Aliens and Worlds

Return to Spelljammer.

## Aliens

Hailing from every material sphere, individuals from nearly any race can be found in space.

### Well Defined Factions

* *Solari Empire -* The Sunflow Republic, Elven Imperial Fleet - Astral Elves, other Elves. The Imperial Navy was a collection of individual fleets spread throughout the Known Spheres. Officially, the Fleet answered to the royalty of the groundling elves of each crystal sphere, as if all elves collectively belonged to the same empire; in truth, they operated as a distinct entity. Currently at war with the Scro in the Second Unhuman War.
* Scro - The Scro is a coalition of "monstrous" species lead by the Scodoro
* Githyanki
* Illithid: *Illithid Dread Reach*
* Neogi
* Ohr Kaluun Star Empire - Based off of Starfinder's Azlanti Star Empire. The pre-Unity people of Ohr Kaluun were driven by a thirst for magical knowledge and a deep paranoia that spread through every level of society. Millennia ago, thousands of colonists from Ohr Kaluun followed the governor Eronestria through magical portals to New Thespera, a distant planet orbiting the star Aristia. Just after a few months, the portals failed, stranding the pioneers on New Thespera and rendering their home forever inaccessible.

### Alien Species (Canon to Spelljammer)

* Astral Elves - Descendants of the elven slaves brought into Siberspace by the spacefaring giants of Eberron. The eldest of the empire who haven't left the Astral Plane in millenia still remember the old days of the Cul'sir Empire.
* Arcane / Mercane - Mysterious progenitor species that makes Spelljamming possible
* Lizardfolk - *Za'axspace*
* Dracon - Dragon centaurs
* Dragonborn: *Elitari Drakkospace*
* Dwarves: Star Forge, Twilight Belt, Harnwihr, Torenmel
* Giff - Victorian hippopotamus gunslingers; *Giff Powderspace*
* Hadozee - Ape people with hanglider arms
* Hurwaet (The Wiggles) - Froglike fish people
* Rastipede - Insectoid centars
* Plasmoid - Ooze people
* Scro - *Replaced with the Scodoro (below)*
* Xixchil - Praying mantis craftsmen
* A race of beings called the **Boumman** live on the Astral Plane.
* Once they rebeleled against the daelkyr, the **githyanki** and **githzerai** fled to the Astral Plane.
* Chattur - Racoonfolk
* Oortling - Oortlings are small, gray skinned humanoid creatures with large heads and big pure black eyes.

### Other

* Myconids. Terraform barren planets and asteroids with oxygen-producing fungi. puffball mushroom “ships” that randomly float into asteroids. The Dohwar have been working with the myconids of civil wildspace to create “The Unreal Market”, their answer to “The Immeasurable Market” of Sigil. It is a realm of imagination in Dal Quor that can only be accessed by people intoxicated by myconid spores. It is easier to access than the immeasurable market, but because it is a realm of dreams, nothing you acquire there is technically real; it will disappear when damaged and slowly fade to nothing if it is away from you for too long. https://youtu.be/OzECbHlfgrE
* Locathah, in modified reverse-Fish Suits that keep them hydrated. Spelljamming ships waterlogged. "Guppers"
* Fey: *Bear King's Meadspace*
* Firbolg & Giants: *Elder Font*
* Ghoul: *The Ghoulish Empire, rebranded as the Ghoul Friendzone*
* The Oard. Basically the Borg.

