Splatterspace is an ancient sphere. Quite the opposite in size of Mathspace (which I also like). Splatterspace is no larger than a medium size planet. Coincidentally, it's about the same size as Lharn. It's inside diameter is ten thousand miles. In the center of the sphere, is a 7000 mile diameter hollow world. In an ancient catastrophe that the remaining known inhabitants of the sphere refer to as the 'Godswar', the hollow world was broken, and one third of it splattered against the crystal sphere. many of the broken pieces stayed in the vicinity of the hollow world, and within it's atmosphere. Some life from the hollow world (now called 'Godshome') migrated to the floating rocks (now called 'The Skyworlds'), and thence to the splattered sections (now called 'The Archipelagoes' because from the skyworlds they look like islands clustered near each other). This occurred long ago, and is the subject of many myths. In the center of the hollow world is a small diskworld about 500 miles in diameter. It is nearly all water, which continuously flows over the edge of the world, and drops to the inner south pole of Godshome. At the center of this diskworld is a huge rock about 100 miles in diameter, and 50 miles high. Perched on this rock is a lighthouse built to gargantuan scale. It covers half the rock, and stands two hundred miles high. The lamp rotates once every 24 hours, and lights about half the hollow world at any time. The extreme north and south poles of Godshome are in perpetual twilight, except the extreme south, under the diskworld, which is in perpetual darkness. (And it's very wet, too.)

The Lighthouse

Inside the lighthouse (visitors are welcome, and it is known to be accessible, but there are no business opportunities here, so it is not frequently visited), the scale continues to be huge. The stairs ascending to the light are each about a mile high. The furniture of the room at the bottom of the stairs is carved from stone, and is scaled to fit someone who could comfortably walk up those stairs. The furniture shows that this room is a library or study. Carved into the walls at about eye level (about five miles above the floor) there are landing places, and habitations for human and demihuman occupants. These are the guest quarters.

The Keeper of the Light is a five and a half mile tall avatar of Lathander, the Morninglord. Among the mortal habitations in the wall of his study, is the main temple of Lathander in this sphere. The Keeper visits this temple frequently in a more compact form (see the description of his usual avatar in _Forgotten Realms Faiths and Avatars_ by Julia Martin). This is how he greets his guests and religious pilgrims who travel here.

Godshome

No one knows what occurs within the hollow world. There is a barrier about half a mile in from the edge that has defied all attempts of even the most powerful of mages or priests to pierce it. The barrier foils attempts to cross it, or even to see clearly through it (even scrying and other magical attempts to see). At night, if you are on one of the Skyworlds, you can see cities inside Godshome, but try as you might, no details will present themselves to your sight.

The Skyworlds

In the void that was left when Godshome was broken, lie the Skyworlds, an innumerable host of asteroid worlds floating within the atmosphere of the hollow world. Some of the Skyworlds are stationary, always presenting one surface to the light from the Lighthouse. These are frequently used for farming on the light side, and edible mushroom farming (and even some illicit trade in some other kinds of mushrooms) on the dark side. Others tumble slowly, giving all of their surfaces some light. There are a few that were created by slamming two or more of these asteroids together when the world was broken, and the magical intensity of the catastrophe melded them together with their various gravity planes intact. Most of them are uninhabitable, but the largest of them, Jumble, has over 30 known gravity planes, and is the site of one of the largest cities in the sphere. Jumbles buildings stick out in all directions, depending on which plane they were built on, and what other planes they pass through. Some look like impossibly twisted towers because their weight rests on more than one gravity plane. There are no maps of Jumble, it has been the recurring nightmare of many cartographers who have visited it. If you aren't familiar with Jumble, you have to hire a guide (a thriving business) to get anywhere.

The Archipelagoes

There are many archipelagoes, but most are just a group of rocks (some continent sized, but still just rocks) embedded in the inside surface of the crystal sphere. There are three that are of a size that hold seas, continents or islands, and, most importantly, air. They are each surrounded by a high rimwall that holds in its seas and air.

The Archipelago of Thieves

Long ago, evil won in this small enclave, and the followers of Mask claimed it as their own refuge. There is a great danger here for anyone who is not a thief, or other follower of Mask. Little is known about the fortress in the mountains of this archipelago's single continent. It has never been broached by any surviving person who is not a worshipper of Mask.

