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#spacehand
geodavinci · 5 years
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I love it when I get the opportunity to do my original art! Thank you for looking, and thank you @spraycreations_ ! I appreciate you! . . . . . . . . #orignalart #watercolor #spacedout #watercolortattoos #galacticorb #spacehand #armtattoo #tattoolife #inktherapy #inkedup #reachforthestars #girlswithtattoos #spacestuff #electrumstencilprimer #stippling #whipshading #allegoryblak #intenzeink #worldfamousink #solidink #GeoGrafixtattoo #GeoDaVinci https://www.instagram.com/p/B4JQThuBS3Q/?igshid=1ciusx0uyid3b
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ruhiel-de-ice · 5 years
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congratulate me please! 💕❤️ This is the most beautiful moment when the space turned out to be very impressive. He looks like a real space. 😊😊😊 #ruhiel_de_ice #art #hand #hands #handsart #handart #space #spaceart #spacecolor #spaceartist #artist #spacehand #guacheart #guachecolors #guachecolor #guache #fourcolor #rubyn#blue #white #silver https://www.instagram.com/p/B2KJPgbJnbu/?igshid=1t9ve6vak1lq6
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caestusarchivum · 4 years
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cont. w/ @spacehanded
The rumors that circulate when you are the vampire in question puts you on edge. Wouldn't enybody be nervous when they thought they'd be looked into? It wasn't as if she killed people unless they deserved it, either, and as far as the hospital was concerned, she had a legitimate case of hemophilia.
"Kid, listen," she began, "reason why I had t' open with somethin' so stupid is 'cause I need yer help t' kinda dissipate the rumor fer me. It kinda gives hermits like me a bad rep. I sleep durin' the day an' go out at night 'cause I'm the groundskeeper, but people keep givin' me looks--"
She interrupted herself with a grimace at the cigarette, picking it up. Even when it was put out, it still burned, but she didn't even seem to flinch. Taking a small napkin from her pocket and wetting it in a puddle on the ground, she wrapped the wretched little thing up, and threw it out into the trash.
She cleared her throat, "Sorry. Meant t' finish with an 'it makes it harder t' do my job,' y'know? No proof, sure, but the stigma's enough t'make me uncomfortable when goin' out at night. Don't need people tryina stake me when I trim their hedges. Maybe if y' help me out, I'll do up yer yard extra pretty. Plant some hydrangeas or somethin'-- hell, I'll let you pick. Any work y'want done. Just help me out here."
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hopingforjustice · 5 years
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[ look ]
nonverbal memes.  /  @spacehanded  /  still accepting. [ look ] for your muse to catch mine staring!
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ㅤ ㅤ Okuyasu was such a lovely person. He had something she admired — he was always true to himself, for better or worse. People who act with their hearts were completely charming, although many say this was not exactly a good thing… And she strongly disagreed. These thoughts occupied her mind while Reimi watched him from across the room, so tender and amused that she even rested her chin on one fist, her elbow on the table. She felt her silly smile spreading lopsided all over her face, and she knew she was looking and acting like a fool. Everything was fine, but… Perhaps his sixth sense that feels the weight of a stare took action, because suddenly he looked up and their eyes met.
ㅤ ㅤ Reimi felt chills of panic cool her stomach right away. No, anything but that! Fear froze her muscles but it didn’t stop her eyes from widening, embarrassment evident on her features. She couldn’t go back now, it would be just ridiculous, Okuyasu might have a thousand doubts in his head! All these questions lasted only a second, as when you have to act quickly if you wish to save your own life. Play it off, Reimi! A smile blossomed on her lips, unsure and kind of apologizing at first — but finally became sweet and luminous, her bright eyes squinting slightly. The free hand lifted up a little, waving at him very subtly, just a quick movement of the fingers. A greeting, right? Her intention from the beginning, of course. Hah.
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microsthings · 7 years
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I love drawing hands
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thatboomerkid · 3 years
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SpellJammer: Shadow of the Spider-Moon
Player’s Packet (ver 1.3)
for use with the First Edition Pathfinder Role-Playing Game
by Clinton J. Boomer
with special thanks to Andy Collins, Scott Schomburg, Chloe Michelle, Dennis Detwiller, David Gerrold, and George Loki Williams
additional campaign materials may be found here
The broad theme of the campaign is simple: “outsiders — criminals, rejects, freedom fighters, the lost, the abandoned, the desperate, and the mad — go balls-out, nothing to lose, against corrupt authority and nightmare monsters, surviving on the razor’s edge of the known & the unknown”.
It’s meant to have one foot in Serenity/Firefly, one foot in Pirates of the Caribbean, one foot in Guardians of the Galaxy, yet another foot in Princess Bride, plus little dashes of steampunk / dieselpunk pulp-action high-fantasy on top: Raiders of the Lost Ark, Giant Robo: The Day the Earth Stood Still, Aliens, Lupin III: The Castle of Cagliostro, The Mummy, The Fifth Element, The Rocketeer, and/or Big Trouble in Little China
RACES
Dwarf: a scattered people born of Moradin’s Forge*, 80% of whom now exist solely as slaves beneath the whip and bootheel of the illithid and their grotesque creations. Dwarves in captivity are stripped of their names, titles, and family lineage; for this reason, free dwarves often cover themselves in dense tattoos, transformed into living repositories of their clan history. Dwarves no longer have a homeland but make small communities on Fenris, the Crown-Moons of Garl, Gelth, and Callarduran, and across the Chain of Tears (especially the city of Discord).
For human occupants of Pyrespace, the illithid invasion – which the Church of Yondalla officially denies occurring, under pain of incarceration, transportation, and excommunication – happened ten years ago: half a generation past, when the very youngest of human spacehands were still in diapers.
For dwarves, it happened approximately last Tuesday.
Shepard Book, Zoe Washburne, and Drax the Destroyer are good examples of dwarves.
*NOTE: The Church of Yondalla, which does not recognize the divinity of Moradin, refers to the dwarven home-world instead simply as ‘the Adamant Forge’ in all official documentation.
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Elf: an elegant race in slow decline, born of Perianth, still recovering from the Unseelie War that split and decimated the species a millennium ago. For the elves, long-lived as they are, the wound is still very fresh: fewer than seven generations have passed since the end of the war, after all (for a human, this is perhaps comparable to a tragedy that occurred less than a century and a half ago).
Elves consume food, water, and air as Small-size creatures. Drow are a playable race, although they suffer a great deal of distrust from everyone … including other drow.
Inara, Simon Tam, River Tam, the Operative, Nebula, and Gamora are good examples of elves.
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Gnome: engineers and technologists born from the Circle of Gold, greatest moon of the Crown of Sapphire, now scraping-by on the Crown’s remaining moons and across the Chain of Tears: the devastated shards of their destroyed home-world, shattered two-and-a-quarter centuries ago.
Like the elves, of course, gnomes are fantastically long-lived: the very eldest gnomes can recall the true glory of their home world, seen with their own eyes; some of the most ancient were already well into their venerable years, over two and a half centuries old, at the time of the cataclysm. Even for the very youngest of gnomes, those who have never known a home-world other than the Chain of Tears, only about three generations have passed since the destruction of that moon (in terms that a human might understand, this is perhaps similar to an event that occurred 60-70 years ago).
Gnomes may choose to gain +2 Intelligence in place of their standard +2 Charisma; most have the Gear Gnome subtype. Nearly half of all gnomish pregnancies result in twins, and triplets are as common among gnomes as twins are among humans.
Kaylee Frye, Niska, Hoban ‘Wash’ Washburne, Rocket Racoon, Miracle Max (from Princess Bride), and Twigg (from Pirates of the Caribbean) are good examples of gnomes.
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Hin: Undisputed rulers of Quelya above the waves, thanks much to their ingenuity in social organization & their bountiful harvests even in the most barren of lands. The vast monotheistic religion of the Hin offers prayers to Yondalla and to her Saints, including Davian and Asmodeus; all Hin estates contain a shrine to Yondalla. The priests and nuns of the Church may not marry, though their laity is expected to produce many, many children. Status within the Church is of paramount importance for all Hin; donations to the church can buy writs of indulgence, favorable legal judgment, and even sainthood.
Lord Beckett, Governor Swann, Elizabeth Swan, Captain Barbossa, and Commodore Norrington (from Pirates of the Caribbean), Badger (from Firefly), Buttercup, Prince Humperdink, Count Rugen, Vizzini (from Princess Bride), and the Collector and Grandmaster (from Guardians of the Galaxy) are all good examples of Hin.
A BRIEF NOTE ON HIN NAMING-CONVENTIONS
Hin identify, for the most part, as members of the Church of Yondalla first, as part of a culture second, and as citizens of a nation third.
Thus, a Hin living in Arvoreen, Beshaba, or Brandobaris can be expected to have an Arvorean, Beshabite, or Brandobarin name. However, a Hin living far away from the shores of Green Fields -- in Cyrrollalee or in Urogolan, for example -- with always retain a “proper” Arvorean, Beshabite, or Brandobarin name.
Hin with Urogalandic names, simply put, do not exist.
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“Invented” Hin names, which are relatively common everywhere except on Quelya, are the major exception to this general rule: occasionally, a young Hin living off-world will choose to reinvent himself -- and, thus, rename himself -- often, but not always, as a means to get out from under the thumb of a particularly oppressive (or shameful) family. 
