Wildspace Countless worlds wheel through Wildspace. The crystal shells that encase them bob and drift in a turbulent, rainbow ocean which fills all the cosmos. Sturdy merchants, bold pirates, and daring explorers venture into the great, unknown vastness of the universe, seeking wealth and adventure.

Each great setting of Dungeons & Dragons—, Dragon Lance, , and even Earth—occupies a star-system encased in one such Crystal Sphere.

The Astromundi Cluster Far off the traveled paths of Wildspace, a lone crystal sphere bobs in the phlogiston, waiting for unwary visitors greedy for adventure. This is the Astromundi Cluster, a setting easy to find and nigh-impossible to escape.

Long ago the planets of this sphere collided and annihilated one another. Now, only thousands of asteroids wander in a seemingly endless realm. Here Arcane, Neogi, and Humans have learned to coexist in a semblance of peace to ensure their survival. But the carefully wrought balance of power may change at any time, and heroes must choose their allies and enemies carefully. Within the Cluster, there are no fine guarantees such as honor or trust between friends and foes.

Induil Along the Great Belt—the outer reaches of the cluster—a group of asteroid drifts inward towards The Glacier. Calidian merchants established a stronghold, dealing fairly with the elven neighbors of Erithrel and the Neogi traders exploring the outer vast. established an embassy weary of the asteroid’s incursion towards the Inner Belt. An Arcane arrived from Highport, while the inhabitants hold their breath and pray to escape notice from the Sun Mages. Dwarves have exhausted the little worlds’ shadowstone reserves but remain in UnderInduil.

Our heroes arrive aboard a battered, Thoric dragonfly. They find a tiny world poised to make big changes to the landscape of Cluster Space…

Astromundi Primer Races • Thri-Kreen are twelve-foot-long mantis-people, found as frequently as • Humans in Cluster Space are divided into 4 subraces: Giff in mercenary employment. They can speak only in clicks and are o Antilan – The sun mages occupy the heart of Cluster Space and lightning-fast warriors well-suited to combat in zero gravity. are the Sphere’s most powerful Empire. Members of this race • Beholders terrorize the space between the Inner Ring and Glacier, wear masks in public depending on their caste, family, and particularly around Deyomad’s many moons. Each Beholder is a nation occupation. Resembling a mishmash of Roman and Aztec. unto itself, and certain doom to any entering its domain. o Varan – Occupying the Inner Ring, these slaves and spokesmen Religion for the Illithid are mistrusted but expansive. They tend to be • Pyrax – Antilan god of Firefall, Remote and violent smaller and swarthier than other humans. Most like Earth’s • Munigur – Of peace and fertility, is the god of the Calidians. Middle Eastern and North African peoples. • Gelanicus – The female Antilan goddess of death. o Calidians – From the Inner to the Great Belt, the free nations of • Seltaine – Evil god once worshipped by the Varan, and now Neogi. Calidians are the most numerous but least centralized of the human subraces. They are fair-skinned. Most like Earth’s Celtic • Hordent – The Thoric god of bravery, wisdom and power. people. • Tradifos – A Calidian power of safe passage. o Thoric – Large and fair-skinned, the Thoric occupy the fringe and • Yul – A Thoric power of death and wealth. live as Vikings on their icy worlds. Most like Earth’s • Fiira – A new power in the sphere, worshipped by slaves. Scandinavians. • Chodak – A manifestation of Clanggedin Silverbeard. • Elves are a paranoid race living in their space-grown, massive vines • Reqis & Wajek – Twin manifestations of Solonor Thelandira. anchored between asteroids. • Sstasa – According to Lizardmen, it is the god of all things. • Dwarves turn asteroids into strongholds that they sail through Cluster • Lugribossk – The god of the Illithids, whose priests bring terror. Space and, unlike elsewhere, grow no beards. Bothran Cluster • Neogi are the bottom half of a spider with the head of a moray eel. • Induil – A free Calidian city and trade port. Cannibalistic slavers, they are grudgingly tolerated in most ports. • Erithrel Vine – An Elven city not far from Induil. • Arcane are twelve-foot, blue-skinned humanoids possessing tremendous magic. They are solitary, peaceful traders of powerful magics. • Rasza – A large asteroid patrolled by violent, Kindori pods. • • Illithid are squid-headed brain-eaters, who have a powerful Empire Toma Globule – Ice asteroids melted into a gravity-bound body of water, watched over and sold by Thoric people. within the Inner Ring. They have enslaved Varans and hate Antilans. • • Dohwar are rarely encountered. They look like penguins, but can speak, Phantom Islands – A cloud of dust and ash that appears to contain manipulate the fingers at the end of their wings, and are formidable large bodies, but only when days out. merchants. • Backu Outpost – A Varan mining outpost in the Lanquist Group • Giff are humanoid hippos. Massive and eschewing magic, their society is • Kaydon Sands – Emanations from the Sargasso of Skulls, avoided by a military caste system devoted to mercenary service. all sailors. • Lizardmen are primitive people wandering the stars aboard Kindori • Murgen Cloud – A rainbow cloud of gas ominously like the (space whales with laser eyes). They search for lush worlds where they phlogiston and avoided by sailors. may live in isolation, but some few do make a life of spacefaring.

