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COMPLETE 3PACEFAREW8
aanott _~
TABLE OF CONTENTS
introduction . . . . . . . . . . . . . . . . . . Warrior Kits . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Other Groups . . . . . . . . . . . . . . . . . . . . . . . . 93
Chapter 1: Groundiinga in Space . . . . . . . .... Wizard Kits . . . . . . . . . . . . . . . . . . . . . . . . . . 3? Chapter B:
What Every Uroundiing Should Know - . - Priest Hits . . . . . . . . . . . . . . . . . . . . . . . . . - . 45 Campaign Design . . . . . . . . . . . . . . . . . . . . . 9?
Oroundling Characters In Space . . . . . . . .. . Rogue Kits . . . . . . . . . . . . . . . . . . . . . . . . . . 5i Starting a SPELL..IAMMER° Campaign . . . . 9?
The inhabitants of the Worlds . . . . . . . . . .. . Using Kits from Previous Handbooks . . . . . . 56 ADSDP Rules in Space . . . . . . . . . . . . . . . . . . IUD
Chapter 2: New Spacelaring Races . . . . . . . Creating New Kits . . . . . . . . . . . . . . . . . . . . . 56 Player Character Ability Scores . . . . . . . . . iEtD ¢
Ability Scores . . . . . . . . . . . . . . . . . Chapter 4: Role-Piaying . . . . . . . . . . . . . . . . . 59 Player Character Races . . . . . . . . . . . . . . . . 102
Class Restrictions and Level Limits . . .. . . . '''“C—F- U'lU\ 1ml.J'l.h-In-I"J Spacefarer Personalities . . . . . . . . . . . . . . . . 59 Player Character Classes . . . . . . . . . . . . . . HJ2
Dracons . . . . . . . . . . . . . . . . . . . . . . . . . . . . ifi Changing Personalities . . . . . . . . . . . . . . . . .61 Alignment . . . . . . . . . . . . . . . . . . . . . . . . . . 105 '
Giff . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . i? Chapter 5: Spacafaring Proflciencies . . . . . . .62 Proficiencies . . . . . . . . . . . . . . . . . . . . . . . . 105
Orommams . . . . . . . . . . . . . . . . . . . . . .. . . . lfl New Weapon Proficiencles . . . . . . . . . . . . . . 62 Money and Equipment . . . . . . . . . . . . . . . . H15
Hadozee . . . . . . . . . . . . . . . . . . . . . . . . . . . . I9 New Nonweapon Proficiencies . . . . . . . . . . .'63 . Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Hurwaeti . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Chapter 6: Spaceiaring Logistics . . . . . . . . . . 63 Experience . . . . . . . . . . . . . . . . . . . . . . . . . 1 13 '
Lirard Men . . . . . . . . . . . . . . . . . . . . . .. . . . 2i Provisioning the Crew . . . . . . . . . . . . . . . . . . BB Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . H5
Rastlpedes . . . . . . . . . . . . . . . . . . . . . .. . . . 22 Maintaining the Ship . . . . . . . . . . . . . . . . . . 70 Nonpiayer Characters . . . . . . . . . . . . . . . . . I 1.4
Scro . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . 23 New Equipment . . . . . . . . . . . . . . . . . . . . . . 72 Chapter 9: Stronghold! in Space . . . . . . . . . i IE
Jtlischil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Docking in Civilized Ports . . . . . . . . . . . . . . 77 The Construction Site and the
Other Characteristics . . . . . . . . . . . . . .. . . . 2? Chapter T: Spacelaring Organizations . . . . . . 79 ‘Work Force . . . . . . . . . . . . . . . . _ . . . . . . i 16 _
Chapter 3: Epacefarer Kits . . . . . . . . . . .. . . . EB Faiths of Space . . . . . . . . . . . . . . . . . . . . . . . 79 Castle Design . . . . . . . . . . . . . - . . . . . . . . . i IQ
Hits and Character Creation . . . . . . . . .. . . . 26 Military Brotherhoods . . . . . . . . . . . . . . . . . . B4 Warfare! . . . . . . . . . . . . . . . . . . . . . . . . . . .1125 ".-'-_
Hit Organisation . . . . . . . . . . . . . . . . . . . . . . 29 Trading Companies . . . . . . . . . . . , . , . . . . . . BB index . . . . . . . . . . . . . . . . . . , . . . . . . . . . . . . 12? - - '. vi _
_ I :-
| I

CREDITS '
Project Design: Curtis M. Scott
Editor: Barbara G. Young
Black and White Art: David 0'. Miller
Color Art: Jeff Elasiey, Brom, Eric Olson
Typography: Tracey Zamagne .
' Keyiining: Laura Samuels -
Additional Spacefarer Quotes: Roger E. Moore _

Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, inc.
Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. -
This SPELLJAMMER“ accessory is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use ~ II

of the material or artwork presented herein is prohibited without the express written permission of TSR. inc. 1

ADVANCED DUNGEONS B DRAGONS, ADGD. DRAGONLANCE, FORGOTTEN REALMS. WORLD OF OREYHAWK, and SPELLJAMMER
are registered trademarks owned by TSR, inc. AL-QADIM. BATTLESYSTEM, DM, DUNGEON MASTER, and the TSR logo are trademarks
owned by TSR. inc. - '
P1992 TSR, inc. All Rights Reserved. ' _
Printed in the U.S.A.
TSR, inc. _ TSR Ltd.
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ISBN 1-55076-347-7 $15.00 U.-S. $18.00 CANADA £9.99 i_|.i'i.. '
1- ‘I
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W elcome to the Complete Spacefarer's Hand- alien than those previously described for the ADBD
book. This book is the first in a new series, foc- game.
using on the campaign worlds of the AD8D"“" game. Chapter 3: Spacefarer Kits defines several new
This book provides SPELLJAMMERP-' game players character kits unique to the SPELLJAMMER setting.
and EiMs with lots of new and useful information to Spelljamming characters can now be Corsairs, Arca-
make their campaigns work better. nists, Astrologers, or Salvagers. As with kits from
Players and DMs who wish to use this book should the PHBR series, these kits are optional; DMs may
have the SPELLJAMMER game (ADE-D /idueni.ures in choose to include or exclude specific kits from their
Space) boxed set. Other accessories that are useful for campaigns.
extending SPELLJAMMER campaigns are the i/liar Chapter 4: Role-Playing offers a number of new
Captains Companion boxed set, the various hand- spacefarer personalities. Like the kits, the concept of
books in the PHBR series. and the Tome ol Magic. personalities comes from the PHBR series and is
This book assumes several things about your cam- completely optional.
paign: Chapter 5: Spacefaring Proficiencies describes
new nonweapon proficiencies for your 5PEllji':iiTiiTili'tg
l You are playing in the SPELLJAMMER cam- campaign. These proficiencies can be taken by spa-
paign setting and are familiar with the material in the cefaring characters as well as groundling characters
SPELLJAMMER boxed set. Specifically, it assumes who have traveled in space for a while.
that you understand the basic mechanics of spell- Chapter 6: Spacefaring Logistics discusses some
jamming and the premises of the SPELLJAMMER of the practical issues involved in traveling through
universe. wildspace and the phlogiston. it describes how to
l Your campaign uses the optional proficienc_y sys- deal with supply problems in space and lists several
tem described in Chapter 5 of the Players Handbook. new pieces of equipment especially designed for
1' Your campaign uses the optional kit system de- SPELLJAMMER campaigns.
scribed in the PHBR series: Complete Fighter's Hand- Chapter 7: Spacefaring Organizations describes
boriir, Complete Tiiiefs Handbook, etc. 16 spacefaring organizations that your characters
may join—or oppose. We offer some insight into the
This book is organized into several chapters. purposes of these organisation and explain how they
Some of the chapters are for the players, some are fit into the complex political web that stretches
for the Di‘-"l, and some are for both. across the spheres.
Chapter 1: Groundlings in Space helps players Chapter 8: SPELLJAMMER Campaign Design is
and DMs with campaigns set on any of the ADBD for the DM. although players may read it. It explains
campaign worlds to convert their characters and the various ways to set up a SPELLJAMMER cam-
campaigns to the SPELLJAMMER setting. It pro- paign and describes how to apply ADBD game rules
vides a groundlings-eye view of adventuring in in space. This section includes a review of various
space, suggest.s several methods for integrating spells from many ADE-D products, noting how spell
groundling characters into the SPELLJAMMER set- effects change in the SPELLJAMMER setting.
ting, and explains how the inhabitants of the stand- Chapter 9: Stronghoids in Space modifies and
ard ADBD campaign worlds view spelljamming. adds to the Castle Guide so that your player charac-
Chapter 2: New Spacefaring Races presents sev- ters can build fortresses and attract followers.
eral new player-character races for SPELLJAMMER So strap on your helmet, start up the helm, and
campaign players, along with a long look at the older prepare for worlds of adventure. The
races. These new nonhuman races are much more SPELLJAMMEF3 universe awaits!
-1

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ost SPELLJAMMER“-’ campaigns start as nor- The techniques for space travel are not well known,
M mal "groundling" campaigns, with the space- although some beings (notably gnomes) have built
faring element added after some game time. As a very limited ships without help. True spacefaring
result, new SPELLJAMMER campaign PCs are usu- ships seem to be powered by magic and use the in-
ally groundlings--inhabitants of one of the many nate power of magic-using people images and
planets—-not space-born natives. priests) to fly. According to rumor, the more power-
This chapter discusses knowledge that any ful the mage or priest, the faster the ship will fly.
groundling from an ADE-D‘-"-" game world could have it it's possible to visit the moons and planets that
about space. it may be read by new SPELLJAMMER you see in the sky. Most of them have nothing to rec-
campaign players of groundling PCs, or as a guide- ommend them, however, being barren and lifeless.
line for interactions between SPELLJAMMER and I Occasional travelers claim to be from other
groundling campaigns on any of the ADSD game worlds. They say that these worlds are not the moons
worlds. and planets you can see, but other worlds in other
This chapter also describes how groundling skills "spheres." Some of these travelers may be planar
and proficiencies could be useful in space, and intro- travelers, but others claim to have come from space.
duces some ideas to help groundlings join a space- in any case, most of the travelers are similar to the
faring campaign. inhabitants of your own world. You can be sure some
of these people are con-men, making up elaborate
What Every Groundiing stories to enhance their reputations. However, some
of them may be telling the truth.
Should Know I Even more fancifuily, some claim that there are
creatures who spend their entire lives in space. This
By and large, groundlings of the ADSD game seems unlikely, but you can never be sure about
worlds know little about wildspace and even less these things.
about the phlogiston. Nevertheless, the few ships ¢ Finally, some so-called spacefarers are very
that have made landfall on these worlds have sown a haughty, referring to you and your people as
healthy crop of rumors. Here's some of the informa- "groundlings" with the same tone of voice you use to
tion (and misinformation) that the planet-born may say "goblins." However, they don't seem to be better
have heard: than you and the other adventurers of your land. You
' Space travel is possible, although dangerous. might like to prove this to them.

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Groundiing Characters in Nonweapon Proficiencies


Space Most ADGD 2nd Edition campaigns use non-
weapon proficiencies to specify the learned skills of
This section describes the features of groundling the PCs. As with secondary skills, many of these pro-
characters that would be useful in a ficiencies are as useful in a SPELLJAMMER cam-
SPELLJAMMERP‘ campaign. paign as in a groundling campaign.
This section describes the standard ADBD non-
Weapon Proficiencies weapon proficiencies that are of particular utility in a
spacefaring setting. This list is not exhaustive and
in general, weapon proficiencies are equally useful should not keep you and your players from finding
in and out of wildspace. All weapons that work in a creative uses for the proficiencies not listed.
standard ADE-DP?‘ game world also work in wildspace. Animal Lore. Despite the wildly varying environ-
Some of their effects are modified {particularly mis- ments of wildspace. the general understanding of an-
sile weapons, whose ranges are simplified in imal behavior conferred with this proficiency is
SPELLJAMMER campaign combat). ln general, applicable to the creatures of space. A groundling
however, the rules for melee and missile combat in who has never been to space, however, suffers a -2
SPELLJAMMER campaigns are identical to the penalty on all animal lore proficiency checks until he
ADE-D game rules, except as modified in any of the has had a chance to observe the fauna of wildspace
various SPELLJAMMER products. and other planets. This penalty drops to — l after one
month in space and disappears after two months.
Secondary Skills Appraising. This proficiency allows a character to
appraise valuables in terms of her own world's value
Among the secondary skills that are available to standard, at least until the character has learned
characters (see Players Handboolr. Chapter 5), many something of the trade goods of space. Thus, a
could be useful in a spacefaring campaign. This sec- Qualinesti elf from Krynn would place a much higher
tion lists those secondary skills and provides a brief value on a cache of steel weapons than might a dwarf
explanation of how they may be useful in space. from Oerih, at least until the relative value of gold
For a more complete discussion, see the associ- and steel were explained to the ell.
ated proficiencies in the following section. Rather than assigning a flat penalty to the profi-
Armorer: Creating armor for spacefaring crews. ciency roll, the DM should allow the character to
Bowyeri'Fletcher: Making bows for offense and evaluate the item appropriately to her current. tinder-
defense aboard spelljamming ships. standing, no matter how provincial. After a few
Navigator: Steering a course through knowledge months in space, however, the appraiser should un-
of the planets and stars. derstand that the value of an item varies from planet
Sailor: Managing the rigging of a spelljamming to planet (and sphere to sphere). Seasoned space-
vessef faring appraisers can mentally juggle currencies and
Shipwright: Constructing and repairing spelljam- cultures with expertise.
ming vessels. Blacksmithing. Few ships carry forges for metal-
TraderiBarterer: Purchasing ship's supplies and working. l‘~loi. only are such items heavy and of lim-
acting as quartermaster. ited use, but a forge—like any other fire—-cannot be
Weaponsmith: Making weapons for spacefarers. safely operated in the phlogiston.
However, there is still some work for those who
can turn metal int.o tools. Fixed bases (such as the
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Rock of Bral), ships that remain in a single sphere. actual trees for their manufacture. As wooden plants
and especially dwarven citadeis operate forges are rare in space, materials for bows and arrows
where a blacksmith may ply his trade [although a must usually be brought up from the gravity wells.
nondwarf is unlikely to be permitted to work at a (There are rumors that the elven imperial Fleet has
dwarven forge.) cultured a plant that provides wood suitable for bows
A blacksmith may build a normal {nonspeiljam- and arrows, a treelike species that can survive on the
ming) forge in a suitable place, given the proper ma- decks of ships in wildspace, but that rumor has not
terials and enough time. A forge costs 1,000 gp in been confirmed.) Wood is also in demand for ship re-
materials and takes two months to build. It requires pair and many other uses, so a bowyer may have a
the services of a stonemason for two weeks. Once hard time getting materials.
built, a forge requires three tons of space and when As a result, a bowyer can expect to sell his wares
operating consumes air as if it were eight people. For for three times the Plagens Handbook price. Materi-
this reason, forges are found on only the largest ves- als costs, however, consume 80% of that value, leav-
sels or on fixed bases. ing only 20% as payment for the bowyer's services.
If a forge is available, raw materials are not diffi- Carpentry. Given the shortage of wood, carpenters
cult to find. Iron ore is often found in asteroids and would seem to be of little use in space. Their efforts
need not be brought up from a gravity well. A com- in ship repair, however, make them invaluable.
petent blacksmith should never lack for work, as A carpenter usually works for a shipwright, repair-
there is an extensive demand for ship fittings and ing and manufacturing ships. As with the bowyer, the
tools. ca rpenter's primary problem is a lack of raw materi-
Blind-fighting. Because of the lack of under- als. l"-“lost shipyards and shipwrighis maintain friend-
ground catacombs or even simple night, this skill is ly relations with at least a few captains who visit
not as useful in space as it is in a groundling environ- other planets to trade for loads of lumber.
ment. in wildspace, any exposed area is considered A carpenter is considered a "trained worker" if re-
to be at least in starlight and possibly in daylight de- pairing a wooden ship {see the Concordance of Ar-
pending on the presence of fire bodies [see Lorebook cane Space, Chapter 4}. However, a carpenter cannot
of the 'v’o:'d, Chapter 2}. repair ships unless under the direction of a ship-
E-owyeriFIetcher. Weapons are sometimes scarce wright isee Chapter 5, "New Nonweapon Proficien-
in space, particularly bows and arrows, which require cies"].
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Cooking. Cooking is an art that is not common in These skills are sufficiently similar to their ground-
space. Few spacefarers have access to the variety of ling counterparts that a new spacefarer operates at
spices and flavors that make cooking an attractive no disadvantages when using this proficiency.
career. Moreover, no flame can be used during long Etiquette. As with several other proficiencies.
phlogiston trips, so rations consist primarily of knowing proper etiquette requires a brief acclimatiz-
dried, salted foods not likely to appeal to a subtle ing period to ensure correct behavior. A character
palate. who wishes to absorb the etiquette of a new culture
Because of these restrictions, cooks are viewed as (whether spacefaring or planetary) must make eti-
highly valuable aboard spacefaring vessels. Halflings quette rolls each turn while in the culture. Until such
(not kender) are especially sought after for their culi- a roll is successful, the character suffers a -5 penal-
nary skills, but anyone who can demonstrate solid ty to etiquette proficiency checks due to a lack offa-
competence in a ship's mess is treated well. More miliarity with the proper courtesies and forms of
than one marooned spacefarer has bet his life on his address.
ability to cook an adequate meal for a would-be res- Healing. Magical healing is more limited in a
cues SPELLJAMMERA-" campaign than in groundling set-
Direction Sense. The innate sense of direction tings because spacefaring priests are limited in the
provided by this proficiency is of limited use in spells they can use. in the phlogiston, a priest may
space. Since spacefaring vessels maintain their own study only first and second-level spells. in many
gravity fields, it is difficult to detect ship maneuvers spheres, the priest's god has no foothold and her
that change the direction of travel. spells are similarly restricted, although certain spells
However, if the character can see the stars, or if the (notably contact home power) can eliminate this re-
character is actually operating the helm, proficiency striction. if the priests’ efforts are required on the
in direction sense operates normally. To reflect the spelljamming helm, she may be drained of all magi-
benefit provided, give a +i bonus to navigation cal energy just when her shipmates need healing the
(wildspace) proficiency checks (see Chapter 5, "New most.
Nonweapon Proficiencies"). Among the problems this creates is a general de-
Disguise. Disguises are as likely to work in space crease in the quality of healing. With priests limited
as on the ground. Wherever there are large groups of to cure light wounds spells, experienced healers are
people, a "look" or style represents the general more in demand in space than on the ground, where
member of society. For new spacefarers, it takes greater healing magic is available.
three turns of observation to establish the "look" in Healers operate with no penalty in space. Healers
cultural centers such as the Rock of Bral or on plan- with herbalism proficiency must periodically refresh
ets; thereafter, the disguise proficiency works nor- their stores of herbs in order to use the special abili-
mally. This time must be spent the first time the ties the combination of the two proficiencies pro-
character visits a new world or significantly different vides (see the Players Handbook, Chapter 5). As a
culture; thereafter, the character has established the rule, healing herbs are either depleted or decayed af-
"look" and can proceed normally. ter six months in space and are therefore no longer
Disguising oneself as a specific person, however, useful. Heavy use (working as a healer after a major
is no more difficult in space than on the ground, par- batt.le, for example) may deplete them more quickly,
ticularly if you have seen the individual to be imper- at the DM's discretion.
sonated. Jumping. Jumping in space is subject to all of the
Engineering. Engineering is useful in managing same limitations as on the ground (see the F’iager's
the construction of bases in space and constructing Handbook, Chapter 5). A jumper may not jump far-
and maintaining the rigging and armament of ships. ther than is stated in that proficiency.
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|-lowever, within those ranges a jumper can leap a ship is terrifying to them. Such a flying creature
beyond the bounds of an air envelope, particularly must make a morale check each time it is forced to
on a small vessel. lfa jumper does so, he becomes an fly outside of a gravity plane. If the morale check
independent drifter with his own small air envelope fails, a successful riding proficiency check must be
(see the Concordance oi Arcane Space, Chapter l). made to convince the creature to enter space. ll the
Such an envelope contains enough fresh air to last 2- proficiency check fails, the creature balks and
20 turns, assuming that the jumper set out from a refuses to fly.
fresh air envelope. if that air was already fouled or Finally, no creature can fly indefinitely. its air en-
deadly, the air envelope around the character is in velope will turn from fresh to fouled in 2-20 turns.
the same state. and to deadly in 3'1] turns, unless refreshed at a larger
A person who has leapt (or fallen) outside the air air envelope.
envelope of a vessel is drifting. A drifting character Rope Use. Many spacefaring ships (especially hu-
can move slowly by throwing equipment in the oppo- man ships) have rope rigging. Characters with this
site direction. The maximum movement rate is 90 + proficiency can construct rigging, cargo nets, and
per round (M)! 3}. other useful items without a proficiency check. They
Riding, Airborne. Some few airborne creatures can also add + i0 to climbing checks when using a rope
be mounted and taken for short flights in space. They and when scampering about the rigging of a ship.
include dragons (of all types), dragonnes, giant eagles, Stonemasonry. While carpentry is a useful profi-
griffons, hippogriffs, giant owls, pegasi, and rocs. ciency on wooden ships, stonemasonry is valuable
if a groundling has proficiency riding these air- on stone ships such as dwarven citadeis. A stone-
borne creatures in an atmosphere, that proficiency mason can be used as a "trained worker" (per the
can also be used to |'ide them in space. However. Concordance of Arcane Space, Chapter -ii) to repair
there are several restrictions to their travel. breaches in stone hulls or to modify stone ships, but
First, these creatures have no helm, so they can- only under the direction of a shipwright {see Chapter
not achieve spelljamming speeds. They are limited 5, "New Nonweapon Proficiencies").
to tactical movement. They maintain their normal Weaponsmithing. Weapons are one of the few uni-
movement rate in standard AiIiE}D‘"' game combat versal valuables in space- While an item considered a
but are limited to SR I for SPELLJAMMER“ game delicacy on one world may be swill on the next.
combat. weapons are always in demand.
Also, SPELLJAMMER game combat occurs at a With the exception of smoke powder weapons and
much larger scale than standard ADE.-D game com- some ship's armament, weapons in space are essen-
bat, making these creatures appear comparatively tially identical to those used by groundlings. Thus, a
more maneuverable. Thus. flying creatures with groundling weaponsmiths skills are immediately
standard maneuverability class A or B are consid- applicable in space. However, any smith should note
ered to have SPE.l_l-JAMMER campaign maneuver- the dangers of operating a forge in the phlogiston
ability class A. Similarly, flying creatures with and the rarity of forges in general (see the black-
standard maneuverability class C, D, or E are consid- smith proficiency).
ered to have SPELLJAMMER campaign maneuver-
ability class B. iSee the Concordance oi Arcane
Space, Chapter 4, "Tactical Movement" section.) The inhabitants of the
Terrestrial creatures with no greater titan animal
intelligence are instinctively averse to launching
Worlds
themselves into the ‘lioid. Also, the sensation of The following sections discuss the standard
floating that comes from leaving the gravity plane of ADSD campaign worlds, their interactions with
spacefarers, and how members of PC races might Greyhawk, however. Nautiloids are turned away by
come in contact with spacefarers. More information the city's full defenses; mind flayers are not among
on these worlds and spheres can be found in the the accepted races. Lizard men are watched careful-
Lor'ebr.volc ofthe Vrnid, Chapter 4, and in various other ly, as they are considered primitive savages. In the
SPELLJAMMEW‘-" supplements and adventures. few times neogi came to Greyhawk, they earned per-
manent banishment of their entire kind.
Oerth and Greyspace For most trade, Greyhawk is the only port. Some
captains (particularly those with normal vessels: car-
Greyspace is one of the most heavily traveled avels, galleons, etc.) visit the nearby city of Dyvers
spheres, a cornucopia of worlds each with its own for ship repair, and there is some trade (primarily in
unique features. Most spacefaring species support slaves) with the evil nations of lu:-: and the Scarlet
outposts here, with the elven Imperial Fleet having Brotherhood.
the largest presence. Spelljamming vessels find it In the past, Rauxes in the Great Kingdom was an
easier to reach the hospitable outer worlds of the active port. However, as the Overkings declined,
sphere-—-Greela and the Spectre—due to the Rauxes gained a bad reputation among spelljam-
Grinder, a sphere of asteroids that makes it difficult ming captains. Only those with out-of-date informa-
for ships to travel directly to Oerth, the primary of tion visit Rauxes today. although several
the sphere. Spelljamming among the inner planets is "authoritative" guidebooks list it as the primary port
handled relay-fashion: Spelljamming ships visit out- of Oerth. Older texts refer the reader to the cities of
posts within the Grinder, while visits to Oerth are the Empire of Suel. now buried beneath the Sea of
handled by ships flown from the Grinder inward. Dust. In purchasing guidebooks for Oerth, let the
Most spacefaring vessels visit the Free City of buyer beware.
Greyhawk, landing in the Nyr Dyv and sailing into Recently, the traditional spelljamming ports of
port rather than flying in directly. Caravels and gal- Oerth have lost some of their security. Battles over
leons are common visitors to Greyhawk, and the va- the last two years have transformed the Flanaess in-
riety of vessels is wide enough that the few unusual to a war-torn land of refugees. Only the Free City of
features ofa spelljamming vessel elicit no significant Greyhawl-; has remained safe from these tensions,
comment. and it now appears that things are calming down.
Not all spelljamming vessels are welcome in Nevertheless, many spelljamming captains have put
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off making landfall on Oerth until the situation is gations. Thus. almost no Oerth gnomes ever enter
more settled. space.
The world of Greyhawk is detailed in the WORLD Halflings. The halfiings of Oerth live much as the
OF GRE‘fH.hWH"!' boxed settnow out of printland the gnomes do. under the dominance of the other races.
City Of Greyhawk boxed set. Recent details about Llnlike the gnomes, however, who prefer to remain
the political situation of the Flanaess can be found in by themselves. the halflings happily mingle with hu-
the Greghatalr Wars and From the Ashes boxed sets. mans and elves. They also travel some, although less
A rudimentary map of Greyspace can be found in than humans. Thus. halflings are no less likely than
Appendix l of the Concordance offtrcane Space. For humans to take to space.
more details, see Greyspace.
Dwarves. The dwarves of Oerth are generally Krynn and Krynnspace
more socially integrated into the human culture than
on other worlds. Rather than maintaining clannish Hrynnspace is the most primal standard sphere.
sanctuaries within the high mountains of Oerth, The influence of the gods is much stronger here than
many dwarves live in human-controlled lands, main- in most spheres. Civilization on the main inhabited
taining heavy trade and social contact. As a result, planet, lirynn, was once nearly destroyed by a god-
the dwarves of Oerth are as likely to take up spell- created meteor strike.
jamming as any human. There may be dwarves in lirynnspace is not as heavily traveled as Grey-
otherwise all-human crews, but almost no ail- space, but there is still some spelljamming in this
dwarven ships come from Oerth. syst.em. Aside from Hrynn itself, there are strong
Conversely, few spacefaring dwarves visit their contingents of dwarves, gnomes and illithids on
groundling cousins on Oerth. Dwarves hold little Fieorx. all of which maintain contact with their spell-
power on Oerth, so there is no need for the space- jamming brethren.
farers to trade with them. The few all-dwarven king- Spelljamrners visit Mount Nevermind [see
doms are isolated and are not near convenient "Gnomes," below}, Palanthus. and hiristophan {in Ta-
landing sites. ladas} regularly. The elven imperial Fleet maintains
Elves. The elves of Oerth are also diverse, with en- covert contact with the Qualinesti and Silvanesti
claves established throughout the forests of the Fia- elves. Since the war, a few other cities have been vis-
naess. In addition to the usual populations of wood ited, but for the majority of the inhabitants of Hrynn,
elves and high elves. there are drow in caverns be- spelljammers are at best an unconfirmed and rather
neath the Crystalmist Mountains, and two minor el- unbelievable rumor.
vish subraces unique to Oerth live in their own The details of the world of Hrynn can be found in
isolated enclaves. Tales o,flhe Lance (for the continent of Ansalon] and
Helmless elven flitters and dragonflies trade with Time of the Dragon {for the continent of Taladas}.
the forest enclaves. This trading is sporadic. and Additional information about Hrynrt can be found in
there is little direct contact between the groundling the many novels and adventures for the
elven leadership and the Council of Admirals. The [Jl1’FtGOl*lL.*‘tl“lCE'f' game world. hrynnspace itself is
Kingdom of Celene maintains an ambassador to the detailed in Krgririspace, but a rudimentary map can
Fleet. but this is primarily a courtesy appointment. be found in the Concordance of x"'trcane Space,
Gnomes. The few Oerth gnomes who have heard Chapter 5.
of spelljamming show little interest in it. They are Draconians. inevitably, some spelljamming ships
creatures of the living earth and do not relish the visiting Hrynn have met draconians. While no longer
cold, lifeless worlds of space. Also. Oerth gnomes organized into huge armies, there are large bands of
tend to be clannish, with many family ties and obli- draconians throughout the territories occupied by

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the Dragonarmies, and scattered bands in the other their inaccessible mountain homes.
lands. Kender. The fearless kender occasionally voyage
About a dozen draconian ships {stolen or captured on spelljammers. Their insatiable curiosity often
from other races) now ply the spaceways, while per- leads them to places where spelljamming vessels go.
haps three times that many ships carry a few dracon- To most people not born on Krynn, they are easily
ian crewmen. Their evil natures have not changed in mistaken for short elves.
space, although their dedication to Takhisis dwin- The kender city of Kendermore has not been vis-
dies once they leave Krynnspace. ited by spelljamming vessels. The humans of Palan-
While the loosing of another evil race among the thus have advised spelljammers against making
stars is viewed by some with alarm, most spacefaring landfall there, but such a visit is only a matter of
peoples consider draconians to be a variant branch time. Once a ship visits the kender. it will soon be
of lizard men, despite their unnatural longevity and "borrowed," and kender will be let. loose on the spa-
spectacular death scenes. They are more savage celanes. Let the Known Spheres beware.
than the "civilized" lizard men but certainly prefera- Minotaurs. The Imperial League of Minotaurs on
ble to the neogi. Taladas is the most advanced nation on that conti-
Dwarves. As typical for dwarves. contact between nent. Given its economic prosperity and its insula-
Hrynn dwarves and their spacefaring cousins has tion from the violence of the War of the Lance, the
been very limited. When this reticence combined Imperial League has had the most contact with the
with the destruction wrought by the Cataclysm, only spelljammers of any nongnomish nation on Krynn.
a few dwarven communities have managed to retain The imperial League has contracted with the Ar-
any knowledge of the spelljammers’ existence. cane to construct a series of ships specifically for
Among those communities that remember is the minotaurs, to be used by the Minotaur Fleet in their
kingdom ofThorbardin. Before the Cataclysm, dwar- voyages of exploration. The rninotaurs do not intend
ven hammerships and tradesmen landed in the wa- conquest beyond Krynn, as they have a sufficient
ters south of Thorbardin, near the city of Tarsis, to task ahead of them to conquer the remainder of
trade lore for stone. Today, that waterway is part of Southern Hosk, but given the minotaur attitude to-
the Plains of Dust, and the kings of Thorbardin seek ward conquest and war, such expeditions are only a
a new way to contact their brothers in space. matter of time.
Elves. Qualinesti elves are most likely to enter
space from Hrynn today. The Silvanesti have become Toril and Realmspace
too withdrawn, and the other races have fallen out of
touch with the spelljammers. Contact with any elven Realmspace is the crystal sphere that contains
race has been spotty since the Cataclysm, but in re- Toril. The people of Toril are tolerant of travelers and
cent years communication has improved. new ideas, making Realmspace a common stop for
Gnomes. Because Mount Nevermind. the minoi traders and a base for adventurers.
stronghold, was the launching point of the first spa- Spacefarers trade with lizard men and aarakocra
cefaring vessel since the Cataclysm, the Mount has on Collar, as well as with various civilizations on Toril
become the most active spaceport on Krynn. itself. In addition, nearly all spacefaring species
Llnlike the Mount Nevermind minoi, however, the maintain a base within the Tears of Selune, a cluster
gnomoi of Taladas view spelljammers with suspi- of asteroids that follows in orbit behind Toril's single
cion. Flying ships remind the gnomoi of the sky cita- moon.
dels that once devastated their cities, and the Like Oerth, the leaders of Toril regard spelljam-
gnomish interest in invention has been combined ming travelers much as they see extra-planar crea-
with some distrust of strangers after centuries in tures. The difference is that the Realms tend to be

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more tolerant and friendly to newcomers, while the tures. The central steps of the Tuigan are described in
inhabitants of Oerth view them as lower-class citi- The Horde boxed set and novels, while the desert
zens. The slow trickle of smoke powder and ar- land of Zakhara is detailed in the AL-QADIM“ Ara-
quebuses into the Realms is a result of that bian Adventures book and the Land of Fate boxed
tolerance, though those who have tried massive im- set. Detailed information on Realmspace and a
ports have failed spectacularly. large-scale system map can be found in the
Of all the peoples of Toril, only the Shou in eastern SPELLJAMMERW‘ accessory Realmspace.
Kara-Tur have established an active expeditionary Dwarves. The dwarves of the Forgotten Realms
spelljamming force. Shou dragonships are increas- were once locked in genocidal wars against other
ingly common in the spacelanes, although their subterranean races such as orcs and goblins. While
presence tends to wax and wane with the political those wars have ended, the dwarves have not recov-
status of those advisors who press the Emperor for ered their losses and are considered to be in decline.
increased space exploration. They are generally isolationists, and it is rare for a
The people of the subcontinent of Zakhara have Toril dwarf to contact a spelljamming vessel. Even
little contact with spelljamming vessels. Ships occa- the korobokuru (the surface dwarves of Kara-Tur)
sionally dock at Gtudra or Huzuz, but there are few shun spacefarers. Thus, like the dwarves in other
trade goods in the arid Land of Fate to attract space- standard worlds, the dwarves of the Realms are not
faring travelers. The people of Zakhara are known common spacefarers.
for their relative intolerance (when compared to the Elves. The elves of space and the elves of Toril
other peoples of the Realms), and so are avoided by have maintained constant contact since before the
cautious spacefaring captains. Similarly, the rigid fall of Myth Drannor. Toril was a major base for the
and barbaric Tuigan warriors of the central steppes elven Imperial Fleet during the Llnhuman Wars, and
do not attract the attention of spacefaring captains. the small island cluster of Evermeet has become the
More information about the western portion of main base of the Elven Nations {see the War Cap-
Toril's main continent can be found in the tain's Cornpanton: Book I). On the mainland, elven
FORGOTTEN REALMSE“ boxed set and the FR series settlements deep in the forests of Faerun trade heav-
of campaign supplements. Kara-Tur, in the eastern ily with the spacefaring elves. Thus, Faerun elves are
portion of the continent, is described in the Kara-Tur more likely than those of other worlds (or even elves
boxed set and the hardcover book Oriental Adven- from other parts of Toril) to become spelljammers.

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Gnomes. On Toril, the gnomes are known as the mans and various spirits of nature. All have strong
Forgotten Folk. They live both in mixed human ties to both the natural world and the society of hu-
settlements and in communities of their own, but mans.
they seem somehow isolated from the human world The life force of most spirit folk is tied to a specific
and only rarely become involved with it. They have natural feature. Bamboo spirit folk are tied to a bam-
never developed their own written tongue, and have boo grove deep within a forest; river spirit folk are
no history beyond the memory of the eldest clan- tied to a single, specific river. This binding of life
member and the songs of legend. force is not weakened by ordinary distance, so that
Without a strong sense of community, it is not spirit folk can enter wildspace. However, upon enter-
meaningful to discuss gnomish efforts to contact ing the phlogiston, the life force is severed and the
spelljamming peoples. An occasional adventurous spirit folk dies. Thus, bamboo and river spirit folk do
gnome will join a spacefaring band. but it is unlikely not make appropriate spelljamming PCs.
that any large group of gnomes will take the initia- Only sea spirit folk do not suffer this binding. They
tive to enter space or attract much attention from the may travel beyond the sphere of Realmspace without
spacefaring community. injury. However, some of their special abilities are
Halflings. Like the gnomes, the halflings of Toril lost. Notably, the spirits of foreign seas are not obli-
have few communities. There are no halfling na- gated to grant favors to sea spirit folk who are not of
tions: these small demihumans live intermixed with their world, and any such request will be ignored, if
human cultures. An individual halfling may go into not punished for impertinence.
space, but there is no organized effort, and any half-
ling is as likely as not to turn down such an opportu- Other Worlds
nity.
There are large communities of halflings in the po- Not all the worlds of the ADE-D'“‘ game are appro-
lar regions of the innermost world of Anadia. The priate for spelljamming campaigns. For various rea-
halflings ofthe Northern Polarate regularly deal with sons, some settings may not be appropriate, either
spelljamming vessels, trading food and nonhalfling because their "feel" is not right. or because they are
slaves for weaponry to defend themselves against too detached from the remainder of the ADE-El game
the neogi. environment- Of those AD-£1-D worlds that have been
Hengyokai. The hengyokai are a race of intelli- published, the following {for one reason or anotherl
gent shapechangers residing in tiara-Tur. the eastern should be avoided in BF'ELLJAMMER‘-" campaigns.
portion of the continent of Faerun. They do not form Athas. The world of the DARK SUN“ campaign is
communities or villages of their own but dwell in not on the spacelanes where Realmspace, Hrynn-
loosely organized bands in crude but sturdy shelters space, and Greyspace can be found. No spelljammer
on the edges of human civilization. travels its skies; no ancient tome tells of the routes to
Hengyokai shapechanging abilities make them at- its crystal sphere. Whether it is unreachable by
tractive adventuring companions. While each hen- spelljammer or merely so far from these worlds that
gyokai has only one beast-shape, some of them are any journey would take lifetimes is unknown.
mages and all are skilled warriors. While material The current inhabitants of Athas have no knowl-
possessions do not interest them, they have occa- edge of spelljamming. There is no way to know
sionally chosen to travel in Shou dragonships, pri- whether the closely guarded library of some
marily in support of the Emperor. Generally, crane. sorcerer-king conceals an ancient tome revealing
dog, sparrow, fox, and monkey hengyokai have the basic concepts of wildspace. Even if such a tome
shown the most interest in space. were found, the defiling power of such powerful
Spirit Folk. Spirit folk are the descendants of hu- magic would certainly wreak havoc on the fragile

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balance of life on Athas. Ravenloft, outside spelljammers are not safe from
Ravenloft is a demiplane. As such, it is fundamen- the Demiplane of Dread. The Mists of Ravenloft can
tally different from any spelliamming world. appear even in wildspace, where they take the form
Ravenloft lies within no crystal sphere. lt cannot be of a jet-black cloud that arises before the victim ves-
reached by traveling through the phlogiston. A spell- sel. Ships that sail into Ravenloft through the Mists
jamming ship sailing into Ravenlol't's night soon en- are as trapped as any other entrant to the demiplane.
ters the mists at the border of the demiplane and is Only in the phlogiston, which blocks all planar trav-
quickly turned back. el. can one remain safe from the reaching tentacles
Although spelljamming provides no escape from of the Demiplane of Dread.

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M any elves, dwarves, gnomes, halflings, and hu- ity scores within the al owable ranges. The mini-
mans ply the spacelanes. Most PCs will come mums and maximums are listed in Table 1
from these familiar races or specialized races (like (minimums are listed before the slash; maximums
kender and hengyokai) from one of the ADSDP are listed after the slash).
worlds. As with Table 7 in the Pfageris Handbook, consult
However, many other beings do not live on these Table I here before making any racial adjustments to
worlds or are culturally established so that they are your character's ability scores. If the scores you
not appropriate groundling PC races. This chapter rolled meet the requirements for a race, your charac-
lists several races that may be appropriate as space- ter may be a member of that race even if later modifi-
faring player characters and gives a complete de- cations change the ability scores.
scription of their abilities as PCs.
Use of these PC races is optional. You may pick Table I: RACIAL ABILITY REQUIREMENTS
and choose which races players are allowed to play,
Race STR DEX CON INT WIS CHA*
but be cautious when including these races in your
Dracon I1!l83!1? 8!l8 El!l8 8!1B 3!'.B
campaigns. Some of them are quite powerful, al-
though they are balanced for play with humans and Giff ll!I83!17 8!IB 3!l6 3!]? 3! 18
demihumans. Because these races were originally Grommam ll!l8 8! 8! 3!i8 3!]? 3!
Hadozee 6! I 8 8! 3! 3! i. El 3!l8 3!
written as nonplayer characters, the information in
Hurwaet 8! ‘B 3! 3! 3! ZEI EH18 3!
Monstrous Compendium appendices MC7 and MC9
may differ from the player-character information
Lizard Man 8! 3! 6! 3! 3!18 3!
given here. Rastipede 8! 3! oases El! 3! 3!i 8 3!
Scro 8! ass 3/1 B B! assess 3! 55$ 3!l 6 3!
Xixchil 3/18 lI!l8B!i8 B!‘B 3!l6 3! assasaa
Ability Scores "‘Charisma (CHA) scores applies only to characters
of the same race; a maximum Charisma score of I2
Minimum and Maximum Ability applies to all other races.
Scores
All nonhuman PC races have minimum and maxi- Racial Ability Adjustments
mum ability scores, just as the races in the Pfagers If you choose to make your character a nonhu-
Handbook do. Nonhuman characters must have abil- man, you now have to adjust some of your charac-

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f.er's ability scores as shown in Table 2. These adjust- Table 3: RACIAL CLASS AND LEVEL LIMITS
ments are mandatory: all characters of these races Race Cleric* Fighter* Maget Thief Bard
receive the adjustments. Dracon I2 i-11 ,i-., -ui_

Giff
Table 2: RACIAL ABILITY ADJUSTMENTS Ciromrnan'i it]
a

Race Adjustment H ado zee B


Dracon +l Strength. —l Dexterity H tirwaet asap
lliiff +2 Strength, -l Intelligence Lizard Man T
Grommam, male +2 Strength, +2 Dexterity, Rasupedes ti
_.

—l Intelligence. —l Wisdom Scro 5


Cirommam. female +2 Intelligence. +2 Wisdom. X i xchi I Ldmb LTILTI-lb-I1 f. Tl"'~.1—' *-lb ».TlI~._Tl-f:J
— Strength, —l Dexterity ‘No nonhuman can be a paladin, druid, ranger, or
Ha do zee +' Dexterity, —l Charisma specialty mage.
Hurwaet. + Wisdom, — I Constitution
Lizard Man No adjustments
Rastipede
Scro
+
+3
Constitution, —~l Dexterity
Strength
Dracons
Xixchil + Dexterity, +1 Constitution, The dracons are dragon-centaurs that have recent-
H2 Charisma ly appeared on the fringes of the Known Spheres.
They have heavy, gray four-legged bodies with
broad. flat, elepharitine feet and long tails. Their tor-
Class Restrictions and Level sos and arms are human. although their six-fingered
hands end in claws. Their heads are reptilian, with
Limits the horns and flanges of a dragon.
Nonhuman characters are lirnit.ed in the classes Dracons are herd creatures, and their lives are
they may select and the levels they may achieve. comprised of a series of formal rituals designed to
These restrictions are placed to preserve internal allow them to interact with the herd with no dissen-
consistency {humans are more flexible characters sion. To humans, dracon formality is seen as weak
than nonhurnansl and to enforce game balance. The. and snobl:iish; this is superficial.y supported by the
DM can change or eliminate these limits as neces- dracon's willingness to flee or discuss a situation
sary. Before doing so, however, read the discussion rather than fight. More than one human has been
on "Racial Level Restrictions" in Chapter 2 of the surprised. however. at how effective dracons are
Dungeon !rfristei"s i'Iii.ii'r!e. once the herd has made up its minrl.
The standard level and class limit.s for all nonhu- A lone dracon is a freak. Most dracons cannot sur-
man races covered in this book are given in Table 3- vive outside the family unit, and become sick and
These limits are for "normal" nonhuman characters; confused if denied access to the leadership of the
characters with exceptional ability scores in their eldest of their herd for extended periods of time. A
prime requisites may be able to exceed these limits dracon left by itself will try to find another dracon
{see the optional rule in the Diingeon l"rfas!ei"s Guide. family to adopt it. If this is impossible, it will attempt
Chapter 2). If no level is listed in Table 3, a PC of this to form a new herd, even including nondracons in its
race cannot belong to the listed class. "family."
Dracons use thin-bladed long swords in war. How-
ever, many dracon contests are resolved through a
complex form of wrestling that doubles as an effec-

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tive unarmed fighting form. Since their first contact base of 12). All moveinenl and encumbrance effects
with humans, the dracons have adopt.ed many hu- are based on this higher speed.
man weapons. Because of their size and build, dracon characters
Dracons view humans. mind Ilayers, elves, and take damage from weapons as "larger than man-
dwarves as "t.he deformed." They are polite and inter- sized" t.arget.s. Dracons add I to their Strength
ested in nondracon society but view any creature scores. but their bulk makes them moire clumsy than
with fewer than six limbs as disadvantaged. They are htimanoids. so they subtract. I from their Dexterity
not good at distinguishing bet.ween the various non- scores.
dracon races, particularly humans and demihumans, Note that the Strength score for dracons refers on-
whom the dracons view as one race. Dracons hate ly to their upper-body strength, whether lifting ob-
the neogi but consider the beholders comical. _jects, swinging weapons, bending bars, lifting gates.
Dracon families are huge, and there is good evi- opening doors, or performing a military press using
dence that all dracons are members of one enor- their arms. A dracon can body-slam a heavy or stuck
mous kin-group. Dracons use these kinship door, gaining +4 to its die roll to succeed. All dra-
structures to figure out which dracon should head cons have a carrying capacity separate from their
any herd. particularly if two herds merge. and leader- Strength scores. A dracon can carry up t.o I 50
ship is always yielded to the more senior bloodline. pounds of weight in properly fitted containers on its
The dracon homeworld is dry. with grassy plains, back and still move at normal speed. It can carry up
desert, and shallow seas. Seasonal changes keep the to 300 pounds at two-thirds speed (I2) and up to 450
herds moving across the landscape. preventing the pounds at one-third speed (6}. A dracon can also
dracons from establishing any large cities of their drag a wheeled or greased-bot.tom load of up to
own. The exact location of their homeworld is not l,000 pounds at one-third speed (6') with a properly
known to outsiders. fitted harness.
Dracons may be clerics (maximum l2th level_) or
fighters {maximum 14th level). Dracon clerics are
called shalla: they draw their spells from the spheres Giff
of Animal, Combat, Creation, Divination, Guardian, Giff are powerfully muscled, 9’-tall mercenaries.
Healing. Necromantic, Protection. and Sun. They They have stocky, flat, cylindrical legs, barrel-
may not be multi-classed. shaped torsos, broad chests, humanoid arms and fin-
Dracons speak their own language and the lan- gers. and heads like those of a hippopotamus. Giff
guages of dragons. A few speak common, although skin is black, gray, or gold, and often covered with
haltingly and with thick accents. In addition, they brightly colored tattoos.
may speak other languages at the DM's discretion. The giff live structured, organized lives centered
The number of languages they speak is governed by on their obligations in a race-wide chain of com-
their Intelligence (see Table 4 in the Pla__tjer's Hand- mand. They are proud of their strength and skill as
borifrl or by the number of proficiency slots devoted warriors, and view all of life as pursuit of glory and
to languages (if the optional proficiency system is rank. Their pride in their own strength makes them
used} nervous around truly strong creatures flike giants}.
Dracons have long thumb-claws that inflict l-4 but they view most humans and demihumans as too
points of damage in combat. If not using a weapon, fragile.
dracons can attack with both of these thumb-claws in Gift enjoy lighting. They will brawl tor the sheer
a single round. fun of it, battling all comers in a friendly test of
Dracons run faster than humanoids. Their base strengt.h. granting quarter to any who ask it. Giff
movement. rate is I8 (instead of the normal human

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view weapons as a sign that. the battle is serious, check is made the first time the device is used during
however, and will fight to the death against anyone an encounter. Malfunction applies to rods, staves,
who draws a weapon on them. wands, rings, amulets, potions, horns, jewels, and all
Ciiff have wandered the spaceways for so long that other magical items except weapons, shields, arrrior,
they no longer know where their own homeworlrl is. gauntlets, and girdles. As might be easily under-
They tell stories of a jungle world where weapon stood, this propensity for magical failure has caused
caches lie beneath every tree, and smoke powder the giff to be deeply suspicious of magic and magical
flows like the milk and honey of some humans‘ vi- devices.
sion of paradise. Giff use weapons of any sort, and have large col-
Giff plat.oons {the major form of societal organiza- lections of various irriplements of destruction. An
lion} serve other spacefaring races. They wander unarmed giff is equally dangerous and can head-butt
from sphere to sphere, fighting in battles and con- for 2-l2 points of damage. Giff often are surprised at
quering their employer's enemies, but they are at the the damage they inflict on demihumans and hu-
mercy of their employers, as the giff cannot operate mans. A giff head-butt that can kill an unprepared
spelljamming helms. human is a gentle tap when giff play among them-
Giff may be fighters (maximum l5l.h level} or selves.
thieves (maximum l0t.h level}. They may not be The giff's large size makes them more vulnerable
multi-classed. Giff thieves function as military to certain weapons. All melee and missile weapons
scouts, spies. and assassins. inflict the damage from the "l_" column when used
The giffare widely traveled among the spacefaring against giff. However, the gifts’ tough skirt qives
peoples, avoiding only the neogi and the beholders. them a natural armor class of 6; a shield can boost
As mercenaries, they have found it useful to learn this to 5. ll armor is worn. the giff receives the benefit
the languages of their employers. The initial lan- of the lower armor class. Giff armor is expensive;
guages a giff can learn are giff, common, dwarf, elf. their bulky physiques require triple normal cost for
and dracon. The actual number of languages is lim- any suit of armor worn.
ited by the Intelligence of the PC (see Table 4 in the Because of their large size and sturdy builds, giff
i'5"fagei"s !"f'ari-Jboofr} or by the number of proficiency add 2 to their initial Strength. Their lack of
slots allotted to language (if that optional system is imagination causes them to subtract l from their In-
used} telligence scores.
By nature, giff are nonmagical and never use mag-
ical or clerical spells. In facl., their nature is so non-
magical that they cannot use spell_jamming helms; Grommams
even the series helms of the mind flayers have no ef- Grommams are gorillalike creatures with strong
fect on them. Giff have 10% magic resistance to the shoulders, long arms I9’ span}, short legs, and pad-
spells of others, including beneficial magic such as ded grasping feet. Cirommams have chocolate
healing spells. brown skin and short, rough, copper-red fur all over
Also because oftheir nonmagical nature, however, their bodies except on their faces, the palms of their
giff have trouble using magical items. All magical hands, and the soles of their feet.
items that are not specifically suited to the charac- Grommams are close-knit, highly religious, and
ter's class have a I031. chance to malfunction when organized; rriost are lawful good. They are generally
used by a giff. This check is made each time a giff peaceful, with their leadership made up of "director"
uses a magical item. A malfunction affects only the females fed by a demigod. (The gromrriarri demigods
current use: the item may work properly next. time. openly live among the grommarns, but they never
For devices that are continually in operation. the

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adventure.) Unmarried males form the backbone of Grommam can use all weapons that humans can.
the military forces, and more than a few become ad- Indeed, they can wield a weapon in each hand with-
venturers. out penalty for two-handed combat, as if they had
The grommams make their homes in forests, but the Ambidexterity weapon proficiency (see Chapter
they enjoy the same climates as humans. They have 5 of this book). Their preferred weapons are those
no trouble eating human food. that inflict the highest damage, as grommams are
Cirommam spelljamming ships (usually purchased not concerned with the weapon's weight.
from humans) are decorated with bright colors and Male and female grommams have markedly differ-
wild designs. Because grommams are so adept at ent physical and mental structures. The males are
climbing, they make heavy use of ropes and swing more physically oriented, receiving a +2 on their
bars in their rigging. Strength and Dexterity. However, they are less intel-
Male grommam may be fighters (maximum l5th Iectually oriented, and suffer a -l on their Intelli-
level)or thievesimaximum 15th level). Grommam of gence and Wisdom. Conversely, the females receive
either gender may be clerics (maximum 10th level). a +2 on their Intelligence and Wisdom, but a - I on
They cannot be multi-classed. their Strength and Dexterity.
Grommams communicate by using gestures and
finger-sign language. Body postures, facial expres-
sions, and a variety of vocal hoots, screams, grunts, Hadozee
and calls add to the basic language, called "gromm- Hadozee, or "deck apes," are tall, slender, tailless
ish" by other races. In addition to grommish, the ini- apelike humanoids. They are covered with brown
tial languages a grommam may learn are common hair, including a shaggy mane that surrounds their
and elvish. The number of languages a grommam face. The hadozee mouth is a protruding muzzle with
can learn is limited by Intelligence (see Table 4 in the several long fangs.
Players Handbook) or the number of proficiency Hadozee have a broad flap of skin that runs from
slots allocated to languages (if that optional system the creatures arms to its legs. This flap can be drawn
is used}. tight by raising the arms, giving the hadozee a lim-
While grommams can cast clerical spells (and so ited gliding ability.
can use spelljamming helms), they have tremendous Hadozee are rude, reserving their coarse commen-
difficulty using other magical items. All magical tary only in the presence of elves and the hadozee's
items not specifically suited to the character's class employers. When outside these controlling influ-
have a 40% chance to malfunction when used by a ences, however, they can utter a continuous stream
grommam. This check is made each time a grom- of insults and derision, with tongues sharp enough to
mam uses a magical item. A malfunction affects on- make the most seasoned spelljammer take notice.
ly the current use; the item may work properly next However, the hadozee are extremely diligent work-
time. For devices that are continually in operation, ers and are respected throughout the Known
the check is made the first time the device is used Spheres for their willingness to work as hard as is
during an encounter. Malfunction applies to rods, needed to get the job done. They do not shirk their
staves, wands, rings, amulets, potions, horns, jewels, responsibilities in combat, either, and most hadozee
and all other magical items except weapons, shields, work both as crewmen and as mercenaries.
armor, gauntlets, and girdles. Hadozee prefer to join the crews of other nations.
Because grommams spend much of their lives in They are particularly fond of elves as employers. A
trees and have developed skills in climbing and group of young adult hadozee of both sexes will sign
swinging, they have a +25% racial modifier to all on with a single captain, training together and form-
climbing rolls.

