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---
title: Cosmology
description: Introduction to the universe of Vaardspace
---
Vaardspace is a science-fantasy setting. Magic exists, and people do science. Some people never leave their hometown, and some people travel to the edges of the galaxy or across the planes.
This setting is here for you to make a character as outrageous or dull as you like.
The gods and planes of published DND settings exist within the greater cosmology of Vaardspace. So you can build a character using published options and that character will fit into the setting. You may also borrow from non-D&D mythologies. A good excuse for fitting a character in is, "On this one planet, in this one place, they do this thing."
The story of Vaardspace takes place in a fantasy version of our galaxy. It is called [[The Greater Sagittarian Sphere]]. Nobody knows what the word "Sagittarian" means, it is a phonetic translation of an undefined word from an ancient, lost culture.
Vaardspace borrows the concept of [[Crystal Spheres]] from Spelljammer. Adventurers travel to other planets in crystal spheres floating in space in search of treasure and fame. Read about space travel in [[Spelljamming and Travel]].
Read the articles in this section to learn all about what life is like in Vaardspace.
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---
title: Crystal Spheres
description: What is a crystal sphere?
---
## The Greater Spheres
A greater sphere is a galaxy, and within the fiction of the game the word "galaxy" is a colloquial shorthand for "Greater Sphere." Greater spheres contain billions of lesser spheres, each with one or more quasi stellar objects at its center. Innumerable Greater Spheres exist in the cosmos although travel between them is impossible. There are no known hyperspace routes between Greater Spheres, and according to the dragons and the Emerald Armada, any hyperspace routes leading outside the Greater Sphere change course frequently and unpredictably. Nobody who has tried to plot hyperspace routes outside the Greater Sphere has returned.
Vaardspace is a region of planets inside the Greater Saggitarian Sphere, which is part of a large structure called The Laniakea Aspect.
## Lesser Spheres
Lesser spheres contain star systems. Imagine a solar system in a fish bowl and you will understand a lesser sphere. Inside of a lesser sphere, ships cannot enter hyperspace, but they can travel at the speed of light using a spelljamming helm. You must be outside the edge of the sphere in order to jump to hyperspace. The journey from the center of a sphere to its edge varies with the size of the sphere, and could be four hours or several days at light speed.
When ships leave a lesser sphere, they can travel faster than the speed of light by entering the phlogiston and following hyperspace lanes. In regions where spheres are dense, you can travel from sphere to sphere in about five days. A typical trip between spheres takes ten to forty days. Travel time from sphere to sphere depends on the between the spheres, which hyperspace lanes you take, and the quality of your spelljamming helm.
## Intersphereal Space
Intersphereal Space is vast and empty. No sane traveler would pass through intersphereal space to reach another sphere. The journey would take too long, and there is a risk of being attacked by space monsters or pirates.
In between the spheres, things that should not be seep into the cosmos. The bigger and emptier the region, the more likely that such aberrations worm their way into the material plane. Some legends say that such things have always existed, and were present before the cosmos itself came into existence. Others say that they have come from another plane to predate on the creatures in our reality.
## Beyond
If you ask a dragon, it will tell you that no hyperlanes exist that connect one greater spheres to another. This does not seem to be the whole truth, as credible hearsay indicates that the dragons have traveled to far-flung greater spheres. Regardless of what the dragons say, no civilization has ever found or left a record of a hyperlane leading to another greater sphere.
Every now ant then, some brave fool in search of mystery or glory will venture beyond the edge of the greater sphere. Travelling through normal space at light speed, the farthest outside the greater sphere that anyone has traveled has only been a few light-days. When they don't travel too far or stay out too long, which is about half of them, they return alive. Injured and traumatized, but alive. The other half is lost to nothingness, and the horrors therein.
Never in any records of history has any ship that jumped to hyperspace outside the greater sphere returned. Ships within the phlogiston should follow established hyperlane routes near the edge of the greater sphere extremely carefully. Veering outside known hyperlanes carries the risk of passing beyond the edge and never being seen again.
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---
title: Spelljamming and Travel
description: How to get around in the spheres
---
## Spelljamming
The word "spelljamming" refers to piloting a spaceship between crystal spheres through a hyperspace called The Phlogiston.
Spelljamming is the the process of using a spelljammer helm to propel a ship. A spelljammer helm is usually a chair with a helmet-like attachment that captures magical energy. The energy is then transferred to a machine called a phlogistonal phasic engine. The engine converts the magical energy to motion and teleports the ship into hyperspace. Typically one spell slot is all that is needed for approximately eight hours of travel time. A spelljammer helm and engine will allow a ship to move at light speed within a crystal sphere, and will propel the ship into a hyperspace lane once at the sphere's edge. Intersphereal couriers and other long distance vessels will usually employ one or more spellcasters whose sole responsibility is ensuring they have enough spell slots to power their vessel.
Spell slots are not the only way to power a spelljammer helm. The Star Cogs have invented helms that run on intellect known as MindJammers, helms that run on martial energy called KiJammers, even helms that run on luck called LuckJammers. The Neogi invented a helm that drains a user's life force called a LifeJammer. Regardless of the energy source, these helms collectively are called spelljammers and using them is called spelljamming.
## The Phlogiston
The Phlogiston is a higher dimensional space that allows faster than light travel between spheres. While inside the Phlogiston, it seems as though you are surrounded by a background of swirling prismatic colors. The phlogiston contains no stellar objects, has no cardinality, and no edge. That is because the phlogiston is an energy manifold and not a space manifold. The Phlogiston energies are highly reactive to heat and radiant energy, and can explode when in contact with open flame.
Inside the Phlogiston the distances between spheres is shorter. However, the background of stars is not visible in the phlogiston and so navigation is difficult. If you are not following an established hyperspace route, you could easily become lost forever. The swirling background of colors looks the same everywhere, so there is no frame of reference within the phlogiston by which to navigate.
## Hyperlanes
Hyperlanes are established routes through the phlogiston that connect spheres. They are defined by a series of vectors and course corrections made with specific timing. Although hyperlanes are drawn as lines on a map, they are written as a series of instructions to fly the ship and change its heading. There is no objective way to define a course through hyperspace, since the phlogiston has no navigational frame of reference, and so these rotations and timings must be made with careful accuracy.
Navigational instructions for a hyper lane read like this
1. From your current sphere, orient the ship in a specific direction and rotation against the stellar background.
2. Enter the phlogiston.
3. Propel the ship forward using a specific magnitude of spelljamming energy for a defined amount of time.
4. Cease forward motion.
5. Rotate the ship to a new relative heading.
6. Propel the ship forward again.
7. Cease forward motion and exit the phlogiston.
Steps 3-6 above are repeated as many times as is necessary to remain within the hyperspace lane.
Existing hyperspace lanes were established long ago. The shortest routes were created by a joint effort between ancient dragons and space faring elves. To this day, those routes are almost exclusively used by the Emerald Armada and the dragons. Anyone using these routes without express permission from the Armada or a writ of passage from a dragon are politely and firmly asked to use a different route.
Other routes exist and, while not as fast, are relatively convenient for interstellar travel. Discovering new routes is a difficult and dangerous process. One may accidentally end up lost in Intersphereal space or in the heart of a neutron star.