### Alien Speecies (Homebrew)

* Scodoro (AJ Pickett)
	+ The Sodoro are a unique alien species known for their impressive size, strength, and endurance. These 10-foot-tall humanoids have a suaurian-based biology, but are often confused with being mammal primates like humans. They have impressive musculature and bulk, which has evolved to adapt to a high-gravity enviroment. The scodoro are strictly herbivorous, and which would surprise many humanoids due to their uncanny resemblance to a variety of "pig-faced" orcs. The scodoro have a staged growth process that includes several distinct phases of development; they can both hatch from eggs and be born of live birth.
* Engi - Nomadic gnomes from a distant star who destroyed their own civilization when they created the Clockwork Horrors. The engi now wander wildspace in their Migrant Fleet, trying to discover a means to end the threat of their creations and return home. They are brilliant artificers and well known for constantly wearing protective enviromental suits, which the most skilled among them augment with magical tools, weapons, and defences. It is the engi who created the auto-gnomes. See Quarian. [FTL, Mass Effect]
	+ Clockwork Horrors. The constructs were given the imperative is to "Bring joy, and eliminate suffering. Champion peace, and maintain order."
	+ , which turned sour when the machines reasoned that only a world without life is at peace.
* [Mass Effect] Batarian - Four-eyed capitalists with a subscription-based caste system
* [Mass Effect] Elcor - Massive and slow-moving elephantine people
* [Mass Effect] Hanar - Polite psychic jellyfish people that worship flumphs, come from the same planet as the Slugs
* [FTL] The **Zoltan** are an alien race whose bodies are composed of pure, harnessable energy. Whilst a deeply officious and obtuse people, they generally favour diplomacy over acts of aggression and are known for being fair and just in their dealings with others. Although they claim to have no ties to the The First Storm of Lamannia, the zoltan may be a form of lightning genasi that was touched by the plane in the ancient past.
* [FTL] The xenophobic, leisurely **Slugs** make their homes in areas engulfed in enormous nebulae. They developed on an ocean world which lead to them evolving unique telepathic abilities in order to overcome the general lack of visibility.
	+ [Treasure Planet] Zirrelian are a race resembling muli-tenticled sea slugs.
* Hylotl - Semi-aquatic Axolotl people
* Zarre - One-eyed aberrations that never die of age; they simply forget everything
* Dvati - humanoid twins who share a soul.
* [Ben 10 aliens]
* [Treasure Planet] Ursid Bear-like humanoids with clawed fingernails, hand markings, large nose, and usually brown-tan skin with wrinkled features.
* [Treasure Planet] Vermilinguan are a race of anteater-like aliens.
* [Treasure Planet] Tuskrus are a race of large, semi-humanoid creatures with features of rhinoceros, manatee and walrus-like. They are grayish-purple with clawed fingers, coiled tentacles that serve as legs, and a pudgy horn-like limb that sprouts from their head
* [Treasure Planet] Optoc are a race of green-skinned, six eyed creatures. Due to their vision capabilities, members of his race often become lookouts for sailing crews.
* [Treasure Planet] Aquanoggin (or known as Aquanog for short) are an alien race of humanoid Angler Fish with short legs, two toes, and Sharp toenails. They also have two slightly bulky arms with four fingers each. they also have tyrannosaur-like heads with Semi-reptilian aquatic features as their name "Aquanog" says.
* [Treasure Planet] https://treasure-planet.fandom.com/wiki/Arcturian
* [Treasure Planet] Cragorians are an honorable race of rockpeople who possess excellent combat and leadership skills. Cragorians are large humanoids, standing between 7 and 8 feet tall, and are made out of stone instead of flesh.

### Prime Material Plane

**Material Spheres.** The material plane containsd many other "crystal spheres" with the ability to support life. In the ancient past, the crystal spheres floated through the Astral Sea on the Phlogistan. Tens of thousands of years ago, however, the rivers of Phlogistan mysteriously dissapeared, isolating the spheres from one another. Without the Phlogistan, traveling through the open astral sea took months or even years to arrive at even nearby spheres. But a few years ago, the Phlogistan mysteriously returned. The crystal spheres slowly drift in the Phlogiston, making the 3D maze of worlds impossible to fully map, but there are some groups of crystal spheres that maintain their relative positions in stable clusters.

The known material spheres are:

