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)