packed up and moved to their new For every 3 additional tons, another as when it was abandoned. Gnomes,
home. Only then does construction crew member must be added to being gnomes, usually come up with
begin on the new base. aid with the forges. careful explanations that detail why
they wanted to go in the direction
After one month per 100 tons of For every 100 additional tons, the they are drifting anyway.
asteroid, the new citadel has suffi- forge can be expanded, increasing
cient space to support the new popu- the ship 's rating by 1. Th ere are gnomes who have gotten
lation. Then the old home is hold of operating forges in a citadel.
abandoned. Abandoned citadels are For every 30 tons, another heavy While spectacular when they are
often used by other spaceborne weapon can be added without in- working , these ships are often short-
races as lairs, much like the way that terfering with cargo and/or living lived due to the gnomish tendency to
hermit crabs appropriate the shells space. tinker.
of other organisms.
Gnomish Citadels : Gnomish cita- SPELLJAMMER
Former citadels are the homes of dels are to dwarven citadels what
pirates and monsters, who journey gnomish clippers are to normal Built By: Unknown
out into space looking for goods and ships-a bad satire. Abandoned Osed Primarily By: Unknown
meals. Given the size of the largest dwarven citadels are often taken over Tonnage: 1½ million
citadels, the multiple monsters and by gnomes, who simulate the effects tons (est)
groups can hold possession of parts of the forges with their various giz- Hull Points : 1½ million
of the ship, working with or against mos. In reality, their gizmos add noth- Crew : 1(?)/5,240(?)
each other. Since citadels are not al- ing to the final output of the system, Maneuver Class: B
ways stripped completely, they often causing the ship to drift as aimlessly
attract adventurers like a magnet.
Dwarven Citadel
If the citadel's population is suffi-
ciently large at the time of transfer,
more than one asteroid may be se-
lected . The ship's forges are split be-
tween the two new citadels, allowing
each side to pursue its own course.
Similarly, dying kingdoms, torn by
war or disease, may be swept up by
newer groups in larger citadels, leav-
ing abandoned ships that are not
fully exploited.
Other Configurations
Larger Citadels: The stats above
are for the smallest of the citadels
commonly found in fantasy space.
Ships of up to 700 tons can often be
found, with similar inc reases in crew,
weapons , and capacity of the forges.
Note that while a ship of 700 tons can
reach SR 7, such elaborate forges are
rare and difficult to maintain.
In general:
For every 1 additional ton , 1 hull
point and one additional human-
sized figure can be sustained on
the citadel.
Landing - Land : No mar and gossip. It is said that a single
man can pi lot the ship , that at the
Landing-Wat er : No Spelljammer's heart rests a device
like a crown of stars that allows the
Armo r Rating : 5 user to command the ship. It is said
the ship is the plaything of an elder
Saves As : 20th -level god, a toy sent out to sow discord in
the universe. Some say the Spell-
wizard jammer is a test set up by the gods of
good (alternately, by the gods of
Power Type: Unknown evil) , as something that may be at-
tained at some time by their faithful.
Ship 's Rating : 8
The Spelljammer has been sighted
Standa rd A rm amen t:(estimated) in many spheres and attempts have
been made to land on it. Often bat-
30 heavy catapults tles between conflicting factions
over possession of the Spelljammer
Crew: 5 each ensue when the ship appears in a sys-
tem. Reports of the Spelljammer 's de-
15 light catapults struct ion have surfaced several times
in myth , but it has always reappeared
SJ The gods fear men Crew: 1 each after a time. There may be multiple
and the other sentient Spelljammers, but no man has seen
beings, and built the 40 heavy ballistas more than one at the same time.
shells to keep them IN.
Another variant of #3, Crew: 4 each The Spelljammer's motive force is
changing the ratlonale. If a mystery. Nothing that big should
this was their purpose, 20 light ballistas be able to move tha t fast . Accounts
they seem to have failed of speed do not seem to consider the
miserably. Crew: 1 each level or abilities of its captain, which
breaks the rules for spelljamming.
