Guide to the Known Crystal Spheres A-L

This is sphere is mentioned as not being on any of the known spacelanes, but never actually denied. I include as part of the canon, because everybody likes a mystery. I view it as sort of an Alantis in my universe.
Home to the Dark Sun setting.
CGR1 pg.13

Also known as the Shattered Sphere. This sphere has undergone two cataclysms reducing the three large planets and their moons it once held. Into hundreds of thousands of asteroids, two suns, and dozens of planetoids and lesser moons. The gases released by the two cataclysms coalesced, forming nebulae and gas giants. This is home to the Astromundi Cluster setting.

Places of note

The Constellations
The Astromundi Cluster has a number of unique constellations which move around the interior of the sphere in a precise and ordered manner.

The major constellations are in a flat plane in line with the central sun, Firefall. These constellations represent the thirteen deities of Clusterspace, and time within the the Astromundi Cluster is measured by their movements. Each constellation moves a fixed distance during an Astromundi month, measured in relation to Firefall and the planets. Days are measured by the intensity of the constellaton, which varies in eight hour cycles. During the morning watch, the constellations are exceedingly dim and barely visible. They brighten over a perod of eight hours, until they are nearly as bright as the secondary sun, Denaeb. At this time, the constellations begin to dim once more, going out altogether by the begining of the Dark Watch.

The thirteen constellations in calender order are: Pyrax, Munigur, Gelanicus, Seltaine, Hordent, Tradifos, Yul, Fiira, Chodak, Reqis, Wajek, Sstasa, and Lugribossk. Years are also measured in order of the months, each year holding a deity's name. A complete passage of 13 named years is an Astromundi Cycle, which is given a number.

The Shtokan Nebula
Type: Irregular, poison gas.
Size: D

This somewhat amorphous accumulation of water vapor and poisonous gases floats just inside the crystal sphere in a orbit perpendicular to the plane held by the majority of the celestial bodies. The nebula manages to retain the basic appearance of a starfish.Passing thru the nebula is often a deadly experience as the poisonous gases can quickly kill the unprepared. This has given the Shtokan Nebula a dark reputation indeed. Whenever the nebula aligns with a constellation during the first of the month, it is regarded as an evil omen.

The Fringe
Type: Asteroid belt, earth/water
Size: Varies
Population Analysis: Mixed (175,000)

This is a sparsely populated asteroid belt. Most of the asteroids here are too small and too wide spaced to hold any significant amount of air. The few that do have a viable atmosphere are clainmed by the Thoric, who have several colonies in the Fringe that supply ice and other raw materials to settlements further into the Cluster, but no race has a permanent settlement here.

Type: Irregular Earth
Size: A (1,400 feet x 3)
Population Analysis: Mixed (25.000)
Prominent Land Features: An Arcane Beacon sits atop the complex on an iron tower. It's light can be seen for thousands of miles.
No natural resources. Imports cosist of: All necessities. Exports consist of: Various miscellaneous trade goods.

Highport is the only Arcane-held spaceport in the Shattered Sphere. Highport itself is the remnants of an old dwarven citadel. Calidians and neogi run the place, the Calidians specializing in ship repair and outfitting. The neogi handle the trade. The Arcane are rarely seen, but are the undisputed rulers of the port. The Arcane enforce few laws here, and the rowdy taverns are the sight of many shady dealings.

Type: Irregular, water/ice
Size: B (80 miles)
Population Analysis: Thoric (55,000)
Natural resources include: Fur, and ice. Imports consist of: Building material and food, exports. Exports consist of: Cold weather gear and ice.

This frozen world is home to a handful of Thoric settlers who make their living by hinting the fur-bearing animals who share the iceball with them. Of late the Thoric have begun to export some rather strange artifacts, which were found deep below the surface of Hatha.

Type: Irregular, earth
Size: B (25 miles)
Population Analysis: Calidian (33,000)
Natural resources include: Wood, water, cotton, silk. Imports consist of: Food, meat, tools and weapons. Exports consist of: Clothes, out-of-Cluster goods, wood.

This Calidian city rest atop a bit of craggy earth, which the city completely covers. Dalmania is completely dependent on the nearby farming asteroids for food and water. Dalmania is the strongest of the outer powers and is a bit of true civilization in the wilds outside of the Inner Belt. The merchants here are as ruthless as any neogi, but prone to less treachery. A good number of Dalmania merchants travel the phlogiston, paying a huge concession to the elven captians whose ships they must hire to leave the sphere. The price of such travel is worth it, however, as out-of-Cluster goods often bring outrageous prices and great profit.

Type: Irregular, water
Size: C (290 miles)
Population Analysis: Lizard men (49,000)
Natural resources include: Water, shadowstone, glowwood, and meat. Imports consist of: None. Exports consist of: Some finished crafts.

Khalzan is the largest settlement of lizard men in Clusterspace. Little is known of the inhabitants, because they refuse to allow other races to land. Only the neogi have come to any sort of trade agreement with them, and they peddle the strange arts and crafts of the Khalzan settlement.

Type: Irregular, earth
Size: B (45 miles)
Population Analysis: Dwarf (4000)
Natural resources include: Gems, and metal ores. Imports consist of: Food, water, and clothing. Exports consist of: Weapons, and jewelry.

This dwarven settlement was recently savaged by an attack force made up of bizarre, amoeboid creatures that have not be seen since. The attack was devestating to the small mining colony, but the hardened miners have not given up their lonely existence.

Isle of Banshees
Type: Irregular, earth
Size: A (3 miles)

A true sailors' graveyard, this scrap of land is inhabited solely by undead sailors who perished while spelljamming in the Shattered Sphere. How they all got here is a mystery, as is the reason for their undead state. Travelers in this region must be very careful, as the undead are fond of ambushing spelljamming ships that come too near.

