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Temporum Sphaera
(Edition 1.5)
An accessory for the Advanced Dungeons and Dragons (2nd Ed)
Spelljammer Game.
Edited and Compiled by
Richard J. Pugh, the "Bard of Wildspace"
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COPYRIGHT STATEMENT
Portions of this work are subject to copyright law, and in such cases
owned by the individuals who contributed them. Material ownership is
designated as follows:
Michael Bauser: Portions of the Timeline, and comments on several
of he other features.
Joe Dubois: The beetle ship.
Ville Lavonius: Portions of the Timeline, the worlds contained in
the "Travel Log" section, and the Spelljammer FAQ section.
Todd Montgomery: The revised encounter tables, and the Great White
ship.
"The Phantom:" The Remora - c1993/4.
Richard J. Pugh: Portions of the Timeline, the two adventure seeds,
and the stag beetle ship.
"Advanced Dungeons and Dragons," and the Spelljammer logo, are
trademarks owned by TSR hobbies, and are used here without
permission under the assumption of Fair Use.
This work is also subject to Copyleft: anyone using this material for
commercial purposes without our consent will have to learn to live with
a drilled kneecap, and that's if we are in a *good* mood. In short:
UNDER NO CIRCUMSTANCES ARE COPIES OF THIS WORK TO BE SOLD TO OTHER
INDIVIDUALS OR GROUPS FOR FINANCIAL GAIN.
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Introduction
It has often been said that the sequel is never as good as the original.
That may be so, but only if you are trying to do the same thing twice.
You have before you the Temporum Sphaera, the second "net guide" for the
Spelljammer universe. The production of this work resembles a tennis
match in many ways, where no one really knew who is supposed to be doing
what at any one time. Actually it's rather funny, but it's one of those
"had to be there" stories, so I'll spare you the agony.
The predecessor of this work, "The Rhyme of the Ancient Spelljammer,"
was designed in the spirit of the TSR work "Lost Ships:" a little bit of
everything for everyone reading. This work, while it does have a number
of different features, is built around a theme of sorts. That theme is
the timeline itself: The Temporae Sphaera, or "Chronology of the
Spheres."
One of the great shortcomings of the Spelljammer universe is the lack of
a coherent timeline. The Temporum is an attempt to provide such a
timeline for fans of the spelljammer universe, or those people who use
space travel in their groundling campaigns.
This work also offers some new ships, some new places to explore, a very
good bibliography of commercially available spelljammer articles, a
"frequently asked questions" essay, and even some humor.
Read on, and enjoy!
Richard Pugh, editor.
Administrator: SPJ-L. The sky is NOT the limit anymore. :)
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List of Contents
The Spelljammer FAQ - version 1.1b
New Ships
How to make a good ship even better.
Travel Log
Revised Spelljammer Encounter Tables
Adventure Seeds
Yesterday's Spelljammer
Blast from the Past (aka "Flight of the Deadjammer")
Temporum Sphaera
Appendix A: 51 uses for a dead Neogi (for fun)
Appendix B: A Spelljammer Bibliography
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The Spelljammer FAQ - version 1.1b
by Ville Lavonius
(Disclaimer: Some of this material contains personal opinions. Some of
the other stuff may be a little out of date, but hey, we try.)
List of Questions:
A) General Questions
1. What is "Spelljammer" anyway ?
2. What products are available in Spelljammer-line ?
3. What products are recommended ?
4. What new products is TSR planning to release ?
5. These novels, are they any good ?
6. Isn't this whole space-fantasy thing a bit silly ?
7. Haven't I seen these ideas somewhere else before ?
8. How do the Official[tm] TSR worlds fit into this ?
9. Other Spelljammer materials (See part D also)
B) Questions on background
1. What are the Tripartite creatures ?
2. I really don't think I like...
3. I think the economics really suck !
4. Official history ?
5. What'd you think about including...
Black Holes
Nebulae
Quasars
Comets
Dark Matter
New creatures
6. I really don't like binary gravity !
7. Neogi - where do they come from, who build their ships etc ?
C) Questions on mechanics
1. Where are _voidscan_ and _retain air envelope_ ?
2. Aren't Giffs a bit wimpy to be the frontline mercenaries ?
3. Aren't Radiant Dragons a "wee bit" OTT ?
4. Clerics
Turning Spells
5. Ship statistics
Lost Ships
D) Net-related questions
1. What are useful newsgroups ?
2. What is Rhyme ?
3. Gosh, a whopping 185K ! Are you guys planning to do part II ?
4. TSR-canon from the novels ?
5. Spelljammeresque mailing lists
E) Using other systems
1. War Captain's Companion
2. Space Fleet
3. Other games
Brandon Cope's conversion for GURPS
A) General Questions
A-1 Spelljammer is AD&D in space. My means of magical items and spells,
players can take their characters to others planets. A full description
is in the boxed set, and is a little too long to do here.
A-2 Spelljammer products:
Spelljammer
1065 The Legend of Spelljammer
1072 War Captain's Companion
1087 The Astromundi Cluster
MC7 Spelljammer Monstrous Compendium
MC9 Spelljammer Monstrous Compendium II
The Complete Spacefarer's Guide
SJA1 Wildspace 64 page adventure, ****
SJA2 Skull & Crossbows 64 page anthology, ***1/2
SJA3 Crystal Spheres 64 page adventure, *
SJA4 Under the Dark Fist 64 page adventure, **1/2
SJS1 Goblins' Return 64 page adventure, **
SJQ1 Into the Heart of the Enemy 64 page adventure, **
SJR1 Lost Ships 96 page mishmash, **1/2
SJR2 Spelljammer Screen not worth it
SJR3 Realmspace 96 pager, *1/2
SJR4 Practical Planetology 64 pager, ***
SJR5 Rock of Bral 64 pager, ****1/2
SJR6 Greyspace 96 pager, **
SJR7 Krynnspace 96 pager, **
SJR8 Space Lairs adventure anthology, *1/2
A-3 Your recommendations
Spelljammer itself, Rock of Bral sourcebook, Wildspace, these are the
really good supplements, the other adventures are rather weak and
require at least some rewriting, the other supplements aren't that hot
either. TSR's big-font-it-is reigns pretty badly in the *space
supplements. They are a good idea, but a bit overcooked. The second
novel has some very effective scenes in it that might help you in
describing what fantasy space's really like.
A-4 New products for 1993
Astromundi Cluster - a boxed set describing a crystal sphere full of
asteroids and lots of complex cultures. Basically a good concept, with
a lot of campaign potential. However, you should be prepared to do a
lot of detail on your own. Like the other sphere sourcebooks, it's a
little half-baked.
TSR will release WildSpace a VCR-game (like Dragonstrike this year)
based on Sj 1994. The campaign set itself receives NO NEW MATERIAL.
During the winter of 1993-4, TSR officially announced that it will not
develop anything for Spelljammer ever again. Issue closed. What's
more, they won't make it available for licensing by any other company.
Spelljammer line is effectively dead, no new products are planned
(though articles MIGHT appear in TSR mags). Replacement is WildSpace,
the second game in the AdventureVision series (videotape + boardgame).
Excuse me while I wretch. Looks bleak.
A-5 The Spelljammer Novels
The various Spelljammer novels, collectively called "The Cloakmaster
Cycle," are of variable quality, but each have their merits, however
small.
I. Beyond the Moons (David Cook)
A good story overall, with a great deal of background material, but
bring lots of coffee. It is S-L-O-W.
II. Into the Void (Nigel Findley)
Excellent chrnonicle of one adventurer's first journey in space. Nothing
more need be said. This is a "must read."
III. Maelstrom's Eye (Roger E. Moore)
Rather dissapointing. Lots of poor plot devices and plodding dialogue.
BUT, there is some good information on some crystal spheres not detailed
in the SJ source books. For example, Heardspace, a dyson sphere.
IV. Radiant Dragon (Elaine Cunningham)
Actually not bad, though the level of intensity isn't up to the rest of
the arc, giving it a "middle ground" feeling. There is some good
historical stuff mixed in there, especially about the humanoids, and
some good descriptions of Armistace and Radole, two worlds featured in
Practical Planetology (that work is not required, however...)
V. Broken Sphere (Nigel Findley)
While a bit confusing, this is perhaps the best of the entire arc.
Political intrigue, exploration, romance, and perhaps the ultimate
heartbreak, are all here. Several new worlds and spheres are hinted at,
including the "Trullian Ring," a large formation of spheres in a ring-
like pattern. Another "must-read."
VI. Ultimate Helm (Russ T. Howard)
This book ends the arc with a bang. Literally. In fact, it reads like a
Sylvester Stallone movie: lots of action, lots of fast-paced dialog, a
badly written love scene thrown in for good measure, and practically no
plot. It's fun to read, but easily forgotten. What's more, the ending
makes practically no sence. It does contain some valueable information
about the Spelljammer itself, and fills in some gaps left from the
Legends set.
A-6 Isn't this whole thing a bit silly ?
Well, yes, but you can of course make the whole thing "harder",
resembling modern physics (or your favorite SF series) more and taking
out the silliest bits (some of them were in existence way before the
launch of Spelljammer, like the inventor-gnomes from Krynn).
And are Elminster, Mr. Spock or Cenobites (to name a few others) any
less...
A-7 Haven't I seen these ideas somewhere before ?
Quite likely, the idea of planets (especially our Earth) being encased
in a crystal shell originates from the greeks (if not from some earlier
civilization). The planet creatures are a clear spin-off from Terry
Pratchett's "Discworld"-series. A more somber insight into the spherical
matters is offered in David Brin's award-winning novel "Crystal Spheres"
found in anthology "River of Time". "Space" Travel was first touched in
an old Dragon article about the Astral Plane (#67 I recall).
A-8 How do the Official TSR-worlds fit into SJ-thematic ?
Krynn, Oerth and Toril have already been semi-retconned into the
Sj-continuum. The respective sourcebooks have (IMO) lousy explanations
on how spelljamming has been a part of life for decades - the
adventurers just have never heard of it.
Dark Sun is either not in a crystal sphere at all, or that sphere has
not yet been breached by spelljammers.
There are gates to the gothic horror of Raveloft in wildspace, but
nothing has been said of these two worlds' relationship, there are
illithids (mindflayers) in the Ravenloft realms so there might be a
connection. Anyway, it is much harder to get out of Ravenloft than get
in - a ship shouldn't make this any easier.
A-9 Where could I find more SJ-related information?
Check out Appendix B, A Spelljammer bibliography.
In addition, TSR has run some info on Spelljammer in Dragon:
#153: Designers notes and errata on the first boxed set.
#159: Spelljammer special, a very good space base is detailed.
(#175: Merely the cover is SJ-related)
#183: Space encounters (piracy)
#184: Neogi spells
#192: Silly (april's fool) big weapons
#199: Campaign Journal (a trading company)
Some adventures have appeared in Dungeon, but no exact info is available
at the moment. Occasionally some things have appeared in Polyhedron,
namely in issues 73 and 74, which describe how to combine SJ with Space
1889 (by GDW).
Also, a D&D scenario, "In the Phantom's Wake", has quite a lot in common
with Spelljammer.
A-10 "Deck plans", he said in quavering voice
Deck plans are featured in many products, the boxed sets contain many
ship cards (Crystal Spheres and Goblins' Return have one too).
A-11 Miniatures ?
No lead miniatures so far (probably never). The first set has paper
miniatures, the screen and the WCC contain 3-D cardboard miniatures.
A-12 Deck plans for miniatures ??
Like in GenCon '92 ??
Apparently these were custom built from scratch, looked nice in photos.
B) Background for the campaign
B-1 What are those tripartite creatures hinted at in many products ?
I guess we'll never know for sure. Ultimate Helm gave some indications
that they are a race called the Juna, but other than that, you're on
your own.
B-2 I think I cannot stomach...
a) Gunpowder is fairly popular in space, it works in most spheres and
is, in fact, far from effective. A pistol is no match to a crossbow
(even those are underrated in AD&D). Nothing is said about how common
gunpowder (or smokepowder as the books call it) is - you're pretty much
in control, being able to decide whether cannons are merely conversation
pieces in your campaign.
b) Magic shops are featured in some Sj-products. But these are easy to
eradicate - burnt down by the game-balance police or something. I kind
of like these shops, but keep their selections Really Small And Bloody
Expensive Too[tm]. Those price lists in Lost Ships and WC's Companion
should be ditched immediately (a heavy ballista +3 for a mere 32K gp).
c) Those "Biological Weapons" from the first Unhuman War (alien +
battlemechs), whose construction methods have been forgotten...
(detailed in MC9 and co-starring in Goblins Return & Radiant Dragon).
Ick, this stuff simply sucks - some of the creatures are salvageable,
but the background is not. Indeed, the present goblinoid's construction
of "the Pump" from WCC seems to be the most effective spelljamming helm
of all time. What TSR needs is a good continuity editor...
B-3 Whoever decided the prices had a bad day !
And perhaps a hemorrhoid as well.
B-4 I wonder, is there an "official timeline" in some sourcebook?
Later in this document, yes.
B-5 What'd you guys say if I implemented...
a) Black Holes. These have been described briefly but badly in the
Greyspace accessory. No facts at all, just speculation - in Usenet
conversation regarding BHs the following ideas crept out of the
collective imagination:
- Gate to another universe (bo-ring)
- Mega-class Sphere of Annihilation (tad unfair)
- Astraler / Etherealizator (why not, but what happens to
the ship)
- Twister (turns your body inside out)
- Ultimate Vacation Spot (no-one wants to leave)
b) Nebulae. Perhaps these are teeny tiny crystal spheres spontaneously
coming to existence in distant reaches of Phlogiston. Perhaps not.
c) Quasars. Ditto, maybe they oughtn't exist, since observation outside
a sphere is impossible and quasars need BIG distances.
d) Comets. Realmspace has one comet, K'houtek. Pretty wimpy explanation,
just a ice-world on a big orbit.
e) Dark Matter. Why not?
f) New Creatures. The more the merrier.
B-6 Binary gravity, NOT!
Yeah, it was pretty much a shortcut for TSR - some products have
included some high-gravity worlds, but no Unified Gravity Theory has so
far been published - and the effects of different gravities have been
kept quite small.
B-7 What are the Neogi up to, and where on earth do they get
all their equipment ?
No idea. They certainly can't buy it all from the Arcane. They don't
have a
homeworld - that's about the only thing said about them in the material.
C) Mechanix
C-1 Missing Spells ?
Yes, so far the Voidscan and Retain Air Envelope haven't materialized
into solspace yet.
C-2 "Man, I could beat a giff in a fight any day"
Yeah, but probably the odds were much more even if the giff were treated
equally. Give them strength bonuses (+7) and different kinds of
specialization (+x), they are, after all, the most experienced
mercenaries in the spheres. Also bear in mind that regular opposition in
space wars won't be magic-weapons-wielding heroes but 0-level sailors
and marines.
C-3 Biggest Dragon competition ?
Yeah, these Radiant Dragons seem to be "a bit" too dangerous, but, they
are also rare creatures whose presence in an area will be generally
known. Also, meeting one shouldn't necessarily lead to a fight since
these overgrown reptiles are very fond of talking. In a fight they will
probably rip apart almost any ship. Of course, the newer space dragons
in MC9 seem to be even worse. Steer clear.
C-4 Men of a religious persuasion
Priests and Druids? Uh, we're working on it...
C-5 Ship statistics and prices
The Crew: 1 is apparently NOT a typo in the Vipership description. The
ship seems to be just a ulti-munchkin effort from the pen of Ed
Greenwood.
The ships' prices are screwed badly.
Military ships seem to be the order of the day. Space is a dangerous
place after all.
D) net-related thingies
D-1 Some Useful newsgroups and mailing lists
So far (surprise, surprise) there's no newsgroup purely for Spelljammer.
Related discussions happen mostly in rec.games.frp.dnd, the other *.frp
groups occasionally (read, once in a blue moon) have something
concerning Sj. The Spelljammer mailing list presently resides in Cornell
University. If you wish to join up, send a message to
[email protected] with JOIN SPJ-L your name in the message body. I
withdrew from the ADND-L list a year back, perhaps some present members
could enlighten me with information - is there anything useful found
there ? Ravenloft and Dark Sun have healthy mailing lists, I've heard
of a FR-centered one too.
D-2 This "Rhyme" I keep hearing about, *What* is it ?
A big text file put together mostly by the "Early Arrivals on
Spelljammer Mailing List". It has new ships, monsters, planets and is
considered to be a well put together net.book by the general populace.
Copies are available at AGENA (149.170.4.128) in the directory
/USERS/PUB/AD&D/SPJAMMER. Copies may also be available on various game
related BBS and private FTP sites and file servers, but it you're
looking for those, you're on your own. It weighs about 180KB.
D-3 Egads, this is a BIGGIE ! What about pt. 2 ?
You are reading it.
A part 3? Definitely, and YOU can be a part of this, join the mailing
list or ask the FAQ-keeper ([email protected]) or Richard Pugh,
the Rhymist, for more info.
E) Using other systems
E-1 War Captain's Companion: Most of this stuff can be transferred to
another system with some imagination.
E-2 Space Fleet: Why not? The elves do it all the time. Just watch
out for those overlapping gravity planes.
E-3 Using Entirely Other games
Guidelines for transferring Spelljammer to GURPS exist (they were
crafted by GMASTer Brandon Cope). There is also an article from
Polyhedron for combining Spelljammer and Space 1889 (check the bib at
the end.)
Actually, many fantasy games talk about "flying sailboats," or
"skyships," so with some tinkering you could apply the concepts of
Spelljammer to whatever game system you choose. It even offers a way to
mix science fiction with fantasy, while not stretching things to the
breaking point.
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New Ships
Here are some new ships to add a little spice to a campaign.
Name: Beetle
Built By: Humans (Custom Orders only [Cash up front])
Used By: Many
Tonnage: 3 tons
Hull Points: 3
Crew: 1/3
MC: A
Landing-Land: Yes
Landing-Water: Yes
Armor Rating: 3
Saves As: Metal
Power Type: Major or Minor Helm
Ship's Rating: As for helmsman
Standard Armament:
None
Cargo: 3/4 ton
Keel Length: 15'
Beam Length: 7'
Cost: 12,000 gp
Description: It looks like a basic beetle. hard outer roundish casing.
The cockpit holds three riders. One in the middle (helmsman) with one
passenger on either side towards the front of him. Behind the helmsman
is a cargo area. The front of the beetle is a glasssteal dome the
encases the passengers. They can see out, but no one can see in. This
makes the beetle useable by many of the races that are effected by
bright light (illithids/drow). It also is why it is so expensive.