Venturing forth into the unknown without the benefit of a longstanding lineage is, in fact, a tradition among Hin significantly older than modern Arvorean or Brandobarin society.
As such, a young Hin in Lagas going by the name of “Morgan Drake,” “John Smith,” “Alastair Chapman,” or “Sebastian West” -- for example -- might be looked down upon as a probable criminal or even as a pirate ... but on Ashen, Verdura, or out on the Chain of Tears, such an individual is likely to earn a mark of respect from all but the most conservative and close-minded of Hin.
Invented Hin Male Names: Thomas, Morgan, Smith, Hunter, John, Price, Bennet, Chapman, West, Tanner, Spencer, Walker, Jackson, Clarke, Parker, Mason, Drake, Corbyn, Everett, Garret, Simon, Alastair, Sebastian, Elliot, Fletcher, Graham, Ethan, Oliver, Felix, Callumn, Stanley, Richmond, Lennox, Ford, Jensen, Gabriel, March, Ellis, Wellington, Reginald, Chesterton, Alex, Solomon, Carter
Invented Hin Female Names: Beatrix, Cressida, Gemma, Joclyn, Scarlett, Elizabeth, Rhonwen, Maisie, Isla, Kaitlyn, Briony, Jane, Charlotte, Adalaide, Ivy, Gwendolyn, Kenzie, Finlay, Audren, Haley, Theodora, Abigail
Invented Hin Last Names: (any invented Hin male first name)
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Human: Humans come in many different colors, in many different sizes, and worship many, many gods – usually in the guise of Yondallan saints. Most humans pay at least some lip service to St. Davian, the great champion of Yondalla (who intercedes to deliver the prayers of humans to Yondalla), but humans very often also worship older, more-private familial gods. Humans may not, of course, marry into Hin families nor join in any Hin merchant house as a full partner; the best that a human can hope for, in many cases, is to be a servant remembered fondly by the children of the family he serves.
This, of course, leaves humans permanently at the bottom of the Quelyan (and thereby system-wide) economic food chain.
It is accepted fact, by those who study the pre-history of Pyrespace, that humans were once scattered across the system for unknown purposes and by unknown means, presumably at the whim of the mysterious Precursors. For this reason, the Church of Yondalla is active in seeking-out lost civilizations of humans who have spent unknown centuries far from the light of Yondalla’s mercy.
Captain Malcolm Reynolds, Captain Jack Sparrow, Westley the Farm-Boy, and Peter Quill are good examples of humans.
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HUMAN OFFSHOOTS:
al’Zihad: Despite their bizarre appearances and hostile overtures, it is passionately believed that the curious ifrit, oread, sylph, suli, and undine populations native to Ashen were once human: servants of the Precursors adapted over the course of centuries to their alien environment. It is because of this belief that the Church of Yondalla has extended such a warm and generous offer of camaraderie to the “native” al’Zihad population, hoping to reintroduce them to their divinely ordained role as servants … this time, to the Hin.
Aasimar: Human families who commit themselves to the performance of good works in the name of Yondalla occasionally produce an angel-blooded or archon-blooded heir: born to serve the Church as beatific instruments of peace.
Dhampir: Some human children born beneath the Spider-Moon, along the Chain of Tears, or in the wilds of Fenris are infused with strange energies of death-magic. These children are claimed by the Church, for their own protection.
Fetchling: A strange subspecies of human – thought to originally hail from the lost forest-moon of Baervan (circling the Crown of Sapphire), infused with energies from the forbidden Library of the Eremite – these creatures are kept secret by the Church of Yondalla.
Ganzi: The children of humans exposed over-long to the energies of the Crown of Sapphire have been known to exhibit bizarre mutations; such creatures are taken-in by the Church of Yondalla to be kept safe.
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Half-Elf: Increasingly common throughout the system, originally the products of union between a male elf and female human: while elven females will often take human lovers, both male and female, pregnancies resulting from such unions are unknown: elven women must maintain a strict, meditative state of concentration to actually achieve pregnancy. As such, accidental fertilization is impossible, and even the act of impregnation is discomforting enough that no elven female would perform the act without sound – usually political – reason.
Elven men, therefore, are often shocked to discover that a brief rendezvous with a human woman has produced a bastard child.
Half-elves now breed true and have formed small communities in larger cities like Discord, Zionil, Dallah, and Lagas. Half-elves have no place within Elven society and possess little group unity.
Will Turner (from Pirates of the Caribbean) and Inigo Montoya are good examples of Half-Elves.
Half-Orc: True orcs (and their off-shoot species, including ogres, goblins, and hobgoblins) are not born and possess no gender: they are fungal creatures that emerge fully-grown from vast, reeking pits. Humans exposed to this fungus occasionally produce half-orc offspring; half-orcs are most-commonly born from humans captured by the illithid and taken to Moradin’s Forge (where airborne spores of goblin-fungus are dangerously common).
Half-orcs are prized by the illithid as a more perfect slave-stock than dwarves, orcs, or other monstrous humanoids, and have escaped their bondage to breed true: the product of any mating involving half-orcs (human/half-orc or half-elf/half-orc) is nearly always half-orc: their bizarre, altered fungus-genome is nearly viral in this regard.
Populations of “native” half-orcs intermingle with “native” humans across the wastes of Fenris, representing – to the Church – peoples long separated from the light of Yondalla.
Jayne Cobb and Niska’s leg-breaker Crow (from Firefly), Fezzick (from Princess Bride), Yondu (from Guardians of the Galaxy), and Bo’sun (from Pirates of the Caribbean) are good examples of Half-Orcs.
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Kuru: A bizarre subspecies of island-dwelling human driven all-but-extinct by the combined might of the Arvorean navy and the Church of Yondalla; kuru who bend the knee to the Church and denounce the worship of Dagon are given the same rights as other human offshoots (which is to say, not very much and certainly not as much as main-bloodline humans).
Skintwister: A vanishingly small percentage of humans – when directly exposed to alien fauna and extreme environment – rapidly adapt at a cellular level, taking on the most useful traits of a local native animal species within a generation. Human families on Quelya occasionally produce shark-blooded skintwister, while humans on Verdura can produce bat-blooded, bird-of-prey blooded, boar-blooded, crocodile-blooded, or tiger-blooded offspring, and humans on Fenris can produce bear-blooded, bird-of-prey blooded, boar-blooded, rat-blooded, tiger-blooded, and wolf-blooded young. These ‘near-humans’ are much prized by the Church as useful resources.
Tiefling: Human families who commit wicked deeds, marking themselves for eternal punishment in the bowels of Hell, occasionally produce a devil-blooded heir: born to serve the Church as weapons of war. In addition to the devil-spawn tieflings recognized by the Church of Yondalla, demon-spawn tieflings occasionally appear among the hinen (human servants) of Perianth; kyton-spawn appear among those humans on the Chain of Tears who venture too close to the forest-moon of Baervan, and rakshasa-spawn appear with alarming frequency among those humans assigned to toil the plantation-fields of Verdura.
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Warforged: Creations of the gnomes, the original warforged were long ago the original deciding factor in the wars against the ysoki. Redesigned in later centuries to act as adaptable, dependable assistants for gnomes, including the best possible defense against Hive (and later, illithid) incursions into gnome-space, the warforged were manufactured in the tens of millions.
All warforged, under the dictates of the Church of Yondalla, are property: they do not, and cannot, possess souls.
Each warforged is “born” from a generation creche; not a single such creche is known to have survived the destruction of the Circle of Gold (the gnomish home-world), and the technology to repair or re-fire a damaged creche – if one could even be found! – is utterly lost. For this reason, warforged are no longer treated as the expendable resource they were in the days of the Rat-Slaughter or the Hive Marches.
Data (Star Trek), C3-PO (Star Wars), the T-800 (Terminator), K2-SO (Rogue One), Baymax (Big Hero 6), David (Prometheus), Cameron (Terminator: the Sarah Conner Chronicles), Bishop (Aliens), GLaDOS (Portal), Wall-E, and the Iron Giant are all good examples of possible warforged archetypes, but many other interpretations are possible.
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Others:
In addition to the major races and civilizations of the system, two dozen or more other sapient species make their homes across Pyrespace.
Inhabitants of Ashen:
Kasatha: Swift and dangerous hunters adapted for the open desert, a rare few kasatha have left the holdings of their clans to seek bounty beyond their world.
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Inhabitants of Verdura:
A huge number of native species make the wilds of Verdura their home, many of them armed with Precursor technology and decidedly hostile to strangers. Among them are the Catfolk (lion, tiger, jaguar, leopard, cheetah, puma), Giff, Ghoran, Gnoll, Grippli, Kobold, Lizardfolk, Nagaji, Orang-Pendak, Reptoid, Tengu, Vanara, Vishkanya, and Wyvaran.
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Inhabitants of Quelya:
Gargoyle: A strange species of living stone that laired near – and among – the Urogalandic people for unknown millennia, gargoyles struck a deal with the Church of Yondalla during the Siege of Mordheim to assure their own survival; now, more than four centuries later, these hulking devils serve the Hin as bodyguards, elite scouts, heavy infantry, and unstoppable delivery-mechanisms.