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The Greater Saggitarian Sphere is the setting of Vaardspace. It is the galaxy in which all the action takes place. Nobody knows why the sphere is called "Sagittarian," it seems to be a linguistic artifact from the Disconcordance. Check out the map below to see the current borders of various interstellar factions.
![[GreaterSphereMap.webp]]
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---
title: Emerald-Neoji War
description: Vaardspace is being invaded by the Neoji
---
## The Emerald Armada is at war with the Neogi Hegemony
The Emerald Armada declared open war on the Neogi Hegemony in response to Neogi ground forces that were building up on the border and a secret agent who was placed in the Armada forces.
Since then a large influx of refugees have been spreading through and away from Vaardspace. The Armada is attempting to find semi permanent homes for the refugees but the majority of their fleet is being posted along the Neogi border.
The Star Cogs and Dumathoins Prospectors have allied themselves with the Armada. The Nephilim have offered to accept refugees.
The Children of Oshumare have stated they will not take a direct position in this war. They have sent announcements throughout the galaxy warning all wild spacers to not use hyperlanes that are forbidden, and to keep the war away from The Temple.
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Nephil is spreading word that any refugees from Vaardspace, the Neoji Hegemony, or unaligned spheres caught in the conflict will receive assistance finding a place to live and a vocation in the Nephil empire. They offer protection from from invasion and claim that they are the true bastion of freedom and security in the Greater Sphere.
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---
title: Dragons
description: Serpentine demigods of the material plane
---
Dragons inspire awe and fear in all spheres in the cosmos. They are known across the planes. They seem to be ubiquitous in every corner of existence.
Dragon-kin call themselves The Children of Oshumare (pronounced oh-shoo-MAH-ray). Their history and mythology state that Oshumare is a higher and more ancient being than Bahamut and Tiamat, and that all dragon-kind are descended from a clutch of Oshumare's eggs. Their songs tell of Oshumare being born from the song, becoming the world, and giving birth to all living creatures within.
Dragons claim that they are the first creatures to exist in the material plane. No evidence has been found to contradict this assertion. Indeed, dragons can be found in the records of every civilization, including the Arcane.
Dragons are also effectively immortal. A wyrmling, left on its own with adequate sustenance, will not die of natural causes. Instead, it will grow in size and magical power until it becomes a demigod. Most often, however, a dragon will become so bored with existence that it will fall asleep and never bother to wake up
Dragonkind is not a monoculture. Some dragons remain aloof from the affairs of lesser beings, and some are actively involved in the affairs of others. Dragons establish cults dedicated to their individual worship, but even greatwyrms pay reverence Oshumare. The most ancient of the greatwyrms, especially those that live in space, maintain a loose alliance. The inner workings of this group are kept closely guarded, with only the most trusted high priests and devotees being granted knowledge of their discussions.
When the Disconcordance occurred, dragons made an alliance with the high elves who came from the Feywild the cosmos to defeat a great evil. As a reward for their assistance, the dragons granted the elves the use of spelljamming ships and showed them a few hyperlane routes through the phlogiston. The elves promised to be good stewards of the spaceways by eliminating slavery within their protectorate and by hunting and destroying aberrations.
Dragons do not readily reveal knowledge about the cosmos. Even when discussing prosaic matters, dragons will often speak in poetry or riddles. They claim that such unclear language is a better approximation of their own speech, and thereby conveys a greater truth, but that lesser beings are unable to fathom their message. Many think that they are just being coy.
Dragons do not like it when explorers or travelers trespass in their territory. Whether it be a horde under a mountain, a quasar, or a reserved hyperlane route. Most significantly, dragons have never allowed anyone--including the Emerald Armada--to enter the region surrounding the core of the Greater Sphere. No quarter is given to those who do not turn away at the first warning.
Draconic speech is the oldest language in the galaxy and probably the most difficult to learn. Although accurate pronunciation can only be achieved by dragons, dragonborn, and other reptilian and saurian peoples, any creature can speak it. Draconic is a tonal language where the grammar follows musical rules. You cannot merely speak draconic, you must sing it. Additionally, draconic is a highly metaphorical language, where the exact metaphors being used vary by region and culture.
Speaking in direct terms, to dragons, is considered rude. Directness signals a rudimentary grasp of the language, but no appreciation of their culture, and is similar to how a young wyrmling speaks.
But dragons do not use metaphor to avoid uncomfortable topics. They consider metaphor to be a richer form of communication. A dragon will tell you an inscrutable riddle that it claims reveals a deeper truth than a mortal could comprehend, and the dragon may be right about it.
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---
title: Dumathoin's Prospectors
description: The miners and refiners of the stars
---
Dumathoin's Prospectors are a conglomeration Dwarvish explorers and miners who prospect, harvest, and refine rare mineral resources from planets and asteroids. Dumathoin's prospectors were formed less than one thousand years after the Disconcordance. They worship the Dwarven god of mining Dumathoin, and view the extraction of mineral resources of the galaxy as a religious imperative.
![[DumathoinsProspectorsIcon.png]]
Dwarven warriors who joined the elves and dragons against Vecna became an adjunct fighting force in the Armada. However, they could not resist the call of the beautiful stones and metals that they saw among the spheres. The leader of the battalion, Milagros Mineshadow, agreed to provide the Armada with refined metals and rare crystals in exchange for a small fleet of ships. The Armada agreed, and thus the Prospectors were born.
The Prospectors today operate from a huge terrestrial world they have completely filled with caverns and tunnels. From their headquarters, they send giant colony ships sculpted to look like the busts of revered ancestors. They are called Face Stations. Dumathoin's Prospectors land their Face Stations on promising worlds and go forth to extract treasures from their target planet.
The Prospectors control a region of spheres near Vaardspace, opposite the Neogi Hegemony. They operate both inside and outside the borders of Vaardspace borders. They are the primary supplier of mineral and metal products to most of the explored galaxy.
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---
title: Emerald Armada
description: The defenders of the spaceways
---
The Emerald Armada was founded by elves approximately 26,000 years ago. Elves are not native to the material plane. They are from the Feywild, like gnomes and fairies. Elves first entered the material realm at least one hundred thousand years before the Disconcordance. However, the distinct group of elves who eventually founded the Emerald Armada migrated to the material plane only two generations before the Disconcordance.
They sought a home, not in the forests, not in gardens, nor on mountaintops, but in the spheres. They wanted to live among the stars and become stewards to others who explore the cosmos. Love for the clear emptiness of space, the beauty and power of the stars, and the graceful motion of the spheres filled them with vibrancy and sustenance. These elves befriended (and endeared themselves to) cosmic dragons, and they delighted in exploring the spheres together.
The dragons who ushered the elves into the cosmos became aware of Vecna's threat shortly prior to the Disconcordance. Dragons warned the elves that a great evil sought to fracture and consume the very cosmos they so adored, but the elves were so entranced by the beauty of the cosmos that they did not realize how dangerous Vecna was until he had begun the Disconcordance. Once they realized he planned to break, pervert, and eradicate the very universe they so loved, they became utterly devoted to his defeat. They pledged to dragon-kind that they would end Vecna's destructive machinations and preserve the fabric of reality.
After Vecna's defeat, the dragons rewarded the elves with a collection of refurbished spelljamming ships left by a long-faded intersphereal civilization known as the Arcane. The elves began to explore other spheres and learn about the peoples who lived there.