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The hadozee homeworld is temperate and warm, H urwaeti
and has a climate like that of most human worlds. The huiwaeti, also known as wiggles, are an an-
Hadozee generally wear no clothing (except in cold cient reptilian race. They are basically humanoid,
weather}, as most clothing would interfere with their with small. thick, olive-green scales, long froglike
gliding membranes. They wear special caftans with legs, and webbed fingers and toes. Their gnomelike
slit sides on ceremonial occasions, or when in an un- faces have large ears. pointed noses, and sharp
familiar port. bearded chins.
Hadozee may be clerics {maximum Bth level}. Hurwaeti prefer seafood but can eat anything hu-
fightersfmaximum I-filth level}, or thievesfmaximum mans canfplus a few things humans can't—or won't}.
l5th level}. In addition. they may also choose to be Hurwaeti are greedy but noriaggressive. Nobody
multi-classed fighter!thieves or fighter!clerics. gets anything from a hurwaet for free, but the hur-
Hadozee have traveled the spaceways for genera- waeti don't expect anything for free either.
tions, working for masters of many different races, Hurwaeti usually crew other races’ ships. Their
and are familiar with most of the languages heard in own ships use series helms, as the hurwaeti have no
space. The initial languages a hadozee can learn are mages or clerics. Most hurwaeti ships are salvaged
hadozee. common. dwarf, elf, gnome, goblin, orc. rlerelicts, cast-off ships from another race restored
and any others the DM allows. The actual number of and refitted for hurwaeti use. Some few ships are
languages is limited by the Intelligence of the char- hurwaeti-btiilt; these resemble those built by lizard
acter [see Table 4 in the Pf.agei"'s Haiidbrio!-r} or by the men.
number of proficiency slots allotted to languages (if Hurwaeti may be fightersfmaximum l2th level} or
that optional system is used}. thieves (maximum l-filth level}. They may not be
A hadozee can glide through the air by spreading multi-classed.
its gliding flaps, traveling l’ forward for every I’ of Hurwaeti speak their own archaic tongue, which
height it loses. When gliding, hadozee have a move- features a difficult, convoluted syntax including hiss-
ment rate of I8 and a maneuverability class of D. es and clicks. Most humans and demihumans find
Hadozee are born warriors, thoroughly at home in the hurwaeti language difficult to learn and harder to
melee combat. They can use all weapons that hu- speak. The initial langtiages a hurwaeti can learn in-
mans can. wielding a weapon in each hand—-or in a clude hurwaeti, common, lizard man. and any other
hand and a foot—-without penalty for two-handed tongue that the DM allows. The actual number of lan-
combat, as if they had the Ambidexterity weapon guages is limited by the Intelligence of the PC {see
proficiency (see Chapter 5 of this book}. Their prefer- Table 4 in the iP!a_ijr-ri*'s f'frl!ltTf3*Ut’.IIft'} or by the number of
red weapons include long swords, shields, and hal- proficiency slots he allots to languages (if that op-
berds. Because they cannot wear shields on their tional system is used}.
arms [their gliding membranes get in the way}, hado- A hurwaet will never surrender to a neogi, illithid,
zee employ only bucklers. or beholder, or to any ship crewed by members of
Hadozee are very nimble, so they add I to their these races. Therefore, hurwaeti add I to their dice
Dexterity scores and receive +20% to all climbing rolls to hit such creatures, their servitors (including
rolls. Their basic rudeness and disrespect for others timber hi.ilks_}, and their ships. Hurwaeti will do any-
result in a subtraction of 2 from their Charisma thing to avoid capture by these races—theii' usual
scores. course is to doggedly fight until killed.
The hurwaeti's long. powerful legs make them

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good jumpers. A fully equipped hurwaet can leap B’ waeti valuable crew members on long exploratory
straight up or 20’ horizontally, making them good voyages
troops for boarding actions. The hurwaeti were once a powerful spacefaring
A hurwaet's scaly hides give it a natural armor race in the Known Spheres. Their cunning and skill
class of 5. Armor does not improve this, unless it allow them to add I to their Wisdom scores. How-
provides protection ofat least AC 4, at which point it ever, their long existence as spacefarers, so alien to
supersedes the hurwaet's hide. Shields will boost a their planetary origins, has weakened their phy-
hurwaet's armor class by I. Hurwaeti armor must be siques, causing them to subtract I from their Consti-
crafted to fit around their unusual body shapes, and tution scores.
thus costs 50% more than that for humans and hu-
manoids.
Each adult hurwaeti can produce a fog cloud, per Lizard Men
the spell, once per day. The volume of the log cloud Lizard men are humanoid lizards with four-
consists of a rectangular area 60' on a side and 20' fingered hands, brownish-green skin, and thick.
high. Only the fog banlr version of the cloud can be heavy tails. They vary from 5’ to 7' tall.
produced. This ability is a natural process rather Lizard men are short-tempered and emotional, but
than a spell, so the cloud cannot be dissipated by a not overly bright. They are well known for their tem-
dispel inagic or other spell, though a gust of uiind or pers, and lizard men seem to find most human and
other wind spell will break up the fog cloud. demihuman species particularly frustrating. Dealing
Multiple hurwaeti working together can refresh with a lizard man isa constant process of moving fast
the atmosphere of a ship by using their fog cloud enough to keep the lizard man from getting bored
ability. Each hurwaeti can produce enough fog cloud without going so fast the lizard man cannot keep up.
to refresh the atmosphere associated with l0 tons Lizard men can be clerics {maximum ?th level},
worth of vessel. All of the hurwaeti have to work si- fighters {maximum l2th level}, mages {maximum
multaneously to produce enough fog cloud to refresh 4th level}, or thieves (maximum llth level}. They
the vessel's entire atmosphere in order for the may not be multi-classed.
atmosphere to be restored from deadly to fresh. Half Lizard men have their own language, consisting of
the required hurwaeti can refresh the air from deadly growling vowels and sharp consonants. Tonal quali-
to foul, or from foul to fresh. This ability makes hur- ties as well as simple sound convey meaning. The

20
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initial languages a lizard man character may speak


include lizard man, common, hurwaeti, and any oth- Rastipedes
ers the DM allows. As always, the number of lan- Rastipedes are insectoid centaurs with eight walk-
guages actually known is determined by the lizard ing limbs and a vaguely humanoid torso with two up-
man character's Intelligence, or by the number of per "arms," all covered in a chitinous exoskeleton.
proficiency slots dedicated to languages (if the op- Their heads have two large compound eyes. a chitin-
tional proficiency system is used}. ous mandible, and a pair of long, whiplike antennae.
Lizard men have infravision that allows them to Rastipedes are the penultimate traders of the
see up to 60' in the dark. Known Spheres. Only the Arcane are more willing to
Lizard men benefit from their own naturally strong exchange valuable goods, but the rastipedes seem
hides that provide them with an armor class of 5. A unconcerned with such niceties as uniform pricing
lizard man gains no additional protection from ar- and fair dealing. A spacefarer who makes a deal with
mor, unless that armor raises the armor class to a a rastipede is advised to count his money, his crew,
level better than 5. Thus, a lizard man gains no bene- and his limbs.
fit from normal leather armor but does gain a benefit Rastipedes..are not truly dishonest, however. They
from wearing plate mail. Lizard men gain benefits rarely renege on a bargain once struck, and as a rule
from magic that enhances armor class but benefit they deliver their side of the bargain at the time and
from magical armor only if that armor raises the ar- place specified. The problem is that the rastipedes
mor class above 5. A shield can be used by a lizard delight in meeting the letter of the bargain. rather
man who is not wearing armor; such a shield gives than the spirit. They are particularly fond of making
the lizard man an armor class of 4. Lizard man armor a deal knowing that the other party is assuming
costs double that of normal human armor, due to the something that is not true. They will sell you a lottery
difficulty of fitting the widely variable lizard man ticket with this week's winning numbers on it—-but it
physique. will be last week's ticket. Rastipedes will buy and sell
Lizard men naturally inflict 1-2 points of damage anything they think will be profitable, although most
with each of their clawed hands and l-6 points of scrupulously obey smuggling and slave-trafficking
damage with their large tails. Lizard men also carry laws.
weapons, but when they attack with both a weapon This propensity for hard bargaining has brought
and a tail it is considered an attack using two weap- the rastipedes in contact with the Arcane. In fact, ras-
ons, and all effects of such an attack are applied tipedes are favored henchmen of these mysterious
fPlagei"s Handiboolr, Chapter 9, "Attacking with Two traders. Very often, characters who seek an Arcane
Weapons"}. find themselves dealing with a rastipede go-between.
When traveling on land, lizard men are more clum- Rastipedes are inherently peaceful and avoid com-
sy and awkward t.han most demihumans. Thus, their bat whenever possible. However, they are not cow-
base movement rate is 6 rather than I2. However, if ardly, and can {and do} use the full range of weapons
unarmored or light.ly armored, a lizard man can usable by humans.
swim at a movement rate of I2 by using its powerful Rastipedes can be fighters {maximum Eith level},
tail. magestmaximum -if-ltl"i level}, thievesfmaximum I lth
Although lizard men are physically quite different level}, or bardstmaximum fith level}. Rastipedes may
from humans, overall they have very similar physical also be fighter!thieves, fighterlmages, or mage!
and mental capabilities. Thus, lizard man PCs do not thieves.
modify their ability scores due to their race. Rastipedes have their own language, a combina-
tion of chirps and clicks. However, in their role as

22
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bargainers, rastipedes make it their business to tipedes may not exceed 4th level as mages, they
know many languages. Initially, a rastipede charac- have sufficient skill to operate spelljammer helms. In
ter can select from rastipede, common, beholder. fact, a helm operated by a rastipede performs as if
dwarf, elf, giff, goblin, mind flayer, orc, or any other operated by a mage of three times the rastipedes
language the DM allows. The number of languages spell-casting level. Thus, a rastipede who is a 4th-
selected is governed by the Intelligence of the char- level mage can operate a spelljammer helm as a
acter (see Table 4 in the Pfage-r's Handbook) or by the l2th-level mage! lt is not known whether this is
number of proficiency slots dedicated to languages. merely a happy accident, or whether this is a sign of
The rastipede's chitinous shell covers its body, giv- favor from the Arcane. Some rumors suggest a dark-
ing the rastipede an armor class of 3. This is fortu- er. more sinister connection between the two races,
nate, since their odd body shape makes it impossible but there is no other evidence to indicate that any
for them to wear any armor. Also, their long bodies such association exists.
are not well protected by shields, so this type of addi- Rastipedes have a large, solid body carefully pro-
tional protection cannot be used. tected by an exoskeleton. This adds l to their Consti-
Their chitinous armor also provides the rastipedes tution scores. However. this body also prevents them
with strong, sharp claws that can inflict I-2 points of from making extremely delicate movements; sub-
damage on a target. (This damage rises to I-4 points tract I from their Dexterity scores.
at 4th level and I-6 points at 7th level.) If the ras-
tipede attacks with two claws (or with one claw and
one other weapon}, this is treated as if the rastipede Scro
were attacking with two weapons (see the Players The scro are a muscular goblinoid race; they re-
Handboolr, Chapter 9, "Attacking with Two Weap- semble orcs, but are larger, stronger, and more intel-
ons"}. ligent. They average 6' in height, with long, sharp
The rastipedes‘ body configuration provides it teeth filed to a point and inscribed with various to-
with increased speed, so that they have a movement temic symbols and inset with tiny gems. Their skins
rate of I5 (rather than the standard I2} when unen- vary in color from jet black to burnt orange, with var-
cumbered. Any reductions in movement rate are ious shades of grey, tan. and green in between. Their
based on this higher speed. eyes have a phosphorescent glow which can be seen
Rastipedes are tunnelers of exceptional merit. in dim light.
They spend much of the first decade of life under- The scro are a military-minded people, as much so
ground. All rastipedes can determine the approxi- as the giff. Their entire lives are oriented around the
mate depth underground on a roll of I-4 on ld6. military hierarchy, with larger and more powerful
When they reach 3rd level, they can detect a grade or scro at the highest levels. However, where the giff
slope in a passage (within T0’) on a roll of I-5 on ld6; serve their military hierarchy to pursue glory and
and detect unsafe walls, ceiling, and floor (within fame, the scro seek mayhem, destruction, and the
10'} on a roll of l-7 on Id I0. Rastipedes must stop devastation of their enemies.
and concentrate for one round to use any of these Scro society is codified in a rigid set of laws and
abilities. customs laid down by the founder of scro society:
The rastipedes antennae provide it with a very Dukgash, the first Almighty Leader. The spartan life-
keen sense of smell. This sense is so keen that a ras- style that this code permits is oriented toward im-
tipede cannot be surprised by a creature behind it, as proving the mind and body so that victory can be
long as that creature exudes any odor whatsoever. achieved.
Perhaps the most unusual special ability of ras- Scro spelljamming vessels are invariably war-
tipedes involves spelljamming helms. Although ras-

253
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ships. Their shipboard weapons are oriented for scro use starwheels and other firearms.
quickly grappling with enemy ships so that hand-to- In addition to the usual weapons, a scro can bite
hand combat can begin. While the scro are excellent with its powerful jaws for l-3 points of damage. Scro
strategists, and they do use ranged weapons such as consider it to be especially glorious to kill an enemy
bombards and ballistae, their preference for close with their teeth. and will often finish off wounded
combat often leads them to make costly heavy as- foes with a savage bite.
saults rather than sniping attacks. Scro receive a +l on Strength due to their strong
Currently, scro are rare among the Known muscles and enforced discipline.
Spheres. Their homeworld is not known, and contact
with them has been sporadic, but usually violent.
The scro led the other humanoids in the recent Sec- XiXChiI
ond flnhuman War, and their goal seems to be noth- Xixchil are six-limbed insectoid beings with body
ing short of destroying all elves and conquering the structures much like that of a praying mantis. Their
Known Spheres. restricting all nonscro (including forward limbs are long and hook-like, with sharp re-
other humanoids} to the planets. tractable blades, while their center pair of limbs are
Scro may be clerics (maximum 5th level), fighters smaller, and are often fitted with delicate mechanical
{maximum I5th level), mages (maximum 5th level), manipulators.
or thieves (maximum I2th level). Scro war-priests The xixchil decorate themselves through surgical
are always multi-classed clericiwizards. Scro clerics modification (see the Body Manipulation special pro-
receive spells from the spheres of All, Charm. Com- ficiency described later}. A typical xixchil will have
bat, Elemental, Guardian, Healing, Protection, and gems, jewels, and precious metals fitted to its exo-
Summoning. skeleton and formed into exquisite and unique
The scro speak a twisted, ancient version of orc- shapes
ish. Many also know elvish: this is because their The overriding xixchil philosophy is "survival of
codes urge them to learn the tongue of their ancient the fittest." Each individual is expected to improve
enemy, so they can tell the elves who is destroying itself through study and surgical modification. Xix-
them when the time comes. They can speak com- chil surgeons can accomplish amazing transforma-
mon, but it is not generally taught on the scro home- t.ions, allowing each xixchil to be a nearly unique
world. (Player character scro should always speak being.
common, however.) In addition, they may speak oth- This philosophy extends to xixchil morality as
er languages at the DM's discretion. The number of well. An individual's allegiance is first to itself, then
languages they speak is governed by their Intelli- to its family, and finally to society. Xixchil adventur-
gence (see Table 4 in the Piagers !-iandboolr} or by ers will sometimes accord their party-mates the sta-
the number of proficiency slots devoted to lan- tus of "family," but the xixchil are rarely willing to
guages (if the optional proficiency system is used}. sacrifice themselves to help even then.
Scro, like their orcish forbearers, have infravision, Adventuring xixchil wander the universe, seeking
and can see up to 60' in darkness. They are less both- ever more prestige through experience and discover-
ered by daylight than orcs, however, and suffer no ing more and more utilitarian "treasures." Xixchil
penalty from it. aesthetics are much different from those of humans
Scro are generally fully armed and armored, and and demihumans, however. The xixchil find as much
can use any weapon humans can. They generally beauty in an efficient killing machine as a dwarf does
wear studded leather armor but will also wear heavi- in a well-fashioned piece of jewelry.
er armors, particularly chain mail and splint mail. Xixchil can be fighters (maximum of l4th level),
They prefer slashing and hacking weapons; wealthy

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thieves (maximum of l5th level), or mages (maxi- combat. Each mantis-warrior can construct a
mum of 5th level). They may be multi-classed person-specific poison from its own body secretions.
fighter!thieves but may not otherwise adopt multiple To do this. the xixchil must first taste the victim; usu-
classes. ally. this is done by licking one of the xixchifs weap-
The xixchil use mandible clicks and spoken words ons after a successful attack. One round later, the
to augment their gestures with abstract subtleties. xixchil's saliva becomes a deadly injective poison
Their language is related to that of the rastipedes, (Type X).
but it is a different tongue. They can speak common Xixchil deliver this poison either by biting (for ld4
and other human and demihuman languages as well. points of damage) or by spitting the poison onto the
Xixchil exoskeletons are very tough, providing finger-blades on their forelimbs. A successful hit
them with a base armor class of 5. Like rastipedes, with either forces the target to save vs. poison at -4.
xixchil cannot wear armor, but xixchil fighters may A successful save indicates that the poison was inef-
have metal protection affixed to their bodies by sur- fective, and the xixchil can never again attempt to
geons up to a maximum of AC - 4. Costs for surgical poison that. creature. If the victim fails to save
modifications up to AC I are double that of equiva- against poisoned finger-blades. the poison doubles
lent human armor; costs for AC 0 and better add an the damage from the xixchil's blow. On a successful
additional 4,000 gp for each armor class level. (Thus, poisoned bite (which injects a more concentrated
full plate, with a base armor class of l, costs 8.000 version of the poison), the xixchil's target takes a
gp. Surgical armor of AC 0 costs l2,000 gp; AC — I number of hit points of damage equal to the xixchil's
costs I5,000 gp. and so on to a maximum of 28,000 total hit points. Any damage t.aken from a xixchil's
gp for AC —4. poison is effective immediately.
Similarly, the unmodified retracting blades on xix- Alternatively, the xixchil can choose to secrete a
chil forelimbs can attack as a glaive-guisarme (2d4 personalized anesthetic. If the victim fails a saving
hp vs. small to medium opponents, 2d6 hp vs. large throw vs. poison, the anesthetic paralyzes the victim
opponents). The xixchil may attack with both fore- for I-6 turns. The anesthetic, however, is ineffectual
arms without penalty for two-handed combat, as if against creatures of Large size or larger, or creatures
they had the Ambidexterity weapon proficiency (see with more hit dice or levels than the level of the xix-
Chapter 5 of this book). chil.
Xixchil fighters may also surgically add up to two The xixchil may only secrete poisons or anesthet-
additional attacking limbs: special limbs in the form ics a maximum of three times per day {total}. Outside
of maces, blowguns, mancatchers. or other weap- of the xixchiI's body the secretions last only I0 turns
ons. These limbs cost five times what the equivalent before they break down and becomes useless.
weapon would (see the Piagers Handboolr, Chapter Xixchil add l to t.heir Dexterity (for their graceful
6}. Llsing these additional limbs along with the fore- movements and precise central limbs) and +l to
arms invokes penalties as if two weapons were being their Constitution (because of the rigors of the win-
used (see the Plagers Handbook. Chapter 9. "Attack- nowing process of xixchil youth). However. they sub-
ing with Two Weapons"). Higher-level fighters get tract 2 froin their Charisma because of their
multiple attacks with one limb (including those add- self-centeredness.
ed through body modification), just as if a weapon
were being used, plus one additional attack per extra Body Manipulation (special proficiency}
limb. Note, however, that xixchil may not use normal 2 slots, Wizard
weapons; they may employ only their original fore- Dexterity. -3 modifier
limbs and any body modifications.
Xixchil have one additional capability of note in

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This proficiency is restricted to xixchil, as they are ll Loss of limb: patient loses one arm.
the only race with sufficiently precise Dexterity to ' Susceptibility to poisons: Patient suffers a -2
even attempt this difficult skill, or the glands needed penalty on all saving throws vs. poison.
to secrete the required chemicals. It Weak bone structure: Patient suffers double
This proficiency allows the character to perform damage from all bludgeoning weapons.
bodily modifications on others. Using this proficien- ' Poor clotting: Patient suffers double damage
cy, the character may modify a patient's body from all cutting weapons.
through a combination of surgery and chemical Special note: This proficiency can change the very
changes. The following features may be added to a tenor of the game, by converting the characters from
human or humanoid body: relatively normal adventurers to freaks. The DM
Enhanced strength: The patient gains three should carefully consider before allowing a player
points of Strength. (Each point of Strength above I8 character to have access to this proficiency.
adds 10% to exceptional strength.)
Enhanced constitution: The patient gains three
points of Constitution. Other Characteristics
Enhanced dexterity: The patient gains three The other characteristics of player characters,
points of Dexterity. such as name, gender, right-or left-handedness, etc.
Flight: The patient gains large wings which enable are determined in the same way for nonhuman char-
him to fly at 24" with maneuverability class C. acters as they are for humans and demihumans. For
Body armor: The patient gains a tough outer shell those who prefer randomly determining height.
which acts as AC 2. weight, starting age, and life span, the appropriate
Embedded weapons: The patient gains an extra information be found in Tables 4-6.
limb which is shaped like a weapon (patients choice)
and has all of the combat features of that non-
magical weapon. Thlevlng Abilities
infravision: The patients eyes are modified so All of the nonhuman races (except dracons) have
that he can see in the dark as an elf. some members who are thieves. Table ? gives the
thieving skill adjustments for the various races de-
Only one modification can be performed on any scribed in this book.
patient, and all modifications are permanent. More-
over, the patient loses five points of Charisma for un- Table 4: AVERAGE HEIGHT AND WEIGHT
dergoing the modification; this loss is also
permanent. (XixchiI are notorious for favoring func- Height in Inches Weight in Pounds
tion over appearance.). Race Base Modifier Base Modifier
Dracon 72!72 2dlO 600!600 fidl '3
Performing such an extensive modification takes
Giff l02!l00 lcll0 620!500 3dI 3|
a minimum of two weeks, plus one week per point of
the patients original Constitution score under I2. Grommam 50!50 2dlO 340!240 8 d2 cl
Hadozee 78!75 2d6 I80! I 60 3 dl F3
The patient must also make a system shock roll to
Hurwaet 72!72 Idl2 220!220 5dI Cl
survive the treatment.
Lizard Man 60!60 2dl2 I 50!] 40 3 dll
The patient must also make a saving throw vs.
death magic to avoid a horrible loss. Should this sav- Rastipecle 44 ld8 220 5dlI...
Scro 60!60 3dl0 250!240 4 dl I [_]_'.l_'.'l
ing throw fail, the DM may choose from one of the
&I

Xixchil 60 2dlO l40 4dl'.._'J


following negative effects (or make up a new effect):
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Table 5: AGE Table 6: AGING EFFECTS


Starting Age Max. Age Range Middle Age‘ Old Age“ VEHETBDIB3
Race Base Age Variable (Base + Variable) Race (‘ls Base Max.) (=13 Base Max.) {Base Max.)
Dracon I5 ld8 I25 +3d2O Dracon 62 years 83 years I25 years
Giff Id6 60 +2d8 Giff 30 years 40 years 60 years
Grommam ld4 90 + 2d20 Cirommam 45 years 60 years 90 years
Hadozee 3d4 90 + 2d20 Hadozee 45 years 60 years 90 years
Hurwaet 2d6 250+5dl0 Hurwaet 125 years I6? years 250 years
Lizard Man 2d6 350+2dl0 Lizard Man I75 years 233 years 350 years
Rasdpedes 3d4 100+ ld100 Rastipedes 50 years 67 years I00 years
Sc ro ld8 70+3d8 Scro 35 years 4? years 70 years
Xixchil 2d6 100+ ldl00 Xixchil 50 years 67 years I00 years
_' —I Str!Con; +1 Int!Wis
f -2 Str!Dex; -l Con; +1 Wis
1 ~"I Str!Dex!Con; +I lnt!Wis

Table 7: THIEVING SKILL RACIAL ADJUSTMENTS


Race PP OL F!RT MS HS DN |ii'L
Giff — +5‘l!n +l0% -5% -5% — -zest +5{'i'il
Grommarn +l0% -5% -5% —- -- +25% _5q,g

I-laiilrizee +5% +5fl*'o 'I'5% "5Llb — —


Hurvvaet — ‘I"5'l!h 'I'5% 'l'5% “Sffii — - I0flii 'f"5rl-‘ii
....5I}&|
Lizard ivlari _5% _5% — ‘f'II_>I’i'ii 'I'C)q"ii ‘I"5Il"ii
Rastipedes —5% +IO[2f'i _bI:i‘i'l ‘bill? "'_3[.II'i'Tli +IU%
Scro ‘I'5q"b '-' ‘I'5'3‘i'i — ‘I'IClflh -bffib —5Il'b -I'l33ii.i
lfixiiliil +5% -f-5% +IOll‘h "blfb -5% ‘I'5flb —IO% “bflii
‘These races cannot lift their body weight using their arms alone.
Their bodies must be supported or braced if arms and forelegs are used to climb.

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I n this chapter we're going to show you how to indi- When designing a new character, first determine
vidualize your spacefaring character by choosing the character's ability scores, race, class, and align-
a kit. There are kits for each of the four major class- ment. Then choose a kit for the new character. After
es: warrior, mage, priest, and rogue. A kit is a collec- choosing the kit and recording the information on
tion of skills, proficiencies, advantages, and the character sheet, continue with the character's
disadvantages used to help define a character's per- proficiencies, money and equipment, and other per-
sonality and background as well as his role in the tinent information.
campaign.
DUNGEON MASTER“ Choices
Kits and Character Creation Before allowing players to choose kits for their
Kits are entirely optional—a character can easily get characters, the DM should look at each kit and con-
sider several factors.
along without one. But a player who wishes to add
detail to his character may choose a kit when the is this kit appropriate to the campaign? Not all kits
make sense for every campaign. lf the campaign has
character is first created. Only one kit may be select-
ed for a character. no evangelical religions, the DM should not allow
It is possible to incorporate these kits into existing players to choose the Evangelist kit. Space is big,
campaigns, providing the players and the DM can however, and Di‘/is may wish to be more lenient here
than in a groundling campaign.
agree on which kits are appropriate. A kit must be
compatible with a character's past actions, his back- Do the players need more in,formation about a iritil‘
The DM might want to furnish players with addition-
ground, and his established personality traits. For in-
stance, if a wizard has been played as a forthright al background about a particular kit. For instance,
she might tell them that '.n her campaign, Astrono-
quester after ultimate truth, it makes little sense to
assign him the lmposter kit. mers belong to the Stellar Exploration Society, a
Once a particular kit has been assigned to a char- multi-sphere organization with high dues but an eit-
acter, it cannot be changed. However, the character cellent reputation.
Are ang changes to the kit necessary?‘ The DM is
can later abandon it if he wishes, giving up all bene-
fits and hindrances. Bonus proficiencies (see below) free to make changes in the proficiencies, hin-
are not forfeited, but they must be “paid for" when drances, and other components of the kits to make
the character acquires new proficiency slots. them compatible with his campaign. The players
should be informed of any such changes before they

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choose kits for their characters. them as bonuses at no charge.


Some nonweapon proficiencies are recommended
but are not given as bonuses. In such cases, most
Kit Organization characters who take the kit should take the profi-
The following sections contain kits for warriors ciency. but they are not required to. if a character
{including paladins and rangers), wizards (including takes a recommended proficiency, she spends the
specialty mages), priests (including druids and spe- normal number of available proficiency slots.
cialty priests of specific mythoi), and rogues (includ- Equipment: Some character types tend to use spe-
ing bards). Within each section, the kits may be cific equipment. Others have limitations or restric-
found in alphabetical order. tions on what they can acquire or use. This entry
Each kit consists of a variety of elements: details the equipment employed by characters using
Description: This section explains the cultural this kit.
background, appearance, and manner of characters Special Benefits: Most kits grant special benefits
associated with this kit. It also lists any requirements to characters. Often, these benefits are defined as
necessary for characters taking the kit. Suggestions special reaction bonuses when encountering certain
are also given for how a character might abandon the classes of society, or as special rights in specific cul-
kit tures.
Role: This section describes the role of a particu- Special Hinclrances: Each kit also carries certain
lar character in his society and campaign. For exam- disadvantages. These may be reaction penalties or
ple, the Missionary has a different cultural role than cultural restrictions.
the Crusader, even though both are priests. Wealth Options: Some character types have spe-
Secondary Skills: lf you're using the secondary cial rules regarding their wealth. Usually, these rules
skills rules from the AD8D':'i-' 2nd Edition game, a kit specify differences in the amount of money received
may require a character to take a specific skill in- when the character is created and limitations on how
stead of choosing it or rolling randomly for it. (When the money can be spent.
choosing kits for characters, we suggest you use the Races: If a kit is not available to particular races.
weapon and nonweapon proficiency rules instead of this will be noted here. Unless the DM makes excep-
the secondary skills rules.) tions for his campaign, humans can choose any of
Weapon Proficiencies: If you are using the weapon the kits.
proficiency rules, this entry indicates which weapon
proficiency is required for characters taking this kit. A Note About Reaction
In some cases, a specific weapon proficiency is re- Adjustments
quired; in other cases, a weapon proficiency can be
chosen from a list of recommended proficiencies. Several of the kits receive reaction benefits and pen-
Nonweapon Proficiencies: If you are using the alties as part of their special benefits and hindrances.
nonweapon proficiency rules, this entry indicates As noted in the Players Handbook (Chapter 1}. char-
whether specific bonus nonweapon proficiencies are acters with very high or very low Charisma receive
provided for characters taking this kit. If a kit pro- "reaction adjustments." A character with high Cha-
vides Astrology as a bonus, the character gets that risma gets a bonus (expressed as a plus, such as + 3).
proficiency free in addition to the slots he is normal- while a character with low Charisma gets a penalty
ly granted. Even if such proficiencies belong to (expressed as a minus, such as -3). The plus and mi-
groups that would normally not be available to the nus signs should not be interpreted as arithmetic in-
character without extra cost, the character still gets structions, however. When rolling 2dlO for

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encounter reactions [see Table 59 in the Diingeori ularly those who are pirates on the side, do not stop
l‘==iasier's Guide}, add penalties and subtract bonuses at their official borders. Their ability to get away with
from the die roll. If the character has a Charisma of their activities depends on their strength and speed.
l6, thus receiving a +5 reaction adjustment. sub- Role: Corsairs are the law in wildspace. When op-
tract that number from the die roll; do not acid it. erating as agents of the law, stopping true smugglers
Otherwise, a character with high Charisma would get or pirat.es, they are respected within their sphere,
a worse reaction from the NPCs than would a charac- and sometimes in other “nearby" spheres. When
ter of low Charisma. they engage in piracy under cover of their police
powers, they are reviled. One's opinion of a Corsair
depends on whether you are the beneficiary or the
Warrior Kits victim.
Some of the following warrior kits provide weapon Fighters, rangers, or even paladins may be Cor-
specialization to paladins and rangers as well as to sairs. To become a Corsair, the character must con-
fighters. Di‘-its should note that this is an optional rule vince his home nation of her ability to act as an agent
from PHBR l The Coinpiete Figiittiris Haridbririir. If the in the freedom of space. This generally requires a
BM feels that it is not appropriate to his campaign, Strength of at least l2, a Wisdom of [U or more, and
he should feel free to forbid these subclasses from a Charisma of 14 or more.
receiving the benefits of weapon specialization. To abandon the Corsair kit. the character rni.ist re-
nounce his commission. Renouncing the commis-
sion may be a crime {if the character was already in
Corsair trouble for abusing his commission} or a respected
Description: The Corsair is a roving warrior, sail- retirement from the duties of service. The Corsair
ing the spacelanes seeking pirates and other crimi- rriust be in his home port to renounce the kit, and it
nals Corsairs are semi official agents of the law of takes one month in port to process the paperwork.
their systems (or perhaps of only a single nation Secondary Skills: Required: Navigator.
within the system) traveling under letters of marque Weapon Proficiencies: None required or recom-
with authorization to attack and board suspicious or mended.
known criminal vessels and bring the booty home Noriweapon Proficiencies: Bonus: Heraldry
Corsairs are the customs agents border patrol [Space]. Reconinierided: Navigation (Wildspace],
and first line of defense for many spacefaring worlds- Spacemanship.
When entering a sphere with spacefaring civiliza- Equipment: The Corsair may buy whatever equip-
tions the Corsair is often the first character you ment he chooses, keeping whatever money is left
meet oven
Despite their legal role Corsairs are not always Special Benefits: Corsairs have the right, under
lawful. They pursue their enemies (who may merely letters of marque, to legally stop any ship within
fly the flag of a rival nation}, capture their ships and their home port's sphere of control. "Home port"
treasure, and return a portion (sometimes a smali need not be a planet; it could be a fixed base or even
portion} to their home nations. a fleet mothership. Within the sphere of control, the
Corsairs' letters of marque lose significance the Corsair may legally stop vessels, board them, assess
farther they get from their homes. Generally speak- customs duties, and seize contraband.
ing, a Corsair's right to intercept other vessels termi- Contraband may be any item that is illegal to im-
nates at the edge of his home sphere. {In spheres port or export, or an item for which the proper taxes
with multiple spacefaring civilizations, the zone of have not been paid. In addition, at the Di"-Ts discre-
control may be even smaller.) Some Corsairs, partic- tion. there may be certain enemy nations whose

@@
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ships are always confiscated {such as the neogi}.


Of course, not every ship is going to peacefully
Crusader
await boarding. A neogi deathspider is unlikely to Description: Crusaders are religious warriors,
quietly acquiesce to such an action; if the neogi do bringing the sword and the truth to the heathens of
allow boarding, a Corsair captain can be assured of the Hnown Spheres. They are the worldly might that
an ambush. The only real meaning of this power is supports the spiritual realm of the gods.
that law-abiding ships will comply, and any hostile Some Crusaders are proselytizing conquerors who
action taken against other ships will probably be seek to bring all the beings of space beneath the gov-
supported by the Corsairs commanders back home. erning umbrella of their true religion (whichever one
Corsairs keep lU‘?'s of the contraband cargo seized that is}. Others are pious defenders of the faithful
and taxes collected to pay expenses and reward the who act only to guard members of their religion in
crew. Some Corsairs withhold more than lU“i’s, risk- far-flung outposts across the spheres.
ing discovery and prosecution. Role: The Crusader is the military arm of his reli-
Special Hindrances: The Corsair must return to gion. He is not a lone warrior for his god: he is part of
his home port regularly (at least every six months} to an organized force of warriors dedicated to ensuring
report on his activities, and of course must give 90% the continued growth of their religion through mili-
of the value of cargoes and ships he seizes to his tary power. It is the Crusaders job to ensure that his
command at that base. religion achieves its worldly goals. Those goals may
In addition, the home base may choose to send the be expansive or defensive, depending on the reli-
Corsair on missions that he must undertake. The gion's philosophy and leadership.
cost of mounting the mission (including paying her Paladins are natural Crusaders, although an ail-
crew] is borne by the Corsair, although as with all of paladin Crusader unit is extremely uncommon.
her other activities he may keep 10% of what he Fighters may also be Crusaders, and indeed most
finds. Crusaders are fighters—it is a rare character who can
Finally, Corsairs are obligated to defend the home fuifiii all obligations of paladinhood. Rangers work
base. This can be a great disadvantage when the more independently than the typical Crusader, so
neogi show up and the Corsair would much prefer to they are unlikely to take this kit.
head for safer climes. To be a Crusader, the character must have a strong
Wealth Options: Corsairs are generally richer than religious belief. He must also demonstrate basic
most spacefarers, as their activities bring in more competence as a warrior, evidenced by Strength and
cash than other spacefaring occupations. Corsairs Constitution scores of 12 or better.
roll -ildfi is l-Z} gp to determine their initial wealth. Abandoning a Crusader kit involves not only legal
Races: Any human or demihuman may be a Cor- obligations but also a crisis of personal faith. Cru-
sair. Dracons, lizard men, and rastipedes may also be saders have dedicated their lives to their religion,
Corsairs. Giff and hadozee rarely work as indepen- and abandoning that commitment is not trivial.
dent Corsairs, although they are often found as crew- To abandon the kit, the character must notify his
members working for Corsairs of other races. Scro superior in writing (resignation at part.icularly crucial
view their naval forces as Corsairs, enforcing their or dangerous times may be considered desertion}.
dominance across the linown Spheres, while the xix- The character loses all benefits and hindrances of
chil find the legal obligations of the Corsair point- the kit immediately. In addition, the character suffers
less. Cirommams and hurwaeti are never Corsairs. a -l penalty on all attack rolls until he has gained
two experience levels after resigning, to reflect the
character's uncertainty and remorse.
While gaining those two experience levels, if the

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character wants to resume his life as a Crusader, he chased, Crusaders may purchase any other equip-
may reapply in person to his former commander and ment they desire.
make a Charisma check. Only one check is allowed, Special Benefits: The Crusader has two special
however. and if this is failed the character is forever advantages:
ostracized. If the check succeeds, his hindrances re- First, he gets a free weapon specialization. He
sume immediately and the character no longer suf- must choose from the specialty priest. weapons for
fers the penalty to attack rolls. but the benefits of the his religion. Note that the character must purchase
kit do not resume until he achieves two more experi- proficiency with the weapon: only the extra profi-
ence levels. ciency slots for specialization are granted free. if you
Once the character has achieved two experience are using the optional rules in the Coriipiete Fight'er's
levels without petitioning for return to the unit, he no Handboolr. this specialization is also available to pal-
longer suffers the penalty to attack rolls, but he may adin and ranger Crusaders.
never return to his crusading life. Second, the Crusader has the backing of his faith
Any character who quits the Crusaders suffers a and can turn to his superiors for assistance. Al-
-2 reaction roll from any Crusader who recognizes though the DM must adjudicate how this affects play,
him as a former member. the Crusader can count on his faiths emotional
Secondary Skills: The Crusader may roll or support—and perhaps even financial support—if he
choose secondary skills as normal for the campaign. wants to pursue a goal consistent with the goals of
Weapon Proficiencies: Crusader units require skill the religion.
in their specific weapons. The Dbl must decide which Special Hindrances: The primary hindrance of the
weapons are appropriate to each unit. These will Crusader is his duty to his religion and his superiors.
generally be those used by specialty priests of the Naturally, the faith makes many demands on its
deity; see PHBFE3 The Complete Priest "s Haridbrit:-it for faithful warriors. if the Crusader is a common sol-
a list of weapons appropriate to each religion. Once clier, hes subject to the orders of his officers. If the
the minimum required weapon proficiencies have Crusader is a military officer, hes subject to the or-
been taken, the character may use any remaining ders of his superiors and the priesthood, and bears
weapon proficiency slots as permitted by his class. the added stress of having to look after his men
Honweapon Proficiencies: Bonus." Religion. Rec- whenever they're engaged in military action.
oiiiriieii-;ieri.' Any nonweapon proficiencies recom- Also, many faiths do not restrict their requests to
mended for specialty priests of the religion. simple military actions. Crusaders (particularly
Equipment: Crusaders must purchase the weap- uniquely talented ones like PCs) are sent all over the
ons and armor used by their unit, as determined by Known Spheres on special quests and adventures.
the Di"-"l. Often, pay for these assignments is nothing more
Although Crusader units use the weapons of the than the monthly pay-ration and a verbal "Well
specialty priests of their religion, theyare not limited done" from the Crusaders immediate superior.
to the armor of priests. If specialty priests are unusu- Wealth Options: The Crusader receives the stand-
ally limited in armor (no armor or leather armor on- ard 5d-ii Iii If} gp to start. However, like a priest, once
lyl. Crusaders will be partially limited (to scale mail, all purchases are made, the Crusader must return all
for example}. If the specialty priests are only partially but two or three of his remaining gold pieces to his
limited (to scale mail or less}, the Crusaders can wear superiors (since his equipment is supplied by his or-
any armor. However, due to the expense, few Cru- ganization}. Also like priests, Crusaders cannot lend
sader units wear plate armor of any kind; chain mail any of their initial funds to other characters.
is far more common. Races: Any human or demihuman race may have
Once the mandatory equipment has been pur- Crusaders. {Units of Crusaders connected with the

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elven Imperial Fleet are feared throughout the and are more willing to depend on themselves than
linown Spheres.) The scro have military organiza- any whims of fate or pleas to fair treatment. They are
tions but do not seek primacy of religion so much as pragmatic and sometimes seen as unnecessarily
primacy of their species. Of the other nonhumans, heartless by their more civilized brethren, but they
only the grommams have the military aspirations are generally not unnecessarily cruel.
and organized religion to create trained units of war- The Frontiersman often represents his civilization
riors. in first contacts with new races and peoples. While
most Frontiersmen toil their whole lives without dis-
Frontiersman tinction, a few discover one of the many natural
troves of space (uninhabited worlds with rich re-
Description: The Frontiersman is the explorer of sources), becoming wealthier than the wealthiest ad-
the Known Spheres, expander of the reach of the venturer.
spaceborne, and discoverer of new worlds. The Fron- Role: The Frontiersman is the explorer, expanding
tiersman lives at the fringes of civilized space, tam- society's horizons for the good of his soul (and for his
ing worlds and finding out what lies just beyond the profit, of course). Without Frontiersmen, the Known
phlogiston. Spheres would not be known, and the many uninhab-
Frontiersmen tend to be solitary or bound into ited worlds of space would sit idle.
tight-knit groups. As a rule, they distrust strangers Frontiersmen are almost always the first beings in