Locathah: The curious and grotesque locathah – who are said to intermingle freely with the humans of many remote island communities – are treated with grave suspicion by the Church of Yondalla, as they often act as spies, seducers, and saboteurs for the cults of Dagon. The few locathah able to earn the trust of the Church are still watched closely for any sign of heresy.
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Inhabitants of Perianth:
Gathlain: In the deepest woodlands of Perianth, far from the oversight of Elven noble houses, the bizarre gathlain wander the twilight; these odd entities claim to originate from an “adjacent” reality, one to which the doors have been shuttered.
The gathlain whisper that older, hungrier, and infinitely more powerful spirits of “the Forest Behind the Word” also lurk in the long shadows, slowly rebuilding their strength after a humiliating defeat -- and centuries of enslavement -- at the hands of a nameless elven witch-queen.
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Inhabitants of the Chain of Tears:
Ratfolk: Nearly exterminated a dozen times over by the warforged armies of the gnomes, with whom they once shared a home world, the ysoki are a cunning species of survivors who have adapted to life across the Chain of Tears with endless tenacity.
Goblin-Spore (SQ): Some percentage of ysoki are carriers for a curious strain of the goblin fungus (which births goblins, hobgoblins, orcs, and ogres) to which they alone are immune. 
These special ysoki gain low-light vision, are immune to disease and poison, and are treated as Plant creatures -- in addition to being treated as humanoids with the ratfolk subtype --  for the purposes of a ranger’s favored enemy, for bane weapons, for feats, and for purposes of spells such as antiplant shell and horrid wilting, and for all similar effects, although these ysoki do not gain any other normal immunities, benefits, or traits of a true Plant creature.
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Inhabitants of Fenris:
A fair number of native species make the wilds of Verdura their home, many of them armed with Precursor technology and decidedly hostile to strangers. Among them are the Catfolk (tigers and snow leopards), Kitsune, Syrinx, and Tengu.
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Inhabitants of the Adamant Forge
Duergar: engineered slaves of the illithid, built via a foul twisting of the dwarven genetic code, duergar are not a common sight anywhere in Pyrespace except, perhaps, in the company of their horrid masters. That said, some duergar -- such as those dwelling on the Forge-Moon of Duerra -- have shattered the chains of their bondage and now walk free.
Goblin, Hobgoblin, and Orc: various subspecies born of the same strange fungal blooms (all of which possess the Goblin Spore Special Quality, above), sapient members of these races are rare in the extreme. That said, it is not completely unknown for an individual goblin, hobgoblin, or orc to “wake up”: becoming something significantly more complex than a mere weapon of genocide and extermination.
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UNIQUE RACES: Verdura, Fenris, the Chain of Tears, several moons, and even the wilds of Quelya are doubtlessly home to additional sapient species, still as yet undiscovered.
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SETTING
The setting is a single solar-system, Pyrespace, with several major & minor worlds.
WORLDS & NATIONS The Pyre: an incalculably vast stellar engine of incandescent plasma; small dark shapes — rumored to be ancient artifacts of the long-vanished Precursors — orbit the star tightly, flickering low across the endless ocean of flame (burning at an average of 6,000 degree Kelvin), diving through 13,000-mile-tall solar flares that routinely reach 10-20 million Kelvin (up to 100 million); these eerie & barely-visible shapes, whatever they may be, are utterly inaccessible to any modern space-vessel.
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Ashen: A storm-wracked world of dust & salt drifting upon an ocean of vacuum, covered in an inhospitable white desert slashed-through with low, jagged, slate-grey mountain ranges; this world hides strange ruins & wondrous treasures of the Precursors beneath its oceans of dust; it is considered strategically valuable both for its rare natural resources; dotted with Hin refineries, forts, border towns, resupply depots, and mining operations; home to strange native populations of kasatha, alongside clans of ifrit, oread, sylph, suli and undine (collectively known as the al’Zihad), who claim to have come to Ashen while bound in the service of the Precursors: inscrutable masters who once dwelt in a mysterious city trapped deep within the Celestial Pearl.
Ashen has two moons:
Anachtyr the Shining: A blinding-bright tempest-world of endless, boiling amythest-hued ocean studded with towering fumarole-vents dozens of miles in height; mighty coils of eye-searing azure lightning leap eternally between titanic these waterspouts, and the steam of this roaring planetoid can be seen drifting into the void: a haze that glitters like diamonds.
Lessinor the Masked: A world of heavy fog, dripping rust, creaking black tourmaline, and unending gloom, mantled in long shadows which writhe with ancient echoes and whispers, it is said that visibility on this planetoid has a maximum of 100 feet. Vast keeps, palaces, and even lightless cities of cyclopean gold-draped skeleons have been reported dotting the curious surface, but not one has ever been found a second time.
Approximately 10% of Ashen is actively subject to mining, exploitation, extraction and terraforming operations.
Major Cities of Ashen:
Acheron: a dug-in black-site military base / fortress-city / arcane research facility controlled by the Hin nation of Brandobaris
Core: a city-sized, semi-mobile mining and oil-rig facility controlled by the Hin nation of Arvoreen; a joint project with gnome & warforged diaspora from the Chain
Salt Lake: a religious-outreach community controlled by the Church of Yondalla, which seeks to convert the native al’Zihad to the worship of the goddess; this is by far the largest city on Ashen, and the central hub for all rail-travel on the planet.
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Verdura: a world of shallow oceans, towering mountain peaks, massive waterfalls, sprawling cave-systems, boiling mud-flats, impossible plateaus, icy ravines, echoing jungles, smoldering volcanos, bewildering river-systems, ancient lost ruins, and — above all — rainforest seemingly without end; home to an uncountable number of near-human species all-but-universally hostile to outsiders, many of whom are armed with ancient Precursor tech.
Hin rubber plantations, lumber mills, exotic “safari” hunting lodges, and industrial logging-facilities are therefore sprawling, heavily-militarized affairs
Although it boasts no truly massive cities, Verdura is host to the Hin colony of New Arvoreen, the center of Covington Farms – soon to be the breadbasket of the Pyrespace system – and a mountain-set Brandobarin research-station known as Thaumir. In addition, a small community of gnome diaspora have established the technological-marvel nation of Markovia, named for its Founder, Monarch and Supreme Leader, Dr. Adlai Markovitch (and his three nieces).
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The Three Moons of Verdura:
Tiamat: A darkly-glittering, iridescent jungle of venom and razor-sharp glass, a shimmering wilderness of fog-shrouded valleys, viridian mire, and steam-wreathed peaks laid beneath a sky of eternally wheeling stars. Home to many of the deadliest insects and reptiles in the system, this endless deep-emerald hell is yet rumored to contain that most fantastic of treasures: the legendary la fonte della giovinezza: a mystic source of endless youth and vitality, guarded by an ancient knight – Sir Azharul of the Thorns – devoted utterly to the service of Yondalla … and to the execution of all unworthy seekers.
Bahamut: A golden moon of shifting desert sand and sky-rending thunderstorms, of dark clouds howling over rain-spattered platinum dunes, this world is sacred to many of the reptilian monstrosities that lurk in the jungles of Verdura. Priests among these creatures claim that once, long ago, doorways opened from their sacrifice-sites to a huge city of bone, a fantastic place fed by the twin rivers Luar and Kath, ruled-over by a red-skinned, leviathan humanoid: a grotesque thing, serpent-like, with four eyes and four ears, that shot flames from its mouth when it spoke. No true evidence of this fabled city, said to lie “behind the east wind,” has yet been discovered.
Chronepsis: A small, silver-grey ice-moon, this airless and barren world is riddled with vast doorways, leading down into bone-white palaces of titanic, cyclopean design. What treasure might lie within these pleasure-halls is unknown, as few who have ventured beneath the surface have ever returned. It is sung, by the heretical faith of Dagon, that two great serpents lair here – named Null and Faluzure – and that these creatures know, between them, the fate of the dragons … and time of their return.
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Quelya: a world of archipelagos, reefs, marbled sand, dark cerulean waves, and tropical island chains boasting only a handful of sizable land masses, dominated by the Hin (halflings) and their servitor-race, humanity; the hungry, expansionist, colonial-minded nations of the Hin are united only by the rule of a massive corrupt Church and a single vast, hyper-complex monetary system; the planet boasts but a single continent — the Green Fields of Yondalla –  which are ruled-over by an ever-shifting array of Hin merchant-houses; in the furthest reaches of the world, shark skintwisters and locathah are rumored to bend the knee in loyalty to the strange and beautiful malenti, and to make horrid sacrifices to the coiling serpent Dagon.
HIN NATIONS / CITIES / HOLDINGS
Acheron: a Brandobarin military base / fortress-city / research base on Ashen
Arvoreen: an aggressive, militaristic nation noted for its perpetual war-footing, it maintains the finest navy in the system; the Arvorean Academy of War is famously egalitarian, admitting humans, half-elves, near-humans, and even warforged into its officer-training corps; national colors of red & gold.
Arvorean Male First Names: Alejandro, Fernando, Santiago, Antonio, Maceo, Francisco, Joaquin, Marco, Cristian, Javier, Rafael, Carlos
Arvorean Female First Names: Yamilet, Carmen, Valentina, Paloma, Lucia, Esmeralda, Alicia, Maria, Sofia, Luna, Catalina, Vida
Arvorean Last Names: García, Fernández, González, Rodríguez, López, Martínez, Sánchez, Pérez, Martín, Gómez, Ruiz, Hernández, Jiménez
Beshaba: The Hin holy city on the banks of the Rio Provendor (and its surrounding hills), most sacred site of Yondalla’s worship, currently self-ruled; the place where Gol-Kaa (the Last Human King of Beshaba) was slain by Saint Davian in single combat; national colors of white & sky blue.