6J The phloglston and 15 heavy jettisons The ship is an enigma .
the shells are naturally
occurring; the gods only Crew: 4 each The ship 's weaponry is believed to
moved In and set up have been accumulated over a period
shop. Someone or some- 20 bombards (rumored only) of centur ies as various legendary indi-
thing else built the viduals and nations have taken control
house, and the gods just Crew: 3 each of the Spelljammer. In one tale , the
arrived to move around ship was owned by the illithids. In an-
the furniture. Disliked by Cargo: Unlimited other story it was the site of the last
theologians because It conference of beho lders. In a third , it
implies that the Powers Keel Length : 1,575' was the death machine of the unhu-
That Be are no more than man nations. Yet each time it has reap-
Beam Length : 3,100 ' peared , unmanned and uncontrolled.
adventurous Interlopers
in their own right, play- Description In addition to the items listed , the
Spelljammer contains the debris of
Ing most of the less- The laws of reason break down half a hundred conquerors, in some
aro und the Spelljammer. It is the larg- cases t heir ships and helms , as wel l
powerful races as saps est self-powered ship in the universe , as their treasure . Wise (or short-
and sucl<ers with a load and has attracted a large body of sighted) adventurers · have often
of bunk about creating myth around itself. No one knows its landed on the Spelljammer to take
the universe. As with the or igin or its purpose. According to that which othe rs have brought
the sages, the re is no reason why the there, as opposed to trying to take
other theories, it cannot Spelljammer should exist. control of the ship.
be proved. Of course, there are larger things
than the Spelljammer in the many
spheres within known space . Aste-
roid bases are larger , but cannot
m ove under their own power or at-
tain the high ship's rating of the
Spelljammer. There are living things ,
such as ce lestial dragons , that aspire
to the size of this ship. There are even
ru m ors of creatures greater than the
d ragon that move through the phlo-
giston. Sti ll , the Spel{jammer dwarfs
any of these things, since it is obvi -
ously a made thing. It's made up of
both organ ic and inert material, and
its towers and citadels were fash-
io ned by some being's hands.
The Spelljammer legend grows
w ith each pass ing year, fueled by ru-
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The Spelljammer is rumored to be Minor Helms Modifiers:
filled with a variety of monsters and %Roll Level of SR Ship is at least 20 tons:
creations. Whether these creatures Helmsman Raise helmsman's level by 1
are natives to the ship or denizens
01-07 l 1 Ship is at least 60 tons:
from other land s taken by the ship is
08-14 2 1 Raise helmsman's level by 2
unknown .
15-2 1 3 1
Random Spelljammer Helms 22-28 4 1 Ship is elven naval vessel:
29-35 5 l Raise helmsman 's level by 1
Many of the ships of space are 36 -42 6 2 Ship is tradesman:
powered by either major or minor 43-48 7 2 Lower helmsman 's level by l
spelljammer helms. The question of 49-54 8 2
which helm is being used is impor- 55-60 9 3 The level of the spe lljamming wiz-
tant to the adventurers , both in deter - 61-65 10 3 ard or priest cannot be raised above
mining how powerful their enemy is 66-70 11 3 20 or lowered below 1. Racial restric-
and what the chance is that they can 71-74 12 4 tions apply to particular ships and
"lift" the helm after an encounte r. 75-78 13 4 spelljamming wizards.
When a "major or minor helm" is 79-83 14 4
noted in the description of a ship, use 84-88 15
this table to determine which type of 89-92 16 5 Special Cases
helm the ship has. Roll 1d10: 93.95 17
96-97 18 5 Gnomish Helms: Roll for the level
Die Roll Result 98-99 19 5 of the user (for those that work) as a
20 6 minor helm .
1-7 Minor Helm 00 6
8-9 Major Helm 6 Crown of Stars: Roll for spell-
0 Other , roll again: Major Helms
jammer as a minor helm, but allow
the user full mobility on the ship .
1-2 Gnomish Helm Level of Furnaces: These devices have an
3 Crown of Slars
4-8 Furnace %Roll Helmsman SR SR of 2, which may be boosted to 3
01-07 1 1 under certain circumstances.
