For many homebrew fantasy RPG settings, the GM needs only to create
one world. A space fantasy campaign, however, provides the
opportunity to create many different ones. When doing so, the GM
should keep in mind the following questions.
Heavenly Bodies
In
the middle of every solar system is a primary star or stars. One is
the most common number, serving as the most notable body in the
heavens of the worlds of that system. It can happen, though, that a
system is dominated by a binary pair, two suns that revolve around a
common axis point. Such an occurrence affects the mythology and
everyday language of the world in question. For example, the
inhabitants of such planets talk about sunsrise
and sunsset,
or, more specifically, first
sunrise, second
sunrise, first
sunset and second
sunset. In the same way,
having two twin sun gods is likely to change the traditional tales on
such worlds.
There
are two main types of planets. The most familiar to living beings are
terrestrial worlds,
relatively small and rocky planets that have a solid surface and,
with enough of a gravitational pull, to maintain some kind of
atmosphere. These, in turn, can have a variety of temperatures. Some
are so cold as to be uninhabitable, while others just seem to be
locked in a perpetual winter. Others are so hot as to be covered by
world-spanning deserts, or even to be burnt-out rocks with no
resources other than minerals for space mining. Few are the planets
that fall into the sweet spot, those that are ideal for habitation by
sentients and that can boast a wide variety of climates. The primary
worlds of most campaign settings fall into this category, which means
that other planets in their solar systems present other varieties of
worlds.
Gas
giants, otherwise known as jovian
planets, are ones that
lack a real surface. They may have a liquid or even a solid core deep
in their thick atmospheres, but the air pressure at those levels is
such that it can crush most objects. Even so, they sometimes have
bands at certain altitudes that are inhabitable, although creating
any kind of settlement is a distinct challenge. These bands can be
home to a variety of exotic creatures, especially air elementals and
other beings who possess the ability to fly without limitation.
Additionally, these worlds are most likely to have rings, distinctive
bands composed of ice, rocks and dust.
Moons
add a lot to a world's mythology. As the bodies that are visible in
the night sky, they provide a counterpoint to any notion of a sun
god. The fact that they are terrestrial in nature means that they
could possibly be inhabited; what is more, the civilizations that
develop on them are heavily influenced by the fact that every day the
experience earthrise. For most planets, the first extraterrestrial
colonization that occurs happens on these satellites.
Asteroid
belts usually result
from bodies of matter created by the explosion of a primary body, but
ones that fail to coalesce into a full-blown world. For the most
part, these are little more than rocks drifting through space. Some
of them are big enough to develop a spherical structure, and even to
capture their own proto-moons. Bodies in the latter category are
known as dwarf planets.
Keep in mind that many dwarves consider that appellation to be
terribly insulting.
The
appearance of comets
is always a notable event on any planet. These “dirty snowballs”
pass through solar systems on wildly elliptical orbits, arriving once
during a set number of years. Many planetary cultures consider them
to be omens of important events, while those who've ventured into the
aether recognize them as sources of valuable raw materials.
Distinctive
Features
Having
multiple bodies in a solar system gives the GM an opportunity to be
creative when designing worlds. For example, one might be shrouded in
a sea of ice that is rent by powerful geysers, while another drifts
in the midsts of a gas giant's rings—this is known as a shepherd
moon—and is pummeled
continuously by meteors. A planet's rate of rotation
(spinning on its own axis) could equal its rate of revolution
(orbiting around its primary star), meaning that one side is
eternally cooked by sunlight, while the other is shrouded in
perpetual darkness. Each of these provides an opportunity to present
new flora and fauna, cultures, plot hooks and other opportunities for
adventure.
Further
Inspiration
GM's seeking inspiration for a space fantasy campaign can look to
the following sources.
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