* The Known Spheres
	+ Eberron
	+ Rings of color pools that orbit Siberspace
	+ Yggdrasil (Terra Medius) (Created by Dol Arrah and Severa, with the help of Zadila; the setting of our first campaign)
	+ Armillaria Astralis - Embodyment of Armillaria Ostoyae in the Astral Sea, at the base of the Yggdrasil. Psilofyr's mind.
	+ (Eberron Tu'ranath Hand) Githmir - Githyanki outpost on a giant petrified hand that orbits Eberron's crystal sphere in the Astral Sea
	+ https://dreampuf.github.io/GraphvizOnline/#graph%20%7B%20%0D%0A%20%20%20%20layout%3Dcirco%3B%0D%0A%20%20%20%20%7B%20%0D%0A%20%20%20%20%20%20%20%20node%20%5Bfontcolor%3Dblue%20shape%3Drectangle%20style%3Dfilled%5D%0D%0A%20%20%20%20%20%20%20%20a%20%5Blabel%3D%22~~%20Cluster%20Exit%20~~%22%5D%0D%0A%20%20%20%20%20%20%20%20b%20%5Blabel%3D%22~~%20Cluster%20Exit%20~~%22%5D%0D%0A%20%20%20%20%7D%0D%0A%20%20%20%20Eberron%20%5Blabel%3D%22Siberspace%20(Eberron)%22%5D%0D%0A%20%20%20%20Eberron%20--%20%22Yggdrasil%20(Terra%20Medius)%22%20%5Blabel%3D%22%22%5D%20%5Bdir%3Dforward%5D%3B%20%0D%0A%20%20%20%20Eberron%20--%20%22Color%20Pools%20to%20Outer%20Plane%22%20%5Blabel%3D%2212%20Concentric%20Rings%22%5D%20%5Bstyle%3Ddashed%5D%3B%20%0D%0A%20%20%20%20%22Armillaria%20Astralis%20(Psilofyr)%22%20--%20%22Yggdrasil%20(Terra%20Medius)%22%20%5Blabel%3D%22%22%5D%20%5Bstyle%3Ddashed%5D%20%3B%20%0D%0A%20%20%20%20%22Githmir%22%20--%20Eberron%20%5Blabel%3D%22%22%5D%20%5Bstyle%3Ddashed%5D%20%3B%20%0D%0A%20%20%20%20%22Githmir%22%20--%20%22Yggdrasil%20(Terra%20Medius)%22%20%5Blabel%3D%22%22%5D%20%5Bstyle%3Ddashed%5D%20%3B%20%0D%0A%20%20%20%20%22Oddspace%22%20--%20Eberron%20%5Blabel%3D%22%22%5D%3B%20%0D%0A%20%20%20%20%22Oddspace%22%20--%20%22Yggdrasil%20(Terra%20Medius)%22%20%5Blabel%3D%22%22%5D%3B%20%0D%0A%20%20%20%20%22Oddspace%22%20--%20%22Githmir%22%20%5Blabel%3D%22%22%5D%20%5Bstyle%3Ddashed%5D%20%3B%20%0D%0A%20%20%20%20%22Korv%20(Elven)%22%20--%20%22Yggdrasil%20(Terra%20Medius)%22%20%5Blabel%3D%22%22%5D%3B%20%0D%0A%20%20%20%20%22Korv%20(Elven)%22%20--%20b%20%5Bstyle%3Ddashed%5D%20%3B%20%0D%0A%20%20%20%20%22Thoon%20(Destroyed%20Illithid%20Sphere)%22%20--%20%22Yggdrasil%20(Terra%20Medius)%22%20%5Blabel%3D%22%22%5D%3B%0D%0A%20%20%20%20%22Thoon%20(Destroyed%20Illithid%20Sphere)%22%20--%20%22Oddspace%22%20%5Blabel%3D%22%22%5D%3B%20%0D%0A%20%20%20%20%22Oddspace%22%20--%20a%20%5Bstyle%3Ddashed%5D%20%3B%20%0D%0A%20%20%20%20%0D%0A%20%20%20%20%22Kythri%22%20--%20%22Siberspace%20(Eberron)%22%20%5Blabel%3D%222%20Days%22%5D%20%5Bstyle%3Ddashed%5D%20%3B%20%0D%0A%20%20%20%20%22Shavarath%22%20--%20%22Siberspace%20(Eberron)%22%20%5Blabel%3D%22%22%5D%20%5Bstyle%3Ddashed%5D%20%3B%20%0D%0A%0D%0A%20%20%20%20%0D%0A%20%20%20%20%22Daanvi%22%20--%20%22Siberspace%20(Eberron)%22%20%5Blabel%3D%22%22%5D%20%5Bstyle%3Ddashed%5D%20%3B%20%0D%0A%20%20%20%20%22Dolurrh%22%20--%20%22Siberspace%20(Eberron)%22%20%5Blabel%3D%22%22%5D%20%5Bstyle%3Ddashed%5D%20%3B%20%0D%0A%20%20%20%20%22Fernia%22%20--%20%22Siberspace%20(Eberron)%22%20%5Blabel%3D%22%22%5D%20%5Bstyle%3Ddashed%5D%20%3B%20%0D%0A%20%20%20%20%22Irian%22%20--%20%22Siberspace%20(Eberron)%22%20%5Blabel%3D%22%22%5D%20%5Bstyle%3Ddashed%5D%20%3B%20%0D%0A%20%20%20%20%22Lamannia%22%20--%20%22Siberspace%20(Eberron)%22%20%5Blabel%3D%22%22%5D%20%5Bstyle%3Ddashed%5D%20%3B%20%0D%0A%20%20%20%20%22Mabar%22%20--%20%22Siberspace%20(Eberron)%22%20%5Blabel%3D%22%22%5D%20%5Bstyle%3Ddashed%5D%20%3B%20%0D%0A%20%20%20%20%22Risia%22%20--%20%22Siberspace%20(Eberron)%22%20%5Blabel%3D%22%22%5D%20%5Bstyle%3Ddashed%5D%20%3B%20%0D%0A%20%20%20%20%22Syrania%22%20--%20%22Siberspace%20(Eberron)%22%20%5Blabel%3D%22%22%5D%20%5Bstyle%3Ddashed%5D%20%3B%20%0D%0A%20%20%20%20%22Thelanis%22%20--%20%22Siberspace%20(Eberron)%22%20%5Blabel%3D%22%22%5D%20%5Bstyle%3Ddashed%5D%20%3B%20%0D%0A%20%20%20%20%22Xoriat%22%20--%20%22Siberspace%20(Eberron)%22%20%5Blabel%3D%22%22%5D%20%5Bstyle%3Ddashed%5D%20%3B%20%0D%0A%7D