The Great Belt
Type: Asteroid belt, earth/water/ice.
Size: Varies.
Population Analysis: Mixed (920,000)
Natural resources include: Building materials, vegetables, ice, and gems. Imports consist of: Livestock, meat, clothes, herbs and spices. Exports consist of: Ice and gems.

Somewhat smaller and thinner than the Fringe, the Great Belt is more heavily inhabited. Thoric settlers claimed most of the prime portions of this belt as their own, but the Calidians, elves, dwarves, and neogi quickly followed. The result is a hodge-podge of small communities dependent on each other for survival against larger predatory communities. Vast reaches of this belt are still uninhabited, however, devoid of arable land and too sheltered from the sun to sustain human life.

A few of the settlements include: Sverraholm (Type: irregular,earth/Size: C, 1,000 miles/Pop. 50,000 mixed), Hansear (Type: irregular,water/Size: C, 600 miles/Pop. 5,000 mixed), and Donalblan (Type: irregular,earth/Size: C, 800 miles/Pop. 60,000 mixed).

Type: Tetrahedral, earth
Size: A (3,000' x 1,000')
Population Analysis: Neogi (21,000)
Natural resources include: None. Imports consist of: All necessities. Exports consist of: None, service oriented.

The neogi designed this pyramidal trade base and commissioned the dwarves to build it. The outside of the massive trade center is dotted with ports and landing bays, but the real action occurs inside. Miles of twisting corridors and open plazas filled with merchant stalls riddle Ironport. First-time vistitors are often lost within the labyrinthine tunnels, but most are found in relatively short order. Some say that the neogi indulge their baser habits in the lowest levels of Ironport, but most think that is just a nasty rumor.

The Maw
Type: Amorphous, liveworld.
Size: B (15 miles)

The Maw is a savage living murderoid, fully grown. The locals know enough to steer clear of the thing, but more unknowing outsider has tried to land on the beat, with predictably unpleasant results.

Type: Amorphous, liveworld
Size: B (75 miles)
Population Analysis: Elves (17,000)
Natural resources include: Water, food, and building materials. Imports consist of: None. Exports consist of: None.

Home of a scattered tribe of elves. Giltiond is formed from a single huge vine. The vine has grown around numerous earthen asteroids and sizable chunks of ice, from which it draws nourishment. The elves harvest all the food and water they need from the vine, from fruits and vegetables to seed pods filled with fresh water. Xeonphobic and somewhat paranoid, the elves of Giltiond have started the inevitable slide back toward barbarism. They no longer build any sort of dwellings or wear clothing to speak of, and wander ceaselessly along their vine, strengthening its defenses. Caution must be taken when dealing with these dangerous savages.

Type: Cluster, water.
Size: B (90 miles)
Population Analysis: Lizard men (9,000)
Natural resources include: All Imports consist of: Spelljamming craft. Exports consist of: Scouts, and explorers.

This cluster of worlds is home to another colony of lizard men, but is much more open to contact with outsiders. The Ssthakal speak of their distant relatives on Khalzan, in slightly condescending tones and hint that those lizard men are hopelessly naive. Known for their fighting prowess, the lizard men of Ssthakal have seen duty in many of the wars that have erupted in Clusterspace. They are also renowned for their dilligence as scouts and explorers.

Type: Irregular, earth.
Size: C (110 miles)
Population Analysis: Dwarf (46,000)
Natural resources include: Iron and gems. Imports consist of: Food, water, and clothing. Exports consist of: Tools, weapons, armor, and jewelry.

This massive asteroid is home to the largest colony of dwarves in Clusterspace. The entire surface has benn covered with fortifications and living quarters for non-dwarves in order to encourage trade between the various races. The interior has been used as a mine and living quarters for the dwarves, but is still largely unworked. Travelers seeking exquisite, durable metal work come here, as do those in need of a large quantity of raw materials. Due to the numerous wars within the Cluster, the dwarves have become wealthy from the sale of their unique weapons.

Type: Sphere, air.
Size: F (30,000 miles)
Population Analysis: Calidian (1,500,000)
Natural resources include: Food, water, gems, and metal ore. Imports consist of: Weapons and spelljamming equipment. Exports consist of: Finished goods.

This small gas giant has two ring systems (Type: rings earth and air/Size: varies/Pop. 800,000 Calidian) and a large moon, Netune (Type: sphere,earth/Size: D, 3,000 miles/Pop. 700,000 Calidian).

Colonies of Calidians have gathered here and coalesced into the Grand Duchy of Trinona. The Duchy was first scoffed at when it was first organized, but its staggering mercantile success and hardy defenses quickly made it into one of the Calidian powerhouses. Aside from the many mining towns and villages that exist within the rings, a goodly number of free-floating colonies have sprung up within the gas giant itself. Joined by ropes and loose bridges, these platform villages have become procurers of magical goods. No one knows the origions of the strange items and materials they offer for sale, but some believe they have something to do wth the haunted ruins of Netune.

Type: Cluster, water
Size: C (220 miles)
Population Analysis: Thoric (18,000)
Natural resources include: Water. Imports consist of: Food, building materials, and miscellaneous supplies. Exports consist of: Adventurers.

This remote Thoric outpost has become a haven for adventurers and other mercenaries. It is unequalled as a jumping off point for adventurers or as a place to get information from other heroic types. It's not a particularly pleasant place to live. Made up mostly of water, large sections of Drachengard freeze over when its orbit carries it away from the secondary sun, Deneab. Drachengard gets its name from its founder, who killed a radiant dragon.

Type: Cluster, earth.
Size: B (80 miles)
Population Analysis: Thoric (11,000)
Natural resources include: All. Imports consist of: Weapons, minerals, rare herbs and spices. Exports consist of: Spelljamming gear (nonmagical), tools.

Nearly remote as Drachengard, this Thoric settlement is made up mostly of explorers and traders. Tronsogard is a rough-and-tumble place. Rugged adventurers will fit right in, but refined travelers may be a bit offended by the squalid living conditions. Though they have the appearance of barbarians, the Thoric here are as civilized as any. They simply don't spend as much time on comfortand appearances as other colonies might. Things here are built to be fuctional and simple to repair, a quality which has endeared Tronsogard equipment to many a spelljamming captain.