E355
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any sphere, but they rarely stick around for long. (Warrior) Animal Lore, Endurance, Hunting, Moun-
Once real bases have been established, the local taineering, Running, Set Snares, Survival (ariy type);
wildlife has been pacified, and settlers have arrived, {Wizard} F-tlanetology.
the Frontiersman moves on. A story is told of a Fron- Equipment: The Frontiersman may use any weap-
tiersman who left the sphere he had discovered be- ons on the list of weapon proficiencies, so long as
cause there were now too many people in it. He had they are permitted to his class. He may use no armor
seen four people in one year! better than chain mail, although he may also use a
Rangers are the most common type of Frontiers- shield. His clothing should be practical rather than
man. However, warriors may also select this kit. Pala- ornamental, and he should spend most of his money
dins are bound to the religious and social life of their on equipment and provisions.
societies and may not take this kit. Special Benefits: The Frontiersman is best suited
The life of a Frontiersman is a difficult one. Char- for life on his own. Although he will adventure {in-
acters wishing to take the Frontiersman kit must deed, his entire life may be deemed an adventure),
have a Constitution of at least 15. he is at his best when working by himself. Thus, a
Frontiersmen rarely "go civilized," preferring to Frontiersman gets +2 to attack rolls when fighting
live out their lives in the solitude of exploration. The alone (without allies). This includes one-to-one com-
call of the wild is a powerful one, and some Fron- bats, solitary fights in the wilderness, and battles
tiersmen cannot shake it no matter how hard they against groups of armed thugs on city streets. if he
try. has an ally engaged with the same group of foes,
To abandon the Frontiersman kit, the character however, he loses this benefit, as he cannot fight with
must remain in a civilized region of space while gain- the ferocity that he can alone without endangering
ing three full experience levels. Each time he gains a his ally.
level, he must make a Wisdom check. Failing the Special Hindrances: Frontiersmen are distrustful
check sends the Frontiersman back out into the of authority, especially when it is organized into a
open spheres for l-3 months. At the end of that time, governmental force. This distrust manifests itself in
he may return to civilization, but he must start accu- surly attitudes, distrustful glances, and a generally
mulating levels toward abandoning this kit all over bad reputation. Frontiersmen suffer a -3 on reac-
again. This Wisdom check (and associated "call of tion rolls when dealing with government officials,
the wild") does not affect Frontiersmen who are in members of priestly bureaucracies, and other au-
civilization only temporarily and do not intend to thority figures.
give up the kit. Wealth Options: Frontiersmen generally do not
Secondary Skills: Choose one from Forester, travel into the wilderness because they started
Hunter, Trader, TrapperiFurrier. wealthy. Beginning Frontiersman characters start
Weapon Proficiencies: Frontiersmen generally do with 4d-fl it IO gp for their starting funds.
not fight as part of a military unit, so they do not use Races: Of the human and demihuman races, hu-
purely military weapons. Thus, they must choose mans and elves are most likely to take up the solitary
from battle axe, blowgun, bow (any type), club, dag- life of the Frontiersman. There are occasional half-
ger, footman's mace, handithrowing axe, harpoon, lings who travel deep into the wilderness, but
javelin, knife, quarterstaff, sickle, sling, spear, sword gnomes and dwarves are generally too clannish to
(any type), trident, warhammer, whip. abandon their friends and families so completely.
Honweapon Proficiencies: Bonuses: Direction Of the nonhumans, neither dracons, giff, ras-
Sense, Tracking. Recommended: (General) Animal tipedes, nor hadozee are likely to travel so far from
Handling, Blacksmithing, Fire-building, Fishing, their family groups. (A lone dracon is considered in-
Languages (Modern), Swimming, Weather Sense; sane by his fellows.) The hurwaeti and lizard men oc-
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casionally spawn Frontiersmen, however, and these sign his place in the military forces. Doing this at a
are often more intelligent than their gregarious crucial time may cause the character to be brought
brethren. The scro are too packlike to pursue this up on charges of desertion. Most Marine organiza-
kit, but the xixchil enjoy the challenge and prestige tions require the commander's consent before a res-
inherent in pitting themselves against an entire ignation is approved, and such resignations will not
world. be approved for frivolous or cowardly reasons.
Secondary Skills: Required: Armorer
Marine Weapon Proficiencies: Required: The Marine must
take proficiency in the weapons of his unit. The spe-
Description: The Marine is the soldier of ship- cific weapon depends on the unit's preferences; com-
board life. Marines are trained in the arts of war monly they will include a missile weapon, a polearm
aboard ship: repelling boarders (or boarding another (for warding off boarders), and a sword or cutlass.
vessel), operating large weapons, and engaging in Many units also require proficiency in at least one
the tactics of ship-to-ship war. large weapon.
Not all Marines are line soldiers. In most military Space Marines may not. train in horseman's weap-
organizations, Marines have their own hierarchy of ons (horsemans flail, mace, or pick), nor may they
command, parallel to the command of the regular study non-military weapons (blowgun, mancatcher.
shipboard personnel. The Marine commander is sub- scourge, sickle, trident, or whip).
servient only to the ships captain, and has consider- Honweapon Proficiencies: Bonus: Spacemanship.
able independence in how he conducts his affairs. Recorrirnended: (Warrior) Armorer, BowyeriFletcher,
Famous Marine organizations include the Kintiara Navigation, Weaponsmithing.
ofthe elven imperial Fleet (which many believe to be Equipment: Marines must first purchase their
the finest force of Marines in the Known Spheres), equipment, which is fixed by their unit. lf, for exam-
the Scro Brethren of the Knife (who man the dread ple, their unit uses a halberd and fights in studded
scro battlewagons), and the Wing Jen Sen of the leather armor, then the Marine must purchase (and
Shou dragonships. The giff military considers all maintain) a halberd and a set of studded leather ar-
their troops to be Marines. mor before purchasing anything else.
Role: Marines serve organized military space na- Special Benefits: Marines receive a free weapon
val forces, providing the muscle for hand-to-hand specialization in one of the unit's weapons. The char-
battle. They also serve aboard merchant vessels as acter must pay the base proficiency for the weapon,
security officers and as tactical commanders in time but the character then gets specialization for free.
of battle. The player must designate which weapon is receiv-
Fighters make the best Marines. The specialized ing the specialization before play begins. it is not
skills of the ranger and paladin are not of much use permissible to switch the specialization around; it
in the typical tasks of the Marine. Rangers will find applies to only one weapon.
life aboard ship and under command too confining; Special Hindrances: Marines are required to re-
paladins will find it difficult to demonstrate service main with their units. This means that they may not
to their god while serving as a hired sword. travel freely, and as a result do not have a lot of time
To become a Marine, the character must have a for adventuring. Moreover, as with other kits, the Ma-
minimum Strength of I2, Constitution of l3, and In- rines duties are not always safe, and the Marine may
telligence of il (Marine forces are generally elite, be ordered into a perilous situation; the character
and do not accept those of below-average intelli- cannot refuse.
gence) Wealth Options: Marines receive the usual
To abandon the Marine kit, the character must re- amount of starting money (5d-fl it 10 gp}. However,

E35
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they receive a 50% discount when purchasing the Merchant has to be.
equipment required by their unit, because they are To be a Merchanl—a successful one—a character
able to purchase it directly from the unit. must be able to follow the intricacies of the markets
Races: Of the demihuman races, elves have by far of the Known Spheres. He must know the value of
the most famous Marines. Elven warriors are noted commodities in various markets, and how to move
for their skill and tenacity. Dwarves, gnomes, and each from a low-value market to a high-value mar-
halflings do not maintain a separate organization of ket. This requires lntelligence of I2 or greater.
Marines, and few of these beings specialize in ship Ouitting the Merchant kit is easy, and it conveys a
defense, so they are rarely Marines. unique benefit as well. All Merchants have a cargo
Of the nonhumans, giff are the prototypical Ma- (see Special Benefits) that represents their current
rines. In fact, it would not be unreasonable for every investment. To abandon this kit, the character mere-
giff in a campaign to take this kit. The scro also ly sells all of that cargo. The character loses the ben-
maintain an elite fighting force, but its impact (aside efits of the kit, although the hindrances still remain.
from the occasional raid) on the Known Spheres is After gaining three experience levels without traf-
limited because the scro have so few ships. Most of ficking in cargo, the character loses the hindrances.
the other races do not maintain separate Marine Secondary Skills: TraderiBarterer.
forces. Rastipedes find the idea of a career as a pro- Weapon Proficiencies: Any allowed to the class.
fessional warrior disturbing. although Merchants tend to use one-handed weap-
ons (as they are more easily concealed in hostile
Merchant ports).
Nonweapon Proficiencies: Bonus: Appraising.
Description: The Merchant is the bearer of com- Recominenried: (Cieneral) Etiquette, Spacemanship;
merce among the Known Spheres. Merchants travel (Warrior) Gaming, Navigation (Wildspace), Naviga-
from world to world and from sphere to sphere, buy- tion (Phlogiston): (Wizard) Planetology, Readingi
ing and selling their cargoes. They thrive on the dif- Writing.
ferent needs and desires of the many inhabitants of Equipment: Merchants may purchase any equip-
the spheres. ment consistent with their class. In addition, they re-
Merchants are not all venal profit-seekers-—-but it ceive their cargo (see Special Benefits).
helps. The risks of interworld commerce create a Special Benefits: ln addition to the normal money
narrow opportunity to make a profit, and it takes received by every beginning warrior character
many such profits to offset a long string of losses. (5d4Ii< I0 gp), the Merchant receives a cargo. This
Still, the Merchant plies the spacelanes, looking for a cargo could be gems, jewelry, spices, nonmagical
little piece of the action. texts, or more normal goods. The precise nature of
Role: Merchants are the lifeblood of a thriving spa- the cargo is unimportant. Asa rule, however, each IO
cefaring civilization. Once you have entered the units of cargo consumes one ton of cargo space
heart of the Known Spheres it is the Merchant who aboard ship.
maintains the majority of the traffic between the A beginning Merchant starts with three units of
spheres Merchants are not only conveyors of goods cargo. The cargo has the following properties:
they carry information and passengers from sphere I Every time the Merchant enters a different port,
to sphere and help convert the spheres from wild he may buy and sell cargo. The exact cargo ex-
space to a community changed is not important. As a result of the ex-
Only warriors may be Merchants. Paladins are too change, the Merchant makes ldfi gp profit per unit.
devoted to religious principles to be motivated by of cargo. (Thus, a new Merchant earns 3d6 gp profit
profit, and rangers are not generally as social as a every time he changes ports.) The DM may reduce or

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even eliminate this profit if he feels that the two ports man and hurwaeti Merchants roll ld-fl per unit of car-
are close enough together to make such trading uri- go for profits in nonreptilian ports. Conversely,
profitable. nonreptilians—-except the rastipedes—-roll ld4 per
A Merchant may also buy and sell without travel- unit for profits in reptilian ports. Cliff military rank is
ing. If so, he earns the ld6 gp per unit of cargo each not awarded for mercantile activities, so they do not
month. become Merchants. The scro have no interest in in-
I A Merchant may add to his cargo by investing tersphere trade, and the xixchil do not have enough
money. As a rule, each 50 gp invested will purchase interest in wealth to spend their time in its pursuit.
one additional unit of cargo. This cargo may then be
used for further trading in the next port.
Ii ln an emergency, in lieu of making a profit, a Wizard Kits
Merchant may liquidate his cargo by selling it off.
Each unit of cargo sold produces ldtiit ll] gp. The Arcanist
Merchant may lose money by selling the cargo for Description: Arcanists are mage-traders who spe-
less than his investment, but it is presumed that the cialize in magical devices of all sorts, experts on the
Merchant may have to sell at a loss. various types of magical items that can be found
The Merchant is not required to sell all of his cargo within the Known Spheres. They are also avid collec-
when he liquidates. However, he must decide how tors of such items. more so than even most adventur-
much cargo to sell before making the roll. Once he ers. Arcanists are well known for interest in even the
has decided how much to liquidate, he may not liqui- most useless-seeining item, as knowledge of it may
date any more until he travels to a new port or one be valuable later in their careers.
month has passed. Beginning Arcanists take much of their cargo on
Special Hindrances: Merchants are viewed as ve- consignment or act as brokers for sales between pa-
nal even when they're not. "Buyer beware" is the trons; the high-priced cargoes are beyond their
watchword throughout the Known Spheres. Thus. means. At this level, they receive only a small com-
Merchants suffer -2 on reaction rolls when dealing mission ('llIlԤFl-) of any sale. More experienced (and
with other people in a commercial setting. wealthier) Arcanists invest their own funds in these
Wealth Options: Much of a Merchants wealth is magical treasures, traveling from world to world
tied up in cargo. Thus, Merchants receive only seeking buyers for their wares.
3d-‘ll I if] gp for equipment. Role: The Arcanist is a merchant, and as such is
Races: Any human or demihuman can be a Mer- part of the commercial activity of the Known
chant. Halflings and gnomes are more commonly Spheres. However, his cargo is rare, and he is valued
Merchants than dwarves and elves, but all demi- by his customers as much for his knowledge of magi-
human races practice trade to some degree. cal items as for his wares. Arcanists also work as con-
Among the nonhumans, the rastipedes are the sultants on newly discovered items, providing
quintessential Merchants. As a result, they roll ld8 guidance on the item's history and probable abili-
(rather than ldfi) for the profit on trading each unit of ties.
cargo. (They still receive only ldb if ll} gp when liq- Generalist mages may be Arcanists, as may any
uidating their cargoes, however.) specialty mage. However, mages of the schools of
Each dracon herd usually includes one or two Mer- enchantmenticharm and greater divination seem es-
chants. and the grommam and hadozee practice in- pecially attracted t.o the Arcanist kit. Enchanters
terplanetary commerce. The lizard men and specialize in the erichantments that create magical
hurwaeti are perhaps the most inept at such com- items, while diviners often see the study of magical
merce, so Merchants among them are rare. Lizard items as a valued specialization of their talents.

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Necromancers also are known for taking this kit. ever, Arcanists prefer slaves and daggers because
(Imagine a necromancer looting the tombs of the they are more likely to be enchanted than other
Known Spheres for magical items to selll) Of all the weapons.
schools, only conjurers are barred from the high- Nonweapon Proficiencies: Bonus.- Spellcraft. Rec-
level spells most valuable to the Arcanist—-contact‘ omniended: (Wizard) Ancient History, Languages
other plane, legend lore, uision, and foresight—so (Ancient).
they rarely take this kit. Equipment: Arcanists are not limited in the equip-
Any mage with an interest in magical items may ment they can choose. However, their dedication to
become an Arcanist. There are no special require- magical items has caused them to collect items by
ments that must be met. exploiting opportunities other characters may not
Abandoning the Arcanist kit means abandoning have attempted. As a result, Arcanists receive a
the study of magical items. Upon abandoning the magical item determined by rolling once on Table I
kit, the mage immediately loses all benefits of the of the Magical items for Character Encounters chart
kit. However, he retains the disadvantages of the kit in the second volume of the Monstrous Compendi-
until he gains two experience levels. um. Only one roll is allowed, even if the resulting
Secondary Skills: TraderiBarterer. item cannot be used by that mage. Moreover, the
Weapon Proficiencies: Any weapon normally mage cannot give this item away to his companions,
used by the class is available to the Arcanist. How- although he may use it himself, or sell or trade it for

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a fair price (the DM must approve any such ex- Wealth Options: Arcanists spend their money
change) looking for magical items. Thus, they receive half as
Special Benefits: Arcanists are experts on the his- much starting money as other mages: (ld4+ l)It< 5
tory and abilities of magical it.ems. Like bards, they fill
have a 5% chance per experience level to identify Races: Humans and half-elves may be Arcanists.
the general purpose and function of any magical Few elves are interested enough in material goods to
item. The Arcanist need not handle the item but become successful Arcanists.
must examine it closely for several hours. Even if the Of the nonhumans, the rastipedes are most at-
Arcanist is successful in his identification, the exact tracted to the Arcanist kit, as these creatures seem
function of the item is not revealed, only its general fascinated by magical items (which their own magi-
nature, history, and background. He has no idea of cal abilities are too limited to create). Scro wizardi
its bonuses and penalties or any special magical priests are rarely this self-indulgent, while the xixchil
powers, except as can be inferred from the item's his- are not so fascinated with magic in general as much
t.ory. as they are attracted to specific utilitarian items.
Arcanists are fascinated by the race of beings
known as the Arcane. They are more likely to have
dealt with those mysterious merchants than almost
Astronomer
any other character type, even if only to discuss the Description: The Astronomer is a student of the
nature of the products they sell. As a result, Arca- Known Spheres. He st.udies the spheres, the stars,
nists receive a +2 on reaction rolls from the Arcane the phlogiston, and the worlds of space. seeking the
and are more likely to positively react to an Arcane. underlying key to the mystery of creation.
Special Hindrances: Arcanists suffer several hin- In his travels, the Astronomer gains many insights
drances due to their love of magic. into the workings of the spheres. He may be a driven
1* An Arcanist will always use an enchanted weap- seeker of hidden wisdom or a spaceborne tourist,
on in preference to a nonmagical weapon, even if he sampling the pleasures of every world he visits.
does not have proficiency, so long as the weapon is Role: The Astronomer is a source of information.
legal for his class. (This does not mean he will neces- His studies and travels give his insight into the na-
sarily use a charged item in all cases.) ture of the planets and the crystal spheres, and his
it Arcanists crave magical items. If given a chance breadth of experience makes him a valued travel
to acquire a magical item, the Arcanist almost al- companion. Like any scholar, however, the Astrono-
ways takes it. If an Arcanist is offered a magical item mer is sometimes perceived as an ineffectual by-
in exchange for some service or sum of money, he stander. This is by no means universally true.
must make a Wisdom check or he will take the offer. Of all the types of specialty mages, abjurers and
(Arcanists are dangerous when let loose at auctions!) invokers are the most common Astronomers. Ab-
Extremely unbalanced offers (l,Uflf],[lflU gp for a jurers use their protective magic to enable them to
potion of uentriloquism, for example) allow the Arca- explore where others would be instantly slain, while
nist a bonus on the Wisdom check, at the DM's dis- invokers delight in the act of creation, which ex-
cretion. This Wisdom check is not required if the plains their fascination with crystal spheres. Trans-
Arcanist already possesses such an item. Thus, an muters and illusionists seek to change the nature of
Arcanist who already owns a ring oifprotection +2 is reality, either actually or temporarily, and thus are
under no compulsion to acquire another one. How- not generally interested in the wonders of space.
ever, the same Arcanist encountering a ring o,fprotec- There are a few necromancer-Astronomers, but
lion + l is required to make the Wisdom check—this these tend to be obsessed with the dead worlds that
ring is a different item. litter the Known Spheres, and are especially fasci-

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nated with the few bu rned-out and dead spheres. groundlings.


To abandon the Astronomer kit, a mage need only ‘Wealth Options: Astronomers receive the normal
declare that he no longer wishes to pursue the won- starting wealth for a character of their class.
ders of space. He immediately loses all benefits of Races: Of the demihuman races, elves and half-
the kit, as his expertise is maintained through con- elves are most likely to be Astronomers. As gnomes
stant study and contemplation of the spheres. The can only be illusionists, they will not pursue this kit.
hindrances of the kit are also lost immediately. The nonhumans races that can be mages are not
Secondary Skills: Scribe. interested in something as abstruse as the configura-
Weapon Proficiencies: Reqtrir'ed.' Dagger or staff. tions of the Known Spheres. Rastipedes are too inter-
Nonweapon Proficiencies: Bonus: Navigation ested in commerce and social interaction to take on
(Phlogiston], Planetology. Flecommended: {Wizard} the solitary study of space, while the scro and xixchil
Ancient History, Astrology, Ancient Languages. are too pragmatic to pursue such a course.
Readingll-Writing.
Equipment: Astronomers may purchase their
equipment as normal.
Geomancer
Special Benefits: Astronomers develop an ency- Description: The Geomancer is an expert on the
clopedic knowledge of Known Space. With a suc- planetary types of crystal spheres. Unlike the Astron-
cessful intelligence check, an Astronomer can omer (who is more of a historian and cataloger of
identify the sphere he is in and relate something of star systems), the Geomancer is a student of the vari-
its physical characteristics and history. {The Astron- ous types of worlds, their geographic and physical
omer must spend one hour studying the configura- characteristics. their societies, and their utility.
tion of the planets and sphere before making the Role: The Cieomancer is primarily useful in explor-
check.) This is especially useful should the ship be- atory missions where the route passes through new
come lost {see the Navigation {Phlogiston} proficien- spheres. The Geomancer studies the newly discov-
cy} or should the Astronomer become involved in ered worlds and indicates likely sources of food, wa-
sudden planar travel. ter, air, and valuable commodities.
The DM may assign a bonus or penalty to this roll However, like the Astronomer, the Geontancer is
depending on how heavily traveled and distinctive also useful when a vessel is lost: he can help find es-
the sphere is. For example, an Astronomer in sential supplies and locate suitable planets for ship
Greyspace—with its dark central body and distinc- repairs.
tive planetary configuration—-might receive a +3 on In addition to studying worlds from space,
the Intelligence check to identify the sphere. On the Geomancers are much better at communicating with
other hand, a sphere that is considerably outside the groundlings than the haughty Astronomers.
boundaries of the Known Spheres and has not been Geomancers view the variety of groundling civiliza-
visited by humans or demihumans in centuries (ifev- tion as fascinating and spend much of their time
er) might cause the Astronomer to suffer a -5 on his studying it.
Intelligence check. A character who wishes to be a Cieomancer must
A failed roll indicates that the Astronomer cannot have a minimum Intelligence of l-4 and a minimum
identify the sphere. A roll of 20 exactly causes the Charisma of I2.
Astronomer to misidentify the sphere. Among the specialist mages, Geomancers are
Special Hindrances: Astronomers are fascinated most commonly diviners and enchanters. The di-
with space, but they tend to be disdainful of ground- viner's interest in all things scholarly easily spreads
lings. This disdain is difficult to hide, causing them to the diversity of planetary features. The en-
to suffer a -3 on reaction rolls when encountering chanter's love of the diversity of life is fed and tanta-

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lized by the spectrum of the Known Worlds. Trans- Wealth Options: Geomancy is not a particularly
muters and invokers have the least occasion to be lucrative occupation. Geomancers receive normal
Geomancers, as they are far too focused on the starting wealth for their class.
products of their own efforts to behold the planets in Races: Among the demihumans, the elves hold
wonder. the closest ties to their groundling cousins and
To abandon this kit, the Geomancer must avoid therefore are most likely to be Geomancers.
making planetfall (or even spending much time Among the nonhumans, the rastipedes see the
studying planets) while gaining two experience groundling cultures as new markets, and thus will
levels. At the end of that time, all benefits and hin- take this kit. The scro have little knowledge of the
drances of this kit are lost. variety of the Known Spheres and so may not take
Secondary Skills: Determine as normal for the this kit, while the xixchil are too self-absorbed to pur-
campaign. sue this kit.
Weapon Proficiencies: None required or forbid-
den, except by class. lmposter
Nonweapon Proficiencies: Bonus: Planetology.
F:‘et':ornrnended: (General) Direction Sense, Eti- Description: The lmposter is an illusionist who
quette, Weather Sense; (Wizard) Cartography; (War- passes himself off as different people. lmposters
rior) Animal Lore, Survival (any type). maintain a series of aliases, and few who deal with
Equipment: To make use of his special benefits lmposters know which of their many personas is the
from space, a Geomancer requires a spyglass. As true self.
such equipment is out of the reach of a beginning ln spaceborne campaigns, lmposters are in their
character, it must be acquired during adventuring. element. They are fond of political intrigues and can
Special Benefits: Using a spyglass, the Geoman- often be found allied with all of the sides in a political
cer can study the configuration of oceans and land battle (in various personas, of course). When the in-
masses on a planet from space. Each hour, the trigues shift to open warfare, however, the lmposter
Geomancer can identify one of the following surface is nowhere to be found.
features (if they exist) with a successful Intelligence Role: The lmposter is the wizardly con-man of
check: space. lmposters depend on their magical ability and
* Major human or demihuman cities personal charisma t.o beguile those around them.
' Good landing sites (land or water) The lmposter kit is uniquely suited to the talents of
It Major fresh water sources the illusionist. Only these specialty mages may take
II Fertile areas (to find food sources) this kit. Standard mages may not be lmposters.
It Forests (for lumber for ship repair) lmposters depend not only on their magical skills
In addition, the Geomancer can study any given but also on their ability to convince those around
area of the planet and (with a successful Intelligence them of their sincerity. Thus, lmposters must have a
check) identify the intelligent species that live there. Charisma of at least l5 in addition to the require-
Species that the Geomancer has never dealt with be- ments for becoming an illusionist specialty mage. ln
fore will be seen as "unknown." addition, the kit does not attract lawful individuals,
Special Hindrances: Geomancer fascination with so lmposters must be neutral or chaotic (although
groundling societies is viewed with some disdain by they may be good, evil. or neutral as the player speci-
those who live their lives among the spacelanes. fies).
Geomancers suffer a -2 reaction roll when dealing Abandoning the lmposter kit is difficult, because
with those who were born and have lived their whole in some sense the various personas of the lmposter
lives in space. become as real as his true character. and because

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those who know the lmposter are generally unwilling ality, and approach to life. The persona need not be
to take her word that he has quit. of the same race or gender as the lmposter, but it
When the lmposter tries to quit this kit, he loses its must be within 1’ of the character's actual height.
benefits immediately. To lose its hindrances, the lm- Moreover, this persona cannot be a real person; it
poster must refrain from misrepresenting himself as must be the creation of the lmposter.
someone else for three months. At the end of that The stock persona is a role that the lmposter has
time, the lmposter has freed himself from the de- practiced and developed to perfection. When por-
mands of his other personas and no longer suffers traying this role using a change self spell, the spell's
the hindrances of this kit. duration is 2d6 turns plus two turns per level instead
Secondary Skills: lmposters choose secondary of its normal duration.
skills as normal for the campaign. 5th Level: The lmposter gains a second stock per-
Weapon Proficiencies: Any allowed to mages. sona. (An additional stock persona may be added
Nonweapon Proficiencies: Bonus: Disguise. Rec- every three levels hereafter.) Moreover, the lmposter
ornmended: (General) Artistic Ability, Etiquette, may switch from one stock persona to another (re-
Modern Languages; (Wizard) Reading/Writing, Reli- quiring one round to make the change) simply by
gion, Spellcraft; (Rogue) Disguise. willing it, so long as the change self spell continues.
Equipment: lmposters must spend 25% of their 7th Level: When the lmposter is portraying a
starting wealth on clothing and costumes. They may stock persona using the change self spell, the image
purchase their equipment as normal with the rest of feels real and cannot be detected as false by touch.
the money. 9th Level: The lmposter gains the ability to use a
Special Benefits: When an lmposter is initially stock pers0na's image for personal illusion spells:
created, he automatically gains the change self spell mirror image, wralthform, mislead, and project image.
in addition to any spells he normally receives. Of course, the lmposter does not gain the ability to
As an lmposter increases in level, he automati- cast these spells automatically; they must be cast as
cally gains the following abilities. These are all natu- normal. However, the lmposter may maintain his
rally acquired abilities and do not count against the persona even when casting these image-affecting
number of spells he can know or use. sorceries.
End Level: The lmposter gains a stock persona. 10th Level: The lmposter can extend the charac-
This persona includes a specific appearance, person- teristics of her persona to his ship by casting a

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hallucinatory terrain spell. For the duration of the adventure in which he was discovered, suffers a -2
spell, the lrnposter's ship gains an appearance appro- on reactions from anyone who might have heard of
priate to the persona being played by the lmposter. lt the incident. (This is why lmposters tend to remain
retains this appearance even in the ]mposter's ab- on the move.)
sence, until the spell expires. Finally, as the stock personas become more realis-
The exact appearance of the ship changes in ac- tic, the primary(normal) persona may become weak.
cordance with the lmposter's wishes, so long as the An lmposter must make a Wisdom check each
illusionary ship is within 25% of the tonnage of the month, with a negative modifier of the number of
ship being concealed. However, the capabilities of stock personas the lmposter has. A failed roll indi-
the ship do not change: posing as a ship with higher cates that a stock persona is trying to take over the
maneuverability does not affect the ship's actual lmposter. Due to the psychic struggle, the lmposter
ability to maneuver. suffers a -2 on attack rolls and a -2 penalty to sav-
llth Level: The lmposter is able to control his ing throws for the entire month.
thoughts when portraying a stock persona so that If a 20 is rolled on the Wisdom check, the lmposter
mind-reading magic such as ESP) detect euit, l-rnoto loses control. He must act as if she were one of her
alignment. and detect tie or the psionic devotion of stock personas for the entire month. Only one per-
identitg penetration will indicate that the disguise is sona will gain dominance, and it is the Dr"~‘l's choice
the character's true self. Also, the lmposter is able to as to which persona dominates.
suppress the magical emanations from his change The stock persona cannot use any abilities that it
self spell so a detect magic spell shows nothing. does not have. lfthe persona cannot cast spells, then
13th Level: The lmposter's change self spell dura- no spells may be cast. If the persona is not a mage,
tion is extended to 2-12 hours plus two hours per then magical items designed for mages may not be
level. used.
15th Level: The lmposter's use of a change self The persona may attempt to use weapons and ar-
spell to portray a stock character cannot be detect- mor that would normally not be available to an illu-
ed, even by true seeing. It may still be dispelled, how- sionist. but it suffers a nonproficiency penalty of - 5
ever. and it can always be revealed if the lmposter and a - l to Dexterity per point of armor class pro-
makes an error while representing the character (for vided by any armor worn. lt may not use magical
example, by casting a spell while impersonating a items that would not be usable by illusionists, even if
dwarf). the persona would ordinarily be able to do so.
Special Hindrances: Because of their mercurial This condition remains for l-4 days before the lm-
mentality and multiple points of view, lmposters do poster's own personality can try to recover control of
not make good students of magic. Thus, they do not the body. Recovering the body requires a successful
earn bonuses to their experience for high ability Wisdom check.
scores. Wealth Options: lmposters receive normal start-
While lrnposters are accepted so long as their de- ing money for their class.
ceptions remain intact, there are few people who en- Races: Humans and gnomes can be lmposters.
joy being deceived. A known lmposter suffers a -5 Gnome illusionists seem to take a childlike delight
on all reaction rolls; this penalty applies only if the in tricking the "big folk" with their magic, while hu-
reacting individual knows that the character is an lm- mans can be more mercurial than any other known
poster. race.
hloreover, if an lmposter is discovered, his reputa- The rastipedes do not understand the value of the
tion spreads quickly. The lmposter, both in her nor- lmposter’s abilities, while the scro find such abilities
mal form and in any stock personas used during the too subtle to be worthwhile. A few xixchil see the util-

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ity in the illusionists way of life, but even they are Equipment: War Mages receive equipment as usu-
unlikely to take it as far as the lmposter does. al for their class.
Special Benefits: War Mages can purchase profi-
ciencies from the warrior proficiency group without
War Mage paying double cost for them, because the War Mage
Description: For all its emptiness, space is as has focused his attention on things martial.
much a place of war as the surface of any inhabited In addition, War Mages receive an automatic + I to
world. Every spelljamming vessel must be prepared initiative rolls when manning a spelljamming helm
to defend itself against the natural hazards and intel- in combat. This is in addition to any benefit received
ligent enemies that infest the spaces between the from the spelljamming proficiency.
stars. In every sphere, there are those who have dedi- Finally, elven War Mages hold a special place in
cated their lives to the art of battle. None are more spacegoing elvish society. Elven (and half-elven) War
feared than the War Mages. Mages receive a + I on reaction rolls when dealing
A War Mage is a wizard who has dedicated himself with other spacegoing elves.
to learning the tactics and techniques of spelljam- Special Hindrances: War Mages are seen by many
ming ship-to-ship combat. War Mages serve two wizards as ferrymen who have sold out their magical
roles on the ships they serve: as expert helmsman talent for the glories of war. War Mages receive a -2
and as magical artillery. on reaction rolls when dealing with other mages (ex-
Role: The War Mage is employed by military ships cept other War Mages).
as an expert on battle. War Mages are familiar with War Mages also suffer a - lO% penalty on their
the tactics of ship-to-ship combat and are often com- chances to learn any spell, because they have de-
bat officers on the ships where they travel. voted so much of their energy to non-magical pur-
Of the specialist mages, War Mages are drawn suits.
from the aggressive schools of alteration and necro- Wealth Options: One advantage of being a War
mancy. Less forceful schools (such as abjuration, Mage is that such training is highly valuable to an
enchantmenttcharm. greater divination, or illusion) employer. War Mages receive 5df5 is IO gp at the time
rarely attract someone with the military bent to be a of their character's creation.
War l"‘~"'.age. Races: Elves have many fine War Mages; the elven
War Mages must have a Strength of at least I2. be- Imperial Fleet maintains a strong corps of these spe-
cause they must be prepared physically as well as cialists, and one can be found on any major elven
magically for combat. spelljamming vessel. These mages are viewed so
To abandon the War Mage kit, the character must highly in elven society that some half-elves have
abstain from combat (except magical combat) while gained acceptance by pursuing the life of a War
gaining at least two experience levels (this includes Mage.
abstaining from combat as the helmsman of a spell- The rastipedes and the xixchil have little use for
jamming vessel). After two levels, the War Mage War Mages. The rastipedes consider dedication to a
loses the advantages and restrictions of this kit. life of war to be needlessly wasteful, while the xixchil
Secondary Skills: Requirecf: Navigator do not see the personal benefit in such pursuits.
Weapon Proficiencies: In addition to the normal Those few scro mages who are not multi-classed
weapon proficiencies for the class, War Mages may cleric/mages, however, are almost all of this kit, as
take also take proficiency in and use crossbows. the scro need such specialists to improve their tacti-
Nonweapon Proficiencies: Bonus: Spelljamming. cal spelljamming.
l?ecommended: (Wizard) Navigation (Phlogiston),
Navigation (Wildspace).

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check, an Astrologer can identify the sphere he is in


Priest Kits and relate something of its physical characteristics
and the gods that are worshipped there. The Astrolo-
Astrologer ger must spend one hour studying the configuration
Description: The Astrologer is the priestly version of the planets and sphere before making the check.
of the Astronomer mage kit. Instead of pursuing As with the Astronomer, the DM may assign a bonus
deep magical or factual truths in his explorations, or penalty to this roll depending on how heavily trav-
the Astrologer seeks the hand of the gods in the eled and distinctive the sphere is.
structure of the universe. A failed roll indicates that the Astrologer cannot
To the Astrologer, the crystal spheres, the planets, identify the sphere. A roll of 20 exactly causes the
and the stars all speak of the power of the gods. Even Astrologer to misidentify the sphere.
the great starbeasts demonstrate that the power of Special Hindrances: Astrologers see the hands of
the true gods is beyond human comprehension. the gods in all of the features of the universe. They
Role: The Astrologer studies the movements of spend much of their time in contemplation, consid-
the spheres to determine the will of the gods. Thus, ering the true meaning behind the wondrous sights
his strength lies in his knowledge of Known Space of space. This sense of distance causes warriors and
and his understanding of the principles upon which other action-oriented people to have a -2 reaction
the universe itself is built. to Astrologers.
Clerics and specialty priests may become Astrolo- Wealth Options: Astrologers receive the normal
gers. The faiths of Arts, DarknesslNight, Dawn, Ele- starting wealth for a character of their class.
mental Forces, Everything, Evil, FatetDestiny, Races: Of the demihuman races, elves and half-
Fertility. FortunetLuck, Good, Light, Magic, Messen- elves are most likely to be Astrologers. Among the
gers, hloon, Nature, OraclestProphecy, Peace, Sea- nonhumans, the hadozee, grommam, and dracons
sons, SkytWeather, Sun, and Time are likely to may be Astrologers.
attract those with the interest in the universe to be-
come Astrologers. Diplomat
To abandon the Astrologer kit. a priest must ac-
cept the limits of his ability to understand the divine Description: The Diplomat is the negotiator be-
plan. He immediately loses all benefits of the kit, as tween the diverse societies of the Known Spheres,
his expertise is maintained through constant study the grease that smoothes trade and alliances be-
and contemplation of the spheres. The hindrances of tween the independent governments within and
the kit are also lost immediately. among the crystal spheres.
Secondary Skills: Determine as normal for the Diplomats accomplish their role through negotia-
campaign. tion and compromise. They strive to focus on the
Weapon Proficiencies: As per the class of the common ground between two societies rather than
priest. the inevitable differences. They do not approach
Nonweapon Proficiencies: Br.‘-*FlttS.‘ Navigation their task as one of domination, but rather of con-
(Phlogiston), Planetology. Recommended: (Priest) structive accomplishment.
Ancient History, Astrology, Ancient Languages. Role: The Diplomat is the intermediary between a
ReadingtWriting, Religion. powerful entity—the lord of a sphere, the leader of a
Equipment: Astrologers purchase their equip- powerful organization, or merely a petty Iordling-—
ment normally. and those with whom the entity must deal. Some
Special Benefits: Astrologers are familiar with Diplomats act as the voice of their sponsors in nego-
much of Known Space. On a successful Intelligence tiating agreements with neighbors and other power-
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ful factions, allowing the ruling entity to focus its at- low functionary in an embassy has the ear of those in
tention on broader policy matters. Others are neutral the hosting government at a similar level. Diplomats
third parties who intervene to ensure harmonious re- therefore receive a +3 on reaction rolls from all gov-
lations between two groups without owing loyalty to ernment functionaries in the sphere or empire where
either. they are posted.
Clerics can be Diplomats, as can specialty priests. Diplomats are also skilled at persuasion, particu-
The faiths of Ancestors (particularly if the disputing larly to a moderate position. They receive +2 to re-
sides are of the same race), Everything, Healing, Jus- action rolls to calm a situation or reduce tensions.
tice, the Life-Death-Rebirth Cycle, Oracles, Peace, Special Hindrances: Diplomats are believed to
Sites, and Wisdom support third-party mediators. have a private agenda, and have a reputation for
The faiths of Community, Culture, Divinity of Man- equivocation if not outright lying. They receive a -2
kind, Guardianship, Messengers, Race, and Ruler- penalty on reaction rolls when attempting to per-
ship support dedicated Diplomats for rulers in suade a member of the general populace (as op-
harmony with their philosophies. posed to a government functionary).
To abandon the Diplomat kit, a character must ab- Wealth Options: Diplomats are well paid for their
stain from becoming involved in the conflicts of oth- difficulties. They receive 4-d6 K10 gp as initial start-
ers while gaining two experience levels. This ing money.
includes serving the cause of any third party; how- Races: Halflings are well respected as Diplomats
ever, the character may choose to pursue any prob- in the Known Spheres, in part because their status
lem that directly relates to her as an individual. allows them a position of neutrality, and the halfling
Secondary Skills: Determine as normal for the reputation for fair dealing offsets some of the reputa-
campaign. tion disadvantages of a diplomatic mission. Gnomes
Weapon Proficiencies: As normal for the charac- are viewed with some trepidation as Diplomats, par-
ter's class. ticularly as more than a few gnomish "diplomats"
Nonweapon Proficiencies: Bonus: Etiquette. Rec- plying the spacelanes are actually Krynnish minoi
ommended: (General) Dancing, Heraldry (Space), (whose efforts, as in many other things, often have
Modern Languages, Observation; (Priest) Ancient dangerous and unpredictable results).
History, Local History, ReadingfWriting; (Rogue) For- Elves and dwarves act as ambassadors for their
gery, Reading Lips. own people, but the elves are too haughty and the
Equipment: In general, Diplomats are required to dwarves too gruff to make good mediators. The el-
deal with those more powerful than themselves. This ven Imperial Fleet's Diplomats are known for their
requires them to dress and display themselves much high-handed treatment of "lesser" beings and are
more ostentatiously than their funds might other- not well respected among the races of the Known
wise require. Diplomats are required to purchase on- Spheres.
ly the best clothes and accoutrements; they must Among the nonhuman races, the rastipedes and
pay double for all clothing. the xixchil are seen as too venal and self-interested
Special Benefits: The most important benefit any to make good mediators, while the hurwaeti, lizard
Diplomat has is her position as a representative of men and scro are simply too vicious. The grom mam
either one of the disputants or an impartial mediat- have had some luck as mediators, but they (and the
ing force. Diplomats are universally accorded immu- hadozee) do not have the respect of the other races.
nity from prosecution for crimes while in foreign
lands, and are under the personal protection of the Evangelist
ruler of their posting. Diplomats are also permitted
access to the highest levels of government. Even a Description: The Evangelist seeks to convert peo-

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ple to his religion. He travels the spaceways seeking Equipment: Evangelists may purchase equipment
unbelievers and explaining the tenets of his religion as normal for priests.
to them in hopes of gaining followers for his god. Special Benefits: The Evangelist has the innate
Evangelists are generally unconcerned with the ability to enlhrall(per the spell) with his voice. This is
nonspiritual side of the people they convert. While not a magical ability but a result of the Evangelist's
they will occasionally help a brother believer out of a special training and his religious fervor. This ability
sense of community, they do not see their role as bet- to enthrall differs from the spell in several ways:
tering the life of their fellow man (or demihuman). ‘I All characters except those of higher level than
Role: The Evangelist is the recruiting arm of the the Evangelist, regardless of their Wisdom scores,
faith. It is his role to keep the faith growing by intro- may be affected by the enthrall.
ducing more and more people to its tenets and con- I‘ Characters within the area of effect make Wis-
vincing them of their innate correctness. Some dom checks (rather than saving throws vs. spells) to
Evangelists are pardoners, offering salvation and resist the effect of the enthrallment. As in the spell
freedom from sin in return for financial reward. Oth- description, those of a race or religion unfriendly to
ers are sincere believers who seek nothing more than the Evangelist get a +4 on their Wisdom checks.
the spiritual solace of the true religion (their own). ' Characters who are actively involved in combat
Only specialty priests (not clerics) may be Evan- or who are distracted from the Evangelist by other
gelists, and only if their faith permits. Not all reli- activities are not affected by the enthrall.
gions are evangelical, however; many prefer to let 1' If an NPC rolls a natural 20 when making a Wis-
others come to them. In particular, faiths of Ances- dom check, that character must convert to the Evan-
tors, Community, Culture, Everything, FatefDestiny, gelist's religion unless he makes a saving throw vs.
FortunefLuck, Good, Moon, Peace, Redemption, spells. If the character was unfriendly to the Evangel-
Sun, Time, and War most commonly employ Evan- ist, he gains the +4 modifier on this roll.
gelists; other faiths may do so at the DM's discretion. Special Hindrances: The Evangelist is more deter-
Because Evangelists uses persuasion and explana- mined than most to live by the tenets of his religion.
tion to convince others of their religious beliefs, they He will never deny his religious affiliation, regardless
must have a Charisma of l5 or better. of the circumstances.
Abandoning the evangelical role is difficult, as it Characters who have successfully resisted prose-
involves obligations not only to the faith but also to lytization by the Evangelist tend to view him with
the gods themselves. An Evangelist must make a some irritation. The Evangelist suffers a -2 on all
Wisdom roll to abandon this kit: failure indicates reaction rolls when dealing with such characters.
that the character feels obligated to continue his cru- Wealth Options: Evangelists receive normal start-
sade of conversion. ing wealth for priests of their class.
Secondary Skills: Determine as normal for the Races: Humans may be Evangelists. Demihuman
campaign. Evangelists do exist, but most confine their efforts to
Weapon Proficiencies: Weapon proficiencies are members of their own race.
available as per the character's class. However, as Of the nonhumans, only the dracons and the
Evangelists convince with their words rather than grommam follow the path of the Evangelist. The dra-
their weapons, they receive one less weapon profi- cons, like the demihumans, do not try to convert
ciency when they are created (one proficiency in- nondracons to the worship of their "Herd of the Ub-
stead of two). Kalla" and confine their activities to convincing their
Nonweapon Proficiencies: Bonus: Religion. Rec- fellow dracons to obey the strict dictates of their reli-
ommended: (General) Singing; (Priest) Astrology, gion and avoid the clutches of their Dark God. Grom-
Musical Instrument. mam Evangelists, on the other hand, actively seek

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new recruits to worship the demigods who live Nonweapon Proficiencies: Bonus: Healing. Rec-
amongthem. ornrrier.-cleo‘: (Priest) Herbalism, Religion.
Equipment: The Medicus must purchase a healing
Medicus kit (at a cost of 30 gp). This kit includes needles, su-
tures, various medicines, and other tools that the
Description: A Medicus is a priest who specializes Medicus uses when working. All other equipment is
in both magical and nonmagical healing. Such spe- purchased as normal.
cialists are in great demand across the Known Special Benefits: The Medicus is expert at both
Spheres, as magical healing is often hard to come by magical and nonmagical healing. He can cast any of
in the empty regions between the worlds. The Medi- the cure uiounds spells rolls ld4 +4 for each ldti to
cus's knowledge of medicine allows him to ply his determine the number of points healed. Thus, the ac-
skills with all the races of space, and the nonmagical tual amount rolled per spell is:
component of this skills allows the Medicus to treat
injuries and wounds on long trips through the phlo-
Spell Damage Heated
Cure Light Wounds id-fl +-=1
giston. where magical healing is unrenewable.
Cure Serious Wounds 2d-‘ll +9
The Medicus feels a commitment to the sanctity of
Cure Critical Wounds 3d-4 + 15
life and the avoidance of suffering. This commit-
ment applies even to enemies. While a Medicus will Siotu poison spells have double duration when cast
not prevent his comrades from defending them- by a Medicus. Netrtralize poison and heat spells are
selves or attacking a heinous foe, and may even par- unaffected.
ticipate in the battle, he will want to treat all of the When using the healing proficiency as first aid, a
survivors regardless of what side they fought on. Medicus can cure ld-4 points of damage if the profi-
Role: In the absence of large temples and the com- ciency check succeeds within three rounds of
plete stocks of herbs that can be found on planetary wounding (instead of ld3 points within one round of
surfaces, the Medicus is the mainstay of injury repair wounding).
in the Known Spheres. Any large vessel. especially When using the healing proficiency to treat long-
those that ferry passengers across the void, carries term wounds. a Medicus cures one additional hit
its own Medicus. point of damage per day (two points per day if the
Clerics do not pursue the life of a Medicus. They subject is traveling, three points per day if the
are not interested in healing all they encounter and wounded character gets complete rest, and four
have a specific role as defenders of their faiths. The points per day if the character gets complete rest and
Medicus's path is restricted to a few faiths: Blrthi the Medicus has the herbalism proficiency.
Children, Community, Fertility. Good, Guardianship, When the Medicus uses the healing proficiency to
Healing, Love, and Peace. treat poisoning or diseases, the subject gets a +3 on
To abandon the Medicus kit is horrifyingly easy. his saving throw to resist the effects of the disease or
The priest need only refuse to treat someone who poison.
asks for help. He immediately loses all benefits of Finally, Medicus compassion is well known among
the class and suffers a -2 reaction roll from anyone the spheres. Any wounded opponent who recognizes
who knows about this refusal. the PC as a Medicus has an additional -2 penalty to
Secondary Skills: Determine as normal for the morale checks to avoid surrender (the opponent is
campaign. more willing to surrender because he is sure his
Weapon Proficiencies: The Medicus is restricted wounds will be treated).
to the weapons allowed to specialty priests of his Special Hindrances: First and foremost, a Medi-
faith. cus cannot refuse treatment to anyone. Refusing
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treatment, regardless of reason, is cause for immedi- religions. While the Evangelist seeks to convert
ate loss of this kit's benefits. through persuasion and charisma, the Missionary
Second, because the Medicus spends so much improves the lives of the heathen as an inducement
time studying healing magic, he loses the ability to to get them to join his religion. While the Evangelist
ask for spells of certain other spheres. In exchange may produce more spectacular and sudden results,
for the benefits of this kit, the Medicus must aban- the Missionary is more tenacious in the long run, and
don access to one major sphere of spells from his de- more likely to transform the societies he visits, than
ity. This sphere must be selected at lst level and can the orator-Evangelist.
never thereafter be changed. Priests of all types (clerics and specialty priests)
Wealth Options: A Medicus is not well paid for his may be missionaries. The faiths of Agriculture,
services (since he may not refuse service even to the Birth/Children, Crafts, Culture, Dawn, Everything,
poorest patron). Thus, the Medicus receives 2d6 >< l0 Fertility, Good, Guardianship, Healing, Marriage.
gp starting money. MischieffTrickery, Peace, Race, Redemption, and
Races: Gnomes and halflings makes excellent Me- Wisdom sponsor missionaries. The DM may choose
dicuses. Elves can also be good Medicuses, but few to permit priests of other faiths to become mission-
are interested in the broad commitment they must aries.
make. Dwarves in general are too insular to provide Many missionaries leave the life of ministering to
services to so many different races. the heathen after a time. Those wishing to abandon
Among the nonhumans, the grommam, despite the Missionary kit may do so, losing all special bene-
their size, make excellent Medicuses. The dracons fits and hindrances. Once abandoned, the kit may
have few Medicuses, and that species has not had not be resumed.
enough contact with other races to make them Secondary Skills: Choose one: Farmer, Leather
skilled. There are a few hadozee and lizard-man Me- Worker, Scribe, WoodworkerfCarpenter.
dicuses, but their rude personalities are not compati- Weapon Proficiencies: As permitted by the class
ble with the Medicus's lifestyle. The scro are too of the priest.
violent and hostile a people to ever adopt the Medi- Nonweapon Proficiencies: Bonus: Religion. Rec-
cus's ways, but the xixchil (surprisingly enough) are ommended: (General) Agriculture, Animal Handling,
quite open to this lifestyle. Unfortunately, many xix- Blacksmithing, Carpentry, Cooking, Weaving;
chil will take advantage of an injured person to pro- (Priest) Engineering, ReadingiWriting.
vide "improvements" to their physical form. While Equipment: Missionaries may purchase equip-
these improvements are seen as quite practical by ment as normal for their class.
the xixchil, most humans or demihumans do not Special Benefits: The Missionary has the power to
consider them attractive or desirable. convert others to his religion. His ability takes longer
than the Evangelist's oratory but lasts longer.
Missionary When a Missionary attaches himself to a commu-
nity. he helps the people there, teaching his religion
Description: The Missionary travels the stars at the same time. Any NPC who comes into regular
seeking beings less fortunate than he. When he finds contact with the Missionary must make a Wisdom
them, he dedicates himself to their salvation and civ- check each month. (Members of unfriendly religions
ilization through his teaching and through patient receive a +4 on this Wisdom check.) After one failed
explanation of the benefits of his religion. check, the subject perceives some basic truth in the
Role: Although the Missionary and the Evangelist Missionary's position but is not willing to convert.
seem similar at first glance, they take quite different After two failed checks, the subject begins attending
approaches to collecting souls for their respective classes if the Missionary offers them, in hopes of

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finding out more about the religion. This ensures Special Hindrances: The Missionary is devoted to
that the Missionary need not continue to pursue that the calling of his faith, more so than most priests.
individual month after month. Also, the subject Missionaries may not refuse a request from their
loses the +4 bonus he may have received for belong- sponsoring organization, even if it would be person-
ing to an unfriendly group. After three failed checks, ally dangerous. They are often sent into uncivilized
the subject presents himself to the Missionary as a or semi-civilized regions to expand the power of the
new convert. faith, and once placed there are sometimes left for
An exact roll of the subject's Wisdom score reduc- years.
es the number of unsuccessful checks accumulated Missionaries are obligated to tithe 50% of their
by one. Moreover, if the subject's exact Wisdom earnings to their sponsoring organisations. The re-
score is rolled when the subject has no unsuccessful mainder they may keep for personal support, but
Wisdom checks accumulated, he is thereafter im- they must pay this tithe before any expenses they
mune to the blandishments of this Missionary. may have incurred.
A Missionary also inspires a minor form of awe in Wealth Options: Missionaries accumulate little
all who meet him, whether they are believers or not. wealth. They receive normal starting money and,
This awe is based on the dedication the Missionary like all priests. must return all but a few gold pieces
shows to his calling and acts like a limited sanctuarg to the organizations that sponsor them.
spell, requiring opponents to make a saving throw Races: Any priest character (except a scro or xix-
vs. spells to directly attack the Missionary. Once the chil) can be a Missionary. In space, missionaries are
save is made, the attacker may attack normally in fu- often the first to make contact with a new sphere.
ture rounds. The Missionary loses this protection for They establish the beachhead of worship that allows
the remainder of the combat if he attacks or casts the remainder of the faith's priests to operate there.
any spell, except a healing spell to save the life of a Only the xixchil understand their bizarre gods, and
comrade. Also, anyone the Missionary has ever at the scro do not attempt to convert those of other
tacked, whether in this combat or in some previous races to their dark faith.
one, is not affected by this awe. The Missionary is
not protected from area attacks.

