Crystal Spheres M-Z

Moragspace
This sphere is filled with asteroids, planetoids and other bits of various debris. The sun is a flat disc whose lighted side faces the center. It occupies the farthest orbit from center outside the debris. This sphere was used as base by the scro and housed the Gamaro Base during the Second Unhuman War.
SJS1 pg.7, SJQ1 pg.81


Nexspace
A small crystal sphere no more than a journey of 24 hours end to end. There is no light inside the sphere until the dust cloud and inside the dust cloud is class B planet orbited by two dozen class A suns. Nex is a live world that is inhabitied by the descendents of or close relatives to the Juna. They have stagnated as a race in an evolutionary sense. Since the planet provides for their needs there is no need to strive for things or struggle with day to day living. The planet can also maneveur the suns to intercept an incoming ship and destroy it.
TCMC5 pgs.90-91, 139


Ouiyanspace
The birthplace of The Spelljammer. Also known as The Broken Sphere. At the end of the novel series this sphere was made hole and was regenerating itself. There is no way to enter this shere. Eighteen worlds were said to be in this sphere. Aeyenna was the primary, the worlds mentioned are Asveleyn, BedevanSov, Colurranur, Elias, Ladria, Ondora, Resanel, and Thoris.
TCMC6 pg.246+


Passarspace*
This sphere has no indegenous, but possesses vast natural resources. The system is filled with asteroids and planetoids and has no central star to provide light or heat.
SJA4 pg.52


Pathspace
The only feature mentioned is the planet Devis.
TCMC2 pg.10


Pirtelspace
Dungeon #36, 45


Primespace
No features mentioned in the book.
TCMC5 pg.202


Realmspace
Home of the Forgotten Realms setting.
This is where the Rock of Bral is to be placed, that is if you follow the Forgotten Realms canon. Various products from that line have placed Bral within the Tears of Selune. According to SJ canon The Rock is designed to be placed anywhere, and IMO it works best in a stand alone sphere. IMC Bral has it's own sphere.
SJR2

Places of note

The Sun
Planet Type: Spherical Fire Body
Planet Size: H
Escape Time: 24 turns
Satellites: 8 Planetoids
Day Length: 37 hours
Year Length: none
Population Analysis: Creatures from the elemental plane of Fire
Climate: is one of eternal heat. There is no known magical item that will enable a creature from the Prime Material to survive here.
Prominent Land Features: The Sun does have certain features, but they are completely unusable to the standard character races.

Around the Sun, in an orbit 40 million miles out, are twelve magic-dead globes known as sargassos. These are 100,000-mile diameter areas that effectively shut down all helms, and other magic.

Anadia
Planet Type: Spherical Earth Body
Planet Size: B
Escape Time: 2 turns
Satellites: none
Day Length: 12 hours
Year Length: 30 days
Population Analysis: Halfings are predominate on both poles, while the equatorial sections are riddled with umber hulks and other unique Anadian beasts
Climate: planet is closest to the sun. The equatorial sections are dry, lack foilage, and unlivable by most humanoid standards. The polar regions are warm, with a high humidity but livable.
Prominent Land Features: Much of the surface is covered in gargantuan canyons that dwarf the Great Rift on Toril. The polar regions are covered with rolling hills, dotted with beautiful fields and trees. The closer to the poles the denser the trees become and the steeper the hills. The land is criss-crossed by streams and rivers.
Resources/Trade: The Southern Polarate is in a constant state of feuding, they have no trade in progress with SJ societies. The Northern Polarate's exports are plant and animal products. Powderpuff a smokepowder-like substance, Crispyleaf a leaf that when eaten appeases even the largest of appetites. Imports are weapons, worked metal, and common magical items of all sorts.
Ports of Call: Both polar regions have several locations for spelljammers to dock.

Coliar
Planet Type: Spherical Air
Body Planet Size: G
Escape Time: 12 turns
Satellites: none
Day Length: 30 hours
Year Length: 8 months
Population Analysis: Avian humanoids, reptiles, and avian life
Climate: Because of its proximity to the Sun, the planet is quite warm. The temperature never falls below 75 degrees F. except at the poles, where it can reach 40 during the winter.
Prominent Land Features: Inside the huge atmospheric envelope float thousands of earth and water islands. The upper atmosphere is completely shrouded with a 100-mile thick cloud cover making vision into the interior impossible.
Resources/Trade: The aarakocra are known to trade gems for smokepowder and weapons. The lizard men import SJ technology in exchange for aarakocra meat and feathers, gems and water.
Ports of Call: There are 50 different trading posts throughout the planet.