Type: Cluster, liveworld.
Size: C (550 miles)
Population Analysis: Elves (36,000)
Natural resources include: Necessities, and organic building materials. Imports consist of: Spell components, inorganic building material, metal ores, and metal weaapons. Exports consist of: Food, wine, star charts, and transport services.

Appearing to be a tangled cluster of twisted vines and clods of earth at first sighting. Avarien becomes recognizable as a large elven settlement as one draws near. Somewhat reclusive, the elves of Avarien will engage in trade, as long as it is on their terms. No ships are allowed to land o their vegetable-like home; instead, the elves send their flitters out. Because of this, no one knows much about what goes on within Avarien. Attacked by illithid and Antilan forces several times, Avarien has proven that the elves are quite capable of defending their homes from invasion, though they seem to have no interest in conquest.

Sargasso of Skulls
Type: Amorphous, sargasso.

No one knows much what lies within this magic-dead area. All that can be seen from the edge of the sargasso is a ring of strange skulls which define its perimeter. Within the sargasso itself, a purplsh cloud blocks vision. Occasionally, the clud will clear for a few secods, revealing strange creatures that are quickly gone from sight. Some old spacedogs claim to have braved the Sargasso of Skulls, but their tales are regarded as flights of fancy, filled as they are with talk of mammoth serpents and gelatinous hulks.

Type: Cluster, earth.
Size: C (610 miles)
Population Analysis: Varan (380,000)
Natural resources include: Wood, livestock,and food. Imports consist of: Metals, gems, and clothing. Exports consist of: Livestock.

This Varan/Thoric co-settlement is free of the Illithid presence normally associated with the Varan in other parts of Clusterspace. Here the Varan have become trading barons, using the swords of their Thoric partners to protect their trade routes.

Type: Sphere, earth.
Size: C (130 miles)
Population Analysis: Calidian (110,000)
Natural resources include: Vegetables, livestock, water, and organic building materials. Imports consist of: Inorganic building materials, tools and armor. Exports consist of: Fruits, vegetables, rare herbs, and spices.

This a a prosperous Calidain farming community. Thandilan is small, but its peopleraise crops in abundance and ship them to less fertile settlements. The result is a land of gentlemen farmers who have accumulated fortunes over the years. As a farmworld it is valued above all others in the Cluster, and guarded accordingly. A standing force of dwarven mercenaries guard the place, as do a number of Calidian lanceships that orbit incessantly.

Type: Sphere, air.
Size: G (100,000 miles)
Population Analysis: Calidian, Illithid.
Natural resources include: Minerals, metal ores, water, and shadowstone. Imports consist of: Food, equipment, and finished goods. Exports consist of: Metal ores and gems.

A massive gas giant, Calimar has three moons of considerable size. Unfortunately, tempestous weather renders these moons uninhabitable over large areas of their surface. By half-burying their structures, the Calidian settlers were able to weather the worst of storms. The discovery of great mineral deposits on each of the moons led to mining and the eventual ascesion of the moon miners as suppliers of natural materials. Unfortunately, the settlements possessed little military might and were conquered by the Varan/Illithid alliance some years ago. Now, the older mines have been converted into living quarters for Illithid nobles and their Varan lackeys.

The Calidians originally inhabited the smallest moon, Sultamar (Type: sphere,earth,and fire/Size: C, 1,000 miles/Pop. 30,000 Calidian, Illithid), then spread to Calamed (Type: sphere,earth/Size: C, 1,000 miles/Pop. 70,000 Calidian, Illithid), and Amaron (Type: sphere,earth/Size: F, 10,000 miles/Pop. 2,300,000 Illithid, Varan).

The Dark Group
Type: Cluster, earth.
Size: Varies.
Population Analysis: Illithid, Calidian (1,700,000)
Natural resources include: Water, antiques (all), shadowstone (Achemo), rare spices (Khel), Livestock (Lumura), vegetables (Mitiar), and Iron (Torin). Imports consist of: Food, wood (all), building materials, slaves (Khel, Lumura), and mining tools (Torin). Exports consist of: Shadowstone (Achemon).

This collection of five asteroid clusters is all that is remains of one of the worlds destroyed by the First Cataclysm. Strange ruins from before that time still remain on many of the asteroids. All are infested with undead, who have considerably inhibited the exploration of the ruins.

The asteroid clusters are known as: Achemon (Type: cluster,earth/Size: C 500 miles/Pop. 100,000 Calidian), Torin (Type: cluster,earth/Size: C, 600 miles/Pop. 550,000 Varan), Khel (Type: cluster,earth/Size: C, 800 miles/Pop. 50,000 Illithid), Lumura (Type: cluster,earth/Size: C, 1,000 miles/Pop. 800,000 Illithid), and Mitiar (Type: cluster,earth/Size: C, 1,000 miles/Pop. 200,000 Calidian).

The Glacier Belt
Type: Asteroid belt, ice,earth.
Size: Varies.
Population Analysis: Thoric (6,600,000)
Natural resources include: Ice. Imports consist of: All but water. Exports consist of: Ice.

This asteroid belt is composed of cold earth and frozen ice masses, with ice predominant in the mix. Vegetation is difficult to find here, but a few Calidian settlers hit upon the lucrative business of exporting water to colonies where there is a water shortage. The Calidians have established a few trade cities here. The Antilans followed, but maintain only a single outpost which supplies the water to the drier colonies near Firefall. Recent arrivals, the beholder and illithid presence here is quite strong. No one is quite sure what either race is after, but violent disputes between the two are common.

Type: Sphere, air.
Size: F (18,000 miles)
Population Analysis: Beholder (1,100,000)
Natural resources include: All. Imports consist of: None. Exports consist of: None.

