago, Sphereworld disappeared, leaving no trace
of its existence and leaving the sages even more perplexed.
MACLEAR
   Maclear is Omnispace's only all-water world.  Originally inhabited
by aquatic races,  it now features miraculous small magically-floating
cities,  maintained by a  combination  of  aquatic  and  air-breathing
species.  These cities are used as trading posts, where aquatics trade
kelp,  seaweeds  and  other  foodstuffs  to  offworlders for goods and
services.
    A note for any travellers  planning  to  travel  to  Maclear.  The
aquatic species native to the planet have strict regulations regarding
fishing  and  trapping  of  any non-intelligent subsea life form.  Any
off-worlder caught fishing for game  on  Maclear  may  be  subject  to
imprisonment, fines or possibly death.
DURANUS
   Duranus  is  a  small  world,  but similar to Omni in temperament.
Considered a  farming  world,  Duranus  provides  most  of  the  basic
foodstuffs  (with  Maclear providing some aquatic foodstuffs) for most
of the sphere.  Duranus is a world at peace of mostly farmers.
    This peaceful world has proven to be a temptation  to  offworlders
hoping  to  plunder its resources.  Please note that the main training
grounds for the Omniversal Defense Force is on Duranus,  and  the  ODF
maintain several orbital "live" stations serving its defense.
    These stations, with a large contingent of ODF troops, have proven
to be quite a deterrent to invading forces.
GOBUL
   Gobul  is  the largest planetary body within the Omnispace sphere,
and the least populated by humanoid races.  Gobul is the home for most
of  the  Omnispacian  Dragons.   All  Dragon  races  are  present   in
Omnispace,  and  it  is  rumored that not all of the Dragon races have
learned to coexist like the humanioids.
    Travellers are advised to stay near the upper levels of Gobus, and
only long enough to renew their air supply.  Dragon wars are a  common
occurrence,  and  some  battles have been so fierce that they could be
viewed by ships in orbit.  An ODF station  is  located  in  the  upper
atmosphere  of  Gobus,  providing  assistance  to  travellers in need.
Also, the ODF often rescues adventuring warriors seeking to slay a few
dragons that "go in over their heads.  WAY over their heads."
KARNAK
   The furthest outpost of the Omnispace system,  Karnak  is  composed
mostly  of  Trading cities,  repair ports,  and adventuring companies.
Because of its proximity to the spherewall,  many  travellers  through
the sphere use Karnak, rather than travelling inward.
    Due  to  the  large  number  of  spacefarers  passing  through its
borders, Karnak has developed,  over the years,  a "shady" attitude to
it.  While it still abides by the Omniversal codes,  many black market
stations are developing in its cities.  The Omniversal  Defense  Force
has a large contingency at its borders.
    However,  Karnak  is not all grimy business.  The sphere's largest
resort colony,  Intralla,  is located away from  the  ports  of  call.
Intralla is a haven for the busy adventurer or political with the gold
looking for a little peace and quiet.  Intralla forbids weapons of any
kind,  and  any caught with such weapons (not properly checked in upon
arrival) are forever banned from the resort.  Naturally,  weapons such
as  spells and psionics are hard to confine,  so the staff at Intralla
are all trained mages and psionicists  ready  to  quell  any  possible
trouble.
Approved by the Board of Travel and Information
Omnispace Tourism Board
Council of Nine, this day,
Quatro 26, 5176
Updated, Marak 24, 5300
Eric Shetley: onestar@vms.cis.pitt.edu
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This month,  we turn to another way to help bring  the  feel  of  the
 setting to the players through an oft-neglected sense -- Ed.
SMELLS IN THE UNDERDARK
   When  people  are  describing a scene,  whether it be wilderness,
underground, or whatever,  I notice that they often concentrate on the
visual  at  the  expense of the auditory and especially the olfactory.
So,  here are a few smells that can  be  plugged  into  a  variety  of
situations:
 A  musky,  spicy  smell with a hint of decay to it.  (Certain
clerical types or maybe wizards might make  this  out  to  be
embalming  fluid.  You can get a lot of inspiration for these
sorts of smells from perfumes and colognes.  I got  this  one
from "Opal".
 A  hint  of  vinegar  (a  damaged  cask in which the wine has
spoiled.)
 The warm smell of frying bacon (human flesh?).
 The verdant smell  of  damp  earth  (new  excavation/a  fresh
grave).
 A sharp, acidic smell that causes the eyes and nose to run.
As the adventurers continue  it  gets  worse  and  they  find
themselves spitting bile (a black dragon's long-time lair, or
maybe a laboratory where an accident took place).
 An oily, fishy smell (a fishmonger's stall).
 The  smell  of  fresh  animal manure (common in most medieval
fantasy worlds I think).
     Besides being useful for establishing the  setting  or  a  scene,
smells  can  serve  as  adventure hooks,  important characteristics of
players and NPCs.  Consider the recurring villian that  is  recognized
through  his disguise by the fact that he is wearing the same perfume.
Smells do trigger memories after all.  Best of all, a DM can scare the
hell out of the players with a well-placed smell.  It's especially fun
when that smell turns out to be harmless (this time!).  So, think like
a  fiction  writer  and  integrate  all  of  the  senses   into   your
descriptions,  and without a doubt it will improve almost every aspect
of your game.
And after I received the above,  and Sandy was reading a lot of Blake
for  an  exam,  I  received  the following thought as well.  It is an
interesting idea -- if you need a cryptic inscription,  find  a  good
source  (and not surprisingly,  Blake is,  I believe,  the source for
this one) -- Ed.
INSCRIPTION FOUND ON THE GATE OF AN ANCIENT CITY
   You see what apparently is a ruined and ancient  city,  stretching
before  you  as  far as the eye can see.  Grass and thorny brush force
their way up through oases of cobblestones  that  once  were  streets.
Here  and  there  you  see the reamins of a crumbling wall through the
vegetation.  (After a bit of exploration) you  find  two  great  stone
posts,  the remains of what must have been a gate.  Orien, your sharp-
eyed rogue, tells you that the holes in the posts must have been where
the hinges were  secured.  Baldoc  strokes  his  beard  and  nods  his
agreement.  You notice that strange characters have been chiseled into
one  of  the  pillars.  They  wind  around  the  pillar  several time,
starting at about eye level.  The marks are  worn,  you  are  able  to
transcribe  them onto a wax tablet.  You mumble a few words,  make the
proper third minor gesticulation of understanding,  the sigil is wiped
from your mind, and the meaning of these ancient words becomes clear:
        Fuzon on a chariot ironwinged on spiked flames  rose  his
    hot  visage  flamed  furious sparkles his hair and beard shot
    down his wide bosom and shoulders on clouds  of  smoke  rages
    his  chariot  and  his  right  hand  burns  red  in its cloud
    mouldering into a vast globe his wrath as the thunderstone is
    moulded son of Urizen's silent  burnings.  Shall  we  worship
    this  Demon of smoke said Fuzon this abstract non-entity this
    cloudy God seated on waters now seen  now  obscured  King  of
    sorrow?  So  he  spoke  in  a  fiery flame on Urizen frowning
    indignant the Globe of wrath shaking  on  high  roaring  with
    fury  he  threw the howling globe burning it flew lengthening
    into a hungry beam.  Swiftly ...
Sandy E. Murphy: io01092@maine.maine.edu
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jpembert@bribri.ci.ucr.ac.cr