As they explored, the elves learned of an organization formed by their far-removed kin who sought the preservation of nature, who called themselves the Emerald Enclave. The elves' hearts opened to members of the Enclave, as they saw the beauty of nature in the structure of the spheres. Thus, the elves invited the defenders of nature into the cosmos and in turn adopted their moniker. The Emerald Armada was born.
The great wyrms of the galaxy approved of this fusion and aided the Armada in finding new routes through the phlogiston to other spheres. In return, the elves pledged to unite a federation of planets, end slavery within their borders, and exterminate aberrations.
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---
title: Illithid
description: The infection that consumes the mind
---
Illithid. Mind Flayers. Brain worms. Intellect devourers. Parasitic consciousness made form in flesh. The illithid are well known throughout the galaxy. If there is one thing any two wildspacers can agree on, it's that illithid are horrifying, terrifying, and dangerous. Many truces have been formed to exterminate an illithid hive.
Illithid have been recorded in history since the time of the Arcane. It is unknown whether the illithid were present in the galaxy prior to the time of the Arcane, but the Arcane had the earliest records of the illithid.
Their forms vary, but the behavior they follow is unmistakable. Insert a parasite into the brain of a sentient (or fairly large brained) feature, metamorphose that creature into a Mind Flayer, accumulate a critical mass of parasitized brain matter, and form an Elder Brain.
Illithid are hated by dragons. Any creature capable of eliciting more than a cool, detached response from a dragon must be worthy of notice. Cosmic dragons who are well familiar with them view them as unholy and perverse, and will eliminate them by the most extreme measures.
The illithid control a large region of side of the galaxy opposite from Vaardspace, but, individual mind flayers and small colonies are found throughout the Greater Sphere. Very little is known about this region. All stellar civilizations avoid the colony's systems. Merchants would rather take their chances with Neoji than Illithid.
Illithid are capable of individuality. Some are even charming. Most will betray you and try to eat your brain.
The illithid are unlike any other aberrations in that they do not have a singular morphology. Illithid take on the characteristics of their host. But they all evolve in a similar direction--towards an Elder Brain. It seems as though each individual illithid and each Elder Brain are all directed towards a singular evolutionary goal. What that may be, we only fear to guess.
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Itch.VD is not an empire, corporation, or religion. It is an entertainment network created by a beholder named Grubnegrab. Watching adventures on Itch.VD is a popular pass time throughout the Greater Sphere.
Decades ago, Grubnegrab visited a tavern named The Laughing Beholder on The Rock of Bral. Grub quickly befriended Large Luigi, the owner and also beholder, and left behind a gazer-like aberration with a single large eye that clings to the wall of the bar with an arm like a stalk. When patrons looked into the eye, they would see in their minds scenes from adventures from somewhere else in the Greater Sphere.
Since that time, Itch.VD has spread through all regions of the galaxy. Eyestalks like the one in The Laughing Beholder are found in many pubs and homes. Adventurers and regular folk alike will try to get their own gazer companion to follow them and broadcast their adventures and lives.
Some patrons go so far as to agree to host a parasitic aberration that will attach to their heads and give them perpetual access to the host of adventure streams available. And some adventurers allow themselves to host a different parasite that observes and transmits their escapades throughout the spheres.
Grubnegrab is not interested in empires or treasure. They are only interested in entertainment. While their reach is far, they do not seek conquest and do not actively interfere in politics or trade. They might, however, make you famous.
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---
title: Neoji Hegemony
description: The dominating swarm
---
The Neoji Hegemony is a hive-mind species of vicious aberrations who abduct any vessels they perceive as weak and subject them to mind-control. Their fleet controls a large area of spheres adjacent to Vaardspace. They are committing the majority of their ships, troops, and resources to the invasion and subjugation of Vaardspace.
Neoji have been documented in historical records since the time of the Arcane. The entire species is a single hive-mind controlled by a locus of several individuals called Imperial Grand Masters. Neoji society is extremely hierarchical and stratified with many layers. Neoji have no concept of their own individuality outside of their position in the hive.
Individual Neoji instinctively use their psychic power to control other beings. If you can convince a Neoji you are willful or that you are a credible threat them, they may forego attempting to control you and be willing to trade. Some beings favor trading with the Neoji for the rare materials and weapons they stockpile. But the Neoji are also known for trading in prisoners. Neoji have no moral qualms against enslaving others, whether by psychic means, as prisoners, through financial obligations, or via psychochemical manipulation.
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Nephil is a stellar empire ruled by giants. It was founded during the later period of he Juna empire. At its peak, the Nephilim ruled nearly a quarter of the Greater Sagittarian Sphere. The Nephilim sought to annex systems near the core of the Greater Sphere in the Temple of the Choir in a clear declaration of war and conquest. The Nephilim were decimated by the Children of Oshumare, although not completely wiped out. The Nephilim governors, duchy, and warlords were eaten and their territories left ot their own devices, for better or worse. Dragonkind pressed back their borders into a small region of the galaxy, the same region as the early borders of their empire, where they remain today.
The Nephilim are giants and giant kin who form the ruling class of their society. All other creatures are considered a lower caste and are ruled by regional governors, who are giants. These governors report up ranks of beurocracu to he emperor Nephil, a great and ancient giant.
Since the war, the Nephilim and the Children of Oshumare have mostly ignored each other. Some individual dragons and giants carry out personal vendettas, but neither side wants further war.
The Nephilim now are focused on maintaining strict control of their borders. Immigration is encouraged, but few are allowed to leave. The Nephilim forge amazing weapons using ore they obtain from Dumathoins Prospectors. These weapons are highly coveted and very powerful.
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---
title: Regulators
description: The merc crew colder than heat-death
---
> We’re Regulators.
> We regulate any problem our clients need us to. We’re damn good too. But you can’t be any geek off the street, gotta be handy with the steel, if you know what I mean. Earn your keep.
The Regulators are a mercenary group founded in approximately 26,303 by Nathan Canis and Warren Gith.
They are brutal, efficient, and professional. No incidental casualties. Never taken a contract from Mind Flayers or Neogi. No kids.
The Regulators prefer to operate outside of Vaardspace and Nephil. The Emerald Armada does not consider The Regulators criminals or enemies, but they enforce hyperlanes trespassing, and under the pretense of preventing enslavement and trafficking, generally interfere in the business of known Regulators. When they do need to work inside Vaard borders, they ensure that their operations are either ignored by the Armada, or they get out before they’re noticed.
If you have a problem, if you have the money, and if you can find them…maybe you can hire The Regulators.
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---
title: Star Cogs
description: The religion of arcane engineering
---
The Star Cogs are a group of inventors and artificers who worship Gond. The Star Cogs were founded by gnomes who found their way into the material realm later than the elves who formed the Emerald Armada, but also before the Disconcordance. Star Cogs are the most prodigious, ambitious, and advanced inventors in the galaxy.
![[StarCog.png]]
The early origins of the Star Cogs are shrouded by mystery, no historical accounts of them exist outside of their own. According to their mythos, the first Star Cogs were gnomes who lived in the feywild and worshiped the god of artificery, Gond. As a reward for their devotion, Gond opened their way to the material plane and showed them the secrets of of using technology to channel magic. They were thus "born among the stars." When the Armada made contact with them, they were living in a network of space stations among a debris nebula around a bright yellow star. The Cogs were thrilled to meet the elves of the Armada, and immediately began a mutually beneficial relationship.