Toril
Planet Type: Spherical Earth Body
Planet Size: E
Escape Time: 4 turns
Satellites: 1 moon, asteroid cluster
Day Length: 24 hours
Year Length: 365 days
Population Analysis: Human and Humanoid races most prevalent.
Climate: Is a varied mix,much like our own Earth.
Prominent Land Features: Toril is 60% water. The largest land mass is split into three seperate continents. These are the Heartland, the Horselands, and Kara-Tur. There are several other continents as well, The New World of Maztica, is almost as large as the Heartland and Kara-Tur combined. There are several large islands that are large enough to be considered continents. Toril also has several seas. The Great Sea, Celestial Sea, Sea of Fallen Stars, the Shining Sea and the Cold Sea to name a few.
Resources/Trade: Much trade goes on in the various SJ ports, with just about anything available.
Ports of Call: On the continent Heartland there are two known ports. The largest is Waterdeep, the second being Calimport. The continent of Kara-Tur contains the vast majority of SJ ports the largest of these being Chunming the capital of Shou Lung. In Wa in the city of Iiso, is a medium-sized SJ port. In the middle of the largest glacial mass within the Wu Pi Te Shao mountains lies the strangest SJ port on Toril- The Dock. Cut into the glacial ice and written in many differet languages of all sizes across the docks is the proclamtion "The only Arcane Trading Post on Toril". It is what it claims to be the largest Arcane held SJ port on Toril. Lastly on the island nation of Nimbral lies The Resort. No trade is allowed here, this is strictly a port for R&R.


Redeyes Space
This distinctive space landmark is a huge crystal shere dominated by a pair of very, large, deep red fire worlds.

Lying between human and illithid-dominated areas, Redeyes has often been a battleground. It is littered with salvageable debris, because only the desperate or very well-armed come scavenging.

Redeyes is home to at least one rogue death tyrant, lots of scavers, and cinnamon-brown space-stirges and a host of human and humanoid reavers.
SJR1 pg.62


Refuge Space
This small crystal sphere is found near Realmspace contains a large sun, only one planet, its moon and a small outer planetoid.

Established and controlled by the Arcane, it is the largest off-world base known to spacefarer's where the Arcane build, repair, and modify ships. Safer and more tightly controlled than the Rock of Bral, Refuge is used by many prudent and good-alighned adventurers in space as a "vacation destination".
Dragon #159

Places of note

Welcome
The outermost planetoid in the sphere. A dozen or so sarphardin can be found around Welcome at all times. Welcome glows with its own radiance from the Glowmoss Gardens on the surface. Frequent travelers to Refuge also know that Welcome houses a strong defensive navy. They serve to escort or tow crippled ships into Refuge, to quarantine suspected plague ships, and to break up any running battles that come into the sphere.

Below
An uninhabited world that provides visiting ships with free air and water, but it's not recommended to land to explore or attempt their own repairs, as the world is very dangerous.

The Arcane stock Below with hundreds of monsters from a hundred different spheres. The Arcane offer expensive "safaris" here to space weary adventurers and pampered nobility.

The Guardian Ring
A ring of two dozen or so "space golems" that protect Refuge itself. A gnomish invention that fits a minor helm to a stone golem, and mounts two medium ballistas on its back.

The Salvage Ring
The Arcane buy fragments of old ships for scrap, reuse, and spare-parts (no questions asked). These wrecks are tetherd together in orbit around Below. Most parts for a damaged ship can be found here..for a price.
Pirates, scavvers, and worse have been known to lurk amid the chaos of the ring, but the Arcane use hired Giff muscle to prevent stealing from the ring.

Refuge
Refuge appears to be a huge,well-tended garden from the surface, studded with luxurious homes and occasional larger structures- the banks, the Great Vault, hotels, drydocks, hospitals (some of the best care in any sphere), casinos, and taverns.


Salzarspace*
One of the strangest spheres in known space, the Salzarian sphere is composed of one small water planet at the center of the system, surrounded by eight fiery stars that roll around the inside of the sphere. When two stars meet they pass through each other wth a fiery explosion. Nothing magical works within this sphere, even spelljamming devices. Travel is by oar, sail, or physical flght.

