Population: 17,000,000 est.
Populous: Minotaur, Centaur, Satyr, Faeries, Mer-people, Giants, Elves, Halflings, etc.
Trades: Lumber, Fruits, Herbs
Planets: Wyldrun
Type: Sphere
Wyldrun (Pronounced Will-drun by locals and Wild-run by anyone else in the realm,) is a single large planet. It is approximately 50% water and 50% land. Its massive continents are covered by forests which are the planets dominant feature. There are very few large mountains, deserts, plains, or other geological features on the planet. Though there are some small rivers, most areas get their water either from the oceans (which are fresh water with no salt) or from natural springs that come up out of the ground in numerous locations across the continents. Wyldrun is located in the exact center of it’s sphere and takes up a large part of it. Wyldrun does not have one singular sun, but six small suns that are secured to the outer crystal sphere. They create day time on exactly half of the planet. It is hard to see the suns individually in the sky, they tend to be one solid band of light that fades to either side. The thick forests provide enough shade that this is not considered a problem by the locals. Wyldrun spins on its access creating day and night, however with the large size of the planet it takes a full 60 hours for it to make one revolution. There any one location will be in dark for 30 hours and day for 30 hours. Since most beings consider one full day to be between 20-30 hours depending on what planet they are from, the Wyldrunites count the time of light as one day and the time of darkness as another day. Commerce, hunting, all the normal activities of a society take place during both times, though some activities that lend themselves better to one day or the other will simply skip days (for instance, it is easiest to hunt Wyldabeasts at night as they sleep through nearly the entire time of darkness.). Since there is no tilt to Wyldruns spin and since it stays a constant distance away from its suns, it has no seasons and temperatures stay a fairly constant 72 degrees during the day and 40 degrees at night give or take depending on location and weather.
Although the planet is massive, its population remains rather low given the amount of space and resources they have available. There are a number of reasons for this. First of all, there are many different species with a large population base on the planet and they do not interbreed often if at all. Most of the species are what visitors would call forest creatures and have a healthy respect for the forest so no large cities exist. They also do not do any large scale farming or nearly no farming at all for that matter. Most towns go out into the woods to gather their supplies. With numerous small towns being placed a fair distance apart, there is always plenty of natural fruits, grains, and game to support the population.
Just as there is a large variety of humanoids on Wyldrun, there is also a varied amount of creatures. Many different species of common forest creatures can be found on Wydrun, making for excellent hunting grounds. Unfortunately there are also a fair amount of dragons, harpies, and other fanciful creatures that feed on unsuspecting travelers. Most towns are either well fortified, or well guarded. Most people travel in caravans. Even Rangers don’t often wander off into the forest on their own.
Religion
The main Religion on Wyldrun is worship of the god of light Ashra. Although his title is god of light, he is much more of a nature god, helping the Wyldrunites to survive, watching over the plants and creatures of the forests, and the like. He tends to try and stay balanced, so things like cutting down trees to make a house would be fine as it is needed for shelter, however cutting down many trees to sell for the soul purpose of gaining wealth would be looked down upon. The Wyldrunites pay close attention to this as it is believed that Ashra will bless or curse them depending on how well they follow these balanced concepts. Ashra does pay close attention to his followers as it is not uncommon for someone to know someone who had a true miracle happen to them. Even though Ashra looks over all the beings on Wyldrun (yes even the dragons,) he expects them all to live only within their means and a dragon that becomes too greedy for his own good will feel Ashra’s wrath. Ashra is souly interested in his planet of Wydrun and Clerics that travel outside of the crystal sphere loose most if not all of their priestly powers.
Government
Wydrun may be one of the few places that is ruled by a true theocracy. Though there are many clerics in place to perform his miracles, and paladins to enforce his laws, it is believed that the laws of Wyldrun are passed down to them directly from Ashra. Most towns no matter how small will have a head Cleric and a Paladin. The Clerics are in charge of helping the people and the Paladins are in charge of forming a Garrison and policing the people. Laws are not written down, but pronounced in weekly speeches to reaffirm any current laws and introduce any new laws as defined by Ashra. This is often sited as the most compelling evidence of a true theocracy as even without any form of trans continental communication, every single town on Wyldrun is governed by the exact same laws. Although only the hire levels of clerics can actually converse with Ashra, every cleric and paladin will hear the voice of Ashra when he hands down new laws to be followed.
Space Travel
For the most part, Wydrunites are not interested in space travel. They tend to think of their planet as their home created for them by Ashra and they respect it and enjoy it. They freely accept other space travelers onto the planet for trade so long as the merchants understand the limits to what they can provide for trade. Even so, many of the lumber, fruits, herbs, and other natural resources of Wyldrun are so rare, or exquisite examples that most merchants are willing to pay a good price for whatever they are allowed to get their hands on. Some Wyldrunites have become crew on spelljamming ships or purchased their own for commerce and ease of travel about the planet.
Recently, they have begun building their own ships for defence and some missions at the guidance of Ashra. Although there are wizards on Wyldrun, there are obviously a large number of clerics. It would sound like the best spelljamming ship would be one powered by a cleric, however with their powers lessening or disappearing all together as soon as they leave the crystal sphere, other forms of locomotion needed to be devised. For this reason, all Wyldrun ships are solar powered. Each ship has an enormous sail attached to one end of the ship. The energy from this sail (made up of a special type of leaf) is then directed along vines to a central storage device on the ship. This device looks like a large container that is filled with water, but the water is blessed and specially treated to store the energy. Drinking it can kill a person so it is often sealed tight. Since the large sail would be combersome to try and take down for planet side travel, the Wydrun ships are often broken into two parts. One connecting to the sail and containing the storage tank, and one that is shaped more like a common ship with the main helm and small storage tank capable of a few hours of flight. Care must be taken to monitor the amount of power in the tank as it can not be recharged without returning to its main sail in space. The main sail part is not meant to maneuver on its own. Instead it is left in orbit and the second ship shaped part travels to the planets docking point. Sails become connected in a way with their controlling helms and only the ship that left it can be the one to use it again. Even so it is not uncommon for the sail part of the ship to house some basic crew quarters to protect it while the main part is away.