5@
Cittieajpfiterr Tfhrrees Sreeaeefiancetr tI<Zfitis

ing; (Priest) Healing; (Rogue) Disguise, Reading Lips,


Rogue Kits Information Gathering, Observation.
Equipment: Aperusa do not wear armor, although
Aperusa they will wear such magical rings and such items as
Description: The Aperusa are a clan of space wan- cloaks of protection and bracers of defense.
derers who travel from system to system making a Special Benefits: Aperusa receive several benefits
living off the gullible and the unwary. Most of their as a result of their heritage. All Aperusa are slightly
thievery takes the form of con games or minor pick- (lO%_) resistant to magic and are 75% immune to all
pocketing. They are the gypsies of the Known detection spells.
Spheres and forever search for new opportunities. Due to their healthy physiques and lifelong expo-
Generally, Aperusa travel with their clan in large sure to wildspace, Aperusa use very little air. Their
ramshackle ships. Occasionally, a member of the bodies retain enough air so that they can breathe for
clan will strike out on his own, seeking adventure 2dlO days.
and fun. On these voyages, the Aperusa will hook up Aperusa can feign death (as the spell) once per day.
with adventurers or anyone else who can take him to The Aperusa can remain in this state for up to one
the next system for the next scam. No one quite clay per level, consuming no air. Stranded Aperusa
knows whether these individuals are clan exiles or sometimes use this ability to survive once air sup-
spies sent out by the clan leaders. The Aperusa are plies have run out.
not telling. Aperusa are immune to mind-reading ofany form.
Role: The Aperusa are space gypsies. They are not This is a feature of their heritage rather than a skill,
truly a separate species from humanity (as any num- and cannot be taught.
ber ofjilted lovers on a hundred worlds will tell you), Special Hindrances: No one trusts Aperusa. They
but rather a close-knit family group with their own are known for being deceitful and dishonest, al-
special perspective on life. though any Aperusa will deny the charge vehement-
Aperusa are lovers, not fighters. While they are al- ly. As a result, they suffer a -2 to reaction rolls from
lowed to use weapons, most will defer, instead offer- anyone with valuables to protect (practically every-
ing "once in a Iifetime" deals on healing potions and one)
protective charms to their defenders. Moreover, mind-readers (such as the dohwar) are
The Aperusa are a healthy, handsome people. Any very disconcerted by the blankness where Aperusa
Aperusa character must have Dexterity, Constitu- minds should be, and so distrust them immensely ( -
tion. and Charisma scores of l5 or more, and must 4 on reaction rolls).
also be human or half-elven. As mentioned above, Aperusa may not wear ar-
The Aperusa kit is more than merely a lifestyle. mor of any type. They never have psionic abilities of
The Aperusa is part of a family, and it is impossible any kind and can never use a magical item that re-
to abandon this kit. quires their conscious mental control. because the
Secondary Skills: Gambler. same inherent ability that renders them immune to
Weapon Proficiencies: No particular weapons are mind-reading prevents such items from divining
forbidden or required by this kit. their intent.
Nonweapon Proficiencies: Bonus: Gaming Wealth Options: Aperusa are unconcerned with
(males), Fortunetelling (females). Recommended /or material goods, so long as they have enough to eat
males: (General) Riding (Land-Based); (Rogue) Ap- and a place to sleep. Their naturally thieving ways,
praising, Blind-Fighting, Disguise, Information however, provide them with a reasonable (if varying)
Gathering, Observation, Reading Lips, Tumbling. supply of cash. They receive ld6 I 20 gp for starting
Recommended for females: (General) Cooking, Danc- money.

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Races: No demihuman or nonhuman races. ex- guage spoken at the time. If he does not know the
cept half-elves. may be Aperusa. language, he can attempt to reproduce the sounds
he heard, but he must make a successful Intelligence
Courier check in order to get the message right. (This check
should be made secretly by the DM; the Courier al-
Description: The Courier is the messenger of ways thinks he has reproduced the sounds correctly.)
space, carrying verbal messages from sphere to This ability to memorize makes it possible for the
sphere. His clients can trust him to be reliable and Courier to carry dozens of messages without any
discrete, and he in turn enjoys their support in his chance of their being stolen. Spells that read surface
travels through the Known Spheres. thoughts, such as ESE cannot read the messages.
Role: The Courier, like the Merchant warrior, sup- but abilities that go deeper into the mind. like the
ports the society of the Known Spheres by enabling telepathic science probe, can determine the mes-
communication between the spheres. Also, as a sin- sages contents.
gle Courier may carry many messages, sending a Couriers are experienced translators. If the Cou-
message by Courier is much less expensive than de- rier knows the language spoken, he is able to trans-
livering it yourself. late it to any other language he knows on a
Any rogue may be a Courier. but bards are by far successful Intelligence check. Such translation pre-
the most common in this profession. Many thief serves as much of the actual intent (not just the lit-
Couriers pass themselves off as bards or warriors; eral meaning) of the original message as possible.
few people would trust a known thief to deliver a Couriers as a group also have a reputation for in-
message. tegrity that gives them a +2 on reaction rolls where
Couriers must have an Intelligence score of at integrity might be important. This reputation applies
least I4 in order to pursue this kit, because of the only if the character is known to be a practicing Cou-
detailed memory required. A Charisma score of at rier, however.
least I2 isalso required to convince customers of the A Courier traveling from one populated world to
Courier's trustworthiness and ability. another can announce his destination and offer to
A Courier may abandon this kit by delivering all of carry messages. The Courier can carry a maximum
his messages and refusing to accept any further of six messages per level, although not all the mes-
commissions. If not used, the Couriers special mem- sages need have the same destination. Each time the
ory (see below) is lost within three months. Courier enters a port, he can advertise for and re-
Secondary Skills: Determine as normal for the ceive 3d6 messages to deliver, at a prepaid fee of 5-
campaign. 50 gp per message (the fee varies by the length and
Weapon Proficiencies: Any proficiency available complexity of the message, the distance it must be
to the character's class is available to Couriers. taken, and the reputation of the Courier).
Nonweapon Proficiencies: Bonus: Etiquette. Rec- Once the Courier arrives at a destination. it will
ommended: (General) Modern Languages (usually take him Idl2 hours to find the recipient of each
several); (Rogue) Appraising, Disguise, Forgery: message and deliver it; this must be done before the
(Warrior) Navigation (Wildspace), Tracking. Courier leaves for another destination, and generally
Equipment: Couriers may purchase equipment as should be done within the first week of arrival. The
normal for their class. Courier may also receive gratuities from message re-
Special Benefits: The Courier has a well- cipients for successfully delivering welcome news,
developed memory in which he may carry many but he should be prepared to defend himself against
messages. This memory allows the Courier to repeat the displaced anger of the recipient should the news
verbatim anything he has heard, if he knows the lan- be bad.

52
Qfihenjpheh SCI Q W 531toElf]

Special Hindrances: Couriers become intimately Role: Harlequins are the tonic for long, slow voy-
involved in the businesses of their clients. Often, ages between spheres, as their entertainments are
they have access to the contents of otherwise unob- among the few interesting events in the phlogiston
tainable missives. This makes them valuable to the (excluding encounters with creatures or other ves-
enemies of their clients. sels). They also act as messengers (although not so
Occasionally, Couriers will carry messages that formally as those who take the Courier kit), bringing
certain parties do not want delivered. Each time the gossip and news from world to world and sphere to
Courier advertises for messages, he has a 2% sphere.
chance per message received (cumulative) to get Bards are more likely to be Harlequins than
such a dangerous message. There will be an attempt thieves are. Their entertainment and lore skills give
to either convince the Courier not to deliver the mes- them an advantage in accomplishing the goals of
sage or to find out what the message says. The DM is this particular kit.
encouraged to use these incidents as opportunities Characters wishing to be Harlequins must have ex-
for adventure. ceptional Charisma ( I 5 or more) so that they can at-
Alix Marbin, a E-th-level Courier, travels the route tract and hold the interest of their audience. Note
Realmspace-Greyspace-Krynn and back again in the that this does not mean they are particularly hand-
other direction. He stops at all the inhabited worlds some (some Harlequins are really ugly). but that they
en route, picking up and dropping off messages as have an ability to fascinate and even lead.
he goes. Alix can carry a maximum of 36 messages To abandon the Harlequin kit, the character must
in memory at one time. His memory is full when he abandon the stage. Benefits are lost immediately,
makes a stop at Toril to deliver I0 messages. After but the reputation liability is retained until the Harle-
he accomplishes this task, Alix advertises for more quin's fame recedes (generally six months).
messages and receives eight (a message for a pirate Secondary Skills: Determine as normal for the
captain on Garden in Realmspace, three messages campaign.
bound for Oerth in Greyspace, and two messages Weapon Proficiencies: Harlequins are nearly al-
each for recipients on Reorx and Krynn in Krynn- ways in the public eye, so they must restrict them-
space). As he drops off these messages, he picks up selves to weapons that are easily concealed or that
more at each stop on his route. can be worked into a costume: club, dagger, dart.
Wealth Options: Working as a Courier is a profit- hand crossbow, knife, and staff.
able business. Couriers receive 3d6 is IU gp for their Nonweapon Proficiencies: Bonus: (choose two)
starting money. Animal Training, Dancing, Disguise, Juggling, Musi-
Races: Members of any race—human. demi- cal Instrument, Singing, Tightrope Walking, Tum-
human, or nonhuman—-may be Couriers. bling. Recornrnended: Any of the previously listed,
plus (General) Artistic Ability, Brewing, Carpentry,
Harlequin Etiquette, Modern Languages, SeamstressiTaiIor:
(Rogue) Gaming, Jumping.
Description: The Harlequin is the wandering en- Equipment: Harlequins carry a collection of
tertainer of space. Harlequins travel on spelljam- brightly colored balls, costumes, and other gear de-
ming vessels, taking their entertainments from one signed for entertainment. This collection costs ll}
crystal sphere to another. Harlequins may sing, tell go: the remainder of the rogue's money may be
jokes and stories, train wild animals, or perform spent on any gear he wishes to purchase.
many other different forms of entertainment. Many Special Benefits: Harlequins are prized through-
Harlequins are trained in more than one of these en- out the Known Spheres for their ability to entertain
tertainments. and amuse. A Harlequin who is short of cash may

55
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perform on the street and raise 3d6 sp from such a not have any concept of such a role, and so charac-
performance. Harlequins may perform only twice ters of these races cannot be Harlequins.
per day for such money, and each performance takes
l-4 hours.
Harlequins are also welcome aboard ship and at
Privateer
public lodging houses, and receive a +3 reaction roll Description: The Privateer is a space predator,
when negotiating a price for passage or lodging if hunting the ships of his nationis enemies under the
they offer to entertain for free during the stay. flimsy protection of a letter of marque. Where Cor-
Special Hindrances: While Harlequins are en- sairs are agents of the law, Privateers are agents of
joyed, they are not generally trusted. The Harlequin war and intrigue.
does not have a reputation for dishonesty so much as Privateers often serve the same roles as Corsairs:
for a lack of discretion and responsibility. As such, a customs agents, border patrol, and first line of de-
Harlequin suffers a -3 penalty whenever a reaction fense. However, where the Corsair attacks the ene-
roll is made to see if the Harlequin will be trusted. mies of his nation, the Privateer will accept nearly
Harlequins are viewed as vagrants by the officials any target of opportunity. Like Corsairs, they are re-
of many stations. Harlequins who come into contact quired to give a portion of the booty they capture to
with the guard or militia suffer a -3 reaction roll. the nations that sponsor them, but many Privateers
Wealth Options: Harlequins as a class are not well "forget" important cargo when they return to their
off. They receive 2d-4 H lo gp for starting wealth. home ports.
Races: Any human or demihuman can be a Harle- Role: Privateers are the scavengers of wildspace.
quin, although dwarves are too serious to work as en- seeking lone vessels or other defenseless targets
tertainers; their bards tend to be lore-masters rather that they can plunder. While they may also perform
than rumor-mongers. some work as agents of the law, their primary focus
Of the nonhuman races, the dracons and the ras- is on the collection of treasure.
tipedes traditionally travel with at least one member Most Privateers are thieves; few bards find the life
of the herd or troupe who is an entertainer. Hadozee attractive. To become a Privateer, the character must
are also common Harlequins, although their enter- convince his home nation of his ability to act as its
tainments are viewed as coarse and uncultured by agent in the freedom of space. This generally re-
some groups. Lizard men, hurwaeti, and xixchil do quires a Strength score of at least 12, a Wisdom of to

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or more, and a Charisma of I4 or more. waeti do not work as Privateers.


To abandon the Privateer kit, the character must
renounce his commission. Renouncing the commis- Salvager
sion may be a crime (if the character was already in
trouble for abusing his commission) or a respected Description: The Salvager is the scavenger of the
retirement from the duties of service. The Privateer spacelanes, looting spelljamming helms and other
must be in his home port to renounce the kit, and it valuables from disabled ships. Salvagers are not no-
takes one month in port to process the paperwork. ble rescuers or even work-a-day emergency assist-
Secondary Skills: Required: Navigator. ance; they live by the law of "finders keepers."
Weapon Proficiencies: None required or recom- Role: The Salvager searches crystal spheres, par-
mended. ticularly those that have been the site of a space bat-
Nonweapon Proficiencies: Bonus: Heraldry tle or are plagued with pirates or hazardous space
(Space). Recommended: Navigation (Wildspace), creatures, looking for ships that can no longer navi-
Spacemanship. gate under their own power. The Salvager then grap-
Equipment: The Privateer may buy whatever ples with the derelict ship and recovers any valuables
equipment he chooses, keeping any money that is left aboard.
left over. Ideally, derelict ships are also unoccupied. A Sal-
Special Benefits: A Privateer has the right, under vager who comes across a derelict with living crew
letters of marque. to legally stop any ship within his (which can easily happen in the preserving bath of
home port's sphere of control. "Home port" need not the phlogiston) may return the survivors to a nearby
be a planet; it could be a fixed base or even a fleet spaceport. Their valuables, however, are never seen
mothership. Within the sphere of control, the Corsair again.
may legally stop vessels, board them, assess cus- Some few Salvagers lack the patience to wait fora
toms duties, and seize contraband. vessel to become a derelict. These have no scruples
Privateers are paid by the cargo seized and taxes against helping the process along by doubling as pi-
collected, keeping l(l% of the contraband and du- rates. Most of these are not so solicitous of the survi-
ties collected to pay expenses and reward the crew. vors of their attacks.
Many Privateers withhold more than 10%, risking The solitary work of the Salvager is not appealing
discovery and prosecution. to those with the broad knowledge of bards. Thus,
Special Hindrances: The Privateer must return to this kit is available to thieves only.
his home port regularly (at least every six months) to There are no special requirements for becoming a
report on his activities, and of course must give 90% Salvager. Many thieves who could not survive in law-
of the cargoes and ships he seizes to his command at filled worlds become Salvagers after learning about
that base. spelljamming, because this life is so easy to pursue.
Wealth Options: Privateers are generally not con- Abandoning this kit requires that the Salvager
sidered as respectable as Corsairs, and generally do give up his pursuit of abandoned wealth. Benefits
not come from as high on the social scale (although vanish immediately, while hindrances take six
they are still higher than most rogues). As a result, months to fade.
beginning Privateers receive only 3d6>< l0 gp for Secondary Skills: Shipwright.
starting money. Weapon Proficiencies: Any weapon suitable to the
Races: Any human or demihuman may be a Priva- Salvager's class may be used.
teer, as may dracons, lizard men, and rastipedes. Nonweapon Proficiencies: Bonus: Looting. Rec-
Giff, hadozee, and xixchil can be found on Privateer ommended: (General) Carpentry, Rope Use; (Rogue)
crews working for other races. Grommams and hur- Appraising, Forgery, Jumping.

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Equipment: Salvagers have a tool chest contain- ' Opportunities for purely urban adventuring in
ing crowbars, hammers, and chisels worth 20 gp. space are limited. Kits with a heavily urban, localized
Special Benefits: Salvagers can examine a wreck focus may be unsatisfying in a SPELLJAMMERP
with a 10% chance per level (maximum 90% campaign.
chance) of identifying how it came to be wrecked. A
Salvager can always identify the most valuable parts
and get better than average salvage money for them Creating New Kits
(+20% over the usual prices). Using the kits above as guidelines, many new kits
Special Hindrances: While salvaging is quite prof- can be created. If the DM has a certain type of char-
itable, most spacefarers view Salvagers as sharks. acter that he would like in the campaign, a kit can be
Thus, Salvagers suffer a -2 on reaction rolls when designed for that niche.
dealing with those who own or crew ships. To design a kit, the DM should consider the follow-
Wealth Options: Salvaging in space is as profit- ing questions about the character and his role in the
able as most other thievish pursuits. As a result, Sal- campaign.
vagers receive the normal starting money for a rogue Description: What's this character like? Is he
(2d6 ls’ IO gp). drawn from a specific literary, mythological, or his-
Races: Any human, demihuman, or nonhuman torical source? Are there any special requirements
race with spelljamming abilities of its own can be- for this type of character?
come Salvagers. Thus, only hadozee cannot take Role: What place does this character have in the
this kit. campaign? How is he regarded by his own culture?
Ely other cultures? ls there a particular attitude or
outlook he needs to belong to this kit?
Using Kits from Previous What kinds of activities does this character tend to
Handbooks perform in the campaign? Is he a bold man of action?
A withdrawn scholar? An impulsive show-off? What
The concept of kits was first established in the is his relationship to the other characters: friendly,
PHBRT-4 series of ADSD"-A game handbooks. These distanced, wary, impassive?
books, The Complete Fighters, Wizard's, Priest's. and Secondary Skills: If using the secondary skills
Thief's Handbooks, contain many kits that, with mini- system, the DM must to decide if this kit requires
mal adaptation, would mesh well with a spaceborne such a skill. If there isn't a particular secondary skill
campaign. The table at the bottom of this page indi- or skills common to all characters of this type, then
cates those kits that could be used as-is or with only no secondary skill should be required. But if all
minor changes. DMs and players are encouraged to members of a kit share the same skill—or one of a
consider these kits as well as those found in this small number of skills—then all characters who take
book when selecting kits for spaceborne PCs. this kit should have it, too.
Things to consider in tailoring groundling kits for Weapon Proficiencies: Certain types of character
SPELLJAMMER‘-"-3' campaigns include: tend to favor certain types of weapons. Others select
' Wilderness abilities must be adjusted to account from a wide range of choices. If the character de-
for the diversity of terrain and climate throughout scribed in the new kit prefers one or two weapons
wildspace. more than others, note this in the kit.
1' Politically motivated kits are often difficult to Nonweapon Proficiencies: As with weapon profi-
transfer, as the sphere of political control by any enti- ciencies, characters of the same kit have certain
ty (except perhaps the elven lmperial Fleet) is very skills in common. For instance, all Cartographers
small.

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should be skilled in cartography. Therefore, one or 1' Special restrictions in the culture in which the
two nonweapon proficiency slots can be given free of characters normally travel (for instance, the charac-
charge to characters taking a new kit. If appropriate, ter is prohibited from owning property or is punished
the proficiencies can come from proficiency groups excessively for certain crimes).
not available at standard cost to that character type. I Vulnerabilities to certain types of magic (either a
Normally, the cost in slots for such proficiencies penalty to saving throws or the magic is automati-
would be higher, but this can be ignored when award- cally successful).
ing free proficiencies. Wealth Options: Does the character have less or
Equipment: If a character is known for using cer- more starting gold than other characters? Are there
tain types of equipment, that character must have any restrictions as to how his starting gold must be
the equipment before the campaign begins. if some spent?
but not all characters of the type use the equipment, Races: Note any variations for characters of spe-
the DM can give a list from which to choose. cific races. Are any races barred from the kit? Does
Special Benefits: Although not necessary, most any race receive special benefits, proficiencies, or
kits should have some special benefit. Any kind of hindrances when taking this kit?
benefit is acceptable, but it should relate to the way Notes: If there are any additional details about the
this character operates in fiction, mythology, or oth- kit, explain them fully.
er similar source material. You can also adapt kits from one class to another
Possible benefits include: by adjusting the skills, weapons, proficiencies, bene-
I Bonuses to reaction rolls, particularly from cer- fits, and hindrances.
tain categories of people.
ll Bonuses to proficiency rolls, especially in specif- Other ideas for Kits
ically defined situations.
It A free weapon specialization (warriors only). With the size of the Known Spheres, there are
I Bonuses to hit andior damage, especially many possible types of kits that could be developed.
against certain categories of enemies or in special In addition to the ones listed above, DMs and players
circumstances. may consider the following list as a starting point for
ll Special resistances, such as an immunity or bo- ideas on developing new kits:
nus to saving throws against specific magical attacks Sharpshooter, a warrior specialized in a single
or types of magic. missile weapon who can shoot it over incredible dis-
l Special rights in the culture in which the charac- tances across wildspace.
ter normally travels (such as immunity from prose- Klndori rider, a warrior whose savage, migrant
cution or free lodging on demand). culture is based on the backs of space whales.
Special Hindrances: One or more special hin- Weaponeer, a warrior specialized in shipboard
drances should be imposed that limit the character weaponry.
as much as his special benefit helps him. Cartographer, a mage who collects and develops
Possible hindrances include: maps of the Known Spheres and their worlds.
' Penalties to reaction rolls, especially from cer- Pilot, a priest who offers his services to power
tain categories of people. spelljamming helms in return for the opportunity to
ll Penalties to hit andior damage, particularly visit many different spheres.
against certain categories of enemies or in special Zoologlst, a priest who collects all sorts of strange
circumstances. and peculiar creatures.
' Restrictions from learning certain weapon or Wrecker, a rogue who uses his ship to tow disabled
nonweapon proficiencies. vessels to port for pay.

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C haracters in the ADSDP game are more than col- a happy-go-lucky wayfarer. He travels from place to
lections of powers and skills. They are living, place to experience life, never putting down roots or
breathing people in a fantasy setting. it will help your staying in one place long. To a Carefree Wanderer, all
role-playing to think of your character as a person, bills are paid when the ship leaves.
and this chapter is here to help. The Carefree Wanderer need not be uncaring.
While in a place or with a group, he may do selfless
things to aid them and may go out of his way to try to
Spacefarer Personalities leave things better than he found them. However, the
Not every fighter is dedicated to slaughter. Not day will come when it is time for him to move on, and
every thief steals from everyone he meets. Not every he will not look back.
priest is a proselytizer. Not every mage lusts for high- Best Suited For: Carefree Wanderers tend to be
er power. Real characters have personalities beyond neutral or chaotic, though they may be good or evil.
the constraints of their class and kit, giving a deeper Lawful behavior would force the Carefree Wanderer
perspective to who the character really is and what to accept long-term obligations for the people he
makes that character tick. meets, and he simply will not do so.
This chapter describes four new personality types, Any character may be a Carefree Wanderer. How-
each of which can provide you with a new perspec- ever, mages do not generally live such carefree lives,
tive on your character. These character types are to- because they need to gather spells as they advance.
tally optional and do not affect any rules. Many faiths are tolerant of Carefree Wanderer
Personalities are not like kits, which provide char- priests, notably the faiths of Arts, Crafts, Darknesst
acters with special abilities. Instead, they are points Night, Death, Disease, Divinity of Mankind, Elemen-
of view which any character can adopt. They repre- tal Forces, Evil, FateiDestiny, FortunelLuck, Good,
sent the motivation for the character: why the char- Healing, Life-Death-Rebirth Cycle, Lightning,
acter participates in adventures, and what is really LiteratureiPoetry, Love, Magic, MischieftTrickery,
important to him. Music.-‘Dance, Nature, Sky.-’Weather, Strength, Sun,
To help you understand the personalities, we have Thunder, Time, Trade, Wind, and Wisdom.
divided each of them into four major sections: In Combat Situations: Carefree Wanderers are of-
Character Description: This section describes the ten quite skilled in combat. Their individual life-
personality in general terms. It tells what the charac- styles force them to be able to defend themselves.
ter thinks, and how the character feels. They may not cooperate well in complex tactical sit-
Best Suited For: This section lists the character uations, however, and can often be found employing
classes, kits, and alignments which are most appro- stratagems of their own.
priate for the personality type. These are not require- In Role-Playing Situations: The Carefree Wander-
ments, but rather guidelines; there is no reason that er may be perceived as flighty and uncaring, but con-
your character cannot do something other than what versation reveals that he can care deeply about the
this paragraph says. However, this information is people he is with. He will often adopt their desires
here to help you, and you should probably have a and dreams as his own, at least until it is time for him
good reason for playing a character outside these to move on.
boundaries with this personality.
in Combat Situations: This section tells how the The Compromiser
character behaves in combat. It explains what kind
of tactics appeal to the personality, how the charac- Character Description: The Compromiser is a su-
ter perceives himself as a combatant, and what kinds perb negotiator, dedicated to preserving harmony
of beings the character views as enemies. and good relation among his companions. He is a
in Role-Playing Situations: This section tells how skilled negotiator and is usually able to see all sides
the character behaves outside of combat. It de- of a question.
scribes how he views NPCs and how NPCs view him. The Compromiser need not be the party leader in
This section is also a guideline to how to role-play order to function. He can step in when disputes arise
the personality; there is no rule that says a Carefree within the party to sort out problems without push-
Wanderer must always be flip. ing his own ideas as the best solution.
Best Suited For: Compromisers tend to be lawful.
They desire harmony within their group and prefer
The Carefree Wanderer majority rule or compromise to individualism.
Character Description: The Carefree Wanderer is Mages and warriors make the best Compromisers.
They can hold the respect of the other team mem-

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bers while maintaining their distance from the dis- numbered, leaping in to even the odds. Vigilantes
pute most easily. are less concerned with tactical considerations, and
In Combat Situations: While the Compromiser their enthusiastic defense may occasionally foul up
may not be the most physically or magically capable more subtle strategies.
character, he is able to find ways to use all the skills In Role-Playing Situations: “-/igilantes tend to be
of the party for success. A Compromiser's plans al- viewed as aggressive by those around them. They
low each person to do what he or she does best, and are not good negotiators, as they find it difficult to
enjoys doing the most. without giving anyone an un- see both sides of an issue. They occasionally speak
necessarily dangerous or limited role. up at inopportune moments, but most recognize that
In Role-Playing Situations: Compromisers are ex- a little silence can often be effective.
cellent negotiators, but they act more as facilitators
than as proponents of the party's position. There- The Xenophobe
fore, it may be better for the Compromiser to help
the rest of the party come to a consensus, with the Character Description: The Xenophobe has an un-
Compromiser staying out of subsequent negotia- reasoning hatred and fear of meeting up with new
tions with NPCs. lf the Compromiser does become and unknown species. Xenophobes are often
involved, however, he will press for a solution that groundlings who have entered space, and who can
will make everyone happy. accept demihumans as equals (or nearly so} but who
are revolted at the idea of working beside a hadozee
or a giff, much less a mind flayer.
The Vigilante Xenophobes have no rational basis for their fears.
Character Description: The Vigilante plies the If they get to know an individual of an alien species,
space lanes, charging into any fray where he thinks they can accept that being as “just like me on the in-
an underdog needs his help. Vigilantes perceive side," but they will often still retain a prejudice
themselves as the agents of right wherever they hap- against the remainder of the species. Truly unknown
pen to be, self-appointed saviors of the oppressed races, such as the dracons, may send the Xenophobe
and righters of the wrongs of fate. Others perceive into unreasoning panic—or a homicidal mania to
them as sometime benefactors, sometime nuisances "eliminate the monsters."
with a penchant for getting into trouble. To a :-cenophobe, any being that is not familiar is an
Best Suited For: Vigilantes mean well and are alien and probably does not deserve to live. Thus, an
usually good in alignment. However, they disparage orc might be viewed with less hostility than an elf, if
what they view as the inept enforcement of common the xenophobe were familiar with orcs but had never
decency among the spacelanes and seek to replace it met an elf before.
with their own justice. They are thus hard to justify as Best Suited For: Xenophobes tend to be of neutral
lawful. True neutrals, or even chaotic neutral charac- alignment, with chaotic or evil tendencies. Some
ters may be Vigilantes, but they are as likely to res- xenophobes are good aligned but are unable to over-
cue a pirate vessel that attacked an overly powerful come their own prejudices enough to treat aliens like
target as to aid the target itself. their fellow species. Some xenophobes are lawful
Members of any class may be Vigilantes. Warriors and push for protectionist legislation to eliminate
and rogues are most common, but even priests (par- the alien threat. Others are chaotic and take matters
ticularly of the faiths of Culture, Justice, and Re- into their own hands.
demption) may pursue this personality type. Warriors and rogues make good Xenophobes (if
ln Combat Situations: In combat, the Vigilante there is such a thing). Most mages are accustomed to
looks to those who have been injured or who are out- new and strange experiences, so an unknown race

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rarely bothers them. A few priests are xenophobic, another to create brand new types (Xenophobic Vigi-
notably those who worship faiths closely tied to their lantes are possible). The DM is also free to modify
homeworld or their race. the personality types and make suggestions to his
Humans are not the only race to produce Xeno- players. If the DM decides that Mercenaries are too
phobes. Many elves are notably xenophobic, extend- disruptive to the campaign, he should suggest an al-
ing their dislike even to humans. Dwarves are also ternative to the players.
prone to xenophobia, although this is mitigated by Sometimes, a player wishes to change his charac-
the fact that only the most open dwarves deal di- ter’s personality. Maybe the character has matured
rectly with nondwarvish peoples. Halflings and and outgrown his old personality type, or has
gnomes are rarely Xenophobes. reached a turning point in his life that has forced him
Among the nonhumans, only the dracons are suf- to change his outlook or rethink his philosophy.
ficiently new to the Known Spheres to produce Xeno- Since the personality types are not governed by a
phobes. All dracons are disparaging of "the strict set of rules, players can change them whenever
Deformed," as they call demihumans, but few suffer appropriate. However, such changes should be rare,
from the unreasoning hatred of a Xenophobe. and typically should mark a major turning point in
In Combat Situations: Xenophobes prefer to "get the character's life. A player should not just change
the monsters first." They try to attack the most alien his character's personality for the sake of trying
creature present, although they will not let their ha- something new. A personality change should de-
tred blind them to obvious tactical threats from less velop naturally out of the events of the campaign,
alien sources. They tend to use excessive force when perhaps as the result of a catastrophic event. For in-
attacking aliens, although they may be quite re- stance, a Merry Showoff might become a Elrooder
strained in other combats. because a friend or family member was brutally mur-
In Role-Playing Situations: Xenophobes can be dered by a horde of pillaging orcs.
quite pleasant in role-playing situations—-so long as Here are some ways such changes might occur.
no one present is an "alien." In the presence of aliens, The Carefree Wanderer might discover that there
Xenophobes become hostile and cruel. are people he cares enough about to abandon his
wandering ways. If those people are endangered, he
Previously Published Personalities might become a Xenophobe against the creatures
that represent the threat.
Besides these personalities. there are several per- The Compromiser may grow tired of trying to
sonalities already published in the PHBR series of achieve unity all the time, and may decide to live and
handbooks that would be suitable in a spacefaring let live, becoming a Carefree Wanderer. Alternative-
campaign. These personalities, and the classes to ly, he may decide that to right some wrongs requires
which they apply, are summarized in Table 9. more than compromise, and become a Vigilante.
For a greater variety of ideas, players should exam- The Vigilante may focus his attentions on one
ine the personalities without regard to character class. group that he feels is in the wrong and become a
There is no reason that a wizard cannot be a Merry Xenophobe. Or, he may decide to throw off the bur-
Showoff or a priest cannot be a Sneaky Thinker. den of making everything right with the universe and
become a Carefree Wanderer.
The Xenophobe may learn enough about aliens to
Changing Personalities realize that his hatreds are unfounded. If so, he may
Players are encouraged to alter the personality become a Compromiser, trying to make up for the
types in any way they see fit. Characteristics of one harm he did, or she may become a Vigilante, seeking
personality can be combined with characteristics of to stamp out all evidence of prejudice.

(iii
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T he use of nonweapon proficiencies in your cam- attack rolls. A character with this proficiency will al-
paign is highly recommended, especially if you so be equally adept at performing noncombat tasks
are going to make use of the kits in this book. Profi- with both hands.
ciencies are the best way to quantify the various tal- The ambidexterity proficiency doesn't give a char-
ents that distinguish one kit from another. acter two attacks per round. It just means that if he
We're going to be showing you several interesting loses the use of one hand, or drops the weapon in
things you can do with proficiencies. Therefore, you that hand, he's equally adept with the other hand.
need to use the rule for extra proficiencies given in If the character does try to fight with two hands
the Player's Handbook (see Chapter l, "intelli- (see the Players Handbook, Chapter 9, “Attacking
gence"). There, it says that the DM may give permis- with Two Weapons"), he suffers a —l penalty on the
sion for you to take extra proficiencies when a first attack roll and a -3 on the second roll.
character is first created. The number of extra non-
weapon proficiencies is equal to the number of extra Large Weapons
languages the character gets from high Intelligence.
As explained in Chapter 3 of the Concordance of
Arcane Space (see "Weapon Teams"), shipborne
New Weapon Proficiencies weapons can be used more effectively by weapon
You know about weapon proficiencies from Chap- specialists. While the Concordance explains how to
ter 5 of the Player's Handbook. Here, we'll talk about hire a large-weapon specialist, it does not explain
some additional, special things you can do in a cam- how PCs can themselves become such specialists.
paign with weapon proficiencies. A character can expend weapon proficiency slots
to become expert with one type of large weapon.
There are five basic types, each with its own profi-
Ambidexterlty ciency slot cost, as shown in the following table.
l slot
Table 10:
Ptmbidexterity is a special weapon proficiency that LARGE WEAPON PROFICIENCY COSTS
allows a character to fight equally well with both Weapon Type Cost in Slots Groundiing
hands. A character without this weapon proficiency Ballista l Yes
who uses a weapon in his off-hand suffers a -2 on Bomba rd 2 No

(52
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Catapult I Yes Fast-Talking


Greek Fire Projector 2 Ho
Jettison I No I slot; Rogue
Charisma, special modifier
The Groundiing column in the table indicates
whether the weapon proficiency is available as a pro- Fast-talk is the art of distraction and conning. If a
ficiency to characters before they enter space. Weap- successful proficiency check is made, the fast-talker
ons marked "No" in the Groundiing column are not is able to get away with whatever scam he is attempt-
used on planetary surfaces, so a character who has ing. Modifiers are based on the Intelligence and Wis-
never been to space cannot be proficient in their use. dom of the target, as shown on Table I I. The DM
Proficiency in a class of weapons gives proficiency may also introduce modifiers according to the plati-
in all weapons of that type. Thus, proficiency in cata- sibility of what the character is attempting.
pults includes light, medium, and heavy catapults;
proficiency in ballista includes light, medium, and Table I I: FAST-TALKING MODIFIERS
heavy ballistae as well as gnomish sweepers. Target's Modifier Modifier
Attribute (Intelligence) (Wisdom)
New Nonweapon 3
4-5
WA
-3
—5
—3
Proficiencies 6-8
9- I 2
—I
O
—I
0
Each description below starts with the following I3-15 + l +I
information: the name of the proficiency, the num- I6-17 +2 +3
ber of slots required for its selection, the group it fits I8 +3 +5
into, the relevant character statistic and the check 19 +5 WA
modifier for using the proficiency.
Modifiers are cumulative. For example, a charac-
Cartography ter with a Wisdom of I2 and an Intelligence of I5
would given a O +1 = +1 modifier on the fast-talking
I slot; WizardfPriestfRogue Charisma check roll.
intelligence, -2 modifier Targets of Intelligence 3 or less are so dim that at-
tempts to fast-talk them fail automatically because
Characters with the cartography proficiency are they cannot follow what's being said. [Creatures that
skilled at making maps. They can make maps to stupid are easy to fool in other ways, however.) Tar-
scale and can represent complex land formations gets with lntelligence of 20 or more or Wisdom of I9
through the use of perspective drawing and coastal or more are impervious to fast-talking.
outlines.
A successful proficiency roll indicates that the
map is correct in every detail. A failed roll indicates Fortune Telling
that some details, possibly some significant ones, 2 slots; Rogue
are in error. A roll of exactly 20 indicates that the Charisma, +2 modifier
map contains a serious error that invalidates it. The
success roll for this proficiency should be made by This proficiency allows the character to use popu-
the DIM and kept secret from the player. larly known methods of predicting the future to per-

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form a divination. The character has no way to pre- This proficiency represents a knack for grabbing
dict the real future using this proficiency, but he can the best loot in the shortest time. It is most useful in
put on a convincing show. He might even get lucky seizing treasure from a spelljamming vessel that is
and actually be right! breaking up or about to plunge into an atmosphere.
On a successful proficiency check, the character is If the character's proficiency check is successful, he
able to convince his customer that the divination is is able to recognize and stuff into his pack the most
real. (Player characters must make an Intelligence valuable combination of items, given the limitations
check on 4d6 to recognize the fortune teller as a of time and space.
charlatan.) The character must make up the fortune;
there is no magic associated with this proficiency. Navigation (\X/Ildspacej
For example, Emile the Aperusa is trying to
scrape up a few coins to buy himself dinner. He sets I slot: WizardlPriest
up his palmists booth on the outskirts of the market, Intelligence, -2 modifier
and soon the wife of a wealthy merchant comes by.
Emile offers to tell the woman's fortune and will not The character has learned the art of navigating
accept payment unless she believes his tale. through wildspace, avoiding hazards and using plan-
Emile then takes the woman's hand, staring in- etary motion to improve speed over long journeys. A
tently at her. He tells an elaborate tale of the wom- successful proficiency check allows the character's
an's future, making several references to a dark-eyed spelljamming vessel to arrive at its wildspace desti-
stranger who will fill her nights with passion. He then nation 10% faster than normal. Thus, if it would take
makes a proficiency check. He succeeds, and the IO days to make the trip normally, the character can
woman tosses him a small pouch containing silver— steer a course that will take only nine days. An un-
and the location of her villa. successful proficiency check indicates that no time
is saved; on a roll of 20, travel time increases by
20%.
Heraldry [Space]
I slot; General Navigation |Phloglston]
Intelligence, no modifier
I slot; WizardlPriest
The knowledge of heraldry enables the character Intelligence, -2 modifier
to identify the crests and symbols that denote differ-
ent persons and groups. In space, this is a matter of This is the art of navigating from one sphere to an-
interpreting the decorations and pennants on ship other, a separate skill from navigating within a single
hulls, knowing the various types of ships and which crystal sphere. It is a difficult and risky activity, but it
races use them. is sometimes necessary when an planetary locator is
Thus, on a successful Heraldry (Space) proficiency not available.
check, the character could identify the pennant at A spelljamming ship that enters the Flow normal-
the mast of a nearby hammership as that of the ly moves randomly, arriving at some other crystal
dread captain Clive the Fearsome of Realmspace. sphere within IO-I00 days. With a successful profi-
ciency check from the ship's navigator, the ship ar-
rives at the chosen destination within that time. Of
Looting course, the destination must be one that is normally
I slot; Rogue reachable; if there is no path from the current sphere
Dexterity, no modifier to the desired one, a successful check on this profi-

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ciency will not create one. sign and build ships of all types, with a proficiency
If the proficiency check is failed, the ship arrives at check being required for unusual features only. The
a random sphere. (The DM should make the profi- character can perform routine maintenance on spell-
ciency roll so that the player does not know if he suc- jamming vessels, including repairing sails and
ceeded or not.) On a natural 20, the ship drifts in the caulking the hull, without a proficiency check. A
phlogiston for 20-200 days; such ships may be in shipwright need not have other workmen to finish
grave danger of exhausting their air supply before re- small vessels, but larger vessels require crews of
turning to a random crystal sphere. shipwrights and other laborers to build or repair.
A character with the shipwright proficiency is con-
Observation sidered a "trained worker" for the purpose of ship re-
pair. This proficiency is relevant for ship repairs ofall
I slot; General types. (See the Concordance of Arcane Space, Chap-
Intelligence, no modifier ter 4, for more details on ship repair.)

Characters with this proficiency have cultivated


exceptionally acute powers of observation. The DM
Signaling
may ask for a proficiency check (or secretly roll one) I slot; General
anytime there is something subtly wrong. He may al- Intelligence, + 2 modifier
so allow characters with this proficiency to increase
their chances of finding secret or concealed doors by This proficiency gives the character the ability to
I in 6 (even characters who are not elves or half-elves use signaling equipment to send complex messages
have a I in 6 chance using this proficiency). This pro- across wildspace. While any character can use a red
ficiency covers all of the senses. smoke grenade to signal danger, a character with
this proficiency can send coded messages to other
Planetology ships using a signaling mirror, light, or flags. The sig-
nal transmitted by this proficiency will cross up to IO
2 slots; WizardfPriest miles in wildspace, although it must travel in a
Intelligence, *-I modifier straight line. A skilled signaler can send as many as
IO words each combat round.
A character with the planetology proficiency has To send a message and have it understood, the
studied the various types of planets that may be sender and receiver must both have signaling profi-
found within crystal spheres. He is able to identify ciency and both must roll proficiency checks. If both
signs of groundling civilization from space and can succeed, the message is understood perfectly. If one
determine the climate and probable inhabitants of a fails, the message is distorted, but in an obvious way,
world by studying it for a short time (and making a so that it can be retransmitted next round. If both
successful proficiency check). checks fail. or if either rolls a natural 20, an errone-
ous message is received and accepted with a mean-
Shipwright ing opposite to that intended.
I slot: General
Dexterity, +I modifier Slow Respiration
I slot; General
This character is knowledgeable regarding tech- Wisdom, no modifier
niques for ship construction and repair. He can de-

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This proficiency provides the character with the essary to manage any spelljamming ship.
ability to slow his respiration so that he consumes air
more slowly. Cin a successful proficiency check. the Spelljamming
character drops into a trance during which he con-
sumes air only one-tenth as quickly as normal. 2 slots; ‘vVizardfPriest
For example, the Dread Pirate Luigi is accidentally Intelligence. —2 modifier
thrown overboard. Normally, Luigi carries enough
air in his personal air envelope for 2-20 turns. How- Characters with the spelljamming proficiency are
ever, he is afraid that his crewmen did not notice him experts at manipulating a spelljamming helm to ma-
falling overboard {as they were all rather drunk at the neuver a vessel. Any spell-caster can operate a helm,
time), and he wants to preserve himself for as long as but this proficiency provides additional benefits.
possible. If Luigi makes a successful slow respiration l The character can boost the SR of his ship by I
proficiency check, his air envelope will last 20-200 with a successful proficiency check. This boost lasts
turns, greatly improving his chances of being res- only one SPELLJAMMERT’ campaign combat turn.
cued while he is still alive. 1' The character can boost the maneuverability of
Starting the trance takes one turn. Should the pro- his ship with a proficiency check. This boost lasts on-
ficiency check fail, the character consumes a normal ly one turn. A character cannot boost both the speed
amount of atmosphere for that turn but may attempt and maneuverability of his ship at the same time.
to use this proficiency again on the next turn {so long 1' The character gains a - I to his die rolls to deter-
as air remains). If Luigi misses the proficiency check mine which vessel gets initiative each turn.
on his first turn but is successful on the second turn, In order to use these benefits, the character must
his air envelope will last I I-I91 turns {one turn for be operating the ship's spelljamming helm. By-
the turn he missed, plus I0-I90 turns for the I-I9 standers cannot help, regardless of their proficiency.
turns of normal breathing he had left. times I0 for
his lowered respiration). Zero-Gravity Combat
The character is unable to take any action while in
the air-preserving trance. However, the character is I slot; WarriorfPriestfRogue
still aware of everything that is going on and can re- Intelligence, -2 modifier
turn to full consciousness in a single round.
A character with zero-gravity combat proficiency
is skilled at fighting in the absence of gravity. The
Spacemanship character suffers a +3 penalty on initiative rolls and
I slot; General a - I penalty on all attack rollslas compared to a +6
Dexterity, +l modifier initiative penalty and a -2 attack roll penalty for
characters without this proficiency; see the Cr:=r;-cor-
The character with this proficiency is familiar with dance of Arcane Space, Chapter I I.
spelljamming ships. He is qualified to work as a Furthermore, the character retains the ability to
crewman, although he cannot actually navigate. use special combat abilities, such as martial arts,
Trained spacemen have general knowledge of all while drifting in space.
parts of their ship, can recognize the insignia of all Finally the character can roughly steer his course
ship's ranks, know basic information about air con- in space by throwing objects away from him and by
sumption, gravity plane orientation, and phlogiston shifting toward large objects. I-le cannot control his
safety, as well as being trained to perform common speed, however, and can only slightly affect his
shipboard tasks. Crews of trained spacemen are nec- course.

