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WHO’S WHO IN like humanoid antediluvian suits

of armor created long ago by the 01-09


Tyrant Ship Scout Suits
1 1 2
SPACE? Arcane but several designs were 10-18 1 2 2
already altered to suit their taste, 19-27 2 1 4
Space is filled with the as many groups have acquired 28-36 2 2 4
denizens from nearly every such suits through the course of 37-45 3 2 6
conceivable race. The beholders, history. 46-54 3 3 6
neogi, illithids, dwarves, humans Many spacefaring individuals 55-72 4 3 8
and elves have always had a place have learned to avoid them. If you 73-99 5 4 10
in space. Other races however like think a single beholder by itself is 00 6 5 12
goblins, orcs, ogres, scros and a nasty opponent, then picture
other goblinkin races are making a yourself tussling with a full PERSONALITIES:
strong comeback. Newer races, beholder ship or even a fleet!
like the drow and kender, seem to Luckily for all spacefarers, the Beholder (Large Aberration)
be making the giant leap forward beholders are concerned with the Elite Pilot of a Sentinel
space-traveling technology as ships and sentinels of other
well. As of yet, their influences “inferior” beholders. They do not AL: LE HP:189 PP: 12
are miniscule. Even groundling give other races a second thought, AC:18 #AT:1+3 DMG:4D6
human kingdoms like the Shou unless they need new supplies or STR:10 INT:17 DEX: 14
Lung and Wa have already gone an air-freshening. CHA:17 WIS:15 CON: 18
into space with their own
spelljamming ships and suits THE BEHOLDER Anti-magic Cone. The
while others have learned already CHAIN OF COMMAND beholder's central eye creates an
about the potential visitors or area of antimagic, as in the
invaders coming from above and There is only one chain of antimagic field spell, in a 150-foot
learned to protect themselves with command in a beholder fleet: cone. At the start of each of its
similar non-flying constructs. This turns, the beholder decides which
chapter details some major fleets The fleet’s hive mother way the cone faces and whether
and presence, their leaders, The ship’s hive mother the cone is active. The area works
spelljamming ships and suits. The sentinels’ pilots against the beholder's own eye
The ship’s crew in order of power. rays.
Bite. Melee Weapon Attack:
BEHOLDERS The table below determines how +5 to hit, reach 5 ft., one target.
many vessels and sentinels are Hit: 14 (4d6) piercing damage.
Beholder fleets revolved around Eye Rays. The beholder
encountered when a beholder fleet
disjointed family units that share a shoots three of the following
is confronted.
common genetic pattern. Those magical eye rays at random (reroll
The table uses a percentile roll
with physical traits that do not duplicates), choosing one to three
to find the size of the fleet, giving
match those of the rest of the targets it can see within 120 ft. of
the number of Tyrant Ships,
family are destroyed or thrown it:
Tyrant Scout ships and Sentinels
out of the group. These unstable 1. Charm Ray. The targeted
present.
fleets flow through space, trying creature must succeed on a DC 16
Alternatively, the DM can
to purify their race. Each group Wisdom saving throw or be
split the forces intro relatively
believes it is the perfect strain, so charmed by the beholder for 1
equal halves, and pit the beholders
they are constantly trying to hour, or until the beholder harms
against each other. The two
exterminate every other beholder the creature.
factions differ in some way either
band. All, however, except orbus 2. Paralyzing Ray. The targeted
physically or genetically which
beholders, who link in series to creature must succeed on a DC 16
make them mortal enemies with
power beholder ships and suits. Constitution saving throw or be
much genocidal tendencies. They
The beholders ride about in paralyzed for 1 minute. The target
will easily kill each other first
fairly small but gruesome can repeat the saving throw at the
before concerning themselves
repulsive ships. Their armored end of each of its turns, ending the
with those they have just recently
suits are called Sentinels, effect on itself on a success.
encountered.
originally of Sazaur design much
3. Fear Ray. The targeted creature failed save, the creature begins to independent nation of its own,
must succeed on a DC 16 Wisdom turn to stone and is restrained. It with its own king, princes, and
saving throw or be frightened for must repeat the saving throw at nobles. The master of a dwarven
1 minute. The target can repeat the end of its next turn. On a community, whether it is mobile
the saving throw at the end of success, the effect ends. On a or not, is called “the king of the
each of its turns, ending the effect failure, the creature is petrified mountain” and his court “the
on itself on a success. until freed by the greater shining council”
4. Slowing Ray. The targeted restoration spell or other magic. The smallest of these dwarf
creature must succeed on a DC 16 9. Disintegration Ray. If the target nations are the citadel ships,
Dexterity saving throw. On a is a creature, it must succeed on a powered by the creativity-tapping
failed save, the target's speed is DC 16 Dexterity saving throw or forges, which ply the spaceways.
halved for 1 minute. In addition, take 45 (10d8) force damage. If The dwarves devour their own
the creature can't take reactions, this damage reduces the creature ships in building and carving and
and it can take either an action or to 0 hit points, its body becomes a then, once they have no more
a bonus action on its turn, not pile of fine gray dust. space left for art or no more riches
both. The creature can repeat the If the target is a Large or smaller to be tapped, they are abandoned,
saving throw at the end of each of nonmagical object or creation of their forges quenched and they
its turns, ending the effect on magical force, it is disintegrated moved to a new ship.
itself on a success. without a saving throw. If the When armored suits became
5. Enervation Ray. The targeted target is a Huge or larger object or the custom mode of assault of
creature must make a DC 16 creation of magical force, this ray most spacefaring fleets, the
Constitution saving throw, taking disintegrates a 10-foot cube of it. gigantic dwarven citadels became
36 (8d8) necrotic damage on a 10. Death Ray. The targeted easy targets for the highly
failed save, or half as much creature must succeed on a DC 16 maneuverable suits and pods.
damage on a successful one. Dexterity saving throw or take 55 Thus the dwarves developed the
6. Telekinetic Ray. If the target is (10d10) necrotic damage. The smaller tankheads with miniatu-
a creature, it must succeed on a target dies if the ray reduces it to rized versions of their forges.