Beshabite Male First Names: Dvir, Asaf, Asher, Elazar, Uriah, Reef, Aryah, Ofek, Yaheli, Arbel, Yinon, Idan
Beshabite Female First Names: Maayan, Danya, Liv, Shoshanna, Alean, Annael, Carmel, Eden, Avitel, Avia, Naama, Ofri
Beshabite Last Names: Ngaere, Zerbibi, Mishayev, Qablan, Magadla, Berdugo, Yayin, Sasi, Sharabani, Akiyva, Hagge, Siyvan, Tzviy
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Brandobaris: an elegant, cultured nation noted for its arts and refinement, it maintains the finest academies of learning – in alchemy, wizardry, engineering, medicine, mathematics, law, history, and space-flight – in the system; national colors bright yellow & light grey; home to the three bitterly warring institutes of higher learning:
Archives Timmestre-Falco: home of both the finest telescope array and most complete orrery in the system.
Sincomakti School of Sciences: known for the deep pockets of its alumni – for use in funding elaborate expeditions – and a particularly notorious library.
Universidad de Lepidottero: specialists in medicine, mathematics, and forensic investigation, on the cutting edge of xenobiology.
Brandobarin Male First Names: Luca, Filippo, Marco, Pietro, Giovanni, Nicolo, Davide, Diego, Giuseppe, Edoardo, Tommaso, Andreas , Cosimo, Lorenzo, Ottaviano
Brandobarin Female First Names: Chiara, Nicole, Ludovica, Gaia, Matilde, Vittoria, Francesca, Alessia, Camilla, Bianca, Arianna, Elena
Brandobarin Last Names: Rossi, Berlusconi, Ferrari, Brambilla, Ricci, Greco, Esposito, Marino, Bianchi, Morelli, D’Angelo, Piazza, Caputo
Chaldira: a massive mining-city on Fenris; although it is ostensibly self-ruled under the auspices of a gnomish coalition from the Chain of Tears, in practice the city bows to the “supervision” of a Brandobarin wizarding-circle. Core: a city-sized, semi-mobile mining and oil-rig facility on Ashen, controlled by the Arvorean armada; a joint project with gnome & warforged diaspora from the Chain. Cyrrollalee: former home of the last human king; an enormous, incredibly-fertile nation noted for its high population of humans (mostly farmers); rumors persist among the superstitious peasantry of “fairy circles” in the woods that lead to other realms; national colors of green & dark blue
Cyrrolaelan Male First Names: Odhran (Orin), Rory, Tadhg (Tag), Senan, Cathal (Kat-hal), Rodnan, Aodham (Aiden), Callum, Eion (Ow-en), Rian (Ree-an), Fionn (Finn), Cillian (Killian), Declan
Cyrrolaelan Female First Names: Aoife (ee-fa), Caoimhe (kwee-va or kee-va), Saoirse (seer-sha), Ciara (kay-ra), Niamh (neev), Roisin (ro-sheen), Cara (ca-ra), Clodagh (clo-da), Aine (on-yah), Aislinn (ash-lin), Alys, Avalon
Cyrrolaelan Last Names: Murchadha (Murphy), Ó Ceallaigh (Kelly), Ó Súilleabháin (O’Sullivan), Breathnach (Walsh), Ó Broin (Byrne), Ó Conchobhair (O’Conner), Ó Raghallaigh (O’Reilly), Ó Dubhghaill (O’Doyle), Mac Carthaigh (McCarthy), Ó Gallchobhair (Gallagher), Ó Cinnéide (Kennedy), Ó Muireadhaigh (Murray), Ó Cuinn (Quinn), Ó Mordha (Moore), Mac Lochlainn (McLoughlin)
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Dallah: a sin-soaked island city of gambling & revelry, part of the Tymoran island-chain; currently under self-rule; “national colors” of black & white Gixx: a floating city named for its watery host-moon, under Brandobarin control, orbiting the Crown of Sapphire Lagas: capital city of both Arvoreen and Brandobaris, existing along the border of both nations at the mouth of the Rio Provendor; a sacred city of the faith of Yondalla second only to the City & Lands of Beshaba
Important Sites in Lagas: The Rusted Sun Theatre, Parrish Place Bed & Breakfast, Café Molise, The Shuttered Door Academy
Important Hin residing in Lagas: Lord Mayor Emilio Dioceres, Archbishop Quirino Stephanos, Minister of Finance Alessio Villanova, Trade Minister Lazzaro Calistoga, Assistant Trade-Minister Dario Adalberto.
Moander: capital city of Cyrrollalee, built on the ruins of Dún Ailinne.
Mordheim: capital city of Urogolan, former home of “Uric, Last Human King of Urogolan”; this cold and half-tumbled fortress city, towering high above the treacherous stone of the Baía da Loucura, is choked in near-constant ice Perryroyal: massive island city at the far end of the Tymora island-chain that serves as the legendary “gateway to Xhiaae-La,” currently under the control of the Arvorean navy Salt Lake: a religious-outreach community on Ashen controlled by the Church of Yondalla, which seeks to convert the native al’Zihad to the worship of the goddess; this is by far the largest city on Ashen, and the central hub for all rail-travel on the planet Thaumir: a mountain-set Brandobarin research-station on Verdura Tymora: a particularly fertile chain of islands inhabited mostly by humans, currently ruled by the city of Dallah; the islands stretch from Lagas to Perryroyal.
Many traditional Tymoran names -- especailly those found in Dallah -- sound vaguely Greek to 21st-century human ears, but the islands are home to over 7,000 unique human cultures and no single list could possibly home to capure the length and breadth of the names used by Tymorans.
In addition, put bluntly, many people of the island chain simply do not think of themselves as “Tymoran,” but, rather, as members of a distinct culture under foreign occupation.
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Urogolan: grim, north-most Hin nation, noted for its vast mineral wealth, dense coniferous forests, fatalistic populace, and bleak weather; national colors of grey and black.
Urogalandic Male First Names: Ander, Hans, Johan, Ulf, Lars, Sven, Ivar, Leif (layf), Magnus, Ragnar, Sigurd (see-gurd), Herleif (her-leaf), Hjalmar (hyal-mahr), Njal (nj-al), Ødger (ed-ger), Roar (ruw-aar), Rune (ruw-n-eh), Sten (stehn), Trygve (trig-vah), Uhtred (oof-tred), gil (ee-yeh-gil), Einar (eye-nahr), Frey (fray), Geir (geyr), Gudbrand (good-brant), Gudmund (good-moond), Gunnar (guhn-nar), Hagen (hah-gen), Haldor (hahl-dawr), Halvar or Halvor (hahl-vahr), Jarl (yahr-al), Kåre (kehr), Aric (aar-ih-k), Arkyn (aar-khin), Brynjar (brin-yahr), Cuyler (kiel-ehr)
Urogalanadic Female First Names: Áma, Åse, Astra, Astrid, Borghild, Brynhild, Eir, Elli, Embla, Erica, Liva, Ragnfríðr, Revna, Rúna, Saga, Sigrid, Sif, Freya, Heidrun, Hildr, Hrefna, Hulda, Kara
Urogalandic Last Names: Any of the above Urogalandic male first names, with one of the following added to the end: sen, son, sson, søn, datter, dotter, or dottir
Xhiaae-La: legendary islands of gold & jade just beyond Tymora, source of human unarmed martial fighting techniques highly valued by Hin employers; currently under Brandobarin control
Xhiaae-Lan Male Names: Liang, Haoran, Zhen, Shufen, Ling, Lan, Kaihong, Taio, Shui, Qui, Jin, Chun, Ai, Bao
Xhiaae-Lan Female Names: Annchi, Baozhai, Changying, Chao-Xing, Chuntao, Da-Xia, Daiyu, Ehuang, Fenfang, Genji, Hu, Huian
Xhiaae-Lan Family Names: (spoken & written first) Shao, Long, Wàn, Zhāng, Qián, Tāng, Yǐn, Lí, Yì, Cháng, Wǔ, Qiáo, Lài, Gōng, Wén
Zuzadlara: an Arvorean military-base and floating “port city” on Perianth, established to assist Elven forces in maintaining peace across the system.
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Perianth: the elven home-world, a mist-wreathed, twilight-draped bioengineered “forest of prosperity” constructed by the Precursors via unknown means; the deep woodlands are said to hold terrifying gateways to other realms of existence; the courts of the elves are closed to outsiders, and non-elves are permitted access only to a vanishingly small number of sky-ports; the elves of both the Western Courts and Eastern Courts alike do a brisk trade in humans bought from the Hin, and some reports suggest that only 3% of the planetary population is actually elven.
Perianth is “ruled” by House Larethian, although the high throne of that House – that of the Phoenix Emperor (Western Court) or Moonlight Dragon (Eastern Court) – stands empty, as does the throne of his bride: Lolth, the Beautiful Eclipse (Western Court) or Lolth, the Crimson Empress (Eastern Court).