The Star Cogs were fascinated by the spelljamming technology used by the Armada. They j huh and reverse-engineered a spelljammer helm and a phlogistonal phasic engine that allowed ships to enter hyperspace.
They immediately grasped the principle of the devices. In fact, they had been experimenting with similar, smaller machines that used various form of magic to channel energy into, or out of, the Phlogiston. Usually with explosive results. They have since invented spelljammer variants including the KiJammer and MindJammer.
The Star Cogs enthusiastically welcome the construct refugees of the Emerald-Neogi war. Many Warforged have found a home among the Star Cogs, who are delighted to learn of sentient constructs.
Star Cogs have several outposts in and around Vaardspace. Star Cogs can be found throughout the galaxy, although not in large communities.
## Belters
A common fashion trend and hobby among the gnomes who were the first Star Cogs was collecting, wearing, and trading ornate belts. Members of this subculture called themselves Belters.
The culture of Belters continues to the modern day. Many members of the Star Cogs, despite their ancestry, are Belters. They gather for regular conventions of varying size to trade belts and celebrate their craft., The schedul1qing of these events, like most Cog schedules, is a complex algorithm.
### The OPA
A more radical subset of Belters are those who push their belts to the extreme. These Belters are known as the Ornate Pelvis Alliance, or OPA.
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---
title: Yapa Clan Shipping
description: The premiere shipping, coordination, and operational corporation
---
Yapa Clan Shipping and Logistics was founded by Mani Yapa in the year 26,326 FD, about 20 years ago. At it's inception, the company was known as Yapa Clan Shipping. Consisting of only a dozen freight ships donated by Mani's family, a fabulously wealthy loxodon dynasty, Yapa Clan Shipping was a scrappy newcomer on the scene. Although Mani's connections helped the company land it's early contracts, Yapa Clan Shipping established itself as the most reliable shipping service within Emerald Armada borders.
Five years after its founding, Yapa Clan Shipping received a major boon that fueled the company's growth into the mammoth it is today. Mani Yapa, an adventurer in his own right, aided the Emerald Armada in dismantling a drug slavery ring near Remote Station Tango, and in slaying an evil wizard. As a reward for his assistance, Yapa Clan Shipping became the only private transportation and delivery service that has free use of Emerald Armada hyperlane routes.
These routes are faster than routes typically used for intersphereal travel and have the benefit of being regularly patrolled by Armada pickets. With the ability to deliver goods faster than the competition, and with practically zero risk of piracy, Mani grew the business into the premiere company for moving people and goods throughout Vaardspace and regions surrounding.
Although he eschews the limelight, Mani still remains very active in the direction and operations of the company from his family home on Akamara. His employees say they enjoy working for him and that he is generous in both compensation and beneficence. He is known to visit shipping and transportation hubs to personally meet and recognize employees. He is so personable with his drivers that a common joke is that Mani actually runs the business from a roadside diner and not the Yapa Clan palace.
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---
title: Ancient History
description: Events from the earliest known eras of the cosmos
---
# The Disconcordance
The most pivotal moment in the history of the cosmos is the Disconcordance, which occurred approximately thirty thousand years ago. At that time, a human mage began experimenting with magical rites that would allow him to consume energy from other planes of existence. This human sought to surpass death and become a god. His name was Vecna.
The energy Vecna siphoned away shattered the barriers between planes of existence and manifolds of the material plane. This event is known as the Disconcordance. Vecna was defeated by an alliance of many sentient species, lead by an alliance of dragons and high elves. The cosmos was healed. The victory over Vecna is year zero of the FaeDraconian calendar.
The Disconcordance caused spheres from other manifolds of the material plane to come into the Greater Sagittarian Sphere, and spheres from this manifold to disappear. Presumably the lost spheres are in other manifolds, but their fate is not known.
## Origins of life
The age of the universe, as told by dragon song and the Star Cogs reckoning, is about ten billion years. According to the best interpretations of dragon song and observations, this was the moment when the universe ceased to be composed of magical energy and condensed into spacetime and matter. The Children of Oshumare call this the First Note.
The age of individual spheres in the galaxy may vary, because some spheres came from universes younger than ours, and others came from universes much older.
Dragons have lived in the material plane as long as the plane has existed. Dragons who possessed the innate ability to traverse intersphereal space explored the cosmos as soon as they were physically capable.
By various reckonings, other life appeared about 300,000 to 1 million years after the origin of the universe. The earliest spacefaring species include the Arcane and the Juna. Both of these civilizations had faded at least two hundred thousand years before the Disconcordance.
## Ancient Civilizations
### Juna
The Juna were the first non draconic species to travel between spheres. They colonized other planets but did not displace or conquer other native species. How the Juna traveled the vast distances between stars is not known. Most scholars assume the Juna had spelljammer helms, but none have been found. Another controversial possibility is some other method of superluminal travel, although how they would have done this is not known.
They were a species of intelligent crab like creatures with triangular, radially symmetric bodies. Artifacts from their civilizations date back to about two million years after the First Note. Their civilization lasted for about one and a half billion years before they disappeared. The Juna kept no written histories so knowledge of them comes from the items and tools they used. Very few artifacts of the Juna remain, and those that can be found are highly coveted by collectors and academics.
### Arcane
The Arcane were a species of tall, blue skinned humanoids who explored most of the galaxy. They began exploring the galaxy five hundred million years after the Juna disappeared and their civilization lasted five billion years.
The Arcane are credited with inventing the spelljammer helm. Indeed, it was Arcane technology that the dragons gave to the first elves of the Emerald Armada.
The official borders of the Arcane empire were fairly small, although they controlled many worlds. They were not ailitary expansionist empire, they were mercantile. The Arcane did not conquer worlds, instead, they became the majority trade partner with every other culture they encountered. They had no qualms about debt servitude and entire planets found themselves so reliant upon the Arcane that they became vassals.
Their wide trade empire would not last forever. The Arcane too faded from the cosmos. The illithid began infecting their society, devouring them and appropriating their technology. The Arcane destroyed themselves in a desperate attempt to stop the mind flayers. They succeeded in stemming the further spread of the illithid, but the cost was every last Arcane.
### Nephilim
The Nephilim are giants that come from another plane of existence. They entered the Greater Sagittarian Sphere during the late Juna age. The Nephilim came as conquerors. They used their great strength and magical skills to dominate the world's they inhabited. They used their wizardry to travel to other spheres and create an empire. And once they discovered the Arcane, they bought or stole spelljamming ships to travel the cosmos.
The Nephilim spread from world to world until they had conquered nearly a quarter of the galaxy. Their rule lasted for three billion years. And then they attempted to claim the Temple of the Choir for their own.
The draconic response was swift and widespread. Nearly every dragon in or near Nephil took to destroying as much of the Nephilim cities, industry, and military they could find. Their subjects were mostly ignored. The Nephilim were devoured.
The dragons relented once the Nephilim had been pushed back to the spheres in which they first appeared and then abruptly withdrew. The Nephilim have been unmolested by the Children of Oshumare since then. No formal truce was ever made, and an uneasy peace has lasted since.