DC 16 Strength saving throw or 0 hit points. These tankheads were more like
the beholder moves it up to 30 ft. rock-made pods made from
in any direction. It is restrained by Legendary Actions smaller asteroids carved into a
the ray's telekinetic grip until the head of a dwarf. It is armed with
start of the beholder's next turn or The beholder can take 3 bombards, ribald, scorpions and
until the beholder is incapacitated. legendary actions, choosing from helmseekers to better challenge
If the target is an object the options below. Only one the humanoid suits of the enemy.
weighing 300 pounds or less that legendary action option can be A dwarf community or army
isn't being worn or carried, it is used at a time, and only at the end usually consist of a single
moved up to 30 ft. in any of another creature's turn. The dwarven citadel accompanied by
direction. The beholder can also beholder regains spent legendary several dwarf tankheads of Type 1
exert fine control on objects with actions at the start of its turn. to 5 with enough hull points and
this ray, such as manipulating a Eye Ray. The beholder uses devastating weapons that even
simple tool or opening a door or a one random eye ray. small fleets try to avoid
container. Challenge 13 (10,000 XP) confronting them. A bigger citadel
7. Sleep Ray. The targeted (above 700 HP) that is stationary
creature must succeed on a DC 16 or just orbiting a planetary body
Wisdom saving throw or fall DWARF ARMY may have 1-3 mobile citadels and
asleep and remain unconscious for a contingent of tankheads enough
1 minute. The target awakens if it The dwarf communities of to bring down a large armada.
takes damage or another creature space are much more separate Seldom do separate dwarf
takes an action to wake it. This than the monolithic elven nations, communities band together for a
ray has no effect on constructs but no less powerful and greater purpose except maybe in
and undead. extensive. While the elves regard times of all-out war like the last
8. Petrification Ray. The targeted themselves (regardless of the truth two Unhuman Wars wherein they
creature must make a DC 16 of the matter) as a single nation, have to exert a unified front
Dexterity saving throw. On a each dwarven citadel is an against the hordes of goblinkins.
THE DWARF CHAIN Second, elven forces are so character levels. Instead, they are
numerous and widespread that a number of years of fleet
OF COMMAND journal the size of the experience the character has in
Spelljammer itself would be that field. Cleric/Medic/Priest
The chain of command in a
needed to document every known achieve the rank of 1st-Class after
dwarf army consists of the
elven ship and fleet. This does not 61 years in the navy. This number
following:
even include their armored suits. should be considered averages,
King of the Mountain
This entry, therefore, details only and individual exceptions do
Shining Council Member
the average fleet size. most certainly exist.
Master Smith
(One historian points out that
Tankhead Commander
the first Unhuman War caused a Admiral of Evermeet Fleet
Tankhead Pilot 1st Class
widespread dispersion of the The Cabinet
Tankhead Gunner 1st Class
unhumans are they fled and hid in The Bench
Tankhead Pilot 2nd Class
every conceivable direction to Accounting Services
Tankhead Gunner 2nd Class
escape destruction. This historian Admiral
Tankhead Pilot 3rd Class
believes that the elves will Captain
Tankhead Gunner 3rd Class
experience the same fate in the First Mate
Tankhead Pilot 4th Class
long run.) Navigator/Helmsman 1st Class
Tankhead Gunner 4th Class
40th+ year
Tankhead Pilot 5th Class
THE ELVEN CHAIN Cleric/Medic/Priest 1st Class
Tankhead Gunner 5th Class
61st+ year
All other dwarf OF COMMAND Mothsuit Pilot 1st Class 60th+
year
A typical dwarf army may have The current elven chain of Mothsuit Pilot 2nd Class 40th+
the following ships: command is so structured it has year
Citadel* T1 T2 T3 T4 T5 been called a straightjacket even Quartermaster 40th+ year
01-09 0 | 1 4 3 1 0 0 by those high in its command. At Battlepoet 1st C 40th+ year
10-18 0|1 4 3 2 0 0 the top of the tight organizational Cleric/Medic/Priest 2nd Class
19-27 0|1 4 4 2 0 0 chain is the Admiral of the 31st-60th year
28-36 0|1 6 4 3 1 0 Evermeet fleet herself. She Navigator/Helmsman 2nd Class
37-45 0|1 6 5 3 1 0 controls every facet of the space 13th -39th year
46-54 1|0 6 5 4 2 1 fleet including the administration Battlepoet 2nd Class 13th-39th
55-72 1|1 8 6 4 2 1 of the Evermeet blockade. Under year
73-99 1|2 8 6 5 3 2 her a council of 11 senior elves Mothsuit Pilot 3rd Class 20th+
00 1|4 8 7 5 3 2 advise her on happenings in year
space. This council is simply Mechanic 1st Class 31st-60th year
* Number before the slash is a called the Cabinet. Weapons Sergeant 20th+ year
powerless citadel with 800 or The Bench (the judiciary Rigging Sergeant 20th+ year
more tonnage while number after branch) and Accounting services Battlepoet 3rd Class 1st-12th year
the slash are forge-powered are next in the command chain. Cleric/Medic/Priest 3rd Class
mobile citadels with 300-700 Accounting services, with no real 13th-30th year
tonnage. (DM will decide on the militaristic powers, consist of Navigator/Helmsman 3rd Class
final tonnage of each citadel.) accountants and draft-registrars. 1st-12th year
This group is responsible for Mechanic 2nd Class 13th-30th
ELVEN ARMADA paying the navy’s wages, year
administering benefits for the Cleric/Medic/Priest 3rd Class 1st-
disabled and the widowed, and 12th year
Attempting to cover all the
drafting new crews and pilots Weapon Aimer (Crew Chief)
elven navies is an impossible task.
during times of war. Mechanic
First, their fleets were decimated
The list below summarizes the Crewman
during the first Unhuman Wars
complete chain of command of Other ranks and titles may be
(even though they rightfully won),
the elven armada. Note that years added from time to time
and even the elves do not know
given under entries like depending on the admiralty
how many of their ships survived.
Navigator/Helmsman are not leading the elven armadas.
