Give me your ideas for bizarre worlds for a solar system!


Homebrew and House Rules


So a friend of mine wants to flesh out the solar system his world is set in. Distant Worlds is certainly a good inspiration, but I've seen how creative people can get on here. So, throw ideas at me for other worlds or locations! Also, of there are supplements or books that I should read beyond Distant Worlds or even Pathfinder, let me know!

The only real "restriction" is to have the worlds have a distinct "fantasy" feel, ie any advanced technology is magitek rather than pure tech. Firearms don't exist in the setting, but I'm sure something having an uncanny resemblance to them can exist!

Silver Crusade

Pathfinder Adventure Path Subscriber

Diurnis

A world that doesn't spin, with one side always facing the system's sun and the other side blanketed in frozen eternal night. Most of the population lives in the band of the world locked in eternal twilight.

The day-side is covered in sandy deserts, rocky badlands and boiling oceans. Inhabited by fire giants who enslave humans for their grand projects, the travel is dangerous as sunburned raiders, orc tribes and outcasts also make their home there sailing the dune seas on their sandboats.

The night-side is blanketed by snowy tundra, fungal forests and mountainous glaciers. Inhabited primarily by vampires who keep humans as little more than cattle and breeding stock, the night-side is also inhabited by yetis, wendigo and other frozen horrors. It's said that the fungal forest is home to the infamous dark-elves.

The twilight islands are a band of windy and stormy islands that run North/South around the entire perimeter of the globe. Here humans make their living, often warring with each other and the denizens of the dayside and nightside.


A frozen world on the edge of the sloar system, nothing but ice through and through. And at it's heart an imprisoned and insane Elder Ice Elemental who is slowly gaining control of the whole planet.


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Septamus, the world of shells.

Septamus has a solid non rotating core, around which there are six layers known as shells, increasing in size, but of decreasing surface area as they are further from the core. Each shell rotates at it's own speed, with the inner shells moving slowly, and the outer shells moving more quickly. Only the two outermost shells get a significant amount of natural sunlight. Light in the inner shells is artificial, either magical or by means of manufactured lighting. The core itself glows with a red light that pulses at irregular intervals.

Each shell is inhabited, and travel between shells is most easily accomplished by means of a gate system. Each shell aside from the core has four large disks of reddish stone, inlaid with runes and designs made from a silvery metal. These disks are laid out equidistant along the equatorial line. When the rotation of a shell brings the gateway directly over or under another gateway, anyone standing upon the disk may will themselves to move to the other. The core only has one such disk. None living on Septamus knows who created the gateways, or how they function.


reasonably blatant plagarism from WoW but i always liked the idea of an ancient world thats been torn apart by some historic conflict, leaving in pieces - some small, some large - with all kinds of scope for whatever you can dream up. the age of the planet means all sorts of historical ruins could be present, and the terrible forces that tore it to pieces mean creatures could be twisted or corrupted by the remnants of these forces.


Frig: the distant world. A World in permanent ice age. The ice is so thick that most of the planet is covered and what life there remains is Living in tunnels under the ICE. Small groups of humanoids that cultually have adaptet to the conditions live from hunting and gathering. There is also creatures that have adabtet magically to the cold. These live joyless lives in Towers of ice and magic sometimes the Towers streach all the Way to the surface. It is rumored that once the planet was a fertile paradise Rich on magic and life but what happend to change that and where the remains of the former civilisation is is unknown. Some times the natives uneath a relic from the past. Often with terrible consequenses for every one around.


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Aeron: A world of air, due to the low gravity (at the high atmosphere), unique wind patterns, and different chemicals in the air (still breathable), everything floats, or rides thermals between levels. The deeper layers are filled with treacherous storms, and sudden crushing gravity.
The denizens live on giant floating fungi and ride aerial mounts, or simply wear homemade wings and glide. The fungi live only a few years and are constantly being attacked and eaten by animals and insects, so the sentient inhabitants must migrate to new ones often.
There are many old fungi that have hardened, some have advanced (rich) societies living on them, others have been abandoned because something dangerous moved in. Metal and stone are precious (sometimes found in the stomachs of deep diving creatures that can exist on the surface for minutes), or kicked into the atmosphere by volcanoes and meteorite impacts.


Rocheworld: two same size planets orbiting each other, close enough to share an atmosphere, when the twin planet is overhead the lack of weight is extremely noticeable, and the day consists of a "long night" (true night), "little day" (morning), "little night" (when the twin causes an eclipse), "long day" (afternoon). For more fun make one geosynchronous so that it is always above the same point on the other planet.


From a comic book that I saw some 20 years ago and only I vaguely recall: a "world" that is a ring torus of water with aquatic and amphibious lifeforms living on its surface and in its depths.