* The Radiant Triangle
	+ Realmspace - Toril (Forgotten Realms)
	+ Greyspace - Oerth (Greyhawk)
	+ Krynnspace - Krynn (Dragonlance)
	+ Clusterspace / Astromundi Cluster - A "trap sphere" that spelljammers can freely enter, but not escape
	+ Herospace - 9 suns and 9 planets, only creatures of a certain alignment can land on a planet
	+ Faeriespace - Thelanis manifest zone, primary body is an enormous tree, harmonious unity between all civilizations on each planet
	+ Darkspace - Mabar manifest zone; A dead system that was destroyed by a single vampire centuries ago, now houses a planet full of undead. Home of the Vampirates.
	+ Greatspace? - scientifically advanced crystal sphere who are prone to rely on science rather than magic. Their gods were once the greek pantheon, but the people of Greatspace regard legends and mystical tales of times past as of little importance. *(Maybe replace with Theros?)*
* Pathspace - Golarion, the setting of Pathfinder Pathfinder Lore- Solar System; Pathfinder Distant Worlds Setting
	+ Pact Worlds Government
	+ Veskarium is in the same cluster as Pathspace
* Dargrim
* Gnomes: *Mizzleburn Zeta/Theta (this is the same world, connected across space/time)*
* Domina Cluster - Setting of Magic: the Gathering; has the special property that Planeswalkers can easily travel between the worlds in the cluster
	+ Amonkhet, Dominaria, Innistrad, Ixalan, Kaladesh, Ravnica, Theros, Zendikar, Theros
	+ There's probably more
* Exandria
* Zero's monster hunter setting
* Worlds from the Radiant Citadel (Khyber Dragonshard), scattered across the map. The Radiant Citadel can be used to quickly teleport across the spelljammer map, but Spelljamming ships *can't* be teleported to the citadel.
* Etharis - Grim Hollow setting, grimdark gothic horror
* Primeval Thule - Sword-and-sandals, low magic, prehistoric/bronze age barbarians
* Orizon - post-post-apocolypse; Floating islands over dangerous wastelands and wilderness
* Oddspace - Oddworld https://oddworld.fandom.com/wiki/Glukkon
* Mundus/Scrollspace - Nirn and 8 "Divine" planets, setting of the Elder Scrolls
* Hammerspace - Quamundi "The Fated Place", setting of Warhammer Fantasy.
* Mealspace - High-medieval realm where all living creatures are food. Setting of D20's Crown of Candy.
* The Beholder Triumvirate
	+ 3 Crystal Spheres ruled by a single three-headed beholder.
	+ Secret connection to another sphere known as "MOTHER"
* Astral Hazards:
	+ Hemoaris - A sphere of blood, rather than crystal. Inside is a swirling void of blood and agony. Eellike blood vessels swim through this endless sea, dreaming of perfect worlds. These celestial parasites sometimes escape their eldritch home to consume life in other worlds.
	+ Rannoch - Home of the Clockwork Horrors
	+ A cloud of rasberry-flavored alcohol from actual, real-world space. Dwarves have almost certainly set up shop here.
	+ The Dreaded Clownspace
	+ Points of Interest: *Celestial Graveyard, Chain Anomaly, Stebbodin Nebula, Hamster Nebula, The Void, Astral Overgrowth (space druids), Deadspace, Arrays / Obelisks, and constellations*
* Astral Sea Locations