PERSONALITIES:  1 Radiant Ship (with 10 crew  27 Mothsuits (with one elf
members) pilot each)
Icarus (Fighter/Wizard 12/10)  46 Mothsuits (with one elf  2 Light Moths (with one elf
Captain of the Elven Flagship pilot each) pilot each)
Arrow of Justice  12 Light Moths (with one elf  1135 Elven crew members +
pilot each) 29 pilots (total)
AL: LG HP:101 PP: 15  5 Eel supply ships (with 20 Krissos (Fighter/Mage 6/7)
AC:10 #AT:3/2 DMG:1D10+2 crew members) Captain, elven flagship Luminary
STR:17 INT:14 DEX: 13  1370 Elven crew members + of Ehlonna
CHA:18 WIS:17 CON: 15 58 pilots (total)
AL: CG HP:35 PP: 16
Icarus is one of the most Yerthad (Fighter/Mage 7/7) AC:12 #AT:1 DMG:1D8
colorful captains in the elven Captain of the elven flagship STR:14 INT:19 DEX: 15
fleet. Working strictly in the Liira’s Kiss CHA:17 WIS:19 CON: 13
Realmspace crystal sphere, he is
the veteran of fifteen battles. His AL: LG HP:37 PP: 12 Oerth, the center of the Grey-
current assignment, the Arrow of AC:12 #AT:3/2 DMG:1D10 space crystal sphere, is home to
Justice, is an elven Armada. He STR:12 INT:13 DEX: 15 this once great fleet. They patrol
also has his own Mothsuit colored CHA:12 WIS:11 CON: 14 everything inside the Grinder,
in striking green and streaks of preferring to give a wide berth
orange compared to the dull solid Yerthad is the captain of the between their ships and this
colors of the regular cadets. Elven ship Liira’s Kiss, a Man-O- extensive asteroid shell. Captain
He has been attempting to get War, and the admiral of the outer Krissos, while chasing neogi
the Admiralty to reinstate the Krynn-space fleet. Spending a intruders, has lost too many ships
Karpri space station. This marvel great deal of time near Zivilyn (seven in the last twelve months
of elven ingenuity consists of (the last Krynnish planet), alone) to this area. (A sage
seven archaic elven Monarch Yerthad prefers to stay away from advisor to Krissos believes the
Class Man-O-War ship welded the sphere’s home world in light neogi are purposely leading the
together by the growth of their of the fairly recent cataclysm. elves into the Grinder to be
crystalline wings. The ships share The Yerthad fleet is designed destroyed.) In keeping with the
the same gravity plane, and the to protect the trading posts in Oerth mentality that they are the
weapons all point toward open Zivilyn’s moons, as well as center of the universe, Krissos and
wildspace. This 700 ton satellite making sure that the goblinkin his 800 crew members believe
was an elven military base and neogi do not infiltrate the they are the largest force in
generations ago, but when the system. Yerthad realizes that his wildspace. In the central location
base was razed by illithid current assignment is a of Greyspace, they may be right.
squadrons, it was utterly pipedream, because it is During the second Unhuman
abandoned. The air has long impossible to cover and protect Wars, a fleet of 75 Scro Mantis
turned deadly, smelling of dank the whole sphere at once with his ships accompanied by their new
death, even to this day. rather small fleet. Yerthads’s fleet Mantisoid suits attacked them in a
Icarus is the captain of the consist of the following ships and battle known as the Borka
ship, foremost Mothsuit pilot and armored suits: Maneuver. All but 15 Mantis
he is also the Fleet Admiral. He  5 Elven Armadas (with 100 ships spiraled in flame to the
personally controls a force of: elves each) surface of the Type A planet
 7 Elven Armadas (with 85  3 Barges of Ptah (with 25 Borka before the scro finally
elves each) crew members each) turned tail and fled into the
 1 Monarch-Class Armada  100 Flitters (1 each each) Grinder. But the scro destroyed
(with 75 elves) stored on the Armadas and over half of the elven ships and
 50 Flitters (with one elf each) Barges of Ptah mothsuits during the flight.
stored in the Armadas  8 Man-O-Wars (with 50 elves Originally, this fleet consisted of
 12 Man-O-Wars (with 45 each) 24 Armadas, 120 Flitters, 18 Man-
O-Wars, 8 Shrikeships, 7 Radiant
elves each)  3 Radiant Ships (with 20
Ships, 116 Mothsuits, 14 Light
crew members each)
Moths, 12 Eel ships used for fleet militaristic cultures. They paid A typical giff fleet will have
supply, and 4290 elven crews and little attention to ideas of good or the following organization:
pilots, but the fleet has been evil; they simply followed the Admiral
reduced to: orders of whoever was paying Rear Admiral
 10 Elven Armadas (with 75 them. About the only order a giff Commodore
elves each) would refuse would be to fight Captain
 12 Flitters (no crew members) against his or her own kind. Commander
 1 Man-O-War (with 12 crew Giff tended to feel threatened Lieutenant Commander
members) by creatures that were bigger than Helmsman (non-giff)
 4 Shrikeships (with 20 crew they and would sometimes Bombardier
members each) complain about how fragile other Ensign
 3 Confiscated Mantis Ships at smaller races were. Officer Cadet
half hull points (20 heavily Groups of giff mercenaries Likewise, the smaller giff
armed elven crew members were commonly hired by dohwar platoon will have the following
each, 20 scro prisoners each) merchants as bodyguards. Richer organization:
 1 Radiant Ship (with 15 crew clients and space-based kingdoms Lieutenant 1st Class
members) sometimes hire an entire platoon Lieutenant 2nd Class
of giffs complete with ships, Platoon Sergeant
 38 Mothsuits (with one elf
support crafts and their dreaded Sergeant 1st Class
pilot each)
Juggernaut suits. As most giff Sergeant 2nd Class
 2 Light Moths (with one elf
vessels and suits are loaded with Lance Corporal
pilot each)
smoke powder and greek-fire to Corporal
 967 Elven crew members + 40 the brim, these fleets seldom leave Grunt
pilots + 60 scro prisoners the confines of the crystal sphere The Gangplunk Mercenary
(total) from where they are based and Company is one the largest giff
never ever travel through the fleet for hire and consist of
GIFF FLEET phlogiston. When hired as several ships: great bombard
mercenaries, giff usually ships, battle clippers lined up with
Giff (also sometimes called requested payment in smoke- bombards and platoons of suits
"hippofolk") were a humanoid powder or weapons. They would and giff mercenaries, as follows:
race from another crystal sphere request to be given their own  10 Great Bombard Ships (with
known as mercenaries among the quarters. 40 giffs each)
space-faring peoples of the  6 Clippers (with 32 giffs each)
Spelljammer universe. THE GIFF CHAIN OF  5 Swan Ships (with 16 giffs
Creatures of discipline, giff COMMAND each)
communities organized them-  16 G. Bombard Suits (with
selves into a strict hierarchy of Giff lived rigid lives of order and one giff pilot each)
command. An individual giff's obedience to a chain of command.  20 Juggernaut Suits (with one
rank could only be changed by They actually took great pleasure giff pilot each)
someone superior to her or him. from following orders. Most other giff fleets have
They made no distinctions Giff had no desire to become similar organizations and type of
between males and females in an empire, but they did enjoy vessels as that of the Gangplunks
their culture as far as rank or role. traveling. They did not tend to but of almost equal or smaller
Males and females raised children have any love of money; food was numbers.
together. far more important to them. The
A large population of giff typical giff, however, had a great
lived in Gifftown in Bral, an love of weapons, especially HUMANS
asteroid city in the Tears of firearms and explosives, favoring
Selûne. Humans are as diverse in
the biggest explosions the most.