The back of the beetle opens its wings to access the cargo area. The
legs of the beetle act as landing gear and grappling rams. So it can
attach itself to the sides of other ships. For an additional 8,000gp the
legs can be made magical to work under the power of the helmsman. It is
used mainly for short trips, down to a planet over to another ship. The
ship can be colored many different colors, some like dark colors so it
can blend into the wildspace easily. While embassaries usually have
their insignia pai
nted on the back wings in bright colors. They are only custom made
because the leg room required in the front seat varies, thus a four
month wait is required to purchase this fantastic new ship.
Name: Great White Class Dreadnought
Built By: Human
Used By: Humans (Greyspace)
Cost: 114,000 gp.
Tonnage: 80 tons
Hull Points: 80 Hull Points
Crew: 24/80
Maneuverability Class: E
Landing-Land: No
Landing-Water: No
Armor Rating: 6
Saves As: Thick Wood
Power Type: Major Helm
Ship's Rating: As Helmsman
Standard Armament:
4 Med. Ballistae: Crew 2 each
Arcs: Top-FSP, Top-FSP, S, P
1 in each of the eyes has protected turrets.
2 Med. Catapults: Crew 3 each
Arcs: Fixed Forward
2 Hvy. Catapults: Crew 5 each
Arcs: Top-360 Degrees
Protected Turrets
Blunt Ram
Grapple Ram (Arc: Forward, FB)
Cargo Capacity: 40 Tons
Keel Length: 260 Feet
Beam Width: 40 Feet (90 with fins)
Description: The Great White Dreadnought looks very much like a shark.
Open decks are visible on the head and back, while most of the ships
tonnage in enclosed. The fins function as sails, with the large dorsal
fin as a very large mainmast.
The "mouth" of the craft acts as a grappling ram. It "bites" an enemy
ship on a successful grapple attack, and has a 50% chance of sheering
its target by tearing apart the sails and masts in the process. If the
helmsman chooses not to grapple, the prow can also function as a blunt
ram.
Uses: This ship was designed as a battle cruiser, specifically to battle
humanoid ships like scro mantis ships. The effectiveness of the craft
in this endeavor is questioned, as there are not enough of them to make
a lasting impact on the tactical situation in Greyspace. In a one on
one battle however, a Great White is very dangerous. As such it is
finding a role as a solo attack craft. Such attack craft are often
crewed with crack space sailors, with the rest of the crew composed of
well trained marine
s and several high level spellcasters.
Variations: To date, there are no outstanding variations on the Great
White, though there is one that has an armor rating of 5 and a cargo
capacity of 35. This ship is used by a band of mercenaries, and is
called the "Man-Eater."
Name: Remora
Built By: Humans/Elves (Delcos Space)
Used By: Any
Cost: 13,800
Tonnage: 4
Hull Points: 4
Crew: 1/4
MC: B
Landing-Land: Yes
Landing-Water: Yes
Armor Rating: 6
Saves As: Metal (Copper)
Power Type: Minor Helm
Ship's Rating: As per helmsman
Standard Armament:
1 Light Ballista
Crew: 1 (F)
1 Light Catapult
Crew 1 (FPS)
Cargo Capacity: 2 tons
Keel Length: 54'
Beam Length: 10'
Description: The Remora class of ships were originally designed to hang
beneath a Hammership (1 under each eye). This requires that a docking
ring be installed in each eye (1000 gp each to retrofit, 500 gp each if
installed during initial construction). When docked, the Remora's
catapult is unusable, and the Hammership's MC is reduced by 1 (since the
Hammership/Remora(s) combination now weighs more than 60 tons - as per
_War Captain's Companion Book 1, Table 5-9). The catapult is located on
the forward e
nd of the upper deck, just in front of the docking ring. The ballista
fires through a portal on the forward end of the lower deck (below the
gravity plane), thus limiting it's firing arc while giving it's
weaponeer a -4 AC bonus. This firing port must be sealed before any
water landing is attempted. Also note that all Remoras must be detached
before the Hammership can attempt to land.
Subsequent to it's introduction, the Remora class has been seen
occasionally in other spheres hanging under a variety of vessels. The
Remora's typical roles are as a scout vessel, landing craft, and escort.
Rumor has it that the Delcosians are working on a new ship that will
carry a large number of Remoras.
Variants: Some Remoras have been fitted with a dual mount ballista, and
thus require one more member of their weapon crews. A few have been
built with stronger metals than copper in order to have a better armor
class.
REMORA Deck Plans
(A feeble attempt at ascii art)
--rrr-----------------------------------
grav ccc | l hh| | \
---- ----------OO--------------------------------------
plane \bbb | l | | /
----------------------------------------------
ff fff
f ff
f
Side view
r - docking ring | - bulkhead
c - catapult l - ladder
b - ballista f - fins
h - helm 0 - hatch between decks
1U 2U 3U 4U
/-----------------------------------------------\
< ccc | OOl hh| | >
\-----------------------------------------------/
Top view (Upper Deck)
1L 2L 3L 4L f
f ff
ff fff
/-----------------------------------------------\
< bbb | OOl | | >
\-----------------------------------------------/
ff fff
f ff
Bottom view (Lower Deck) f
(Reversed Gravity)
Rooms:
1U - Catapult Deck 1L - Ballista Room
2U - Bridge 2L - Common Room
3U - Helmsman's Quarters 3L - Crew Quarters
4U - Upper Cargo Hold 4L - Lower Cargo Hold
Other notes (i.e. explanations of bad ascii artwork):
The fins are paired, project downward at a 45 degree angle, and can
be flattened along the hull for landing or when docked below the
mother ship.
The hull is 50' long, 10' wide, and 20' high. Unfortunately, ascii
doesn't project this very well, nor does it leave me room to show
the doorways between each room. Also, there is an 8x10' hatch on
the top and bottom of the ship (just forward of the fins) that
leads into each cargo hold.
The catapult deck is the only area of the ship that is open to
space. There is a 3' high railing around the edge.
Name: Stag Beetle
Built By: Humans (Custom Orders only [Cash up front])
Used By: Many
Tonnage: 6 tons
Hull Points: 6
Crew: 2/6
MC: B
Landing-Land: Yes
Landing-Water: Yes
Armor Rating: 3
Saves As: Metal
Power Type: Major or Minor Helm
Ship's Rating: As for helmsman
Standard Armament:
Grappling ram
Cargo: 2 tons
Keel Length: 25'
Beam Length: 10'
Cost: 20,000 gp
Description: The Stag Beetle is a larger, heavier version of the Beetle
ship. It has a hard, rounded casing with two protruding hook-like
appendages in front. The Stag Beetle is usually used for medium
distance cargo hauls, and occasionally as a transport ship for a small
band of adventurers. In some areas, it is replacing the Mosquito as the
preferred short range ship.
The cockpit of a stag beetle is set up the same way as a standard
beetle, with a glassteal dome in front, and a hard metal casing over the
rest. The helmsman sits in the middle of the cockpit, with two other
passengers on the side. The two passengers in the front also have
access to two leavers which can control the grappling ram. This ram is
not generally used as a weapon, but as a docking clamp. The other
passengers on the ship ride just behind the helmsman. It is also common
for one person to stand w
atch on the roof of the ship during a long haul.
The legs of a stag beetle serve as landing gear only. Due to the
increased size of the ship, they are not practical as grappling hooks,
as is the case with the smaller beetle ship. The grappling ram fulfills
this purpose. In areas where stag beetles are common, larger ships like
hammerships and whaleships sometimes have special metal grab irons that
allow a stag beetle to latch into place to deliver its cargo. The
grappling ram can be animated by the helmsman, but this enhancement
costs an additional 10
,000 gp.
Stag Beetles also have to be custom built, depending on who will be
using the ship. The cargo area can also be converted into an additional
passenger compartment. When this alteration is made, the ship can carry
an additional six passengers. Because of considerations about air, this
is typically only done in areas of high spelljamming activity, where the
stag beetle acts as a sort of "bus." Such areas include the Grinder in
Greyspace, the Tears of Selune in Realmspace, the vicinity of Bral in
Spiralspace, and the moons of Gandorine in Solaris.
/--\
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How to make a good ship even better!
by "The Phantom."
As part of my never ending quest to fix/improve the ship design tables
from the War Captain's Guide, I decided to fill in some of the other
metals that lie between copper and the precious metals.
Base Cost Base AR Base MC
Bronze 3,500 6 E
Iron 4,000 5 E
Steel 4,500 4 E
Glassteel special 4 D
Price for glassteel will depend on the availability of sufficiently high
level wizards and is up to the DM.
Other possibilities:
I. Plating: Rather than have multiple layers of plating, each of an
even stronger material, and also having the rather strange effect that
light wood (Base AR 10) becomes AR 9 whether plated with copper or
adamantite, it would be logical alter the plating rules slightly.
For each 2 levels of AR by which the new material's AR exceeds that of
the old, improve the vessels AR by 1.
Example: A ship built of light wood has a base AR of 10. Plating the
ship with an AR 9 or 8 material would improve it's AR by 1. An AR 7 or
6 material would improve the ship's AR by 2, and so on.
II. Improved Bracing. Gutting a ship worsens AR by 2. Logically,
replacing interior bulkheads and reinforcements with a stronger material
will improve AR. Costs: Multiply 10% of the ship's tonnage by the base
cost of the new material. This process requires 3 days for every 10
tons of the vessel. Effects: AR is improved by 1 place for every 4
levels of AR by which the new material exceeds the old. Eg. A light
wooden hull would be have it's AR improved by 1 if the new material had
an AR from 9-6, and b
y 2 if the new material had an AR from 5-2, and so on. SR, MC, and
cargo capacity are unaffected.
Restrictions: This modification may be performed more than once, but
each time it nullifies the effects of previous alterations in bracing
materials.
III. Additional Bracing. If removing bulkheads and bracing worsens AR,
then adding bracing in critical places should improve it.
Costs: Multiply 5% of the ship's tonnage by the base cost of the
material used. This process requires 2 days for every 10 tons of the
vessel.
Effects: Cargo is reduced by 5% (minimum decrease - 1 ton). AR is
improved by 1. MC and SR are unaffected. Restrictions: If the ship has
improved bracing, then the additional bracing must be made of the same
material. If the ship has normal bracing, then the material used should
be the same as the ship's hull. Additional bracing may be added at most
2 times.
/--\
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Travel Log
by Ville Lavonius
Places to go, things to see!
Al 'malamut
Overall Data
Al 'malamut is a spherical earthworld. It is size E, having a diameter
of 8000 miles and an equatorial circumference of 25133 miles. Instead of
normal (one-direction only) rotation this planet rotates along all three
axles, completing a rotation in 35 hours.
The composition of Al 'malamut is standard, and the crust is very thick
- leading to almost nonexistent volcanic activity. The only anomaly is a
lack of 'normal' minerals in the rocks, for some reason the minerals
themselves have not 'evolved' during the planet's formation.
Geologically Al 'malamut is almost dead, continental drift has slowed
down considerably, and with few exceptions all the mountain ranges have
been eroded or systematically chopped down.
Water is abundant on Al 'malamut, regularly formed (see below), almost
rulerstraight rivers flow through the countryside, regularly emerging
into a huge lake-reservoir. All water is fresh, due to the lack of
minerals in the geosphere.
Climate and Weather
Due to the universal spin of the world, Al'malamut's seasons are very
mild, and are based mainly on the planet's orbit. The major temporal
alteration in the weather is due to the day/night changes. The weather
is quite pleasant, with an average of 80 degrees during the day and some
20 degrees less during the night.
Winds are usually light, but near the few mountainous areas, gales are
common. Thunder and lightning are nonexistent, but rains are heavy,
averaging 65" per year.
The clouds cover the planet in almost systematical fashion, each area
seems to get the same amount of light during the year.
Appearance from Space
A greenish sphere, with regular canals and big lakes. Almost geometric
cloud cover whose elements seem to shift uncannily (two clouds next to
each other can move in different directions at unequal speeds). Some
ships visible in low orbits. The planet has two, voidworld moons.
Life forms
The dominant lifeform has altered the whole world to his specifications,
killing an untold amount of species in the process. What animals and
plants are left are either natives of the prevailing climate or have
adapted themselves to it.
Of the millions of plant species that once lived on the planet, only a
fraction of them are left. All but the crop species are restricted to
small areas near the mountains and other uninhabited areas. The huge,
planet-wide pasturelands and fields consist mainly of only a handful of
plant species, making them very boring-looking places indeed. Trees are
also quite rare, but where forests exist, they're the epitome of forest
cultivation: every tree is beautifully erect, and the distance between
trees is cons
tant.
Animal life has also suffered greatly, but its' decimation hasn't been
as total as the plants'. The animals themselves are a pretty standard
fare, with mammals and birds dominating. All creatures dangerous to
humans have been hunted to extinction, or driven to the non-cultivated
areas.
Guide to Groundlings
The only native race is the human race. This particular planet had many
different species of sophonts in the beginning, but the humans
slaughtered the others in grand wars millennia ago. Since then the
planet has been their playground, and it really shows.
The humans, back in the early days, found Ptah to be "just the God for
them", and have been strict followers of him ever since. As the last
remaining "heathen race" was finished, the empire spanned the entire
globe (back then a normal, earth-like world). But that was hardly enough
for these greedy creatures, as theirs was the first human world to be
visited by the Arcane (who saw the potential in a planet-wide religious
empire), predating the others by a thousand years. And during those
years the 'malmutians didn't idle: in a few hundred years they had
carved themselves a nice empire in the nearest four spheres, they had no
less than nineteen c
olonized or conquered worlds and well over a hundred explored ones. And
in those 1500 empire years they terraformed their own planet completely,
creating many wondrous devices to control the spin and weather.
But, some 200 years ago the empire had a mighty clash with an illithid
nation over the resourceful Garland-sphere, which ended in a truce. The
colonies and other worlds outside the 'malamut sphere itself had grown
tired of the ever-increasing taxation, and rebelled against 'malamutians
on the day the truce was signed. After losing a third of their navy to
the illithids, they could not keep the rebels out of their home sphere.
But the rebels were very merciful, instead of capturing the resourceful
Mal-sphere, they just divided up the navy and drew up a contract that
forbids any 'malmutian to leave this sphere. Being given a total
education in space-related matters, a sizable navy, good infrastructure
and big cities (n
ot all tax money went all the way to 'malamut) does have a placating
effect.
The 'malamutians have resigned to their fate, at there were a few
attempts to break out of this sphere, but they were brutally crushed. A
normal 'mal is a devout Ptahian: working ten hours a day, attending mass
every evening, and taking part in a bit of sports before turning in for
the day. Think of any utopia-novel, such as Huxley's Brave New World.
Even the biggest cities are dull compared to normal metropolises of
equal size, but regardless, there exists a peacekeeping force more than
adequate to quell
any disturbance.
The planet has been drained of its' resources for too long, and the
inhabitants have seen worrying signs in decreasing crops and
fishcatches. During the last score years they've been formulating an
escape from this planet for at least half of the people (well over ten
million inhabitants). The only planet left in this system to be
inhabited is another eartworld, a huge jungleworld with a lot of
volcanic activity and a very nasty wildlife. The exodus has already
begun, the first few crews (about 10000 best pioneers in colonyships)
have already founded two cities there. Anot
her gigantic project is going on in the smaller moon, it's being
hollowed out to work as the biggest ship of all time (the architects
expect to fit over 100000 people inside at one go).
The 'malmutians are a devout folk, worshiping their own version of the
egyptian gods (modernized during the centuries). Their cities are in two
size classes A and B, A cities are huge metropolises, whereas B sized
cities have less than ten thousand inhabitants.
Other considerations:
Since Ptah is the only entity worshiped in this sphere and the existence
of other (mainly) egyptian deities is acknowledged, all others
worshiping other gods have a Really Hard Time[tm] within this sphere.
Local Ships:
The 'malmutian fleet has grown to some 200 ships, but the growth has
been stunted by the fact that they simply do not need any more ships, as
the trade generated in this sphere is pretty small (only three worlds
support humans). In addition to traders, there's a large amount of
hammerships and squidships circling the planet and protecting the
populace. And there's also a lot of the really old ships that were left
here and only their helms taken in the uprising. And, being Ptahians,
the only right way to bur
y the high priest is to put him in a barge and set it off toward the
sun.
The Six Wonders of the Known Spheres
The Tower of Xenix -
A space elevator straight from Arthur C. Clarke's stories. Used
to connect the heavily garrisoned Xenix to the Imperial Fleet
(the majority of whose ships are unable to land at all).
Made of spidersilk gathered from Mozra (tho' the elves
would never tell where they've got the wonderstring), very
very strong - apparently a magical weapon comparable to
Gorgorin is needed to quickly cut a string, with an axe or
sword the work takes very long (the elves used golems to
cut the ropes with magic weapons - some of which are still
found near Mozra, not all golems survived the `natural
hazards_ of Mozra. Each string originally had a diameter of
one inch, the ones used to construct the bridge are
braids made of four normal strings glued together
magically.
The twin elevators (soon to be quadruple) are each constructed of
sixteen ropes stretching from the planet surface to a conveniently
snatched and placed asteroid on a totally stable orbit around Xenix. On
these ropes travel cylinders constructed from pieces of ships, steel
(some pieces are glass-steeled) and the strongest of woods. Each
elevator measures some 20 meters in height and has a diameter of 6
meters, on its' 5 levels can crowd up to 150 elves.
The Black Ziggurat of Ildris -
The inhospitable planet of Ildris boasts one of the
largest known and probably the most beautiful royal
palace in the known spheres: the Tasloan Court. During
millennia the other ziggurats have been eroded by the
heavy weather, but this edifice constructed of black
marble veined with gold still stands unshaken.
Hardly surprisingly the Tasloi do not respond well to
tourism and visiting the Ziggurat is made even more
hazardous by the Nijigras who tend to shoot at any
passing ships. However, some consolation can be the
amazing pictures painted or drawn by the priests
living in Whitehold and sold for quite a price,
strangely most of the pictures tend to disagree with
each other as to what the Ziggurat exactly looks like.
Since visits into the ziggurats are very rare occurrences, not many
people are aware of the pyramids' true nature - they are in fact large
starships powered not by mana but gold. The Tasloi must have used them
ages ago, but they have forgotten almost their whole history, and the
space travel is considered to be just a legend (the pictures of
blueskinned giants, weird spaceships and primitive spaceraces are
common in their pyramids).