The favor of House Larethian is a currency traded by the other noble Houses; the Western Court name is given for each House first, followed by the Eastern Court name:
House Fleuris / House Kaika: painters, vintners, and rose-garden keepers.
House Sanglante / House Chimanire: the most-expert sword-smiths and sword-saints.
House Chanceux / House Kōun'na: Imperial record-keepers, known for their prodigious luck.
House Illustre / House Kagayakashī: the most beautiful and honorable house, known for their mastery of dance.
House Assombrir / House Kage-tsuki: the lowest of the noble houses, experts in medicine.
Perianth is not known to have any major cities, although each House maintains a number of holdings.
Western Court Male Names: Baillieu, Ménétries, Bachelot, Peletier, Bocuse, Marius, Théophile, Roland, Ancel, Thibaut, Sylvain, Médard, Chauve, Rémy, Maret
Western Court Female Names: Solène, Élisa, Émeline, Joséphine, Ameline, Neri, Mélanie, Coline, Émilienne, Iseult, Asselineau, Eulalie, Roxanne
Eastern Court Male Names: Hyotoki, Gatane, Yamitsu, Dainaga, Akihiko, Yori, Hideaki, Kazuhiro, Wantaro, Anoye, Gezushi, Sesuki, Teitada, Hiroaki, Noboru
Eastern Court Female Names: Haitsuke, Narino, Reinatsu, Maera, Benomi, Kohaku, Kayo, Miyako, Aya, Shizuka, Komina, Jionuye, Kakura, Amiri, Reiko, Yuki, Emi
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The Spider-Moon
The sole satellite of Perianth, a massive labyrinthine ruin to-which one third of the elves — the drow — were exiled long ago; the drow are no longer trapped beneath the surface of the Spider-Moon due to the hideous gifts of the illithid. This oversized nightmare realm is ruled by House Lolth and her loyalists: exiled members of all five noble Houses and their servants. This inhospitable world boasts only a single major trade-hub: the Dark City of Xogotha.
Any type of direct approach on the Spider Moon must find a way to navigate the tens of thousands of floating dead (and undead) – casualties of the Unseelie War – still drifting in orbit around the planetoid. For their part, the drow use this corpse-field as a blockade, employing necromancy to bypass the horror-show whenever necessary.
Drow names are identical to elven names.
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The Celestial Pearl: a mysterious planet-sized anomaly bearing what appears to be a perfectly smooth, bone-white surface: this ghostly pale sphere has no atmosphere and no magnetic field, no geographical features, no marks consistent with any meteoric impact, no evidence of historical habitation, a surface temperature of 3 Kelvin, and a core temperature zero Kelvin. The curious surface itself – which appears to be an impossibly-thin crystalline latticework of monomolecular razor-ribbons covered in a few drifting inches of ice-powder, white sand, ash, and stardust – cannot be landed-upon or even approached: weird, invisible, immovable “arches” — made of something harder than adamantium — protrude in a strange, coiling web of whorls into space, reaching up to 500 miles away from the surface.
Zionil: Largest space-station in the system, nearly a moon onto itself, this massive gnomish facility serves as an informal way-station -- a respected, nearly sacred neutral ground -- between the “inner worlds” of Ashen, Verdura, Quelya, and Perianth; and the “outer worlds”: the Crown of Sapphire and the Chain of Tears, Fenris, and Moradin’s Forge.
It also serves as the ultimate melting-pot of cultures across Pyrespace: here, humans dressed in fashionable gnomish top-hats & tails rub shoulders with dwarves travling to jobs on Ashen & half-orcs en route to Verdura.
Dominated by the enormous Cathedral of St. Deneir the Scribe and House of St. Mili, the Voice of Heaven, sprawling centers of worship for the Church of Yondalla, Zionil is also home to a huge Xhaaie-Lan population; the Lantan Shipyards are without a doubt the finest facilities in the system for the design & construction of Hin-built spelljamming vessels.
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The city is unofficially under the control of Baronet Giancarlo Lugocelli of Fenris, a devout human aristocrat admired across the system for his shrewd buisness accumen and unbridled civic spirit. 
This artificial moon also serves as home to The Thirteenth: an emergency garrison of specially-designed warforged kept in reserve to make a surgical-strike wherever the threat of Hive activity is detected outside the heavily quarantined moons of Segojan (Hive Colony Euclid), Baervan (Hive Colony Keter), Baravar (Hive Colony Thaumiel), and Urdlen (Hive Colony Apollyon); this force is led by Inquisitor Francesca DiAccursio of La Universidad de Lepidottero as part of a massive anti-xenos taskforce.
An increasing number of dwarves from Moradin’s Forge also now make a holy pilgrimage here to the Muamman Duathal: a library of dwarven law, history, technological innovation, achivement, literary scholarship, and art nearly the equal to the catacombs of lost Dugmaren.
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The Crown of Sapphire & the Chain of Tears: an enormous, shining, many-ringed cerulean gas-giant, host to a dozen moons (listed below) and the long trail of an asteroid belt which follows behind it; the Crown roars with low heat and mild radiation, serving as a “second sun” to the system. As to the means by which the Precursors performed this “stellar uplifting” and manipulated the interior of the Crown, it is impossible to say.
About 70% of the “chain” following behind the Crown was originally the home-world of the gnomes – once known as Kruug od Szlatta, or the ‘Circle of Gold’ – and their many miraculous inventions, which was shattered utterly as the result of a run-away hyper-energy reaction; big money can be made out here, sifting the clockwork wreckage and mining interplanetary debris for rarities; the finest technology in the known universe can be found here: powering the cities, foundries, refineries, sky-docks, casinos, space stations, laboratories, and bio-manufactora which float together in complex nets through the wild void.
Moons of the Sapphire Crown:
Garl: now the largest of the moons, a gem-studded planetoid home to a huge number of scattered mineral-mining operations, including Blistavo Zlatta: now the default capital-city of the gnome people, formerly known best as a decadent, lawless, off-world trade-hub town full of casinos, amusements, cunning illusions, and other cheap entertainments.
Gelth: second largest of the moons, a dark spheroid of endless seething lava-flats, smoldering radioactive pools, toxic black smoke, and jagged obsidian blades miles in height. Home to a small number of mining-colonies (which are outnumbered 10-1 by the destroyed remnants of exactly such facilities).
Callarduran: third largest of the moons, a place of icy-cold wind whistling through thousands of miles of smooth stone tunnels, home to the finest stone-crafting workshops in the system.
Flandal: a hot, near-barren planetoid rich in iron and a number of other valuable metals … but, very specifically, boasting neither water nor arable land. Successfully cleared of all Hive infection after the eradication of Hive Colony Nehemoth in 1463; classified as safe.
Gixx: a fog-shrouded shallow-sea water-world currently occupied by a floating Brandobarin city.
Segojan: a smog-shrouded death-world of fungus and alien monsters, home to Hive Colony Euclid.
Baervan: a lost moon, once a twilight forest-world, now home to Hive Colony Keter; also home to the mysterious, floating Library of the Eremite.
Baravar: a shadowy crystalline moon now home to Hive Colony Thaumiel.
Urdlen: home to nothing but an icy, red-tinged ocean that flows silently between towering black spires, this bleak world now plays host to Hive Colony Apollyon.
Gaerdal: a heavily fortified workshop-moon, now 99% destroyed; original “birthplace” of the warforged.
Nebelun: the still-smoldering remains of a desert laboratory-world, dotted with blackened pits connected by a vast webwork of now-shattered elevated railways.
Rupa u Beskonačnom (the Hole in the Infinite): although not a true moon, this small artificial wormhole drifts in orbit around the Crown of Sapphire, occasionally spiting-out weird horrible alien monsters: the nearby moons of Segojan (Hive Colony Euclid), Baervan (Hive Colony Keter), Baravar (Hive Colony Thaumiel), and Urdlen (Hive Colony Apollyon) are infected with a terrifying strain of bizarre alien life; the wormhole is currently orbited by a small armada of mysterious githyanki ships native to another solar system.
Major Cities of the Chain of Tears:
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Discord: The largest city adrift in the Chain is also the largest city system-wide; in terms of sheer population, only the holy city of Lagas on Quelya even comes close. Discord is a sprawling affair, composed of innumerable asteroids and earth-bergs lashed-together with sparking remnants from hundreds – if not thousands – of derelict and damaged SpellJamming vessels. Although the gnomish population of Discord is lightly smaller than that of Blistavo Zlatta, on Garl, gnomes and their warforged security units run much of the city: High Master Artificer Krenlin maintains strict order among the scoundrels, spacehands, and fortune-seekers … at least, in the neighborhoods capable of paying for his protection. The black markets of Discord’s underbelly are run by gangs of ysoki (ratfolk), dwarves, half-orcs, half-elves, more bizarre human-offshoots, locathah, kasatha, unique creatures from the wilds of Verdura and Fenris, and even drow. Significantly more uncommon are goblins, orcs, and ogres – ancient enemies of the dwarves – and Perianth-born elves; although Hin are occasionally spotted here, it’s incredibly rare to see one without an escort … such as a lumbering Church-sanctioned gargoyle or a heavily-armed mercenary crew.