Deyomad is a huge purplish-green gas giant surronded by a dense ring system. Asteroids of up to size C are common here, and the beholders exploit most of them. The beholders will destroy any ship that enters Deyomad space, so little s known about the system. Spelljamming spies have reported huge asteroids covered with slaves, and others speak of strange devices under construction.

Type: Sphere, air.
Size: F (40,000 miles)
Population Analysis: Illithid/Varan (3,000,000+)
Natural resources include: Water, shadowstone, marble, fungal vegetation, and precious metals. Imports consist of: Slaves, food, finished goods, artisans and craftsmen. Exports consist of: None.

The gas giant twin of Deyomad, Usathrandra has been stopped in its orbit by the magic of the Illithids. Its moons do not orbit either, and have been frozen in the eternal shadow cast by the planet.

These moons are: Darkwatch (Type: sphere,earth/Size: C, 1,000 miles/Pop. 200,000 Illithid,Varan), Talos (Type: sphere,water/Size: C, 1,000 miles/Pop. 800,000 Illithid,Varan), and Illimandra (Type: sphere,earth/Size: F, 15,000 miles/Pop. 2,000,000+ Illithid,Varan). These moons make-up the seat of the Illithid Empire. All are mysterious places populated by illithids and things much, much worse.

The Varan Group
Type: Cluster, earth.
Size: F (40,000 miles)
Population Analysis: Illithid/Varan (6,600,000)
Natural resources include: All necessities, and minerals. Imports consist of: Weapons, and tools. Exports consist of: Servitors to the Illithids.

One of the largest terrestrial bodies in the Cluster, the Group is populated by a number of Varan warlords. Most of the Varan living within the group have family or friends in service to the Illithids, and have allowed the Illithids room to build fortressess and/or outposts. The Varan Group is quite cold, especially at its center, which is sheilded from the light of the sun by large asteroids. Here, the temperature can drop very near freezing, making it inhospitable to most races. The Illithids find it comfortable and the Varan have learned to survive as well.

Type: Irregular, earth.
Size: B (21 miles)
Population Analysis: Dwarves (8,000)
Natural resources include: Iron, wood, and vegetables. Imports consist of: Water, clothes, and meats. Exports consist of: Weapons.

A new colony, this asteroid is about twenty miles across. The dwarves here specialize in the creation f new and deadlier weapons for spelljamming ships, and many of their inventions now grace neogi decks. Other dwarves regard the Chakaraks as rebels or traitors, but will not explain their reasons for this.

Type: Irregular, water.
Size: B (65 miles)
Population Analysis: Neogi (33,000)
Natural resources include: Water, exotic herbs, and black pearls. Imports consist of: Umber hulks, and building materials. Exports consist of: Black pearls and exotic herbs.

Once a home of the Lizard men, this water world was "purchased" by the Neogi several cycles ago. The Lizard men were seen leaving in Neogi ships, but no one knows where they were bound. Now Neogi settlements litter the surface of the world, and great temples to their strange gods have been erected.

The Inner Ring
Type: Asteroid belt, earth.
Size: Varies.
Population Analysis: Antilan/Caldian (10,000,000+)
Natural resources include: Water, vegetables (Atalan), wood, vegetables, fruit, and livestock (Sharona), gold, and gems (Thundazar). Imports consist of: Water (Atalan), livestock, wood (Sharona), and jewelry (Thundazar). Exports consist of: Building matrials, meat (Atalan), iron, water (Sharona), food, water, and livestock (Thundazar).

This heavily-populated asteroid belt is the heart of the Astrmundi Cluster. Antilan ouposts spiral upward next to the squat Calidian city-states, Illithid embassies and dwarven mining barracks sit side by side. Virtually every known race is represented here (with the notable exception of the beholders) in some form, and trade is fast and furious. By universal agreement, war is banned from the Inner Ring. The penalty for breaking the ban would be disasterous, as every other race would turn on the offender.

It is here that most adventurers start their careers, hooking up with one of various ships leaving the Inner Ring ports or by purchasing their own spelljammer to journey into wildspace, or even exploringthe wild, uninhabited regions of the Ring itself. There are rumors that illithid and beholder groups have sprung up in the so-called Grim Regions, but such tales are still unconfirmed.

A couple of the bigger, more well-known Inner Ring ports are: Atalan (Type: Irregular,earth/Size: C, 100 miles/Pop. 100,000 Antilan.), Sharona (Type: Sphere,earth/Size: C, 900 miles/Pop. 1,00,000 Calidian.), and Thundazar (Type: Sphere,earth/Size: B, 80 miles/Pop. 20,000 Antilan,Calidian.).

Type: Irregular, earth.
Size: B (8 miles)
Population Analysis: Neogi (8,000)
Natural resources include: None. Imports consist of: Food, water, Inner Ring goods, and raw materials. Exports consist of: Antilan goods, and finished products.

The neogi, ever quick to pick up on a good trading scheme, hauled this asteroid into orbit just within the Inner Ring. From here they sell all manner of exotic goods, purchased in the Ring, to captains of Antilan ships on their way to trade in the asteroid belt. The Antilan captains save travel time and the neogi make a huge profit. However, a consortium of trade houses within the Ring are looking for a way to end this advantage and it is unknown how long the neogi scheme will last.

Type: Sphere, air.
Size: G (60,000 miles)
Population Analysis: Antilan/Calidian (5,000,000)
Natural resources include: Water and vegetables. Imports consist of: All but water and vegetables. Exports consist of: None.

This is a gas giant with three major moons (Sharya, Thuma, and Iatan) which are held by the Sun Mages and Calidians.

Sharya (Type: sphere,earth/Size: C, 1,000 miles/Pop. 3,000,000 Antilan) holds many resort settlements, catering to the pleasures of all races.

Thuma (Type: sphere,water/Size: C, 500 miles/Pop. 200,000 Antilan,Calidian) has a very small population, but as a water world it is very valuable to the Sun Mages' inner settlements.