The Watchmen of Twain -
Due to the peculiar nature of the Twain (name of both
the sphere and the planet, qv. The Planets of the
Twenty Nearest Spheres) it is more than vital that the
travellers only enter the top half of the sphere. The
Twainians have spent the last two millennia creating
magical constructs to tell the travellers nearing the
sphere which side is which. These sixty feet tall
marble busts (all magically sculpted to resemble a
planetary celebrity) skim across the sphere at
subjamming speeds vainly trying to reach all ships
before they breach the crystal. They won't, however,
interfere with a captain that has decided to do what
he pleases, the statue just offers the crew and
passengers a chance to climb upon its' back (most
captains consider this to be desertion). The statues
offer their information and rides to all passersby,
regardless of species, race or alignment (they do warn
Neogi, Grell and other wellknown troublemakers of the
consequences of entering the right half - Twain has a
huge spacefleet). Lately, there have been reports of
Watchmen of another kind, giving out false advice,
presumably these are Infernian constructs.
Yes, it's the only ``We always lie, they always tell the truth__ case,
the Infernian statues (which, by the way are absolutely
indistinguishable from the proper ones) can only appear when a normal
statue is nearby, they never visit ships by themselves.
The Idol of Dukagshgan -
One of the Wonders that only a few have seen. This is
the fearsome idol of the Scro-folk that powered their
hugest Battlewagons in the second Unhuman War. Looks
like a huge statue (almost a sixth of a mile high) of
an orcish warlord in ancient armor, one hand holding a
spear, the other clenched in a defiant fist.
It was built during the Years of Abstainment after the
first war, whether the myth is true that Dukagash
himself is buried in the statue's chest in unknown
since there's no gaps in the stony surface, and even
now any attempt to examine the statue will be
hazardous to the examiner's health - the famous Scro
fighting spirit may be broken, but they still throw
the most fabulous riots known to spacefarers.
Right now again in the wrong hands - the ogres of the Steel Talons
grabbed the helm by teleporting it away (expending the power of two
artifacts in the process). The original idol was switched during the
Final Blackout when the Scro solidified the clouds into granite (by
releasing the entire store of mana contained within the stolen Cloud
Controller from 'malamut) and all hell broke loose underneath.
The Cuisine of the Poloni
The most famed chefs - spoken reverently of throughout
the score upon score of worlds in the Known Spheres
are the Poloni: short, flabby humanoids apparently
from a planet called Polonia (which, again belongs to
those few worlds that everyone's heard about but
no-one visited). They tend to be travellers, rarely
staying at any place for more than a fortnight. How
they accomplish their travels is a secret as well kept
as the likewise sudden transportation of the Arcane,
neither commonly owns ships (though many a Poloni has
received one as a gift from a satisfied patron), nor
frequents them as a passenger. Is there a connection
between these two species is unknown - neither makes
much noise about it if one indeed exists.
How they create their magnificent feasts is unknown,
they usually get complete access to a kitchen (no
peeking, these guys seem to know every trick in the
book) with a wide variety of foodstuffs, afterwards
the original owners find their stores depleted, oven
used and all items neatly washed and replaced on
racks. Poloni take their reward in cold cash or
valuables, and disappear somehow when the public's
observation falters.
Of the food is almost impossible to say anything, it's
widely regarded as being way beyond comparison with
anything edible in the Known Spheres. Everyone who has
tasted the food (even on the same occasion) describes
the meal in a very different way, even the liquids
served are disagreed upon.
Poloni cook souls, pure and simple. Anybody eating the food is left
without one, it's gone to a Hell forever. This can be noticed only by a
failure in a Resurrection attempt or somesuch. Poloni are fiends, but
their alignment cannot be discovered using any known spell.
The Trees of Reictla
The tallest trees growing planetside (the gigantic
trees found growing on the insides of a few select
spheres cannot really be compared), these reach the
height of two miles. They grow in the few big
clearings among the network of canyons on Reitcla, and
serve as homes to the Reitclan elves.
Xenix
Overall Data: Xenix is a small spherical world of size class D. The
diameter along the equator (or the poles, it's a complete sphere) is
some 2500 miles, making it about a third of Toril's size (equator length
~7900 miles). The planet rotates quite slowly for its' size, completing
a turn in 42 hours.
Xenix has a single, very small moon on a close orbit. The Peeper is a
lightweight ice globe, that has almost no tidal effect, but looms very
effectively on the sky (it reflects nearly all light, and on nights with
full moon the light is bright indeed). Tectonically Xenix seems to be
dead, it's a flat land whose mountains have long since eroded. This also
means that there's no volcanic activity nor any earthquakes here.
Appearance from space: A normal-looking earthworld, ground has a certain
yellowish tinge, large polar seas and icecaps. Cultivated fields near
lakes. A single moon, a very high tower-structure on the equator, with
ships docking at the top.
Guide to groundlings: No-one's managed to exactly find out why the
Xenixan humans are so stupid - they just are. Most of them are either
totally uncultured country hicks living the same day again and again on
the farm or city artisans almost incapable of getting new ideas.
Fortunately the competition wasn't that rough here, and the humans just
assumed a secondary position for the real big boys on Xenix - the Orcs.
Their ancient allies, the ogres are faring quite well too, halflings
live their placid lives h
ere like on seventy-three other worlds. All was well and nice until the
Unhuman War began a millennia ago, the local orcs were persuaded to join
in the action - and everybody knows how the war ended on goblinkin
fronts.
However, the elves didn't crush the Xenixan orcs who had fought quite
honorably even by elven standards, instead they just decided to ground
the orcs for good (not that nuch of a disadvantage since they didn't
take to space at all as well as their persecuted brethren in other
spheres). The elves rightly assumed the humans to be unable to keep the
orcs in check - so they decided to garrison the planet to "keep
Lahsphere safe" (and reap huge profits from trading). They live on the
planet as well-liked policemen, stationed on largest town Kaljibakr, but
they have some landable s
hips available. These ships, sometimes called "caterpillars," look
somewhat like a Tsunami (but much smaller), but are constructed from
ceramic plates and are armed with bombards. They are generally powered
by a furnace helm.
Climates - specific creatures: All in all the weather patterns around
the planet are mild, rains last only rarely more than an hour, gales
occur only once in a lifetime.
Temperate: due to the distance from the sun the planet isn't that hot,
the nicest places being along the equator where the temperature
resembles typical temperate country. Most of the sophonts (not a big
selection) live here. Flat pastureland, broken here and there by rivers
- forests are common, but they tend to be quite small and full of
loggers being pestered by gnomes who have invented "the mother of all
woodcutting machines" that tend to lead very short lives terminating
with a loud bang. Normal animal
/plant life, monsters are virtually nonexistent.
Tundra: the majority of the planet is temperate, but between the large
ice seas and warmer areas lie the twain tundras. Here live savage
wolflings (lycanthropic halflings), nomadic snow elves with shamanistic
tendencies, yetis, zalathi (ice goblins) in the coldest areas. Alijv
Quali (see below) is founded near a volcanic ravine on the coast of the
southern sea. Again, normal life reigns here: lichen->deer->wolf.
Ice sea: vast tracts of sea covered with thick, constantly reforming ice
floes. Only on firm ice near the poles is there any inhabitants,
elsewhere the living would be far too dangerous. More zalathi, some
researchers (gnomes like being here), a few orcish hermitages (the most
selfless individuals still live in silence - blaming themselves for
ruining the universe) eke out their living here. Not many large
creatures around, the commonest being penguins, seals and small whales.
During the centuries here the elves have learned to trust the orcs, who
have behaved really well (LG with a heavy guilt complex). The ogres too
differ from the common brutes hated throughout the Known Spheres: these
8' tall beauties (LN, very loyal to those they consider friends) are
quit rare and with the aid of their orcish allies have educated
themselves to a quite civilized state. They find employment commonly as
bouncers or bodyguards in the cities and as heavy labor in the
countryside, they tend to be a much safer proposition to their employer
than giff, since they dislike the use of firearms. The orcs are an
integral part of the cities (with
the exception of A.Q.), mingling with the other populace, the ogres
gather in ghettoes where there's proper-sized doors and huge outdoor
eating arenas.
In the orbit encircling Xenix are a lot of ships that were deserted
during the last days of the First Unhuman war. Most of these were
systematically mangled by the elves, but there are a few prizes up there
awaiting to be discovered (some haunted or monster-inhabited ships too -
a popular legend among space captains tells of the gigantic slimeship,
an ontalak plasmoid). The orcs themselves have no vessels (their ships
in the War were supplied by other goblinoids), leaving any trade to the
hands of otherworl
ders, the humans own a few ships, but don't much use them expect for
cruising or fast travelling on the planet.
As stated, the elves maintain a very hefty presence here. Their garrison
in Kaljibakr usually has over 3000 elves stationed there, the towertop
has some 500 more and in the ships there are easily a thousand more.
Alijv Quali - the Quali Place is a retreat of the Qualinesti elves from
Krynn. The place was founded by a patriarch of the race just 20 years
ago when the first escapade began. It is situated in a ravine cleft into
the surrounding rocky tundra by some ancient river or icestream, on the
very bottom of the ravine are volcanic vents giving the ravine a much
higher temperature than the surrouning areas have. The place is far from
ideal, but the elves have terraced the sides and a nice agricultural
operation is now in full motion. The city is still ruled by Lianthil,
the elf-king th
at possesses the last of Krynnish Dragon Orbs. His palace is a
traditional Quali castle hewn from marble that commands the entire
valley from its high place.
Orcs are very rare in A.Q. Even if these elves do not automatically
dislike them, the orcs just feel out of place here. The Quali elves have
settled well in their valley, trading about a third of their food
products in the southern cities. The artificial lake crafted on the
largest terrace works as a harbor, but the place demands a lot more of
the spelljammer than the usual landing spots.
Behemanstaat: When the trading really got going, this is the place that
profited. Before just a sleepy market-town located at a nexus of roads,
now the most important spaceport on the planet. But that isn't saying
much, most of the ships are nothing but crophaulers that stop for just
two days to load up. Only rarely does a space merchant or a intraspheral
passenger ship touch down. The spaceport is an ex-corn field, that now,
after lack of irrigation is letting loose itself as clogging brownish
dust. The other port is the local lake, whose only redeeming feature is
the lack of
storms and any "monsters", the docks are lousy and a fire in the
warehouse district is a regular occurrence.
The place grew up almost overnight, so that the local constabulary is
not able to cope with the increasing level of crime here. A far cry
from the sophisticated Thieves Guilds on places like Alra or even Bral,
the local guild consists mainly of bravos and cutpurses thrown out from
passing ships. Nonetheless they have done considerable damage to the
trading here, so much that there's now some orcish vigilante squads
("Bat Orc", "The Four Gauntlets" and other larger than life figures)
patrolling the most hea
vily hit areas: the warehouse district and hostelry lane (the elves'
methods tend to be too destructive for city areas, and as such they're
called only to quell the most violent and prolonged battles). The city
streets are largely deserted at night, due to prowling gangs.
Kaljibakr: this old orcish capital is the site of the magnificent
Xenixan Tower (qv. The Six Wonders of Known Spheres) and a large elven
garrison. The ground here is not as good for a shipzone as in
Behemanstaat (bumpy hills and a river as opposed to pastureland and a
large lake), so the local station has seen its' traffic rapidly
diminish, most of the captains are willing to pay the higher docking
fees in the Towertop than risking a landing. However, the town is in
much better shape than its upstart counte
rpart on the opposite side, there's more orcs here than in Behema and
they're running their city effectively (actually working sewer system,
paved streets, street lights). The elven garrison was built anew on top
of
the ruined orcish palace (almost the only structural damage inflicted
here during the Unhuman War). It is a three floored brick-encampment,
built in just a month with no fanciness whatsoever. There's a raised
walkway to the tower originally restricted only to the military
personnel for quicker access, but nowadays it's filled with musicians,
artists and peddlers of all kinds.
Tower: An unique sight indeed are the 16 thick threads in two groups of
eight that disappear into the clouds. The threads do not resemble any
known rope materials and inspection is hindered by the thick layer of
white paint. Actually the ropes are the thinnest pieces found and cut
from the huge starwebs of Mozra. The ropes are connected to ground by
means of huge metal screws worked tightly to the bedrock on a small
knell some half a mile outside the city limits. The groundstation built
as an afterthought is nothing more than a glorified cargo ramp and a
queuing spot. The stati
on is a busy place, filled with travellers and traders waiting for their
turn, countryboys just ogling at everything and young, very serious
orcish "shipspotters" who collect data on all ships they see and tend to
drive any obvious spelljammers up the wall by their fanboyish, ever
questioning attitude.
The elevators themselves are about like six-story metal buildings: able
to take in about 1500 elves or 2000 tons of cargo. The elevators travel
at amazing speed, a journey up takes only 45 minutes while a downward
trip can be completed in only 20 minutes - in case of an emergency the
both times can be halved, but the elevator needs a through checkup
afterwards. The "engines" of the elevator are contained in the "top
floor", Juna tow winches operated by the select few geometricians in the
elven navy.
The knitting ships that created the ropes in space are stored in an off
limits area in the Towertop. The four ships are heavily modified
hammerships, having an immense (diameter 6 meters) spool spanned over
the cargo hold.
Towertop: A small asteroid whose tetherings keep the Tower taut. Very
carefully being hollowed out to become the largest naval base in the
Spheres. Some shipping lines and trading companies pay a lease to use
the facilities and save the costs and time of landing on Xenix. The
Elven High Command of Lahsphere resides in Towertop, having commandeered
themselves spacious quarters at the very top. The place is quite empty
still, even after twenty years there's hardly enough traffic to warrant
this big a space - but the elves are patient and each architect here is
constantly engrossed in thinking up more and more elaborate plans for
the base (the li
kes of which are on planning stage in many spheres). The ships unable to
land at all are connected to the main ropes with long tethers (remaining
in zero-g), the crews are usually transported to Towertop by normal
ships.
Wolfling stats: Normal halflings, who look a lot furrier than their
cousins on other worlds. All halflings on tundra are in fact lycanthropy
carriers and during the full moon the entire region becomes the scene of
a massive hunt, when the tribes slaughter scores of deer (and some
hapless travellers) - they never resort to cannibalism, starving rather.
The snow elves: Leather-clad, bone-bow using nomadic savages. They have
shamans and herbalists to keep them safe from the wolflings.
Resources: The local agriculture got a big boost when the elves
garrisoned the place, and the Xenixan fruits have gained themselves
quite a name. The orcish landowners of course get the majority of
trading profits since the humans are satisfied with their self-
sufficiency production. Other resources are weak: miningwise the planet
is very poor (only iron and copper in meaningful quantities).
Continents: As there are no seas apart from the two polar water regions
(which, too, are fresh) there's but one huge continent, divided to parts
only by rivers large and small. The Arcane presence: There's indeed a
healthy presence of the Arcane on the planet, but only in a few select
places: Towertop/Kaljibakr and A.Q., other cities they find too boring
(and rightly so). The Arcane have a quite passive role here, after all
who's going to need ships here when there's a healthy shipping line
spherewide and the Imperial Navy practically living on the doorstep.
The crime opportunities: Xenix is a rich and boring planet. The only
thing stopping the "heist of the century" is the presence of the elves.
They work as a very efficient militia and give out harsh sentences to
any caught offenders: a typical punishment is a "voluntary" 10-year
enlistment in the elven navy either in a maximally boring or much too
lively a planet/sphere. But there indeed is a chance for an
enterprising crook on the planet (orcs and especially ogres take a very
dim view on hustlers and con m
en, and in such circles the whole planet has gained a very bad
reputation) - the large orc ranches spread out throughout the tempzone
usually have safe filled to the brim. But the selfsame ranches have
ogres as employees that are very much home at using any farming
implements - nobody has bodyguards, the planet is a quiet one. The few
banks in the largest cities are almost beyond hope to any but the most
determined and well-equipped thief; containing a multitude of
restraining and lethal traps, the banks ha
ve lost not a single coin in a burglary during the last decade, however,
violent heists could be fruitful as long as the perpetrators leave the
city/planet quickly.
Gnomish Cropper: AC 3; HD 12; #AT 3; D: 3d6 (x3); B% 10
Gnomish Weedpicker: AC 5; HD 6; #AT 6; D: d8 + held; B% 20
Pitchfork: Sp: 4; D: d8+2; -2 to hit
Scythe: SP: 12; D: 2d6; -2 to hit (2 persons can be attacked, 3 if
ogre)
Batorc (aka Brushk Wann)
6th level noble warrior
STR 17 INT 12 AC: 0/4
DEX 15 WIS 14 Hp: 51
CON 16 CHA 11 Al: LG
180 cm, scrawny, wears a mask, clad in tight black leather;
Cloak of the Bat, Vest of Useful Items, Ring of Spell Storing (CSW,
Strength, Light), Leather + 1, some potions;
Tumbling +4, Merchant, Tactics, Blindfighting;
Fists (specialist), thrown knives, club;
A self-appointed vigilante of Behemanstaat, a merchant-warrior (with
some space-experience as a mercenary) whose profits were cut by bandits
once too many times. Now a silent one man legal system, prowling the
warehouse district (and sometimes the whole city), apprehending all
suspicious individuals. Unshakably courageous, calculating schemer who
can always justify his actions (at least to himself) no matter how
unnecessarily violent they may seem. Doesn't care for business any more,
crime fighting is a lo
t more challenging endeavor. A hero, whom the public likes more and
more. The elves wish to teach him a lesson since he has on occasion
beaten them to solving a crime.
Magic is a rare thing on the planet, the humans are a pretty atheistic
lot (the global missionaries are having a ball here, since most people
flock to the tent ceremonies), and not intelligent enough to master the
intricacies of magic. The orcs have some wizards and druids, but they
too have no affiliation with the "common orcish gods". The halflings are
quite happy without any magic at all, the snow elves are a very small
minority and never come down to the temperate areas to show off with
their savage spe
lls. So the imperial elves are the undisputable masters here when it
comes to arcane arts.
Scenario ideas, pick 'em apart, combine freely, do what thou wilt:
-*- What is in the moon ? Is it really hollow as some sages postulate,
the elves would like to know since the moon effects a slight stretching
in the tower-ropes when passing right overhead.
-*- Lianthil, the Qualinesti ruler, still carrying his curse from the
early wars succumbs to his madness. The dragon orb takes control of him,
summoning some nasty greens to A.Q. Instead of slaying everybody the
dragons take control of the city, establishing a mock-court in
Lianthil's palace. Untended, the careful arrangements for gardening
(water spouts, steam tunnels) deteriorate and soon the lake overflows
into the open volcanic chimneys, covering the entire valley with warm
cloying mist. The populace lives in fear, the dragons and their allies
(some elves were practical enough to 'change sides') are tyrannic
rulers. Since the elves did most of the trading themselves - not a lot
of traders come to see what's wro
ng. The dragons have removed (and destroyed most of them) the helms to
dissuade elves from escaping - so far the idea of crossing a third of
the world on foot across hostile winter terrain has kept the elves here.
