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This article is about the planet Sirrion, if you are looking for the god of the same name see here.

Sirrion, or Sirion,[note 1] is the first planet orbiting the Sun in the crystal sphere known as Krynnspace.[1] It is an inert fire body that is cool enough for a thick crust of basalt to form on its surface.[3] The planet Sirrion is named for the deity, who is rumoured to live at the centre of the planet.[2]

"The warmth of Sirion is not a friendly warmth. Beware what the fires of the planet hide."
- Lamthatort the Seventh, half-elf scholar[4]

Overview[]

"Heat? The fires of Sirion are nothing but a comfortable breeze."
- Raxux the efreet[5]

Sirrion is considered an inert fire body, and is cool enough for large chunks of basalt to solidify and form floating islands. These islands of basalt look like icebergs floating in a boiling sea of magma. Some are as large as continents, but most are less than 30 yards (27 meters) across. The islands float across the globe, crashing into each other and sinking below the surface, only to reform later as the basalt cools. The core of the planet is believed to be a great ball of fire which contributes to the planet's extreme temperatures.

Planetary temperatures are greatest along a central band, ranging in latitude from 60° north to 60° south, where most of the floating islands occur. Most non-native visitors will require some kind of magical protection against heat or fire, or they will quickly be broiled alive. At the poles the temperatures are still sweltering and unbearable, but they are cooler than elsewhere on the planet. Non-native visitors can survive the intense heat for up to 8 hours before suffering the effects of dehydration and heat exhaustion. Visitors who insist on wearing metal armor quickly finds that it becomes too hot to handle.

The only permanent land features on Sirrion are located at the northern and southern poles. The southern continent is roughly 2,OOO miles (3,219 kilometers) in diameter, while the northern land mass is about 1,300 miles (2,092 kilometers) in diameter. From a distance, it appears the poles are forever draped in a thick, ghostly haze which extends between 20 and 80 feet (6 to 24 meters) above the ground, making it virtually impossible for any sunlight to reach the land below. In the evening, the vapor appears to dissipate some, allowing pinpoints of starlight to pierce the gloom.

Sages speculate that at one time the continents were larger, but over the years the boiling magma sea and the constant bombardment of floating islands has slowly eroded the coastal regions. Occasionally a large floating island will crash into one of the polar continents, adding to their mass for a while before being wrenched away as other floating islands smash into them.

The southern continent features a mountain range dotted with more than a dozen active volcanoes. There is at least one eruption each day, discouraging spelljamming ships from landing near the mountains. The northern continent is more stable, with only one active volcano, which hasn't erupted in more than a decade.[3]

Inhabitants[]

"Cities of evil, that's what Sirion holds. Be careful that you don't become a permanent resident."
- Mortlock the Fortunate[6]

The bulk of Sirrion's meager population resides on the northern polar landmass. There are two well established communities on the northern continent: one of efreet and the other of azer[note 2]. Neither community gets along especially well with the other. However, they tolerate and respect each other, and avoid any physical conflict that could be mutually self-destructive. The efreet seem to bask in Sirrion's environment, possibly because something about the flames and basalt appeals to their very nature.

Fire minions, efreet, azer, plasmen, and other creatures from the elemental plane of Fire can also be found scattered across the floating islands and the southern polar continent. The floating islands con only support a very small population, though occasionally azer or efreet will take up residence on some choice sections of basalt. For some of them, their temporary homes serve as a type of status symbol: those who possess on the largest, and longest lasting, island home consider themselves superior to other island dwellers. Groups of island dwellers migrate to the polar continents in seasons when the molten seas play havoc with their less-than-permanent homes.