Serenity: Known better by its inhabitants as ‘Scarcity,’ this ugly warren of trash and filth is – to those with the keen eyes to see it – a goldmine of opportunity. If the ysoki can lay claim to a home-world, this is it: the majority of the population here is ratfolk, and their laws guide the city … for good or for ill. Part of a dense asteroid-field known for dangerous gravitational eddies, the port of Serenity is a haven for pirates and criminals wanted in every other metropolis.
Linger: The last glorious remnants of the Circle of Gold are kept here, a city-sized museum dedicated to the memory of that devastated world, and to honoring the uncounted millions who perished in the flare of its destruction. It is a place of quiet luxury and high technology, where the very wealthiest of those who do business in Discord can pretend – if only for a few hours – that the Circle of Gold was never broken.
Gnomish Male Names: Andrija, Nikola, Luka, Marko, Aleksandr, Jovan, Nemanja, Matija, Miloje, Miroslav, Rodavan, Vlado, Zivko,
Gnomish Female Names: Aleksandra, Teodora, Jana, Katarina, Petra, Malina, Milena, Maja, Hana, Anja, Milica (miy-LIH-ts-a), Sara, Nina
Gnomish Last Names: Jovanović, Petrović, Nikolić, Marković, Đorđević, Stojanović, Ilić, Stanković, Pavlović, Milošević, Katić, Sinđelić, Nedić, Marić, Višnjić, Janjić, Sarić, Miličić, Milenić, Natalić, Zorić, Smiljić, Anđelić
Warforged Names: any; names of warforged are self-selected, are not derived from family, and may be drawn from any culture.
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Fenris: A frozen, rocky world of icebergs & fathomless oceans, mighty fjords, roaring hot springs, steaming river-valleys, shrieking tundra, rolling steppes, drifting ice-floes, frigid marshland, deep emerald forest, and seething volcanoes; it is “ruled-over” by a minority population of warring giants, who tear themselves fully-formed from the simmering ley-lines of the living planet; in their long shadow, bold survivors face the fierce wrath of endless winter; some clans scratch out a meager, subsistence-level hunter-gatherer existence, while others build great longhouses, fortresses, and onion-domed cathedrals of wood & stone, defying the giants; beneath the surface of the world, enchanted mechanical castles — home to slumbering vampire lords — wait in silence to be called-forth for the night-hunt.
Humans and half-orcs “native” to Fenris tend toward Cyrrolaelan and Urogalandic names, suggesting some truth to the legends of doorways in the deep woods leading between Quelya and Fenris.
The massive, smoldering, heavily-entrenched mining-city of Chaldira employs tens of thousands of workers, including innumerable indentured humans and near-humans imported from Quelya by the hundreds through the Church-sanctioned penal transportation program; most such workers are branded, upon arrival, to prevent their disappearance into the local human communities. Specialized squads of “workforce retention agents” operating under Brandobarin authority maintain an uneasy peace with nearby human enclaves … though both groups wisely fear the fury of giants, who on occasion choose to assault the veritable fortress of Chaldira seemingly out of pure malice.
Beyond humans, dwarves comprise the bulk of Chaldira’s employees; outright violence in the barracks between dwarves and their orc-blooded coworkers is frowned upon, punishable by both monetary fine and loss of privileges, but is still not uncommon. Gnomes, warforged, and even ratfolk form the Chain of Tears are also common sights, as are Hin mages and their gargoyle bodyguards, although the only thing rarer than a native of Verdura here is an elf.
For their own part, the native catfolk, kitsune, syrinx, and tengu give Chaldira a wide berth: the huge, heavily militarized mining-city has, for the most part, nothing to offer them.
Moons of Fenris
Bahgtru: A hot, dark, ash-swept landscape of dense black forests, broiling deserts, flinty badlands, murky rivers, and foreboding seas, all bearing the ravages of constant war waged beneath a coal-streaked and starless sky. A dozen or more major orc-blood nations vie for control of this resource-rich, twilight-lit world; the largest single military force – the Broken Skull Clan, led by a hulking creature called Moragrek – dominates less than 10% of the planetoid. In the deepest woodlands, orcs fly crude marrow-stained, gut-stitched banners above fallen towers still sparking with ancient Precursor-tech.
Ilneval: Floating mountains, coiling moebius-spiral waterfalls, serpentine valleys filled with boiling fog, forests of glass, a series of artificial rings, cities of broken fractal room-recursions, walking Precursor-tech “transport-facilities” the size of nations, and stranger landmarks dot this bizarre world. Worse still, the goblin-fungus of this moon has underdone a wild number of dangerous mutations, producing varieties of dangerous goblinoid entities unknown anywhere else in Pyrespace.
Luthic: A damp, echoing, rain-drenched world with a low-burning core, this windswept planetoid sees surprisingly few dangerous meteorological events – considering the near-constant cloud cover -- and features only very mild tectonic activity. As such, impossible caverns filled with warm mushroom forests abound, grazed-upon by bizarre, blind half-fungal elk. This world is by far the economically valuable of the Fenris-moons, a veritable goldmine for its Brandobarin investors; transportation to this moon is a sentence dreaded by every human living under the Church of Yondalla’s laws.
Obould: Miles upon miles of long-fallen ruins – twisting, elegant citadels of what appears to have been ancient elven construction – crisscross this rime-coated world, buried in miles upon miles of shattered ice; unfortunately, whatever strange process causes the planet Fenris to vomit-forth giants from its ley-lines is also active here: titans of frost wander the wastes, obedient to three mysterious warlords: the Shogun of Crimson Snowfall, the Shogun of the Endless Dark, and the Shogun of Winterblind.
Shargaas: High above the roiling toxic cloud-cover, cold mountain-peaks spill miles-long waterfalls from smoldering calderas; far below, falling ash and acidic sleet fall silently on the dark glass libraries of the Precursors. It is said that nothing moves here, in the realm of dead furnaces: a planetoid fallen to night. In the winding passages beneath the dormant facilities, however – the strange passages linking the long abandoned “colleges” of Hopelorn, Cold Fever, and the Citadel of Vanished Audience – somethingold and unclean can be heard clicking-away … hungry, and drawing ever closer.
Vaprak: Trolls are an infectious, predatory presence known across Pyrespace: Verdura, Tiamat, the forests of Cyrrollalee and Urogolan, the wooded isles of Tymora, the Crown-moon of Baervan, and upon most of the Fenris-moons & Forge-moons; in fact, it is believed (but not confirmed by the elves) that trolls may even be known in the wild places of Perianth. No place, however, can be said to have been conquered by the trolls like this horrid planetoid: an endless morass of sinking stonework and icy-cold swamp, a place of stench and the low whine of blood-mad insects.
Yurtrus: Miles below the Brandobarin military research-facility of Khin-Oin, a planet-sized city of war-ravaged, long-overgrown Precursor-tech glitters in the cold sunrise … while another neighborhood, connected by monorails that blur between districts faster than the speed of sound, shines like an ocean of light on the other side of nightfall. The city – nicknamed “Fleshslough” by the researchers who drift in orbit high above, perpetually examining the curious urban properties – is a vast thing of austere, ever-moving wonderment: whatever incurable, perversely-contagious disease hangs in the warm air reduces skin to boiling crimson horror in mere moments.
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Moradin’s Forge: this hyper-dense, heavily volcanic planet is just over half the size of Quelya, yet it commands a significantly more massive gravity well. Although it boasts a minimal surface atmosphere, it serves as the home world of dwarves, goblins, ogres, hobgoblins, and orcs; it is also the staging-ground for an illithid invasion-force with control over a supermassive wormhole situated somewhere beyond the edge of the known solar system; illithid forces include any number of alien monstrosities (many mutated or bio-manipulated by the illithid) stolen from a hundred different systems, of which orcs are the newest prize; 80% of all dwarves system-wide live in bondage beneath the heel of the illithid.
A single rebel city, secret in the extreme, is hidden in the shadows of otherwise-absolute illithid dominance: Veil, last hope of the Forge.
Dwarven Male First Names: Hakk, Osrick, Drok, Brut, Muls, Grold, Urbrik, Aandrak, Buulrol, Kigrer, Fraysik, Korvin, Vog, Bellbaarg
Dwarven Female First Names: Yorgwyn, Urgwan, Rren, Inngva, Kledgeg, Lonnvull, Urrgvi, Kalbri, Khora, Sro, Ohlih, Hyylkis, Memrii
Dwarven Clan Names: Grandmaul, Stonehall, Winterstride, Thunderhand, Icevein, Wargold, Blackstone, Runelore, Heartstrong, Ironblaze, Steelfist, Greysky, Shieldhorn, Axetusk, Proudburn, Stormedge
A NOTE ON DWARVEN NAMING CUSTOMS
Dwarves are hardly a monoculture, and each dwarf has dealt with the loss of Moradin’s Forge in an intensely personal way. Some dwarves have taken to answering only to their Clan name (their first name forever, abandoned), while others refuse to speak their Clan name aloud until they stand once more in the re-taken hall of their ancestors; some dwarves have founded entirely new off-world lineages -- such as Clan Dustblade of Ashen -- and some have adopted themselves into existing bloodlines: Clan Malov, the “dwarven branch” of the Malovitch crime-family is, of course, the most famous of these.