-*- When the PCs visit Behemanstaat they are called to deal with a
hostage situation. A desperate group of thieves was surprised by the
owner of a warehouse and he is being held captive. How the PCs deal with
the score of gangsters is left for them to decide - do they conduct a
SAS-style raid /try diplomacy or hide in the ship given to bandits and
have a magnificent combat at an altitude of 1000'.
-*- The PCs try something illegal and meet the business end of urban
vigilantism.
-*- Kaljibakr is a very civilized city - it has a lot of offworlders and
smart orcs among inhabitants. Its culture life is far more advanced than
in, say, Bral or Waterdeep. There's a fancy concert hall, several
competing theater companies, art galleries and of course countless
street performers. The theater-adventure from Dungeon#39 fits here
perfectly, just tinker some NPCs to orcs.
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Revised Spelljammer Encounter Tables
These tables were put together by Todd Montgomery, and can be used as an
alternative to the tables in the books. Granted, random encounter
tables are an aquired taste: some people love them, some hate them. If
you fall into the later category, then these may prove useful in
designing "quick" advantures, where you don't have the time to actually
sit down and design the super-fantastic-adventure-to-end-all-adventures.
We've all been on that route..
Chance of encounter:
Check every space moved
1 in 20
+1 On inner track
+1 Same ring as planet
+1 Same space as planet
+1 Space patrolled
+1 Same ring as asteroid belt
Wildspace Encounters
Die Roll Encountered
01-10 Space Phenomena
11-25 Planetoids
26-45 Space Beasts (Wildspace)
46-70 Space Debris
71-00 Ships
Asteroid Encounters
Die Roll Encountered
01-05 Space Phenomena (q.v)
06-25 Planetoids (q.v)
26-50 Space Beasts (Asteroid)
51-75 Space Debris
76-00 Ships
Phlogiston Encounters
Die Roll Encountered
01-10 Space Phenomena (q.v)
11-15 Planetoids (q.v)
16-45 Space Beasts (Phlogiston)
46-70 Space Debris
71-00 Ships
Space Phenomena
Die Roll Encountered
01-10 Space Storms
11-20 Deadwood Sargassos
21-40 Magic-Dead Sargassos
41-90 Flame Rings
91-00 Flame Ring with Floating Garden
Planetoids
Die Roll Encountered
01-70 Dead Floating Rock
71-90 Floating Island
91-00 Planetoid with Atmosphere
Space Beasts
Die Roll Encountered
01-05 Very Rare
06-15 Rare
16-35 Uncommon
36-00 Common
Common Space Beasts
Die Roll Encountered
Wildspace:
01-15 Wraith (2-12)
16-30 Sluk(1)
31-55 Scavver,Gray(3-30)
56-70 Krajen,Immature(10-100)
71-85 Feesu(6-48)
86-00 Spaceworm(4-48)
Asteroid:
01-06 Rock Hopper(5-12/skiff)
07-12 Sluk(1)
13-18 Zurchin(1-3)
19-24 Kindori(2-8)
25-30 Krajen,Immature(10-100)
31-39 Scavver,Gray(3-30)
40-48 Scavver,Brown(2-20)
49-57 Scavver,Night(1-10)
58-63 Spaceworm(4-48)
64-69 Feesu(6-48)
70-80 Space Sting Rays(1-3)
81-90 Space Sharks(3-12)
91-00 Wraith(2-12)
Phlogiston:
01-20 Krajen,Immature(10-100)
21-40 Scavver,Gray(3-30)
41-60 Spaceworm(4-48)
61-80 Sluk(1)
81-00 Space Sting Rays(1-3)
Uncommon Space Beasts
Die Roll Encountered
Wildspace:
01-07 Kindori(2-8)
08-14 Scavver,Gray(3-30)
15-21 Scavver,Night(1-10)
22-28 Beholder,Zombie(1-20)
29-35 Gossamer,Standard(20-200)
36-42 Lhee, Common(1-12)
43-49 Lhee,Lesser(1-8)
50-56 Lhee,Greater(1-6)
57-63 Meteorspawn(1)
64-70 Monitor(4-7)
71-77 Q'nidar(1-6)
78-84 Skullbirds(2-5)
85-91 Zard(10-100)
92-00 Special
Asteroids:
01-05 Scavver,Void(1)
06-10 Beholder,Zombie(1-20)
11-15 Beholder,Death Tyrant(1 or 1-20)
16-20 Flow Barnacle(2-40)
21-25 Firebird(1-20)
26-30 Gossamer,Standard(20-200)
31-35 Lhee,Common(1-12)
36-40 Lhee,Lesser(1-8)
41-45 Lhee,Greater(1-6)
46-50 Meteorspawn(1)
51-55 Monitor(4-7)
56-60 Mortiss(1)
61-65 Q'nidar(1-6)
66-70 Skullbords(2-5)
71-75 Stargazer(1)
76-80 Undead,Stellar(1-10)
81-85 Zard(10-100)
86-90 Space Rays(1)
91-00 Shadows(2-20)
Phlogiston:
01-09 Scavver,Gray(3-30)
10-18 Scavver,Brown(2-20)
19-27 Beholder,Zombie(1-20)
28-36 Flow Barnacle(2-40)
37-45 Delphinid(2-12)
46-54 Gossamer,Standard(20-200)
55-63 Lhee,Common(1-12)
64-72 Lhee,Lesser(1-8)
73-81 Lhee,Greater(1-6)
82-90 Monitor(4-7)
91-00 Skullbirds(2-5)
Rare Space Beasts
Die Roll Encountered
Wildspace:
01-03 Shadows(2-20)
04-05 Spectre(1 or 1-6)
06-08 Swordwraith(2-8)
09-11 Jammer Leech Spore(1)
12-14 Mortiss(1)
15-17 Phlog-Crawler(1)
18-20 Puffer(1)
21-23 Silatic,Platinum(1)
24-26 Silatic,Gold(1)
27-29 Silatic,Iron(1)
30-33 Sphinx,Astro(1)
34-36 Starfly,Plant(1-100)
37-39 Undead,Stellar(1-10)
40-42 Wizshade(1)
43-45 Wryback(2-7)
46-48 Ghost(1)
49-51 Elmarin(1-10)
52-54 Scavver,Void(1)
55-57 Beholder,DeathTyrant(1 or 1-20)
58-60 Flow Barnacle(2-40)
61-63 Sarphardin(1 or 1-4)
64-66 Sarphardin,Skullsnake(1)
67-69 Shadowsponge(1-6)
70-72 Blazozoid(1)
73-75 Bloodsac(3-12)
76-78 Dweomerborn(1)
79-81 Firebird(1-20)
82-85 Gossamer,Noble(1-8)
86-00 Special
Asteroid:
01-04 Space Sharks,Megalodon(1-3)
05-08 Spectre(1 or 1-6)
09-12 Swordwraith(2-8)
13-16 Jammer Leeach Spore(1)
17-20 Owl,Space(1 or 2-8)
21-24 Phlog-Crawler(1)
25-28 Puffer(1)
29-32 Silatic,Platinum(1)
30-36 Silatic,Gold(1)
37-40 Silatic,Iron(1)
41-44 Spider,Asteroid(1-8)
45-48 Sphinx,Astro(1)
49-52 Starfly,Plant(1-100)
53-56 Wizshade(1)
57-60 Wryback(2-7)
61-64 Space Drake(1 or 2-5)
65-68 Ghost(1)
69-72 Elmarin(1-10)
73-76 Krajen,Adult(1)
77-80 Beholder Eater,Thagar(1)
81-84 Sarphardin(1 or 1-4)
85-88 Sarphardin,Skullsanek(1)
89-92 Shadowsponge(1-6)
93-96 Bloodsac(3-12)
96-00 Dweomerborn(1)
Phlogiston:
01-06 Ephemeral(1-8)
07-12 Scavver,Vold(1)
13-17 Beholder,Death Tyrant(1 or 1-20)
18-22 Sarphardin(1 or 1-4)
23-26 Shadowsponge(1-6)
27-32 Flowfiend(2-8)
33-37 Gossamer,Noble(1-8)
38-42 Swordwraith(2-8)
43-46 Jammer Leech Spore(1)
47-50 Mortiss(1)
51-55 Phlog-Crawler(1)
56-60 Puffer(1)
61-65 Silatic,Platinum(1)
66-70 Silatic,Gold(1)
71-75 Silatic,Iron(1)
76-80 Sphinx,Astro(1)
81-85 Starfly,Plant(1-100)
86-90 Undead,Stellar(1-10)
91-93 Wizshade(1)
94-97 Wryback(2-7)
98-00 Zard(10-100)
Very Rare Space Beasts
Die Roll Encountered
Wildspace:
01-04 Dragon,Radiant(1)
05-09 Krajen,Adult(1)
10-13 Beholder Eater,Thagar(1)
14-17 Tinkerer(1 or 1-8)
18-22 Albari(1)
23-26 Allura(1-6)
27-30 Buzzjewel
31-33 Dreamslayer(1)
34-37 Firelich(1)
38-40 Focoid(1)
41-45 Fractine(1)
46-48 Gammaroid(1)
49-52 Gonn(8)
53-56 Gravislyer(1)
57-60 Space Ixitxachitl(5-12)
61-65 Space Sharks,Common(3-12)
66-69 Misi(1-6)
70-73 Mercurial Slime(1)
74-77 Moon,Rogue(1)
78-81 Nay-Churr(1)
82-85 Plasmoid,Ontalak(1)
86-88 Selkie,Star(1 or 10-20)
89-91 Vine,Infinity(1)
92-95 Space Drake(1 or 2-5)
96-00 Haunt(1)
Asteroid:
01-05 Moon,Rogue(1)
06-10 Plasmoid,Ontalak(1)
11-15 Selkie,Star(1 ro 10-20)
16-20 Spiritjam(1)
21-24 Vine,Infinity(1)
25-29 Denzelian(1-2)
30-35 Mantari(1-6)
36-41 Haunt(1)
42-45 Horgar(1)
46-49 Dragon,Radiant(1)
50-53 Tinkerer(1 or 1-8)
54-56 Albari(1)
57-60 Allura(1-6)
61-65 Argos(1)
66-69 Astereater(1)
70-74 Blazozoid(1)
75-79 Buzzjewel
80-84 Dreamslayer
85-90 Fractine(1)
91-95 Gravislayer(1)
96-00 Space Ixitxachitl(5-12)
Phlogiston:
01-05 Space Ixitxachtil(5-12)
06-11 Space Sharks,Common(3-12)
12-17 Lumineaux(1-2)
18-21 Misi(1-6)
22-26 Nay-Churr(1)
27-31 Pristatic(1)
32-36 Plasmoid,Ontalak(1)
37-40 Selkie,Star(1 or 10-20)
41-45 Survivor(1)
46-50 Space Drake(1 or 2-5)
51-54 Dragon,Radiant(1)
55-60 Kindori(2-8)
61-66 Krajen,Adult(1)
67-71 Beholder Eater,Thagar(1)
72-76 Sarphardin,Skullsnake(1)
77-80 Tinkerer(1 or 1-8)
81-85 Ancient Mariner(1-6)
86-90 Allura(1-6)
91-96 Fractine(1)
97-00 Gammaroid(1)
Space Debris
Die Roll Encountered
01-07 Dust Clouds
08-15 Gas Clouds
16-30 Spore Fields
31-70 Debris Fields
71-90 Dead Davey
91-95 Alive Davey
96-00 Ice Fists
Dust Clouds
Size: 2d4 Hexes
Entering slows ship to tactical speed and fouls ships air.
21% chance of spore cloud effects (Spore Table)
30% chance of floating rocks:
1 in 20 chance of collision per hex. 2d8 Hull Points
Dmg and 50% chance of ship shaken critical hit. 2 in 20
chance per hex of glancing blow. 3d8 hit points to anyone
on deck failing a save vs. breath and 50% chance of 1d4
Hull points Dmg.
If cloud life sustainable, 1d4-1 Space Beasts in cloud.
Visibility - 50', with light spell up to 110' (1d6+50)
Spore Table
Die Roll Spore
00-10 Russet Mold - 70% chance of 1d2 ships of
Vegepygmies
11-15 Yellow Mold
16-20 Ascomid Spores
21-30 Space Spore rhyzomes - 1d6 Space Gas Spores
31-50 Krajen Spores (10-100) attach to ship
51-75 Poison G (onset:2-12 hrs. 20/10)
76-90 Poison H (onset:1-4 hrs. 20/10)
91-97 Poison I (onset:2-12 min. 30/15)
98-00 Poison G (onset:1-4 min. Death/20)
Gas Clouds
Size: 2d4 Hexes
Does not slow down ships
Color: Hazy
01-20 Purple
21-40 Green
41-60 Amber
61-80 Yellow
81-90 Misty
91-00 Transparent
Effects:
01-05 Flammable - 3d6 fireball
06-17 Poison K (onset:2-8 min. 5/0)
18-30 Poison L (onset:2-8 min. 10/0)
31-70 Breathable Replenish Air on ship
71-00 Side Effects: as 1d20 level spellcaster
01-10 Confusion 2d6 rnds
11-20 Fear 2d6 rnds
21-30 Feeblemind 2d6 rnds
31-40 Enlarged 1d8 turns
41-50 Petrified 1d8 turns
51-60 Invisibility 1d8 turns
61-75 Diminished 1d8 turns
76-95 Heal and Regenerate
96-00 Special
Spore Fields
Size: 2d4 hexes
Use Spore Table to determine effects
Appearance:
01-80 Dusty
81-00 Clear
Krajen Spores are always clear
Daveys
Use Race Table
Treasure: as creature or J,K,L,M,Q,R 50% chance of each
Ice Fists
10% chance of damaging ship
Die Roll Dmg
01-50 1d4 Hull Points
51-75 1d6 Hull Points
Crew: 1d6 Hit points, 1 Attack, THACO: 20
76-90 2d4 Hull Points
Crew: 1d4 Hit Points, 2 Attack, THACO: 20
91-00 2d6 Hull Points
Crew: 2d4 Hit Points, 3 Attack, THACO: 20
Note: All Hit Point Dmg is piercing
1 in 8 foul air, others replenish air, 1 day per Hull Pt.
00 Result on roll - Frozen monster (Race Table) or
Treasure type (Random) 50% chance each.
Races
Die Roll Encountered
01-05 Very Rare
06-15 Rare
16-35 Uncommon
36-00 Common
Races (Common)
Die Roll Encountered
01-05 Dohwar
06-15 Dwarf
16-35 Elf
36-45 Gnome
46-65 Human
66-70 Human (Aperusa)
71-75 Human (Shou Lung)
76-95 Mind Flayer
96-00 Thri-Kreen
Races (Uncommon)
Die Roll Encountered
01-02 Grav
03-05 Rastipede
06-10 Centaurs
11-16 Gnoll
17-22 Goblin
23-28 Kobold
29-34 Ogre
35-40 Orc
41-45 Xixchil
46-55 Beholder
56-65 Giff
66-75 Human (Groundling)
76-85 Lizard Man
86-95 Neogi
96-00 Undead
Races (Rare)
Die Roll Encountered
01-05 Plasmoid, DeGleash
06-10 Plasmoid, DelNoric
11-25 Pirate of Gith
26-35 Spacesea Giant
36-45 K'r'r'r
46-55 Halfling
56-65 Aarakocra
66-80 Scro
85-00 Dracon
Races (Very Rare)
Die Roll Encountered
01-14 Human (Wa)
15-29 Drow
30-44 Insectare
45-58 Reigar
59-72 Vodoni
73-86 Xorn
87-00 Wiggle
Ship Types
Ship Frequency
Die Roll Rarity
01-04 Very Rare
05-15 Rare
16-35 Uncommon
36-99 Common
00 Special
Common Ships
Die Roll Ship
01-03 Barge of Ptah (Temple ship)
04-06 Battle Barge (Barge of Ptah)
07-09 Bee Class Wasp
10-12 Goblin Blade
13-15 Bumble Bee (Wasp)
16-18 Caravel
19-21 Cargo Barge (Plus towing ship)
22-24 Coaster
25-26 Cog
27-29 Damselfly
30-32 Dragonfly
33-35 Eel
36-38 Firefly (Dragonfly)
39-41 Galleon
42-44 Gnat (Mosquito)
45-47 Hammership
48-50 Heavy Hammership
51-53 Junk
54-56 Leaf
57-59 Longship
60-62 Mosquito
63-65 Porcupine
66-68 Shrikeship
69-71 Gnomish Sidewheeler
72-74 Squidship
75-76 Stinger (Mosquito)
77-79 Tradesman
80-82 Tradesman Light Cruiser
83-85 Vipership
86-88 Wasp
89-91 Whaleship
92-97 Wreckboat
98-00 Xebec
Uncommon Ships
Die Roll Ship
01-05 Angelship
06-10 Catamaran
11-15 Depowered Flitter
16-20 Dragonship or Marlin
21-25 Drakkar
26-30 Dromond
31-35 Eagleship
36-40 Flitter
41-45 Citadel
46-50 Juggernaut (Gnomish Sidewheeler)
51-55 Leech
56-60 Mantis
61-65 Mindspider
66-70 Radiant Ship
71-75 Scorpion
76-80 Speed Clipper (Gnomish Sidewheeler)
81-85 Heavy Damselfly
86-90 Urchin
91-95 Vagabond
96-00 Yawl Wagon
Rare Ships
Die Roll Ship
01-04 Antlership
05-09 Battle Dolphin
10-14 Bloatfly
15-18 Bolaship
19-22 Corbina
23-27 Dolphin-Shuttle
28-31 Iambus
32-35 Jade Spider
36-40 Lamprey
41-44 Nautiloid
45-48 Nightwolf
49-53 Skeleton
54-57 Skiff (only in asteroids)
58-62 Swan
63-66 Thorn
67-70 Triop
71-75 Turtle
76-79 Tyrant
80-83 Tyrant Scout
84-87 Uspo
88-91 Werewolf
92-95 Yawl
96-00 Zoocraft
Very Rare Ships
Die Roll Ship
01-05 Armada
06-10 Black Widow (Deathspider)
11-15 Clipper
16-20 Illithid Dreadnought
21-25 Flying Pyramid
26-30 Great Galley
31-35 Snowflake (Urchin)
36-40 Hunter-Killer (Vodani)
41-45 Jade Spider Commandship
46-50 Klicklikak
51-55 Locust (only as derelict)
56-60 Man-O-War
61-65 Mammoth
66-70 Narwhal (Battle-Dolphin)
71-75 Pirate Dreadnought
76-80 Scalpel
81-85 Smalljammer
86-90 Unity
91-95 Whelk
96-00 Yacht
Special Ships
Die Roll Ship
01-07 Argosy
08-13 Great White (Greyspace only; Frilitary class
Man-O-War elsewhere)
14-20 Monarch Armada
21-27 Cuttle Command
28-33 Great Bombard
34-40 Hummingbird
41-47 Octopus
48-53 Quad of Thay
54-60 Battlewagon
61-67 Leviathan
68-73 Spacesea Giant Galleon
74-80 Dwarf Mining Ship
81-87 Stoneship
88-93 Tsunami
94-00 Wraith
/--\
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~~~~~~~~~~~~~~~~~~~
Adventure Seeds
Here are some adventure seeds and hooks that originally appeared in the
cross-messages of SPJ-L. They can be used as the basis for an entire
campaign, or just a single adventure.