The Salzarians are a race not to be taken lightly, though only a few hundred are known in existence. Theylook like giant balls of water, averaging 500 feet in diameter. Ther hit points number in the thousands, and finding them within the watery planet is as difficult as defeating one in combat. They are immune to all forms of magic
SJA4 pg.53


Sazaurspace
Home sphere of the Ravager. A massive beholder weapon built by the Sazaur nation. Unfortunately they lost control of it and after destroying the entire Sazaur nation it disappeared out of the sphere into the phlogiston.
SJA1 pg.3


Shadowspace
The crystal sphere is surrounded by thick black clouds as a defensive measure by the gods to discourage trespassers and increase security. Temperatures are about 50 degrees F and normal vision is limited to 5 feet. The cloud is home to countless shadows.

Shadowspace consists of nine planets orbiting a green pyramid-shaped sun. The sphere is noticably cooler than most. The celestial bodies all seem to be frozen in place, most of the planets are flat, and are cloaked in perpetal twilight. A thin, black haze permeates wildspace reducing visiblity to a ten hex limit.
SJQ1 pg.31

Places of note

Constellations
Consists of a series of stars arranged to form images. They emit a magical light enabling them to be seen anywhere in Shadowspace. The magical light is extremely bright but not harmful, staring at the stars does not cause blindness or any other adverse effects. The shafts of light jion with the stars, creating the images of a dragon, skull, goblet, and a fish.

Sohhoras
Type B Spherical Earth body.

Sohhoras is solid granite, premeated by winding passages and huge caverns. Temperatures average about 50 degrees F. It is about 75 miles in diameter.

Lukkum
Type B Flat Earth body.

Lukkum was once a great spherical planet of grassy hills and fertile valleys.But after the sun transformed, Lukkum collapsed in on itself, flattening to a disc roughly 150 miles across and 5 miles thick. Huge slabs of land were pushed to the surface, creating jagged mountain ranges and lacing the terrain with deep cracks and crevasses. Surface temeratures now average 55 degrees.

It is inhabited by the Odux, a primative group of humanoids who resemble 7-foot-tall humans with bluish skin and wispy white hair. And the Dridge, who resemble 8-foot-tall humanoids made of granite, but are otherwise identical to galeb duhr.

Ivussus
Type A Cluster Earth.

Ivussus is nothing more than a collection of chunks of rock, the largest 300 feet in diameter. These fragments still retain breatheable atmosphere. Temperatures average 60 degrees F.

Empunatus
Resembles an immense comet, frozen in place like the other Shadowspace bodies. The tail of the comet, consisting of streamers of sparkling multi-colored light, is about 300 miles long. The 5-mile-diameter head, resembling the head of an elderly human male with lon flowing hair, is also made out of multi-colored light. Both the head and tail are translucent. The head's cheeks are puffed out,as it were holding its breath.

Chonnot
Type B Flat Water body.

Chonnot is a 150-mile-diameter disk, 10 miles thick. Mile wide islands are scatterd across its surface, densely covered with tall, leafy green trees. Atmospheric and water temperatures average about 65 degrees F.

Inhabited by two water-dwelling species, a foot-long goldfish and dragon turtles.

Wirrit
Type B Spherical Air body.

Wirrit is a spherical air world about 100 miles in diameter, composed of nothing but breathable gases. Temperatures throughout the planet average 70 degrees F.

Debris Belt
Except for three 2,000-mile-wide gaps, this belt of variously sized chunks of matter completely encircle the sun. Because of this belts density, ships can't move faster than 500 yards per round when moving through it.

Kiffin
Type B Flat Special body.

Kiffin was orginally a smooth, spherical planet made of a substance resembling hard rubber. After the sun's transformation, Kiffin deflated, causing its surface to wrinkle, and creating hills and valleys. Kiffin is 100 miles in diameter and about 5 miles thick.

Pajjax
Type B Flat Earth body.

Dusty hills cover most of the surface of this planet. The disk shaped world is 75 miles across and 2 miles thick. Temperatures average about 80 degrees F.

Delless
Type C Flat Earth body.

The surface of this planet is wrinkled with sandy chains of hills and valleys. Delless is 130 miles in diameter and 10 miles thick. Temperatures average 85 degrees F.

Tryggt
Type C Flat Earth body.

This planet is a vast swamp of deep valleys and a few chains of rippling hills. It's about 220 miles in diameter and 25 miles thick. Temperatures average 90 degrees F.

Myyn
Type C Regularly Shaped Fire body.

The pyramid sun is bright geen, about 1,000 miles per side. Within 3 hexes of the sun, the temperature rises to 100 degrees F., not enough to cause harm, but enough to worry about getting closer. If the ship enters within two hexes, it enters an invisible portal and instantly disappers inside the sun.

The world of Myyn comprises the four inner sides of the pyramid sun. Each of Myyn's surfaces is about 300 miles per side. The sun around it is composed of four faces of green flame, 1,000 miles per side.

