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Planetary StatisticsSize: Size A (<10 Miles) OverviewThe Belemir belt is the outermost ring, circling Saruthilion at a distance of 44 AU's, over 4.5 BILLION miles from the primary. The edge of the shell is thus 9 billion miles from the primary, that means that a spelljammer takes nearly 3 months to travel from the edge of the shell to the sun! Fortunately, a month and a half from the shell is the Belemir belt. Unlike the other worlds (saving Aloth itself), the Belemir belt is a typical asteroid belt, and will be familiar to most space travelers. Most of the asteroids are size A, with a sprinkling of size B, and about half a dozen size C. Most have atmospheres, the size B asteroids have water and plant life almost without exception. The only slight problem is the temperature, the average temperature of the Belemir belt is just above freezing. The handful of size C worldlets actually have enough mass to entertain geothermal activity, these asteroids are tropical in nature. Naturally, all of the size C asteroids have already been claimed by one settlement or another. On the other hand, there are so many size B rocks that they're likely to go begging for eternity. HazardsUnlike many asteroid belts, hostile fauna is seldom a problem--at least in wildspace. There is believed to be one radiant dragon in Saruspace, this creature keeps to itself, avoiding contact with spelljamming vessels. HistoryThe belt was, interestingly enough, one of the first areas of the sphere to be settled. Sages are confident in the fact that all of the sentient races in Saruspace are the result of space travelers settling the sphere, the limited contact with other spheres reinforces this notion, as does the peculiarity of the native species. PoliticsThe belt is closer to the normal spelljamming culture than Aloth. That is to say that it is home to any number of outsiders, including some evil races like the neogi and illithids. Since it is possible to travel to and from Saruspace (although it is neither easy nor reliable), the Belt sees more than its share of outsiders. Four of the half dozen class C asteroids maintain beacons to pinpoint themselves to outsiders. PopulationThe Belemir belt is home to the largest diversity of species in the sphere. The two largest class C asteroids, Tolgrin and Losnuir, are open ports that encourage all traders, as long as they don't cause trouble. Even neogi are tolerated on Losnuir, although they are closely watched. There's no telling how many neogi are in the sphere, although it is a far smaller number than any other sphere "graced" by these evil creatures. Mind flayers are also welcome at Tolgrin and Losnuir, one of the few places this is true. Major ProductsThe Belemir belt, like most asteroid belts, is composed of the remains of a large planet. As such any metal, gem, or other mineral material may be found here. Prospecting is a common occupation, made much easier by the common nature of petty helm craft and the density of the belt. The Arcane are active in the Belt, encouraging the prospectors with good deals on used petty helm equipped craft and more exotic gear like heavy metal detectors, becoming in effect, silent partners. This policy has paid off handsomely, since the Arcane usually take half of the prospector's yield. Armed ForcesOf course these asteroids are heavily defended with both fighter craft and larger spelljamming vessels. Belemiri are friendly, not suicidal. Magic UseThe Belt is a good place to find magical items left over from before the sphere was settled. The Arcane pay extremely well for these ancient magical items. Such finds happen often enough to keep the rumors flying and the prospectors eager. There might be two or even three finds in an Alothian year (613 days, or about 1.7 standard years). The finders often retire, rich by Alothian standards, never having to work again. It is thought these magical finds (not to mention solid-gold asteroids!) are why the Arcane are so generous in their dealings with Belt denizens. They know the more prospectors scouring the belt, the richer they will become. Illegal ActivitiesThe Belt is alive with pirates, claim jumpers, neogi, and worse. Those prospectors who can afford it use a minor helm to power their prospecting craft to outrun the opportunists. A relatively new idea is cropping up in the Belt--prospecting coasters. Like the more traditional trading coaster, a group of prospectors will pool their resources and buy a Tradesman or Wasp, invest in a minor spelljamming helm, and travel in the company of other prospectors, making a "company", or sort of traveling settlement. These coasters are much harder to attack successfully, and a rich strike will make every member well off. It's the lure of added safety that bring most coaster members into the fold. Points Of InterestTolgrin, Losnuir, Arrophor, Athom, Mival, and Huvir (class C asteroids, in order of size). LoreThe Belt is the oldest inhabited part of the sphere, and the legends are myriad. Wildspace tall tales that sometimes turn out to be true, but any tale told in a tavern is usually just a way to cage drinks. The wise man listens and keeps his wits handy. |