YESTERDAY'S SPELLJAMMER
Those of you who are fans of "Star Trek: The Next Generation" may
recall an episode called "Yesterday's Enterprise." This scenario
follows a similar plot line. The adventure calls for role-playing more
than action, though there is plenty of that as well. The party should
be experienced, having logged a lot of time in space. It would also be
good to have someone on the ship with a strong knowledge of history,
like a sage or a bard.
The adventure begins with the PC's ship approaching a major world
like Torin, Krynn, Oerth, or some other world that plays a prominent
role in your campaign. All appears to be well, until a huge multi-
colored field appears above the southern hemisphere of the planet, and
the great Spelljammer itself appears out of nowhere! This will
certainly catch the PC's attention, if not because of the jammer, then
the field from which it came.
The Spelljammer will come to a slow stop, about 1000 miles from the
PC's ship, and just hang there, motionless. Point out that the PC's
have a golden opportunity to study the ship from a distance. If one of
the PC's (or NPC'c) on board has seen the Spelljammer before, tell them
that it doesn't look "right" somehow. The colors are wrong, the citadel
doesn't look exactly the same, whatever.
The PC's could fly right up to the Spelljammer if they want; it
will make no attempts to capture them. In truth, it isn't interested.
It's too busy healing itself from a recent ordeal. After a while, the
PC's lookout will raise a very frantic alarm: a fleet of Neogi ships is
coming from the planet below and is closing on the Spelljammer, and the
PC's! The fleet is HUGE: about 24 Deathspiders and twice that many
Mindspiders, all swarming up from the planet. Apparently the Neogi rule
the planet be
low.
"Hey, wait a minute! That planet is inhabited by friendly races,
not Neogi!" exclaims one of the characters.
As the Neogi close with the Spelljammer, the great ship will seize
the PC's ship with the magical equivalent of a tractor beam, and secure
it near the stinger. It will then head for the flow as fast as it can.
The neogi will give up the chace after about an hour.
The PC's and their crew will be taken aboard the Spelljammer and
tended to. Note that they will not be captured by the ships aura: the
captain of the Spelljammer is deliberately preventing that from
happening.
As the Spelljammer assumes a leisurely course to the flow, the PC's
will certainly be curious about the Neogi fleet. They will learn the
following (role play this if possible):
The Spelljammer came to visit the planet about 100 years ago, and
apparently interrupted a Neogi invasion. Outnumbered and outgunned, the
Spelljammer attempted to escape. Unable to gain a sufficient lead on
the neogi fleet, the mages on the Spelljammer created a time warp,
allowing the great ship to escape into the future. This is how the ship
appeared out of nowhere.
According to the history books, however, that's not what happened.
The Spelljammer did intercept a neogi invasion fleet, but instead of
running away, it stood fast and defeated it. Sadly, it was destroyed in
the process.
News of this "alternate" time line may convince the captain of the
Spelljammer to view the planet through a type a crystal ball (safe, and
from a distance). Sure enough, the planet has been conquered by the
Neogi, and apparently has been for some time. About 100 years...
The PC's now have to convince the captain, and the great ship, to
go back in time and engage the Neogi, as they should have done.
Obviously the idea won't be very popular, but the alternative is too
horrible to ignore, even for something like the Spelljammer.
In the end the Spelljammer will create another time rift and go
back in time - taking the PC's with it! (This is purely to make them
nervous, for the GM's benefit) The ship will return to the planet, just
in time to see itself vanish into the future...
The neogi are now off guard, since their prey had escaped.
Surprise! The Spelljammer will move right into the pack of ships and
nail them with everything it has. After a few minutes, the PC's will be
teleported back to their ship and told to leave, NOW! ("Where we are
going, you can not follow" sort of thing). If for some reason their
ship has been destroyed, a Smalljammer will be provided. In the
confusion, the PC's will be able to slip away and enter the time rift.
For dramatic effect, have them look back through the rift just
before it closes, to see the Spelljammer explode in an inferno of fire
and debris, taking most of the neogi fleet with it. The rift will
close, leaving the PC's in the original timeline, with everything back
to normal: the past has been restored.
The Neogi have not attempted to conquer an entire planet since.
This defeat, at the hands of the Spelljammer, is a loss from which the
Neogi have never truly recovered.
As for the PCs, their ship will go back through the rift and they
will emerge at approximately the same time the left (give or take a few
minutes). The rift will remain open long enough for the PCs to escape,
but only that long.
Of course, things need not turn out this nice. If the GM wants to
turn the entire campaign upside down for some reason, this scenario
could be used to throw the characters into an alternate time line. This
may be difficult to set up, but it will certainly keep the players
awake.
One could also work things such that the Spelljammer keeps running
after emerging from the rift, so it may take a while for the PCs to
figure out what has happened. This could lead to a multi-adventure
chase of the great ship, with an ultimately tragic ending.
Finally, this could be a way to introduce time travel into a
campaign. An entire sub-campaign can be developed while the PC's try to
figure out how the Spelljammer created the time rift, and perhaps try it
themselves one day. Only a very experienced GM should attempt this, but
an entire new dimension (pardon the pun) could be added to a campaign
this way.
GURPS Time-Travel, by Steve Jackson Games, gives a lot of useful
advice for running a time travel campaign. If a GM really wants to try
this, that work is strongly recommended. Time travel in a fantasy
universe can be trickey, since there is no "real" frame of reference,
like there is in the time travel stories of our own Earth. However, the
timeline that appears later in this work could serve as a good
springboard for this type of campaign.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BLAST FROM THE PAST
("Flight of the Deadjammer")
This scenario is for those who like to fight with the undead. They
may never want to fight undead again after they encounter THIS creature.
A highly experienced party would be best.
This scenario takes place in the Forgotten Realms sphere, but it
could easily be transplanted if desired.
Intro:
The "Eternal Wanderer" prepared for an unscheduled landing on the
forest world of Garden. A few days before, a dragonfly had intercepted
the dreadnought, bringing a distress call. The people of Garden needed
clerical help, and fast. A plague, they said it was...
Toril would have to wait, Captain Onestar said to himself. He was
a samurai from a faraway world, but wherever he went, he could never
deny someone who was in need. He alerted the ship's chief Priest, and
he in turn prepared himself and his small staff to battle some horrid
disease.
The helmsman eased the ship into a shallow lake, while the
dragonfly escort lighted on a nearby rock. Along the shore lay the
lifeless remains of buildings, and the people who once used them.
"This used to be a major port," Crystal (one of the helmsmen) said,
obviously alarmed. "It is as if something stripped the life out of the
entire area. Look, even the water is devoid of life!" Crystal was a
native of this world, so for her the sight was even more horrible than
for the rest of the crew.
As the "Wanderer's" skiff worked its way to shore, those on board
could see that indeed the water was dead. Even the seaweed was dead.
The landing party ran ashore and searched for any sign of
survivors. After nearly twenty minutes, it looked hopeless.
"Whatever happened here, we missed it," Onestar said heavily. "Even
the trees are striped."
Meanwhile, his first mate, Hall-ee-mor Dargess (the Bard of
Wildspace), entered a building that had once been a tavern; a tavern he
once performed in. The skeletons of patrons were scattered about in
disarray. Oddly enough, they almost looked as if they were heading for
the door when whatever hit them took their lives. Hall walked back into
the street where his wife, Belieth, was standing. She was quiet. Very
quiet.
"The docks are filled with bodies," she said softly. "I think they
were trying to escape."
"Yes," Hall answered, referring to the aborted exodus from the
tavern.
"What could have done this?" he asked aloud.
"Magic," a voice said behind them. It was Illeria, the ships mage.
"Magic on a scale I have only read about."
Other members of the party were gathering in front of the tavern,
all having found no sign of survivors.
"Illeria, you were talking about magic?" Onestar asked.
"Yes: a magical surge of life draining power, like that used by
the undead.
Something opened a type of portal to the Negative Energy Plane, right
there," she explained, pointing to a nearby rooftop.
"Could this be the Neogi?" Hall asked.
"Unlikely. This whole area is useless now. The Neogi would have
wanted to keep this facility working for their own use," the mage
answered.
"At any rate, this was not a plague. This was an intentional attack."
"Who would want to level an entire town, and then leave it be?
This place is full of valuables." The comment came from one of the
lesser crewman, a dwarf named Darian. His observation had been noted by
everyone.
Explanations and theories came from everyone, until the voice of
Armas, the chief cleric, rang clearly from behind one of the buildings.
"We found a survivor!" he called. In an instant he emerged from
the alley, along with Merribor, a grommam psionicist healer. They were
carrying the injured form of a young man. He was muttering, and a thin
line of blood was coming from his mouth.
"Get him to the ship!" Onestar commanded.
In minutes the group was back on the "Eternal Wanderer," and the
sole survivor was resting in the ships infirmary. It was several hours
before the man was strong enough the speak. Armas emerged, obviously
week from using his healing magic, and summoned the senior officers.
The rest of the crew was too entranced with the horrid sight on the
shore to be interested.
"Will he make it?" Hall asked.
"If we reach Toril soon enough, yes" Armas answered. "He needs
more help than we can provide at the moment."
"Can you hear me?" Onestar asked the man, now bandaged and covered
with warm blankets.
The man coughed for an instant and whispered, "It just appeared...
we had no way of stopping it..."
"Stopping what?" Onestar asked, patiently.
"It came from the sky, and rained death on us - huge spheres of
black power came from the sky and exploded above us..."
"Spheres of Inhalation...?" Illeria whispered to herself.
"Was it a ship?" Onestar asked.
"Yes..."
"What ship. What did it look like?"
"Large wings... burning red eyes... as large as a city..."
The gathered group exchanged sudden looks of alarm. Nowhere in all
known sources had the ship he was describing ever behaved in this way.
The man saw the doubt on the group before him.
"I know what I saw!" he insisted.
"It was the Spelljammer!"
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Confused? Good. Your players will be as well. News of this
incident will spread all over Realmspace like wildfire. By the time your
party reaches Toril or the Tears of Selune, everywhere people will be
talking about the unprovoked attack by the Spelljammer.
The port will be alive of brave talk from ship captains and navy
officers about making the great ship pay for this act, but after a few
days things will start to die down.
That is, until a sidewheeler comes calling. One of the gnomes will
explain that he saw the Spelljammer in orbit around the sun, apparently
warming itself. Authorities of all types use telescopes and magic to
verify this, and sure enough, the great ship is orbiting the sun, with
the citadel side facing away from the star.
In no time the port will be in total panic. People will be
desperately trying to leave, looting will take place, and so on. The
PC's, who are probably as alarmed as anyone else at this point, may be
ready to flee from the sphere.
(Stay with me folks)
Two days after the ship is seen orbiting the sun, it will travel to
Luna, and promptly destroy two major cities! After that, it will turn
and return to the sun to rest again. Now the people of Realmspace are
terrified. Rival governments and races are suddenly faced with a common
foe, which they think to be the Spelljammer.
Now the PC's can get involved. Since they had seen the carnage on
Garden (Make sure they have an encounter similar to the one described in
the intro), the representatives of several governments want to speak
with them. They will be summoned to Waterdeep to describe what they
saw, and they will be asked for their input on the matter.
During the conversation, certain things will be established:
- The Spelljammer is blindly attacking populated areas, for
no apparent reason, as if in a rage of bloodlust.
- The Spelljammer has never shown behavior of this type
before, in any accounts.
- The Spelljammer apparently needs to rest after attacking,
and is probably drawing its power from the sun.
By now a PC will probably ask, "Is this really the Spelljammer?"
If one of them doesn't, one of the delegates will. Allow lots of role
playing and interplay at this point. The fact is, there is no way of
determining anything other than what is listed above.
The PC's may volunteer to travel to the ship and investigate.
(Encourage this.) When they find the ship, it will appear to be
"sleeping," drawing energy from the sun. If the PC's want to adventure
on the Spelljammer, let them try. They will be confused that there is
nobody on board!
At this point, I will tell you what is really happening:
No, this is NOT the Spelljammer. It was at one time, but now it is
something like a lich. About twelve centuries ago, the Spelljammer
travelled through Realmspace, and stopped near Garden. It was looking
at a strange ship, a leviathan, that was exhibiting some strange light
and magical fields. In this Leviathan was a community of humans and
demi-humans, who lived in a "commune" mentality, cut off from the rest
of the universe. They were rather decadent, with little or no moral
fiber, but they never bothered anyone. One of these inhabitants was a
wizard who was getting too adventurous with his experiments. The
arrival of the Spelljammer, with all of its complex magical fields,
disrupted one of them. An explosion created a rip in the ethereal
plane, allowing power from the energy plains to escape into the material
plane. The explosion destr
oyed the leviathan in an instant, and the shock wave killed the
Spelljammer before it could escape (it tried, but no dice). The
Spelljammer let out its dying scream, which was heard by a Smalljammer
that was dormant in a dense forest on Toril. This Smalljammer
eventually became the new Spelljammer.
The "corpse" of the old Spelljammer however, acted as a lightning
rod for the magic surge that came from the explosion on the leviathan.
Energy from the negative energy plane captured the souls of all the
people on the leviathan, AND all the people that were on the Spelljammer
at the time of the explosion. In the end, the husk of the Spelljammer
acted like a "magic jar," trapping the souls for twelve centuries,
raging and cursing all the way. In fact, they gradually intermingled
and formed a new con
science that hated life in every form. No one ever noticed, because the
drifting hulk was never found by anyone. What's more, since it had no
"life" left in it, even the new Spelljammer was unaware that the husk
still existed.
The husk, filled with the raging, life-hating souls, drifted to the
edge of the Realmspace, and settled against the wall. It stayed there
until just recently, when a random portal to the Phlogisin opened
nearby. The brief surge of energy from the incoming phlogisin was
enough to wake the ship up. Using what little power it had, it went
through the portal and into the phlogisin. The fiery nature of the
phlogisin appealed to it, and it was able to draw in this energy and
restore its full strength. However, it knew that this power would have
to be restored from time to time.
That did not matter. The ship, calling itself the "Deadjammer,"
re-entered Realmspace and returned to the place where it was created,
Garden, and promptly destroyed most of the cities and towns there.
Exhausted, it sped to the sun to rest. Several days later it travelled
to Luna and did the same.
It will take a long time, but the Deadjammer could potentially
reduce Realmspace to a graveyard. In fact, that is what it wants to do.
After Realmspace, there will be other places to destroy...
Now back to our story.
If the PC's land on the Deadjammer, they will find it deserted and
lifeless, at least for the first hour. After that, the deck of the
ship, which has a dry mud quality to it, will crack and crumble,
allowing the emergence of all sorts of undead to swarm through the
citadel. These are the bodies of those who were on the great ship the
moment it was killed, and have been animated by the Deadjammer's twisted
brain to kill the PC's. With luck the PC's will have sense enough to
get off, and fast. (BTW, they fell no compulsion to stay on board, as
they would on the "live" Sp
elljammer).
News of this investigation will cause all kinds of debate as to how
to deal with the threat. At this point the GM should start keeping
track of time. In exactly four days the Deadjammer will come and
destroy three cities on Luna, and one of the asteroid outposts in the
Tears of Celune (not a big one mind you, just enough to scare everyone
even more). It will then retreat to the sun for a six day rest. It
will continue to attack in six day cycles for 18 days, at the end of
which every major city on
Luna will be destroyed.
Hopefully the PC's will act before that happens. The nations of
Realmspace quickly agree to band together and engage the Deadjammer,
hoping to destroy it. This gives the GM and PCs an opportunity for some
heavy role-playing and battle tactics are laid out. For points on how
to build an interstellar spacefleet, consult "Under the Dark Fist," but
this time leave the Neogi out (They have elected to remain very quiet
during this crisis, and will hide and ride it out if they can). If you
don't have that
module, then improvise. Just make a huge fleet, where the total
tonnage of the challenging ships is equal to that of the Spelljammer.
(Hey, I never said it was easy! It may be necessary to send for
reinforcements from Greyspace or another nearby sphere, but there is
simply no time for that!)
Once the nations of Realmspace have their fleet put together, they
will hold some training drills using an asteroid that is about the same
size as the Deadjammer. Exactly what tactics are used is up to the GM
and players (Think about it, how do you battle the Spelljammer? Even a
false one?). It will be fifteen days before the nations are ready to
fight the Deadjammer. Luna will have been struck two more times, unless
the PC's can find a way to distract it, which isn't likely. If a single
ship atta
cks it, the Deadjammer will simply use a sphere of inhalation and wipe
the ship out completely.
***For dramatic effect, perhaps the elves of Evermeet are convinced
that they can stop the Deadjammer alone. Sick an entire elven flotilla
on the Deadjammer, and watch the undead ship wipe them out like flies,
without missing a beat. Just like the Federation attacking the Borg...
***
After the third strike on Luna, the Deadjammer will turn its
attention to Toril, namely, a large port city called Waterdeep! It will
have to pass through the Tears of Selune before reaching Toril. That is
perhaps the best place to engage it.
Now the Realmspace fleet, with the help of the PC's, can go at the
Deadjammer. For purposes of combat, assume that the Deadjammer has the
same combat abilities and weapons at the Spelljammer, BUT, with an MR of
C and a SR of 6. This reflects the undead nature of the Deadjammer. It
is unlikely to make a difference, however.
If the Deadjammer looses the battle, it will start to fly about
wildly as the undead spirits finally break free of their prison. In the
end, the Deadjammer will fall into Toril's atmosphere and burn up,
eventually crashing into an ocean.
On the other hand, if the Deadjammer wins, the PCs (assuming they
are still alive) will have a problem: Plan A has failed. The Deadjammer
will be too "drained" from the battle to carry out the destruction of
Waterdeep, but it will return in six days to do just that. Toril and
the rest of Realmspace are now defenseless against this monster. Riots
start all over Toril ("The world is ending" sort of thing). Religious
cults start springing up, all hoping to appease the "Spelljammer." It
will be the lo
ngest six days in Toril's history.