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perating a spelljamming vessel requires more A character can live without food for a number of
O than just getting in. sitting down on the helm. days equal to half his Constitution score without ill
and taking off. Even if the destination is clear. the effects. Thereafter. the character must make a Con-
long duration of most spelljamming journeys re- stitution check each day or lose one Strength point
quires that plans be made and equipment be pro- and one Constitution point. {This Constitution check
cured before the ship leaves dock. This chapter is made with each day's lowered Constitution. not
covers many aspects of provisioning ships. describes the character's original Constitution score} When
a collection of new equipment that is available to Strength reaches zero. the character is incapacitated
spelljamming characters, and discusses the com- and can no longer move. When Constitution reaches
mon courtesies involved in arriving at and leaving zero. the character dies unless he can make a saving
most spelljamming ports. throw vs. death magic. Success indicates that the
character survives for another day.
The Strength and Constitution points lost to star-
Provisioning the Crew vation can be recovered at the rate of two Strength
The most important component of any ship is its points and one Constitution point per day. until fully
crew and passengers. The purpose of spelljamming restored. However. if either Strength or Constitution
is to move the people aboard from one place to an- drops completely to zero as a result of starvation. the
other. Without a crew. a spelljamming ship {except character loses one point of the affected attribute
perhaps the great ship Spell,r'amrner itself] would be permanently unless he can make a System Shock
inert and useless. roll.
This section discusses the necessities of life A single ton of cargo space can hold 2.400 person-
aboard ship. and how ships are acquired and main- days of dry rations {this includes the space for pack-
tained. ing materials. shelving. etc.). That is. one "ton" of
Food is generally the most bulky provision aboard food could feed 24 people for 100 days. or 48 people
ship. but in many ways it is the least critical. A typi- for 50 days. Most vessels have a ship's pantry able to
cal human requires only a pound or so of food per carry three rnonths' food for a standard crew without
day. if he is willing to live on dry rations. Moreover. taking space from the cargo. Ships on longer voy-
people can survive on partial rations for an extended ages. such as those eitploring random spheres within
period of time. and can even live with no food at all the phlogiston. must sacrifice some of their cargo
for a week or more. space to carry food. Dry rations will keep for the

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duration of a voyage without spoiling. Most ships can carry enough water for three months
While dry rations will keep a crew alive. such fare of travel with a standard crew.
gets pretty tiresome after a few weeks. Higher quali- If a ship is in danger of running out of water. its
ty food (pickled fish. spiced meats. and salted vege- captain has two options:
tables) consumes double the space and can be kept II Purchase water at any spaceport for 1 gp per 50
for only a month before going bad. Preserved food is gallon cask.
generally used on longer voyages. at least for the ' Journey to any water world and fill the casks for
first portion of the trip. free.
Replenishing food stores requires access to a Air is every ship's most critical need. Spacefarers
source of food. Any civilized spaceport will have can survive for weeks without food and for days with-
ship's provisions for sale at 150% of the normal cost out water. but without air they will be dead in min-
(see the Players Handbook. Chapter 6). in uncivilized utes.
areas. the ship (or some members of the crew) will The Concordance offircane Space. Chapter 1. lists
have to make landfall on an earth world. as that is the levels of air quality. explains how air is consumed on
only type of world where edible animals can be reli- a spelljamming voyage. and describes the conse-
ably found. Such hunting forays can gather normal quences of an inadequate air supply. Here we will es-
rations [consuming double cargo space). but drying pand on that information with various approaches
and preserving these foods is impractical. Thus. you can take to preserve and refresh your air supply
ships traveling to unexplored spheres generally to stave off those unpleasant consequences.
bring enough dry rations to travel there and back. ' Hire hurwaeti crewmen. The hurwaeti fog cloud
Alternatively. food can be harvested aboard ship. ability can refresh a fairly large atmosphere (see
Although it is rare for spelljamming ships to carry Chapter 2 of this book). However. you must pay the
food animals. if plants are brought along to freshen hurwaeti. carry enough provisions for them. and
the air supply (see the later section on "Air"). the spe- have a ship large enough to carry your entire party
cies selected are usually those that produce edible and the hurwaeti.
fruits and vegetables. These items are a welcome re- I Refresh the air envelope in a planetary atmos-
lief from the monotony of dry rations on long voy- phere. Most worlds (except fire worlds and void
ages. and they seem beneficial to the health of the worlds) possess breathable planetary atmospheres.
crew. This atmosphere is always fresh. and is so much larg-
Water presents a different set of problems. No er than any ship's air envelope that the ship's air will
character can go without some form of water for be completely refreshed.
more than three days without suffering ill effects. To refresh its air. a ship has to go fairly deep into a
and under no circumstances will that character sur- planetary atmosphere (although it does not actually
vive for more than a week. have to land). For ships that are designed to enter an
After three days without water. the character must atmosphere (ships that are able to land either on the
make a Constitution check every six hours or lose ground or on water). refreshing an atmosphere in
one Strength point and one Constitution point. (This this way is not a problem. However. a ship that is not
Constitution check is made with the lowered Consti- designed for the stresses of a planetary atmosphere
tution. not the original Constitution. and these ef- must make a saving throw vs. crushing blow (see the
fects are cumulative with the characteristic loss for Dungeon Masters Guide. Table 29) based on the
starvation.) When Strength reaches zero. the charac- ship's primary material (wood. stone. etc.). lf the ship
ter is incapacitated and can no longer move. When fails its save. it suffers a single critical hit (see the
Constitution reaches zero, the character dies unless Concordance of Arcane Space. Chapter 4.)
she can make a saving throw vs. death magic. Suc- ' Carry green plants. Many years ago. a spelljam-
cess indicates that the character lasts six more ming captain took on a commission to carry a supply
hours. of green plants to an elven colony. He managed to
The‘ Strength and Constitution points lost to thirst become lost in space for many months. Although he
can be recovered at the rate of one Strength point was out of food and on the point of starvation when
and one Constitution point per hour until fully re- he was finally rescued. the air envelope of his vessel
stored. There is no chance of permanent characteris- was still fresh.
tic loss unless the character also lacked food. From this discovery came the practice of carrying
Humans require a minimum of a gallon of water green plants on large vessels. to help preserve the
each day. A single ton of cargo space can hold 2.500 atmosphere. These plants are carried on the deck
gallons of water in 50 gallon casks—far more than (they will die if left in the enclosed cargo hold). Each
any normal crew would consume on most voyages. 5’ I 5' square of deck space covered with green


plants purifies the atmosphere for five tons of the steady state). If the ship carries double the normal
vessel. Thus. if the vessel has a capacity of 40 tons. it amount of green plants (two 5' >< 5" squares per five
must have 200 square feet of its deck occupied with tons of vessel). the green plants can convert fouled
green plants to maintain its atmosphere indefinitely. air into fresh air or convert deadly air to fouled air in
Extremely large ships. such as the legendary one month. Going from deadly to fresh air thus takes
Speiljarnrner. have a disproportionately small atmos- two months.
phere for their size and so do not require nearly as
many plants as this formula provides.
Any type of green plants may be used. and the Maintaining the Ship
ones selected often act as a secondary food source The crew and passengers are not the only things
(see the prior section on "Food"). However. most requiring attention during a voyage. The ship itself
plants are never really "at home" in space. Even har- may be damaged by combat. by collision with a nat-
dy groundling species tend to wilt and die at the ural body. or by the buffeting of a planetary atmos-
slightest provocation. making them a fragile and un- phere. The following section discusses the various
reliable source of fresh air. It is up to the DM to de- types of repairs that can be made to a spelljamming
cide what events might cause “crop failure" on a vessel. and how those repairs are effected in space.
spelljamming ship ("l dunno. Cap'n. They all died Repairing the hull of a spelljamming vessel is sur-
when we passed that big brown starl"). prisingly easy. if the appropriate raw materials and
If the ship has half the required amount of green tools are available. Unfortunately. in the depths of
plants. but not all of the required amount. the time it wildspace it is hard to find spare lumber or a solid
takes for the atmosphere to be depleted is increased stone patch.
by 50%. if the ship has less than half the required Ships carry hull repair materials so that they will
amount of green plants. the plants do not apprecia- be available if needed. A single ton of cargo space
bly refresh the atmosphere. can hold enough raw material to repair five hull
Green plants refresh the air slowly. If the ship's points worth of damage. These materials cost 50 gp
atmosphere is fouled through some external means. per hull point to be repaired (250 gp per ton). and
such as by fire or by mixing with a fouled atmos- using these materials to repair a ship requires a crew
phere. the standard amount of green plants cannot of five men to work for a week (see the Concordance
correct the air quality (although they can maintain a

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of Arcane Space. Chapter 4). Jettison. Light


In addition to raw materials. you need tools to re- Jettison. Medium t'J"i-lbDC}
pair a ship. The standard ship's locker carries tools Jettison. Heavy 80 2
suitable to make minor repairs (where 50% or fewer Ram. Blunt l0"" 2"‘
of the hull points have been lost). but more extensive Ram. Grappling 20"‘ 4*
repairs requires a full drydock and cannot be per- Ram. Piercing l0* 3**
formed by the crew. ‘Multiply this number by the ship's tonnage to deter-
Note also that hull repairs require the attentions of mine base costltime.
a trained shipwright (see Chapter 5) or a trained
craftsman appropriate to the material (a carpenter This table assumes that a crew of five skilled work-
for a wooden ship. etc.). Without such a craftsman. ers work full time to repair the weapon.
the ship is considered poorly repaired. and the ves- If the crew is too poor (or too cheap) to afford the
sel's chance of suffering a critical hit is increased by repairs. or if they wish to do the work themselves. cut
one. the cost to 25% but double the time required. Thus.
Repairing Large Weapons. To repair large weap- a light ballista repair requiring 200 gp and four days
ons that have been damaged by a critical hit. the to do in port could be performed by the crew for 50
weapon must first make a saving throw based on its
gp in eight days.
type of material and the kind of attack it suffered. Any repairs performed by the crew must be over-
The primary material of large weapons and the kind seen by a competent weapons expert. and there
of damage they inflict are listed in Table I2. must be at least one such expert for each five work-
If the weapon fails its saving throw against the at-
ers. (A weapons expert is someone who has taken a
tack that disabled it. it is destroyed and cannot be proficiency in the specific weapon.) Successful re-
repaired. (This determination should be made after
pair requires a proficiency check {based on intelli-
combat. when the crew has had a chance to survey gence) from the expert; failing the check indicates
the damage.) that the work is flawed in some way and must be re-
If the item makes its saving throw. the damage is done. Reroll ld6 to determine costs. It is possible for
repairable. To determine the cost and time expended the repairs to be partially successful. or for the work-
to repair the weapon in port. roll ld6 and multiply ers to have made the damage worse!
the result by the factors shown in Table 13.
If multiple expert.s are working on the same team.
they may all roll proficiency checks. If any one of
Table 13: BASE COST AND TIME FOR WEAPON
them succeeds at his check. the repair is successful.
REPAIR
Thus. it is better to have more expertise working on a
Cost in gp Time in days weapon.
Weapon (>< ld6) (X ld6) Weapon parts are hard to pack. (Imagine stowing
Ballista. Light 40 l the 15' bow arm of a new light ballista.) Therefore.
Ballista. Medium 60 raw materials for weapon repair consume one ton
Ballista. Heavy per l0O gp of their value.
Bombard. Typical 2.000 Repairing Other Critical Hits. Unlike hull damage
Catapult. Light 50 or lost weaponry. other repairs require a specific
Catapult. Medium 70 process for each type of critical hit.
Catapult. Heavy 5on ca»O Deck Crew Casualty, Interior Crew Casualty: Few
Crnomish Sweeper 80 ships carry materials for replacing lost crew. al-
Cireek Fire Projector 100 r~».1r\i.ar- .:inro- though some undead ships maintain a "storeroom"

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of raw materials—bones and the like—for just this gained popularity among the peoples of space.
purpose. Surplus personnel can fill in for the missing
crew. if they have the necessary skills. Ship's Locker
Hull Holed: Repairing a Hull Holed critical hit is
handled much like repairing actual hull damage. As This section discusses equipment that is generally
a rule. each Hull Holed critical hit can be repaired for considered part of a ship. rather than part of an indi-
the same time and cost as if it were five hull points of vidual's gear. These items are not carried by individ-
damage. uals and may be purchased as part of a ship's
Firel: Fire damage is reflected in a loss of hull outfitting at the listed prices.
points. This damage is repaired as normal hull point Anchor. Spelljamming vessels need not always be
damage. once the fire has been extinguished. The piloted. There are times when all you want to do is
procedure for controlling and extinguishing a fire hover in one place. In space this is easy. but in a plan-
aboard ship is described in Chapter 4 of the Concor- etary atmosphere. the ship tends to drift with the
dance of Arcane Space. wind. which can move the ship an amazing distance
Spelljammer Shockl: The loss of the spelljam- in just a few hours. To keep their ships from blowing
ming helm is perhaps the most serious injury a ship away. spelljamming captains use anchors.
can suffer. short of breaking up entirely. For ships us- A spelljammers anchor looks like the groundling
ing a spelljamming helm (including gnomish helms equivalent: a large metal hook. generally with two or
that work. and the Crown of the Stars). the most reli- three prongs. at the end of a long rope (called a haw-
able and economical remedy is a replacement for the ser). The opposite end of the hawser is firmly at-
comatose spell-caster. Most ships carry at least two tached to the ship. and the intervening portion is
spell-casters. as it is impossible for a single spelljam- wrapped around a spindle so that it can be rolled up
ming mage to power a ship for more than 24 hours at or let out by turning the capstan.
a time. Captains are advised to have their second When a spelljamming vessel wishes to hover over
spell-caster ready and waiting before they risk com- a planet's surface (as when a ship that can land only
bat or other dangers. on water wishes to visit a landlocked city). it lowers
Ships that use series helms. pool helms. orbi. its anchor. dragging it across the ground until it
forges. furnaces. or lifejammers are in considerably catches on a rock or other fixed object. Some an-
more danger. The only protection for ships of this chors are simply very heavy and are allowed to fall
type from a Spelljammer Shock critical hit is to carry freely and imbed themselves in the ground when
a second complete helm. This is tremendously ex- they hit. Once the anchor is secured. the capstan is
pensive. and it should be noted that two helms turned to tighten the hawser. keeping the ship more
aboard the same ship cannot be operated simultane- or less in place. Most ships carry 200' hawsers.
ously. From below. the sight of a flying ship dumping an
As stated in the Compendium of Arcane Space. in anchor toward the ground can be disconcerting. to
the long term (1-4 days) a Spelljammer Shock criti- say the least. Spelljamming captains should avoid
cal hit is self-correcting. occupied areas (villages. farmhouses. etc.) when tar-
Ship Shaken, Loss of SR, Maneuverability Loss: geting their anchors.
These critical hits have effects that are by nature Cargo Holst. Even after you are anchored. getting
temporary. No particular effort is required to repair down from your ship requires some effort. Lowering
damage caused by these hits. There may be second- rope ladders. fly spells. and attaching elastic cords to
ary effects that do require repair. of course. For ex- a passenger's feet and throwing him overboard (a fa-
ample. if the ship suffers a loss of SR. it may vorite of gnomes) have all been found wanting for
thereafter be damaged by a pursuer because it one reason or another.
couldn't get away. Treat this damage as normal. The most common solution is the cargo hoist. a
cranelike device that attaches firmly to the ship. The
hoist consists of a boom that hangs over the side of
New Equipment the ship. a winch. and a drum holding a few hundred
Most of the equipment used by groundlings can be feet of line. A bucket. sling. or platform is tied to the
put to work in space. Spelljamming crews are not end of the line hanging from the boom. The whole
substantially better equipped than their groundling affair resembles a huge fishing rod.
cousins. except for the ship itself. Nevertheless. Four or five stout deckhands can turn the winch.
there are many pieces of equipment smaller than a reeling up the line to raise as much as 1.000 pounds.
ship that are uncommon for groundlings but have Hoists are slow. requiring 15 minutes to raise a load
to the deck (although only five minutes is required to

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lower a similar load). ing a windlass on the top of the platform. Some
When not being used. the hoist can be stowed anchor hoists have dew-filled spheres or other non-
along the gunwales of the ship. Larger ships (30 tons magical lifting devices that they use to go up the
or more) carry multiple hoists; in general. a ship can line. using the windlass and ballast to pull them
use one hoist per 25 tons or less. Ships of l0 tons or down. Metal braces reach below and above the plat-
less must use smaller hoists that can lift or lower on- form. holding cylindrical guides that encircle the
ly 500 pounds on a single trip. although only two hawser and keep the platform steady.
men are required to operate this hoist. The biggest advantage of an anchor hoist is that
If there is a rush to move cargo. the travel time can no one need be left aboard to reraise the platform.
be cut in half. However. cargo hoists are tempera- With a standard cargo hoist. four men must be avail-
mental. lf the handlers are forced to hurry. a success- able to raise the hoist. On small vessels. this may be
ful Seamanship roll is required to avoid snarling the half the crew.
line on the spool. which leaves the cargo hanging in While anchor hoists are convenient. they have a
midair and requires two hours to untangle. few problems:
Cargo hoists are much less expensive than a ship's II Anchor hoists are slow. traveling not more than
launch with a spelljamming helm. and hoists allow two yards per round (unless the people on the plat-
captains whose ships can land only on water to trade form are willing to fall faster by disengaging the
with landlocked cities. Some landlocked cities with chain—but stopping then becomesa problem). They
established spelljamming trade have anchorages are so slow that the spelljamming vessel must come
outside the city where visiting ships can drop anchor within I00 yards of the ground for the trip to take
in safety and use cargo winches to move themselves less than an hour each way.
and their cargo up and down. II The chain occasionally jams (on a roll of l on
Anchor Hoists. Another solution that has some ldl0 each trip). requiring l-4 hours to repair.
popularity (primarily among new groundling crews Ir Their capacity is limited. They can carry only a
and gnomes} is the anchor hoist. A typical anchor dozen normal-sized beings or their equivalent in car-
hoist is a wooden platform about 20' across. with a go (about one ton). and so are unsatisfactory for
hole in the center through which the anchor hawser large cargo shipments.
passes. Gears fasten around the anchor hawser. al- I The anchor hoist can go only where the anchor
lowing the platform to be lowered or raised by turn- goes. so it is not possible to use an anchor hoist as

W3
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part of a stealthy approach. still trapped in deadly air will die. Thus. at least some
Sleeping Compartments. All spelljamming ves- of the crew must remain awake throughout the jour-
sels have places for the crew to sleep, even if only a ney to open the compartments when the destination
hammock on deck. However. more sophisticated de- is reached.
vices (first invented by the gnomes) have become II Not everyone survives the transformation of the
popular with troop ships and other vessels that. carry phlogiston. A character who is shipped in one of
large numbers of people through the phlogiston. these devices must make a System Shock roll (see
In any long voyage. air supply is a critical problem. Table 3 in the Players Handbook) or die when the
In order to move as few as 100 men. a ship of over chamber is opened. Only one such roll need be made
100 tons is required. primarily to support their air re- when the character is revived- For NPCs who do not
quirements. Even then. the air is often fouled before have a Constitution score. there is a base 80%
the ship arrives at its destination. if it travels from chance of survival.
one sphere to another. A ship of the same size Poor passengers (those who do not have enough
packed with men (ignoring for a moment their air money for a normal passage aboard a spelljamming
needs) could hold perhaps five times the number it vessel) will sometimes risk traveling by sleeping
can feed and keep breathing. compartment if their need is great. Traveling this
The gnomish sleeping chamber (or, as the gnomes way is much cheaper. as the passenger does not re-
call it. The Wondrous Device for the Preservation of quire food or water for the duration of the journey
Life indefinitely While Traveling Through the Flow through the Flow. However. the risk of dying is suffi-
With Trusted Friends Through the Natural Properties ciently high that most people couldn't be paid to ride
of Phlogiston) is an airtight. coffin-shaped compart- in one of these. Only the desperate or the fanatical
ment. When it is used properly. the traveler enters will use them. and only the fanatical will risk it more
this compartment after the ship has left a crystal than once.
sphere and has entered the Flow. The compartment Stow-Nets and Stow-Pods. The danger of free-
is sealed. trapping phlogiston and air inside. Within flying gear aboard a ship in combat is lessened by
a short time (generally an hour or so). all the air in lashing gear down with nets or pods. or by securing
the compartment has become deadly. and the occu- all loose objects in closed. barred. or latched lock-
pant lapses into the suspended animation caused by ers.
the phlogiston. When the destination is reached. the Nets are cocoon-shaped bags of close-meshed
compartment is opened and the character is revived. hemp netting. clamped or even tied permanently to
There are several obvious disadvantages to the bars attached to the bulkheads of a ship. They open
sleeping chamber. along a central seam by means of drawstrings.
II Generally speaking. humans (or members of any Pods are large natural containers of plant material
other nonsubterranean race) get very uncomfortable that can be collected in large jungles on many
trapped in a small chamber while their air runs out. worlds. They are more fragile than nets (but much
The sensation is usually referred to as being "buried cheaper to obtain: free for the cutting to a crew in the
alive." despite the fact that the compartment is not right place) but soon dry out and split unless kept.
actually interred. Panic can set in, so the occupants oiled or damp.
of these devices are either drugged or locked in to Pods vary in size and shape. but all hold their
keep them from bursting out. shapes by their own strength. tightening as they dry
I It is essential that the compartments be opened out rather than loosening to spill their contents.
and their occupants revived before entering a crystal They are typically slit open lengthwise to clean out
sphere. As is well known, all phlogiston vanishes the seed and fruit innards. and to insert and remove
when the boundary of a sphere is crossed. Any being cargo. Most are lashed around the middle against se-

77@
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vere shocks. but under normal conditions stay even a short distance away can be very difficult. Lin-
closed by their own strength. less your air envelopes overlap. no sound will travel
between you.
Personal Equipment 'v'arious sorts of signaling devices have been devel-
oped to overcome this problem. A few options are:
This section describes equipment that spacefarers II Signal lights: mixtures of flammable pollen and
find useful. -Llnlike the previous items. these are typi- chemicals that can be ignited to give a flash of col-
cally owned by individuals. ored light. ‘various colors are available. igniting
Equipment Tether. Dropping your tools in wild- these takes several seconds. and therefore they are
space can be a disaster; they tend to drift long dis- difficult to use for extended codes. They also create
tances and require lots of time to recover. Long-time a phlogiston reaction equivalent to that of a candle
spacers tether their tools and weapons to themselves (l die fireball. 4" across}.
by cords. These cords are typically 20'-40' long and Other types of signal light.s use a continuous
woven of the strongest fibers and horsehair. waxed source of light and a hood or door that can be
and wrapped with silk for great strength (3-6 points opened and closed to flash the light. These may use
of chopping or sawing damage to sever such a cord]. cold light or corrtirrr.-at liglrl spells (see above) to pro-
Tethered gear that is knocked out of your grasp vide the light source. and therefore can he used in
can be hauled in and retrieved. You can also hurl the phlogiston.
tethered weapons into another ship's rigging and be Generally. signal lights are color-coded. so that
towed along. or haul yourself hand over hand to es- amber lights. for example. are a distress signal. while
cape one ship and reach another. On the other hand. green lights indicate that the signaler wishes to ap-
in a fight you can be dragged around helplessly by proach.
your tether-line. so using the cords in combat can ' Signaling mirrors: small reflective pieces of
backfire tragically. metal or glass that can be used to reflect light from a
Cold Light. Using fire in the phlogiston is danger- nearby fire body. Signaling with a mirror can be very
ous. However. there are spaces on every ship that are quick but requires a fair amount of accuracy to hit a
closed off to the natural radiance of the phlogiston. distant target. Moreover. a signaling mirror depends
and light is still needed in these areas. on the existence of a stable. stationary light source
The dwarves have identified a phosphorescent (such as a fire body}; these are not always available.
fungus called "cold light" that glows without produc- Even when a source of strong light is available. the
ing heat (and thus without risking a phlogiston reac- mirror's signal flashes can be difficult to see in the
tion). They build this cold light fungus into normal continuous glow of the phlogiston.
lanterns that can be used in the phlogiston. I‘ Smoke grenades: flammable chemicals that pro-
To maintain the cold light. you must keep the fun- duce a thick cloud of colored smoke. The smoke
gus moist; this is usually done as part of routine ship spreads to a surprising size in wildspace while still
maintenance. The light produced by the fungus is keeping enough coherency to allow someone far
just below that of a candle. barely suitable for read- away to make out its color. Like some signal lights.
ing and maneuvering around a darkened hold. Nev- smoke grenades are very slow. so color schemes are
ertheless. the ease of maintaining cold light and its used for general messages. However. the size of the
low price has caused it to outstrip its strongest signal cloud allows messages to be sent great dis-
competitor—-the continual light lamp—over recent tances. if the receiver is looking in the right direc-
years. even though cold light is much dimmer. tion. even if the sender doesn't know exactly where
Signaling Kit. Regardless of how you get around the receiver" is {for example. a stranded drifter who is
in wildspace. communication with people who are looking for help from anyone). Also. setting oil a

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smoke grenade in the phlogiston causes a reaction would normally spend praying to his god for his
similar to that of lighting a candle (1 die fireball. 4" spells. No additional time or effort is required to gain
across) spells from an icon.
Priest Icons. Priests in a SPELLJAMMERS’ cam- Icons are holy items of specific churches. They are
paign suffer from restrictions that do not trouble the not magical items in the normal sense. usable by any
characters of other classes. In particular. a priest's priest. An icon of Reorx would not be usable by a
abilities are greatly limited in the phlogiston and in priest of Tyr. and vice versa. As such. although they
crystal spheres in which his deity is not worshipped. are expensive. they are not traded like other magical
Specifically. priest spells of third level and above items.
are not available in these circumstances. Within an Icons are limited in their spell-bestowing power.
alien crystal sphere. a priest can use the contact There are three types of icons. each of which has a
home sphere spell (see the Concordance of Arcane maximum level of spells it can bestow. a maximum
Space. Chapter 2) to receive higher-level spells tem- number of spell levels it can store. and a recharge
porarily. but even this spell does not work in the rate. These properties are summarized in Table l4.
phlogiston. Note that spells above fifth level cannot be gained
Priests faced with this problem have developed a through an icon. Direct contact with the priest's deity
magical item called an icon. Icons are portable altars is required to gain such high-level spells.
that can store the divine energy of the gods and Icons can recharge their spell levels only in a
transform it into the higher-level priest spells when sphere that is accessible to the priest's god. There
the god's own bestowal is not available. must be an established group of worshippers some-
Icons can be used in alien spheres. but they are de- where in the sphere. lt is not possible to recharge an
signed for the phlogiston where no other mechanism icon if the only connection to the god is through a
exists to regain high-level spells. (Priests do not need contact higher power spell.
an icon to recover their first-and second-level spells. Table l5 lists prices and encumbrance values for
so a priest within a sphere may always use contact all of the equipment listed previously. DMs should
higher power to recover higher-level spells.) feel free to adjust these prices to fit their own cam-
To use the icon. the priest must sit before the icon paigns.
and meditate upon the divine energy within it. The
priest meditates for the same amount of time he

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Table 15: PRICE AND ENCUMBRANCE LIST ally fouled atmosphere that the new ship with a
fouled atmosphere of its own would exacerbate.
Item Price (gp) Weight (lbs.) Stations also refuse some customers to keep the
Launch 40.000 t*liA peace. As policy. some spaceports will not allow be-
Anchor 3.000 Nr'A
holder ships to dock if any other beholder nation cur-
Cargo hoist 4.000 l*lr'A rently has a ship docked. Many try to separate the
Anchor hoist 7.000 l“*lr'A neogi from the other races. notably the hurwaeti.
Sleeping compartment 3.000 NiA
Stow netsipods l0i— 5i5 that have a strong hatred of slave-takers. and a sta-
tion with inadequate facilities may turn away ships of
Equipment tether 3 cpi'i00' '. one or another of those nations.
Cold light 25 3 ln general. if a station refuses docking privileges.
Signaling kit 10 1 they must grant the ship leave to refresh its atmos-
lcons:
100
phere in any available planetary body. Nations at war
lcon 5.000
will of course attack rather than allowing their ene-
Shrine 10.000 200
mies to resupply. but intersphere war is rare. Most
Sanctuary 25.000 500
stations will also allow a ship to land and replenish
its supplies. but a few will adamantly insist on the
Docking in Civilized Ports ship's clearing the sphere as quickly as possible.
Of course. in most spheres there are multiple
Although there are many cultures among the settlements. and one settlement's enemy may be an-
Known Spheres. each with its own way of life. com- other's ally. The ability of a spaceport to enforce an
merce must go on. To allow visitors from far-away exile of a ship is dependent totally on that space-
spheres to visit various spacefaring cultures with port's military might. There is no intersphere agree-
minimal difficulty. the spacefaring cultures have ment regarding any given spaceport's territory.
worked out a series of procedures that are more or Most ships will be allowed to dock. The actual
less standard at all of the spaceports in the Known physical act of docking is almost anticlimactic. The
Spheres. While there are rare exceptions. these rules ship aligns its gravity plane with that of the space-
are the ones counted on by spacefaring captains to port and sails right up to the side. Since most space-
cover their day-to-day involvement with the adminis- ports have a sizable air envelope. with docking bays
trative details of spelljamming. looking much like the wharfs of a coastal groundling
The following procedures apply primarily to city (except without the water). all that is left to do is
spaceports. such as the Rock of Bral. Groundiing civ- to lower the gangplank and walk off the ship.
ilizations are too diverse and isolated to have adopt- Customs inspection. Once a ship docks. it be-
ed these procedures. comes subject to the rules and regulations of that
Approaching Dock. Before a ship can dock. it station. if for no other reason than it is difficult to
must contact someone at the spaceport and receive escape the station without the cooperation of the au-
permission to dock. This is generally accomplished thorities.
by a sequence of flags raised on the mast of the ap- Customs inspectors will examine anything
proaching vessel and on a similar post on the dock- brought off the ship or taken aboard. By ancient cus-
ing port. These flags not only act as "traffic signals." tom. however. they will not inspect the ship itself and
preventing collisions from multiple ships trying to have no power to confiscate any contraband that
dock simultaneously. but also act as markers indica- never leaves the ship. (This is how neogi slave ships
ting the location of the gravity plane (which on some- can dock and leave supposedly free spaceports.)
thing like the Rock of Bral is not that obvious). The Depending on the spaceport and cargo. there may
flags also signal any problems (such as disease or be duties to be paid. and some items may be forbid-
fouled atmosphere) that the station may be currently den. The rules vary from station to station and are
suffering. and the governing race of the station (so sometimes capricious. especially in stations run by
that a captain who wants to avoid contact with ras- non-demihumans. (Then again. beholders and neogi
tipedes wouldn't dock at a rastipede station). Unfor- consider many human space settlement customs to
tunately. once you've started the protocol by raising be capricious.)
your flags. it looks pretty suspicious if you take off Depending on the spaceport regulations. trying to
when you find out who the other guy is. bring contraband into the spaceport may bring a po-
lt is uncommon but possible for a station to refuse lite recommendation from the authorities to leave it
docking privileges to a ship. The reason may be a aboard. or may cause the ship to be seized and all
problem on the station. like overcrowding. or a parti- aboard to be enslaved (neogi are extremely fond of

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the latter approach). Customarily. before bringing There is an additional air tax for all persons in the
something off of the ship. you stand on the gang- station's air envelope. whether or not they enter the
plank. hold out the item. and ask the customs in- station. Typically, air taxes are l-2 gp per person and
spectors whether it is permitted. If they say no, you are designed to recover the cost of periodically re-
have not tried to bring it aboard the station and freshing the station's air envelope.
therefore they cannot claim you were smuggling. Ships that come in with fouled air are charged an
However. rastipedes have been known t.o permit en- additional 5-8 gp per ton in air taxes. This is because
try to an item displayed this way. only to claim they the fouled atmosphere of a ship greatly decreases
were joking once it was aboard the station. the time between atmosphere refreshments.
Docking and Berthing Fees. Berthing a ship at a Note that none of these charges covers food, wa-
st.ation is expensive. As a rule, docking and berthing ter, or any services while in the spaceport. Daily food
costs are l-4 gp per ton of ship per standard day (or and lodging are generally available at l5U% of the
fraction thereof), although some species use keel regular prices (see the Player's Handbook. Chapter
length or beam length to set the rates. This fee cov- 6). and repair services are available at the prices list-
ers berthing space and inspection charges. ed in Chapter 4 of the Concordance o1"/"'trcarne Space.
Many stations also charge a head tax of 5-10 gp Getting Underway. Once you have paid all dock-
per person who comes aboard the station. This is es- ing fees, bert.hing fees, and air taxes, you schedule
pecially common where dracons are frequent visi- your departure with the harbormaster. By ancient
tors. as without such a tax herds of 40-50 dracons tradition, departing vessels have precedence over in-
would be traipsing around the station together. The coming vessels—-except in emergencies—so you
tax serves to keep the majority of the herd aboard can schedule your departure with exactness.
their own vessel.

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pace is a lonesome place. Even at the mind- with the largest concentration of members rather
S numbing speed of a spelljamming vessel, jour- than the base for any central command.
neys across a single sphere take weeks, and trips Purpose: The philosophical aims of the organiza-
between spheres may last for months. Moreover. the tion. This section indicates the goals and aspirations
spacefaring population of a sphere is generally a mi- of group members and the major activities per-
nuscule fraction of that sphere's total population. formed in pursuit of those goals.
Thus, the spelljamming peoples form organiza- Allies: Other organizations that may support this
tions. l'"-‘iost of these are human-oriented. as humans organisation. Alliances among the spheres are noto-
are the most numerous people in space. However, riously tenuous and subject to lapses or even aban-
these organizations are also generally open to demi- donment with little notice.
humans and even nonhumans, although some races Enemies: Organizations that oppose this organi-
{such as the beholders} show no interest in them. zation. Unlike alliances, true rivalries and hatreds
This chapter describes 15 human organization rarely fade.
that can be found throughout the Known Spheres. Joining: How a character may go about joining the
Most spacefarers do not belong to any of these orga- organisation. Included here are the entry criteria and
nizations, and almost no one belongs to more than any dues or rituals that are performed upon initia-
one. However, these organization can provide sup- tion.
port and a source of adventure to those spacefarers Benefits: What the organization does for its mem-
who wish to support the goals of something greater bers. This section describes all of the benefits that
than themselves. accrue to members of the organization.
For each organisation, the following information Obligations: What the member does for the orga-
is listed: nization. This section describes all the things the
Symbol: The image used as a recognition sign character is required to do to remain a member in
among members of the organization. Some symbols good standing.
are well known {such as the golden chalice of the
Company of the Chalice), while others (the X of the
Tenth Pit} are only whispered rumors. Faiths of Space
Headquarters: The sphere and world where the As mentioned in Chapter 3 of the Lorebook of the
leadership of the group can be found. For some Void, many spacefaring humans follow one of the
loosely structured organizations, this is the place sects that proclaim dominion over the spheres.

T@
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ing god they happen to encounter to show that Ptah
is the true ruler of the pantheon. ln Realmspace, for
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'\-_;I . their god, and in Krynnspace Ptah is known (accord-
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These proclamations are usually disturbing news
2.3; .. 1l
to the followers of these gods within their spheres.
Thus, while the worshippers of Ptah are pandemic.
.-_ they are not popular with the established local
churches in any of the spheres.
Allies: The faith of Ptah has few steady allies. The
Seekers are in frequent contact with Ptah's priests as
their wide access to many spheres makes them a
prime source of general knowledge, but the Seekers
are justifiably suspicious of the priests’ information
when it turns to theological matters.
The Shapers have supported the priests of Ptah in
1’ the past, and there are a number of spaceports where
a Shaper monopoly on wizardry is paralleled by a
Ptah monopoly on priestly magic. Both groups see
themselves as bringing order to the cosmos, and tak-
ing the “wild" out of wildspace.
While followers may accept the religions general When the priests of Ptah turn to force as a way of
goals, only the priests and the initiated lay members converting recalcitrant peoples, they often employ
are true members of these organizations. the Trading Company, as its businesslike attitudes
mitigate any conflict with the priests.
Enemies: Many people find the priests of Ptah irri-
The Temple of Ptah tating, but few truly hate them. The Pragmatic Order
The priests of Ptah are among the most forceful of Thought finds the monochromatic theology of the
proponents of religion in the Known Spheres. ln their priests of Ptah stifling, and this has caused some fric-
gray robes trimmed with scarlet, they are found tion over the years, even spilling over into the Pots'
throughout the SPELLJAMMER@' universe preach- relationship with the Trading Company. The Xenos
ing the superiority of their god. hate the priests of Ptah (of course, they hate just
Symbol: The spacefaring priests of Ptah use the about anyone) because Ptah accepts demihumans
traditional symbol of a mummified hand. into his priesthood. While the priests of Ptah have
Headquarters: The priests of Ptah claim their god verbally attacked the Celestians on theological
created all of the crystal spheres, therefore they have grounds, the Celestians have only ignored these pro-
chosen no one spot as a supreme headquarters. testations.
Purpose: In spheres where the Egyptian pantheon Joining: To become an avowed follower of Ptah is
is worshipped, Ptah is revered as the god of artisans. extremely easy. Nearly every sphere contains a flock
However, most spelljamming priests of Ptah are spa- of priests eager to help you convert. There is tradi-
ceborn and look down on their groundling cousins as tionally a small donation (10-20 gp) for the conver-
having lost sight of Ptah's true glory as the creator of sion, although the petitioner may substitute a small
the universe. hand-crafted item made by his own hands.
Priests of Ptah are fanatical in their zeal to convert The Temple of Ptah is open to beings of any race,
people to the way of Ptah. They use the fact that they although F’tah's worshippers are predominately hu-
can receive their clerical spells in all the spheres to man. Most members of other races who join are
prove the superiority of Ptah over other gods. Oth- viewed as pragmatists taking advantage of the spe-

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cial magical benefits that accrue to the followers of tial bureaucracy has the same powers in Greyspace
so wide-ranging a god. So long as they make regular as a native priest who believes that role is occupied
donations, however, they are treated as well as any by Boccob. Moreover, two priests of the same pan-
human member. theon may disagree in assigning Powers to celestial
Benefits: Followers of Ptah can count on the as- roles. None of this debate has any effect on their cler-
sistance of its clerics, much the same way that mem- ical powers.
bers of other religions can. However, as the faith of Symbol: Followers of the Path use a yin-yang sym-
Ptah is so widespread, this benefit is highly valuable bol in the colors of the chief of their personal panthe-
to spelljamming characters who wander frequently on. Believers in the Way use the sign of a low,
from sphere to sphere. rounded stone bridge.
Obligations: For all their dogmatism, the priests Headquarters: The Path and the Way began centu-
of Ptah are surprisingly easy to get along with once ries ago in Realmspace. However, it is so fragmented
you have converted. Members of the temple must now that any claim of a headquarters would be
donate a small work of art (purchased for 5-10 gp, worthless.
but works made by the member's own hand are pre- Purpose: Followers of the Path and the Way seek
ferred) to the temple upon leaving or entering a to find the true meaning and structure of the celes-
sphere. This is usually done during brief ceremonies tial bureaucracy. As such, they tend to be insular and
in which the member says good-bye to his old priest confusing to nonmembers. Worse, their internal con-
and introduces himself to the new ones. Further do- flicts rival those of the various beholder nations.
nations of l-2 gp per standard month are also re- If the Path and the Way can be said to have a single
quired, but these may be waived if the member is not purpose, it would be the improvement of the individ-
able to pay. ual through contemplation of spiritual issues.
Members are also encouraged to find others who Allies: The Path and the Way is very powerful, and
wish to join the temple, and they can establish them- most members are quite reasonable so long as you
selves as intermediaries between these new converts do not challenge their beliefs. Thus, practically ev-
and the priests. They collect the temple donations eryone is on good terms with some fragment of the
from the members they introduced, and keep l0‘?-3 sect.
of the new members‘ donations for themselves. Non- Enemies: Only the followers of Ptah (who once
members, mindful of Ptah's origins, refer to this as a had the temerity to state that their god was obviously
pyramid scheme. the head of the celestial bureaucracy) are viewed
with suspicion and hostility. The priests of Ptah, on
The Path and the Way the other hand, view the followers of the Path and the
Way as misguided souls, just as they view everyone
Referred to either as a single grouping or by either else.
of its parts, the Path and the Way is a terrestrial gath- Joining: The followers of the Path and the Way be-
ering of faiths that made the leap full blown into the lieve in the individual quest for the nature of the ce-
stars from the Shou empire on Toril in Realmspace. lestial bureaucracy. Thus, any priest of the Path or
The Path and the Way postulates a celestial bureauc- the Way can accept a new member with little fanfare.
racy, well managed and organized, with various However, most will not permit someone to join the
Powers taking on particular duties within the organi- religion without first studying the fundamental texts
zation rather than venerating any specific deity. on the celestial bureaucracy, as well as the priest’s
While the Path and the Way has spread throughout own version of its exact structure and the Powers
the Known Spheres and to many different races, it is that fill it. This study takes 2-3 months, after which
fragmented into hundreds of tiny subsects, each pro- time the student's questions will drive the priest to
posing specific deities to occupy the various posi- confirm him as a practitioner of the Path and the
tions within the celestial bureaucracy. Religious Way.
scholars disagree {often violently) about the true na- The Path and the Way is theoretically open to any
ture of the Path and the inner nuances of the Way. race. However, there is a strong human bias among
Oddly enough, the priests of the Path and the Way the priestly heirarchy, and a specific bias toward hu-
are able to recover spells in any sphere where the mans from Oriental cultures. This bias has been
Path and the Way is worshipped, regardless of any strengthened by the flood of new members from the
doctrinal differences between the priest and that Shou Empire on Toril. These members are rapidly
sphere's established worshippers. Thus, a cleric of dominating the political structure of the faith and are
the Path and the Way from Realmspace who believes making entry by demihumans {much less nonhu-
that Ao holds the supreme position within the celes- mans) even more difficult. Nevertheless, there are a

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sizable number of dwarves, elves, and even hurwaeti Celestians believe in travel. They rarely settle in
who follow the tenets of this faith. one place, prefering to visit as many spheres as pos-
Benefits: The primary benefit of belonging to the sible. {Some claim Celestian ranks his followers in
Path and the Way is similar to that of the temple of the afterlife by the number of spheres they visited
Ptah. Priests of the Path and the Way may cast their when they were alive. This is not considered official
spells in any inhabited sphere in the Known Spheres; doctrine by the Church.)
this makes them valuable to a fa r-traveling adventur- Celestian, The Star Wanderer, is a lesser deity orig-
er. inally worshipped in Greyspace. Celestian is the
Obligations: Rather than fiscal obligations, the brother of Fharlanghn, Dweller on the Far Horizon.
Path and the Way thrives on open discussion of the God of Travel, a deity much more popular on
nature of the celestial bureaucracy. Anyone profess- Crreyhawk than Celestian himself. While Fharlanghn
ing to follow this faith will be beset by other worship- chose to wander the roads and lands of Greyhawk,
pers who wish to debate the merits of their various Celestian took to the stars and the Astral Plane. Ce-
opinions. In the case of some more fervent believers, lestian's followers seek to emulate their deity
these debates may accelerate from words to vio- through spelljamming.
lence. New members—be warned. Allies: Celestians are considered useful, if a bit
strange, by many spelljamming groups. Since they
The Celestians seek to wander the many spheres, Celestian's priests
(and mages who follow this deity) are always willing
Symbol: Seven stars on a black circular field. to pilot long journeys through the Flow. The good-
Headquarters: The wandering clerics of Celestian aligned trading companies and mercenary compan-
have little in the way of organization. Their home ies thus see Celestians as a convenient resource, and
temple can be found in the Griff Mountains on the the sight of their starry black robes is a welcome one.
world of Oerth in Greyspace. However, Celestian's priests will not pilot warships
Purpose: The Celestians are a loosely knit organi- or slaveships. They do not seek conquest and will not
zation of wanderers. Em ulating their deity, Celestian aid an unjust conqeror to invade wildspace. They will
of Greyspace, they travel the endless reaches of the pilot mercenary ships but only to transport de-
stars. Their shrines are always in space, outside of fenders and never into a direct conflict.
planetary influence. The Celestians and the Seekers are on good terms.

S32
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Many of Celestian's fol lowers are also Seekers, as the preciate tales of travel more than a token donation of
two organizations hold similar goals. Many Celes- gold.
tians who are not Seekers will still report their dis- Celestians priests seek to visit as much of the
coveries to that organization. ln return, the Seekers Known Spheres as they can in their lifetimes. They
act as a communications network for the widely scat- are aided in this by the fact that they can recover
tered priesthood. A sender can leave a message for a their spells in the wildspace of any crystal sphere.
priest of Celestian at any Seeker office, and it will be Like Ptah, Celestian appears to have the ability to
transferred through the information network and communicate with his priests in all spheres (but not,
presented to the recipient the next time he checks in of course, in the phlogiston). Some theologists spec-
at any other Seeker office. ulate that this is because Celestian makes his home
Enemies: The followers of Ptah dislike the Celes- in the Astral Plane; others contend that space is his
tians, in part because their special abilities (see Ben- natural sphere of influence.
efits), and they try to discredit the Celestians ln any case, Celestian's priests cannot recover
whenever possible. The Tenth Pit and the Chainmen their spells on the surface of a world in a sphere
are hostile to the Celestians because the Celestians where Celestian is not worshipped. Even some large
have refused to transport Tenth Pit troops or pilot asteroids are too large to allow the priest to recover
Chainmen slaveships. As usual, the Xenos are as his spells. Of course, once the priests of Celestian
hostile to the Celestians as they are to any group that have established a focus in the sphere {see Chapter
accepts nonhumans, but since the Celestians are B), they have the same access to spells as the priests
few, they receive little attention from the Xenos. of any other deity.
Joining: For nonpriests, joining the Celestians is Celestian's priests may be standard clerics or spe-
easy. A supplicant must convert to worship of Celes- cialty priests. Specialty priests may use spears (a re-
tian, pledge to wander the stars as Celestian himself quired proficiency), short swords, or staffs, and may
does, and vow to aid any person in need. (Celestians wear any kind of armor. They have major access to
tenets do not forbid charging for such aid, however.) the spheres of All, Astral, Creation, Healing, and
These oaths are not taken too seriously, however. A Sun, and minor access to the Guarding and Necro-
"wandering" worshipper of Celestian can stop for 20 mantic spheres. ln addition, they may choose the
or 30 years in one place without receiving more than spells of create water, endure cold/heat, resist ,fire/
a gentle chiding from a priest. resist coid, create food and water, flame waiir, quest,
Any human, demihuman, or nonhuman may join and wind uiaiic.
the Celestians, although the membership is predom- Specialty priests of Celestian receive the following
inately human and half-elven. Dwarves, halflings, special abilities, each of which can be used once per
and gnomes appreciate their communities too much day. The ability and the level at which the ability is
to view wandering as desirable, although there is a received is shown on the following table:
small but growing contingent of kender in the Celes-
tians’ ranks. Of the nonhumans, the hadozee and the Table 16: CELESTIAN SPECIAL ABILITIES
xixchil are the most likely to join the Celestians, but Level Ability
there are very few nonhuman Celestians of any race. Feather ,-faii
Benefits: Aside from being a congenial society of Jump
wanderers, the Celestians offer a number of minor Leuitate
benefits. Although most Celestians wander, there Spider ciimb
are Celestian hospices in many space settlements. Fig
These are run by members of the organization who Dimension door
have decided to settle for a time, and provide safe -I\.D-.l\ i1LxJ-—{- Int-I Teieport
food and lodging to Celestians {donations are appre-
ciated but not required). in return for these abilities, specialty priests of Ce-
The Celestians also act to aid good-aligned trav- lestian pay an extra 10% in experience to rise in
elers who are not members of the sect, but who have level {see GREYHAWKP Adventures). They must also
fallen on hard times. They assist newcomers to a take the nonweapon proficiencies of astronomy and
sphere with advice about the local customs and laws, navigation (wildspace).
and will even help them find work should the need Obligations: Lay members of Celestian have few
arise. lt is customary to leave a donation (or, if desti- obligations, except the general admonition to travel
tute, to provide one when one is more wealthy) for and help others. Priests of Celestian {either standard
these services, but there is no set schedule of fees. clerics or specialty priests) must pledge the same
Celestian hospices in poorly traveled areas may ap-

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oaths as lay members. However, their oaths are tak- does occasionally intervene in groundling affairs,
en more seriously. A spelljamming priest must travel but generally only in defense of the major enclaves.
from one sphere to another at least once each year, The Fleet's overriding priority is to minimize
and must visit a sphere new to the priest at least once groundling contact {particularly with nonelves), so
every five years. Planetbound worshippers of Celes- they are strangely unable to implement requests to
tian are not under these obligations, although they participate in expeditionary activities.
are encouraged to make similarjourneys through as- Allies: The elven Imperial Fleet is a tremendously
tral travel. potent force for stability within the Known Spheres.
For example, Chelzeban, a young priest of Celes- The Fleet is admired by most of the trading groups
tian, has just begun his spelljamming career. He be- and religious organizations (although the Chainmen
gins in Greyspace and spends four months piloting a consider Fleet members to be nosy busybodies). The
hammership of the Smith's Coster to Realmspace. Sindiath Line has particularly close ties to the Fleet.
When he arrives, he has met his obligation to travel The Company of the Chalice also has considerable
between spheres for the year, and in addition has al- respect (and not a little awe) for the Fleet, and the
so met his obligation to visit a new sphere, as Chelze- Seekers get along with the elven Fleet so long as
ban has never been to Realmspace before. they are not in competition for information.
Enemies: While the Company of the Chalice sup-
ports the Fleet, the other military brotherhoods be-
Military Brotherhoods lieve that the elves think too highly of themselves
Many warriors, and some rogues and wizards as and are too quick to interfere in private affairs. {Per-
well, owe their fealty to a military brotherhood, an haps the fact that all of these groups have at one time
organization of similarly minded and aligned indi- or another been on the opposite side of a conflict
viduals dedicated to a particular cause. Some mili- with the powerful Fleet could have something to do
tary brotherhoods aspire toward paladinhood and with their resentment.)
number paladins among their ranks, while others are The I-‘tenos point to the power of the Fleet as proof
little more than mercenary units for hire by the high- of their contentions that the elves are unfairly domi-
est bidder. nating human spacefaring civilization. Of all the or-
ganizations in this chapter, the Xenos hate the Fleet
worst of all.
The Elven lmperlal Fleet Joining: To join the Fleet as an officer, you must
The elven Imperial Fleet is the arm of elven might be an elf. Hadozee and other races may serve on
in space. Since the first Llnhuman War, the imperial Fleet vessels, but true members of the Fleet must be
Fleet has been the dominant military group in the elves.
Known Spheres, promoting elven interests and occa- Spaceborn elves are the most common members
sionally defending the “lesser” demihuman and hu- of the Fleet. Groundiing characters are rarely adopt-
man races. ed into the Fleet, although groundling elves who
Symbol: An elven man-o-war on a gold field. have made their way into space on their own seem to
Headquarters: Lionheart, a secret base compris- be more easily accepted.
ing a ring of elven armada ships linked together and Even with the huge size of the Fleet, there is still
permitted to grow into a thick protective battlement. fierce competition for positions in the officer's
Lionheart is moved occasionally to confuse the heirarchy, Application must be made to a specific
Fleet's enemies. commander, who either accepts or rejects the appli-
Purpose: The primary mission of the elven imperi- cant.
al Fleet today is communication. Fleet ships visit To determine whether a character is accepted into
major enclaves of groundling elves within the Known the Fleet, roll a reaction roll (see the Dungeon Mas-
Spheres at least annually, conveying the wishes of ter'.s Guide, Chapter i 1). In addition to the usual
the Council of Admirals to the local kings and modifiers for character attitude and Charisma, the
queens {and vice versa). This communication is im- following special modifiers apply:
portant, as the elves do not have plane-crossing I -5 for a groundling character who has never
magics that would allow them to communicate traveled in space or who is currently without a ship.
through other means. I -2 for a groundling character who is applying
While in theory the Fleet is subject to the com- from space.
mands of the elven royalty, in fact the Fleet becomes I — 2 for a character who is middle-aged.
involved only when and where it chooses. The Fleet I - 3 for a character who is old-aged.
Ii -5 for a character who is venerable.