Each face has its own gravity plane pulling down toward the surface. Temperatures average 80 degrees F. in the day and 15 degrees F. at night.

Each surface has clearings, fields, ponds, Perch Forests (leafless trees 100-200 feet tall. Inaii enjoy "perching" in them. Hence the name), Yellow groves (Plants that resemble 20-foot-tall bamboo shoots). Myyn is inhabited by the Inaii, a intelligent race of winged horses resembling pegasi.


Steel Star Space
This sphere get its name from a fire world who's light is a dull grey. Around this "steel star" circles a huge warship of space: the Kingship of those ogres who survived the elven purge.

The ogres are rebuilding to regain a kingdom in space and revenge themselves upon the hated elves. They are building two more Kingships in nearby spheres and are sending forth raiders to sieze ships, helms and mages to helm them.

Archmage Khelben "Blackstaff" Arunsun of Toril, has confirmed the existence of the Kingship, The Steel Star, and the building ogre strength.
SJR1 pg.56


Thasiaspace*
The Thasian system is comprised of one planet and one large normal star. The planet Thasia is gargantuan, a veritable mini-sphere of concentrated life-force. The planet is covered in dense jungle vegetation. The oceans are vast, yet they are too covered with plant life at the surface, making it difficult to tell where land ends and ocean begins.

The Thasians are a race of shambling mound-like plant men. They possess average intelligence and only average about 2HD.
SJA4 pg.53


Vergonspace*
Contains six habitable planets that are at war with each other, and have been for centuries.
SJA4 pg.53


Vistaspace
Garrash-planet
TCMC5 pg.201, 213, SJR4 pg.22


Vodonispace*
Consists of five planets and it's primary star known as Vodon Prime. The Vodoni do not name the major moons of the planets. Instead they refer to them as the planets name followed with a number designation i.e. Grog One. The people of this sphere fled to Vodonikaspace when their sun went nova.

Vodon Prime went nova four centuries ago and as a result of the massive unstable energy pouring from it, it has adversely affected interdimensional travel within the sphere. All spells and items that use or require access to other dimensions fail to work in the Vodoni sphere. That includes all summoning spells and magic involving teleport, dimension door, ect. Also devices that only involve such magics do not detect as magical.

The gods of this sphere have been banished or inprisoned, so no priest spells greater than second level can be prayed for or granted once inside the sphere.
SJA4 pg.51

Places of note

Sala
This planet is the closest to Vodon Prime and is little more than a huge ball of molten lava.

Vodon
The second planet in the system and is the only body still teeming with life after the nova blast. This was no accident or quirk of nature but a delibrate repopulation attempt on the part of the Emperor to return the Vodoni to their sphere.

Grog
The only other planet to support indegenous life. Grog is smooth and featureless, layered in miles of volcanic ash, which makes it's soil one of the richest in the galaxy. Grog is essentially one large food planet, covered in seas of amber grain and huge freshwater pools. There are no saltwater oceans and the seasons are always mild, with harvest time year-round. Grog has two major moons both of which are uninhabitable.

The Web
The formerly massive Vodoni homeworld of Kathyk, named for the first great Vodoni emperor. The fourth planet of the sphere is now a huge shell of asteroids surrounding the inner three planets. The asteroids are rich in precoius metals and the remains of former Vodoni culture can still be found scattered across the debris.

Calandia
Little more than a huge ball of ice with one major moon, Calandia survived the nova by being directly behind Kathyk at the time of the explosion. It was heated a lttle and pelted with mountains of debris. It remains pretty much unexplored to this day.


Vodonika*
The nearest sphere to the Vodoni sphere and is where the Vodoni exdous finally arrived when the star in Vodonispace went novea. There are five planets in orbit here, all are habitable, and all as diverse and populated as either Oeth or Krynn.
SJA4 pg.53


Wayspace
The only feature mentioned in the book is the desert planet of Waypoint.
TCMC2 pg.186


Winterspace
This sphere contains the planets Armistice and Radole.
TCMC4 pg.24-30, 49. SJR4 pgs.10, 13


Zalanispace*
This sphere is home to the ship builders of the Vodoni Empire, the Zalani.

The Zalani are black, gargoyle-like humanoids, and one of the most fearsome looking races in the known spheres. Despite their appearence they are basically a peaceful race who often serve as ambassadors.
SJA4 pg.53


6 unnamed spheres all grouped together
The broken shards of Ouiyanspace lie floating, scattered amid these spheres
TCMC5 pg.308

*- Members of the Vodoni Empire


Spheres A-L
Spheres M-Z
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