Geology

"You might think, that on a Dyson Sphere world created by a pantheon of Elder gods, where the land is sufficiently young that one can meet dragons and some particularly aged elves who remember the beginning of the Seventh Age when the old worlds were destroyed and this new one built from the remains of those nine worlds - that everything would still (geologically speaking) be freshly forged and new. One would at least expect terrain to form nice normal areas such as on the vast majority of other worlds.

One would be wrong." - Keian the Wanderer, "A Wanderer's Journal"

The geology of Aramar can be as bizarre as any other aspect of the land. The surface area of Aramar being what it is, not all terrain features can be easily covered. Some of the more notable are therefore described for the itinerant adventurer.

Sky Islands: Exactly what the name suggests. Most of these are unremarkable, ranging in size from a few elf-lengths across to massive affairs that rival any seabound island. There are about three dozen known and mapped Sky Islands with a stable location or orbit. Add another seven in Shadar that have a known drift. They are popular for hermits, wizards that want their privacy, and dragons who fancy heights. Altitude varies wildly too, anywhere from a thousand feet above ground level to a hundred thousand. Some have been seen higher, but getting to them is difficult at best.

Sky Reefs: These are "walls" or clouds of what are essentially softball sized chunks of ice or rock. Internal charges and wind vortexes can spin these chunks at high speed orbits and patterns, which make travel through a Sky Reef quite dangerous. There are some similar reefs made of much larger (ship sized) chunks, though these tend to not last very long and eventually become more common Sky Reefs. Sky Reefs are formed when a Sky Island is destroyed.

The Everdeep: Shadar is a set of large islands (some would argue that they are small continents) set in a really large sea. The Empire of Nihon is a set of islands. A recent dwarven expedition from Amberlake proved that it is possible to go from Shadar to Nihon through a set of underground tunnels. It took sixteen years and required the use of magically refilling canteens and lunchboxes, but it could be done. The expedition reported chasms that plunged into dark depths, tunnels that led off to nowhere, mysterious beasts, ruins, statues, and paintings. Psionic and magical attempts to scry these tunnels have run into problems. Zones (cf Zones) underground make for effective barriers. Still, the Imperial Service has released some basic findings:

  1. The planetary crust of Aramar is apparently a mere 200 miles thick. The outermost layer is an extremely dense material. A dwarven expedition to discover what this dense material is left four years ago and has not been seen since.
  2. There are underground rivers, lakes, and all the typical features one would expect from extensive cave and tunnel complexes. As one would expect of a normal ecology, the further down one goes the less likely one is to run into something else that is alive. Also, the further in one gets, the colder it gets and the thinner the air. Those going more than a mile in will require protection from the cold, some magical means of producing water, food, and air. It is expected that as one reaches the outer dense material, air will again become sufficiently thick to breathe.
  3. Monsters of various types do exist in the Everdeep. As opposed to some of the creatures "topside", most of the beasties in the Everdeep tend to be small and capable of using tiny crevices, or large and able to make their own tunnels. Monsters, of course, is a relative term.
  4. The ruins are old and from a variety of sources. Worldstorms have deposited some, others may have been undiscovered from one of the original nineworlds. It is thought that at least one of the ruins is actually from a group known as the Artificiers, a multiversal race of adept-mages that vanished some 10,000 years ago.
  5. Vulcanism is rare but can be found. It is thought these are spawned from gates in the elemental plane of fire or the paraelemental plane of magma.

 

 

 

 

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