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I' + the character's level good in Herospace {see Crystal! Spheres, Chapter 2).
Remember that the actual operation of a modifier Purpose: The Company of the Chalice seeks to ex-
to the reaction roll is reversed, so that a groundling terminate evil wherever it may be found. As this is a
character who has never traveled in space adds 5 to massive undertaking, and in its final form beyond
his encounter die roll. the abilities of the entire organization, individual
The character must receive a result of "Friendly" groups identify “evil infidels" who suffer the brunt of
on Table 59 in the Dungeon Master's Guide in order to the Company‘s power.
be accepted into the Fleet. Should the reaction roll It is up to the Cirand Knight to decide who the evil
produce a lower result, the character must wait be- infidel is within his sphere. {Grand Knights who pur-
fore applying to that commander again. The amount sue selfish or prideful goals often find themselves
of time the character must wait is listed in the follow- the "evil infidel" of another branch of the organiza-
ing table: tion.) The current vogue in evil infidels are the neogi,
who hate the Company.
Table 17: IMPERIAL FLEET ENLISTMENT Allies: Many groups admire the Company of the
Chalice, although most feel that their zeal for good is
Reaction Wait a bit extreme. Most trading companies, who depend
Indifferent I year upon the law and stability that the Company creates,
Cautious 2 years see the Company of the Chalice as a valued part of
Threatening 5 years spacefaring society.
Hostile 20 years The Pragmatic Order of Thought has a rough but
amiable relationship with the Company of the Chal-
Benefits: Once he becomes a member of the elven ice. Both believe in the goals of good, but the Pots
lmperia. Fleet, the character has a home. The Fleet see Company members as too rigorous and con-
is a life-ong calling; the new officer may pursue his trolled, while the Company sees the Pots as ineffec-
own goals secure in the knowledge that he is improv- tual. They do work together now and then,
ing the -ot of elvenkind. particularly against slavers or pirates, but such alli-
Senior officers are usually given their own ships- ances tend to be short-lived.
generaly men-o-war—which make open patrols Enemies: As stated above, the Company hates the
through the Known Spheres. During peacetime, neogi—and vice versa. Company warriors will attack
commanders of elven vessels are free to travel wher-
a neogi ship on sight, while the neogi will torture and
ever they will, subject only to occasional check-ins slay Company members if they capture them, and of-
with Fleet commanders or groundling stations. fer hefty rewards for the local Grand Knight if he
Some commanders forbid nonelves to serve on their troubles them.
ships, while others have heterogenous crews of a The Chainmen view the Company of the Chalice
half-dozen different races. as interfering meddlers who should mind their own
Obligations: The Fleet requires its commanders business. The Tenth Pit sees the Company as compe-
to serve faithfully, undertaking missions across the tition of the worst sort—competent. Pit members try
Known Spheres. The Fleet demands great flexibility to discredit the Company whenever possible, al-
from its commanders; one mission may be a military though direct clashes are rare.
strike and the next a diplomatic conference. Disobe- The Kenos believe that the paladins of the Compa-
dience of orders is not tolerated—unless the com- ny are proof of their thesis of human superiority, but
mander succeeds at the mission. these overtures have not been well received by the
Company.
The Company of the Challce Joining: Joining the Company of the Chalice is
The Company of the Chalice is a traditional order difficult, as only the most talented and trustworthy
of good and lawful warriors {although nonwarriors are accepted. A candidate must be at least 3rd level
are accepted) dedicated to the conquest of evil. and must be lawful good in alignment. He must be
The Company is primarily lawful and good in orga- sponsored by a paladin of the Company; this spon-
nization. Each branch of the Order (there is at most sorship is often at the recommendation of another
one per sphere) is ruled by a Grand Knight, a paladin member who knows the candidate well.
elected by the membership and charged with orga- The Company of the Chalice comprises humans,
nizing and leading attacks against evil. elves, half-elves, dwarves, and giff, with a scattering
Symbol: A golden chalice. of grommam and other races. While there is no ra-
Headquarters: Gondorin, the world of the lawful cial bias as such, there is a bias toward physical
prowess that keep gnomes and halflings {who are

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physically weaker than the larger races) underrepre- The Pragmatlc Order of Thought
sented in the Company.
Asking to join the Company is seen as a sign of The Pragmatic Order of Thought, known deroga-
being t.oo eager and proud. According to a Company torily as the “Pots,” is a loose organization of neutral
proverb, “The Company picks the candidate; the good and chaotic good individuals founded on the
candidate does not pick the Company." ideas that all people deserve liberty of thought and
When a candidate has been selected, someone freedom, that slavery is an abomination, and that
from the Company arranges a meeting at which the travel and trade should be unrestricted.
candidate is asked if he wishes to join. lf so, he is Symbol: Pt torch held aloft.
brought before the entire local branch of the Compa- Headquarters: The Pots are very disorganized, so
ny to be inducted. The ceremony is filled with many no true headquarters exists. However, the Free City
involved and dramatic rituals, including an oath of of Greyhawk on Oerth in Greyspace is a known cen-
fealty to the Grand Knight and the Company. if the ter of their activities.
candidate declines, he will never be asked again. Purpose: The Pragmatic Order of Thought seeks
Benefits: Being a member of the Company of the to destroy slavery and interference with travel within
Chalice has several benefits. First of all, the mem- the Known Spheres. Their approach to this is to
bers of this order are among the most powerful and stamp the offending actions out anywhere they find
important lawful good individuals within the spell- them, but they have neither the strength nor the or-
jamming community of a sphere. The order takes a ganization to do more than annoy the established
fraternal view toward its members, and such con- trade.
tacts can be valuable to those who seek political in- In areas where slavery is legal, the Pots run safe
Huence. houses and hostels in major cities and spaceports to
More mundanely, the Company acts as a training help slaves escape. In areas where slavery is illegal,
ground for its members. lnstruction is given by high- they watch for its signs and either report it to the au-
level warriors and paladins, and can be had for half thorities or, ifthey feel it is within their power, attack
the normal price {if training rules are being used; see it themselves.
the Dungeon Masteris Guide, Chapter 8, for more de- The attitude of the Pots is focused on benefiting
tails}. the slaves that they see. It is more important to a typ-
Finally, members of the Company may choose to ical member of the Order to free a coffle of 10 slaves
travel with other characters on adventures. Such than to stop a network that ships thousands, because
members come only if invited, and only if both they the plight of the 10 slaves is immediate. Of course, if
and the Company will be given a fair share of the the member can do both, he will.
treasure, but in few other organizations can you find Allies: Many good-aligned organizations see the
such a ready supply of skilled warriors. Order as well meaning but poorly organized. The
Obligations: As part of joining the Company of Company of the Chalice works with them on occa-
the Chalice, the character takes an oath of fealty to sion, as do the Seekers, although the latter will be-
the Grand Knight and the Company. This oath re- come involved only if their higher goals are at stake.
quires the character to join in battle against the infi- While the Celestians see the Pots as idealistic dream-
del when called by the Grand Knight. Moreover, this ers, they agree with them and will help whenever
oath is transferrable. If the character leaves the possible. There are some individuals who are mem-
sphere where he was inducted. he must visit the bers of both groups, but most Celestians are not in-
Grand Knight in his new sphere so that he may renew terested enough in human society to pursue the
his vows. goals of the Order.
Enemies: Slavers hate the Pots. The Chainmen

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have a standing offer of 1,000 gp for the head of any Whatever their e:-ttent, many groups fear the Tenth
member of the Order who has interfered with them. Pit's growing power.
The Xenos, who end up on almost everyone's enemy Allies: The Tenth Pit is sufficiently secretive that
list, view the Pots as soft-hearted, soft-headed trai- its allies are generally unknown. There are rumors
tors [if human) or as animals {if not}. that they are allied with the neogi, the Chainmen, the
While the Shapers are not supporters of slavery, I-‘tenos, and even the Arcane. There is no way to de-
they see the vigilante attitudes of the Pots as disrup- termine the real truth.
tive to an ordered society. One of the reasons the Enemies: The Tenth Pit sees the individual do-
Pots are not as influential as they would like to be is mains of the Grand Knights of the Company of the
their lack of magical support; mages who are willing Chalice as self-proclaimed fiefs, and have politically
to work with the Pots are few and far between. (and occasionally physically) fought this group on
Joining: Joining the Pragmatic Order of Thought several occasions. They are not fond of the Prag-
is fairly informal. if Order members spot injustice matic Order of Thought, nor do they have much use
and are moved to battle it, they do. if you're with for the Seekers.
them, it doesn't matter your race, class, or planetary The elven imperial Fleet sees the Tenth Pit as an
origin: you're one of them. upstart human organization that is trying to take au-
Benefits: The primary benefit to belonging to the thority away from the elves. Fleet losses in the sec-
Pragmatic Order of Thought is camaraderie. The ond Llnhuman War have allowed the Pit to gain
members of the organization socialize together and dominance in nearby spheres, and the Fleet is con-
tend to see the universe with a common, rather sim- sidering a brief action to bring the Pit into line.
ple point of view. They will help one another and Knowing elven decision-making, this will not occur
may even adventure together, but there is no under- for a few centuries, if ever.
lying "organization" that can intercede. Initially, the Shapers were allied with the Tenth Pit,
Obligations: The obligations of a member of the as the Pit was a civilizing influence on wildspace.
Order are pretty much what he believes them to be. if However, as the true nature of the Tenth Pit has be-
a certain battle looks too tough, or if circumstances come apparent, the Shapers have turned away from
prevent him from pursuing an obvious Order goal, them. There are not yet open hostilities, but the
he has only his conscience to live with. Of course, if Shapers no longer provide magical support to Tenth
the member repeatedly refuses the goals of the Or- Pit "pacification" actions.
der, particularly in the presence of other members, Joining: The Tenth Pit is extremely selective in its
he may be shunned but nothing more will happen to membership criteria. Applicants must be of 5th level
him. or higher and must be of lawful evil or neutral evil
alignment. Any class may join, but the leadership is
The Tenth Flt heavy with warriors and rogues. {There is rumored to
be a secret “inner council" of powerful spell-casters,
The Tenth Pit is a small but very well organized but like most rumors about the Tenth Pit, this infor-
and dangerous group. its members present them- mation is unconfirmed.)
selves as an organization to establish the peace in The Tenth Pit is led by humans but employs lizard
space, but their control is often more dangerous men, hurwaet, hadozee, zizchil, and goblinoids of all
than the supposed lawlessness they intend to sup- types, particularly in the lower ranks. There are a few
press. renegade half-elves in the organization, but most of
Symbol: An X. (a groundling symbol for 10). the demihumans give the Tenth Pit a wide berth.
Headquarters: Unknown. Rumors ezist that they Benefits: In areas where the Tenth Pit has succeed-
are operated from the lawful-evil world of Darkseed ed in becoming the dominant force, membership
in Herospace, or from a hidden evil base deep within has all the advantages of belonging to any powerful
the Color Spray Nebula of Realmspace. police organization. Once in place as "the law" of a
Purpose: The stated goal of the Tenth Pit is to ex- sphere, the Tenth Pit runs protection rackets, smug-
tend order into the spheres and provide guaranteed gling, and other activities; these are tolerated by the
safety between them. Unfortunately, the unstated leadership so long as the appropriate kickbacks are
follow-up is that the Tenth Pit will be set in charge of paid.
this new order. There are stories of Tenth Pit agents Obligations: The Tenth Pit demands obedience.
working with evil groundling organizations such as Their leadership is ruthless and powerful, and mem-
the Draconians of Krynn and the Zhentarim of Toril. bers must obey the edicts of those leaders without
Other rumors warn of their contacts with powerful question. Dissenters do not survive to leave the orga-
erttraplanar beings of lawful and evil alignment. nization.

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The Trading Company The Trading Company trusts that the daily deaths of
war will weed out the undesirable and the unworthy.
Despite its name, the Trading Company is in fact Notably skilled warriors may be breveted to a
not a mercantile establishment but a mercenary higher rank than private if they can demonstrate
force, selling warriors and weapons to those who can their skill. Once they have been given a rank, how-
pay. ever, they fall into the standard system for advance-
Symbol: An infinity sign within a crystal sphere. ment.
Headquarters: The Trading Company maintains a Benefits: The Trading Company offers regular
major outpost on the Rock of Bral near the docks. pay, rations, and a place to sleep. For those commit-
The Company also maintain training grounds in re- ted to a career in the military, and who feel skilled
mote areas on several worlds. enough or lucky enough to survive, this support can
Purpose: The Trading Company seeks profit. become quite comfortable at the higher ranks. The
Staunchly neutral, escept for refusing to supply mer- Company also offers the chance to travel throughout
cenaries to both sides of a conflict, the Trading Com- the Known Spheres, and all the battles you want (and
pany is an equal opportunity group, willing to sell to then some).
the highest bidder. The Company's only saving grace Obligations: The Trading Company is a true mili-
is that once its mercenaries are purchased, they stay tary organization. The Company requires obedience
bought and respect to superiors at all times. Disciplinary
The Trading Company commonly organizes espe- problems are handled by a military tribunal appoint-
ditions to wars and other hot spots to open negotia- ed by the commanding officer. This tribunal's find-
tions. Trading Company mercenaries are common in ings cannot be appealed or countermanded, and a
space, and some are found in groundling wars, common punishment is death.
where they are legendary as "soldiers from strange Leaving the Trading Company is possible, how-
far-off lands with odd accents and powerful weap- ever. A mercenary can leave only after finishing the
ons. current assignment, receiving any back pay owed
Allies: The Trading Company has many customers and transport to the nearest Trading Company base.
but few allies. The priests of Ptah and the Seekers From there, the former mercenary is on his own.
have been known to employ the Trading Company, Given the death rate, however, there aren't many es-
but the only true allies of the Company are its own Trading Company members among the spheres.
mercenary units.
Enemies: The Tenth Pit views the Trading Compa-
ny as incompetents who get far more than their Trading Companies
share of the mercenary business. The Sindiath Line There are a large number of trading organizations
has earned the Trading Company's emnity for refus- in space, ranging from single tradesmen to fleets.
ing to transport mercenaries, but thus far the Line's While most tradesmen are independent, some prefer
responses have been conservative and limited to de- the security and safety of an established trading or-
fending themselves. Should the Trading Company ganization.
attack the Line directly, however, the mercenaries
will have to contend with the full might of the elven
imperial Fleet. The Smiths‘ Coster
The Shapers see the Trading Company as destabil- The Smiths‘ Coster is a trading company specializ-
izing because the Company make military might ing in weapons and armor. The Coster specializes in
available to any side in a conflict. They try to dis- introducing unusual weapons to spheres that lack
courage the spread of mercenary groups, believing them due to low technology or scarcity. The Coster
that if combatants are forced to use their own people commonly trades with groundling nations and has
for war, they are less likely to participate in it. been responsible for the spread of smoke-powder
Joining: The Trading Company takes all who are weapons through the Known Spheres.
interested. The formal requirement is that you can Symbol: A starwheel pistol over a shield.
write your name on the proper document. if this is a Headquarters: A dwarven citadel that can be
problem, however, the recruiting officer will do it for found in the Grinder in Greyspace.
you. Purpose: Like most mercantile organizations, the
Advancement in the Trading Company is almost Smiths Coster is profit oriented. The Coster started
entirely by seniority. Each rank has an associated as an outlet for the especially fine work of a single
service time and number of battles in which the war- dwarven smith who was an eitpert in the manufacture
rior must participate to advance to the next rank.
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of weapons. As the business grew, the organization grommam, and rastipedes into the organization. He
branched out into other suppliers (although the considers the giff and the hadozee to be too unintelli-
Smiths‘ Coster still carries more dwarven weapons gent to run one of his ships (although he rarely ex-
than anyone else), and began regular trips to ground- presses this opinion in their presence), and he
ling nations. dislikes reptilians—lizard men and hurwaeti—in
The smiths of the Coster are primarily dwarves, al- memory of a difficult battle he had with them in his
though there are some humans and even a few youth. No member of these latter races has ever suc-
gnomes working at their forges. Their merchants are cessfully joined the Coster.
of many races; most recently, a group of rastipedes Benefits: Smiths‘ Coster goods are of excellent
joined the Coster. quality and have an outstanding reputation. A Coster
Allies: When the Coster was first starting, the captain typically receives 30% of the sale price of
Smiths did much of their shipping on the Sindiath coster cargo, to be spent on ship maintenance and
Line. {Human merchants were required to negotiate crew wages. The captain may keep any money left
passage on these primarily elvish vessels.) Even over. if the captain is a warrior with the Merchant kit,
though the Coster now maintains its own ships, there he may carry additional cargo he has purchased with
is still a good deal of friendliness between the ships his own money, and will earn profit on that cargo as
of the Sindiath Line and Coster captains, and they described in Chapter 3.
will help each other should the need arise. The Celes- If a longtime captain has a particularly bad run, or
tians often work on Coster ships, as these vessels if disaster befalls his ship, the Coster has been
make an extra effort to extend their reach into new known to buy him a new spelljamming vessel.
spheres. Obligations: The Coster gives great loyalty but ex-
Enemies: The Trading Company sees the Smiths‘ pects great loyalty in return. Captains must give Cos-
Coster as competition. The Company is particularly ter shipments first priority; delaying a Coster
disturbed by the Coster's practice of selling smoke- shipment to make some other delivery first is suffi-
powder weapons to the enemies of the Trading Com- cient to lose that captain his place in the organiza-
pany's employers, which {in the view of the tion.
Company} has brought much needless and expen- Even worse than delaying a shipment, however, is
sive death to their troops. smuggling. The Coster maintains its reputation for
The Xenos dislike the Smiths' Coster because of honesty by protecting it fiercely. Nagul Roundbeard
its dwarvish origins. The Pragmatic Order of views smuggling as a reflection on the Coster. He has
Thought views the Coster alternately as a benefactor been known to publicly repudiate a captain for the
{when it sells weapons to oppressed people) and a mere suspicion of smuggling.
warmonger {when it sells to the oppressors). The
Coster generally ignores the Pots‘ opinions in any Gaspar Reclamation:
case.
While the Sindiath Line is on good terms with the Gaspar Reclamations is a fairly young organiza-
Coster, the elven imperial Fleet sees the mercantile tion led by an immensely fat mage named Gaspar. it
empire as strengthening the positions of nonelves. specializes in the location and recovery of magical
With the historical emnity between elves and items and artifacts.
dwarves, this has led to more than a few clashes over Symbol: The official symbol of Gaspar Reclama-
the centuries, particularly when sales are made to tions is a staff and a dagger.
people the Fleet would prefer to keep controlled. Headquarters: Gaspar Reclamations has a major
Thus far, however, these clashes have been limited, outpost on the Rock of Bral. its headquarters, and
and neither side has emerged as clearly dominant. the home of Gaspar himself, can be found in the
Joining: The Smiths‘ Coster is a fairly large trad- Tears of Selune in Realmspace.
ing company, but it is still very much a close-knit op- Purpose: Gaspar Reciamations specializes in
eration. Captains with ships interested in marketing magical items. The ships of this organization comb
the Coster's goods may be accepted for occasional the Known Spheres for news of unusual items, buy-
work until they have proven themselves trustworthy. ing what they can. Their major customers are the
As Hagul Roundbeard, the current head of the com- various schools of magic, who wish to study the
pany says, "To work here, you've got to be family." items and pay the line a finder's fee.
Not all races get past Hagul Roundbeard equally Gaspar is a mage with an intense interest in magi-
easily. He has a clear preference for dwarves, cal items. Fifteen years ago, while trying to acquire a
gnomes, and halflings: big folk make him a bit ner- particularly powerful artifact, Gaspar was struck with
vous. He has accepted humans, elves, half-elves, a powerful magical curse; he is now hungry all the

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time. Despite all efforts by his magical allies, no one one who wishes to join his organization. Each of his
has been able to remove the curse. employees must agree to send to Gaspar any magi-
Gaspar currently weighs well over 400 pounds. He cal item found. He will reimburse the employee for
is unable to walk without assistance and is gaining the cost of acquiring the item (plus profit} if he finds
weight at the rate of 30 pounds per year. His body is a buyer for it among the schools of magic. If no suit-
not taking the strain well, and he is beginning to die. able buyer can be found within a reasonable period
The unfortunate mage started his company in of time, Gaspar will either purchase the item himself
hopes of finding an item that could be used to re- {to be held in a warehouse until the market for such
move the curse. l-Ie has given up, however; his initial items is stronger), or he will return it to the finder.
good humor at the curse {the company's symbol was
his idea) has turned to despair. This is truly unfortu-
nate, as Gaspar is a good and kind man who has
The Slndlath Line
shared the wealth his business has brought with his The Slndlath Line is an elven trading group that
many employees. specializes in transportation and boats for hire. Ad-
Gaspar has offered half his wealth to the person venturers without a ship may find the Sindiath Line
who cures him of the curse. While no one has collect- useful, either as passengers or as crewmen.
ed, the sum has attracted no lack of applicants. if Symbol: A gold S on a white field.
Gaspar dies, his company will likely collapse with Headquarters: On one of the larger portions of the
him. cluster-world of Greela in Greyspace.
Allies: Gaspar is allied with the various schools of Purpose: The Slndlath Line was established by
magic, notably the school of Alteration, which he be- one of the heroes of the first Unhuman War. Upon the
longs to, and the school of EnchantmentiCharm, defeat of the goblinoid races, the elves policed the
which has worked with him to find a cure for his spacelanes for a time, and their huge fleets were
curse. He has also worked closely with the Seekers in among the most powerful in the Known Spheres.
hopes that their huge storehouse of knowledge However, the other -spacefaring races, already sensi-
would contain the answer to his problem. tive to elvish haughtiness, soon chafed under elvish
As with the Smiths' Coster, the Celestians see Gas- control. At the same time, the elves were unwilling
par's ships as a prime opportunity to exert their wan- to abandon their huge fleets, perceiving them as nec-
derlust. Gaspar has gone out of his way to make the essary to the security of the elven nations. Tensions
Celestians welcome, although he draws the line increased, and a demihuman war pitting elves
where profit becomes loss. against men and dwarves loomed.
Enemies: Gaspar distrusts the Tenth Pit but does Slndlath, an admiral of the elven Fleet, proposed a
not see himself or his organization as the logical compromise. He offered to retire from the Fleet and
group to stop them. He has a friendly rivalry with the to take a large portion of its ships into a private con-
Sindiath Line, although the elves have many more cern, the Sindiath Line, that would provide regular
ships than he does, as they both carry passengers passenger service among the Known Spheres. The
(the magical-item line is only marginally profitable Line would still be spread throughout the Known
unless you cover costs some other way}. Spheres, under elven control, but it would be a com-
The Shapers resent Gaspar's support of the mercial presence, not a military one.
schools of Alteration and EnchantmentiCharm (a To the Council of Admirals, Slndlath pointed out
sphere in which they have no power). As a result, the value of the Line for espionage. With ships in eve-
they shun his ships, and mages who work as helms- ry sphere, the Line would be able to inform the Coun-
men on ships of Gaspar's employ can count on extra cil of any issue that could affect the Elven Nations.
scrutiny in Shaper-controlled ports. After the usual period of elven reflection, the Coun-
Joining: Joining Gaspar Reclamations is straight- cil agreed.
forward; just go see Gaspar. He is willing to accept The Slndlath Line now has over 300 men-o-war,
anyone of good or neutral alignment as a member of supplemented with 115 hammerships and dozens of
his company. tradesmen. Few are aware of how large the Slndlath
Benefits: Gaspar maintains a ready market for mi- Line's fleet really is, although its ships are ubiquitous
nor magical items and can also act as a sage with re- throughout the Known Spheres. {By comparison, it is
gard to magic and magical items. Ships of Gaspar estimated that 500 elven armadas and 2,000 men-o-
Reclamations are known allies of the schools of mag- war survived the second Llnhuman War—the Sin-
ic and will not be trifled with where mages are power- diath Line is roughly one-eighth the size of the elven
ful. Imperial Fleet.) Slndlath himself is still alive and
Obligations: Gaspar has a standing offer to any- oversees the growth of new ships on Greela.

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Slndlath vessels are invariably commanded by Known Spheres. a Slndlath Line vessel can go any-
elves. although they often have human and hadozee where. and its crew receives "working passage" with
crews. Passengers may be of any race friendly to the pay superior to that of most other lines.
elves [no neogi or beholders]. and Slndlath vessels Patient elven characters may foresee another ben-
have a reputation for superior accommodations—at efit; the commanders of the era immediately follow-
a corresponding price. ing the first Llnhuman War are growing very old and
Allies: The Slndlath Line's greatest ally is the el- are leaving their places in the leadership of the Line.
ven Imperial Fleet itself. Every ship of the Line is ac- ln some cases. the Slndlath Line has chosen to pro-
tually part of the Fleet and may be called back to mote a loyal crewman to the captaincy rather than
duty on a moment's notice. However. since no Sin- recruiting an officer from the Fleet. and this practice
diath vessel has been recalled (except for the occa- seems to be on the increase.
sional short-term emergency} since the Line was Obligations: The primary obligations of a mem-
founded. most people don't worry about their ship ber of the Sindiath Line is to keep the elven Council -\.

being commandeered in mid-voyage. of Admirals informed of any activity that may be of


The alliance between the elven Fleet and the Sin- interest to them. This is accomplished by exchang-
diath Line is actually more powerful in reverse. Pi- ing dispatches with any Sindiath Line vessel encoun-
rates who regularly prey on Slndlath Line vessels tered. and by delivering all accumulated dispatches
may find themselves visited by an elven armada-ship to the nest Fleet ship found.
or two. armed to the teeth on a pirate-hunting mis- All Slndlath Line vessels are still subject to the
sion. command of the Council of Admirals. ln time of war
Enemies: The enemies of the Sindiath Line tend or in an emergency. Fleet personnel can comman-
to confine their opposition to occasional grumbling deer the ships and crews of the Slndlath Line into
rather than directly battling the powerful elven Impe- service. On a short mission. nonelves will be pressed
rial Fleet. The Trading Company dislikes the Line be- into service; on longer missions or in time of war.
cause it refuses to transport mercenary companies [a they will be put ashore at the nearest convenient
regulation imposed by the Council of Admirals}. The port. Only hadozee may remain on board.
elves are bitterly opposed to slavers. so they aggres-
sively fight the Chainmen. Finally. the Xenos. as Chainmen
might well be expected. despise the powerful line be-
cause it insists on using inferior elves for its com- As the name indicates. the Chainmen is a human
manders rather than obviously superior humans. slaver's organization. operating among evil nations
while still employing humans in subservient roles. both on the ground and in space. They are hated and
Joining: To be a captain in the Sindiath Line. you feared in turn. but may still be found in many ports in
must have been a commander in the elven Imperial space.
Fleet {minimum 9th level}. For obvious reasons. this Symbol: Seven links of chain. looped into a circle.
is restricted to elves only. Crewmen commonly in- Headquarters: The Chain men are reputed to have
clude elves. humans and hadozee. but lizard men. bases in the Grinder in Greyspace. in Garden in
hurwaeti. centaurs. giff. grommams. and even Realmspace. and in similar remote regions in many
gnomes [but not minoi) and halflings have been other spheres. There is no central headquarters.
hired. Dwarves find the gossamer ships of the elves Purpose: The Chainmen Traders are
too flimsy for comfort. and the elves will not tolerate l:-usinessmen—they buy and sell other sentient be-
minoi. ings. They specialize in providing large groups of
Benefits: The primary benefit of the Slndlath Line slaves from “far-off lands" who know nothing of the
is its breadth. With ships and routes throughout the local terrain and are thus unlikely to escape.

@751
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If you want to “lose" a defeated enemy. you can the Xenos. This is partially supported by the fact that
sell him to the Chainmen. Within a month the victim the Chainmen accept only human recruits. but this
will be toiling for some foreign prince who asks no may simply be because few demihumans wish to
questions. or be on his way to a completely different work as slavers. The Chainmen seem to have no re-
world. strictions against selling human slaves. and their
The Chainmen are not concerned with high- buyers include neogi and mind flayers.
quality merchandise. They will often swoop down on Enemies: The Company of the Chalice hates the
unsuspecting groundlings. capture the entire popu- Chainmen only slightly less than it hates the neogi.
lation of a village. and bring these unfortunates to The Pragmatic Order of Thought sees slavery as an
their clients as slaves. The Chainmen do not support abomination and will fight slavers wherever they are
the exotic trade—-slaves with unusual talents and found. The elven Imperial Fleet despises the Chain-
pleasure slaves—because they don't study their mer- men's practices and will resist them at every turn.
chandise. Their motto is quantity. not quality. The Celestians. the other mercantile lines. and the
The Chainmen do not take slaves where they Seekers also object. but their resistance is more phil-
dock. however—the authorities would immediately osophical than practical.
stop them. They also avoid taking their cargo off Joining: Joining the Chainmen is easy-
ship while in unfriendly ports so that it may not be sometimes too easy. Recruits who are unskilled. lazy.
confiscated. Because they are slavers. the Chainmen or insubordinate are tossed into the hold with the
refresh their atmospheres before visiting any port; rest of the cargo.
they do not wish to pay expensive air taxes for their Chainmen ships are always looking for new crew-
large ship populations {including the cargo}. members. The pay is fair but quick advancement is
Allies: The Chainmen have a working agreement uncommon. Only those who manage to purchase
with the Tenth Pit. The Pit ignores Chainmen activi- their own ships can become captains.
ties in return for a portion of the profits collected in Chainmen prefer strong (but not particulary
Pit-controlled territories. These two organizations smart) crewmen. The majority are human. but there
distrust each other because they can never he sure are lizard man. hurwaet. hadozee. and rastipede
who's cheating who. not because of any opposition Chainmen along with the occasional renegade dwarf
to the business at hand. or elf. However. these nonhumans sometimes find
There are also rumors linking the Chainmen with themselves part of the cargo at the end of the jour-

@2
ney. particularly if the captain has Keno affiliations. own sphere.
Potential crewmen should consider themselves The Seekers deal with most sentient races. provid-
warned. ed that these sentients deal with each other fairly.
Benefits: The Chainmen manage a distribution They have no dealing with the neogi. for example.
network for human misery. Those with slaves to sell but will work with beholders. illithids. and humanoid
can find a buyer through the Chainmen Traders‘ in- races to gather information.
formation brokers. The coordinated efforts of the Allies: The Seekers have many acquaintances but
Chainmen to break open new markets has brought few true allies. They deal often with the Slndlath
them into contact with many of the powerful evil Line. which transports their members from sphere to
groundling societies. and these contacts can prove sphere. The Seekers show a particular affinity for the
useful in other ways. Pragmatic Order of Thought. whose ideals include
Obligations: The Chainmen require all members the free exchange of information—a goal the Seek-
to pay 30% of their profits toward maintaining the ers approve of highly. The Seekers agree in principle
organization. This charge is enforced through a com- with the wandering exploration of the Celestians but
bination of social pressure and the occasional slave view their individual explorations as less effective
raid against a recalcitrant ship. than a concentrated series of research expeditions.
Finally. the Seekers cooperate with the schools of
magic. particularly (but not exclusively) the Shapers.
Other Groups Enemies: The Seekers also have few enemies. The
The following groups do not fit into any other cate- Xenos interfere with the Seekers {who employ crea-
gory. yet their influence pervades the Known tures of all friendly races) much the same as they har-
Spheres. They do not appeal to a particular charac- ass other nonhuman organizations. The Arcane and
ter type. but instead operate on higher (or lower} the Seekers are in an uneasy truce. as the Arcane do
ideals. not like the Seekers‘ meddling in the history of their
race.
Joining: The Seekers maintain a hierarchy of cir-
The Seekers cles. with those in the higher circles knowing more
The Seekers are a group dedicated to knowledge. about the overall goals of the organization than
Their pursuit of knowledge brings them into contact those at lower levels. Becoming a first or second-
with nearly every facet of spacefaring life. and their circle member of the Seekers is fairly easy. but there
activities are viewed with a combination of suspicion are few members in the higher circles that guide or-
and appreciation. ganizational policy. Moreover. the exact number of
Symbol: An eye with a sword behind it. In more circles and the names of the higher-level members
feudal spheres. the Seekers are known as the Com- are not revealed to outsiders or those of the lower
pany of the Orb and Sword. circles.
Headquarters: Compendium. a planet or crystal Seeker membership is made up of a bewildering
sphere filled with the knowledge the Seekers have mixture of races from around the Known Spheres.
gathered. The Seekers admit or deny the existence All of the player-character races [except the scro) can
of Compendium depending upon the situation. but be found in Seeker ranks. although some are more
no non-Seeker has yet found it. helpful and forthright than others. In addition. there
Purpose: The Seekers are dedicated to knowledge are a number of minor races that have members
and try to stay on good terms with sages in space and among the Seekers. While promotion may be
on the ground. They look for answers to questions blocked by the occasional racially biased superior.
such as what is the home planet of the giff. how the the organization as a whole is the most egalitarian in
Arcane fill their orders so quickly. and why crystal the Known Spheres.
shells are spherical. Often. these arguments bog Benefits: Low-circle members of the Seekers have
down for lack of evidence. but the Seekers look to access to the libraries at the various Seeker out-
adventurers to gather interesting information. which posts. These compendia of facts provide a valuable
they then make available to sages and seers seeking resource for those researching the history or proper-
advice. ties of the Known Spheres. However. some of the in-
Thus. the Seekers are information brokers. but formation in these libraries is incorrect or
they do not deal in trivial gossip. A Seeker may be misleading. and there are disturbing gaps in cover-
intrigued by the mystery of a magical item or curse age. Access to more accurate and comprehensive
but will not be interested in the temporal rulers of his tomes requires membership in a higher circle.
Members may also propose questions to the

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organization. Questions are reviewed by the higher temperamental beholders. Finding an active Xeno is
circles. and if considered appropriate are added to a easy but imprisoning one is difficult; they have a
bulletin of interesting topics that is distributed to all habit of escaping when under human guards.
Seeker outposts. Thus. the combined knowledge of In addition to grass-roots support. the Tenth Pit
the entire membership can be focused on one mem- and the Chainmen are reputed to work with the
ber's problem. Answers may take years or even cen- Xenos.
turies. however. so members are encouraged to Enemies: Most official organizations repudiate
continue their own investigations. the Xenos. at least publicly. The human trading com-
Obligations: Members of the Seekers are required panies view the Xenos as dangerous to the continua-
to tell their leaders of any unusual event or fact that tion of trade; the nonhumans consider them blood
might be of interest to Seeker members. enemies.
Joining: To join the Jienos. you must be accepted
The Xenos by an active cell. These are easy to find if you're hu-
man; they can be found anywhere ignorant people
The Xenos are an entirely human organization live.
with a rabid hatred of the other races of space. Lib- Once you have found a cell. the members must in-
eral Xenos believe that the other races should be en- vite you to join. if you accept. there is an involved but
slaved. while the more traditionalist members magically meaningless induction ceremony involv-
believe that complete eradication is called for. ing oaths to the supremacy of humanity and the de-
Symbol: The Xenos use several symbols. They in- struction of the nonhuman races. This ritual is
clude a human ear. a field of white (to signify purity}. carried out with great solemnity and has a transform-
and a black eagle. ing effect on people who undergo it.
Headquarters: The Xenos have no formal head- Benefits: Aside from the ability to socialize and
quarters. although they may be found nearly any- discuss beliefs with other like-minded people. there
where. There are rumors of an all-human enclave. are few benefits to being a Xeno. Members help one
called Purity. where the Xenos have established a ba- another in times of trouble. but Xenos tend to have
se. but no one knows where it might be. limited resources and personal power.
Purpose: The Xenos seek the complete subjuga- Obligations: Theoretically. each Keno is supposed
tion or destruction of the nonhuman races. They act to be constantly working to frustrate and destroy
to sabotage and destroy nonhuman works and nonhumans. In fact. few Xenos will do this individu-
ideals. This may range from demolishing the forge ally. except to occasionally snub or make disparag-
of a dwarven vessel to putting two warring beholder ing remarks to a demihuman from a position of
factions on each other in hopes they wipe each other safety. However. in groups these humans are capable
out. of incredible viciousness and have been involved in
To further their ends. they put out false. mislead- murders. beatings. acts of vandalism and sabotage.
ing. or slanted information. which is how they be- and other crimes throughout the Known Spheres.
came the enemies of the Seekers. The Xenos muddy ‘When group activities are planned. members are
the waters to the degree that no truth can be seen. more likely to become involved; refusal to do so can
and think nothing of destroying artifacts and rewrit- lead to ostracism or even violence against the of-
ing histories to fit their own purposes. fenden
To a Keno. the elves did not suddenly disappear
from the Realms for a home in the west—-they called
down the gods in the Time of Troubles and then got The Shapers
out when they realized they had endangered them- The Shapers are the spacefaring organization that
selves. The elves did not show mercy to the orcs represents the wizard school of invokers. Shapers
when they forbore from annihilating them at the end promote their specialty of magic through exchange
of the Llnhuman War—they preserved them to use as of knowledge and organized support for one another
a weapon against groundling human nations. Such throughout the Known Spheres.
lies are at the heart of Keno thought. If you lie loudly Symbol: A clenched fist holding three lightning
enough and often enough. it will taint the truth. bolts.
Allies: The Xenos have few open allies. in part be- Headquarters: The Shapers have no formal cen-
cause they remain underground in quasi-humanoid tral headquarters. However. they have regular con-
societies. Their active numbers are small. but they claves that are held in space settlements all over the
enjoy the tacit support of many humans who have Known Spheres.
had their fill of drunken dwarves. aloof elves. and Purpose: The invokers of the Known Spheres are

@5
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much more organized than mages of the other magi- mongering J-lenos.
cal schools. primarily as they have significant advan- Enemies: The Temple of Ptah sees the Shapers as
tages over the other schools in space. First of all. competitors for magical services in the Known
since they are barred from using spells of the school Spheres and so attempts to thwart the growth of this
of conjurationlsummoning in any case. their powers organization whenever possible. The Seekers dislike
are not diminished in the phlogiston. Second. their the Shapers because the latter behave as informa-
combat abilities {and the wide variety of combat tion sinks: once the Shapers have a piece of informa-
spells available to them} make them highly prized in tion. no one else is allowed to get their hands on it.
the rough-and-tumble spelljamming life. Joining: To join the Shapers. one must first be an
To most outsiders. the Shapers are a source of invoker la specialty mage of the school of
magical knowledge and assistance. They act as a invocationlevocation]. This school's membership is
guild. providing members with referrals from people restricted to humans. One must then apply for mem-
who need the assistance of wizards. offering training bership in the Shapers. This usually involves a sim-
in the magical arts. and setting the standards of ex- ple competency test in invocationfevocalion magic
cellence for magical practice in the civilized portions and the payment of a 100-gp license fee.
of the Known Spheres. Benefits: In many spaceports. Shapers have a mo-
The other schools of magic. however. do not see nopoly on magic for hire. While noninvokers can work
the Shapers in the same way. The Shapers are known as spelljammer pilots. they are not permitted to cast
for acting to freeze noninvokers out of any magical magical spells in the spaceport. This benefit alone has
business. even to the point of enacting licensing laws made the fortune of many Shapers—-and not a few con-
for mages in some spaceports. so that unlicensed jurers and enchanters whose prices were able to rise to
mages are forbidden from practicing magic for fee. black-market levels because invokers are unable to
Since the Shapers issue the licenses. most of the cast spells from these two schools.
business goes to invokers. Shapers may also receive magical training for
The Shapers are also stingy with magical training. level increases (if this option is used in your cam-
They hoard magical knowledge jealously. not even paign; see the Dungeon Master's Guide. Chapter 8) at
sharing spells with other schools. A noninvoker who any Shaper academy for normal costs [100 gp per
seeks training at a Shaper academy may be charged level per week). Other mages must pay three times
triple the tuition—or may simply be refused. normal costs.
Allies: The congenial face that the Shapers Obligations: The Shapers wield considerable
present to nonmages attracts many. Almost all the power and exact a fee for its use. Any Shaper mage
trading houses consider the Shapers to be honest must pay lU% of the income from any magical en-
businessmen. Only Gaspar Reclamations. which is deavour to the Shapers as a tithe. This tithe is not to
led by a member of the rival school of alteration the overall parent organization {which is too diffuse
magic. holds any hostility to the Shaper organiza- to manage such things effectively]. but rather to the
tion. The mercenary companies have learned that local chapterhouse and academy.
they can count on the competency of Shaper-trained Moreover. a Shaper arriving at a new spaceport is
mages. and prefer them to mages of other schools expected to make a courtesy visit to the chap-
for combat support. {This only serves to further in- terhouse upon arrival. There may be some local fees
flame the other schools.) for acquiring a practicing license. and some chap-
The Xenos support the Shapers. as this magical terhouses even charge a 5% tithe on all goods for
specialty is restricted to humans only. However. the new members in addition to the license fees. on the
Shapers try to play down this affiliation. as they do assumption that some of this money was not proper-
not want their good name associated with the hate- ly tithed.

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PELLJAMMERP campaigns offer many chal- dling air supplies. and many other common prob-
S lenges for players. The reach of infinite worlds lems of wildspace and the phlogiston. A menace that
and the freedom offered by a spelljamming vessel could be avoided by an experienced crew might be
provide opportunities for players beyond any they fatal to a group of spacefaring groundlings.
can find in a groundling AOSDP campaign. A kind-hearted OM may wish to give the players
These challenges pale. however. when compared some guidance. One solution is to provide an experi-
to those faced by the OM. Where the players face an enced NPC who can warn the PCs of the most severe
entirely new world. the DM must create it. Where the dangers. This NPC should not become the party
players have freedom to go in any direction they leader. however. The NPC must be unwilling or un-
choose. the DM must be prepared to go with them. able to give the PCs any but the most essential help.
As has been stated more than a few times. space is or must be so untrustworthy that the PCs will not
BIG. A single crystal sphere holds several planets. know when he is telling the truth. When the charac-
and a SPELLJAMMER campaign may involve ters have become experienced enough in the spell-
dozens of spheres. When the sheer magnitude of the jamming life that they no longer need advice. the
SPELLJAMMER universe is considered. the idea of NPC should be removed. There's no need to kill him
running a campaign in that universe can be daunt- off. however. Such HPCs make useful campaign fix-
ing. tures long after their close association with the PCs
This chapter discusses the fundamentals of devel- has ended.
oping a SPELLJAMMER campaign. It addresses the Many spacefaring proficiencies {such as the ones
ideas that underlie all SPELLJAMMER campaigns listed in this book) are unavailable to groundling
and discusses how a OM can make his own campaign characters. at least until they earn the proficiency
unique. slots to buy them. Thus. groundling characters gain
skill slowly in spelljamming. space navigation. and
other essential skills.
Starting a SPELLJ/-\MMER@ The other approach is to generate new spacefaring
Campaign characters. This is preferred for players who already
know a fair amount about the SPELLJAMMER set-
When you begin a SPELLJAMMER campaign. you ting and who wish to establish a new campaign there.
face several fundamental choices. This section de- Here the sense of discovery is replaced by greater
scribes those choices and offers several campaign competence. Instead of discovering the neogi for the
styles for consideration. first time. these characters have the skills needed to
fight them on equal terms. The spacefaring charac-
Groundiing or Spacefarlng ters are more familiar with the politics of the Known
Spheres and can more effectively avoid or influence
Characters? the power plays that divide and recombine the fac-
There are two ways to start your SPELLJAMMER tions of space.
campaign. You can launch your group's existing Generating new spacefaring characters is not with-
groundling adventurers into space. or you can gener- out its problems. however. First of all. for players
ate new spacefaring characters. new to the SPELLJAMMER setting. spacefaring
Launching groundling characters into space characters are more difficult to generate and to play.
makes the most sense if your players are not familiar as the players do not know the basic features of the
with the SPELLJAMMER setting. This approach pre- campaign. Telling them about the SPELLJAMMER
serves the wonder. Instead of seeing a giff with a pis- universe is not as much fun as showing them.
tol. the PCs see a huge. hippopotamus-headed Second. the SPELLJAMMER setting is more de-
humanoid with an oddly shaped metal tube in his manding than the typical beginning groundling cam-
hands. The players can discover the fascinating na- paign. Published adventures for the setting involve
ture of spelljamming along with their characters and characters of 6th level or above. A spelljamming ves-
will enjoy the discovery all the more for having expe- sel piloted by a low-level mage or priest has all the
rienced it first hand. speed and maneuverability of a barge. As slow ships
Some aspects of spelljamming are so dangerous are at a disadvantage in SPELLJAMMER campaign
that totally inexperienced spacefarers can find them- combat. this can be a serious liability. Characters can
selves learning a fatal lesson. Using a helm requires be generated above lst level. but this eliminates
only a little practice. but the groundling characters much of the fun of developing the character from the
will not know about neogi. illithids. beholders. dwin- beginning.
Finally. spacefaring characters tend to be less in-

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terested in activities in groundling nations. While esting than the sound of rolling dice {if you don't.
this is appropriate in a pure SPELLJAMMER cam- your campaign is likely to suffer some problems}.
paign. if interaction between the spacefaring and but journeys still occur quickly. This places the bur-
groundling cultures is planned. it may be difficult to den on you to complete construction of the destina-
convince your players to take their spacefaring char- tion by the time the PCs arrive. Things as complex as
acters down to a planetary surface. a coherent sphere are difficult to design. and can be
used up amazingly fast in a multi-sphere
One Sphere or Many Spheres? SPELLJAMMER campaign.
A second consideration when starting a Long-term or Short-term
SPELLJAMMERA’ campaign is the physical extent of
the campaign. Some campaigns occur primarily Campaigns?
within a single crystal sphere; others span sphere af- Some campaigns start with a specific goal. When
ter sphere in the quest for adventure. that goal is achieved. the campaign is over. If that
We recommend sticking with a single sphere at goal is achievable quickly ("Rescue the elven prin-
the beginning of a campaign. Space is so large that cess from the neogi." or "Deliver this message to the
discovering the features of just one sphere can con- illithid envoy on the Rock of Bral"). you have a short-
sume several game sessions. Adventures can be term campaign. Further campaigns {sequels} may be
found on any world. as well as in the wildspace be- run using the same characters. but there is usually a
tween worlds. solid span of time between such campaign seg-
lf you start with a single-sphere campaign. the ad- ments.
venturers will eventually explore all the major fea- Long-term campaigns either have no specific
tures of the sphere. While adventures within a single goals or have unachievable ones lat least in the short
sphere can last for years of play (as witnessed by in- term) like "Prevent the neogi from taking sIaves" or
numerable standard ADBD‘-il campaigns}. the full po- “Return the hurwaeti to their lost glory." Such goals
tential of the SPELLJAMMER setting is not used in a can provide structure to the campaign. even though
single-sphere campaign. The opportunities for creat- achievement of the goals will probably not be within
ing new systems and mind-boggling sphere-scale the characters' lifetimes.
features are extremely limited within a single sphere. SPELLJAMMER campaigns can be either of these
Only by traveling among the spheres can the true im- types. Short-term SPELLJAMMEP campaigns. be-
mensity and diversity of space be experienced. cause of their temporary nature and the size of
However. a campaign that spans several spheres space. tend to feel more isolated and less well inte-
also has drawbacks. It is more difficult to find events grated into the setting than such campaigns do in a
that interest the characters if they have all of space groundling setting. Long-term campaigns. on the
to explore. Travel time between spheres can slow the other hand. allow the background to seep through
game to a crawl. and characters may age two or even the emptiness of space. so that the players and their
three years in a multi-sphere adventure. When you characters can view the SPELLJAMMER setting as
include travel time within the crystal shell. most spa- real as any groundling campaign.
cefaring trips between spheres take more than three
months.
Moreover. while this time passes very slowly for Campaign Themes
the characters. it may occur in an instant for the Every campaign needs a theme. A campaign can
players. (“You leave Toril for Krynn. Six months later. change its theme. but while it lasts. the theme pro-
you arrive."] "1"ou can try to make travel more inter- vides a general sense of structure and a ready source

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of roles for new characters. Mercenaries. The characters are mercenaries who
Merchants. In a merchants campaign. the charac- fight for pay. This campaign is best suited to provid-
ters are crewmembers on a merchant vessel. At low ing the characters with interesting military and tacti-
level. they are likely to serve under an NPC captain. cal situations.
When they reach higher levels. they will have a ship The adventurers may be a crack team trained for
of their own. special missions. They can rescue trapped innocents
The outward purpose of the characters' journeys is from capture and slavery. acquire valuable artifacts.
to make money through trade. by buying and selling and foil nefarious plots—all for a fee.
goods. This provides motivation for travel and an ex- Alternatively. the characters may be part of a larg-
planation of how the characters are supported. er military force involved in a long-standing war. Ad-
Buying and selling should not. however. be the fo- ventures in and out of battle are based on the nature
cus of play. Haggling over an occasional cargo or of the war effort and the characters' crucial role in its
scouring a market for a particularly good buy is can success.
be interesting. but such activities should not con- Pirates. The characters are predators ofthe space-
sume more than their fair share of adventure time. ways. attacking and capturing spelljamming vessels
Avoid turning the campaign into a mercantile game. for the loot aboard. They may be "good-guy" pirates
Many visits will consist of simply dropping off one who attack only the vessels of enemy ships (such as
cargo and picking up another. with no more than a those of the neogi. beholders. or another human na-
minute of real time spent on details. The focus tion). or "bad-guy" pirates who pursue anything with
should remain on the adventures that occur while a helm.
traveling the spaceways. Good-Gog Pirates: Crood-guy pirates may have
Explorers. In an explorers campaign. the charac- been framed for crimes they did not commit. and
ters seek new life and new civilizations. boldly going were forced to flee. {It's hard to prove your innocence
where no one has gone before. They travel from when you're in space}. They may also be enemies of
sphere to sphere. learning about the places within new rulers. If a wise ruler dies and is replaced by an
each one. Some explorers wander the fringes of the oppressive new ruler. that's ample justification to
Known Spheres. looking for new worlds and record- embark on a life of outlawry—at least in the game.
ing their existence. Others travel within the Known In such a campaign. the characters are wanted by
Spheres. examining the many wonders to be found the law. but the law is wrong. Innocent victims of
there. good-guy pirates are released unharmed {if a bit
Exploration can become the focus of adventure. poorer]. while true enemies suffer horribly. The cam-
Exploring ancient ruins. discovering the secret of the paign's goal is to restore the characters' good names
constellations of Krynnspace. or studying the walk- by proving their innocence.
ers who endlessly circle the interior of Rea|mspace's Bad-Gog Pirates: Bad-guy pirate campaigns are
crystal sphere can create fascinating adventures. suited to gamers who want to play in a nasty fashion
However. there is no reason that an explorer cam- for a while. The characters are unrepentant scum.
paign cannot have adventures of all types. and they like it that way.
The Resistance. The characters are members of a This is a dangerous environment and campaign.
group opposed to the current ruling faction in a Since the PCs are as bad {or worse) than their ene-
sphere. This faction may be the Tenth Pit {see Lore- mies. there won't be any DM sympathy keeping
book ofthe Void. Chapter 3]. or it may be some other them alive in bad situations. The PCs compete on
imperial force. The characters seek to overthrow this equal terms with the nastiest of villains. and you can
faction by battle. sabotage. or any other means. expect a high body count among PCs and HPCs
The characters do not have to be evil. or even cha- alike. This style is best handled as a short-term cam-
otic. to pursue this goal. if the current rulers took paign.
control by force. lawful good characters could The Law. Unlike the previous theme. the charac-
against tyranny regardless of the current "laws" such ters in this campaign are on the side of the law. It is
rulers have enacted. their job to keep the peace in the lawless realm of
Resistance activities tend to dominate in such a wildspace. They must do this with a combination of
campaign. It is difficult for the characters to forget diplomacy and caution. as they cannot outgun their
the grim task ahead of them in order to pursue ad- opposition. A group of marauding beholders. for ex-
venture of any other sort. Moreover. these cam- ample. can challenge even the highest-level group.
paigns take place in a single sphere. as multi-sphere The aim of this campaign is to make the charac-
resistance efforts are beyond the abilities of any but ters' sphere a safe and secure place for their people.
the most powerful characters. if there are multiple factions within the sphere. the

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characters might be in conflict not only with true Nevertheless. not all combat occurs between
lawbreakers but also with powerful members of op- ships. Strong PCs have all the advantages they have
posing factions. Generally. this type of campaign is in groundling campaigns in a one-on-one fight.
limited to a single sphere {or a portion of a sphere). Dexterity. in addition to its traditional groundling
but it can last a long time. uses. is the basis for some spacefaring proficiencies.
and the defensive adjustment that a dexterous char-
acter receives improves armor class and saving
AD&D@ game Rules in Space throws. even against ship-to-ship weapons.
As stated in the Corrcorzlarice o,fArcane Space, the Constitution is also less important here than in a
bulk of the ADSD‘“' game rules are unchanged by the groundling campaign. It provides a hit-point bonus
move into space. However. the concepts of a spell- at high values. governs the ability of a character t.o
jamming campaign do affect how those rules are ap- survive phlogiston stasis. and helps determine how
plied. ln addition to the rules changes listed in the long a character can last without food and water-—-an
Crinrrrirdancrr. various other changes in focus or ap- important concern on long space voyages.
proach must be considered. Intelligence is the governing characteristic of a
This section details the changes to the ADSD number of important proficiencies. including the
game rules when used in a SPELLJAMMEP’-i‘ setting critical Spelljamming proficiency that improves a
environment. Most of these are changes in emphasis spell-caster's performance in using a spelljamming
rather than changes in the rules themselves. i‘lever- helm. Also. while the Intelligence of the guiding
theless. Dl"-ils [and players. once they have become spell-caster does not directly affect the SR’ of a ship
familiar with the SPELLJAMMER setting) are en- with a spelljamming helm. high Intelligence can indi-
couraged to read through this section. rectly boost the pilot's SP in the long run. as it pro-
To make this section easier to understand and cor- vides a l[i% experience bonus to mage characters.
relate to your ADSD 2nd Edition Plager's Handbook" Wisdom. High Wisdom for priests. like high lntelli-
and Dungeon Master's Guide. we have adopted the gence for mages. provides an experience bonus that
same organization. Each section below corresponds can boost the SR that the priest can generate in a
to a chapter in these books. (If a chapter required no spelljamming helm. Moreover. Wisdom governs the
additional material. it has been omitted from consid- availability of priest spells. and magic loses none of
eration here.) its importance in a spacefaring setting.
Charisma governs the interactions between char-
acters. Much of the worth of a character in a space-
Player Character Ability Scores faring setting is measured in his ability to move
ADE.-D game ability scores are unaffected by play among the various societies of the spheres and to
in space. A high Strength score means the same command NPC shipmates. A character's Charisma
thing in space as it does on the ground. However. determines how successfully he can do this.
there are some additional considerations that DMs
and players should keep in mind. These consider- Character Creation Methods
ations affect the relative importance of the attributes As mentioned previously. SPELLJAMMEP cam-
and indicate how the attributes should be generated. paigns can be more challenging than many ground-
Strength is not as important to spacefarers as it is ling campaigns. The DM should carefully consider
to groundlings. Ship-to-ship combat occurs at great the various character creation methods listed in the
distances. where personal strength is not a factor. Plager'x Harrdbor:-l-." with this in mind. In most
and the powerful blow of the strongest PC is insignif- SPELLJAMMER campaigns. methods Ill. I'v'. and if
icant in the face of a ballista bolt or catapult stone. are preferred.