The Calidians have managed to hold Iatan, (Type: sphere,earth/Size: C, 800 miles/Pop. 1,800,000 Antilan), though it is only a matter of time before the Antilans get serious about seizing that moon as well. For now, the Calidians use Iatan as a farming colony, providing food for their more distant settlements.

Type: Cluster, earth.
Size: D (1,150 miles)
Population Analysis: Antilan/Calidian (2,800,000)
Natural resources include: All. Imports consist of: None. Exports consist of: Slaves.

A Sun Mage slave belt, this area was once a group of Calidian city-states. The Antilans now use it to breed slaves. Rumors of rebellion among the slaves here are constantly floating about, but thus far the Sun Mages are still in power.

Type: Cluster, water.
Size: C (225 miles)
Population Analysis: Antilan (55,000)
Natural resources include: Water, and minerals. Imports consist of: All. Exports consist of: None.

Originally an ice and earth comet, Malishan eventually fell into a stable orbit and began to thaw. Now it is a large blob of water surrounded by a few small chunks of earth, all bound together by a common atmosphere released in the thawing process. The Antilans claimed Malishan as their own Cycles ago, and use the cluster as a watering post and a staging base for local invasions.

Tumara Cloud
Type: Irregular, ai.
Size: C (730 miles)
Population Analysis: Antilan (75,000)

The Tumara Cloud is an air nebula a mere 700 miles across. The Antilans have established a number of free-floating towns within the nebula, using their crystal platforms as foundations. The Sun Mages use this area as a naval base for building and repairing their crystal ships. This colony is the center of Antilan spelljamming might and is defended accordingly. More than a hundred seperate attempts y illithids to destroy the ship-building facility have failed in the last Cycle alone, and several more were stopped before they ever reached the Cloud.

The Golden Girdle
Type: Asteroid belt, earth.
Size: Varies.
Population Analysis: Antilan (12,000,000 total)
Natural resources include: All. Imports consist of: Slaves. Exports consist of: All.

Here, the Antilan culture can be seen in its fullest glory. This is the center of their Empire, the richest and most hospitable of the asteroid belts. Natural resources are plentiful, including water, sunlight, and plenty of earth to build and farm on. Millions of Antilan citizens dwell within the Golden Girdle, and it is the most coveted home in the Cluster.

To further cement their power within the Girdle, the Antilans have constructed three artificial worlds which orbit in a triangular formation, each point equidistant from Firefall. Each of the so-called flat worlds is actually a hemisphere, with the flat side facing the sun.

Kashimar, (Type: flatworld,earth/Size: C, 300 miles/Pop. 3,000,000 Antilan.), holds the infamous Crystal University, storehouse of Antilan magical knowledge.

Mu-Thalak, (Type: flatworld,earth/Size: C, 300 miles/Pop. 8,000,000 Antilan.), is peopled mainly by the various noble houses and the Antilan military, and is the capital of the Antilan Empire.

Tan-Sharm, (Type: flatworld, earth/Size: C, 300 miles/Pop. 1,000,000 Antilan.), is a mysterious world, strictly forbidden to all but the Antilans. Some say the Antilan gods live there, surrounded by their faithful, but no one is really sure.

Type: Irregular, earth.
Size: B (75 miles)
Population Analysis: Dwarves (22,000)
Natural resources include: Minerals. Imports consist of: Food, water, and clothing. Exports consist of: Weapons, armor, jewelry, gems, and mercenaries.

This dwarven settlement was, at one time, the most profitable mine in Clusterspace. The ore bodies are now nearly depleted and many of the one-time miners have turned to mercenary work. Of course, within the Golden Girdle, these dwarves serve as Antilan shock troops. This arrangement has worked out well for everyone, as the Antilans get expert troops and the dwarves maintain their freedom.

The Shakalman Group
Type: Cluster, earth.
Size: C (800 miles)
Population Analysis: Antilan (260,000)
Natural resources include: Minerals, and crystals. Imports consist of: Food, water, and building materials. Exports consist of: Crystal ships, and Crystal citadels.

Despite being nearly uninhabitable due to extreme heat and lack of water, this cluster is very important to the Antilans. The earth masses here are a veritable treasure trove of mineral resources. Crystal ships are constructed here in utmost secrecy, as are the crystal citadels. Human slaves are stored here, to ensure that there is never a lack of labor for the building of these mammoth constructs.

Dwarven slaves are rumored to be held here as miners, but this is pure conjecture. If it were true, the dwarves on Barukhaza would surely have found out by now and taken steps to remedy the situation. Then again, perhaps they value their own freedom more than that of their cousins.

Type: Sphere, fire (sun).
Size: G (98,000 miles)

This is the secondary sun of the Asromundi Cluster, an exquisite body of sapphire flame with a steeply inclined orbit. The light from Denaeb is not as easily visible as that from Firefall, but it is no less beautiful or inspiring. Spelljammers have begun to notice flickerings within the sun's center, and many mages believe that the sun is actually shrinking. Whether this is true or not, there has been a great deal of activity around the sun in the past few years.

Islands of the Sun
Type: Asteroid belt, earth and fire.
Size: Varies.
Population Analysis: Antilan (30,000)

Floating between the Cluster's two suns, this asteroid belt is intolerably hot. There is no way that anyone could live here (other than fire elementals and the like), but rumors persist that the Sun Mages have built magically protected fortresses here as a fallback position if they need to retreat during war.

Type: Cluster, fire (sun).
Size: I.

A unique type of sun, Firefall is a cluster of fire bodies of various colors. These bodies rotate about each other, waxing and waning in a regular pattern that is extraordinary to behold. The natives of Clusterspace also refer to their sun as the sun-fountain. Visitors wll never forget its brilliant displays.

