Geography:
None
Artificial Structures:
It has been over five hundred years since the gnomes of Clockwürx transformed their disc into a giant hovering machine seven miles in diameter. They have yet to make it work. Clockwürx is largely composed of a metallic shell which surrounds the origional disc (which measures four miles). This shell is mostly hollow, and dozens of miles of corridors snake through its bowels, most apparently at random. At the bottom of the disc is a giant fan measuring four miles across. The gnomes believe this fan keeps the disc airborne (and with all the extra weight they've added to the disc, they may be right). Two smaller, though no less impressive fans decorate the back of the fan, enabling the gnomes to pilot their mobile home anywhere they wish.
Clockwürx is powered both by electrical energy derived from the well, and from kinetic energy derived from a giant key on the back of the disc. Because of this, once a year Clockwürx is forced to land on another disc and 'wind-up'. The last time this happened was a few months ago, when it landed on Gemstones, narrowly missing crushing Tara'Nes. Shortly after takeoff, the disc plummetted into the Trackless Sea, and subsequently surfaced a few hours thereafter. After a quick stop off at Omnipodia, it resumed its chaotic flight around the spindle.
Climate:
The corridors rinning through the innerworkings of Clockwürx are kept at room temperature by the furnaces deep withing the machinery. The machinery is essentially a large shell built around the origional disc, and much of the surface of that disc still exists in a massive open chamber. The climate of this chamber is regulated by a gnomish weather machine. The machine typically functions properly generating warm temperate weather, but has a chance of misfiring - 5% every day. When an accident occurs, roll a d20 and consult the following table to determine weather:
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Bad weather lasts for the day, then goes back to normal (but a misfire may happen again next day).
Trade:
Clockwürx does not trade its own products so much as others'. While there is a market for gnomish good in certain places, Clockwürx's travels from disc to disc enable it to cheaply transport goods from one place to another. Thus most of Clockwürx's trade comes from buying goods from one disc and selling them to another.
Zoology:
There are no natural animals on Clockwürx, but there are several steam driven artificial animals that need credit given in this section.
Gearleapers came about shortly after the gnomes heard of frogs. A gear leaper looks more like the literal description of a frog more than a frog itself. Thriving in Clockwürx's Swampy Place environment, Gearleapers sit still most of the time. When about to leap, it vibrates for at least five seconds, shoots out a jet of steam, and springs up to twenty feet through the air. They make poor pets, but great weapons.
Armourdillos, like Gearleapers, look more like a rough description of the animal than the animal itself. In this case, the animal impersonated is the armadillo. When frightened, the two foot long armourdillo 'rolls into a small ball', collapsing into a sphere less than an inch in diameter.