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Character Background control of whatever is being used as a hold on him.)


In a spacefaring campaign. character back- So-called "problem backgrounds" of nobility or
grounds can be even more important than in a wealth are easily handled in a spacefaring campaign.
groundling campaign. The essentially uniform mer- Prince Aldergon. seventh in line to the throne of
cantile culture of the SPELLJAMMERP campaign Vembia. might be a powerful person in his own coun-
universe makes individual differences between the try. but in space he's just the son of an insignificant
characters fade into the backdrop of the campaign. groundling chieftain. and all his family's wealth and
A vivid character history and origin can help keep a power back home isn't much good when he's in a dif-
PC from becoming just another crewmember. ferent sphere. The DM can be tolerant of a player
Character background in a SPELLJAMMER cam- who wants a noble title for his character. so long as
paign should do more than define the character. It the nation ruled is far away and has no bearing on
should make the character distinct from the other play.
members of the group. and in many ways must mark Spacefaring Characters. Well-detailed space-
the character for heroism. faring backgrounds can strengthen the campaign
Any background should identify the sphere and even more than groundling backgrounds. Even
world where the character was born. and his station though he. too. was most likely born on a planet. the
in life before going into space. A nobleman from spacefaring character has had more contact with the
Oerth. with the beginnings of magical training. will SPELLJAMMER campaign universe than his
have a very different feel than an enslaved peasant groundling cousin. Thus. his background will weave
from the empire of Shou Lung on Toril. As more de- more detail into the spacefaring setting. Some back-
tails of the character's former life are developed. the ground concepts include:
character will feel more like a real person. (With the II The character's mother is an inhabitant of a
DM's permission. players may invent new worlds and spaceport. The father was an itinerant spelljamming
spheres for their PCs‘ origins. and these planets may captain who flew off one day and never returned.
become campaign fixtures.) Such a character is motivated to seek the father who
Groundiing Characters. Groundiing backgrounds abandoned him. with motives of curiosity. concern.
for SPELLJAMMER campaign characters must ex- or revenge.
plain how the character got into space and why he II The character was a member of a military force.
can't or won't go home. Possibilities include: either a large one like the elven Imperial Fleet or a
II The character found a spelljamming helm that smaller mercenary force. The character has retired
had fallen from a crashed ship. {If the crash was re- from life as a paid soldier.
cent enough and not overly destructive. the entire III Many members of the character's family are
ship might be available.) Using the helm. the charac- spacefarers. as opposed to inhabitants of a space-
ter (and perhaps some companions) launched him- port. They may be merchants. pirates. couriers. or
self into space. explorers. but the character's reputation is colored
I The character was involved in an experiment by that of his family. The character may be trying to
with a flying machine. He may have been the ma- overcome a bad reputation. clear the family's good
chine's creator. a test pilot. an unwilling guinea pig. a name. or live up to everyone else's expectations.
stowaway. or an innocent bystander accidentally car- I The character was born into slavery. He and his
ried along. family escaped {although some of them may have
II The character was captured by slavers {neogi. died in the attempt). but the character remains
humans. or some other race) and taken into space. somewhat brutal and violent. especially when in the
The character's background must explain how he es- presence of slaves or slavers.
caped from his captors. II The character was born hundreds or even thou-
II The character was magically transported into sands of years ago. but was lost in the phlogiston. He
space. This could happen through the misfiring of a has only recently been reanimated and is seeing the
powerful magical ritual. the opening of a one-way universe through millennia-old perceptions. There
gate from a secret temple. or the workings of a magi- are huge gaps in his understanding because he
cal curse. missed many events (like the Unhuman Wars} that
III The character was recruited by one of the fac- shaped the Known Spheres. Nothing is as it is sup-
tions of space--the neogi. perhaps. His public origin posed to be. yet everything is almost familiar. The
matches one of the previous backgrounds. but he is character may hold antiquated beliefs. like a hatred
secretly working for someone else. [Part of the cam- for the hadozee. and therefore be difficult to deal
paign theme may involve the character's freeing with in the modern universe.
himself from the faction's influence by regaining III The character is a member of a rare minor race

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{the DM and player must determine the characteris- whenever introducing any new character race, the ef-
tics of this race] or a member of a primitive society. fect need not be as severe in a spacefaring campaign
Everywhere the character goes, he is mistaken for an as in a groundling one. If the first dracon PC seems
animal or is the subject of intense curiosity. to unbalance the campaign, don't let anyone else
play one until you have fixed the problem. This is
Player Character Races easy to rationalize, as dracons should not be so com-
mon as to find two in one adventuring party.
Much has been said about each of the spacefaring Elli‘-‘ls are also encouraged to base SPELLJAMMER
races, in Chapters l and 2 of this book and in the campaign races on those they find in science fiction
Concordance of Arcane Space. Rather than detailing and fantasy literature. In space, weirder is better. A
each race again in this section, we’ll talk about how three-eyed. three-toed, giant yellow apple-eater is
the A[3~E1D'"“" game rules for races should be applied in easier to explain in space than on the ground.
a SPELLJAMMERP campaign. Examine the races within this book and the other
Class Restrictions and Level Limits. One compo- entries in the SPELLJAMMEFE campaign appendices
nent of a SPELLJAMMER campaign is diversity. for the Monstrous Compendium. Use these as a
With thousands of worlds in hundreds of spheres, guideline for developing your own character races.
any type and level of adventurer can be found if you
just look hard enough.
While this is indeed true in an idealized way, the
Player Character Classes
same reasoning that recommends class restrictions The classes of the ADSD game are designed for a
and level limits in a groundling campaign is appro- groundling environment. When transported to a spa-
priate in a spacefaring setting. cefaring setting, these classes need additional tun-
In the SPELLJAMMER campaign universe, humans ing in order to cover issues that arise in such a
are not the dominant species, but they are the most campaign. This section describes the special con-
abundant. If class restrictions are eliminated or level cerns for each character class and explains how to
limits are raised, humans may fall into disuse as PCs. resolve these problems in a SPELLJAMMER cam-
People want to play nonhuman PCs because they paign setting.
provide options unavailable to humans. Multi- Zero-Level Characters. in a groundling campaign,
classed characters represent a long-term benefit; the great mass of humanity and demihumanity is
special racial abilities are a source not only of power made up of nonadventurers {zero-level characters}.
but also of interest for the character. Since the These characters do not earn experience points and
ADSD game is intentionally humanocentric, there are not members of any character class.
must be a counterbalance that keeps these more in- To a limited degree this is true in space as well.
teresting races from dominating. However, the rigors of space, combined with the ad-
Creating New PC Races. Another component of di- venturous lifestyle of those who live there, produce a
versity in a SPELLJAMMER campaign are the new higher percentage of exceptional characters.
races. While the number of PC races in a groundling In a typical groundling campaign, perhaps 99
campaign is limited, in space there is the added charm characters in IUU are zero level. The remaining char-
of playing a totally alien species. The rastipedes, for ex- acter is the adventurer, the hero (or villain}, the one
ample, are more different from either humans or elves who stands out among the rest. ln a spelljamming
than the latter two are from each other. campaign, nine in 10 characters are zero level. While
The DM of a SPELLJAMMER campaign is encour- zero-level characters still represent the vast majority
aged to design new PC races using the rules in the of the population, there are more heroes.
Dungeon P-/’laste:"s Guide. While caution is called for This does not mean that there are armies of high-

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level warriors, mages, priests, or rogues. The popula- of power projected by a paladin wielding a hoig
tion of space is too limited and too widely scattered for stuord is reduced to 15' in diameter.
that. What it does mean, however, is that encountered Healing, curing diseases, calling for a war horse:
characters are much more likely to be on a par with the These abilities require the direct invocation of the
PCs themselves. Where a 5th-level groundling PC can power of the paladin's god and so cannot be per-
throw his weight around safely in the local village, he formed in the phlogiston.
might be unpleasantly surprised at the reaction to the Saving-throw bonus, immunity to disease, turning
same behavior in a small spaceport. undead: These abilities are unaffected by the phlo-
Fighters. Most fighting abilities are unchanged in giston.
a spacefaring setting. Fighters are more likely to be All of the strictures suffered by paladins apply re-
proficient in the use of large weapons, such as cata- gardless of the paladin's location.
pults and ballistae, but their abilities are relatively Ranger abilities are generally unaffected by wild-
unchanged at low levels. space or the phlogiston. Like priests and paladins,
When a fighter attains 9th level [becomes a rangers cannot recover their clerical spells in the
"Lord"} in a groundling campaign. he may build a phlogiston, nor can they recover their third-level
castle and attract followers. In space, however, the clerical spells in foreign spheres without magical as-
way a character attracts followers and the types of sistance, but all other ranger abilities act exactly as
followers he gets change substantially. described in the Player's Handbook.
To attract followers, a spacefaring fighter must Mages operate identically in space as on the
first construct a stronghold: an asteroid, abandoned ground. The effects of some spells are modified in
dwarven citadel, or other stationary platform from space; mages should see Appendix l of the Concor-
which the warrior forays on adventures. The strong- dance o,f Arcane Space and the Magic section that
hold must be at a generally known location in the follows in this chapter to determine these effects.
traveled reaches of space for the followers to find it. Priests. The limitations on priests and their ability
For more details on how to construct a stronghold, to regain spells are described in the Concordance of
see Chapter 9. Arcane Space. The restrictions that these limitations
Once the character has achieved 9th level and place on priest spell abilities in wildspace therefore
built a stronghold, followers will come. Of course. need not be covered here.
they are mercenaries and must still be paid. The Di‘-ll However, clerics (and some specialty priests} also
should determine the followers in accordance with have the ability to found a place of worship and attract
the structure of the campaign and nearby population followers. In a SPELLJAMMERP campaign, a cleric's
centers, or the player may use Table 18 to determine stronghold must meet certain specific criteria.
the number and types of followers attracted. First, the stronghold must be able to support at
Paladins. The special abilities of paladins are be- least 200 persons, although not all of those may end
stowed by deities of law and good. These abilities are up in service to the temple. This may require access
unaffected in any crystal sphere. to ready supplies of food, water, and air, or the
The only exception to this is the paladin's spell stronghold may be self-sustaining, with green plants
abilities. The paladin, like the priest. must contact a and a stable water supply. The larger the base, the
representative of his deity in order to receive new more prominent the church may become.
spells above the second level. A paladin in a foreign Second, the stronghold must be stationary; a cler-
sphere, where his deity is not reachable, cannot re- ic, unlike a warrior, cannot use his ship as a strong-
gain spells above the second level unless magical hold. it can be on the surface of a world, on an
means are used. Two such magical methods for re- asteroid, or within an abandoned dwarven citadel,
gaining spells are the contact home power spell {Con- but the stronghold must be stable and easy to find.
cordance o,f Arcane Space, Chapter 2} or a priestly Third, most religions encourage clerics to estab-
icon (see Chapter 6 of this book}. lish their temples within new spheres, rather than
In the phlogiston, however, some paladin abilities creating multiple temples in a sphere where the cler-
are reduced or eliminated because they stem from ic's god is already worshipped. in this way, the power
the power of the paladirfs god, which cannot reach of the god is extended; the congregation becomes
into the phlogiston. These are: the core of worshippers who establish the god's
Detecting euii: Due to the disruptive effects of the power permanently in the sphere.
phlogiston, this ability works only to a range of 30'. Because building a stronghold costs a great deal,
Aura of protection: The anti-magical properties of most clerics wait until they reach 9th level so that
the phlogiston reduce this protection to a 5'-radius. they may gain the support of the church in this con-
Circle ofpouier: While in the phlogiston, the circle struction {see the Piagerls Handbook, Chapter 3).

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Finally, in order to establish a congregation, the cler- Other temples may be built, and priests of the god may
ic must cast a fourth-level focus spell [as defined in the regain spells normally. The founding priest is now free
Tome oft‘-lagic} to create a site focus in the new strong- to leave for short periods of time and will certainly wish
hold. After the focus is created, the congregation must to explore the worlds of the sphere, as these may offer
exist for one year before the priest’s god is "recog- numerous opportunities for adventure.
nized" in the sphere. During this initial year, the priest's Thief abilities are unrestricted in space, except by
duties to his new congregation prevent him from leav- local authorities. However, the smaller population of
ing the stronghold except on rare occasions. wildspace makes thieving activities somewhat less
This does not mean the priest cannot experience lucrative, and getting caught {particularly at a nota-
adventure. Opponents of the god view this initial ble crime) rapidly spreads your name as a thief
one-year period as their opportunity to eliminate the throughout the sphere.
congregation before the god gains a permanent foot- Bard abilities are also unchanged in space, as they
hold in the sphere. Thus, the stronghold will be sub- are not related to any particular culture. Where a
ject to much more pressure than it would in a normal thief might have a problem with the speed at which
groundling nation. his reputation spreads, this is a benefit to the bard,
Once the first year is ended and the congregation whose talents are recognized quickly throughout a
is established, the god has contact with the sphere. wide region of space.

Table 16: FlCrHTER'S FOLLOWERS


Roll percentile dice on each of the following tables. The number of ships received is determined by the number of troops {not
including the bodyguard or leader}. As noted in the Plageris Handbook, these followers are loyal as long as they are treated well.
They own their own shi P s; these shi P s are not available to the fighter for his own use, althou 9 h the ll ma F be used in defense ofthe
stronghold.
Die Roll Leader and suggested magical items
61 -46 5th-level fighter, plate mail, shield, battle axe +2
-'-‘ll-T5 6th-level fighter, plate mail, shield + l, spear + i, dagger + i
76-95 6th-level fightenpiate mail + i, shield, spear + i, dagger + i; plus 3rd level fighter, splint mail, shield, crossbow of
distance
96-99 ?th-level fighter, plate mail + i, shield + i, broad sword +2, winged boots
66 DM's Option
Die Roll TroopstFollowers [all zero-level}
61-56 i large-weapon expert with light weapon‘, 66 infantry with scale mail, po1earm"', club
51-75 26 infantry with splint mail, morning star, light crossbow; 56 infantry with leather armor, pikes, short sword
T6-96 46 infantry with chain mail, heavy crossbow, short sword; 26 infantry with chain mail, light crossbow, military fork
91-99 16 infantry with banded mail, shield, bastard sword, and heavy crossbow; 26 infantry with scale mail, shield, heavy
crossbow, long sword, mace; 46 skirmishers with studded leather armor, long bow, short sword
66 DM's Option (hadozee, grommam, etc.}
“‘ Player selects type.
Die Roll Elite Units
61-16 16 1st-level elven fighterimages with chain mail, long sword, long bow, dagger
1 1-25 15 wardens: lst-level rangers with scale mail, shield, long sword, spear, long bow
26-46 26 berserkers: 2nd-level fighters with leather armor, shield, battle axe, broad sword, dagger [berserkers receive
+1 bonus to attack and damage rolls, or use the Elerserker kit from The Complete Fighter's Handbook, if available
and using the kit optional rules}
41-65 26 expert archers: lst-level fighters with studded leather armor, long bows or crossbows [ +2 to hit, or bow special-
ization if using that optional rule]
66-99 36 infantry: lst-level fighters with plate mail, body shield, spear, short sword
66 DM's Option lhadozee, grommam, etc.)
Die Roll Ship Type Troops Per Ship Die Roll Ship Type Troops Per Ship
61-65 Flitter 5 63-72 Tradesman 26
66-16 Mosquito 5 T3-66 Lampreyship 26
l 1-26 Caravel 16 61-66 Shrikeship 25
21-36 Dragonfly 16 69-92 Galleon 46
31-46 Damselfly 16 93-96 Squid Ship 46
41-55 Wasp 15 9?-99 Ha mmership 56
56-62 Eelship 15 166 Man-o-War 56

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Alignment should probably be available everywhere, but more


unusual items are prone to mysterious shortages.
The alignment system is unchanged in space. The
cultures of space tend not to be as goodievil oriented Magic
as most groundling cultures, and alignment colors in-
teractions less strongly in space than it does on the Limitations on standard spells (those in the Plag-
ground. Nevertheless, the descriptions of alignments er's Handbook) are discussed in Appendix l of the
and the consequences for changing alignment are Concordance of Arcane Space, and general limita-
identical in both realms. tions on magic use were detailed in Chapter 2 of that
volume. However, we must consider one issue that
was not covered there.
Proflclencles With the ability to travel from world to world,
The proficiency system is also unchanged. We re- some mages may attempt to learn spells that are
peat here that SPELLJAMMERE“ campaigns are specific to the world they are visiting. Mages visiting
strongly encouraged to use the nonweapon profi- Oerth may covet the spells of Eligby and Mor-
ciency system rather than secondary skills. The denkainen; mages passing through Realmspace will
greater definition provided by the nonweapon profi- hear about the enchantments used by Elminster and
ciency system cannot help but enhance the feel of the Simbul. Players may argue that these spells have
the campaign, and the additional complexity is mi- been listed in published works and should be availa-
nor. Once you've added spelljamming helms, crystal ble to be learned on the appropriate homeworlds.
spheres, giff, liveworlds, torus-worlds, and beholder This is a compelling argument, and there is some
wars to your campaign, proficiencies are not a signif- evidence to support it, as certain spells have become
icantly large complication. so widespread as to be available in all ADE-Dill game
worlds (the various Bigbgs hand spells, for example}.
Money and Equipment One potential source of spread for these spells are
the spelljamming mages.
The spacefaring economy is at best a "cottage in- Nevertheless, DMs are encouraged to resist this
dustry." Despite the discussion in this book about argument. The uncontrolled addition of new spells
trade between the spheres, almost all trade occurs into a campaign, just because they were published in
within a single crystal sphere. Only the rarest and a supplement for one world, may not be appropriate.
most precious items are worth shipping long months DMs should carefully review any spell that a player
across the phlogiston. There is no stock cargo that wishes to learn. If the spell is not appropriate to the
can be sold anywhere. Remember, the civilizations campaign, the mage should not be allowed to learn
within the spheres have worlds to plunder for their it. Many published spells are the private enchant-
goods ments of the great mages of specific worlds, and are
Thus, there is no universal currency in space not in every mage's spell book. Why should
trade. Gold is a common currency and may be the SPELLJAMMER campaign characters be allowed to
closest thing to universal, but in spheres such as Kry- learn these spells when most mages who were born
nnspace it is subservient to local currency. Money on the worlds have not? The number and type of new
changing fees are 5% of the value of the money to be spells allowed in a campaign should be carefully
changed into local currency. Travelers using very un- weighed by the DM.
usual currency {such as Krynn steel pieces) may re- The remainder of this section lists
ceive even less in trade. SPELLJAMMER campaign modifications of mage
Equipment is more expensive everywhere in and priest spells from Tome of Magic {TOM},
space. Raw materials must be brought up from the DRAGOHLAHCEJ Aduentures (DA), FORGOTTEN
gravity wells of planets. There are fewer people, thus REALMSP Aduentures (FRA), Oriental Adventures
fewer artisans to manufacture goods. Add 16% to (CIA), Al.-QADl'M“" Arabian Aduentures (AG1).
the costs of any portable item in the Player's Hand- OREYHAWK9 Adventures (GA), and PHBR4 Com-
book. Bulky items {those larger than one person can plete Wizard's Handbook (CWH). The source of each
lift} should cost even more. Many stations even spell is listed at the end of the spell modification.
charge for air, a concept alien to many groundlings. Spells not listed here work as described in their origi-
The DM should feel free to declare any item un- nal sources.
available in a given sphere, either because it is not
made there or because there is not enough demand First-Level Wizard Spells
to ship it up from a gravity well. Weapons and armor Animate wood: This spell inflicts one point of hull

we '
Céltneajpttee Eigthiaii @c’6[i]ilg--)6D6§jth.l li>)@si,rgra

damage on wooden ships for every 16 levels of the rection in the Void or the phlogiston. AQ
caster. lt has no effect on other types of ships- OA
Catapult: Missiles hurled by this spell cause no Second-Level Wizard Spells
hull damage. F.-RA Aganna;-:*ar"'s scorcher; This spell cannot travel in
Cioudiadder: The ladder formed by this spell dissi- vacuum. If used against a ship, each I6 hit points of
pates in the 'v'oid or the phlogiston. It retains its damage done by the spell inflicts one hull point of
shape in an air bubble, however. OA damage and sets flammable materials alight. in the
Conjure spell components: This spell cannot be phlogiston, casting this spell causes immediate det-
cast in the phlogiston. Tot‘/l onation on the user himself and all within I6’ of him,
Drowsg insects: This spell cannot be cast in the causing 9d6 points of damage each round for two
phlogiston. OA rounds. FHA
Elemental burst: This spell cannot be cast in the Animate water: This spell cannot be cast in the
phlogiston. OA phlogiston. OA
Fire burst: Because no flame can exist for long in Di'aturrii;"s stuitt. mount: This spell has no effect on
the phlogiston without flaring out of existence, this spelljamming helms, although there are suspicions
spell is useless in the Flow. If cast on a flame at the that it would work on a ship powered by orbi. The
moment of ignition. this spell doubles the radius and beholders have never allowed any mages to conduct
effect of the resulting fireball. Torri such an experiment. GA
Fire truth: Because this spell requires a lit candle, it Enchanted blade: ll this spell is cast in the phlogis-
cannot be cast within the phlogiston. AQ ton, it inflicts lrJ6 points of damage on the recipient
Fist of stone: A caster using a fist oi stone can {and all within 5'} and loses one die of effectiveness
cause one hull point of damage per 16 hit points of each round as it reacts with the phlogiston. GA
damage inflicted. This damage is cumulative. The Fitter: This spell protects those within its area of
16 hit points need not be inflicted in one blow, so effect from fouled or deadly air for the duration of
long as the caster is able to remain in the same place the spell. CWH
and pound repeatedly against the hull. If the caster Fire arrows: Because the lire arrows created by this
must move to a different part of the hull, all partial spell are released from a campfire, this spell cannot
hull point damage is lost and the caster must begin be cast in the phlogiston. A-Qt
again. Tot‘/l Fire shuriiren: This spell ignites the phlogiston near
Ghost light: This spell cannot be cast in the phlo- the caster, causing 3-d8 points of damage per shuri-
giston. OA ken to the cast.er and all within 5'. in all other ways
Hail ot'stone: This spell cannot be cast in the phlo- the spell is ineffectual. GA
giston. OA Flging list: This spell causes no hull damage. FRA
Hornungs guess: This spell cannot be cast across ice i-:ni,te: This spell causes no damage to ships in
the boundary of a crystal sphere. Tot‘-*l SPELLJAMMER"l" campaign combat. Cl»lt'i'i_. OA
Prestidigitation: This spell can be cast in the phlo- Maximilian's earthen grasp; Because there is no
giston to heighten manual dexterity, but the teleport- turf in space from which the earthen grasp can be
ing ability will not function there. OA constructed, this spell is useless in wildspace and the
Sn-illoc's snowball The missile created by this spell phlogiston. Tot‘/i
does no hull damage. FRA l*igstui's crgstat dagger: This spell cannot be cast in
Warp wood: This spell causes one point of hull the phlogiston. GA
damage to wooden ships per five levels of the caster. Otiiuire's boiling oil bath: This spell cannot be cast
OA in the phlogiston. GA
Wirid compass: This spell does not maintain its di- Otto soothing uibrations: This spell has no effect

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in areas without atmosphere. GA in areas without atmosphere. GA


Ride the wind: This spell does not allow characters Sicult watch: The caster's mental signal that the
drifting in the Void or the phlogiston to control direc- spell was tripped will not cross the boundary of a
tion of movement. ToM crystal sphere, nor will it travel more than a quarter-
Smoky form: A character or creature under the ef- mile in the phlogiston. The skull's audible shriek
fects of this spell takes 1d6 points of damage per cannot travel through the void. FRA
round of floating in the Void. Characters in air bub- Steam breath: This spell's effects will not cross the
bles are affected normally. OA vacuum of wildspace. OA
Snilloc's snowball swarm: The missiles created by Watery double: The spirit that animates the watery
this spell do no hull damage. FRA double cannot be summoned in the phlogiston. Tot‘/l
Wind breath: The wind created by this spell causes Wood shape: When cast against a wooden ship,
any ship to be tossed in the wind. The helmsman of this spell causes one point of hull damage per level
the affected vessel must make a saving throw vs. of the caster. OA
death magic to avoid damage. if the saving throw
fails, the ship must roll on the Critical Hit table {Con- Fourth-Level Wizard Spells
cordance ot Arcane Space, Chapter 4}. Note, how- Bigby's battering gauntlet: This spell does no dam-
ever, that the effects of this spell will not cross the age to ship hulls. GA
Void. OA Bigby's construction crew: Each pair of hands acts
as one trained worker for the purpose of forming
Third-Level Wizard Spells ship repair crews. GA
Alamir's fundamental breakdown: This spell will Callgarde's claw: if set against a ship, this spell's
not reveal how to construct any form of spelljam- damage accumulates until the spell's expiration.
ming helm. Told Each 16 hit points of damage inflicted by the spell
Alternate reality: Because this spell actually in- causes one hull point of damage to a ship. FRA
volves accessing parallel Prime Material planes, it Conjure sand lion: This spell cannot be cast in the
does not function in the phlogiston. To.-‘rt phlogiston. AO
Augmentation i: The additional damage inflicted Dioination enhancement: This spell does not per-
by this spell is added to the base damage for the sub- mit any other spell's range to be extended beyond
ject spell to determine the number of hull points of the edge of a crystal sphere. Tot‘-’l
damage inflicted. Told Drawmifs handy timepiece: This spell does not
Bigby e pugnacious pugilist: The hands do no dam- function in the phlogiston. GA
age to ship hulls. GA Drawmi,i's instant exit: This spell does not function
Commune with lesser spirit: This spell cannot be in the phlogiston. GA
cast in the phlogiston or in the Void. OA Drawmii's protection from nonmagical gas: This
Fireflow: This spell does not allow the caster to spell will not refresh a ship's atmosphere. However, it
control flames in the phlogiston. Told protects those within the area of effect from fouled
Fire rain: When cast within the phlogiston, this or deadly air. GA
spell inflicts 3d6 hit points of damage for every two Drawmiib toot box: This spell does not function in
levels of the caster. OA the phlogiston. GA
Fire wings: in the Flow, this spell inflicts 1d6 Fire aura: In the phlogiston, this spell inflicts 6d4
points of damage each round to every character points of damage on anyone who comes within 5' of
within 9’ of the caster {including the caster). OA the caster. The caster is still not affected by the fire.
icelance: The icelance may be fired across the void CWH
and causes one hull point of damage per 16 hit Fire enchantment: Because of the absence of open
points of damage it inflicts if used against a ship. it flames, this spell cannot be cast in the phlogiston.
also causes a critical hit against a ship on a roll of 26. OA
FRA Fire gate: Because of both its teteporting compo-
i‘~’la.ximilian's stony grasp: This spell does not re- nent and the fire in the portal, this spell cannot be
quire only natural stone. Thus, it can be cast within a used in the phlogiston. FRA
dwarven citadel ship. Tot‘-’l Ghost rigging: This spell cannot be cast in the phlo-
l‘iystul's crystal dirk: This spell cannot be cast in giston. in wildspace, however, this spell reverses the
the phlogiston. GA effects of a Maneuverability Loss critical hit for the
Hystul'.s expeditious tire extinguisher: This spell duration of the spell. AQ
cannot be cast in the phlogiston. GA Locate creature: This spell cannot penetrate a crys-
Otto's sure-footed shuffle: This spell has no effect ta] sphere. Moreover, it cannot cross the Void in wild-

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space. although it extends its full range in the phlo- points of damage. "Leftover" hit points cannot be
giston. TOM combined with damage from subsequent boulders to
Melt metal: This spell inflicts ldfi points of damage determine extra hull point damage. A boulder
per round to the caster when cast in the phlogiston, as causes a critical hit on a roll of 26. 'l'oM
it ignites the phlogiston around the caster's hand. GA vengeance: This spell cannot be cast in the phlo-
Mordenirainen's faithful phantom shield-maidens: giston and is not effective if the character is killed in
This spell does not function in the phlogiston. GA the phlogiston, even if cast within a crystal sphere.
Hystuiis biaciriight burst: This spell cannot be cast OA
in the phlogiston. GA Wall of bones: This spell cannot be cast in the phlo-
Hystui's grue cor_ijuration.' This spell cannot be cast giston. GA
in the phlogiston. GA Wind blade: This spell cannot be cast or sustained
Otto's drums of despair: This spell has no effect in in the void.AC-1
areas without atmosphere. GA
Phase trap: This spell has no effect in the phlogis- Fifth-Level Wizard Spells
ton, as no extra-planar travel is possible while out- Bigby's fania.stic fencers: If used against a ship, the
side a crystal sphere in any case. FHA fencers inflict one hull point of damage per 16 hit
Heuerse tiow: This spell cannot be used to control points of damage. GA
the Flow. OA Death smolre: The smoke cloud created by this
Shatterhull: Since spelljamming vessels do not spell will not cross the vacuum of wildspace. AG
float in water when traveling, this spell has no effect Disrnissai.' This spell cannot be cast in the phlogis-
in either wildspace or the Flow. However, if a spell- ton. OA
jamming vessel has landed in water, this spell will [Jrauiniifs flying feat.: This spell does not use air to
cause a Hull Holed critical hit unless the navigator travel and therefore can be used to cross the void.
makes a saving throw vs. death magic. If the ship has GA
no navigator [for example, if there is no one aboard], Fire breath: If cast in the phlogiston, the caster and
the Hull Holed critical is automatic. A-Q all within a cone of double width and half length take
Spectral wings: The wings do not require air to 2d6 points of damage per level of the caster. OA
move, and so will function in the void or in the phlo- Fire traclr: The fire track created by this spell can-
giston. FHA not cross the void. If it enters the phlogiston, it van-
Summon iycanthrope: This spell has no effect in ishes in a small, harmless explosion. AG‘
the phlogiston, nor can it penetrate a crystal sphere. irnproued sirult wat.ch: Communication from the
ToM skull cannot enter or leave a crystal sphere, nor will it
Tenser's flaming blade: Using the flame version of travel more than a quarter-mile in the phlogiston.
this spell in the phlogiston causes the blade to deto- The skull's scream cannot be heard in the void. FHA
nate, causing 4d6 points of damage to everyone irontuood: This spell improves the armor class of a
within 10'. GA wooden ship by l, if cast on the entire hull. OA
There.-"not there: This spell involves access to near- lfhaz-id's procurement: This spell cannot be cast in
by parallel Prime Material planes and thus does not the phlogiston. ToM
function in the phlogiston. ToM Mordenlrainen's faithful phantom de:fenders: This
Thunderlance: If used against a ship, this weapon spell does not function in the phlogiston. GA
inflicts one hull point of damage per I6 hit poinl.s of Pr‘t:.-;pr:r"s rnoonbout: This spell cannot be cast in
damage. FHA the phlogiston. If used against a ship, each 16 hit
Turn pebble to boulder: If used against a ship, each points of damage inflicts one hull point of damage.
boulder inflicts one hull point of damage per I6 hit FHA

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F‘-arg's telepathic hood: The bond will not penetrate Ftarne ot_justtce.- Since this spell requires a lit can-
a crystal sphere. GA dle, it cannot be cast in the phlogiston. HQ
Seruant horde: This spell cannot be cast in the Forest's fierg constrtctor: Because no flame can
phlogiston. (JA persist there, this spell cannot be cast in the phlogis-
Stitpshoctr: This spell works normally. but only ton. Toll/t
when a spelljamming ship is floating (or submerged) tlri-‘order:-t-:.atnert'.s tatthttrt phantom guardian: This
in water. HQ spell does not function in the phlogiston.Gr'5'1
Shroud of flame: Casting this spell in the phlogis- Teteport dead: This spell cannot penetrate a crystal
ton causes immediate and continuous detonation on sphere. FRA
the target, inflicting E-rdfi points of damage to the tar- 'v'e.sset: The vessel created by this spell is not grant-
get and all within 10’. The flames will also shoot out ed any magical movement. This spell does not gen-
additional bolts; all those within if] yards {including erally last long enough to install a helm in the uesset.
the caster. unless he has some magical protection OA
from fire} take 3d-4 points of damage each round. Wttttstrtke: This spell cannot be cast in the phlogis-
FHA ton. Totlrt
5nr'ttoc'.s F-'1a,|ior rntsstte: This spell cannot cause hull
damage. FR/tl Seventh-Level Wizard Spells
Ttrrreheat: This spell cannot be cast in the phlogis- Ftctd storrn: Within a ship's atmosphere, this spell
ton. DLA functions normally and also causes l-3 hull points of
Vortex: This spell cannot be cast in the phlogiston. damage. ln the 'v'oid or in the phlogiston, however, it
Tot“? creates a cloud of acid droplets 40' in diameter for
Watt ot bones: This spell cannot be cast in the phlo- each round of its duration. This cloud persists for
giston. CWH three turns, after which it dissipates naturally. If a
Wtrtd carpet: Unlike other "wind" spells, this spell ship sails through the cloud, all exposed to the cloud
can cross the ‘v'oid. HQ suffer damage as per the spell. ToM
Wood rot: if cast on a wooden-hulled ship, this t3toodstone's tirightfittjotntng: The link between the
spell causes one hull point of damage per hour to the wi1»'.ard's spirit and body cannot penetrate a crystal
ship until it is completely rotted away. OH sphere. If the possessed undead is carried through a
port in a crystal sphere, the caster is immediately
Sisth-Level Wizard Spells forced from the undead's body and is required to
Augmerttattort tt: The additional damage inflicted make a system shock roll. Failure indicates that the
by this spell is added to the base damage for the sub- caster takes 5dfi points of damage. ToM
ject spell to determine the number of hull points of Bodg outside t:-odg: This spell cannot be cast in the
damage inflicted. ToM phlogist.on. {JA
Btgbg bestegtng bolt: The "trebuchet" available to Eterr.-eot.at seroant.: This spell cannot be cast in the
mages of 15th level or higher described by this spell phlogiston. OH
should be treated as a large catapult. GA Gerrtttrrttp: A gemjumping mage cannot enter or
Blr:+odstone'.s spect.rat steed: This spell cannot be leave the phlogiston. FHA
cast in the phlogiston. In wildspace, the spectral tce blight: This spell cannot be cast in the phlogis-
steed needs no air to fly, so it can travel through the ton. C-‘A
Void. In spelljamming terms, it moves at SH '1, MC D. trtterrsttg surnmontng: As conjurationtsummoning
Tot‘-’l spells cannot be cast within the phlogiston, this spell
Ftarneproot: The subject of this spell is immune to is useless there. Tot‘/t
heat damage from explosions in the phlogiston. HQ ll-1-‘atek-Hettts flame ftst: If cast in the phlogiston,

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this spell immediately inflicts 3d6 points of damage an air bubble, although sand and sea monoliths will.
on the caster from the sudden fireball, and then ex- AG
pires. Tot"/l Whirlwind: This spell cannot be cast in the phlogis-
ti/lt:+rdentcatrtert's penultimate cogttatton: This spell ton. The whirlwind created by this spell cannot form
will not penetrate a crystal sphere to reach the wiz- in or move through vacuum. OA
ard's spell books. GA Wttdzone: If cast in the phlogiston, this spell will
Gttlulres tire and ice: When this spell is cast in the not duplicate any spell effects that cannot occur
phlogiston, the fireball inflicts 12d-4 points of fire there. Told
damage to all within 90’ of the target. Also, the com-
bination of the sudden hot and cold causes one hull Ninth-Level Wizard Spells
point of damage per five hit points of damage inflict- Elrntr1ster's etifulgent epurattort.- If cast in the phlo-
ed by each spell. GA giston, the spheres do not fade away upon absorbing
Otiltrlres siege sphere: in the phlogiston, the ltgutd a spell. Instead they explode, inflicting l-B points of
tire variant of this spell inflicts fid-<1 hit points of dam- damage on anyone within 5’ of the sphere. FRA
age for 2-12 rounds. All variants of this spell may be Estate trarts,ference: This spell cannot be cast in the
fired through the ‘void. GA phlogiston. It can, however, be cast in wildspace, par-
Spelltrap: If this spell expires while still containing ticularly ifthe boundaries are marked out on an aste-
spell energy, the energy cannot be dissipated into roid or other small body. lfrzrllrl
the phlogiston: all of the spells in the trap are re- Elrntrtster's euaston: If the conditions set to trigger
leased to affect random targets. FHA this spell occur in the phlogiston, the spell fires with
Toot: This spell cannot be cast in the phlogiston. no effect. FRA
OA lnt.ernal ,ftre: In the phlogiston, victims of this spell
explode, doing Bdfi points of damage to all within 5’.
Eighth-Level Wizard Spells OA
Atrboat: This spell cannot be cast in the ‘void or the l"-”laelstrorn: This spell cannot be cast in the phlo-
phlogiston, as there are no clouds in either place. giston. AQ
Tot‘-’l Planar call: This spell cannot be cast in the phlogis-
Catt: This spell cannot be cast in the phlogiston. ton. GA
OA Ttrnereaoer: This spell can be cast only in Krynn-
Cloud trapeze: The cloud trapeze created by this space. DLA
spell cannot cross the vacuum of wildspace. OA Watt of the baoshee.- This spell will not cross the
Gatetuag: The gateway cannot be created in or in- vacuum of wildspace. Tolvl
to the phlogiston. FRA Wtldurtnd: This spell cannot be cast in the phlogis-
Great shout: The effects of this spell cannot pene- ton. Tot‘/l
trate the Void, and so will not leave an air envelope. Wtntltohtb: This spell cannot be cast in vacuum.
FHA The windtomb must be wholly encompassed in an
Horr.Iurtg's random dispatcher: This spell cannot be air bubble. AQ
cast in the phlogiston. Toll-’l Wor'ltltuatk.' This spell cannot be cast in the phlo-
Shadoui form: The chilling touch of this spell is not giston. FHA
effective in the phlogiston. CWH
Summoning tutnd: The effects of this spell cannot First-Level Priest Spells
cross the vacuum of wildspace. OA Call upon tlatth: This spell cannot be cast in the
tlnleash rnonottth: This spell cannot be cast in the phlogiston. Tot‘/l
phlogiston. Wind and flame monoliths will not leave Log of euerburntng: This spell ca uses a fire that ex-

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plodes in the phlogiston to inflict triple normal dam- ed by this spell does not allow spells to be cast across
age. ToM the boundary of a crystal sphere. Totvt
Omen: This spell cannot be cast in the phlogiston. Unearthly choir: The mystical note generated by
DA this spell will not cross a vacuum. The effects extend
Sacred guardian: The notification of danger to the only within a single air envelope. The choir variant of
target of this spell will not cross the boundary of a this spell inflicts 2:12 points of hull damage on any
crystal sphere, nor will it travel more than a quarter ship within its area of effect. Toixi
mile through the phlogiston. Told Zone of sweet air: This spell protects all within the
Spealc with astral iraueler: Since there is no con- area of effect from the effects of foul or deadly air, if
nection between the Astral Plane and the phlogiston, there is fresh air in the area at the time the spell is
this spell cannot be cast in the Flow. Told cast. Totvl
Weapon bless: This spell cannot be cast in the
phlogiston. OA Fourth-Level Priest Spells
Body cloclc: This spell can be used to preserve the
Second-Level Priest Spells life of a person on a ship with deadly air. Totvl
Commune with lesser spirit: This spell cannot be Dimensional folding: This spell cannot be cast in
cast in the phlogiston or in wildspace. It can only be the phlogiston. Tot"-'l
cast on a planet or other natural site. OA Fire purge: This spell is considered to be very valu-
Create holy symbol: This spell cannot be cast in able by spelljammers entering the phlogiston. Tot‘/I
the phlogiston. Toll’! Focus: This spell cannot be cast in the phlogiston.
Draw upon holy might: This spell cannot be cast in It is used to establish a foothold for a religion in a
the phlogiston. Tol'~’l new crystal sphere. Tot‘/l
Dream sight: This spell cannot be cast in the phlo- Footsore: This spell will not affect a spelljamming
giston. OA vessel. As it is difficult to take a three-mile walk in
Music of the spheres: The beautiful tones created wildspace or the phlogiston, this spell is not very
by this spell will not cross the vacuum of wildspace. useful there. GA
They are effective only within an air envelope. Toti/l Join with astral traueler: This spell cannot be cast
Sanclify: This spell cannot be cast in the phlogis- in the phlogiston. Totvl’
ton. Tot‘/l Reward: This spell cannot be cast in the phlogis-
Stalk: This spell's benefits can be acquired when ton. OA
on the surface of any earthworld {including most as- Uplift: As this spell bestows new priest spells on
teroids). However, the dweomer will not conceal the target, it cannot be cast in the phlogiston. Tot‘-“l
creatures on other types of worlds, nor on the decks Weather stasis: As there is no weather in the Void
of spelljamming vessels. GA or the phlogiston, this spell is possible but meaning-
less there. Tot‘/l
Third-Level Priest Spells
Astral window: This spell cannot be cast in the Fifth-Level Priest Spells
phlogiston. To.-‘vi Cloud of purification: This spell will not cross the
Choose future: The foresight provided by this spell Void. It is effective only inside an air envelope. Told
requires contact with the powers of the Outer Planes. Easy march: As there is nowhere to march in the
Therefore, it cannot be cast in the phlogiston. Totvt phlogiston or wildspace, this spell is not useful in ei-
Create campsite: This spell is useless in the phlo- ther place. ToM
giston. Totvl Ebony tendrils: This spell cannot be cast in the
Dream uision: The dreams sent by this spell cannot phlogiston. GA
enter or leave a crystal sphere. OA Elemental forbid-dance: Since elementals cannot
Extradimensional detection: Since no extradimen- be summoned in the phlogiston, this spell is mean-
sional space can be maintained in the phlogiston, ingless there. ToM
this spell is useless there. Totvl Extradimensional manipulation: Since extradimen-
Flame wallc: The target of this spell takes half dam- sional spaces cannot be formed or maintained in the
age from phlogiston fires. OA phlogiston, this spell cannot be cast there. Told
Helping hand: The hand will not cross the bound- Extradimensional poclcet: This spell cannot be cast
ary of a crystal sphere. ToM in the phlogiston. Tor‘-'l
Telepathy: The link provided by this spell will not Maid: The link between the caster and the host
cross the boundary of a crystal sphere. Toll/i cannot be maintained across the boundary of a crys-
Telethaumaturgy: The numerological link provid- tal sphere. Tot‘/t

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Thoughtwaue: This spell will not cross the bound- phlogiston. Tot‘/l
ary of a crystal sphere, nor can it be cast farther than Diuine tuind: This spell cannot be cast in the phlo-
lUU miles in the phlogiston. Tot"-’i giston. in wildspace, the navigator of each vessel
Time pool: This spell cannot be cast in the phlogis- within the area of effect must make a saving throw
ton. Toixl vs. death magic each round to avoid a critical hit. GA
l-louering road: This spell can be used to cross from
Sixth-Level Priest Spells one ship to another in the 'v'oid. It does not automati-
Enmeshmenl: This spell cannot be cast in the phlo- cally gain an atmosphere, however. Toikl
giston. GA Miritl tract-cer: This spell cannot be cast in the phlo-
Grauity oariation: If cast aboard a spelljamming giston. Tot‘/i
vessel, this powerful spell reorients the entire gravity Spacewarp: This spell cannot be cast within the
plane of the ship. The ship itself does not shift, and it phlogiston. If cast on a spelljamming vessel, the ves-
will not fall back onto the newly shifted gravity sel suffers a Ship Shaken critical hit in addition to
plane. This is true only of normal-sized ships. This any other effect. liil"/i
spell does not affect ships larger than 500 tons {such Spirit. oi power." This spell cannot be cast in the
as the Spell,-iarnrnerl. Toll/l phlogiston. Tot"/l
The great circle: This spell requires contact with llncontroiied weather: The weather effects created
the Positive Material plane and thus cannot be cast by this spell cannot form in the contained atmos-
in the phlogiston. Tfsi‘/l pheres of ships. rat-4
Land o,fstabilit.y: In general, this spell has no effect
in space, because none of the disasters it prevents Priest Quest Spells
occur there. Toixl As discussed in the Tlltftii of l'~'lagi-c, quest spells are
Physical mirror: This spell cannot be cast in the intended for only the rnost extraordinary circum-
phlogiston. Toll/l stances that threaten the very essence ol the Power
l?t:r.it:rse t.irrie: This spell, unlike the wizard spell the priest serves. Dl“—’is should be aware of the signifi-
time stop, cannot be cast in the phlogiston. Tot"-"l cance of quest spells and should ration them accord-
Seclusion: This spell cannot be cast in the phlogis- ingly.
ton. Toivl Ahtu'itiaru:e.- This spell is inappropriate in a
Strip day: This spell cannot. be cast in the phlogis- SPELLJAMMEIW campaign setting, as such settings
ton. 'l?::=t"»”l do not include woodlands and fields in the magni-
Solis searing orb: The stone enchanted by this spell tude affected by this spell.
inflicts 'lBd6 hit points of damage in a 20’ radius Animal horde: The animals of space are spread
when hurled in the phlogiston. Regardless of where it much more thinly than those on planets. Thus, this
is hurled, it inflicts one hull point of damage per l0 spell summons only three hit dice of animals per
hit points of damage. Tot‘/l level of the priest in wildspace or the phlogiston. Of
Spiritual wrath: If cast against a ship, this spell in- course, only creatures native to the appropriate re-
flicts l-2 hull points of damage per priest casting the gion of space may be summoned.
spell. lot"-’l ljiernentat .su.=arm: Even this powerful enchant-
ment will not allow a caster to open a portal from the
Seventh-Level Priest Spells phlogiston to an elemental plane.
Ancient curse: This spell cannot be cast in the Etherwallr: Even this powerful spell will not pro-
phlogiston. DA vide access to the Ethereal plane from the phlogis-
Diuine inspiration: This spell requires contact with ton.
the priest's deity and therefore cannot be cast in the Highway: When used in space, the highway travels

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tmago interrogation: The image conveyed by this greater chance of being in a given area depending
spell may not enter or leave the phlogiston. lt may upon the habitat it provides.
not travel between the planes nor through time in the The Arabian Aduentures text gives a base 5%
phlogiston. chance per level of the sha'ir that a jann is within a 10
Planar quest: The beings conveyed by this spell mile radius. This chance is halved on otherwise unin-
cannot enter or leave the phlogiston. habited worlds or those without deserts or oases. lt is
Shooting stars: The shooting stars inflict ldfi hull extremely unlikely that a jann would be traveling
points of damage on ships, or 2d6 hull points of through wildspace or the phlogiston.
damage in the phlogiston. In the phlogiston, the For example, Essafah ibn Akbar, a 10th-level
spell inflicts 1BdlO points of damage on all within shalir, calls for a jann in the Land of Fate. There is a
the area of effect. 50% chance a jann is nearby. lf Essafah travels to
Stalker: This spell cannot be cast in the phlogiston. Toril's moon Selune, the chance of finding a jann
Transformation: This spell cannot be cast in the drops to 25%. lf he seeks a jann in wildspace or the
phlogiston. phlogiston, there would be no chance of success.
Ward matrix: Wards for this spell cannot be cast in
the phlogiston. Expenence
Wolf spirits: This spell cannot be cast in the phlo-
giston. The experience point rules defined in Chapter El of
the Dungeon Masters Guide are completely appro-
Sha'ir Abilities priate to a spelljamming environment. Characters in
Spelljamming captains visiting the world of Toril a SPELLJAMMERP campaign have much the same
have occasionally encountered the sha'ir of the land goals and aspirations as their groundling counter-
of Zakhara. These wizards perform their magic parts. Even though the underlying challenge of the
through the agency of genies. elemental powers that SPELLJAMMER campaign setting is high, the DM
the sha'ir magically summon and bind. While few should not give in to the temptation to give unbal-
sha'ir have left Toril, a handful have traveled among ancing experience awards.
the Known Spheres. This section describes the few The optional rules for training require additional
facts that have been discovered about the interaction thought before inserting them into a
between the mystic sha'ir and the magics of wild- SPELLJAMMER campaign. The spacefaring com-
space and the Flow. munity does not have the large body of experienced
The abilities of sha'ir are divided into three basic people required to provide a pool of trainers for PCs.
groups. The first group are the summoning abilities: Even though there are more adventuring individuals
summoning a gen, calling upon a powerful genie, en- per capita, there are still so few spacefarers that the
tering the elemental planes, and receiving an audi- chance of finding a tutor is low. When this is coupled
ence with a great ruler of the genies. These abilities with the enormous travel times involved in inter-
require that the sha'ir {or a genie) penetrate the barri- sphere journeys, it becomes clear that it is impracti-
ers between the Prime Material plane and the ele- cal for adventurers to run back to the Rock of Bral
mental plane of the genie. These abilities are thus every time one of them goes up a level.
impossible in the phlogiston but are otherwise unaf- if PCs are required to undergo training before in-
fected by travel in wildspace. creasing in level, it is the Di‘-Ts responsibility to en-
The second class of abilities are innate to the sure that trainers are available. This does not mean
sha'ir: the ability to recognize the works of ge- that he must set up formal academies, or even make
niekind, protection against elemental attack, the it easy for the characters to train. However, a lack of
ability to bind a true genie, and the ability to create a qualified trainers should not cause the campaign to
prison to entrap a genie. These abilities are part of stagnate.
the character and do not depend on any extraplanar
connection. They are totally unaffected by travel Combat
anywhere in wildspace or the phlogiston.
The sha'ir ability to call upon the jann for aid is As stated in the Concordance of Arcane Space,
based on the unique features of the Land of Fate. ADBDP game combat is not changed in space. All of
Since the jann reside on the Prime Material plane, the standard ADSD game rules apply.
this call does not require crossing planar bounda- However, the Concordance also provides a collec-
ries. However, the success of calling a jann depends tion of ship-to-ship combat rules. This section ex-
strongly on the likelihood of a jann being nearby. Ob- plains when each should be used.