This sphere is dominated by jade green insects. No other feaures are given in the book.
TCMC6 pg.7

Darkspace is a sunless, shadowy void that has long been dead. Physically, the system has no planets. It is dominated by the huge husk of its dark sun. Debris of an unknown and strange nature floats in various orbits around the dead sun, some pieces the size of moons and small planets. Unlike normal wildspace, which maintains a constant temperature, Darkspace is always cold with strong, biting winds. This is also the home of the vampire T'Lann.
SJA3 pg. 39

Reputed to be a major port sphere for the Elven Imperial Navy.
Dungeon #36 pg. 41

the Dead Shell
The system within the shell is a standard system, but with a few differences. The system's primary is a black hole several miles across, but with a mass of a sun several times bigger than Realmspace's sun. Because the primary gives no light or heat, the sphere is dark and cold. The only illumination comes from a few stars, tiny lights sparsely scattered across the inside surface of the shell, and from a ring of gas that glows with a sullen, reddish light.

Orbiting around the black hole are two planets and something else. Both are Size G Earth-type worlds, circled by rings of ice. They are voidworlds, devoid of air, water, and life. They are so old, that over the millions of millennia, mountains have collapsed under their own weight. Their surfaces are flat and featureless, and killingly cold. Both revolve clockwise around the primary.

The third body is an irregular nickel-iron asteroid revolving counterclockwise around the primary. It is so small and distant from the primary that it's almost impossible to find. This is the Juna Outpost, more detail on the outpost can be found in SJA2.
SJA2 pg.46

The location and nature of the Dizantar's home sphere is a mystery.

This sphere is rather unsual in that it has no central sun that planets revolve around. Instead the sphere is dominated by an unimaginably huge tree. The tree is so large that it is impossible to view it in its entirety. The roots of the tree disappear at the bottom of the crystal sphere. The branches and leaves of the tree are so tremendous that they have their own gravity and hold a virtually inexhaustible air supply. Hanging from certain branches around the tree are its strange fruit: giant, burning suns. In combination they light the entire sphere with brilliant illumination.

Supported on the branches of the tree are eight planets; exactly half the number of suns on the tree. The leaves of the tree are constantly shifting and changing positions. In this manner, they selectively block the light of the many suns during certain times, effectively creating night and day on the various planets. On the trifurcation of the mammoth tree is a vast, beautiful city. This is Armon, capital of Faeriespace and home of Aelivere.

Faeriespace has a unique society in that the entire solar system is one large community. Despite the wide variety of races and cultures that exist here, all is peaceful and unified. The common tongue of man has no word for this unusual peace, but in the faerie tongue it is called shrakma. The word actually has two totally contradictory meanings. In one sense, it refers to the unifying force in Faeriespace that ties its people together as one. But it also can refer to the carefree, chaotic spirit of the inhabitants that make up this mystical, faerie sphere. While humans and other races may find these concepts dichotomies, to Faeriespace inhabitants, they are one in the same. Not unlike the oriental concept of Yin and Yang, both elements of shrakma exist to complement each other as a whole. It is through the philosophy-force of shrakma that all things in Faeriespace live in unison.
SJA3 pg. 18-27

Places of note

In addition to serving as the sphere's capital city, Armon is also a place of wonder and curiosity. In few other places can one find humans, elves, brownies, nymphs, orcs, and other strange and magical creatures living together in one civilizaton.

Armon has a population of about 30,000 creatures. It has no goverment in the traditional sense, as has no real need for one. Creatures that are accustomed by nature to peacefully co-existence constitute the population of Armon. Even those creatures that are normally violent (humans, orcs, ect.) seem to fall naturally into the scheme of things.

Aelivere is called the One-King of Faeriespace. He is the absolute authority in all matters in the solar system. His will extends to and controls all things from the basic nature cycle to decisions of state.

Collectively these four planets located on the tree's lower limbs are known as Upgood. These worlds generally contain the light or good races/creatures normally associated with Faerie realms.

The planets are Genla, Freemor, Agron, and Tiqua. The planets have a wide and varied range of terrain features.

Collectively these four planets located on the tree's lower limbs are known as Vastdarken. These worlds generally contain the darker or evil races/creatures normally associated with Faerie realms.

The planets are Morath, Krag, Beastra, and Mish. The planets have a wide and varied range of terrain features. One particular atmospheric effect of Vastdarken is that the sky always appears overcast and stormy.

Glowrings Sphere
No details for this sphere are given beyond the name.
TCMC3 pg. 33

The Golotians are humans with a culture not unlike that of Greyspace a few thousand years ago. The people are mystical and superstitious. Dragons and similar magical beasts rule the skies.
SJA4 pg. 52

The planet Gorth is the only habitable planet in teh sphere and is covered with lush and ancient forests. This is a favorite hunting gound and shore leave location for Vodoni enforcers, and the system's central location within the Vodoni Empire makes it ideal for just that.

There is no known sentient life on Gorth, just animals.
SJA4 pg. 52

Greatspace consists of seven planets that revolve around a central yellow sun, known as Lanth. Greatspace as a whole is a very intellectually aware culture and, in general most people are aware that they live upon a single planet in a much larger solar system.

The people of Greatspace are an intellectual lot. They are prone to believe in the ways of science before magic. Legends and mystical tales of times past hold little importantance for the Citizens. But suprisingly, the people of Greatspace hold a strong reverence for the gods, whom they do not consider to be legendary.

Citizens hold the gods and goddesses of the Greek pantheon to be important. These intellectual, aesthetically inclined beings are so much like their mortal followers that one wonders if the Citizens did not somehow create these gods for their own purposes. It is believed that Zeus himself created Greatspace when he grew tired of the petty actions of his mortal followers in some other sphere. Because of their extreme reverence for Zeus, only citizens of noble birth are permitted to become clerics of Zeus. They are considered to be the most special of all mortals and are afforded great privileges in their lives.

As a whole, the Citizens are aligned away from evil. In fact, very few people living in Greatspace are evil. Those who are evil are shunned and hated. As a result, the gods and goddesses of the Greek pantheon who are evil are not openly worshipped. SJA3

Places of note

This is closest to the sun and is uninhabited due to the extreme temperatures found on its surface. At the perigee of its orbit, the surface of Karrington soars to as high as 600 degrees. It is a lifeless, waterless, featureless void with a thin, barely present atmosphere.