9 Artifurnace 08-14 2 1 Artifurnaces: Have an SR of 5, but
0 Lifejammer 15-21 3 1 come eq uipped with powerful and
22-28 4 2 dangerous magical artifacts . Given
If a major or minor helm is called 29-35 5 2 that there are a huge number of
for roll for the level of the spellcaste r 36-42 6 3 gods, wizards, extraplanar beings,
using the helm. The level of the spell - 43 -48 7 3 and heroes in the many worlds , the
jamming mage or cleric determines 49 -54 8 4 fact that the groundlings are not hip
how fast the ship can move tactically. 55-60 9 4 deep in artifacts may be ascribed to
61-65 10 5 the fact that someone has come up
The DM should always use his own
judgment with these rolls: a heavy el- 66 -70 11 5 with a use for them-artifurnaces.
ven armada will not be helmed (usu- 71-74 12
ally) by a 1st-level mage , nor will a 75-78 13 6 Lifejammers : SR is based on the
clunker tradesman be helmed by a 79 -83 6 hit dice of the victim.
14 7
20th-level evil high priest. Roll ldlO: 84 -88 15 7
Roll Type of helmsman 89-92 16 8
93.95 17 8
1-6 Wizard (or subcla ss) 96-97 18 9
7-10 Priest (or subclass) 98-99 19 9
00 20 10
Major and Life in Space prevalent. There are still princes and
Minor Races peasantry, but the interaction be-
In addition to the new c reatures tween the two is more relaxed.
There is a false division listed in this book , man y creatures
of sentient races when it common to th e Known Worlds are It should be noted that while only
comes to space travel. found in space . This section refer s to an organized human state can put a
Races are sometimes re- the variou s civilizations , organiza - strong presence into space , it is
ferred to as "major" or tions, and races which have gone off . those with a more adaptable social
"minor." The difference ls world. system that survive best there . This
unimportant, but reflects may explain why many organized na•
the nature of many The size of space defeats many an tions such as Cormyr , Kozakura , and
spacegolng races, such empire builder in that there is a lot to Furyondy do not have an organized
that even sages refer to control in a multiplanet empire. space presence .
races by major and minor While there are worlds ruled by a sin ·
status. gle authority , most worlds are a com - This is not to say that adventurers
bination of states and quasi -state s. from these lands do not reach into
A major spacefaring The situation in space is similar- space. Many of the humankind in
race is one which has a many rulers over a shifting terrain of space are adventurers or descen-
definite presence in space space. Who rules a particular chunk dants of adventurers. Once taken
in the form of bases and/ of space often depends on whose from their homeworlds, most of
or colonies, a large popu- flags are flying from the masts of the these adventurers find spaceborn life
lation in space, has the ships you encounter. to their liking , and do not return.
use of a spelljamming Those who do return add more tales
helm or similar device for Humans to their own legendary status . Most
rapid travel among the of the groundling populace if aware
stars. and has designed As on many of the worlds of the of life in space to begin with , con-
ships for its race. Races SPELLJAMMER ™ universe, the hu - sider it something far removed from
and species which have man population is the most numer - their lives, like the nature of the myr -
not done so are lumped ous in space . Some attribute this to iad planes of existence. Stuff for
together as "minor their rapid reproductive rate , other-s sages and adventurers , of course, but
races:· to their superior intelligence , others rarely something that has effect on
still to their adaptability with new their everyday life.
Major races in the magics, and still others to the fact
Known Spheres Include that they have the larger number of There are exceptions where
humans, mind flayers, be- diverse gods rooting for them and groundling and space voyager come
holders. dwarves, elves, helping them . Whatever the situa - into contact and conflict directly.
and neogi. Minor races tion , the humans are the dominant Crashes are all too common in
species on most worlds , and the known space , and new adventurers
most populous species in space. In will often gain their first spelljam-
space , humanity is not a majority ming helm from the wreckage of
species -there is no species with a some ancient disaster , now buried by
clear majority save in selective the sands of some great desert.