Orc, Goblin, Ogre, Hobgoblin Names: Wurgoth, Gradba, Azuk, Speghat, Cagan, Wilaktug, Sbghat, Omegugh, Fogugh, Braugh, Oggugat, Yegoth, Oogorim, Vothug, Nildud, Golag, Bugharz, Zguk, Ombilge, Zudagog, Tothag, Sogg, Narfug, Ergoth, Xorag, Orpigig, Agronak, Orakh, Xulgug, Fudagog
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Moons of the Forge AKA “The Morndinsamman”:
Abbathar: A shimmering world of vast iron pyrite slabs floating across a seething ocean of molten lead, shot-through with veins of plutonium. Extreme weather events triggered by mega-scale Precursor tech embedded at the moon’s poles – still barely understood, even in theory – routinely cause the surface temperature and atmospheric pressure to reach or exceed 4,000 degrees Kelvin and 18 gigapascals (2,610,680 pounds per square inch): converting portions of the atmosphere into solid, crystalline “red oxygen” while shattering the vast methane-plumes into sheets of pure diamond.
Berronar: A temperate world of steep valleys and winding natural cave systems, with a craggy mineral-rich surface marked by broad streams and small hardwood forests, this served for nearly seven centuries as the “second home” of the dwarven people, founded soon after first contact with gnomes from the Circle of Gold. The early loss of this quiet paradise-moon, along with the entirety of its population, to the illithid during their invasion was a brutal blow to the Clans of the Forge.
Clangeddin: A storm-wracked world of mighty fortresses and massive iron-foundries, this was the very last of Forge-moons to fall: its bleak surface is still marked with endless fields of the unburied war dead, broken banners, and mighty siege-engines half-buried in seas of ash. The endless lightning strikes are said to illuminate black rivers of goblin-fungus running between the most hallowed halls and treasure-filled tombs of the ancient dwarven kings: funerary-stone and pale gold circlets trod into the grey mud.
Duerra: In some ways, on certain battle-fronts, it can be said that the dwarven race yet stands: roaring in open, bloodthirsty, unrelenting defiance of the illithid and all their servants. On this inhospitable planetoid, a vast labyrinth of toxic metal-tainted pools, rusted razor wire, and dizzying mineshafts once used to extract silver, iron, gemstones, and titanium by the cubic ton, two rogue creations of the illithid – the duergar and the dark naga – wage endless war in the dark, focusing the psychic energies of their cold anger on killing anything that so much as looks at them sideways … and plotting, always, to escape the oubliette and shackle the universe as their slave.
Dugmaren: What was once the center of all dwarven scholarship – the eternal echoing repository of some thirty centuries of discovery, poetry, engineering, innovation, and invention, the epicenter of all history recorded by the Clans of the Forge, the memories of a people writ in rune – has been lost. None can say how many tomes and testaments were lost during the Battle of Dugmaren, put to the torch and the axe … nor how many of the great, austere library-moon’s sacred record-keepers were devoured by the rapacious illithid, their minds stolen to be used as horrid weapons against the living. For those who treasure the knowledge of ages, the fall of Dugmaren was perhaps the greatest loss of all.
Dumathoin: A lightless world, shrouded in constant slate-grey cloud-cover, riddled with dangerous – yet fantastically lucrative! – gemstone cave systems of seemingly limitless depth. In the many centuries of its exploration, it yet continues to reveal strange new secrets: some treacherous, some fantastic, all of them beautiful and curious in the extreme. Legends suggest that the winding passages here are truly limitless: that the halls curl back on themselves, leading to tunnels beneath the surface of the Forge, the Spider-Moon, the sands of Ashen, the tombs of Chronepsis, the vampire-castles of Fenris, and even the strange armor of the Celestial Pearl.
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image from here
Gorm: A cruel planetoid, a howling nightmare of treacherous, winding obsidian passageways, covered in goblin-fungus and lit only by the low blood-red flickers of a hateful molten core, the Gauntlet of Gorm was once the final testing-ground of the greatest dwarven warriors and the finest dwarven armor: here, unstoppable heroes and unbreakable shields alike were forged. Fallen, now, to the illithid, the retaking of unassailable Gorm may yet represent the last, best hope of the dwarven people.
Haela: The imposing mountain peaks of this glimmering moon are carved with the likenesses of the great clan leaders, the eternal Kings and Queens of the Forge. Beneath their austere gaze, feuding clans have, for centuries, set aside their hate and their bloodthirst to settle generations-old grudges through honorable challenge: tests of skill-at-arms, bravery, strength, endurance, mettle, riddling, drinking, cunning, and even the gift of poetry. The halls here have fallen silent, picked-at now by lean, faceless nightmare predators: misshapen things born under unclean stars.
Laduguer: A hard world wrapped in chill grey mist, a moon of foul reputation and terrible whispers drifting on the winds beneath the stone. Under a steel-grey sky flickering with impossible darkness, bottomless pits sparkling with adamantine and black diamonds rend a jagged landscape of petrified Precursor tech: shattered alien weapons, armor, engines, towers, biological experiments, and massive shipwrecks of sea, star, and air, all transformed to iron. Vast, gaping holes in the surface – some miles across – open into mazeworks of silver and mithral, precious blood-onyx and fantastic skymetals, the tunnels lit by the twisting glimmer of an unwholesome and unnatural flame. The icy peaks of this foreboding moon are home to three long-abandoned dwarven strongholds: the Citadel of the White Rose, the Fortress Hammergrim, and the Throne Perilous.
Marthammor: A wild and far-wandering forest moon of geysers and thermal vents, known for its near-constant earthquakes, its towering native flora and fauna, its softly luminescent gemstones, it extreme and unpredictable weather, and – perhaps best of all – for its sprawling subterranean woodlands: vast, steaming caverns filled with trees adapted to survive seemingly without need of sunlight. Legends speak of doorways in the deep woods to other worlds, and ancient elven runes – some millennia old – can be found carved alongside incomprehensible alien glyphs on the many moss-covered marble pillars, stairs, ivory archways of long-fallen ruins.
Sharindlar: A dusky, crimson and rose-gold planetoid of impossible buttes, wide mesas, abundant hot springs, and huge naturally occurring stone “monuments” interlaced with warm shallow seas, all brushed with glittering, coral-pink sandbars, echoing grottos, and wide white beaches. The rare minerals and exotic plant life of this moon are said to possess a variety of astonishing medicinal properties, capable of restoring life, joy, and vitality to even the most crippled form. A massive temple – seemingly of dwarven construction, yet over 7,000 years old – rises from a golden hillside surrounded by circles of great standing-stones, marked by runes of indecipherable origin.
Thard Harr: Thought to be the ancient origin-point of goblin-fungus, the so-called Labyrinth of Life is home to terrible, primordial beasts seen nowhere else in Pyrespace. This bizarre, sweltering jungle world is stacked in “layers” of independently-floating, constantly shifting plateaus, all orbiting a single boiling ocean: the destination of all waterfalls and the source of constant warm mist and heavy rain. For reasons yet unknown, the maddening complexities of this moon are well-recorded in the oral histories of many monstrous species dwelling on Verdura, who claim to have walked star-paths to this place – for purposes of tending to a mysterious “Temple of the Deceiver / Serpent-Father” – in ancient days.
Vergadain: A small planetoid of gentle hills and clear lakes with a wide orbit, this moon was – for nearly seven centuries, since 1051 A.D. – the preferred meeting-ground to facilitate trade between the races of gnome and dwarf. In the wake of utter cataclysm befalling the shattered gnome home world (in 1492 A.D.), a number of wealthy and prominent gnomish merchant-families established permanent residence here at the heartfelt invitation of their friends among the Clans of the Forge; the casual annihilation of those families by the illithid at their outset of the invasion was a horrific shock to both races.
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sersinestesico · 6 years
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“A casa”
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afterpinkdiamond · 6 years
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Rising Tides, Crashing Skies S2E7
“Rising Tides, Crashing Skies” pretends to be the first non-steven centric episode, using a cool idea to again showcase a different character’s point of view. Unfortunately, the other character.... Is Ronaldo Fryman. Making a doca-webumentary about how dangerous the Crystal Gems are for Beach City.  
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The mockumentary begins with Ronaldo blustering about no one wanting to believe the truth or see the “cracks in the facade” of life in Beach City until the attack of the Space Hand from “The Return” and “Jailbreak”. He shows his own footage from the whole event, including when he just missed the explosion. He then asks the question, what happened and who saved us? 
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Ronaldo interviews several people around town and the lower thirds just keep getting funnier and funnier. First, he at least credits his brother as an employee of the Fry Shop and Nanefua as a “local business owner”.
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Sadie is a “horror movie enthusiast” Kiki is a “pizza heiress” and Jenny is “intimidating teenage girl”. Then we get this gem:
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Steven as “gracious host” and Onion as “?????????” are just the best. Everything about this docu-fail is almost intentionally bad, other than the 2/3rds framing of the stationary shots. Ronaldo feels as he’s asking questions about the space hand he’s coming closer to the truth that the Crystal Gems are the cause of the attack.