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---
title: Recent History
description: Events occurring after the Disconcordance
---
## Opening of Vaardland
Vaardland, also called Vaard is a fractured planetoid surrounded by a crystal sphere. From a distance, it resembles a continent surrounded by an ocean in a fishbowl. The crystal sphere containing Vaardland is inside a typical solar system-sized sphere anchored by a yellow-white star.
Since the Disconcordance, the Emerald Armada limited intersphereal travel to the Vaardland sphere to an absolute minimum, and visitors to the sphere were required to have an Armada escort. Only a handful of individuals ever visited Vaardland itself. The inhabitants of Vaardland themselves were largely unaware that they were part of a galactic community. Archaeological evidence traces the development of agriculture and organized societies beginning some time around the Disconcordance. Some believe that Vaardland is all that remains of the Emerald Armada's native planet.
Fifty years ago, Admiral Arandeiros convinced the Armada High Command to integrate Vaard into the galaxy.
Now, the inhabitants of Vaardland are integrating into the galactic community. The Armada Command bases their headquarters in the coastal city of Harborcrown. An alliance of various organizations on Vaardland set the laws of trade and migration in and out of Vaardland.
## The Heroes of Vaardland
The now-famous Heroes of Vaardland were pivotal to the opening of Vaard. They are widely known for saving the Emerald Armada from threats that would have rippled throughout Vaardspace and the Greater Sphere.
These heroes were
Yvarie Galanodel
[[Burgell Schmurgle]]
Ernchait Seawail
Detective Malatir
Bilgar of Hilgar
These adventurers were native to Vaardland and, like all others who lived there, were completely unaware that their continent was floating inside a crystal sphere in space. They met in the small village of Northern Nook, famous for its barley, apples, and turnips. They had answered a call for help from the dwarven princess Magda Mineshadow to help rescue her cousin from a goblin war band.
### The Drowish-Goblin Conspiracy
After defeating the goblin band near Northern Nook, the heroes
They discovered the truth of their world while thwarting a githyanki pirate raid on an Armada vessel. The Armada learned that the Hand and Eye were likely to be found on Vaard, and so they were transporting the Sword of Kas to Vaardland to destroy the cursed artifacts. The heroes were brought on board the Armada Shrike *Nimbreth* to guard the sword when the pirates attacked.
The heroes had unearthed a Drowish invasion plan that very nearly overran Vaard. Over the course of a few centuries, the powerful Queen Nezznara had amassed a large army and began a slow infiltration of Vaard. Her goal was to steal The Hand and Eye of Vecna.
Shortly afterward, they defeated a Vaardan hobgoblin warlord named Nosbor who had been aiding Nezznara's infiltration of Vaardland. After Nezznara's defeat, Nosbor obtained The Eye of Vecna and was preparing to conquer the planetoid. Afterwards, he intended to take any Armada ships he could and establish his own intersphereal empire.
Yvarie, Kevin, and Ernhait killed Nosbor, destroyed the Eye and Hand of Vecna, and brokered a truce between Nosbor's horde and the other nations of Vaardland. With the threat of Vecna eliminated, Vaardspace was at peace.
Admiral Luthias Liaren commanded Armada activities around Vaardland during the Drowish invasion, and the battle with Nosbor. Liaren was completely unaware of Nezznara's plot and seemed completely unconcerned about Nosbor's hostilities until The Heroes intervened. The Heroes not only thwarted the villains at home, but they discovered a battalion of warforged whom the Neoji had stationed in hidden catacombs beneath Harborcrown.
Liaren's hedonism had gotten the better of him. He had been deceived and played by a faction within Harborcrown who had allied themselves with Nezznara. Were it not for the Heroes, Vaardland would have been lost and the Armada would have been compromised by the Neoji Hegemony.
Due to his massive failings, Liaren was honorably discharged from the Armada. Fleet operations around Vaardland came under the command of Allorienne Arandeiros, who was promoted to Admiral.
Arandeiros served in Liaren's command for three hundred years, and distinguished herself time and time again. She commanded fleet operations near Vaardspace and was granted Captaincy over the Gilgalad Thule, the Elven Armada flagship. She effectively ran the show while Liaren indulged himself.
Admiral Arandeiros rapidly achieved several successes. She brokered peace between the tribes in Nosbor's horde and the other nation-states of Vaardland. She administered the introduction of the Greater Sphere to Vaardland, allowing its inhabitants to begin exploring the Spheres, and introducing them to the wonders and dangers of the cosmos.
## Yapa Shipping
Approximately twenty years after Admiral Arandeiros opened the borders of Vaardland, the Armada granted Yapa Intersphereal Logistics use of it's hyperspace lanes, making them the only third party with sanctioned to use the fastest routes in Vaardspace. This decision was largely decried due to the perception that the fabulously wealthy Yapa clan had bribed Arandeiros. In fact, Mani Yapa, who had been something of a black sheep in the family, prevented an aberrant priest from creating a rift in the Concordance of spacetime and opening a portal to the Far Realm. Arandeiros recognized Mani's noble intentions and rewarded him with access to the Armada's routes.
## Neoji War
About five years ago, the Emerald Armada declared open war with the Neoji Hegemony. The Neoji are seeking to invade Vaardspace and enslave it's entire population. For several hundred years prior, under Luthias Liaren, the Armada sought a diplomatic and peaceful coexistence with the Neoji. Unfortunately, the Neoji were negotiating in bad faith. The Neoji's diplomatic efforts were a distraction so that the Armada would not notice that they were building an invasion force and attempting to infiltrate the Armada. During this period, the Hegemony's mages had learned to create living constructs called Warforged, whom the Neoji would enslave and use as the body of the invasion force.
Admiral Arandeiros realized the Neoji advance would not end through diplomatic efforts. After presenting her case, Armada command declared war against the Neoji Hegemony. Arandeiros conducted a swift and devastating counteroffensive. This has knocked the Neoji back on their heels, but open aggression is not the Neoji's most fluent tactic. Subterfuge is their trade and craft.
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---
title: Cornucopia
description: The Breadbasket, the Living Biome.
---
Cornucopia is a world in Vaardspace orbiting a large white star. The world is not a planet, instead it is several conjoined planet-sized elemental beings. To communicate with others, Cornucopia raises humanoid plant spirits who become its ambassadors.
Cornucopia also produces huge quantities of food for Vaardspace. Most of the supplemental food that the Armada distributes to less bountiful worlds comes from Cornucopia.
The world Cornucopia was introduced to the Emerald Armada by dragon kind in the early years of the Armada's exploration. Over millennia, the elves is the Armada cultivated a friendship and admiration for Cornucopia. In return, Cornucopia developed a respect and affection for the elves.
As the borders of Vaardspace grew, the Armada needed more food to sustain themselves and the populations in their borders. Cornucopia agreed to provide crops and specially bred plants in exchange for protection and a pledge of the Armada to preserve the natural biomes on the world's they encounter.
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---
title: Erythnul
description: A sideways world of extremes
---
Erythnul is a red giant star in Vaardspace. Erythnul has one populated world in its orbit that goes by the same name. The star frequently and unpredictably ejects coronal mass due to violently changing magnetic anomalies. The danger posed by these anomalies earned Erythnul its name.