The surface of Skora is dominated by violent, destructive storms in a poisonous methane atmosphere. There is on civilization on this planet. There is however, rumors of a wizard known as Klemen who has magically prepared a place on Skora as his home.

Thesalys is a beautiful planet. It has a wide varitey of climate and geography. There are many unique cultures living on Thesalys; so many, in fact, that seperate volumes could easily be dedicated to the array of life styles found on Greatspace's "capital".

Although Greatspace is a single goverment, it is less structured than many typical goverments simply due to the vast distances between planets and the differences of the many cultures found there. In general, the planet is divided into five seperate major goverments, each peacefully vying for political supremacy on Thesalys. To date, House Shambrath is the most dominant and has been so for several centuries. House Shambrath's rule is not resented and is considered benefical.

Lagor's World
Named for the ancient sage and astronomer Lagor, who discovered the planet some 850 years ago. Lagor's World is a densely populated, very civilized world. Some 50 different human cultures live on the planet, with small mixtures of demi-humans, mostly gnome and halfling.

The climate and geography on Lagor's World is similar to Thesalys, if not just slightly cooler.

This is another planet discovered by Lagor some nine centuries ago. Longpoint is not inhabited. The giant planet is ravaged by violent sesmic and volcanic activity, eliminating the possibility of civilization.

This place is the most stunningly beautiful of all the planets of Greatspace. Hecht is a mountainous, wild planet with the sparsest population of any of the Greatspace worlds. The inhabitants of Hecht tend to live in small communities that are isolated from other people. They have a tremendous respect for the land they live on and treat it accordingly. Rangers and Druids are held in high regard by Hechtians.

The people themselves are a wonder. Humans and elves are the only sentient races found on Hecht. Both males and females on Hecht are blessed with striking physical beauty, and an ugly child has never been born there.

The most distant planet from Greatspace's sun is a barren, almost lifeless void. Artic storms of epic proportions tear across Boran's frozen surface ravaging everything in their paths.

Home to the Greyhawk setting.

The details of this sphere concern itself mainly with the planet of Crescent and briefly mentions Starfall as the next planet out from Crescent, known for a strange little tavern called The Philosophers' Rest, frequented by sages, metaphysicians, philosophers, and a healthy number of would-be intellectuals. And Loom, a mammoth ovoid world, as the most distant planet from the Heartspace system.
TCMC5 pg. 16-106

Places of note

Crescent is actually a cresent-shaped world. The two pointed ends of the planet seem fixed in space, as though attached to a single axis. and the world rotates around that axis, as though it were a spherical world.

The planet's entire population was concentrated on the inner surface of the arc. The outer surface of Crescent is a rugged, inhospitable place. The land surface was all mountains and craters, split with great cracks and fractures leagues wide. There aren't many clouds, but the few that are move incredibly fast across the surface, hinting at ship-killing winds.

The inner surface is downright inviting. A land of blurred greens and browns, reminding one of the terrain around Evermeet or Rauthaven on Toril in Realmspace. There are mountain ranges big enough to be seen from space, but they're old and weathered with smooth, rounded peaks and rolling shapes.

Visitors on Crescent must make landfall at the city of Compact, landing anywhere else is strictly forbidden, and any attempts to land elsewhere will be viewed as an attempt to smuggle.

Compact is Crescent's major city and is home to the Great Archive a massive libary, that is allegedly the greatest repository of knowledge in the universe. Within Compact the first thing you notice is that everything is noticably drab from the buildings, streets, and even clothing are in shades of gray, with no other color. Even the peoples skin tone has a gray tinge.

The people are a somber lot rarely looking up from the ground at their feet. They speak to each other in hushed tones, even the children have this manner, looking and acting like minature adults.

The people here follow the True Path, the religion of Crescent, the worship of the god Marrak, Master of All Knowledge. The faith itself is based around a reverence for knowledge and learning. The Church of the True Path, is the organized, bureaucratic religion that's grown up around the Marrakite faith has made some changes. According to the Church, knowledge is to be revered, and just about everything else repressed. Which has led to the Way of the Plain, which is to blame for the somber attitudes and lack of color. Visitors need to be careful when wearing colored clothing as some of the more fanatical followers of The Way may attempt to show you the errors of your ways.

The White Elf tavern is said to offer excellent service to travelers.

Herdspace is a sphere with no planets. It's like a giant planet all to itself. Upon entering the sphere ships drop to tactical speed. The entire inside of the sphere has an atmosphere, and the vegetation can be gargantuan, with live plant-like creatures known as mega-fauna that are tens of thousands of miles tall. Where ever these mega-fauna walk they leave footprints that fill up with water and become lakes, the water in these lakes have the power to negate all magic, as long as the object is in the water.

This sphere is also the home of a falmadaraatha (a spelljammer-sized slug) known as One Six Nine, a sage of great reknown when it comes to matters of wildspace. He lives on the horn of one of the mega-fauna.
TCMC3 pg. 49, 168+

Space is vast and distances are great. Many diverse cultures exist in the mighty flow and wildspace. In all of this, there is a world called Herospace reserved for proven heroes. To live in Herospace, an individual must prove to be above the common man. Entry into Herospace is controlled by a group called the Rational Order of Magistrates. This body is the sole keeper of the sphere and the sole judge of those who hope to call it home.

Herospace is a unique sphere (as far as is known) in that it has not one sun, but nine seperate suns. Each sun is much smaller than a typical sun that provides light to an entire galaxy, and has a single planet revolving around it. The suns of Herospace are each a different hue. The planets each represent one distinct alignment; with few exceptions, persons may live only on the planet that corresponds to their personal alignment.

For more on the unique aspects of this sphere pertaining to access and defenses see SJA3 "Crystal Spheres". As it goes on for some great length describing these procedures.