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*side note, I laughed out loud at Onion because this reminded me of Sunstone getting slapped off White Diamond’s mecha thigh
Eventually, Ronaldo decides to get the heart of the matter and tries to contact the “elusive” Crystal Gems, only to get invited inside by Steven. During the interview, Steven confirms that the Spacehand was after the Crystal Gems and not humans. Ronaldo is then disappointed that it wasn’t coming to scoop up Humans for a Human Zoo. Of course, Ronaldo predicted the Human Zoo. He predicted the Great Diamond Authority last time, so why not let him be right again? After realizing that the space hand and other magic creatures are “attracted” by the Crystal Gems, Ronaldo then runs around asking people if they feel safe around them. He credits his father as “Executive producer” for the film project and promptly gets told to go back to work. He and PeeDee do some at night investigating, catching the Gems taking down a giant crab gem. PeeDee is frightened but Ronaldo is too focused on telling the gems to leave.
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And here she is mostly uncorrupted!!
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Ronaldo tells the Gems to leave and despite multiple protests from the others, Garnet agrees to leave, picking up Steven and ignoring Pearl’s many logical reasons for staying put. 
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Ronaldo thinks his “documentary” has “won” by driving away the Crystal Gems, until PeeDee reminds him that every weird thing on his blog comes from the Crystal Gems. Ronaldo panics and runs back to the beach house to beg them all to stay. After his impassioned plea, Garnet simply says “okay” and leaves Ronaldo to celebrate his future in “intergalactic diplomacy”. As the video ends we find out that we the audience have been watching this terrible excuse for video editing through the eyes of---STEVEN! The gems remark on how terrible of a video it is and that they’re the only ones who have seen it. Steven decides to give the video a like in sweet Steven fashion as the star iris closes on the like button. 
I really have a love/hate relationship with Ronaldo episodes because the crew has made him a character that you cannot ignore or you will miss obvious things. Ronaldo is a crackpot that is right about 1/5th of the time, or is he? Sooo you’re left wondering if there is still a subplot to be solved by unfreezing the cryogenically frozen pets of the 1% because he mentioned it within the same breath as proposing the Human Zoo. You know, the one we find out later is actually real. In this episode, there are several callbacks to previous episodes like “Steven’s Lion”, “Watermelon Stevens”, “Horror Club”, and “The Return/Jailbreak”. Several Beach City citizens have cameos and pretty much all act as Ronaldo’s straight man. Ronaldo focuses on framing the Gems as the salvation and cause of Beach City’s problems, much like Rose did for the Crystal Gems and the Earth. Without Rose, there is no rebellion, no corruption, but also no freedom. It’s kind of frustrating that this whole episode is framed as “Steven reading KBCW blog” because there are so many potential storytelling methods that would allow us to see how the humans in Beach City are affected by daily Gem stuff, but the Steven Centric focus makes it difficult to even attempt something unique. And when the crew does give us something unique, it’s an intentionally bad Ronaldo fest.  Better Episodes are coming I guess.
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sketkh · 3 years
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Initial ideations from tonight’s live storyboard build - see if you can see the stage-hand influence in my Spacehands ip. Follow me for more updates on this, Marylanders and Party Animals as I continue building my portfolio live. #storyboardartist #illustrator #stagehand #artist #space #wip #portfolio #animation https://www.instagram.com/p/CZtHKrzLIXA/?utm_medium=tumblr
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kayawagner · 6 years
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Dark Astral - ZWEIHÄNDER Grim & Perilous RPG
Publisher: Grim & Perilous Studios
WHAT IS DARK ASTRAL? The solar system is spread apart into warring fiefdoms, technology has gone by the wayside and become an extreme luxury, education is fleeting and knowledge is reserved for the powerful – meaning science and medicine lag behind. Religion and superstition reign. This is a campaign setting that’s deeply entrenched in superstition and subverted ideals, despite the staggering height of technology.
Dark Astral is the Renaissance era transplanted into the theater of the Vault of Night: foolhardy Shadowbrokers, corrupted Klergists, insane Psykonauts, hedonistic Technokrats, sanguine Manhunters and ravaged Astrotemplars all have their niche, even if their sailing ships are replaced by space arks and bows with laser rifles. In Dark Astral, we don’t use traditional science fiction terms: aliens are called The Other, gravity is called Ætherea, planets are called Dominions, spaceships are called Arks, stars are called Mirrors and space itself is called the Vault of Night. In the uncharted territories in the Vault of Night, there are not galaxies, but Wytch-spirals. Steeped in superstition and living in the wake of lost technology, Characters will struggle against the grim spectre of a corruptive force from beyond - deep within the Dark Astral!
WHAT'S INSIDE? Within this 32-page PDF, you're going to find a new approach to use Zweihänder Grim & Perilous RPG at your game table. Dark Astral is the first of a new series of chapbooks, where we've taken the base #ZweihanderRPG rules and cast them through the lens of a Biblically-inspired, pseudo future of 'Spacehander'. Dark Astral is a little bit of Alejandro Jodorowsky's unrealized take on Dune, mixed with a healthy influence of Xenogears and the gritty science fantasy of the first edition of Rogue Trader.
We've included a complete (yes, COMPLETE) equipment list, including a ton of new weapons, armor, technological trappings and Qualities that apply to them. You'll also find technical ideas around how to use #ZweihanderRPG core Professions in this chapbook, accompanied by Moebius-styled artwork drawn by Ken Duquet! 
A CHAPBOOK YOU SAY? A chapbook is an experiment on how we deliver future supplements for Zweihänder Grim & Perilous RPG. It is meant as a tasting room; we're setting the table with some new recipes, and we want to hear from you on how you like them. Our chapbooks are intended to be released exclusively on DriveThruRPG in PDF format, and eventually for print-on-demand.
You can also think of our chapbook as a 'skunkworks' of sorts; a place to run with new rules and ideas from our game table to yours. We want to hear about your experiences with Dark Astral on social media (using the hashtags #Spacehander and #DarkAstral). Based on what we hear, we may turn Dark Astral into a full-blown supplement. One of the key components of the chapbook series is to listen to you: what you like, don't like, etc. We will take under consideration community feedback, refactor where needed, blow out new options and provide a more expansive treatment should it prove to be popular with #ZweihanderRPG fans. So come along with us and join this crazy ride with our first chapbook, which we're calling Dark Astral!
Price: $2.99 Dark Astral - ZWEIHÄNDER Grim & Perilous RPG published first on https://supergalaxyrom.tumblr.com
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zachhiggins · 8 years
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Happy Friday!
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rlbarkerii · 8 years
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#spacehand #sketch #art #playingaround #boredandspace #doodle #handsarehard
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kayawagner · 6 years
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Dark Astral - ZWEIHÄNDER Grim & Perilous RPG
Publisher: Grim & Perilous Studios
WHAT IS DARK ASTRAL? The solar system is spread apart into warring fiefdoms, technology has gone by the wayside and become an extreme luxury, education is fleeting and knowledge is reserved for the powerful – meaning science and medicine lag behind. Religion and superstition reign. This is a campaign setting that’s deeply entrenched in superstition and subverted ideals, despite the staggering height of technology.
Dark Astral is the Renaissance era transplanted into the theater of the Vault of Night: foolhardy Shadowbrokers, corrupted Klergists, insane Psykonauts, hedonistic Technokrats, sanguine Manhunters and ravaged Astrotemplars all have their niche, even if their sailing ships are replaced by space arks and bows with laser rifles. In Dark Astral, we don’t use traditional science fiction terms: aliens are called The Other, gravity is called Ætherea, planets are called Dominions, spaceships are called Arks, stars are called Mirrors and space itself is called the Vault of Night. In the uncharted territories in the Vault of Night, there are not galaxies, but Wytch-spirals. Steeped in superstition and living in the wake of lost technology, Characters will struggle against the grim spectre of a corruptive force from beyond - deep within the Dark Astral!
WHAT'S INSIDE? Within this 32-page PDF, you're going to find a new approach to use Zweihänder Grim & Perilous RPG at your game table. Dark Astral is the first of a new series of chapbooks, where we've taken the base #ZweihanderRPG rules and cast them through the lens of a Biblically-inspired, pseudo future of 'Spacehander'. Dark Astral is a little bit of Alejandro Jodorowsky's unrealized take on Dune, mixed with a healthy influence of Xenogears and the gritty science fantasy of the first edition of Rogue Trader.
We've included a complete (yes, COMPLETE) equipment list, including a ton of new weapons, armor, technological trappings and Qualities that apply to them. You'll also find technical ideas around how to use #ZweihanderRPG core Professions in this chapbook, accompanied by Moebius-styled artwork drawn by Ken Duquet! 
A CHAPBOOK YOU SAY? A chapbook is an experiment on how we deliver future supplements for Zweihänder Grim & Perilous RPG. It is meant as a tasting room; we're setting the table with some new recipes, and we want to hear from you on how you like them. Our chapbooks are intended to be released exclusively on DriveThruRPG in PDF format, and eventually for print-on-demand.
You can also think of our chapbook as a 'skunkworks' of sorts; a place to run with new rules and ideas from our game table to yours. We want to hear about your experiences with Dark Astral on social media (using the hashtags #Spacehander and #DarkAstral). Based on what we hear, we may turn Dark Astral into a full-blown supplement. One of the key components of the chapbook series is to listen to you: what you like, don't like, etc. We will take under consideration community feedback, refactor where needed, blow out new options and provide a more expansive treatment should it prove to be popular with #ZweihanderRPG fans. So come along with us and join this crazy ride with our first chapbook, which we're calling Dark Astral!
Price: $2.99 Dark Astral - ZWEIHÄNDER Grim & Perilous RPG published first on https://supergalaxyrom.tumblr.com
0 notes