The PC's may try to take control of the Deadjammer with an Ultimate
Helm (if they have one). It won't work, because the entity that
inhabits the Deadjammer does not accept the power of an Ultimate Helm.
They may get on board and try to destroy the control room, but this
may be difficult with all of the undead running around, but with
sufficient ground troops, it may be possible. This could be considered
plan B. Assume that the kingdom of Wa has been considering this option,
and has two of their Tsunami battleships loaded with ground troops. The
PC's are more than welcome to join them.
If they strike the Deadjammer at the beginning of its rest cycle,
it will not have the strength to attack the Tsunami as they approach.
As the troops swarm into the citadel, destroying everything in their
path, the animated undead will appear and cause all kinds of trouble.
(This could be a good place to use the Battlesystem rules.) Assume that
the Deadjammer has about 1000 undead "troops," mostly infantry.
If the Deadjammer is assaulted in this way, it will be possible to
stop it. If someone brakes into the captain's tower, they will find the
body of the Deadjammer's former captain (who shared the fate of the ship
he once commanded). Consider the former captain a demi-lich for combat
purposes. That should keep the PC's busy for a while.
Killing the demi-lich will "open the gate" for the spirits to
escape. The scene would look something like the scene at the end of
"Raiders of the Lost Ark." If the PC's win *THIS* battle, then the
Deadjammer will become a lifeless husk, and in a few weeks time will
fall into the sun and burn up.
In all likelihood, this attack will succeed in destroying the
Deadjammer. Now comes the tedious job of helping rebuild what it
destroyed (a great springboard for new adventures, such as finding
missing people, reclaiming destroyed areas, and so on.) In fact, the
PC's could easily establish a stronghold somewhere in Realmspace, what
with the role they played in defeating this menace.
But what if the Deadjammer isn't defeated? (Stay with me, this is
the "Hollywood ending," so I'm almost done). After the assault on the
citadel, the Deadjammer will again need a six day rest. Notice that it
has again been forced to wait to begin it's assault on Toril, and it is
very angry! Someone else is very angry as well.
Somewhere in Realmspace there is an Ultimate Helm (it doesn't
matter where), and when the Deadjammer woke up, the Ultimate Helm
detected this. This Ultimate Helm reached out to what it thought was
the Spelljammer, and was then repulsed when it discovered it had
encountered an imposter. The "real" Spelljammer, wherever it is, felt
this as well, and it has been on its way to find out just what the hell
is going on!
When the Deadjammer approaches Toril for the third time, it will be
convinced that there is no one in the universe that can stop it. It
will be quite taken aback when the real Spelljammer emerges from the
Tears of Selune and challenges it.
If the PC's are on a ship watching this, they would be wise to
assume a safe distance...
At this point, the GM can have the two behemoths fight it out,
perhaps with the PC's controlling the "good" Spelljammer. **THIS***
should kill the Deadjammer, if only because it can't move as fast or
maneuver as well as the Spelljammer. Assume the Spelljammer has a
captain, and can use the tail stinger - it will need it, since the
Deadjammer has one of it's own!
If by some horrid chance the Deadjammer wins the fight with the
Spelljammer, then Waterdeep and all the rest of the cities on Toril will
be destroyed over the next few months. After that, the Deadjammer will
move on to other places in the sphere, leveling all of the population
centers after about two years. After that, it will proceed to another
sphere and start the process over again. Somewhere along the line the
re-born Spelljammer will appear for a re-match, but regardless, fantasy
space will nev
er be the same again. What a GM does with a situation of this type is
purely up to him or her.
A long running series of adventures to continuously outwit and foil
the Deadjammer? A search for a magical artifact that could destroy or
trap it?
The sky is the limit.
/--\
v \
# # /\
_____#########^_/ |
-------------------- -<_o_###_ ___ / ------------------------>>>>
~~~ _/_____/ ~~~~
~~~~~~~~~~~~~~~~~~~
Temporum Sphaera
~~~~~~~~ ~~~~~~~
Edited and updated by Estress of the Oraladax
translated from the Illithid by
Richard J. Pugh and Ville Lavonius.
Additional input by Michael Bauser
The history of the known spheres is best viewed in sections, as
with the history of many other areas. This work has been divided into
the following sections: The Aetaus Primus (prehistoric), The Pre-
Classical Age (of the "First Migrators," the Reigar, and the Juna), the
Classical Age, and the Modern Age (itself divided into sections).
Most of the events covered in this work have little or no effect on
the histories of ground dwelling nations, however. The natives of
groundling nations have rarely had any contact with the goings on of the
worlds beyond them. There are exceptions, and space travel is part of
almost every worlds history. But rarely has space travel been an
important part of a world's development.
Two calendars are included. One is an abstract calendar, listing
events in relation to today. The other is one of the Elven calendars,
the Olven Chronicon, which is one of the few standard calendars in the
known spheres. Use of this calendar is limited mainly to elves (the
elves of Oerth in Greyspace being the best example), but others have
adopted it as well.
For the earliest dates, historical records are unreliable, being
based mainly on mythical records and artifacts. As such, they are
subject to debate. They are included here because they help to put
later events in context.
The Aetas Primus
~~~ ~~~~~ ~~~~~~
Relative: -1,100,000 to -100,000
OC: -1,000,000 to -100,000
This is the collective title for the "prehistoric" age of the known
spheres. Little or no written records of this age exist, and even
artifacts are few and far between. It is assumed that life evolved (or
was planted) on approximately a dozen worlds in as many spheres
throughout what is now known as the Trulian Ring. This stands to
reason, because for reasons described below, this is where the known
spheres came from.
Whatever the case, for close to a million years space appears to
have been devoid of any travellers. One should note the implications of
this: for more that 90% of the universe's history, the beings that
eventually evolved into the space faring races of today were, at best,
nomadic tribes restricted to a handful of worlds.
The Breaking of the First Sphere
Relative: -1,100,000 assumed
OC: -1,000,000 assumed
Almost all cultures have a story dealing with the creation (or
rebirth) of the known universe. There is physical evidence that at some
point in the distant past (the above dates are approximate), the crystal
sphere that once resided at the center of what is now the Trulian Ring,
literally exploded. When one visits the Trulian Ring today, the remains
of this sphere still float in the phlogisin inside the ring.
Considering the positions of the spheres in the Trulian ring, and the
locations of other known spheres in relation to that ring, it is assumed
that this sphere, upon breaking, released all of the other spheres into
the flow. The spheres traveled away from the explosion, and eventually
settled in their current locations.
Note that one should not confuse this First Sphere with the broken
sphere that is the assumed origin of the Spelljammer. That sphere,
while also dwelling within the Trulian Ring, is a different entity.
Oddly, all of the known spheres reside on roughly the same plane,
where the phlogiston is thickest. As to why the spheres traveled and
settled on the same plane, the most accepted explanation is the
existence of an emmence gravity plane which is holding the spheres in
place, as well as the phlogisin material that travels between them.
Some travel logs state that the pholgisin eventually tapers out, several
trillion miles from the Trulian Ring and becomes so thin that it is
nearly impossible to use it for travel. If the theory of a massive
gravity plane holds true, then where the phlogisin tapers out to nothing
is the end of this gravity
plane. The phenomenon is similar to that of the atmosphere of a disk
world: the atmosphere ceases as soon as the gravity plane is left
behind.
This collective of crystal spheres and phlogisin is often referred
to as a "Galaxy." The "galaxy" that contains the Radiant Triangle and
the other spheres known to all space travellers appears to be disk-
shaped, like a flat world. Some theorize that it slowly spins around
it's center (the Trulian Ring), like an enormous top. If this is true,
then the spheres within the galaxy would collectively create the image
of a whirlpool, or spiral. However, since no one has ever traveled out
of the galaxy to
take a look, this remains to be proven.
It is alarming to note that while no one has ever traveled out of
our galaxy, at least four other galaxies are supposed to exist. No one
knows if it is possible to reach them, or how long it would take. But
then again, no one has ever tried. The most noteworthy researcher on
this is the gnommish astronomer Hub-El, who developed a massive, magical
telescope for viewing objects outside and beyond the galaxy. While his
works are frequently viewed as gnommish gibberish, many more respected
researchers
are beginning to put stock in Hul-El's research.
The Pre-Classical Age
~~~ ~~~~~~~~~~~~~ ~~~
Relative: -105,000 to -10,000
OC: -100,000 to -1,036
This period marks the true beginning of space travel, even though
it went in fits and starts, and with several failed attempts. It is
known that one race, the "Real Ancestors," achieved space travel prior
to any others, and appears to have made extensive use of the technology.
The period is also characterized by two other civilizations, detailed
below. It is also during this time that the first confirmed sightings
of the Spelljammer occur. Records from this time tend to derive from
mythical account
s and from artifacts. The existence of space travel from this time,
however, is a confirmed fact.
The Migration of the "Real Ancestors."
Relative: -105,000 approx
OC: -100,036 approx
According to historical (and mythical) records, at about this time
an advanced, intelligent race achieved space travel and actively spread
primitive races around the spheres, for reasons of their own. Exactly
who these people were, what they were doing, and why they transported
intelligent races around the spheres has never been adequately
explained. However, if such events did occur, it would explain why
there are so many intelligent species in the galaxy, and why many of
them have similar characteristics. Humans and demi-humans are the best
example.
At any rate, the "Real Ancestors," whoever they were, were the
first space travellers. Most records of them are from primitive art
works suggest that they were humanoid, and with strong powers, either
magical or telepathic. How they traveled through space is still a
mystery. It is unlikely that they used spelljamming helms like the ones
used today. If they had, some of the primitive races they transported
would have certainly gotten a hold of them and used them. There is no
evidence to suggest tha
t this ever happened. The most likely means of transport, barring
helms, would be some sort of dimensional travel.
It is assumed that this race held sway in space for about
30,000 years, but records are so sketchy that it is very difficult to
give a definite time frame. It is known that by the time the Reigar
rose to prominence, this race had long since faded from the picture.
But again, whoever they were, they were the first space travellers.
Height of the ancient Reigar civilization.
Relative: -60,000 approx
OC: -55,036 approx
The ancestors of the current day Reigar were among the first space
faring races on record, but it is also known that their command of space
(at this time) was restricted to about four spheres. They used early
versions of Aesthitics for transport, and when forced to do so, they
would travel the space lanes on creatures like kindori, while the more
powerful ones travelled through the spheres via dimensional travel.
Clearly they traveled in small groups, but there was enough
communication between the reigar worlds to keep their civilization
intact.
The Reigar lost their hold fairly quickly. Artifacts suggest that
a disease of some kind effected the most powerful Reigar spellcasters,
including their dimensional travellers. This cut many of their
communication links, thus isolating the reigar groups. The reigar
civilization rapidly decayed, and the race reverted to an almost tribal
status. It would remain so until the time of the Chiten, almost 50000
years later.
The Height of the Juna Civilization
Relative: -22000
OC: -17036
As with the Reigar, there is a distance gap between the ascension
of the Juna and the fall of the Reigar. Of all the Pre-Classical
civilizations, the Juna are the best documented, but the least
understood. The Juna, who ascended to space long after the Reigar, are
known to have been tri-symmetrical beings, of approximately human
height. They are also known to have used spelljamming helms of some
sort, but they were very different from any of the helms used today,
apparently telepathically based. Their ships were very large and very
durable, designed to undertake long voyages with large numbers of
passengers. The leviathan ghost shi
ps were probably built by the Juna, for example. It appears that the
Juna were primarily a space faring race, having little to do with the
fledgling civilizations on the hundreds of worlds seeded by the First
Ancestors.
At the same time, they are also known to have teraformed some
planets in the Trulian Ring and elsewhere, apparently for colonization.
Why a race whose primary interest was in space would expend so much
energy in making worlds suitable for colonization is a mystery that no
one has attempted to solve. One theory is that the Juna had two or more
sub-races, or "castes," and that one of these was planet based in
outlook.
The Juna civilization, thought it did not decay, became somewhat of
an arrested culture about 18,000 years ago. The few records that exist
suggest that the race reached a certain level of development, and simply
stopped.
The First Confirmed Citing of the Spelljammer
Relative: -21453
OC: -16489
Every race in the known spheres has claimed to be the builder of
the Spelljammer. In truth, none of them have grounds for it. The
earliest confirmed sighting of the Spelljammer is from (interestingly)
human cave paintings on Oerth, dating from this period. Similar artwork
exists on several worlds, all depicting a huge, manta-ray shaped flying
craft, about 2000 feet wide. The ancient Reigar, oddly, have no such
references. It may be that they simply never saw it, and considering
that they did not
have a major presence in space, even at their height, this is quite
likely. The role of the Juna in its creation is constantly questioned.
There are also those who say it was built by the "First Ancestors,"
which is another way of saying they haven't the slightest idea who built
it. Others even go so far as to say it was built by whoever broke the
first sphere. This is one mystery that may never be totally solved, but
what can be said is that intelligent races have been travelling in space
for about 100
,000 years, and that the Spelljammer has been with them for the last
22,000.
Recent studies have suggested that the Juna were at least partially
responsible for the construction of the great ship. A particular strain
of humans with strong telepathic powers has also been linked to the
ship, along with an insectoid-like race like the contemporary
Rastepides, and a type of air-dwelling ray-like creature. It is assumed
that these ray creatures served as a model for the great ship.
This theory is rapidly becoming the most widely accepted
explanation for the Spelljammer's origin, but it has plenty of
detractors, mainly among the elves. Simply put, they can't accept the
fact that the ship is not of elven design. They assert this despite the
fact that archeological evidence has proven that the Spelljammer was
travelling the space lanes back when the elves were still beast-riding,
cannibalistic savages.
Start of the Nivil Histories
Relative: -20000
OC: -1072
At about this time, the recorded history of Nivil began. To be
more specific, the collective historical works that are now called the
histories of Nivil were collected and their dates standardized. The
histories are still maintained today. The most reliable set can be
found in the Great Archive of Compact, on Crescent in Heartspace.
Disappearance of the Juna
Relative: -10000
OC: -5036
At about this date, teraforming of planets by the Juna ends
abruptly, and the race vanished within less than a century. Since no
physical remains of the Juna have been found in any sphere, many
historians believe that the Juna packed up and left.
Another theory is that the Juna were somehow "lonely" and saw no
change forthcoming in millennia. They then went beyond the event
horizon of a black hole, or sealed themselves into a thus uncharted
crystal sphere, to be recalled by the next civilized race.
Unfortunately, those races that would follow have been more busy
conquering planets than exploring space. If the Juna are in hiding,
they remain undiscovered to this day.
Either way, where they went is anyone's guess. An interstellar
"Dark Age" began after their disappearance, which lasted almost 3000
years.
The Classical Age
~~~ ~~~~~~~~~ ~~~
Relative: -6,000 to -3,800
OC: -1,036 to 1236
This period is fairly well documented, and most of the records are
reliable, at least within context, because the one in power always
writes history to their advantage. Regardless, it was during this
period that the stage was set for most of what we find in space today.
Intelligent races spread around the galaxy like wildfire, civilizations
rose and fell, and wars were fought left and right. And through it all,
the mighty Spelljammer floated about like a ghost, silently watching.
Ascension of the Syllix
Relative: -6000
OC: -1036
During this year, the Syllix entered space using the first true
spelljamming helms. Their helms were called Magestars, and worked in a
matter similar to the contemporary lifejammer. It would be nearly two
centuries before they would become the dominant race in space, however.
Founding of the Syllix Emirate
Relative: circa -5800
OC: circa -836
The exact date is in question, but at about this time the various
Syllix kingdoms were united under a single group of leaders, who formed
the Syllix Emirate. Within a decade, the Emirate would be renamed the
Chitin Empire, named after the Syllix homeworld, Chi'tan (supposedly).
Chi'tan, in turn, is named for the substance chitin, which makes up the
exoskeleton of insects, arachnids, crustacians, and some amphibians.
First Thri-Kreen space travellers.
Relative: -5500
OC: -536
Again the exact date is in question, but by this time the Thri-
Kreen were traveling in space, using spelljamming technology of their
own and not that of the Syllix. The Thri-Kreen, being a subject race of
the Syllix, however, would not become a major player is space for some
time.
Arrival of the Arcane.
Relative: -5450
OC: -486
Nobody has been able to determine where they came from, and they
won't say, but as soon as the Arcane arrived in the worlds of the Chiten
Empire, they quickly established themselves as the best merchants
around. At first their goods covered all natures of products, but as
time wore on they became more and more concerned with spelljamming
technology, using helm designs that were better than anything else
available. They were able to carve out a monopoly on most of this
technology, which they hold to t
his day.
The Age of Ascensions
Relative: circa -5050
OC: circa -486
With the Chitin empire quickly sprawling all over the known
spheres, the Syllix begin to use intelligent species native to the
various worlds as both skilled and unskilled laborers. This eventually
resulted in several races becoming acquainted with spelljamming. The
motives of the Syllix were far from altruistic: they had an empire to
run and they needed laborers to do it. However, the results proved
positive for everyone: the Syllix had control of their empire's economic
resources, and the primitiv
e races gradually became advanced races. Collectively, these new space
travellers were referred to as "client races" of the Syllix. The Thri-
Kreen, who controlled about ten percent of the empire in their own
right, eventually followed suit.
The Founding of Evermeet
Relative: -5035
OC: 1
The elven kingdom of Evermeet in Realmspace is the oldest
functioning government in the known spheres. At the time, the elves
were simply a client race of the Syllix, who cared little for their
internal doings, or even that the elves were experimenting with
spelljamming technology on their own. They were simply one race of
several dozen, and as long as they kept their lawn in order, the Syllix
were unconcerned.
To put things in perspective, the tiny Evermeet spacefleet became
the core of the mighty Imperial Navy, over 4000 years later. The elves
are not proud of their humble beginnings as servants to the salamander-
like Syllix, and for a time they tried to erase all record of this.
Sadly for them, the fact is too well documented to erase completely, so
eventually they went from denying their origin to embracing it,
proclaiming themselves the successors of the Syllix. If this is the
case they have done very
well: they even make the same mistakes.
Formation of the Tears of Selune
Relative: -4803
OC: 233
Sages have yet to adequately describe the sudden appearance of the
Tears of Selune. All accounts indicate that they simply appeared out of
nowhere. Two theories have been posed: that they are the byproduct of a
battle between two dieties, or that they are the remains of a small
planet that was somehow destroyed near Toril and Luna.
Zenith of the Chitin Empire
Relative: -4500
OC: 536
At its height, the Chitin Empire had full control over 20 spheres,
and partial control of another six, had 25 space faring races to its
credit, as well as over 100 ground based races and a total population
that numbered in the trillions. The Chitin Empire, which by now had
existed for over a millennia, would enjoy about two centuries of
prosperity. The Syllix were harsh rulers, but so long as everyone
pulled their weight, they were fine.