Giff preferred their own kind, Some giff would also keep large space as they are on planets.
but they would generally get collections of pole arms from the There is no actual single human
along with any race willing to hire various worlds that they had fleet that has control of a
them, especially those with more visited in their travels. particular territory. There are
planet-based kingdoms, space
communities and bases like the artilleries to defend them from
Rock of Bral, space faring airborne attacks of which their ILLITHID
Companies traveling in ships and high walls and deep moats will COLONIES
of course, the groundling humans. prove inadequate and useless.
Far richer groundling The illithid, also known as a
GROUNDLING HUMANS communities with ambitious mind flayer or mind flayer, is a
rulers have also commissioned hostile, spacefaring humanoid
The groundling humans are a spelljamming ships, armored creature. Illithids are infamous for
term for human communities in suits, or battle pods of their own their grotesque eating habits,
planets or planet-type bodies that to further exploit the vast which involve grabbing prey with
are frequented by spelljamming opportunities that space can offer. their tentacles, then tearing the
visitors or are raided by them. These nations are mostly ruled by prey's brains out to eat.
Typically, these humans have no ambitious rulers or those with Nowadays, however, they have
spacefaring capabilities (nor intense knowledge of wildspace. created a sapient race called the
intention to leave the comforts of oortlings to feed off. Cruel and
their home) or do not have THE GROUNDLING sadistic, they often trade slaves.
spelljamming ships of their own. HUMANS CHAIN OF The mind flayers used to have
They are commonly communities COMMAND a spelljamming empire that
that dwell in planets like the spanned most, if not all of the
known three (Toril, Oerth and Depending on the type of crystal spheres. The illithids are
Krynn), other planets or asteroids feudal system running the the first race to have a
and other planetary bodies that community or base, the following spelljamming empire. Illithids are
can support human expansion. organization can mostly be found powerful, but they are really just
These communities settle for on a groundling human nation the tools of the elder brains. The
their day-to-day business, may or (though other forms may be used.) Gith smashed the mind flayer
may not be fully aware of the King/Queen/Prince or other titles empire (and the githyanki and the
flying ships and armored suits Castellan githzerai hunt down and kill any
passing above them and may or Nobles illithids that attempt to re-
may not be prepared for Commander of the Royal Guards organize). Individual elder brains
spacefaring invaders coming from Royal Guards attempt to come up with plots that
the heavens. Generals will allow them to reestablish
However, several human Suit Pilots their lost empire,
groundling communities who Suit Gunners Mind flayers stand about 6
have, over the years, become Artillerists feet tall and have hideous mauve
aware of the existence of Soldiers skin that glistens with slime. The
spelljamming ships developed Depending on the size and head resembles an octopus, with
their own types of defenses to resources of the groundling white eyes (no pupils are evident)
ensure that they can defend human community, it may have and four tentacles around its
themselves against a full-scale any of the following Groundling mouth, a round, many-toothed
invasion of flying ships and Suits: orifice like that of a lamprey. The
armored suits so the case happen.  0-1 Monster (with 2 crew creature has three reddish fingers
Human communities in space members each) and a thumb on each hand.
normally follow the feudal system  3-12 Vanguards (with 2 crew Illithids have dark vision.
of rulership and depending on the members each) They can communicate with any
extent of their territories may have  0-7 Phalanxes (with 2 crew creatures via innate telepathy;
kings, queens, castellans, princes, members each) they have no spoken language,
governors or mayors. Besides  4-16 Defenders (with 2 crew although they often accompany
their castles and fortresses being members each) their thoughts with hissing, and
walled and surrounded by moats As mentioned above, those the eager lashing of their
to protect them from land-based with enough resources may be tentacles. Mind flayers dress in
invaders, these rulers have also able to acquire their own 1-2 flowing robes, often with high,
commissioned several massive Knightsuits or even a suit made stiff collars, adorned with symbols
constructs armed with huge by another race. of death and despair.
Mind flayers hate sunlight and One of the biggest of the mind knows where they are based, and
avoid it when possible. On flayer colony’s fleet with an seems to be moving from crystal
planets, they live in underground ancient Elder Brain consist of the sphere to crystal sphere on a large
cities of 200 to 2,000 illithids, following ships and suits: spelljamming ship or base (The
plus at least two slaves per illithid.  0-1 Dreadnaught Carrier (with Jeda) on a constant basis.
All the slaves are under the effects 100 illithids and slaves each)
of a charm person or charm  2 Dreadnoughts (with 80 THE NEO FRONTIER
monster, and obey their illithid illithids and slaves each) CHAIN OF COMMAND
masters without question. In  10 Nautiloids (with 35 illithids
space, they live in enclosed ships and slaves each) Godsuit Masters are pilots
notably their ships’ design as  15 Lance with (with 15 approved by Jeda and Neo
evident like the Nautiloids and the illithids and slaves each) Frontier to operate the
new Dreadnoughts.  0-4 Octopus Tailgunner (with spelljamming armored units
Mind flayers are arrogant, 70 illithids and slaves each) labelled "Godsuit". Once selected
viewing all other species only as  10-20 Boreworms (10-20 and approved by Jeda, a Master is
cattle to be fed upon. They prefer illithid crew each) assigned to service under the
to eat the brains of thinking
 40-50 Ceramorphs (with one tactical supervision of their
creatures. coordinators. Not all Masters
illithid pilot each)
joined Neo Frontier under their
THE ILLITHID CHAIN own free will, some were drafted/
OF COMMAND NEO FRONTIER forced into the organization for
their skills. The organization is
The Neo Frontier is the tolerant of members of lesser
The center of a community is
primary organization that the races for the sake of achieving
its Elder Brain, a pool of briny
player characters will join in the their goals. Both Krummsh Lhep
fluid that contains the brains of
campaign. The Neo Frontier is a and Fereshite Starbane are
the colony’s dead mind flayers.
paramilitary organization founded Masters who are of questionable
Due to the mental powers of
by a human pacifist and inventor, backgrounds and race (Krummsh
illithids, the elder brain is still
Arinola Schizborn, approximately is a half-orc while Fereshite is a
sentient, and the telepathic union
200 years ago before the former rogue assassin) but were
of its brains rules the community.
adventures set in this module chosen for their exceptional
The elder brain has a telepathic
under the ideology of ending mobile suit piloting skills. All
range of 2 to 5 miles, depending
space conflicts using a line of Masters go through military
on its age and size. It does not
revolutionary armored suits training and abide by their code of
attack, but telepathically warns
known as the “Godsuits”. In his secrecy. Breaking the code of a
the mind flayers of the presence
lifetime, Arinola Schizborn Master is considered a severe
of thinking creatures, so a mind
gathered and developed the vast crime and can be punishable by
flayer within its telepathic radius
resources needed to realize his death. Masters like Marlenth
can be surprised only by non-
vision, central to which is the Vladymir and Fong Spark have
intelligent creatures. The range of
creation and use of seven fully special explosive neck bracelets
the elder brain determines the
functional armored suits powered that can kill them instantly if they
space territory claimed and
by spelljamming helms. The Neo are deemed a necessary sacrifice.