The Teardrop Archipelago

This teardrop shaped sea is surrounded by its high rimwall, and nothing else. It has no islands, and only one settlement near its pointed tip. This is a trading settlement built as a home for those who trade with the inhabitants of the sea. It is the home of sea-elves and mer-folk, silkies, and others who live beneath the waves. Little is known of those enclaves, because the folk who live there repel anyone who attempts to enter their waters. Even in a ship.

The Archipelago of Ganth

The largest archipelago has 7 small continents.

Conus is about five hundred miles wide, and a thousand long. It is mostly desert. It would probably be as uninhabited as Ronus (to the South), if it weren't for large deposits of gems and precious metals. Even so, only the most hardy can dwell here for long. Dwarves avoid it because there are no mountains to dig a decent mine in, and they refuse to live like gully dwarves. There are no cities, and few towns. The largest is Glitter Gulch. It was named because it is in a dry gulch that was littered with gems. Of course, it isn't anymore, but the name stuck. There are deposits of gold and adamantite within a couple days walk, so the town survives. Scattered about this desert are numerous ghost towns (most actually haunted).

Ronus is about the same size (but not the same shape) as conus. It, too, is mostly sand. But where Conus is desert, Ronus is not much more than a very wide, flat beach. There are two bluffs that ascend above this wasteland of pure sand. Old Forge is the old capital of this land. The town outgrew the size of its headland, and had to move to Marcelline on the North Coast. Both towns are art centers for all crafts involving glass. The huge beach that occupies most of this island has many different kinds of sand, and there are many sand miners that run expeditions to various parts to bring back the specific types of sand that are in demand here.

To the east is Valus, again about the same size, but not shape. It also has no mountains, but good soil and rain has turned this into a vast meadow. Farming and cattle ranching are the ways of life here.

East of Valus is Salus, not much more than a spur of the rimwall mountains thrust into the southern sea. There are several dwarven enclaves here, where they can have real mines. They don't get quite as much here as they would on Conus, but they are happier.

To the north of Valus and Salus is Ganth Minor, somewhat larger than the others. It is about one thousand miles wide by fifteen hundred long. There is a wide river running down from the ringwall mountains through the center of the continent to the southern sea. The two nations on this continent are Tabat and Sweetwater, divided by the river Sweetwater.

On the eastern rimwall lies the largest of the continents, Ganth Major. It is about two thousand miles across, and three thousand from north to south. Its most notable features are the huge extinct volcano called citadel, with the ruins of a huge city at its feet, and five hundred miles to the south, an even larger city. Melectra is anything but a ruin. It is a metropolis by any standard. (Well, I guess if you compared it to Coruscant, it would seem just a bit provincial.) The city is on a peninsula. The great north wall of the city is about one hundred and fifty miles long. On the east, the city's peninsula is bordered by the intractable height of the ringwall. On the south and west, by the southern sea. The peninsula is two hundred miles long, and is packed from the wall to the north to the southern tip with urban sprawl. The only way a city this size functions is with magic and spelljamming as its major infrastructure.

The Crystal Sphere

The sphere was almost shattered when the cataclysm occurred. Something about this caused the shell to thicken dramatically. Where there was land or water, it didn't thicken except at the edges, pushing up the great rimwalls. Because of this thickening, portals are impossible to form. Interestingly, the Spelljammer seems to be capable of going through the shell without forming a portal at all. It was seen once, doing just that. It looked just like someone who has just cast _meld into stone_. Only under the archipelagoes is the shell still thin enough to form a portal. In all but two known locations, opening a portal meets with nothing but solid rock several miles thick. Under the center of the Teardrop Archipelago, the rock tapers away, and the shell is exposed to the sea water. But it is well guarded by a very warlike tribe of sea-elves, and *anything* that enters is attacked. The other location is in a series of natural caverns under the rimwall of Ganth Major, ending in a huge cavern at the southernmost point where the city of Melectra meets the rimwall. This is why Melectra has grown so huge. It is the only gateway into or out of the sphere.