When troubles came, however, they came quickly and in droves. As
the Syllix rulers became more decadent and more tyrannical, several of
the client races began to rebel. Most rebellions were crushed without
quarter before they became widespread. By -4200, they had increased in
number to the point where the Syllix couldn't control the empire any
longer. At first individual worlds were lost, then entire spheres.
The Screaming Migration
Relative: -4000
OC: 1036
The long series of revolts came to a head around -4000, when the
Thri-Kreen declared themselves a sovereign nation. This initially
effected three spheres, and eventually spread to another six, so
naturally the Syllix resisted. Most of the client races native to the
effected spheres sided with the Thri-Kreen, and in the end the Syllix
were forced to grant the Thri-Kreen their independence.
This show of weakness spurred increased resistance in the rest of
the Chiten Empire, and in the end the Syllix were literally forced to
flee across the phlogiston. Many suspect that they moved on and simply
set up shop elsewhere, while others think they died off. The Syllix
that can be found today are pathetic in comparison to their ancestors.
In fact, they are descendants of the servant caste.
This combination of internal strife and external conflicts
completely destroyed the Chitin Empire, the largest political entity in
recorded history. The Thri-Kreen Empire, which followed the same
pattern as its predecessor would endure for another millennia. The
Thri-Kreen were much more tolerant rulers, having once been client races
themselves, but they lacked the tenacity and savvy of the Syllix. While
the Thri-Kreen Empire would not suffer from external conflicts until
near the end of its existen
ce, it was constantly bereft with social problems that made it
increasingly disjoint and ineffective.
Crusade of the Celestial Mantis
Relative: -4000 to -3800 aprox
OC: 1036 to 1236
After the collapse of the Chitin empire, the Thri-Kreen became the
dominant race in known space. In an attempt to secure their position,
they embarked on a series of small wars to convert the natives of the
old empire to their religion, that of the Celestial Mantis.
The wars and missionary actions had mixed results, but in the end
the Thri-Kreen gave up their attempt to conquer the universe by means of
religious zeal. They turned instead to teaching and commercial
endeavors.
With or without the Crusade, the Thri-Kreen maintained their
dominance of space for several centuries.
The Height of the Oortlings
Relative: -3900
OC: 1136
The Oortlings are an example of a promising race that was crushed
while on the threshold. Based in Realmspace, the Oortlings lived on
comet-like worlds (which were actually fast moving earth worlds), and
were known for having a sophisticated, artistic culture. They were
small humanoids, perhaps related to halflings, who dabbled in
spelljamming. They are known to have explored most of Realmspace, as
well as parts of Greyspace and Spiralspace. Evidence of their
explorations have even been found in Solaris and Terraspace.
Civilizations in the Known Spheres
Relative: -3800
OC: 1236
By this time, there were thriving human, demi-human, and humanoid
civilizations in several of the former spheres of the Chitin Empire, and
in the current Thri-Kreen Empire. Examples included Greyspace,
Realmspace, Krynnspace, Athasspace, Solaris, Omnispace, and many others.
In a few isolated cases, humans and their kin began to travel in space.
On the whole this was not the case. With the exception of the elves,
space travel is only now being "rediscovered" by most humans and demi-
humans, who even today are "dirtside" in outlook.
The Al'Malamut Empire
Relative: -3400
OC: 1636
In a noteworthy exception to the generally planet bound humans, the
Al'Malamut, a Ptahian theocracy, became the first human nation to
actively undertake spelljamming. Over a period of 100 years, they
quickly conquered four spheres, including one under the Thri-Kreen. The
empire would hold for a surprisingly long time, almost 1400 years.
Humans have been in space, in some number, ever since the Al'Malamut
wars of conquest.
The Great Illithid Wars
Relative: -3078 to -3002
OC: 1958 to 2034
Prior to this time, the Illithids were looked at as just another
former client race of the Syllix with some rather unique eating habits.
Their unprovoked attacks on Thri-Kreen settlements changed that
perception very quickly.
It would appear that the Illithid kingdoms, which were centered at
what is now Clusterspace (Astromundi), decided to conquer the known
spheres, and for seventy five years they fought a series of wars with
that in mind.
Many find it truly frightening that they almost succeeded. In -
3003 they destroyed Ji-Trinan, the Thri-Kreen capital world. The entire
planet was pulled into a permanent portal to the Negative Material
Plane, sometimes called a Black Hole. The last enclaves of the Thri-
Kreen empire vanished within the year, ending with the destruction of
the Thri-Kreen homeworld, Sri-Knna. The planet was transformed into a
lifeless rock by the Illithids. To this day it is nearly uninhabitable.
The Modern Age
~~~ ~~~~~~ ~~~
Relative: -2954 to present
OC: 2082 to present
The last three millennia have been bloody by anyone's standards.
With the collapse of the Thri-Kreen empire, the last vestige of the
Chiten Empire, a huge power vacuum appeared in the known spheres. Over
the next two millennia, several races would ply for control, and the
baton would be passed several times. All of the contenders planned to
run an empire as large and as strong as the Syllix or the Thri-Kreen,
but of these contenders only the elves have even come close.
Most historians consider the ascent of the Illithids to be the
beginning of the modern age. Many less informed people think the
Illithids were the first space faring race. Obviously this is not the
case, but the mistake is an honest one. Most of the existing star
charts and records currently in use date from the age of the Illithids.
Destruction of the Oortlings
Relative: -2954
OC: 2082
The Illithids, now firmly in control of the known spheres, made it
a practice of stamping out any potential opposition to their rule. The
most noted example of this was in Realmspace, where the Oortling
civilization was completely destroyed. It is possible, in fact likely,
that some of the Oortlings escaped the slaughter, considering their
extensive travels. In Realmspace however, the Oortlings are a pathetic
shadow of what they once were, barley being able to think for
themselves.
Height of Illithid Influence
Relative: -2900
OC: 2136
The rampant expansion of the Illithids, which brought them into
conflict with the human Al'Malamut, was cut short by the arrival of a
new contender, the Beholders. During the next century, the Beholders
and the Illithids would continuously battle one another for control over
anything that wasn't nailed down. The Al'Malamut and the elves of
Evermeet quickly sidestepped the situation and let the two races battle
it out.
Defeat of the Illithids
Relative: -2802
OC: 2234
The last major Illithid fleet was defeated by the Beholders at
Toralikis (Toril). This event, combined with a freakish disease that
destroyed Illithid brain pools, made the Beholders the dominant race in
space. Ironically, their control would last for only a decade, when
internal strife drove the race into disarray. These civil wars continue
to this day.
Athasspace: Emergence of the Defilers.
Relative: -2145
OC: 2891
This would be a minor point, were it not for the effect it would
eventually bring. Athas was at the time a typical earth world inhabited
by humans and demi-humans. It was always a warm, dry world, but a
thriving one just the same. At about this time, a new form of magic
appeared that drew power directly from the prime material plane, as
opposed to the energy planes. It was stronger and easier to access, but
harder to control. When these mages, called Defilers, began to seize
control of Athas, a few rebels took to the stars to find help.
Spelljamming was at best a n
ovelty, but it was available at the time. Sadly, a small number of the
Defiler mages spread to the other spheres, causing havoc wherever they
went.
Today, some of these Defiler mages still travel the known spheres
as liches, and are generally best left alone.
Collapse of the Al'Malamut Empire.
Relative: -2000
OC: 2746
The Al'Malamut, which had enjoyed a relatively peaceful existence
for 1400 years, was quickly decimated in a series of revolts by the
member worlds. Explanations vary as to why the worlds revolted, but
many historians blame the collapse on a combination of internal revolts,
and the fact that by this point there was no controlling group in known
space, which allowed incursions into the Al'Malamut to go unchecked. It
is known that they fought a bloody war with the Illithids over
Garlandspace, which wea
kened their economy to the breaking point. In short, the Al'Malamut
were simply unable to deal with the constant incursions from outside,
and the unrest from within. The empire basically imploded.
Athasspace: The closing of the sphere.
Relative: -1136
OC: 3900
In an event that was probably for the best, some of the Defiler
kings, who had seized control of portions of Athas, sealed the crystal
sphere from the inside. It would appear that this was done to prevent
people from escaping, including opposing Defilers. At any rate,
entrance to the sphere by normal means was terminated. The sphere has
remained impenetrable to this day. Defilers and their followers can
still be found in some isolated corners of the known spheres, but in the
grand scheme of things
they are not a threat.
There is reportedly a way to enter the sphere, and star charts of
Athaspace did at one time exist, but none of them have been confirmed as
authentic.
The arrival of the Neogi
Relative: -1098
OC: 3862
After the fall of the Beholders, there had not been a truly alien
race running about. The neogi ended this, on no uncertain terms. The
neogi were not an unknown race; they had been a Syllix client race like
many others. However, after they freed themselves from the Syllix, they
remained quiet for a long time, and nobody gave them much thought.
There were other "spider" client races, which were often wiped out
because of their bad temper, so the neogi were often written off as a
"left over." Apparently, the neogi had decided it was time to enslave
the entire universe, literally.
Their first strike was in Realmspace, on what is now Garden. Of
the 600 people living there, about 200 were killed, and another 200
taken prisoner. Few people gave the incident much thought, but within
thirty years it became clear that the neogi were here to stay, and that
they were an enemy.
Solaris: Start of the Magic Wars
Relative: -1018
OC: 4018
Solaris, one of the spheres of the Penticate, had a relatively
active spelljamming society, but this changed when the order of the
Nimar (a group of very powerful mages) suffered a schism. With the two
opposing factions battling with one another, the planet of Cartania was
plunged into a state of total war, and eventually the entire sphere was
pulled into the fray.
Even though the wars started as a conflict between opposing
factions of the Nimar and their personal armies, the entire population
was drawn in, as the various kingdoms joined the conflict for their own
gain. Solaris quickly became a sphere filled with pirates, warring
navies, and marauding space creatures. Those people who travelled there
were probably looking for easy loot as pirates or mercenaries.
The Years of Blight (The First Inhuman War)
Relative: -1000 to -902
OC: 4036 to 4128
Technically, this period can be included with the First Inhuman
War, but is distinct enough to warrant specific attention. During this
period, the various humanoid races begin to travel around the known
spheres making their living at raping, pillaging, and looting. Most of
the attacks were isolated, but they were consistent enough that any
nation with a spelljamming fleet had a standing guard ready to engage
them.
The humanoids worked in all of the spheres of the old Chiten
Empire. The only noteworthy exception was Solaris, where the increased
local spelljamming activity brought on by the Magic Wars made it too
difficult to slip in and out without a problem. Of all the races in the
spheres to take action against the humanoids, only the elves had an
organized plan for dealing with them.
Charter of the Imperial Elven Navy.
Relative: -998
OC: 4038
Based at Evermeet on Toril, the various elven nations of the known
spheres devised a long-range plan for dealing with the humanoids. The
various spacefleets of the elves would maintain constant patrols around
important worlds, and deal with the humanoids whenever then arrived.
This became the basis for the Imperial Elven Navy, which exists to this
day. It started out as an highly organized militia force as opposed to
a unified navy, however. That would come later.
Arrival of new races.
Relative: -980
OC: 4056
With the onset of the years of blight, several new spacefaring
races begin to appear. Among them were the Grommam, Hadozee, and Giff.
Arrival of the Gnomes
Relative: -921
OC: 4115
At about this time, Krynnish Gnomes begin to travel the known
spheres, eager to assist against the humanoids. Their ships were
described as "badly designed" and an "insult to engineers everywhere."
Collectively, most people wished they had stayed on Krynn.
The Battle of Greela.
Relative: -902
OC: 4134
In response to the increasingly organized humanoid fleets, the
elves begin to take the offensive. At first the battles were isolated
and short, but very bloody. The first true fleet to fleet battle
between the Imperial Elven Navy and the humanoids was in Greyspace, near
Greela, an elven stronghold. The Battle of Greela is considered the
start of the First Inhuman War by most historians, even though the
conflict had been in progress for over a century by the time the battle
took place.
Within two years of Greela, humanoid and elf fleet to fleet
battles, and battles between ground troops became very common in most of
the known spheres.
Creation of the Batship
Relative: -900
OC: 4136
Little is known about the Batship, but one thing that is known is
that it was created at about this time, in a crystal sphere far beyond
the Trullian Ring. Many sages believe that the wizard who created it is
still alive, and attempting to find a way to stop it.
Greyspace: The Destruction of Borka
Relative: -876
OC: 4060
Most of the decisive battles of the First Inhuman War were fought
in Greyspace and Realmspace. Borka, in Greyspace, was one of the
humanoid's major command centers, and when the elves couldn't gather the
troops to conquer it, they destroyed it. A temporal planar rift was
created below the surface of the planet, which tore in apart. This was
the beginning of the end for the humanoids, who were never able to
recover from this defeat.
Radolespace: End of the First Inhuman War (Battle of Armistice)
Relative: -872
OC: 4064
After the destruction of Borka, the elves fought a series of quick
campaigns to trap the humanoids on the surfaces of planets. Sadly, they
did tear some other planets apart. The last major fleet to fleet battle
was above the ice planet of Armistice in Radolespace, which ended in a
decisive victory for the elves. In the treaty that followed, the
humanoids
were forced to the planet's surface, and their ships destroyed.
This event left the elves the dominant race in the known spheres, a
position they have held until very recently. The elven navy remained
intact as a barrier against any invaders. At first, the navy sought to
protect all free races, but as time wore on they became more concerned
with elven interests at the expense of any others.
The Insectare War
Relative: -868 to -862
OC: 4168 to 4174
After a brief lull, conflict resumed when the Insectare tried to
seize control of the elven navy, and the worlds it protected. It was
later determined that the insectare were planted by the Neogi. During
the Inhuman War, the neogi had been silent, apparently allowing one of
the major groups to be victorious. Since the elves won, the neogi
sought to eliminate their only remaining rival. The plot, thought well
planned, was foiled. The elven navy eventually purged itself by killing
not only every ins
ectare in its ranks, but any elf who freely associated with them. Over
10000 elves were killed, the few remaining insectare went into hiding,
and the neogi were on the run.
Solaris: Close of the Magic Wars
Relative: -852
OC: 4184
Cartania's Magic Wars, which had raged without a pause for almost
two hundred years, came to an abrupt end when the last of the Black
Nimar were banished to the icy moon of Dirax. This should have set
things back to normal, but the various kingdoms had decided they had had
their fill of magic and the Nimar, and chased them to the farthest
reaches of the planet. A year later, the few remaining Nimar somehow
summoned the Spelljammer (how they did this has never been explained),
which *landed* in a wide
bay (Farbay) and carried them off, never to return. Shortly
thereafter, Cartania was sealed inside a magical bubble which prevented
any spelljamming vessel from entering or leaving.
This act effectively ended spelljamming in Solaris, even though
ships still visited the other worlds of the sphere. With the main world
inaccessible, no one, including the elves, considered Solaris to be
worth the effort, and the sphere became a backwater.
The Rama'tal'ain.
Relative: -743
OC: 4295
This year heralded the arrival of a potential new menace, the
Rama'tal'ain. The Rama'tal'ain are described as short, vaguely humanoid
creatures with oddly shaped limbs. Without provocation, this (somewhat)
humanoid race began to conquer every world in their home sphere,
including the planet Trabarax. Trabarax is the home world of the
Tabaxi, a feline humanoid race. The invaders were reportedly cruel
beyond measure, and eventually many of the native Tabaxi were forced to
flee into space. The Rama'tal'ain have not proven to be a major threat
in the grand scheme of
things, but they have the potential. Most major spelljamming groups
keep an eye on them, just in case.
Realmspace: The Birth of Elminster.
Relative: -521
OC: 4517
During the spring of this year, the man who would eventually be
known as Elminster of Shadowdale, perhaps the most powerful mage alive,
was born. During the first 50 years of his life, he made his mark as a
famed adventurer-wizard. Today, he is known for his knowledge of nearly
everything related to the Realms, including spelljamming. A personality
cult has developed around this colorful man in the last century.
Solaris: Breaking of Cartania's bubble shield.
Relative: -475
OC: 4563
After the departure of the Nimar, Cartania was encased in a large
magical bubble that prevented any spelljamming ships from Reaching the
planet. This magical bubble appears to have drawn its power from
specific points on the planet. During this year, a major earthquake
apparently destroyed one of these "terminals," and since the Nimar were
no longer around to mend the shield, the gap began to grow. After
twenty years, the shell was essentially gone, and within a decade
spelljamming had resumed on a low scale. It would steadily increase
during the next century.
Krynnspace: The Cataclysm
Relative: -364
OC: 4674
The Cataclysm is one of the most horrible, and best-documented
disasters in the Radiant Triangle. Growing conflicts between the gods
of Krynn, and various powerful individuals on the planet resulted in a
series of magic storms that nearly ripped the planet apart.
Spelljamming (what little there was) came to a very abrupt stop.
Kyrnnish gnomes would return to space about a century later, but not in
great numbers.
First major dealings with the Dohwar
Relative: -345
OC: 4693
The Dohwar claim to have originated in Heardspace, and shortly
after entering space they made a living as freight haulers. It would
not be long before they began to peddle goods wherever they could find a
buyer. Their business terms tend to be somewhat shady, and their goods
questionable. The Dohwar concentrate on goods that the Arcane do not
normally deal with, but the Arcane still find them a nuisance, and would
like to see them back in Heardspace, permanently.
Cult of Ptah forced underground.
Relative: -300 aprox
OC: 4723
The Cult of Ptah, famous for their barge ships, was scattered
around the known spheres at about this time, and lost any vestige of the
organized group that it once was.
Many historians have called the Cult the "Ghost of the Al'Malamut
Empire." For a long time the Cult used to talk about the glory of the
old empire, and often promised to rebuild it. If they had any serious
plans of doing so, they were crushed due to a combination of in-fighting
and external opposition.
Today the cult is becomming a major player again. Since abandoning
the Al'Malamut credo (after a revolt in Holy Creche), the cult has ben
turning its attention to missionary work and scholarship. They may have
an alterior motive, but if they do they have not revealed it yet.
Realmspace: First dealings with the K'r'r'r
Relative: -212
OC: 4826
In the vicinity of The Garden, a group of travellers encountered
what came to be known as the K'r'r'r Unity Fleets. The strange, spider-
like creatures were verbally aggressive, with talk of sending all
groundlings back where they belong. This hostile reception did not
involve any blows. To date, the K'r'r'r are a minor threat wherever
they occur, and from time to time they have threatened some small
worlds.