defended by the community,
Frontier developed the Godsuits Arinola Schizborn (deceased?)
though raiding ships are sent far
as such and later on the Mansuits Jeda Captain
beyond this limit but not beyond
using Crown of the Stars. These Godsuit Masters
the crystal sphere.
are two of the most powerful ar- Mansuit Masters
Elder Brain
mored suits in the Known Sphere. Dolphin Battle Pod Pilots
Ship Captain
Nobody knows the people Dolphin Battle Pod Gunners
Series Helmsman
behind the Neo Frontier now Crew Members
Ceremorph Pilot
except rumors tell that they are Currently the Neo Frontier has
Crew Members
backed up by the Arcane though the following ship plus armored
The illithid’s next meal
the blue-skinned merchants deny suits and battle pods at its
All other slaves
such allegations. Nobody even disposal:
All other prisoners
 1 Jeda Carrier (with 30 crew The Free Neogi always split their destination - The Spectre –
members ) their fleet into two squadrons. the outermost planet in Grey-
 5 Godsuits (with 1 master Each squadron always has one of space.
each) the elven Man-O-War. These Once the neogi reach this disc-
 2 Dolphin Battle Pods (with 1 elven ships are used to gain the shaped planet, they head straight
pilot/2 gunners each) confidence of groundlings, as well for the planet’s only moon,
 20 Wreckboats (no crew as the trusts of spacefaring races. Olarius. This Class A moonlet has
members) This company refers to itself a frigid atmosphere and its land
 2 Mansuits (to be added later) as the “only neogi Free Traders in area is a wasteland of permanent
The Neo Frontier is deemed existence”. Whenever this frost, creating a very dangerous
the enemy of most space borne company makes a stop on Oerth, terrain at best. The neogi dispel
races including elves and other the neogi allow the docking their illusion and alteration spells
human nations besides the officials to inspect everything. and usually abandon their victims
antagonistic neogi, illithid, This helps legitimize their – still tied and helpless - on the
beholders and goblinkins. It aims passage. Upon inspection, the moonlet’s frozen landscape.
to finally stop war and cargo holds will be found to Within just a few rounds (1d4),
intervention among the races of contain sealed boxes and crates, these ill-fated people freeze to
the Spelljammer universe through and their contents are legal. They death.
military armed intervention. commonly haul cargo from Oerth The Free Neogi place their
through the dangerous terrain cargo here to supply their
surrounding The Grinder, and compatriots, who pass through the
NEOGI COMPANY deliver the package to a moon of Greyspace crystal sphere and need
the planet called The Spectre. a source of food. Most of those
The Neogi Companies are a Most of the neogi in the Free who enter the sphere for the first
strange lot. One group, for Neogi Company are highly time are unable to traverse the
example, the Free Neogi of Oerth educated spellcasters. They mask asteroid belt known as The
are traversing exclusively in the their cargo with illusion and Grinder without being destroyed,
Greyspace. This large company phantasmal spells, often so the Free Neogi have placed an
exists solely to haul cargo from transmogrifying their “cargo” to easily reached food supply
one location to another for a hefty appear as something completely relatively near the crystal shell
price, or so they want you to different. By wearing amulets of itself for their brethren to find.
believe. The Free Neogi alone non-detection or similar devices, In return, these traveling neogi
own 8 Mindspiders, three the neogi avoid being revealed as pay a handsome fee to the Free
Deathspiders, 2 elven Man-O- liars; nor are their alignments Neogi, who orbit Olarius,
Wars, 32 Hulksuits, and 25 Black discernable. Standard dock hands guarding their investments.
Widows. Each of these large craft and dock inspection teams have Occasionally, even an illithid ship
carry 90 Wreck Boats and 60 no chance to discover the neogi passes through, looking for a
Urchins for emergency and deceit. morsel. The Free Neogi, though
bombarding purposes. The The Free Neogi of Greyspace wary of these octopoid
Mindspiders and Man-O-Wars kidnap average persons – those humanoids, sell some of their
have been modified to carry one they personally would have no “fresher” (unfrozen) samples to
additional medium weapon problem defeating without the them for an even higher price.
apiece, of the DM’s choosing. The help of their umber hulk slaves – Generally, the Free Neogi sell
Deathspider carry an additional and bind and gag them. Taking their frozen rations 2 sp per
heavy weapon, of the DM’s these prisoners, hidden in crates pound. When an unfrozen
choice. Each of the craft also has and boxes, back to their vessels, provision is requested, the Free
an insignia carved and painted hey cast illusion and alteration Neogi sell the still-conscious
onto the bow and aft to set their spells to make the victims appear victim for 1 gp per pound. (The
craft and suits apart from any as cloth bolts, hay or grains, cattle “fresh” rations are far more rare,
other. This insignia looks like a and other farm animals, etc. Once since they require constant food,
spider with two hands held the dock inspectors finish their water and air supplies to keep
outward in the universal sign of audits, the neogi head into space. them alive. Therefore, only one
friendship or peace (an ironic The illusion and alteration spells or two are available at any one
insignia indeed. are maintained until they reach time.)
THE NEOGI CHAIN All nonspellcasting neogi (ranked slave of maximum abilities and hit
by their hit dice totals) points: AC 18; MV 6; HD 11+ 3;
OF COMMAND Umber hulks HP 93; PP 10; #AT 3; DMG
All neogi born slaves/prisoners 1d8+5/1d8+5/2d8+5; SA eye
The Free Neogi is in a The next neogi meal contact causes confusion as per
constant state of turmoil. First one All other prisoners spell at a range of 90’; SD dark
neogi vies for control, and then All other slaves vision 120’, tremorsense 60’; SZ
another. Whenever they are not L (8’ tall, 5’ wide); ML Fearless
bickering, they get a lot of work (20); Challenge 5 (1800 XP)
done, and they make a lot of
PERSONALITIES:
Griktha pilots his own Black
money. The fleet is controlled Widow, a humanoid neogi suit
only by one neogi. Currently, this Griktha (Enchanter 6) with spider-leg lancers at the back
position is filled by Griktha, a Neogi Merchant, Fleet Commander for piercing and grappling.
former trader from Krynnspace. Spinesnapper also can be mounted
He is known as the Fleet AL: NE HP:40 PP: 12
on his own monstrous Hulksuit
Commander. Griktha has been in AC:20 #AT:2
that can charge and wreak havoc
control of the Free Neogi DMG:1D6+3 into the battlefield using its claws,
Company for approximately six STR:12 INT:19 DEX: 15 mandible rams and confusing
months. CHA:16 WIS:14 CON: 10
Under the Fleet Commander, Griktha first came to light gaze.