I have a friend whose pet project is a setting that takes place on a "planet" that is actually hundreds of little moons, meteors, and planetoids all in orbit within the atmosphere of a small gas planet. Simply trying to dwell upon what kind of creatures and civilizations grow out of such a world is a fun exercise of imagination.

The Exchange

Scythia wrote:

Septamus, the world of shells.

Septamus has a solid non rotating core, around which there are six layers known as shells, increasing in size, but of decreasing surface area as they are further from the core. Each shell rotates at it's own speed, with the inner shells moving slowly, and the outer shells moving more quickly. Only the two outermost shells get a significant amount of natural sunlight. Light in the inner shells is artificial, either magical or by means of manufactured lighting. The core itself glows with a red light that pulses at irregular intervals.

Each shell is inhabited, and travel between shells is most easily accomplished by means of a gate system. Each shell aside from the core has four large disks of reddish stone, inlaid with runes and designs made from a silvery metal. These disks are laid out equidistant along the equatorial line. When the rotation of a shell brings the gateway directly over or under another gateway, anyone standing upon the disk may will themselves to move to the other. The core only has one such disk. None living on Septamus knows who created the gateways, or how they function.

Stolen!


Fake Healer wrote:
Scythia wrote:

Septamus, the world of shells.

Septamus has a solid non rotating core, around which there are six layers known as shells, increasing in size, but of decreasing surface area as they are further from the core. Each shell rotates at it's own speed, with the inner shells moving slowly, and the outer shells moving more quickly. Only the two outermost shells get a significant amount of natural sunlight. Light in the inner shells is artificial, either magical or by means of manufactured lighting. The core itself glows with a red light that pulses at irregular intervals.

Each shell is inhabited, and travel between shells is most easily accomplished by means of a gate system. Each shell aside from the core has four large disks of reddish stone, inlaid with runes and designs made from a silvery metal. These disks are laid out equidistant along the equatorial line. When the rotation of a shell brings the gateway directly over or under another gateway, anyone standing upon the disk may will themselves to move to the other. The core only has one such disk. None living on Septamus knows who created the gateways, or how they function.

Stolen!

Enjoy. :)

Scarab Sages

The Solar Cysts: Not a "planet", but an amazing secret hidden deep within the system's sun: Numerous glorious alabaster palaces embedded like cysts (or perhaps like the antiquated "plum pudding" model of the atom) within the sun's mantle, somehow resistant to the unimaginable heat and habitable within. Who's to say who - or what - built them, or resides within them (maybe you'll find this guy somewhere).


Pyronia - world of endless volcanoes

Earth-sized
Earthlike gravity
Toxic atmosphere, contains oxygen
Orbital period: 1 day (around parent planet), 3 years (around sun)

Pyronia is a moon of a gas giant. It is extremely close, leading to an unusual day-night cycle as the planet (filling much of the sky) often eclipses the sun. Further, Pyronia orbits just outside the Roche limit of its parent planet; this, combined with an orbital resonance with other moons, leads to immense tidal strain which manifests as constant earthquakes and terrible volcanism. After particularly intense eruptions, sulfur hail often falls. The atmosphere is choked with noxious and poisonous volcanic gases.

Despite all this, life exists on Pyronia. Due to the continual cataclysms, there are no old-growth forests, large coral reefs or other ecosystems that take centuries to develop. Instead, the moon's lusher regions are covered by grassy meadows and prairies or scrublands dominated by very fast-growing shrubs and bamboo-like plants. These are inhabited by herds of roaming reptilelike grazers and savage draconic predators (despite their appearance, the pseudo-reptiles of Pyronia are warm-blooded and fast-growing). The moon's seas are often in turmoil from underwater volcanoes, and massive tsunamis regularly devastate its coastlines. Nearly lifeless deserts also occupy vast areas of Pyronia.

Draconic and semi-draconic creatures like dragonnes, dragon turtles, and drakes are common on Pyronia. The dominant intelligent life on Pyronia is red dragons. Each young adult or older dragon holds a territory and dominates the creatures within it by force and fear. Dragons generally keep apart from each other's territories except for wars and one week every ten years (measured by the sun; 30 Earth years) when male and female dragons pair up. The mother dragon guards the eggs fiercely, but wyrmlings are hatched with knowledge of the Draconic language and basic survival skills, and receive little help after hatching; within a year, they travel into the wastelands of Pyronia, unclaimed by any dragon, to grow. Eventually, those that survive and grow will stake out new territories. As red dragons are chaotic evil creatures, wars between dominions are common.

Pyronian creatures do not suffer from Pyronia's toxic atmosphere even if similar creatures elsewhere would. For non-natives without magical protection, it is a deadly poison (inhaled; Save Fortitude DC 15; Frequency 1/minute for 4 minutes; Effect 1d2 Con damage; Cure 1 save). Unfortunately, each round of breathing the atmosphere means exposure to another dose of poison.

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