Plague of the Clockwork Horrors.
Relative: -205
OC: 4833
During this year, some of the worlds on the known spheres were
plagued by Clockwork Horrors. Even worlds that had no active
spelljamming were effected, so how they managed to reach so many worlds
has never been adequately explained.
One historian has suggested that the Clockwork Horrors were
originally designed by either the Juna or the "First Ancestors" as a
teraforming tool, and that they were programmed to periodically "reset"
various worlds. The behavior of the mechanical creatures lends some
credibility to this theory, but it is unlikely that this will ever be
proven. At any rate, the plague
was short, but highly destructive.
Realmspace: Arrival of the Batship.
Relative: -200
OC: 4838
The Batship, for reasons that have never been fully explained,
settled in Realmspace at about this time. It is known to have traveled
through Krynspace at one point, apparently before settling here. At
first, the strange ship was seen in the vicinity of Garden, but soon
moved closer to the sun. Today, it travels a random path between Toril,
Anadia, and Colair, apparently resting in the Tears of Selune.
The Batship has proven to be a major hazard for anyone it
encounters. It attacks other ships without provocation, and such
attacks are usually fatal for the target ship. The elves have attempted
to stop the craft from time to time, but to no avail.
Solaris: The First Elven Civil War
Relative: -187
OC: 4851
The Imperial Navy has never dealt with Solaris in a professional
manner. This year saw the uncovering of a plot to bind the elven
nations of the sphere closer to the navy. For several years, the elves
had been becoming more isolationist in outlook, so this plot was not
well received! The war was short, but costly to the navy, who lost
whatever ground-based support they might have had in the sphere.
Spiralspace: Founding of Bral
Relative: -152
OC: 4886
The city of Bral, now known as the Rock of Bral, became an
incorporated stronghold during this year, by Barron Cozar, a notorious
pirate. At first the city was simply a pirates hold. Spiralspace,
having direct currents to all the worlds of the Radiant Triangle, and
Solaris in the Pentiacate, was an ideal place for pirates to work.
Other beings had used to asteroid before, but the humans who founded
Bral were the first to attempt a serious settlement.
Today, Bral is a busy commercial sight, with space travellers from
all over passing through on a regular basis. Bral has also been
profiting from the conflict between humanoid and elf on the spheres main
world, Spiral.
Krynnspace: The battle of Krynn
Relative: -142
OC: 4896
This battle is famous for who fought in it: The Spelljammer and a
Neogi flotilla. It has been suggested that the Neogi were planning to
conquer Krynn, or at least a large portion of it, but the Spelljammer
intervened. The battle was furious, and the Spelljammer was eventually
destroyed. However, the Neogi were badly decimated as a result of the
fight, and were unable to launch their planned assault.
As an aside, the Spelljammer was sighted a year later in Greyspace,
proving that the great ship does somehow "regenerate."
Arcane in the Radiant Triangle
Relative: -80
OC: 4958
By the year, the Arcane had several establishments and business
operations in the Radiant Triangle. Since they had a firm commercial
hold on the Pentiacate, they decided to expand. Despite their
aggressive marketing tactics, only individuals took interest in
spelljamming, and no large nations: the ones who would make high yield,
bulk orders. The only notable exception to this was Shou Lung on Toril,
who would have an active spelljamming fleet within the decade.
First contact with the Dracon
Relative: -60
OC: 4978
The Dracon, or dragon centaurs, first appeared in remote sections
of the known spheres at about this time. In the time that followed,
they became more common. Presently, most major spaceports have a
"dracon town," with goods and services catering to the race.
Solaris: The Second Elven Civil War
Relative: -56 to -21
OC: 4942-4947
In a set of plots and schemes more devious than the first, the
Imperial Navy tried again to subjugate the elven nations of Solaris.
They also tried to undermine the human kingdom of Muldravia, which was
becoming a potential threat. Again the navy was discovered, and the
situation was quite volatile. The human Muldravians were dragged into
the conflict, and quickly proved themselves a power to be reckoned with.
In the end, the elves had managed to undermine their own power base,
leaving the human Muldravian Empire as the dominant spelljamming power
in the sphere.
First verified contact with the Scro.
Relative: -54
OC: 4984
In a number of spheres, human and demi human travellers noted the
appearance of the orc-like Scro. The Scro claim to be the "next rulers"
of space, the successor to the old humanoid fleets. So far they have
not succeeded in this goal, but they have proven themselves to be very
dangerous, and travellers would be wise to avoid them.
First confirmed sightings of Mindspiders
Relative: -50
OC: 4988
The Neogi, who had been very quiet for several decades, made their
presence known again by revealing their newest ship: the Mindspider.
These small, lithe ships proved to be very dangerous, even more so than
the Deathspiders, which had for long been the mainstay of the neogi
Alliance.
Today, the Mindspider is one of the most feared ships in space, and
the most common reaction is to either attack them on sight, or flee.
There are rumors of a new, dual-helmed neogi ship, but to date no one
has confirmed this.
Start of the Vodani Wars
Relative: -11
OC: 5027
In an unprecedented series of events, spelljamming powers from all
of the Radiant Triangle joined together to battle the Vodani Empire.
The Vodani controlled some twelve spheres just outside the Triangle, and
they wanted to conquer it. Plain and simple. At first the Vodani wars
were very limited in scope, but as they progressed they became more
intense.
Realmspace: Pirate Bloodjack
Relative: -10
OC: 5028
With everyone busy with the Vodani, one human pirate, known only as
Bloodjack, began his now legendary career in the worlds of Realmspace.
His flagship is reported to be a heavily armored hammership that could
go one-to-one with an Armada. Several ships operate under Bloodjack's
banner, and he is now one of the most notorious crime lords in
Realmspace. Supposedly, he is at odds with Clive of Garden, but all
indications are that the two have an "understanding."
Bloodjack is not all together evil, but he is dangerous. One
should avoid him if possible. If that isn't possible, then speak very
carefully.
Close of the Vodani Wars
Relative: -9
OC: 5029
In a battle of epic proportions, a united fleet consisting of ships
from all over the Radiant Triangle, and several from the Pentiacate,
defeated the Vodani fleet above their capital city. The Vodani empire,
which spanned 12 spheres at its height, broke into five major parts,
with regional warlords plying for the vacant office of emperor. Also,
despite the victory of the Elves and their allies, the power of the
Elves was noticeably shaken, and they are now in decline.
The Neogi also proved their worthlessness, by turning tail on the
allies at the last minute.
The Geonomicon
Relative: -8
OC: 5030
After the Vodani wars, it was discovered that most "definitive"
works on space were out of date. The Geonomicon was commissioned by the
Seekers in an attempt to change this. Since its release, the work has
proven highly influential, though somewhat flawed. The Seekers are
currently discussing a new edition of the work.
Krynnspace: The War of the Lance
Relative: -7
OC: 5031
The War of the Lance is highly documented, and brought major
changes to Krynn. In terms of spelljamming, however, it served to
interrupt space travel in Krynnspace yet again. Space travel continued,
but most ships from Krynn were used for various aspects of the war
efforts, such as laying siege to flying citadels or as troop transports.
When the wars ended, most space travel fizzled out. It continues
on a low level, but at present spelljamming is a novelty in Krynnspace.
Telden Moore
Relative: -4
OC: 5035
According the Krynnish records, during the spring of this year a
renegade Squid ship crashed into Telden Moore's farm on Krynn,
destroying most of it. This marked the start of one of the biggest
hunts in recent history, as *everyone* tried to get a hold of Telden and
his magical cloak, which turned out to be an ultimate helm. Telden
himself would eventually wander the known spheres for almost two years,
searching for The Spelljammer.
Start of the Second Inhuman War
Relative: -3
OC: 5036
The reasons for renewed conflict between the elves and the
humanoids has yet to be fully explained. All that is known is that the
old rivals are once again bent on destroying one another. How this will
turn out remains to be seen. The humanoids have yet to demonstrate a
focused plan for their conquest, and the elves, still strained from the
Vodani wars, are not the great force they used to be.
The Battle of the Broken Sphere
Relative: -3
OC: 5036
The drama of "The Cloakmaster," Telden Moore, ended very abruptly
and very violently in the winter of this year. Over three-hundred ships
fought each other near a fissure in the Broken Sphere, in the Trulian
Ring. The prize? The Spelljammer itself, which was itself involved in
the battle. Telden Moore had found the great ship, but everyone in the
universe was trying to claim it. In the end, two thirds of the ships
were destroyed, and the Spelljammer itself was reportedly destroyed.
However, psion
ic and magical investigation found no wreckage of any kind. Also, the
broken sphere began to re-close less than an hour after the Spelljammer
vanished.
Sadly, the hostilities of the Second Inhuman War resumed about six
months later.
Realmspace: the Avatars
Relative: -1
OC: 5038
During this year, Avatars, or gods in humanoid form, actively
walked about the Realms, often causing trouble. Some have labeled this
the "Time of Troubles." The increased activity by deities in Realmspace
caused a temporary drop in spelljamming activity, but all indicators are
that things will soon return to normal.
Today:
Relative: 0
OC: 5039
Today, things don't look very good. The Second Inhuman War is
getting worse, especially since the elves are clearly loosing ground.
The Illithids are preparing to make a come back, especially in
Theiaspace, where they have been openly attacking human and demi human
settlements. In Terraspace, several kingdoms are ready to go to war as
a result of a conflict called the "Venecian Schism."
In Solaris, the elves and the Muldravians are shouting at one
another again. There is also a growing number of vigilante and pirate
activity, and several people think that the Magic Wars are about to
resume.
In Omnispace, the major spelljamming powers are aggressively trying
to capture every major magical artifact there is to find. Sadly, this
had brought about a great deal of unrest. The recent unexplained
disappearance of Sphereworld, the fourth planet in the system, has been
linked to this careless use of magic.
There is one piece of good news. In Heardspace, a group of elven
ships confirmed seeing the Spelljammer. Apparently it had re-formed
itself, or it was not destroyed as originally thought. It was reported
as being slightly larger, the citadel appeared to be made of marble and
precious metal, and the ship itself had a blue, crystalline appearance.
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Appendix A: 51 uses for a dead neogi.
(From the readers of SPJ-L)
Hey, the ugly beasties have to be good for something!
1. A Foosh Ball for a giant
2. Makes a great back-scratcher when attached to a tree (use those
spider legs!), just ask the Good Ship GUMP ;-)
3. Stick it in the corner, and have a Bean Bag sitting chair before
Styrofoam is invented!
4. Skin makes a great multi-person Halloween outfit
5. Works as a "whoopee cushion" for really large creatures
6. Nail it to the wall and use the outstretched legs as a sword rack.
7. As above, but for hanging clothes.
8. Use the head/neck for a puppet ("Neogi heads, neogi heads, roly-poly
neogi heads...")
9. Animate it and use it to carry drinks at parties (a la R2D2 in
Return of the Jedi).
10. Trampoline for kobolds
11. Target practice for giff (aim for tattoos).
12. Set it up in the front yard of your next-door neighbor who has all
of those cats.
13. Put it in the window to discourage Jehovah's Witnesses.
14. Put an "I love Lolth" t-shirt on it and catapult it onto drow ships.
15. Pop their legs off, and let giants use them as bowling balls.
16. Scare away Little Miss Muffet.
17. Hang it from a tower with a bungee cord for a fun ride.
18. Use it as compost for extra sturdy elven man'o'wars.
19. Pinate (sp). 'Nuff said.
20. Take the legs off, cast levitate on it, and impress your groundling
friends with your "pet Beholder".
21. Use in large numbers to make Neogi Creole - a Spacesea Giant
favorite.
22. The legs make great shiskabob skewers.
23. Outfit the head with a mouthpiece, drill holes in the legs, and use
as bagpipes.
24. Animate a bunch of them and jettison them onto an enemy ship - its
loads of fun.
25. Use as a Magic Jar for someone you really don't like - great
practical joke.
26. Lick their stomachs and stick them from the roof. Hang candles.
27. Send friendly surprise packages to your local Elvish Armada.
28. Use their skins to make a giant flag embroidered with NEOGI SUCK.
(Was actually done once).
29. Extra catapult ammunition.
30. Speaking of ammo, use them in a jettison. Dead neogi don't care.
31. Sell them to those backward bumpkins on Oerth as Giant Space Spider
Things. Better yet, display one and charge admission.
32. Fill them with feathers, they make great pillows.
33. Animate a bunch of them and get a marching band going. Chitter-
chitter...
34. Archery practice. Don't want to shoot your ship up, do you?
35. They make wonderful hats.
36. Tastes great, just like hairy chick mixed with eel
37. Neogi Szechwan, 'nuff said
38. Makes a good pillow for any 10'tall humanoid
39. Makes for great ballast in hot-air balloons, although they can
get a little messy when dropped too far.
40. Stick a pole through the bodies, and create the first Spelljamming
Ship Wash-O-Matic! (The gnomes would love this one)
41. Use as a table centerpiece during a diplomatic function, especially
if you don't care about the outcome.
42. A chandelier for the person who has everything.
43. A hood ornament for a Gnommish sidewheeler.
44. Be the life of the costume party. (Old Masters are especially good
for this.)
45. Young neogi, when filled with oil and given a wick, make great
hanging lamps.
46. Instead of using as a lamp, take the aforementioned young neogi and
use them as hanging planters.
47. When petrified, they can add that "extra touch" to a large rock
garden.
48. Cut the legs off and use as a snowboard.
49. Take two, discard all but two legs, strap the neogi to your feet and
use the legs as poles. Presto! Cross-country skies.
49. As above, but modify for use as water-skis.
50. Put a mummified young in your supervisor's/advisor's/teacher's desk.
It's a million laughs.
51. Take three or four and stick them in someone's closet, then be sure
to catch the look on their face the next time they open it!
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APPENDIX B: A Spelljamming Bibliography (First Draft, 11 Feb 1994), by
Michael Bauser.
PART ONE: Introduction
Here's the list (that I promised back in December) of Spelljammer-
related articles published in Dragon and Polyhedron magazines. It's only
current through issues 197 and 90, respectively, but I'll submit a
revised version as soon as I get my bookshelf up to date. See Appendix 3
about additions or corrections.
None of the usual citation formats works very well for gaming magazines,
so this one uses my own peculiar format, which should be comprehensible.
The notation "D153a" for instance, indicates the first SPJ article in
Dragon #153, and lets me right "see 153a" in my notes instead of "see
`Awash in the Phlogiston". Aren't I a lazy bastard? "P" entries are for
the RPGA's Polyhedron Newszine, and "Du" is Dungeon Adventures.
The articles are listed in more-or-less order of publication.
PART TWO: The Bibliography
P48a "Spelljammer" (preview) by Jeff Grub, pg. 23.
D153a "Awash in the Phlogiston" (errata) by Jeff Grub, pp. 94-95.
D159a "Rough Times on Refuge" by Ed Greenwood, pp. 10-14.
D159b "Bazaar of the Bizaare" by Steven E. Schend, pp. 15-18.
D159c "The Dragon's Bestiary" by Brown, Denning, & Johnson, pp. 3-35.
P55a "Spelljamming Monsters" by Conners, Donovan, & Moore, pp. 15-18.
Du28a "Visitors from Above" (adventure) by Shonn Everett, pp. 50-69.
D179a "Ladders to the Sky" by Allen Varney, pp. 89-92.
P71a "Highlander" (adventure) by Minniear & Bassingwaite, pp. 7-12.
D183a "Avast, ye swabs, and heave to!" by Richard L. Baker III, pp 21-
26.
P73a "An 1889 Crystal Sphere" by Timothy B. Brown, pp. 26-30.
P74a "A New Crystal Sphere" by Timothy B. Brown, pp. 21-24,34.
D185a "Magic With an Evil Bite" by Jason M. Walker, pp. 21-26.
P81a "His Majesty's Spacial Service" (adventure) by Tom Prusa, pp. 10-
21.
D193b "Weapons of Mass Destruction On Sale Now!" by Matt Weber, pp. 23-
28.
APPENDIX ONE: Sage Advice
The following issues of Dragon Magazine contain "Sage Advice" articles
by Skip Williams which answer at least one (but often only one) question
about the Spelljammer setting: 170, 171, 175, 185, 191, 192.
APPENDIX TWO: Related Articles
The following articles were not written expressly for Spelljamming
campaigns, but cover topics that should be of interest to Spelljammer
DMs. The FAQ (earlier in this work) lists several of them.
150a "Sunset World" by Stephen Inniss, pp. 18-25,65. (A non-SPJ article
about a world conquered by mind flayers. Contradicts some official
material, but still very interesting.)
152a "Ecology of the Umber Hulk" by Tony Jones, pp. 10-13. (Everybody
loves umber hulks, right?)
D160a "Up, Away, and Beyond" by Bruce A. Heard, pp. 30-35. (Article of
space travel rules for Mystara (the D&D "Known World"). Might be useful
when Mystara becomes an AD&D world this year.)
D174a "Bazaar of the Bizaare" by Matthew P. Hargenrader, pp. 90-94.
(Article is about ioun stones. Includes a short discussion of the Arcane
as Vance's archveults.)
D175a "Editorial" by Roger E. Moore, pp, 6,7,100. (The Giant Space
Hamster editorial.)
APPENDIX THREE: Corrections & Additions
This is a first draft and I *know* it's not complete (I'm a little
behind on my magazines because of a problem with my subscription
service). More importantly, it only has one entry from Dungeon
Adventures, because I don't regularly buy that magazine. If anybody
wants to send me information on the missing Dungeon articles, my e-mail
address is
[email protected] or
[email protected]. I'll
also consider adding things to the Related Articles list--I know there
were "Ecology" articles printed about Mind Flayers and Beholder, for
instance, I just don't have those issues handy right now.
Corrections of mistakes, of course, are always welcome.
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Acknowledgements
the Spelljammer bibliography.
Joe "Scooby" DuBois: the beetle ship.
Ville Lavonius: Portions of the Timeline, the worlds contained in the
"Travel Log" section, and the bulk of the FAQ section.
[email protected]): Revised encounter tables, and the Great
White ship.
Remora ship, and the hull improvements section. In space, no one can
hear you yodel!
Richard J. Pugh: Portions of the Timeline, the two adventure seeds, and
the stag beetle ship.
"Advanced Dungeons and Dragons," and the Spelljammer logo, are
trademarks owned by TSR hobbies, and are used here without permission
under the assumption of Fair Use.
Of course, with the line canceled, they may even object to that...
Thanks should also go the the readers of the Spelljammer listserv, SPJ-
L. During it's short life, this server has resided on three different
servers, and list membership ranging from eight to seventy. It just
goes to show that you can't keep a good game down!
Keep on 'Jammin!