the Squadron Warrants (there are when the Vodoni first threatened Oolph Clawstem
two of them) command the two the known spheres (see
Neogi Archmage / Squadron
different squadrons when the fleet Spelljammer adventure SJA4,
Warrant
is separated. On Squadron War- Under the Dark Fist). Griktha is
rant controls the ships that protect one of those beings who comes AL: NE HP:26 PP: 12
the investments on the moonlet, off as so slick, no one knows he’s AC:20 #AT:2 DMG:1D6+3
Olarius. The second Squadron lying through his teeth whenever STR:10 INT:18 DEX: 13
Warrant (who must answer to the he says anything, but no one can CHA:11 WIS:13 CON: 12
Fleet Commander, who travels figure out just which part of his
with this squadron) controls the speech is false and which is truth. Oolph is a widely known and
ships that consistently travel back (His amulet of nondetection also respected (i.e., feared) neogi in
and forth between Oerth and aids in this inability to determine wildspace. Working with the Free
Olarius. when he is lying.) He is a
Neogi for over five years, he was
After the Squadron Warrants, consummate manipulator, special- commissioned the Squadron
there are few official titles. The izing in fork-tongued diplomacy. Warrant over the ships that make
chain of command below lists He cannot be trusted nor can one the run from The Spectre’s
titles for all ranks, and their avoid hearing him out.
relative importance. (The ranking Though not a transmuter like moonlet to Oerth. His value truly
manifested itself when he created
below is identical to other neogi the rest of his companions, he has what the neogi now refer to as the
trading companies.) used his enchantment abilities to
Fleet Commander gain succession over the last Free Oolph Maneuver.
Neogi leader, and plans to This maneuver consisted of
Squadron Warrant
Ship Captain continue to use his spellcasting jettisoning less than 10 tons of
abilities to maintain his seat. materials in the path of the
Mage 1st Class 3rd+ level
Priest 1st Class 4th+ level He carries the following pursuer. As the Free Neogi fled
Fleet Commander’s umber hulk magical items: wand of paraly- (at spelljamming speed), their
slaves zation (45), staff +3, wand of fire pursuer followed (also at
Mage 2nd Class 1st -2nd level (60) , bracers of defense AC 6, spelljamming speed). The
cloak of protection +3, ring of material Oolph jettisoned collided
Priest 2nd Class 1st-3rd level
Squadron Warrant’s umber hulk protection +2, potion of gaseous with a pursuing Shou Lung
slaves form, brooch of shielding (45) and Dragonship. The extra damage
an amulet of nondetection. the maneuver caused was just
Captain’s umber hulk slaves
Prisoner currently manning the He is protected at all times by enough to destroy the enemy
lifejammer helm (no real power) Spinesnapper, an umber hulk craft.
As a transmuter/illusionist The encounters below are for the east coast of the largest
mage, Oolph has the following encounters with the Free Neogi of continent. It has an oriental
spells available to him Greyspace. Most other neogi culture. Known for its large
1st Level companies have almost the same vessels, Wa, unfortunately has
Enlarge x2 number of ship and suits as this very few crafts and suits. The
Featherfall x2 group. The DM should remember emperor believes that a few ships
2nd Level that these Deathspiders are with great power and strength are
Invisibility modified with an additional heavy far better than less-expensive
Levitate x2 weapon, and the Man-O-Wars and ships but can fall apart easier.
Misdirection Mindspiders each carry an extra This “larger is better”
3rd Level medium weapon. mentality has brought about some
Delude Squadron I: (this squadron is of the largest vessels created
Invisibility 10’ radius x3 25% at The Spectre, 50% in humans in wildspace. The
4th Level transit, 25% at Oerth) “Tsunami”, otherwise known as
Hallucinatory Terrain  2 Deathspiders (with 100 crew “the tide that crusheth the
Illusionary Wall members and slaves each) enemy”, is the Wa mothership.
Improved Invisibility  4 Mindspiders (with 40 crew Two hundred tons of finely-
Polymorph Other members and slaves each) carved wood is laminated to an
5th Level  1 Man-O-War (with 60 crew understructure of tempered iron
Advanced Illusion members and slaves each) and steel, creating a nightmarish
Leomund’s Secret Chest  48 Wreckboats (with 1-4 crew craft. Shaped like a long space-
Major Creation and slaves each) going centipede, the Tsunami
Teleport  15 Black Widows (with one quietly threads its course through
6th Level neogi pilot each) Realmspace, keeping in check the
Permanent Illusion  18 Hulksuits (with one umber Shou Lung and the Elven fleets.
hulk pilot each) The Wa space fleet continues
Oolph also has an amulet of to function in the role for it was
 36 Urchins (no pilots)
advanced arachnid control. He designed. Wa authorities were
Squadron II: (always located at
uses the amulet to force the neogi very concerned when they learned
The Spectre)
under his command to obey him. that their old counterpart, Shou
 1 Deathspider (with 100 crew
(With this magical item, a neogi Lung, possessed a fine space fleet.
members and slaves each)
must make a DC Intelligence This concern, however, did not
Check at -2 penalty or be  4 Mindspiders (with 40 crew compare to their paranoia when
members and slaves each)
magically compelled to obey his they discovered the Elven fleets.
command to the letter. If the  1 Man-O-War (with 60 crew Wa have fought many a battle
check is successful the neogi may members and slaves each) since its infancy, and they know
choose whether to obey him or  42 Wreckboats (with 1-4 crew the power of higher ground.
not. and slaves each) Knowing that their former
He is also protected by an  10 Black Widows (with one enemies had the higher ground
umber hulk slave, Rockborer: AC neogi pilot each) should a war ever break out again,
18; MV 6; HD 11+ 3; HP 55; PP  14 Hulksuits (with one umber the emperor decided to gain an
10; #AT 3; DMG 1d8+5/ hulk pilot each) even footing. With the help from
1d8+5/2d8+5; SA eye contact  24 Urchins (no pilots) the arcane (again), Wa developers
causes confusion as per spell at a Their total may vary created a ship that would move
range of 90’; SD dark vision 120’, depending on the number of with the strength of the eel and the
tremorsense 60’; SZ L (8’ tall, 5’ neogi, umber hulks, prisoners and dexterity of the leopard. Nearly
wide); ML Fearless (20); slaves at any time. one decade of trial and error
Challenge 5 (1800 XP). finally paid off when the 140-man
In suit combat, Oolph flies developmental team left the
around in a Black Widow. His
WA sanctuary of their retreat with the
umber hulk slave, Rockborer, has plans for both the Tsunami and
Wa is an island nation that is
a Hulksuit of his own. the Locust. (Later that same
part of Kara-Tur, a continent on
month, handbills with the
the planet Toril. It is located off
Emperor’s stamp sadly announced
the unfortunate deaths of the 140 weapons of the Kamisuits, a THE WA CHAIN OF
persons on the developmental tandem of great katana and
team. Their demise was attributed wakizashi are far deadlier in close
COMMAND
to a freak greek-fire explosion at combat and has been known to be
The Wa chain of command is
the docks of Akkaido.) able to cut an armored suit in half
a very structured entity. Everyone
At last count, Wa had the or slice open a pod in one swing.
