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The Sun is the system primary of the crystal sphere known as Krynnspace.[1][2] Located at the exact center of the crystal sphere, the enormous fire body known as the Sun is orbited by six planets, as well as the asteroid cluster known as the Stellar Islands.[3] Unlike the other planets and moons of Krynnspace, the sun is not associated with any deity nor is it considered the home of any divine being, and although some sun-worshiping cults do exist in Krynnspace, the Sun is, in general, taken for granted and treated as any other natural feature.[2]

"Primitive societies all revere the sun as bringer of light and life. We, in our "sophistication", give it little thought. Is this progress?"
- excerpt from Directions by Lukaas Benden.[4]

Overview[]

The Sun rages with intense heat, with white-hot flames leaping from its surface. Warmth radiates from the Sun in waves, ensuring that even the planets farthest from the sphere’s center experience comfortable temperatures. Despite this travelers have noted that Krynnspace is markedly cooler than the other known spheres.[5]

Approaching too close to the Sun is exceptionally dangerous. Although spelljamming ships themselves remain relatively unscathed, their crew and passengers will face great peril the closer the vessel gets to the Sun. Within 20 million miles (32 million kilometers) of the Sun, exposed crew and passengers on deck will begin to burn until their skin is a mass of painful blisters and boils that can lead to permanent disfigurement. Those who get closer than 10 million miles (16 million kilometers) are quickly baked into blackened husks, and any surviving crew or travelers below deck will find staring at the Sun for more than 20 to 40 minutes will cause them to go blind. No spelljamming ship on record has ever gotten closer than one million miles (1.6 million kilometers) from the Sun and survived. Observers from the decks of spelljamming ships that have kept to a safe distance have watched as ships burst into flames the moment they crossed over the one-million-mile mark.

The surface of the Sun is dominated by leaping and twisting flames. However, observers have noted lakes of flame that lap at shores of molten rock, and appear to be ringed by mysterious towers. Jutting peaks of white-hot spires also rear up from the surface, but are difficult to differentiate from the towers and from the huge flames that wrack the Sun's surface.[3]

Inhabitants[]

"Surely there must be something there, From a distance I have seen cities. Great spires stand amidst lapping flames"
- unknown wizard of the Red Robes.[6]

Through the Sun’s shimmering atmosphere, observers have determined that there are at least two societies on the Sun, both hostile, and forever at war with each other.

Efreet[]

The first is a community of nomadic efreet who were banished from the elemental plane of Fire decades ago. These efreet, numbering more than 50 individuals, rarely stay in one place for long, and have become a society of raiders, searching for a gate back to the plane of Fire. During their stay upon the Sun, they have grown to hate the fiery world's other intelligent occupants, the helians. The efreet constantly attack the helians, in an effort to eradicate their communities and to discover whether they have a means of reaching the plane of Fire. Sometimes these groups of efreet are accompanied by fire elementals, salamanders, lavaworms, and other creatures native to the elemental plane of Fire.

The efreet are aware that there is sentient life on the other planets within the sphere, and have tried repeatedly - and continue to try - to escape the Sun by commandeering a spelljamming ship. They use their illusion and polymorph self spells to create a vision of an oasis on the Sun, populated by humans. Ships commanded by gullible captains move in closer out of curiosity and are destroyed by the intense heat before they ever reach the Sun's surface. The efreet continue to hope that new ships with more powerful protective magic will eventually withstand the temperatures and provide a means of escape from their fiery prison.[3]

Helians[]

The helians inhabit great towers built on molten lakeshores around fiery lakes. The helians have migrated to the Sun simply because they enjoy the furnace-like heat. They have managed to domesticate the Sun's native lavaworms, and travel widely across the Sun by standing upon their tubular bodies and riding them across the surface. The helians breed and train their lavaworms in much the same way a terrestrial farmer would handle livestock, such as cattle and horses.

The helians are more numerous than the efreet and refuse to leave the Sun, since most of them were driven from the elemental plane of Fire by efreet in the first place. The helians rely on their numbers, their lavaworms, and the strength of their burning towers to keep the efreet at bay. Although the helians are scattered across the Sun in communities ranging from a few dozen to a hundred, they remain in close contact so that they can quickly mount a defence against any marauding efreet.[3]

Appendix[]

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 2.2 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.), The Sun chapter, pages 9-10
  4. Nigel D. Findley, SJR6 Greyspace, 1992, (TSR Inc.), sidebar, page 23
  5. Jean Rabe, SJR7 Krynnspace, 1993, (TSR Inc.), Sphere Overview, page 5
  6. Jean Rabe, SJR7 Krynnspace, 1993, (TSR Inc.), sidebar, page 6

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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