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The ship-to-ship combat rules are more of a tacti- Most “spacefarers,” therefore, spend their lives on
cal exercise than a role-playing game. l‘-ilroving ships their own little worlds, leading sheltered lives not
on a hex grid makes it difficult for some players to much different from that of groundlings. Of course,
see the battle through their characters' eyes. For they live near and around ship crews that travel the
some groups. ship-to-ship combat is a welcome spaceways, they know about spelljamming, and they
change that adds some tactical challenge to combat. dream of taking a long spelljamming cruise, but
For others, it is an unwelcome interference in the most of them are not likely to do so.
role-playing experience. The typical spacefaring population of a crystal
The Dill‘-. should consider the players' interests. ll sphere is comparable to that of a small nation. Per-
several of the players would enjoy a war-gamelike haps l0% of these spacefarers are from another
battle in the SPELLJAhllAEFZ'“*' campaign universe, sphere or have traveled between spheres. The num-
go ahead and use the ship-to-ship combat rules. To ber of extra-sphere foreigners in a crystal sphere is
make it fun, involve lots of ships in the battle and smaller than the population of Waterdeep,
give everyone a ship or two to play. Some players Greyhawk, or Palanthus.
might even enjoy playing the villains: if you let them, Nevertheless, most spacefarers consider ground-
they will surprise you with how aggressive they will lings to be inferior. They are haughty and prideful
be. when they meet those who were born on a world, and
If most of your players do not enjoy these kinds of they perceive themselves as being part of the great
games, just describe the battle as the characters see community of the Known Spheres—even if this
it. Give them a description of the huge ships moving sphere is the only one they will ever see.
silently through space, describe the wiggling tenta- This limited population means that expert hire-
cles of the attacking nautiloid, and use a few simple lings, sages, and other useful resources are much
die rolls to resolve any attacks. When the individual more limited in space. Where an adventurer might
characters can effectively act, use standard ADBDP‘ have a choice of sages in a great city such as Water-
game combat. The Di“-ii should not need to pull out a deep, in most spheres he will be limited to one or two
hex sheet every time two ships fight. spacefaring savants—and they will be scattered
across the sphere.
The Di"-“'1 should reinforce this paradox. The HPCs
Nonplayer Characters of space should act as if they are part of a huge civili-
When PCs interact with l‘lPCs in a spacefaring en- zation, but they should have resources like a small.
vironment, there are subtle differences from interac- isolated town. If pressed for something that he does
tions performed in a groundling campaign. not have, an NPC may irritably point out that the ob-
Although the spacefaring peoples consider them- ject or information can be had on the surface.
selves cosmopolitan, in many ways they are less Groundiing characters who properly perceive the
worldly and more provincial than people on the real population of space may eventually recognize
ground. lfthere are 100 ships in a crystal sphere, and that despite all of a spacer's protestations, the
each makes one trip per week carrying 50 people to groundlings are not so backward after all.
and from the surface of a world, less than 300,000
people could take one space trip per year.

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haracters in groundling campaigns haye the rately, so that if conditions change it is easy to re-
C rules in the Castle Guide to help them construct compute the new Production Modifier. When you
their castles. This chapter contains supplementary record a PM, remember that a low number indicates
information for those who wish to apply the castle better conditions, while a high number indicates
construction system found there to a stronghold more time and expense.
built in a space enyironment.
The Production Modifiers listed for climate, geog- Climate Type
raphy, resources, etc. in this chapter work with the
castle construction rules in the Castle Guide. Their Space bases haye climates much different from
exact use {and the remainder of the castle construc- those found on the surface of a world. The additional
tion system} may be found there. climate types ayailable in space are:
Atmosphere (l.ElD}. The site has a breathable
atmosphere but no weather to speak of. This climate
The Construction Site and type includes any large ship or asteroid with its own
the Work Force air bubble. Since there is no weather, the conditions
do not hinder construction.
The cost and speed of stronghold construction is Fire Zone ['l.5lIl]. The base lies in a fire zone: the
affected by many things. Some of them are under outermost heated area near a fire world. It has an
the designer's control; others are not. Many of the atmosphere, but temperatures rarely dip below
Production Modifiers listed in Chapter 5 ofthe Castle those found in tropical zones on earth worlds.
Guide will apply to construction in space. Howeyer, While this climate modifier does not place the
there are a number of additional possibilities achie- stringent constraints on construction that actually
yable only in wildspace. building on a fire world does {see the section on "Cie-
Each of the sections below includes a Production ography"], it does create problems. Temperatures
Modifier {PM}. This number rates the difficulty asso- are high, and creatures preferring cold or subtropi-
ciated with castle construction in that enyironment cal conditions will be unable to liye or work there.
or under those conditions. These indiyidual factors Liying ships (such as those used by elyes] will not ap-
are multiplied together to giye the oyerall Produc- proach the strohghold without resistance; halye their
tion Modifier for the circumstances that apply to a SR when they maneuyer near the stronghold.
specific castle. Each PM should be recorded sepa- Void (2.50). The site has no atmosphere. This al-
lows easy access for spacefaring yessels but mal-res it

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difficult for work crews, who must either use special operating dwarven citadel his home; the dwarves
equipment or return to a fresh air bubble frequently. guard their magical forges much too highly for that.
To use this site, either an atmosphere must be cre- Earth World (as per Castle Guide}. The stronghold
ated or the inhabitants must be creatures who do not is constructed on the surface of an earth-type world.
need to breathe. Use all of the modifiers directly as specified in the
Dust Cloud (1.50). If it applies, this modifier Castl-:=: Guide.
should be multiplied by one of the first three modi- Fire World (5.00). The stronghold is constructed
tiers above (or by any other climate modifier select- on an earth island in the molten sea of a fire world.
ed from the Castle Guide). The site lies within a dust Wooden construction is not permitted, and only
cloud. making it difficult to locate for those who do creatures who are resistant to great heat may survive
not know its location, and slowing spelljamming ves- there. Strongholds built on fire worlds should be
sels to normal speed. The site is in darkness at all treated as if they are built on barren ground (see the
times, and any use of light causes the entire dust Castle Guide]. Building a stronghold on a fireworld
cloud to glow. does not guarantee that the stronghold is inhabita-
Sargasso (2.00}. If it applies, this modifier should ble by the designer.
be multiplied by one of the first three modifiers Liveworld (0.65). The stronghold is constructed
above (or by any other climate modifier selected on a liveworld, often a collection of earth bodies
from the Castle Guide). The base lies in a Sargasso. linked together by the roots of an enormous plant
an area of space where spelljamming helms and (see the description of Garden in Realmspace, Lore-
magical spells do not function. This prevents the use txlor:-ir oi the l/’oitl]. Such a setting provides many ad-
of any spell or magical item. In addition, it makes vantages to the castle designer, as there are ready
bringing building materials to the site difficult, as supplies available and the liveworld provides many
spelljamming vessels are unable to make a powered nooks and crannies where a stronghold can be easily
approach. Building a stronghold in a sargasso has its interwoven into the natural structure. The plants
advantages, however, as it is difficult for intruders to continually renew the atmosphere so that it never be-
approach undetected. comes stale. Strongholds built on liveworlds should
be treated as if they are in a ground cover of light
forest (see the Castle Guide]. Elves are particularly
Geography fond of strongholds built on liveworlds.
Geography modifiers relate to the underlying ter- Planetoid (2.00}. The stronghold is constructed on
rain. As with climate, the kinds of terrain available in a single large planetoid. While this worldlet is of suf-
space are different from those on the ground. ficiently size to support a large stronghold, it is no-
Asteroid Cluster (3.00). The stronghold is con- where as large as a planet and is likely uninhabited.
structed in an asteroid cluster. If there is no single The stronghold will occupy a sizable portion of the
asteroid large enough to be the foundation for the p|anetoid's surface.
stronghold, the builder can bind together a number Space Leviathan (2.50). These enormous ships of
of smaller asteroids to form the base. a bygone age have many advantages and drawbacks
Dwarven Citadel (1.25). Dwarven citadeis are as bases. On the positive size, they are quite large
sometimes abandoned after centuries of operation, and provide a maze of tunnels and passageways. On
when every feature of the asteroid from which they the negative side. they are unmodifiable; no race in
were constructed has been transformed into a work the Hnown Spheres [except perhaps the Arcane}
of art. Such citadels are ideal strongholds, as they knows how to work the metal from which these an-
are worked with useful tunnels, galleries, and many cient. vessels are constructed. Moreover, space levia-
other pleasant features. No character may make an thans are extremely rare and are prized by many

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creatures as bases. (See l_ost Ships for more informa- Resource Availability
tion on space leviathans.)
Stoneship (1.50). Stoneships are vessels that are Resource availability refers to how far away the
created and sailed by the xorn, who use them on mis- builder must go to find the material, manpower, and
sions of unknown purpose. Occasionally an aban- expertise needed to construct the stronghold. In
doned stoneship is discovered drifting in wildspace space, these distances can be very great. ln addition
with no xorn aboard. No one (except the xorn) under- to those modifiers listed in the Castle Guide, charac-
stands the magic that the xorn use to move these ters constructing wildspace strongholds may need
300-ton vessels through wildspace. so an abandoned the following modifiers:
st.oneship is effectively stationary. The interior of Another Sphere (4.00). The only available re-
such a ship is riddled with passages that can be ex- sources for construction require a journey through
tended by stonemasons, unlike the tunnels in the the Flow. There are not sufficient resources within
metallic space leviathans. (See Lost Ships for more the sphere where the stronghold is being construct-
information on stoneships.) ed. (Since a journey through the Flow is required
Water World (1.50). The stronghold is constructed anyway. it's presumed that the designer will select a
on a small floating island on a water world. Building source of good quality materials and labor.)
materials (including stone) must be shipped in from Very Distant and Poor (3.50). Pi spelljamming
off world. and the island must provide a place for journey of several days is required to get the resourc-
ships to land. The island also wanders slightly, mak- es. This channels the resources needed through the
ing it more difficult for long-term spelljamming trips narrow bottleneck of spelljamming ships that can be
to find the same island twice unless some magical devoted to hauling cargo. Even then, the resources
means is used. Strongholds on water worlds use the that are gathered are scarce and of poor quality.
climate modifiers from the Castle Guide to specify Very Distant and Good (3.00). As above, a spell-
the local weather. jamming journey of several days is required to get re-
sources. However, at the other end of the supply line is
Ground Cover a source of quality building materials.

Ground cover modifiers relate both to the kind of


vegetation that covers the ground and to the type of
Local Social Structure
ground itself. There are additional types of ground In space, this refers to the social structure in the
cover in wildspace. area where the character will get his supplies and la-
Virgin Stone (2.00). The stone is unworked and borers. ln addition to the social structures list.ed in
unmarred by an atmosphere. No wind or rain has ev- the Castle Guide, the following structures may pre-
er broken the face of the rock. lt will be difficult for vail in a spacefaring campaign:
builders to work this stone, as nature provides them Uncivilized (3.00). There is no social organization
with no help. in wildspace. The population is so thin that there has
Worked Stone (l.?5). As with virgin stone, this been no need for anything more than frontierjustice.
stone is unmarred by nature. However, a previous in- Each encounter with a stranger is a process of nego-
habitant has carved galleries or tunnels into the tiation, as each tries to decide what contact, if any.
earth. preparing the site for further habitation. he should have with the other.
Controlled (l .25). The social structure of the re-
gion is dominated by one major organization or po-
litical group. The people are well organized and
supplies are well managed, but the character may

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dures ("red tape") to accomplish anything. Roof, Stone S Surbateries
Fragmented (1.50). The society is divided into a Roof, Stone S Oubliette 25 B00
number of hostile factions. Each faction controls Roof, Wood 5
some of the resources while being short of others. Roof. Wood Dome 3'0
Trade between factions is limited. and the character Roof, Wood Dome, Riddled
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must deal with each faction in turn to get all needed Roof, Wood S Riddled
resources. Moreover, the character may be called on Roof, Wood S Surbateries
to arbitrate between feuding factions and will have to Roof, Wood S Oubliette 1'"
keep all sides happy to continue. Sloped Stone Roof Bracing
Well-Traveled ( l .00). The social structure of the re- Sloped Wood Roof Bracing E
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gion is heavily influenced by other spelljammers. Rubble Field —* I.'J‘tl\-fil"-_'~.l‘ i-— .lU3Cl": 110-
There is thriving multi-sphere trade, and people
come and go freely and often. Tech level is as specified in the Castle Guide. Time
Worker Skill and Worker Morale. These factors is in maniweeks, and Gold is the base cost in gold
are no different in wildspace than they are on the pieces.
ground. For these factors, use the modifiers provid- A dock is a 20' by 50’ rectangular wooden plat-
ed in the Castle Guide. form that extends from the end of the stronghold.
parallel with the gravity plane and several feet above
it. The dock is a convenient mooring point for space-
Castle Design faring vessels and includes mooring pilings and
Chapter 5 of the Castle Guide lists a number of cleats (mounting posts and hooks where ropes can
modules that can be combined to custom-design a be tied) and a gangway (a movable walkway that can
castle- Not all of these modules are appropriate fea- be run from the dock to the gunwale of a spelljam-
tures of a space stronghold, however. Ditches, ming vessel).
moats, and palisades are not useful in space, be- Docks come in two basic forms: standard and re-
cause enemies are not limited to attacking across a tractable. A retractable dock looks like a standard
flat surface. Troops can be landed near the castle dock but may be quickly removed in time of battle-—
walls, with little terrain to cross. Because draw- and quickly set up again afterward.
bridges are used only in connection with ditches and A roof is a barrier placed over the open top of a
moats, they are uncommon in space except as land- castle. Spaceborne attackers can easily assault a tra-
scaping features. ditional castle from above, as any ship that can travel
There are additional modules that are more com- to the base can fly above it. ill. roof provides protec-
mon in a space stronghold. The data for these items tion from that assault.
are listed in the following table. Pas a rule, a single roof module covers a l0’ by 10'
area. Wooden roofs are 3” thick; stone roofs are 2’
Table 19: SPACE STROHGHOLD MODULES thick. The roof is presumed to extend over the entire
open area of the castle. Towers, barbicans, buildings,
ModuleType Tech Time Gold and gatekeeps are presumed to already have roofs of
Dock 1 15 E-0 their own.
Dock, Retractable 2 30 I00 It is common to divide the interior of the castle in-
Roof, Stone 20 650 to sections. each with its own roof, so that a breach in
Roof, Stone Dome 40 1,500 the roof does not give an attacker access to the en-
Root, Stone Dome, Riddled - . l'- JCT‘) 50 2,000 tire castle. Each roof must be supported by walls that

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run completely around its edge. The most expensive and flamboyant solution is
While roofs protect the interior of the castle, they the dome, a rounded, steeply sloped roof that pro-
also provide an ideal landing site for assault. troops: a vides almost no purchase for an attacker. Such
large, flat expanse within the walls of the castle. Vari- domes are polished to a glowing sheen and are
ant roof styles have evolved to resist these attacks. sloped so steeply that only skilled climbers can keep
Riddling is the practice of mounting long (3'), their balance. (Treat a dome as a slippery sloped wall
sharp spines in an irregular. closely set pattern over for climbing check purposes.) Like a sloped roof, the
the surface of the roof. lt is possible to walk between cost of a dome is based on the dome's expanse and
the riddling spines with difficulty. but a landing on height, and the dome must be at least half as high as
such a roof is perilous, as descending troops must it is wide.
avoid being impaled on the spines. Ft rubble field is not part of a stronghold structure,
Another defense engineers collapse points into but it is an integral part of a space strongholds de-
the structure of the roof. Specific sections of |'oof are fense. Basically, a rubble field is a zone of space that
designed to collapse when weight is placed on them. is filled with rocks and other debris. This zone is out-
These sections are usually made of thin wood paint- side the air envelope of the stronghold, so that the
ed to resemble the surrounding surface. Collapse rocks drift above and around the stronghold, pre-
points are of two types: surbateries, a pattern of venting rapid approach and sneak attack by spell-
small, narrow holes lined with spines, so that a crea- jamming vessels.
ture stepping on the hole is lamed; and oubliettes, Spelljamming vessels approaching a stronghold
larger pits that cause creatures to plummet into the surrounded by a rubble field are forced to slow to
interior of the castle. (Castle designers should note normal (500 yards per SR) speed by the presence of
that oubliettes also provide an attacker access to the the rubble. Moreover, those ships must slow even
interior of the castle.) further to avoid taking damage from collisions with
As an alternative to these constructions, the sloped the rubble. Ships moving through a rubble field are
roof provides some protection. This construction is the treated as a ship moving through debris as described
same as a normal roof, but it rises steeply to a point at. in the Concordance otkllrcane Space, Chapter 4.
the center. The slope makes maneuvering across the Ft single rubble field module scatters stones in an
roof more like climbing than walking. (Treat a sloped area I0’ by I0’. Generally, rubble fields are placed to
roof as a dry sloping wall for climbing check purposes: float above the citadel, except for a narrow ap-
see the Plager's l'la.nd.boolr, Chapter l-ll.) Additional proachway used by legitimate incoming vessels.
bracing must be provided to support the higher sec-
tions, but such a roof removes many of the advantages Special Features
of a skyborne attack.
The cost of a sloped roof is determined by its area The following section discusses certain specific
(purchased as standard roof modules) and its height problems and options for designers of space-based
(purchased as sloped roof bracing). Each bracing strongholds, considerations that are not shared by
module adds 5' to the height of the roof at the center. their groundling cousins. While these features do not
The height of the roof must be at least half that of the in themselves cost anything, they should be taken in-
width of its longest side for it to be considered slop- to account in any reasonable design.
ing. Some particularly crafty castle designers com- Logistics. lltny space-based stronghold occupied
bine sloped roofs with riddling (aimed toward the by humans or demihumans needs an air envelope, a
peak of the roof), so that a climber who slips is im- water supply, and a food supply.
paled on the spikes. Sloped roofs are particularly tits a rule of thumb, a strongholds atmosphere will
popular with characters from Oriental cultures. last one year without being refreshed if the strong-

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hold is fully populated. This length of time can be stronghold.


doubled by halving the number of people in the Building on both sides. Unlike building on a plan-
stronghold: no further extension of the air freshness et, there is no natural protection for a stronghold at-
is possible unless the stronghold is abandoned. tacked from below. Most strongholds have
There are several methods for refreshing air enve- constructs on both sides of the gravity plane, as both
lopes discussed in Chapter 6 of this book. Of these, sides are useful.
the use of green plants as a continuous air refresher Travel from one side of the stronghold to the other
is the most practical for a stationary stronghold. requires special care, as travelers must negotiate the
Towing the stronghold into an atmosphere is prohibi- gravity plane. Several constructs are used:
tively expensive, and few characters will want to em- ' Rotating ladders: These constructs are ladders
ploy the number of hurwaeti or mages necessary to laid on pivoting platforms. The character begins by
refresh the air envelope. climbing "down" the ladder to the gravity plane.
A minimum 20% of the surface of any stronghold When he reaches the plane. he pulls a ratchet on the
should be covered with green plants to refresh the pivoting ladder, which rotates one half-turn in re-
atmosphere. As mentioned in Chapter 6. these can sponse to the character's weight- The rotation is then
also be used as a food source. stopped by the ratchet, and the charact.er has been
Unlike air. it is possible [but expensive) to import carried across the gravity plane. He may now climb
food and water to a stronghold. Reliance on import- back "up" the ladder on the other side.
ed provisions makes the stronghold extremely vul- I Transition boxes: These wooden boxes are
nerable to sieges, however, as there is no internally roughly coffin-shaped and lie near the gravity plane.
renewing resource that the inhabitants can depend A character wishing to cross the gravity plane gets
on. Spells such as pur'i,fg lood and drir.-lr, create uiater, into the box and is hauled across the plane by some-
create food and drinlr, and even heroes" least can be one on the other side.
used in an emergency, but few spell-casters can cre-
ate or purify enough food and water to feed all the Monthly Events
inhabitants of a stronghold. Purifg lood and drinlr is
available as a locus spell, if the stronghold has a reli- As specified in Chapter 5 of the Castle Guide,
gious base. but few nonpriests have such power (and building a castle involves more than simply spend-
so many devoted worshippers) available to them. ing money and hiring laborers. innumerable minor
As mentioned above, green plants grown to pre- problems arise along the way, and major problems
serve the air may also provide food. Various vegeta- could always crop up.
bles, fruit trees, and grains are used. Fruit trees are Each month, the DM should roll Id I00 and check
especially prized as a secondary source of water. the following table for unplanned events that may af-
Magical items such as a decanter of endless tuater fect the construction of the stronghold. The DM is
are highly prized in space strongholds. Even lesser encouraged to include new and interesting events
items such as a Mtirlgrrrl's spoon are valued, as they from the ongoing campaign.
can provide some sustenance in the face of siege or
loss of supplies. Table 20: MONTHLY EVENTS
Anchorage. Most strongholds will want to allow ldI00 Event
spacefaring visitors to land, even if docking is lim- 0|-75 l‘lo unusual event
ited to the lord's own troops. A stronghold designer ?6-E50 Monster attack
should ensure that sufficient room has been left—-in Bl-B5 Pirates
the form of an anchorage. landing zone. or docks- B5-B? infestation
to allow for normal levels of traffic to and from the

020
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BB-B9 Labor dispute a space parasite. (Good choices are elmarin, feesu.
90-9| Raid flow barnacles, gullions, infinity vine, krajen spores,
92-93 Shipwreck mortiss, scavvers, or shadowsponge.) The infesta-
9-til-95 Space missile tion is slowing work by one quarter (so three weeks
95-9? Drifting work is done for every four weeks that pass). In some
98-99 Bad omens cases (krajen spores, for example). allowing the para-
00 Natural disaster site to go unchecked could lead to a monster attack
(see above).
No Unusual Event. Nothing unusual occurs this Labor Dispute. The laborers are unhappy with
month. Construction proceeds as normal with no ad- working conditions. Perhaps they feel they are not
ditional penalties. being paid well enough, or they may believe that
Monster Attack. A creature of wildspace wanders player-character management is interfering in their
into the construction area. Its attack may be sudden trades. In any case, their pay must be increased or
and violent, or it may subtly prey on the construction they will quit. lfthe laborers quit, all work stops for 3-
crew for a time before it is noticed. The crew loses 2- IS {3d{:i) weeks while new workers are recruited.
20 laborers to the creature. These laborers must be ln order to avoid a shutdown, each laborer must
provided funerals (at 100 gp each). The player char- receive an additional 5 gp per week for the rest of the
acters must then track down and slay the beast or it construction period. For instance, a l,500-man labor
returns each month thereafter. The DM is encour- pool with l2 weeks to go on a project requires an ad-
aged to make dealing with the creature an adven- ditional 90,000 gp in compensation.
ture. This money may be paid in weekly installments, if
For each month that the creature is not slain or the stronghold builder has cash-flow problems. How-
driven off, 2-20 laborers are lost. Particularly subtle ever, bookkeeping is much simplified if the entire
creatures, especially those with concealment abili- amount is paid immediately.
ties, could plague a construction site for months. Raid. One of the predators of space makes a direct
Creatures that might plague construction of a raid on the construction site. This may be a rival at-
space stronghold include albari, allura, argos, aste- tempting to halt progress, a neogi slave-raid, behold-
roid spiders, astrosphinxes, blazozoids, bloodsacs, ers trying to drive humans from the sphere, or
colossi, dreamslayers, grell, mercurial slime, moon merely very bold pirates out for what they can get.
dragons, q'nidar, spaceworms, spiritjarns, spirit war- If the raiders are human, demihuman, or human-
riors, stargazers, stellar undead, witchlight maraud- oid, their number will be equal to the number of la-
ers, and yitsan. borers. If the raiders are nonhuman, the DM must
Pirates. Pirates are raiding the supply ships that adjust their numbers to provide a fair fight.
bring construction materials to the site. These pi- We recommend using the BATTLESYSTEMT" min-
rates may be humans, demihumans, beholders. iatures rules to resolve a raid. Alternatively, the ship-
neogi, scro, pirates offiith, or some other race. Their to-ship combat rules in the Concordance rilrilrcane
interference has slowed work to half speed (that is, Space can be adapted, if the battle occurs primarily
one week of work is done every two weeks). The in space. at least a portion of the major battle should
characters must deal with the pirates, either buying be role-played, so the PCs can enjoy the raid as an
them off or eliminating them, before work can pro- adventure rather than a tactical exercise.
ceed at a normal pace. as with the previous entry. Raiders commonly soften up the stationary castle
the DM is encouraged to resolve this problem site with large weapons, then land to finish the as-
through an adventure. sault. The exact tactics used will depend on circum-
Infestation. The construction site is infested with stances, but the raiders will certainly have the

022
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advantage of maneuverability unless the player char- collision with an asteroid, infinity vine or spaceworm
acters have spelljamming vessels of their own. infestation. mutiny. or attack by monsters or pirates.
If a quick resolution is desired. the DM can simply In any case. the DM should make determining the
rule that 33%-90% (30+3d20) of the laborers are cause of the shipwreck and saving the ship a role-
killed in the battle before the raiders are driven off. playing adventure.
Each laborer killed is entitled to a funeral and pen- Space Missile. The construction site is struck by a
sion for his family in honor of his valiant defense of space missile: a powered, fast-moving object flying
the stronghold. (This is handled by paying the re- uncontrolled through space. These are generally er-
maining wages due the laborer until the end of the rant spelljamming furnaces or artifurnaces that have
project as a lump sum.) New laborers must be hired torn loose from a ship while still operating. They
to replace those slain, at a cost of I0 gp per week. shoot through space at high speed, freed from hav-
This amount can also be paid as a lump sum, to ing to haul the tonnage of a ship, and travel in a
avoid further bookkeeping. straight line (see l_ost Strips, under "Flotsam of
Shipwreck. A shipwreck occurs near the site. Roll Space").
ld6. On a roll of l--=1, the wrecked ship was carrying Because of their small size and high speed, such
materials for the stronghold's construction. The space missiles give little warning they are in the vi-
characters will be sure something is wrong when the cinity. The best that can be hoped for is I-6 minutes’
ship is I--<1 weeks overdue, and can then begin warning before the crash. Even if a space missile is
searching for the ship. Construction is delayed by sighted, it is impossible to determine whether it will
half the number of weeks the ship is overdue, plus hit the fortress or merely pass dangerously close
the number of weeks spent searching for and rescu- (50% chance for either to occur). No one has yet
ing the ship. Laborer salaries must be paid during found a way to stop such a missile, but in theory it
this time, however. should be possible to deflect one, given enough
On a roll of 5-6, the shipwreck is not directly re- warning (the DM should evaluate all such attempts
lated to the strongholds construction. However, the individually). Regardless of any other actions, the
characters will be asked by the local authorities to PCs should take precautions to save lives within the
participate in the search and rescue. Participating re- few minutes remaining before impact.
moves the characters from the site until the ship is Collision damage t.o the physical structure will set
found and rescued, so that their special abilities can- construction back 2-I2 weeks. To keep things sim-
not be applied to construction, but has no other di- ple, just add the 2-12 weeks to the number of weeks
rect effect on the construction of the stronghold. If of work remaining.
the PC decline to participate in the search, however, In addition, 6-36 (6d6) laborers will perish in the
the local authorities become angry. From then on. disaster. Casualties are reduced by one die for each
the distance the characters must travel to get sup- minute of warning that the site receives, so that with
plies is increased by one increment (Near to Distant. four minutes' warning, only 2- I2 (2d6) laborers are
Distant to Very Distant) to simulate the difficulty of lost. Funerals, pensions, and replacing deceased
getting supplies from an angered populace. Modify workers are handled as detailed for the casualties of
the Production Modifier appropriately for the re- a raid.
mainder of the construction. Even a near miss isn't cause for celebration, how-
Each searching spelljamming captain has a 25% ever. The event scares the wits out of the laborers,
chance per week to find the missing ship. making them nervous and jumpy and delaying con-
The DM must determine the cause of the ship- struction by one week.
wreck. Possible causes include the death or injury of The DM is encouraged to allow the characters to
the spelljamming helmsman, entering a sargasso, further reduce casualties through role-playing

02.53
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action. Heroic efforts to save workers, particularly it Barbican, Medium 65


valuable magical items are expended, may improve Barbican, Large T-ll
overall worker morale (at the DM's discretion). Bui d'ng , Small Stone 3
Drifting. The stronghold is drifting. While the Bu 'd'ng. Medium Stone 6
movement began slowly enough to be beneath no- Bu' ng, Large Stone 12
tice, it has gradually moved the stronghold into a Bui 111.21. ng, Great Stone 2-'11
dangerous region. This region could be a sargasso. a Bui ng. Grand Stone 5?
dust cloud, the outer heat zone of a fire world, or Bu’ I f.t'-'3 . Small Wooden I
even near the mouth of a portal through the crystal Bui Cl.lZ‘l.I|. ng, Medium Wooden 3
sphere. (If the stronghold was intentionally built in a Bui . Large Wooden I0
sargasso or dust cloud, this result may cause it to Bui P1P: :1: rote. . Great Wooden 20
drift out of those conditions.) Bu' d'ng. Grand Wooden 53
The characters may choose to live with the Gatekeep, Lesser -<19
change, recomputing the Production Modifier for Gatekeep, Greater I32
the remainder of the construction, paying the addi- Gatekeep, Grand 236
tional costs, and extending the schedule by the add- Tower, Small Round 22
ed number of weeks. The new conditions, in addition Tower, Medium Round 31
to costing more time and money, may make the ower, Large Round 56
stronghold less habitable. Tower, Small Square 28
The alternative is to tow the stronghold out of the Tower, Medium Square 40
zone. As can easily be seen by examining the capaci- Tower, Large Square 7'1
ty of the spelljamming engines listed in Chapter 3 of Wall, Stone (all) .5
the Concordance of Arcane Space, no single engine
can move something the size of a stronghold. Building features not listed occupy an insignifi-
As a rule of thumb, the actual towing capacity of a cant amount of tonnage and can be ignored.
spelljamming helm is the maximum tonnage it can The tonnage of the stronghold is the sum of the
move times its SR, minus the actual tonnage of the tonnages of all the modules plus the tonnage of the
ship in which the helm is installed. (This is an ampli- underlying base. Stronghold platforms and their ton-
fication of the towing rule in Chapter 4 of the Concor- nage are listed in the following table:
dance of Arcane Space.) There are also rumors of
spelljamming druids using kindori or other large Table 22: PLATFORM TONNAGE
space animals to help move a stronghold. Such crea- Platform Type Tonnage
tures have a pushing capacity (they push, rather than 250
Asteroid Cluster
tow) of their own body weight. The characters must
Dwarven Citadel 300
locate enough spelljamming vessels and creatures
Planetoid 500- 1000
to encompass the tonnage of the stronghold in order Space Leviathan 400
to move it to a more desirable location. Stoneship 300
The tonnage encompassed by each castle con-
struction module is shown in the following table:
Platforms larger than those listed above may not
be towed.
Table 21: CASTLE TONNAGE The characters must pay I0 gp to the towing ves-
Module Type Tonnage sels for each ton of the stronghold, and must wait 2-B
Barbican, Small 4? weeks until all of the spelljamming vessels needed

‘Ll 243
@tha:(plt@p lC51 :11: 5 Le) Sifil-.F'@llYifl(§)Si'@0@3B firm Spailod
IE1

can gather at the site. (The gold-piece cost and the characters with opportunities to avert disaster. This
duration of the wait should be multiplied by the Pro- may involve great heroic effort or personal sacrifice,
duction Modifier for the local social structure.) The but it should be possible for the characters to miti-
laborers must spend the time until the ships arrive gate the effects of the disaster, if not avert it totally.
preparing anchor points for the ships to attach their
lines to.
When the appropriate capacity of ships has arrived, Warfare!
towing can begin. Changing the direction of an object The assault and siege rules provided in the Castle
as large as a stronghold takes one week: during this Guide can be used for most battles over space
time. no work can be done on the stronghold. strongholds. The effects of investment and assault
Once the towing is complete, it will take another are identical in space as they are on the ground.
week to detach and dismantle the anchorage equip- Some new tactics are available to spaceborne be-
ment, after which construction can continue. siegers, however. and a few approaches are ineffec-
The actual duration of this problem may extend tual against strongholds that float in the Void (or the
over several months. The DM should roll for events phlogiston). This section discusses the differences
during this period, so that the characters can experi- and provides the DM with additional guidance in
ence dealing with other problems under adverse con- handling the special conditions found in space.
ditions. (Imagine, for example, dealing with a
shipwreck or monster attack in a sargasso, where
magic and magical items do not function.) Battles Involving Fortifications
Bad Omens. The laborers (and perhaps the PCs) This section discusses new options available to the
believe that certain omens show that it would be bad attacker in a space-based siege, and new problems
to continue work at this time. Such omens may that the attacker must face in a three-dimensional
come from true magic (an augurg spell, for example) environment.
or from the warnings of an Aperusa fortuneteller. For Throughout these rules, it is assumed that the
whatever reason, the PCs are advised to stop work BAlTfLES"l'STEM"“ rules for siege warfare are being
for I-6 weeks. used in combination with the rules found in the Castle
If work continues, the PCs must roll on the events Guide. In those rules, damage is expressed in
table each tueelr rather than each month for the dura- BATTLESYSTEM rules hits. For simplicity, one
tion of the bad omens, and any roll of 10 or less is BATTLESYSTEM rules hit is deemed equivalent to one
rerolled. Additional bad omens (another roll of this SPELL.JAMMER‘l' campaign hull point of damage.
event) increase the duration of the portents by I-6 Bombing. An obvious method of attacking a
weeks and increase the reroll percentage by an addi- space-based stronghold is to drop heavy objects on
tional 10% (so that after two occurrences of “bad it. Given the availability of large rocks in space, find-
omens," the character must reroll on rolls of 1-20). ing materials for bombing is not difficult.
Negative effects (rolls over ?5) are never rerolled. A ship can launch a rock of up to half its tonnage
Natural Disaster. Absolute disaster is imminent. at a stronghold. To do this, it must tow the rock into
The stronghold may have drifted so that it is falling the air envelope of the stronghold and remain sta-
into the atmosphere of a world. or a huge meteor is tionary for one full SPELLJAMMERA‘ campaign turn
on a collision course to smash the stronghold to flin- to aim and drop the stone. The stone falls at the end
ders. In any case, the stronghold will be completely of the turn. The helmsman of the dropping ship must
ruined, and all work and funds invested will be lost. make an attack roll against AC 6. lfthe hit is success-
Because this event spells total destruction for the ful, the stone does three BATTLES-‘r'STEM"" rules
castle. the DM is encouraged to provide the player hits of damage for each 10 tons it weighs. (This is

1125
@theagpll@rr ltlfirpes Stlrr@rmg_i§)th@l1@llr"i firm Spades

equivalent to the stone traveling at SR 3.) pults and ballistae on fortifications are described in the
Stones can also be hurtled at higher speed. In gen- BATTLESVSTEM rules. The effects of rams are de-
eral, a ship can tow a stone one-quarter of its own scribed under Ramming, above. Bombards inflict as
tonnage at its full spelljamming movement rate. The many BATTLESYSTEM rules hits against fortifications
stone can be launched in a bombing pass, where the as they inflict hull points of damage against ships.
ship flies straight toward the stronghold for one full Greek fire projectors are effective against wooden forti-
SPELLJAMMER“-" campaign turn, releases the stone, fications only, but they inflict as many hull points as hit
and then veers off. If the stone hits (vs. AC 2), it does points damage against these. Jettisons inflict no dam-
one hull point of damage for every I0 tons of the age against fortifications.
stone times the launching SR. Critical hits against fortifications are suffered as
Stones hurled at walls inflict damage in accord- described in the Concordance ot'Arcane Space, ex-
ance with the BATTLES'*|"STEM"" rules. Stones cept that Ship Shaken, Loss of SR, Maneuverability
hurled at roofs inflict 30 points of structural damage Loss, and Spelljammer Shock! critical hits are inap-
(for stone roofs) or I0 points of damage (for wooden plicable to large, stationary strongholds. If any of
roofs), with the remaining damage being inflicted on these are rolled, move to the next entry on the list.
whatever lies below the damaged roof. Of course, fortifications can also mount large
It is up to the DM to decide the availability of rocks weapons of their own. A small tower can support a
for bombing runs. It takes one spelljamming turn to greek fire projector or a light catapult, ballista, or jet.-
pick up a stone of the correct size. tison. Medium towers can support medium weapons.
Ramming. Ships can also be rammed directly into and large towers can support large weapons and
strongholds. While this is a desperation measure, it bombards. A large tower can also support two small
can be quite effective. weapons. Turrets may be mounted on any size tower.
A ship ramming attack against a stronghold is Attacking the Plants. Space strongholds are as
treated as a crash. The stronghold takes damage vulnerable to the effects of bad air as any ship. On
equal to the crashing ship's current SR plus the ship's most strongholds, green plants refresh the air enve-
current hull point total; the ship is presumed de- lope continuously. One way to ensure the eventual
stroyed. (For more information, see Chapter 4 in ei- collapse of a stronghold is to destroy its plants.
ther the Concordance o,f Arcane Space or the War As mentioned previously, the atmosphere of a
Captain's Companion: Boolr 3.) stronghold will normally last a year without needing
Mining. One of the methods of attacking a ground- to be refreshed. Thus, destroying the plants is a very
ling castle is mining: digging tunnels under the walls to slow way of capturing a stronghold. It is, however, in-
collapse them. Such attacks on space-based strong- exorable. Once the air envelope begins to deterio-
holds are very difficult, as the area of ground from rate, there is little that can be done (short of bringing
which a mine might be started are usually within view in more plants) to stop it.
of the walls and subject to direct attack. One problem with this technique is that if the be-
One exception to this, however, is the stronghold sieged hold out until the air is deadly, the stronghold
that is built on one side of a planetoid. The opposite becomes useless to the attackers. It would take spe-
side, if left unguarded, is an ideal site for starting a cial equipment and a large supply of green plants to
mine. While it may be necessary to dig through the even begin the task of restoring the atmosphere, and
gravity plane to reach the walls, this technique isjust such work would take years.
as effective as on the surface of a world. Each BATTLESYSTEM rules hit directed at
Using Large Weapons. As with planet-bound siege plants destroys one 10’-‘*1 I0’ area of plant life. re-
warfare, large weapons are generally effective engines gardless of type.
of destruction against fortifications. The effects of cata-

‘U 2(5)
A H Aperusa . 51
Ability scores, 15, 100 Hadozee, 19 Courier, 52
A0609 rules in space, 100 Harlequin, 53 Harlequin. 53
Alignment, 105 Healing proficiency. T Privateer, 54
Ambidexterity proficiency. 62 Heraldry (space) proficiency, 64 Salvager, 55
Anchor. T2 Hurwaeti, 20 Rope use proficiency, E
Anchor hoists, T3
Animal lore proficiency, 5 I 3
Aperusa, 51 Icons, T5, T6 Salvager, 55
Appraising proficiency, 5 lmposter, 41 Scro, 23
Arcanist, 3T Secondary skills, 5
Astrologer, 45 Seekers, 93
Astronomer, 39 Jumping proficiency, T Sha‘ir abilities, 113
Shapers. 95
B Ship maintenance, T0
Blacksmithing proficiency, 5 Large weapons proficiency. 62 Ship's launch, T3
Blind-fighting proficiency, 6 Lizard men, 21 Ship's locker, T2
Body manipulation proficiency, 25 Looting proficiency, 64 Shipwright proficiency. 65
Bowyerlfietcher proficiency, 6 Signaling kit, T5
M Signaling proficiency, 65
C Magic, 105 Sleeping compartments, T4
Campaign themes, 96 Marine, 35 Slow respiration proficiency, 65
Carefree wanderer, 59 Medicus, 46 Spacemanship proficiency, 66
Cargo hoist, T2 Merchant, 36 Spelljamming proficiency, 66
Carpentry proficiency, 6 Military botherhoods, 64 Stonemasonry proficiency, B
Cartography proficiency, 63 Company of the Chalice, B5 Stow nets and pods, T4
Changing personalities, 61 Elven imperial Fleet, B4
Character creation methods, 100 Pragmatic Order of Thought, B6 T
Classes, PC, 102 Tenth Pit. BT Trading companies, 66
Cold light, T5 Trading Company, the, B6 Chainmen, 91
Combat, 113 Missionary, 49 Gaspar Reciamations, B9
Compromiser, 59 Money and equipment, 105 Slndlath Line, 90
Cooking proficiency, T Smith's Coster, BB
Corsair, 30
Courier, 52 Navigation (phlogiston), 64 V
Critical hits, T2 Navigation (wildspace), 64 Vigilante, 60
Crusader, 31 New equipment, T2
Customs inspection, TT Nonplayer characters, 102 W
Nonweapon proficiencies, 5, 105 War mage, 44
D Warrior kits, 30
Diplomat, 45 Corsair, 30
Direction sense proficiency, T Observation proficiency, 65 Crusader, 31
Disguise proficiency, T Frontiersman, 33
Docking and berthing fees, TB Marine, 35
Dracons, 16 Personalities, 59 Merchant, 36
Planetology proficiency, 65 Weapon proficiencies, 5, 62
E Player character classes, 102 Weaponsmithing proficiency, 6
Engineering proficiency. T Priest icon, 5, T5, T6 Wizard kits, 3T
Equipment tether, T5 Priest kits, 45 Arcanist, 3?
Etiquette proficiency, T Astrologer, 45 Astronomer, 39
Evangelist, 46 Diplomat, 45 Geomancer, 40
Experience, 113 Evangelist, 46 lmposter, 41
Medicus, 46 War mage, 44
F Missionary, 49
Faiths of space, T9 Privateer, 54 X
Celestians. 62 Proficiencies, nonweapon, 5, 63, 105 Xenophobe, 60
The Path and the Way, B1 Proficiencies, weapon, 5, 62 Kenos, 95
Temple of Ptah, B0 Xixchil, 24
Fast-talking proficiency, 63 Gt
Fighter‘s followers, 104 Ctuest spells, 112 Z
Fortune telling proficiency, 63 Zero-gravity combat proficiency 66
Frontiersman, 33 R
Races, new PC, 102
0 Rastipedes, 22
Geomancer, 40 Reaction adjustments, 29
Cliff, 1T Riding (airborne) proficiency, B
Grommams, 16 Rogue kits, 51

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