has their definite positioning in
following ships in its space fleet, For every one Tsunami, a squad
the structure. At the top of the
either on the ground, in the air, or of 10-12 Kamisuits normally
organization is the Emperor
in space: 8 Tsunami and 160 comes with the ship acting as its
himself. He controls every facet
Locusts. Wa policy demands that escort and protector.
of the space fleet. Under him, a
at least half of the fleet (meaning The fleets take two-formonth
group of seven persons advise him
half of every type of ship Wa terms in space, and are sent back
and counsel him on fleet (and
owns) are in the air at one time. to Wa for an equal number of
space) occurrences. This council
Whether that means the ship is in months for groundling duties and
is considered the second tier of
space or in the atmosphere, is maintenance. These short terms of
the navy structure.
strictly a matter of interpretation. duty are designed to minimize
The Tribunal (the judicial
The rest of the ships are hidden in sailor fatigue and to maintain a
branch of the navy), the
cavernous hangars scattered sense of cohesion between the
Admiralty of the Navy, and
across the Tsukishima and sailors and their families.
Registrar Services are the third
Shinkoku islands. Wa has two known ports that
tier of command. The Registrar,
When Wa has its hands are open to spacefaring ships.
with no real power, consist s of
extended into space, they only Akkaido is located on the
accountants. This group of nearly
patrol two locations in space at southern coast of the Tsukishima
100 persons is responsible for
any one time. By splitting their island in the Sea of Patience.
paying the navy’s wages and
space fleet into two parts, they are Though not a major port by Wa
disbursing benefits to the disabled
able to patrol twice the area, and standards, it is the port most
and widowed. Under the
they do not overextend heavily used by the Wa space
Admiralty of the Navy are the
themselves too badly. At any one fleet By using a fairly obscure
captains, pilots and the rest of the
time, a Wa fleet consists of one or port, the emperor feels he can
navy. Kamisuit pilots mostly
two Tsunami and 20-40 Locusts easily keep his spacefaring ships a
consist of samurais, kensais,
(20 per Tsunami). Never leaving secret (but since he demands such
ninjas and other highly-trained
the vicinity of their planet Toril, extravagant ships like the
warriors of esteem. The list below
the Wa space fleet is always on Tsunami, he cannot keep it secret
shows the chain of command:
the alert for attacks on their for long.)
Captain
homeland, attacks on their water- Iiso is located on the
First Mate
sailing crafts, and confrontations southeastern coast of Tsukishima
Cleric/Medic/Priest 1st Class
with piratical spacefarers. island. A major Wa port, Iiso is
19th+ year
When the Shou Lung started connected to most of the other
Navigator/Helmsman 1st Class
to delve in manned armored suits, major cities on the island. All
10th+ year
their Dragonsuit, again Wa rushed spacefarers use this port when
Cleric/Medic/Priest 2nd Class
to develop their own version. trading with Wa. However , the
13th -18th year
Using the special Ki Helms emperor’s paranoia demands that
Navigator/Helmsman 2nd Class
utilized on their spelljamming every non-Wa citizen who docks
5th-9th year
ships, Wa patterned their at Iiso must not leave their ships.
Cleric/Medic/Priest 3rd Class 8th
humanoid suits with the armored All trespassers are warned once,
-12th year
samurai warrior in mind. What maybe twice, then slain. A
Kamisuit Pilot 1st Class 12th+
they lack in circuit cannons and contingent of 2 Monsters and
year
accelerators, the Wa suits dubbed several Defender groundling suits
Kamisuit Pilot 2nd Class 8th-11th
Kamisuits made up for lack of of oriental design are stationed at
year
large missile and ranged attack this port, ready to defend it
Weapons Sergeant 8th+ year
weapons with potent melee against aerial aggressors.
Rigging Sergeant 8th+ year
combat capabilities. Since their
Kamisuit Pilot 2nd Class 4th-7th
pilots are mostly schooled in the
year
way of the sword, the primary
Weapons Aimer 1st Class 4th- He has captained two separate War, when a Shou Lung spy
7th+ year Tsunami ships in his lucrative leaked information that drow were
Cleric/Medic/Priest 4th Class 4th four-year career. using the Man-O-War for
-7th year A man of few words, Akahu smuggling illegal goods to Wa.)
Weapons Loader1st Class 4th+ maintain a strict chain of
year command at all times. No one can Salmone Healsmith
Rigging Attendant 1st Class 4th- go over the head of his immediate 17th Level Priest of Eldath
7th year superiors without suffering 50
Cleric/Medic/Priest 5th Class 1st - lashes for insubordination, except AL: N HP:46 PP: 14
3rd year in rare occasions. Every rule of AC:13 #AT:n/a DMG:n/a
Navigator/Helmsman 3rd Class the Wa command is followed to STR:11 INT:17 DEX: 14
1st-4th year the letter, no matter how difficult CHA:13 WIS:16 CON: 12
Weapons Aimer 2nd Class 1st-3rd it makes life. Akahu believes that
year by only following the rules can Born in the Daleland’s town
Weapons Loader 2nd Class 1st- they survive the lawless void of of Scardale, Salmone quickly
3rd year space. And twice for battle became renowned for his abilities
Nutritionist / Quartermaster / excellence as a cleric for hire. His
Rigging Attendant 2nd Class 1st- Akahu is well-liked by those carelessness about the character of
3rd year under his command. Their his partners, however, soon
Requisition Attendant 1st Class respect and admiration gives his gained him a bad name. He soon
2nd+ Year fleet cohesion every military force became known as “Salmone-for-
Crewman 1st Class 2nd + year needs to properly function under anyone’s-hire”, and after a while
Requisition Attendant 2nd Class extreme pressure. he fell into financial ruin, working
1st Year He has been decorated thrice only when the evilly-inclined
Crewman 2nd Class 1st year for bravery and twice for battle came to him. After this cycle
excellence. In one battle in continued, he became a wanted
particular, The Selune Tear man in as many cities as his
PERSONALITIES: Elmonitae, Akahu and his fingers.