Star Slaves You awoke in a ship’s hold with dozens of other slaves. Some powerful charm Sentries at Luskan reported a Southbound flight of White Dragons. Lord robbed your will to escape. You slept and exercised. You were fed and Nasher of Neverwinter summoned all heroes to defend the city’s walls. watered by the spider-legged eels you came to know as Neogi. Every few Whether for glory, treasure, or duty, you marshalled beside dozens of days, slaves would be led out and never return. Time passes. Weeks? adventurers. The next day, dragons were seen on the horizon. Before Months? Meals mark your days, but the hex enslaving you leaves you unable reaching the city, the beasts turned towards the sea and sped beyond the to care about the passage of time. For some long period, all flames in the hold clouds, leaving your commanders bewildered. were extinguished and only enchanted orbs illuminated your captors. Eventually, torches were re-lit, and your ensorcellment continued.

Just a handful of you remain in the pen. What you’ve come to consider “breakfast gruel” arrives, and suddenly the world around you cracks. A booming snap like a tree struck by lightning deafens you. The ship shakes and buckles as the metal-tipped prow of another boat pierces the hull. Its needle point nearly skewers you before halting. Through the ship’s hull you do not see the water you expect, only the night sky and never-ending stars. Your hearing begins to return, bringing the sound of nearby battle. You stare out the hold’s crack and are overcome by dread of the starry abyss beyond. Dread! The collision has restored your wits!

Suddenly black dots high in the sky resolved: a swarm of spiders, hundreds of feet long, descended on the city with lightning speed. Catapults, magics and firebombs exploded to little avail. With their legs dangling just above the city towers, activity swarmed the spiders’ bodies as umber hulk and man-sized arachnids poured down cables, cranes, and levitating discs. War was upon Neverwinter in the blink of an eye.

Some baleful spell knocked those beside you into unconsciousness before you, too, became its victim. Ambassador Crenshaw An Antilan often found in the Arcane’s tower, Crenshaw casts a long shadow over Induil. “Ambassador” is a local contrivance; the man refuses to give any rank or title. Still, he offers good prices on shadowstone and local maps, and is willing to barter Sun Mage relics for any artifacts found in the region.

Turrosco The only known Arcane within a week’s flight, Turrosco is reserved and quiet as is typical of his race. He is willing to build Spelljamming helms for those who can pay, except for the Neogi with whom he refuses to speak. He occupies a tower near the docks and allows local wizards to research within his tower, for a price.

Comonossat A family of Dohwar occupy Induil Proper, led by Comonossat. Having purchased a home just beside the Kindori’s Gaze, the colony spends their time bartering in the markets and investing in trade expeditions. No one knows the Borthan Cluster better than the Dohwar and, as tax- paying merchants of Induil, the colony is perceived as the most powerful trading house on the rock. Captain Hank Induil authories are paranoid of stoking racial tensions. The city council strives to project impartiality and spends an exorbitant monthly fee on an entire squad of Giff mercenaries, lead by Captain Hank. Although the man is jovial with a penchant for gambling and drink, he takes his responsibilities as Captain of the Guard seriously. His Giff are incorruptible, following the very letter of the law. Magus Dreadmore Assuring locals that his name is just an unfortunate quirk of translation, Magus Dreadmore is the swashbuckling, flamboyant noble leading the Illithid embassy. He is outgoing and frequents the Kindori’s Gaze, where he can often be found losing at cards to Captain Hank. The Illithid believe that lizardmen inhabit nearby systems and would be happy to pay for slaves of that hearty race.