Places of note

Alignment: Lawful Good Sun: White
The domain of lawful good heroes, as one might suspect, is an ordered structured place. All the seasons are of equal length and are completely predictable. Even the geography of the world is symetrical. Strangely enough, no matter where one is on the planet, warm, balmy weather prevails in the summertime, and cold winds and frosty mornings mark winter.

Alignment: Lawful Neutral Sun: Yellow
Hearthguard is the most sparsely populated planet in Herospace. Hearthguard is somewhat barren exhibiting harsh, hot weather. Most of the surface of the planet is desert-like in climate and geography.

Alignment: Lawful Evil Sun: Bood Red
As full of despair as its name implies, Darkseed is a dark eye of gloom in the system of Herospace. Even in its daylight hours, Darkseed recieves little light from its blood-red sun, and is often in total darkness for many days. The landscape of the woeful planet is as flat and endless as it is dull. To venture out of sight of a landmark such as one's home is dangerous.With nothing to guide one's travel, a person will easily become lost. Regardless of where one is or the time of year, a cool, steady wind always blows across the featureless plains of this planet.

Alignment: Neutral Good Sun: Light Orange
Of all the planets of Herospace, Cumberland most closely resembles the familiar country areas of the three major spheres (Krynnspace, Greyspace, Realmspace). The planet is progressively colder towards its poles, with a warm, tropical region at its equator. The planet has a variety of landscapes ranging from sub-artic mountain regions to temperate hilly regions to arid deserts.

Alignment: Neutral Sun: Light Blue
The vast majority of this world is covered in forestland. Of all the worlds, Ge'Neva has the greatest population of wildlife. It also houses a great number of Druids.

Morgan's World
Alignment: Neutral Evil Sun: Dark Blue
The geography of Morgan's World is as twisted as it is dark. Grossly malformed trees and rocks make up the forests; most mountains are formed into gruesome, unspeakable visages; and bitter, harsh rain falls from the sky. The wildlife consists of animals so deformed that they are mere shadows of their former selves.

Alignment: Chaotic Good Sun: Light Purple
Woodhaven is the most beautiful of the planets. Rolling, grassy hills give way to large abundant forests. Wildlife is both plentiful and dazzling. Woodhaven's climate is generally fair throughout the planet and varies little from one hemisphere to the other.

Alignment: Chaotic Neutral Sun: Gray
The surface of the planet is strange indeed. The entire planet is covered with the ruins of ancient buildings. There is no real goegraphy other than the endless maze of ruined city streets filled with crumbling, decaying buildings. Underneath the city, there lie literally endless miles of grisly, twisting sewers.

Alignment: Chaotic Evil Sun: Dark Green
The planet possesses a mixed climate that, not unlike Cumberland, grows progressively colder toward the poles. It has an abundance of wildlife and plantlife. It is also home to great tribes of violent and hateful humanoids.

The Kofu sphere is an anomaly among the known spheres. This system is completely solid, filled with the black crystal shell material straight to the core. The planets of the system are actually just huge air-bubbles within the medium, and each of the three major bubbles has a small star at its center.

The peaceful Kofu race look just like drow elves, although they have none of the drow abilities or penalties in light. They are primarily farmers who tend monstrous farms all year round. They have no idea what "night" is.

The only way to reach a Kofu bubble is to accidentally discover a portal tunnel and sail down it, fast. Interdimensional travel is also very helpful here. Portals between them open seemingly at random, though, it is possible that some of the more powerful denizens can manipulate them.
SJA4 pg. 52

Korvspace is made up of Tezcat the system primary, Korvada, Teirze, Sidar, Klegrn's Bones an asteroid belt, Lipoca, Ilthurk, Glayse, and Quetze

The predominately elvish Korvadan Empire has controlled the Inner Sphere for the past two hundred years. The Imperial seat is on Korvada. Teirze, has been throughly colonized. Sidar is currently being actively explored and colonized. Sidar and the asteroid belt known as Kleggra's Bones are considered the frontier of the Korvadan Empire.

The Elven Imperial Navy maintains several ports in Kleggra's Bones in response to the Illithid threat, and also act as ports of entry for traders and havens for the free traders who prospect the belt. Trade and regular patrols make Korvspace a very busy place.
Polyhedron #81

Kra'akenspace has no large gravitational bodies. The whole crystal sphere seems to be filled with large, green floating asteroids comprised of a porus organic material, huge floating masses of plant life. In fact, the entire crystal sphere is filled with breatheable air, and has often been mistaken for a huge node of elemental air.

The beneficent Kra'aken (often called "the Kra'" to avoid confusion with the giant squid-like monster of similar name) are creatures not unlike those found upon some of the upper planes in most spheres. The Kra'aken, who appear as slender semi-transparent, winged humanoids of unearthly beauty live in huge floating biospheres.

Because of their innate telepathic abilities, the Kra'aken possess a truly impressive knowledge of the other spheres in the Vodoni Empire. Rarely a day goes by when a traveler neither sets forth for or returns from the reaches of the Vodoni Empire.

Strangely, the Kra'aken possess no spelljamming technology, and are not even particularly fond of magic. They prefer instead to make friends, hitch a ride or pay for their passage.
SJA4 52

Officially Krynnspace is a closed sphere with the coming of the Fifth Age. Home to the Dragonlance setting.

The only details mentioned about this sphere is of wolf-people of Mefesk who sail between the worlds of Lorpulan in ships of ivory and bronze.
TCMC6 pg.7

Little remains of this burned-out hulk of a sphere, but it is obvious that no natural catatrophe is responsible for the wholesale destruction seen herein. Arcane weapons of war and the remnants of vessels and cities can be found everywhere. Whatever happened to the former inhabitants of this sphere is unknown.

The sphere is a treasure trove of unusual artifacts, new spells, and advanced weaponry.
SJA4 pg. 52

* Members of the Vodoni Empire

Spheres A-L
Spheres M-Z
Fan Spheres