	+ The Bonecloud.
	+ The Athar Citadel (p. 72). The Athar are anti-religious monks and insurgents dedicated to overthrowing religions, debunking beliefs, and undermining faith in the powers. They aim to demonstrate that these "Dead Gods" which float through the Astral are no better or more important than any mortal. Because the unpopularity of these activities, the citadel is well guarded.
	+ The Court of Godslayers (p. 77). A splinter group of the Athar, banished because of their militant pursuits. The Godslayers go one step beond the simple belief that the powers aren't actually deities or gods; the godslayers believe that every so-called "god" must be destroyed. Of course, they've never actually *killed* a god, but the Godslayers claim that it's only a matter of time.
	+ Sharokarthel - Ruins of an ancient city of a draconic empire; it was left abandoned when it's glory nearly freed Tiamat on Eberron. It surely holds untold wonders and treasures, but it’s protected by powerful curses and traps.
	+ Pylas Var-Tolai - Elven citadel, where the elves of Eberron astral project to
	+ The Radiant Citadel
	+ The Colorless Pool (p. 77). A legendary color pool said to lead to *all places* at once. The color pool is invisible, but the sound of the portal is enough to deafen any who come near. Legend says that the pool can be found only by listening for it, and following the sound for 400 years. Unlike most places in the Astral Sea, you can't come here just by thinking it; you must be lead either by the sound or by someone who's been there before.
	+ The Divinity Leech (p. 80). The Divinity Leech is an eldritch machine created by the mad artificer Ghyris Vast and a pair of Rakshasa. The Leech supposedly draws the life energy from a dead god; this energy can then, supposedly, be used to perform great feats of magic -- up to and including a self-directed divine intervention! How much of this is true is suspect; It has yet to have actually been created, and Ghyris tends to rant when it comes to the machine. Most people fear that the compound will be attacked at any moment by the fury of the Guardian of the Dead Gods -- but others claim that the fact that it hasn't yet indicates that the Leech doesn't even work.
	+ The Living Sea (p. 83). A color pool portal to the endless ocean was opened less than a century ago, causing a huge mass of water to flow into the Astral Sea. The thoughts drifting through the Astral Plane have somehow affected this mass of water, imbuing it with a consciousness of its own.
	+ Pitiless (p. 86). For millennia, people have used the Astral Sea as a dumping ground to send their refuse: cursed items, magical experiments gone awry, monsters too dangerous to defeat, and unwanted humanoids who have been banished from their home plane. A pair of dwarves dedicated to the Forgotten Prince have taken control of this vast field of extraplanar garbage, creating a prison/warehouse for unwanted and forgotten people and things.
	+ The Swallowed City (p. 90). This was once a city on a prime, that was sucked into the astral sea when a new conduit was formed. The inhabitants of the city were resourceful, and adapted to life in the Astral plane. Buildings of the city are tied and chained together so that they don't drift apart.

* Misc.
	+ The Lucosphere

1. ↑ 1.0 1.1 ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
2. ↑ ***Explorer's Handbook***.
David Noonan, Rich Burlew, and Frank Brunner (2005). Wizards of the Coast. ISBN 0-7869-3691-6.