The world Erythnul rotated on an axis that is tidally locked facing the star. Therefore the north of Erythnul is a blazingly hot wasteland and the south is frozen in eternal night.
Erythnul is ruled by an ancient red dragon named Hope Wilts Before Me, who claimed the world as their lair roughly 1,000 years after the Disconcordance. Hope Wilts uses the world to host combat tournaments and has gained a fabulous horde through gambling.
All settlements on Erythnul lie on its single continent, which stretches from pole to pole. The lair of Hope Wilts is at its north, pointed towards the star. The south pole is home to some of the most spectacular aurora displays in the galaxy. In between are fabulous resorts and casinos operating in tribute to Hope Wilts.
Some of the wealthiest--and least savory--individuals in the galaxy have estates there's secured by vast sums of gold, specifically, along with favors and other symbols of wealth. Over it's long dominion of Erythnul, Hope Wilts Before Me has assed one of the most impressive hordes in recorded history.
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---
title: Lavos & RST
description: Home of the Star Cogs
---
Lavos is a medium-sized white-yellow star, and its sphere is the place chosen by Gond to be where his beloved Star Cogs entered the material realm. There are no planets in the Lavos system, but there are several asteroid belts and dust rings where planets may once have been.
The Lavos sphere has three notable settlements including Gwel-Grann, the Lavos Station, and Remote Station Tango (RST).
Lavos is an independent system. It is not part of the Vaardspace protectorate, although it is near the borders of both Vaardspace and the Neogi Hegemony.
## Bubble City
Gwel-Grann, gnomish for "Bubble City," is the home of the first Star Cogs. Gwel-Grann is a network of connected and free-floating space stations each about the size of a small village. The stations are not uniform, some are little more than glass spheres, some are boxy and made of welded scrap metal. The interiors of some are microcosms of wondrous flora and fauna from the feywild, and others are full of constructs, automata, scientific equipment, and heavy machinery.
Gwel-Grann is still home to mostly gnomes, because the stations themselves are gnome-sized, and because non gnomish people usually get annoyed with the silliness that goes on there.
## Lavos Station
Lavos Station is a group of several asteroids that have been converted in to habitats by boring tunnels and caverns inside of them. They are connected by kilometers-long tubes. The Asteroidal Lavos Federation, or ALF for short, is the representing body of the Lavos Station asteroids.
The major economies on Lavos Station are refining and recycling the minerals found in the Lavos system, trading for technology produced by the Star Cogs, and exchanging goods and currency from within Vaardspace to brokers from other parts of the galaxy.
Lavos Station is also home to the famous Junk Races, wherein teams must construct a space craft from salvaged materials and race it through a treacherous asteroid field. The races have very few rules, but an age limit was imposed when a 9 year old child named Flanagan Mudcrawler entered the race and crashed his ship on the first turn.
## Remote Station Tango
Remote Station Tango, or RST for short, is an Elven Armada outpost in the Lavos sphere. It is a point of contact for the Emerald Armada to arrange passage of merchants, immigrants, and travelers into Vaardspace.
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Lithica is a rocky planet in a the Klauth binary star sphere on the edge of Vaardspace. It has low tectonic activity and a wealth of mithril, adamantium, and other minerals. The sphere system is anchored by a red hyper giant Star and a much smaller yellow star. Lithica orbits the smaller yellow star. It is the only rocky planet in the sphere, although the sphere contains two gas giants and an icy debris cloud on its edge.
A meteor of Orichalcum (1,000 gp/pound), a crystalline mineral highly valued by artificers, crashed on the rocky planet Lithica. The Regulators have been hired by Yappa Intersphereal Logistics as a security detail. Their contract is to ensure the safe transport of power cells and mining equipment to the dwarves who are working the claim, and to ensure the contracted weight of Orichalcum is delivered to a Yapa receiving facility.
The dwarven colony mining the meteor need help clearing out a Kruthik hive that has been growing nearby. Kruthik are notorious Intersphereal pests. They are six legged armor plates lizards that can burrow in rock and can hibernate in vacuum. They are found on many rocky planets, planetoids, and asteroids within the Greater Sphere.
It is unclear if the Kruthik were dormant on the meteor until it fell or if they were hibernating in subterranean tunnels. In any case, they need to go. The miners will let the heroes take as much ore as they are allowed to carry if they clear out the hive.
#### Klauth System
Lithicas sphere is anchored by a binary star system containing a red hyper giant star named Klauth, and a small yellow-white star Shard. Lithicas orbits Shard, and the pair orbit Klauth.
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The Rock of Bral is a city on a free floating asteroid. The city is an independent state governed by a dynastic monarchy and council of powerful houses and factions. The Rock is extremely old and was part of the Toril sphere prior to the Disconcordance. Some time in the aftermath, massive spelljamming engines were installed on the Rock, allowing it to travel through hyperspace. Since then, the Rock has wandered through the galaxy, relocating every few years or decades according to the direction of the ruling monarch.
The Rock of Bral is well known for being the most cosmopolitan place in the galaxy. The finest luxuries, the latest fashions, the best food, the most novel innovations, the best shipyards, and much political power pulses through the city. It offers notable destinations such as The Infernal Rapture spa and resort, the Laughing Beholder pub, the Pantheist Temple of Tyr, and Comfy Dale's Planar Safari.
Being independently governed and neutral in most intersphereal conflicts has made The Rock an invaluable location for war and peace negotiations, trade deals, and safe harbor for freebooters around the galaxy. Order is maintained by strict enforcement of the law where infractions can easily get you banned from The Rock or executed.
The Rock has a long history of being a safe haven for independent ships, freebooters, and pirates. The focus on neutral order ensures that the streets remain safer than many cities, and that someone on the run with the right connections can remain there unmolested, provided they follow the local code.
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The Temple of the Choir, or just The Temple, is a region near the core of the Greater Sagittarian Sphere that is controlled by the Children of Oshumare, or Dragonkind. The Children consider this region of the galaxy sacred and strictly enforce it's borders. Only dragons, their disciples, and their honored guests may enter the borders.
The borders are defended in a variety of ways, most often by fleets of ships crewed by dragonborn, and adult or ancient dragons flying in hard vacuum. The Draconic Nephil war began when the Nephilim attempted to invade the Temple of the Choir. The Nephilim set up outposts in a few spheres on the edge of the Temple's borders, which were completely destroyed in the war.
Nobody knows for certain what lies within the borders of the Temple. Only rumors exist because nobody who has visited the Temple has disclosed its secrets. Dragonborn seem to enjoy the rumors and will actively spread contradictory accounts for fun.
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---
title: Vaardland
description: The island in space
---
Vaardland, or Vaard, is a continental landmass floating on an ocean in a crystal sphere. From a distance, Vaardland appears like a glass fishbowl half full of water with a continent in the middle. Vaard has a variety of terrains and biomes l, including a large desert, an ancient forest, a grassy plain, and mountains. Compasses on Vaardland all point towards the center of the continent, which is home to a gigantic mountain range.
For millenia the Emerald Armada did not allow ships to enter the stellar sphere containing Vaardland. The Armada never revealed the entire history of Vaard, but it is rumored to be all that remains of the elves' home planet.
