Aloth
Home Legomir Narzog

   

Planetary Statistics

Size: Size E (4K-10K Miles)
Shape: Spherical
Type: Earth Body

Overview

Aloth is a normal world, very much like Oerth, Toril, or Krynn. Sentient settlements are few and far between, the average population density is 4 persons per square mile.

 This means the areas between the settlements are wilderness, with the occasional road to connect the rare nearby settlements.

 There are two moons in close proximity, Legomir (the inner moon) and Narzog (the outer).

Hazards

The normal hazards of any world that consists mostly of wilderness, Aloth contains many new species unknown in other spheres.

History

Aloth is an old world, settled by early spelljamming vessels. Aloth is just about the only world in the system that can support life without elaborate magical and mundane protections.

 Histories in certain city states go back 3 millennia, there are indications that earlier settlements existed as long as a thousand years before that.

Politics

The primary unit of government is the city-state or village. Politics are fairly loose, anyone who doesn't like one settlement just goes off and settles somewhere else.

 Inter-settlement politics deal mainly with trade agreements, Aloth is so sparsely populated and so rich that wars are uncommon, and usually short.

In fact, there is so much work going begging that most Alothians are more interested in trade and craft than politics.

Population

Aloth is settled by many common spelljamming species. Neogi are not unknown, but little tolerated. Mind flayers are likewise rare and almost universally mistrusted.

Elves are common, Aloth approaches the elven ideal world. Humans, dwarves, and halflings are also extremely common.

Major Products

Aloth has all the major products of any rich fertile world, ranging from livestock and timber to gems, precious metals, common metals, and other such. A healthy trade exists between Aloth and Farithom, the fire-dwellers and Alothians each having common trade goods unobtainable on the other world.

Armed Forces

Except for the major city states (which operate both city defenses and armed spelljammers) standing armies are unknown on Aloth.

 The majority of settlements have militia, but these deal with local hostile fauna more often than raiders of sentient species.

Religions

Aloth has few gods, generally one or two per sentient species. Alothians are generally too busy to pay much attention to the gods, and the gods tend to return the favor.

Magic Use

Aloth is extremely well endowed with magic users because of the high level of spelljamming activity. Every settlement has at least one flitter with a petty helm, generally the larger towns often have a small fleet of trading vessels with petty helms. Most of the populace could operate petty helms at a pinch, although minor or major helms would be beyond their abilities.

 The larger city states operate trading fleets with minor helms and a (relatively) few ships with major helms to operate from Aloth to the Belemir belt.

About half the population (except for dwarves, of course) have some form of minor spell casting ability, generally cantrips. However even first level spell casters are 20 times more common in Saruspace than elsewhere. Outsiders believe this is because Saruspace has a higher background magical field than other spheres.

Whatever the reason Alothians put their magical abilities to good use (mainly in puddle-jumpers).