The plasmen of Sirrion live in the boiling magma seas and in the mountains on the southern continent, near the active volcanoes, where they delight in the bubbling lava. Although not as chaotic as their brethren who serve wizards on other worlds, Sirrion's plasmen are quick to attack any creatures that cross their paths - including lesser creatures from the elemental plane of Fire. Plasmen have learned from experience to avoid both efreet and azar. However, visitors to the world may face their full fury, especially the crews of spelljammers landing on the floating islands or the southern continent. Plasmen blame all humanoids for their former servitude, and will fight to the death to eradicate those perceived as a threat to their freedom. The plasmen of Sirrion have also been known to take to the skies, their bodies resembling gouts of lava or streaking balls of flame, to attack humanoids standing on the deck of nearby spelljamming vessels.[3]

Trade[]

The single spelljamming port on Sirrion has been constructed on the northern continent, and is situated between the communities of azer and efreet. Representatives from both communities maintain the port, which is large and impressive, but receives few visitors since most folk are hesitant in dealing with such creatures with a reputation for being malicious.

The port cannot be seen during daytime, as light reflecting off the banks of steam makes it impossible to see the land below. However, at night the glow of continual light orbs peek through breaks in the steam banks, acting as beacons for spelljamming ships. The port was constructed by the efreet using magic, and is truly a wonder to behold. Spelljamming vessels land on an immense flat, ebony platform that looks like glass. Beyond the platform lie artful spires and elaborate buildings which appear to be made out of various-colored crystal. These structures, fashioned from the wishes of efreet, withstand the planet's soaring temperatures and are largely unoccupied, apparently designed to impress travelers.

When ships land, they are greeted by an efreeti and an azer representative. Crews protected from the heat are welcome to roam anywhere on the landing platform and in the crystal building designated for visitors. All business transactions are conducted in the building, and not all those who enter the building get to leave it - displeasing or offending the azer and efreet port masters is a capitol offense. The few visitors who decided to explore the other buildings often do not return to their ships.

Both the efreet and the azer are primarily interested in acquiring magic items, gems, and curiosities that come from distant planets. In return, spelljamming visitors can acquire sculptures fashioned from basalt, which have been known to command high prices on Toril. The azer also provide various compounds useful in the manufacture of magical items that protect their wearer from fire or heat. Some efreet have been known to barter with wishes, but this commodity carries a high price that most spacefarers are reluctant to pay. The efreet and azer have, from time to time, allowed spacefaring dwarves to mine the basalt islands for ore. These dwarves, shielded from the heat by rings and potions, usually trade mounds of gems for the mining privileges.[3]

Appendix[]

Notes[]

  1. 1.0 1.1 Spelljammer source books spell the planet's name as 'Sirion', despite Dragonlance source books spelling the name as 'Sirrion'.
  2. The source text in SJR7 Krynnspace spells the creatures name as 'azar', which does not correspond with other sources, and is believed to be a misprint.

External links[]

References[]

  1. 1.0 1.1 Jeff Grubb, AD&D Adventures in Space, Concordance of Arcane Space, 1989, (TSR Inc.), Krynnspace sidebar, pages 74 and 76
  2. 2.0 2.1 Jeff Grubb, AD&D Adventures in Space, Lorebook of the Void, 1989, (TSR Inc.), chapter 4: Known Spheres, page 87
  3. 3.0 3.1 3.2 3.3 Jean Rabe, SJR7 Krynnspace, 1993, (TSR Inc.), Sirion chapter, pages 11-15
  4. Jean Rabe, SJR7 Krynnspace, 1993, (TSR Inc.), sidebar, page 13
  5. Jean Rabe, SJR7 Krynnspace, 1993, (TSR Inc.), sidebar, page 92
  6. Jean Rabe, SJR7 Krynnspace, 1993, (TSR Inc.), sidebar, page 10

Connections[]

Krynnspace
Celestial Bodies of Krynnspace
The Sun (Primary) | Sirrion | Reorx | Krynn | Chislev | Zivilyn | Nehzmyth (or Shinare) | Stellar Islands
Additional Astronomicals of Krynnspace
Clouds of Freezing Vapor | The Black Clouds
Constellations of Krynnspace
Branchala | Chemosh | Gilean | Habbakuk | Hiddukel | Kiri-Jolith | Majere | Mishakal | Morgion | Paladine | Sargonnas | Takhisis | Zeboim
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