Tsunami battled six neogi To escape the haunting
Wa has several captains and
Mindspiders. The moonlet footfalls of mercenaries and
helmsmen that have attained
Elmonitae was a neogi stronghold, bounty hunters who were closing
distinction in Wa society.
and the Admiralty of Navy feared in on him, Salmon braved the
that the small asteroid was Endless Waste to reach a small
Daimyo Akahu Nagasa
housing captive Wa citizens. inlet town name Winterkeep.
17th Level Bushi
Akahu, then captaining the There, he met a fine daimyo
Tsunami Storm of Honor, flew to named Akahu Nagasa, who
AL: LN HP:78 PP: 12
the rescue. After nearly 28 captained the Tsunami
AC:17 #AT:2/1 DMG:1D8+1
straight hours of battle, the two battlejammer Storm of Honor. He
STR:15 INT:17 DEX: 17
Mindspiders and their suits that became a Cleric/Medic 2nd Class,
CHA:14 WIS:14 CON: 13
remained fled the area, leaving the a position he holds to this day on
Honor: 78
Storm of Honor to salvage the the good ship Sakura. (The ship
wreckage. was named after a famous scribe
The captain of the Tsunami
The Tsunami landed on who lived in the previous century.
ship, Sakura, a craft that carries
Elmonitae, and found nearly 100 The scribe was known for his
52 Locusts, Daimyo Nagasa is a
captives; 40 of whom were Wa insatiable curiosity.)
veteran of seven battles. His
citizens. The other 60 were of
scribes have detailed two attacks
elven descent., and Akahu Wo Han Do of Chozawa
from elven Man-O-Wars and one
personally delivered them to the 16th/14th Level Samurai/Ninja
battle with an Armada; the latter
elven Armada Wings of Glory.
disabling his craft’s ability to land
(This act created five years of AL: LN HP:78 PP: 14
for three months. The other four
peace between the elven fleet of AC:20 #AT:2/1 DMG:1d10+10
major battles were against
Realmspace and Wa, interrupted STR:19 INT:14 DEX: 17
various humanoid races.
only by the “accidental” CHA:15 WIS:18 CON: 15
destruction of an elven Man-O- Honor: 99
Wo Han Do is a legend in his AL: LN HP:64 PP: 15 life on the Tsunami is an easy
own right. He is well known for AC:24 #AT: 1 DMG:Wpn+8 one. He is comfortable in his
pulling stunts that no other captain STR:17 INT:12 DEX: 16 position. Lakara himself does not
would dare. Several month ago, CHA:13 WIS:17 CON: 14 fly a Kamisuit. He is better
he fought a neogi Deathspider. indulged in the ki-helm of the ship
During battle, he had the first Lakara of the Tree is a Master when fighting battles. Well into
mate and the Navigator 1st Class Monk, well noted for his mastery his 50’s, Lakara has considered
take over the Tsunami Hagure of the Serpentine martials arts. retirement, but it is doubtful the
Jima, while he took a Kamisuit. (The serpentine marital arts style navy will let him go that easily.
Flying through enemy fire and consists of: #AT 2/1, DMG 1-4,
armored suits, he landed on the AC 13, PA Hand; SM Movement FLEET STATISTICS:
neogi vessel. Using his ninja 1, 6; Throw 2; Vital 1, 2, 4;
skills, he overcame the ship’s Mental 1, 2, 3. He has The statistics below are for the
navigator and freed the prisoner in 3/1additional attacks and +3D +1 Wa space fleet in Realmspace, the
the lifejammer helm. damage bonus with his martial campaign setting for Toril of the
After threatening the life of, arts, and Movement 4 as class Forgotten Realms. Only in times
and subsequently gaining the bonus.) of war will the number of airborne
superiority over the neogi captain, Generally unknown to the ships increase beyond the 50%
Wo Han forced all neogi and public, Lakara is a very well- mark. This means that half of
their umber hulk slaves to known figure in the Wa navy. One Wa’s ships are always dry-
surrender. This selfless act of the few First Mates to also docked.
virtually saved many a member serve as Helmsman 1st Class, he Squadron I: (Located in hangars
of his crew. It also brought about is a highly desirable addition to across Tsukishima and Shinkoku
the arrest and conviction of seven any ship’s complement. Currently islands)
Wa persons, who were selling serving on the Taibohanto, it is  40 Tsunami (with 200 crews /
secrets to the neogi regarding said that he turned down a 400 crews in times of war)
places to land and locate position as captain twice. (if this  80 Locusts (with 2/3 crews
prisoners. (These arrests also is true, he is the only one to turn taken from Tsunami)
significantly lessened the number down such an honor even once.)
 48 Kamisuits (with one
of mysterious disappearances He claims he is better asset to samurai, kensai, or ninja pilot
reported in the mountains of Wa.) the navy’s performing as a each)
For his selfless act as a helmsman, as opposed to a Squadron II: (Airborne, whether
spacefaring captain, Wo Han was captain’s position. (As helmsman, this means the ships are in space
given a Wakizashi of Honor. For he gives the ki-helm on a or in the atmosphere is strictly a
his exceptional work in Tsunami 80 total ki points. These matter of interpretation.)
protecting the people of Wa, Wo points accounts for four Ship
 4 Tsunami (with 200 crews /
Han was awarded the Silver Star Rating (SR) points! In
400 crews in times of war)
of Excellence. He is one of thirty combination with seven other ki-
in Wa’s history to receive the endowed characters, they can  80 Locusts (with 2/3 crews
taken from Tsunami)
award, and he is the only one propel a Tsunami at incredible
currently living to possess it. speeds. Lakara’s single-handed  40 Kamisuits (with one
His Tsunami ship, the Hagure contribution to the ki-helm is samurai, kensai, or ninja pilot
Jima, was renamed the Silver Star extraordinary.) each)
in recognition of this award. The He shares First Mate duties on In addition, the Wa space fleet
Silver Star is now the ship most the Taibohanto with a kensai has a number of captured Shou
frequently requested by new named Tansai Ibhei. Together, she Lung Dragonships that are not
recruits and by those requesting and Lakara are responsible for part of the normal fleet, and the
transfers. Some even believe that assuring that the wishes of the Emperor can call on odd junks of
Wo Hand Do has honor captain are met with expediency. various sizes for fleet supply or
surpassed only by the Emperor As the helmsman, Lakara and the troop transportation if necessary.
himself! other 12 helmsmen’s duties are to  40 Junk ships (4 crew plus 16
assure the highest possible SR soldiers each
Lakara of the Tree when the captain demands it.  10-15 Dragonships (with 20
16th Level Monk Other than these duties, Lakara’s crews plus 25 crews each)

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