Vaardland is the Emerald Armada's headquarters. A small office of the Armada's high command is in historical buildings in the city of Harborcrown. The majority of the headquarters personnel and staff work aboard The Viridian Citadel, which orbits Vaard's Lagrange-4 point.
Vaardland is the home of several distinct cultures and peoples whose histories can be traced back roughly 7,500 years. The age of Vaardland is estimated to be much older based on mineralogical and temporal spectrographic analyses. Evidence suggests that Vaardland came from a planet about 3.2 billion years old. It is unknown whether Vaard was formed in the Greater Saggitarian Sphere of if it came into the Sphere during the Disconcordance.
Vaardan explorers attempted to explore the seas beyond their land to discover what was beyond their horizons. However, the sphere containing Vaard has the unique property to teleport anything reaching the edge to the opposite side of the sphere. Therefore when a Vaardan explorer would journey eastward out to sea and reached the edge of the sphere, their compasses would flip directions and they would approach the westward shore of the continent. Thus Vaardans were convinced their world was a sphere with a single continent on its northern half.
When the elves decided to make contact, they sent envoys to all nations who were exploring, trading, or warring with each other. Alliances were made with the nations of Harborcrown, Heimat, and Verdant Rain on Wide Leaves. The Armada told the local people that they came from a land across the sea, reachable only to Elven kind, which was a sufficient enough explanation for most.
The Heroes of Vaardland, Yvarie Galanodel, Burgle Schmurgle, Ernchait Seawail, Bilgar of Hilgar, and Detective Maletir were the first to discover the true nature of their world, and the first to learn of the spheres beyond.
Today, representatives from the nations of Vaard govern the sphere and manage travel and trade with the greater galaxy. Immigration is tightly limited, but Vaardans freely travel beyond their sphere. Tourism is allowed with very strict time limits. The Vaardan rulers set these rules in place to protect Vaardan resources.
Vaardan turnips are a rare delicacy throughout the spheres.
## Notable Locations
### Harborcrown
Harborcrown is the capital city of its eponymous nation on Vaardland. It is built on a cove formed by a huge crater. The nation of Harborcrown controls most of the land between the coast and the central mountain range. Its territory extends westward to the edge of the jungle, which is the border of Verdant Rain. To the east, it borders a neutral territory that is a great, vast plain. The territory is known as The Veldt, and is shared with the Felinx dynasty.
Harborcrown is a cosmopolitan city populated by all peoples of Vaardland including humans halflings, dwarves, elves, gnomes, goblins, orcs, Felinx, and dragonborn. The city, alongside Heimat, is one of the major ports of trade and tourism for people of Vaard and the rest of the galaxy. Harborcrown is also the site of the Council of Vaard and the headquarters of the Emerald Armada.
The nation of Harborcrown is the birth place of Ernchait Seawail.
### Heimat
Heimat is the capital of the Felinx dynasty and their nation. The nation is mostly populated by catlike humanoids who call themselves Felinx. The dynasty takes its name from the name of their people, as a symbol that they represent their nation.
Heimat sits on the delta of a great river that runs from Dor' Imroth to the sea. North of Heimat is Gnomeregard. To the west is The Veldt, and to the east are the mountains of Tomund Dayur. To the south is the edge of the continent, and the sea.
### Gnomeregard
Gnomeregard is a small nation of gnomes that live in the outer edges of the great forest Dor Imroth. The gnomes have always had good relations with neighbors g nations of Dor Imroth, Heimat, and Tomund Dayur. Gnomeregard is also home to Burgell Schmurgle.
### Dor' Imroth
The Great Oaken Forest, Dor Imroth, is home to an ancient nation of wood elves. Dor Imroth may be the oldest continuous culture on Vaardland. The elves who live in this forest fiercely defend their borders and do not allow trade with or visitors from the wider galaxy. Dor Imroth is the birthplace of Yvarie Galanodel.
### Hilgar
Hilgar is located in the desert region of Vaardland. It is an Orc city built around magical spring proving the city with clean, cool, fresh water. For centuries Hilgar was deserted and covered by sand dunes, but Bilgar and a band of adventurers defeated an ancient vulture who had conquered the spring and stolen it's magic, restoring Hilgar to its former glory. Bilgar was from Hilgar.
### Verdant Rain on Wide Leaves
Verdant Rain on Wide Leaves is the name of the jungle nation of dragonborn on Vaardland. The dragonborn have always remained aloof and offered limited trade with the other nations of Vaardland except for Hilgar. The Verdant Rain also actively avoided trade or diplomacy with the Armada, and would not acknowledge the that Vaard was not a planet until after the Armada and the Council of Vaard opened the continent.
### Tomund-Dayur
Tomund Dayur is a nation built under the huge mountains that separate Heimat and Dor Imroth from the desert. Unsurprisingly it is a dwarf nation. The dwarves have lived in Tomund Dayur for nearly 3,000 years and have built a spectacular mega city in the roots of the mountains.
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Allorienne Arandeiros is the High Admiral of the Emerald Armada. She currently is directing the fleet operations on the Neoji border aboard the Armada flagship Gilgalad Thule.
Her parents were in the diplomatic corps and their assignments were on planets that were exploring the edges of their sphere or establishing contact with other planets. Their charge was to help burgeoning civilizations avoid piracy and space monsters, and show them hyperlanes routes. She spent her childhood on Armada ships with her parents.
Like many high elves, she had a love for the stars and for travelling the spheres. She also has a deep affection for the many cultures and worlds in the galaxy. This drive lead her to enroll in the Armada command corps before she had even finished primary school.
Arandeiros excelled in the academy and quickly was assigned to exploratory ships upon graduation. Her first tour of duty sent her to Lavos system, but the route they took was through territory that the Neoji had begun exploring. Arandeiros saw the many insidious ways that Neoji would commandeer worlds and ultimately spread their hive. She learned how careful and how vigilant the Armada must be to preserve the freedom of the worlds in their borders.
Arandeiros sought a command position, and so was assigned as a lieutenant in the Vaardland sphere under the command of Captain Lithicas Liaren. Over the next 200 years, Allorienne was promoted to Commander and greatly improved the operations of the fleet in and around Vaardland.
Liaren, who took most of the credit, was promoted to Admiral and, under the pretense of diplomatic outreach to Vaardans, began living indulgently and hedonistically in Harborcrown on the Armadas coin.
Arandeiros saw this happening even as she saw signs of trouble. Piracy increasing, crime in Harborcrown, goblin assaults, foul magic and bad omens. She also saw the adventurers who were stabbing at the heart of the problem.
Arandeiros discovered that the drow had an operative in the Vaardland fleet, placed there by Liaren. She coordinated the counter espionage effort that unearthed the drow spies, and saw they were imprisoned.
After Nezznara s defeat, Arandeiros was promoted to Admiral of the Vaardland fleet. She helped the Vasrdan nations achieve peace with each other. She scared the pirates enough that they follow the rules in Vaardspace. She secured the Vaardland sphere and began the interstellar introduction of Vaard. She also ended what she called "unethical, inhumane, and dangerous off-the-books projects established by my predecessor"
During this work, the Emerald Armadas diplomacy corps with the Neoji Hegemony was being infiltrated. Liaren had begun a diplomatic outreach mission at the behest of the lead Drowish spy, who knew well that the Neoji would take advantage of unsuspecting envoys. The Neoji had begun the slow process of making the Armada strategically ignore their activities while they spread their hive beyond contested territories and into Vaardspace borders.
Arandeiros had no misconceptions about the Neoji, who were brutal, ruthless, and sadistic. She orchestrated a rapid, coordinated counter offensive and drove the Neoji back from many of the world's they had taken. This counteroffensive saved the Armada and set the current borders of Vaardspace and the Neoji Hegemony.
Now, Arandeiros is the High Admiral of the Emerald Armada. When she is not at aboard the Armada flagship The Gilgalad Thule, she works from her offices in Harborcrown and the Viridian Citadel. On her desk is a golden statue of the Scales of Tyr, although she is not a member of their church.
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Grubnegrab is the beholder who created the Itch.VD network. Nobody knows where he operates the Itch network from. He seems to have no permanent residence and is very reclusive. THey have made public appearances, but they are few and far between.
Grubnegrab created the Itch network about 40 years ago while visiting the Rock of Bral. While at the Laughing Beholder, Large Luigi told him how much his patrons would like to watch adventurers while having a drink. Grubnegrab summoned a familiar that was like a single eyeball on a stalk with an arm on the other end. The gazer attached to the wall of the bar and Large Luigi has been caring for it ever since.
Grubnegrab always wants to find adventurers on new and exciting quests to follow. He gladly offers floating Gazer familiars to bands of adventurers. He loves to attach parasitic familiars to adventurers who record their most intimate moments in exchange for the gazers abilities.
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Sharzak is a renowned girhyanki pirate who loves to brag about his deeds. He is wanted by the Emerald Armada, Neoji Hegemony, Nephil, and Dumathoins Prospectors for ceimes relating to piracy.
He operates a ship called The Calamari Buzzard, which is essentially a large space caring speedboat with overpowered weapons welded to the hull. He and his crew are known for the daring heists of high value objects that tend to be sold at auction on [[The Rock of Bral]].
Sharzak has a deep hatred of illithid and has been known to abandon a heist or tram up with an enemy to kill mind flayers.
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Bilgar was an orkish warrior from the desert wasteland of Vaardland. He rode a giant bear named Zoe. Bilgar, unsurprisingly to y, came from the Hilgar region of Vaardland. At the time of his joining, he had been searching for a way to restore the magical streams that once fed Hilgar and befriended an orphan bear he named Zoe.
Bilgar and Zoe journeyed with the Heroes beyond their crystal sphere to battle pirates and Nezznara. He returned home to Vaardland with the heroes and set out again for Hilgar, hearing of a group of adventurers who had discovered the key to Hilgars springs.
Bilgar found the adventurers and helped them defeat an undead monstrosity that had stolen the springs power.
With the springs restored, Bilgar rallied his clan and began rebuilding Hilgar. Other clans joined him and within ten years, the land was restored to an oasis.
Bilgar then disappeared from Vaardland. His whereabouts are unknown, but scriers claim he and Zoe are warlords in the upper layer of hell.
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**Pronounced**: (burGell ShmurGell)
**Real Name**: Dingleberry Feltchbunger
**Known Aliases**: Burgell Schmurgel, Bingbong Durgle, Fnimble Oakphallus, Lord Boddynock Timbercock, Kevin the Basedgod, Vaardland's King of Pop, Bobo Wilcox
**Birthplace**: Outer Gnomerend, south woods
**Criminal Profile**: Pathological liar with no poker face, incorrigible gambler, severely adept pickpocket with an eye for value (both monetary and emotional), legendary prankster.
![[NewBurgell.webp]]
Known for running from fights just as often as delivering killing blows to mighty foes. \[The High Elves have redacted many of the details of regarding the current whereabouts of Burgell\] "Kevin let your light shine down" is played in his memory.
#### WANTED CRIMINAL IN SEVERAL JURISDICTIONS
Including:
- The Infernal Rapture (establishment)
- Biff Chalky's Funtastic Family Fallafel (establishment)
- Nephil (empire)
- YesAnd (planet)
- Erythnul (planet)
- Target (establishment)
**RIP**: the spiders Dingus, Dungal, Drano, Bubba, Tiny, and Rex, Lil Ben the rat, and Darius Smuckers the owl who isn't dead, but he's dead to me Burgell will be remembered by the Heroes of Vaardland and a few dozen pigeons, and he will be feared by all those toadstool humping tickwits watching Itch. I am coming for you assholes.
That's right, I wrote my own bio AND I faked my death. See yous in the funny papers, kids.
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Maletir is an orcish ranger who was a private investigator on Vaardland. He was known for his heavy longbow, his distinctive poncho and hat, and his direct manner.
After unearthing the hidden Warforged in Harborcrown, Maletir set out on other cases. He has directly or indirectly contributed to uncovering Neoji and Drow operatives, finding stolen goods, and freeing trafficked people.
Maletir has been spotted in many places throught the galaxy. His current whereabouts are unknown.
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---
title: Welcome to Quartz
title: Welcome to Vaardspace
description: A gonzo kitchen-sink science fantasy RPG setting. Have fun!
---
# Welcome to Vaardspace
This is a blank Quartz installation.
See the [documentation](https://quartz.jzhao.xyz) for how to get started.
Current Year: 26,350 FaeDraconis
> We, the High Elves of the Emerald Enclave, in order to preserve the Fey Lifeblood, Causal Integrity, and Concordant Spacetime of the Greater Sagittarian Sphere and the Region of Vaardspace, do hereby pledge our allegiance to the Dragon-kin, known as The Children of Oshumare, and hereby commit ourselves to defend the temporal integrity of the Material Plane, to Protect the Greater Sphere from threats Near and Far, for the benefit of All Creatures who seek life and prosperity herein.
*--Opening paragraph from the Vaardspace Protectorate Agreement.*
## Intro
Vaardspace is a science fantasy RPG setting. It's inclusive of other settings like Forgotten Realms, Eberron, Dark Sun, and Grayhawk. It's a way for you to take your favorite character concepts and drop them into a gonzo setting. It's not just built by me, it's built by the players and what they bring to the game. Respect the other people you play with and have fun.
The game takes place in a fantasy version of our galaxy. In the setting, it's called [[The Greater Sagittarian Sphere]]. The word "Vaardspace" refers to the setting of the game, but within the game lore, "Vaardspace" is a region of the galaxy protected by the [[Emerald Armada]]. Learn about the galaxy by reading the [[Cosmology]] section.
## How to Play
We play using two rulesets: D&D 5e and Draw Steel. When you join the game, your GM and players will help you make your character.
Browse this wiki and skim the pages. Imagine a character you think would be fun to play in this setting. Imagine the type of fantasy or sci-fi world your character is from. Is that world in the Vaardspace protectorate? Are they in the Neogi Hegemony? Or is their planet not on the map yet?
We treat this game like a serious tactical combat game, have genuine roleplay and moral quandaries, and silly jokes and cartoon antics. Characters in this setting are not aware they are in a game, so they don't intentionally break the fourth wall. We respect each other and treat each other kindly.
You will have a session 0 with the GM in which you can brainstorm ideas for your character and ask questions about the setting. Depending on who your character is, you may have allies or enemies in various factions, which may make you privy to some secrets of the setting.