areas-but it is the most numerous There are more social contacts as
of the hodge-podge of various races well. In the city of Waterdeep in the
that exist in the SPELLJAMMER uni - Realms, there is a record of a mer•
verse. chant in a flying ship landing in the
harbor and offering smoke powder at
Ninety percent of the humans in a reasonable price. The sudden deto-
space are free agents , operating for nation of that powder in the harbor
no master or for a temporary master ended the transaction and the ship,
on a particular job. In a change from though the helm survived and was re-
the feudal attitudes of many ground - turned by the sea elves of the harbor
ling nations, the chain of command to its rightful owner . An investigation
is much looser and the caste system by Lord Khelben and the Lords of
of peasant to gentleman to noble less Waterdeep found no foul play in-
M
valved in the accidental detonation , Faith: Polygot, pantheistic , and well trained in space, not to avoid
but since then , no one has tried bulk Ptah are all major faiths among hu - persecution from other faiths, but
importing of smoke powder into the mans, and many follow the sect and from challenges from other mem -
Realms. its directives. Polygots and panthe- bers of his own.
ists tend to be relatively open toward
ln space, humans settle in com - the attitudes of rival religions, al- Military Brotherhoods: Many war-
munities ranging from lone hermit- though you will see small holy wars riors, and some rogues and wi zards
ages to huge asteroid cities. These erupt from two related pantheistic as well , owe their fealty to a military
cities are usually the remains of a faiths on matters of the sect. In gen - brotherhood , an organization of sim-
dwarven citadel or radiant dragon eral, the local pantheistic or polygot ilarly minded and aligned individuals
lair, but the humans tend to build up church sets the rules for its region of dedicated to a particular cause.
along the surface, in the manner of space. Some military brotherhoods aspi re
their groundling ancestors . The ac- toward paladinhood and number pal -
cessibility of the human civilizations Followers of Ptah tend to be a little adins among their ranks , while oth-
to other races make these communal more pressing. In their grey robes ers are little more than mercenary
cities a center of activity for many trimmed with scarlet they are found units for hire by the hi ghest bidder.
races. throughout the SPELLJAMMER™ Several of the main military broth er-
universe preaching the superiority of hoods are:
Humans , then , given their num - their god. Despite the fact that Ptah
bers and their willingness to deal originates from an "E gyptian" my - The Company of the Chalice: Pri-
with other races , provide the com- thes , most of its followers in space marily lawful and good in organiza -
mon ground in space. It is in their are spaceborne and tend to look tion, they are ruled by a Grand
warrens where an adventurer will of- down on groundlings as well. They Knight appointed by the member -
ten find other races, major and mi- are fanatical in their zeal to convert ship. This Grand Knight is always a
nor , hanging about , looking to people to the way of Ptah , and use as paladin , and charged with organizing
advance their own ends. an argument that his clerical spells and leading attacks against the evil
work in all the spheres. Ptah priests infidel wherever he may be found.
An example of such a human tend to equate Ptah with whatever The evil infidel may be determined
settlement is the Rock of Bral , an as- ruling god they happen to encounter by the Grand Knight , but excesses
teroid citadel under the nominal rul- to show that Ptah is the true ruler of may be corrected by the Grand
ership of a prince. In reality , the the pantheon; Odin is considered by Knights of other spheres. The cur-
loyalty of the people of the Rock them to be an avatar or disguise of rent vogue in evil infidels ar e the
goes to the individual who can offer Ptah, as are Zeus and Ao . This is usu - neogi , who hate the Company and
protection , safety, and regular ally news (and disturbing news at will torture and slay members that
meals . that) to local followers of these gods, they find, as well as offer hefty re-
such that Ptah worshippers are not wards for the local Grand Knight.
On a smaller scale than the aste - well loved. The symbol of the Company is a
roid cities, there are the human golden chalice.
ships. These crews vary from place to The followers of the Path and the
place, but form the same sort of fam - Way have a different problem. Since The Pragmati c Order of Thought:
ily and organization . Some crews are they profess a central universal idea Called " the Pots " by it s detra cto rs,
put together for a single voyage , but encourage originality in making this is a loose organization of good-
while others operate over long peri- that idea a reality, there are a number neutral and good -chaotic individual s
ods of time , their crew members of smaller schools of thought, all pro- founded on the idea that all m en de-
forming their own community. fessing to have a different idea of the serve liberty of thought and freedom,
path to the truth. Among the ground- that slavery is an abomination , and
Of the ten percent of spaceborne ling nations , these smaller schools that travel and trad e should be unre-
humans who do have a particular al - have small geographical territories stricted . Hampered by the fact they
legiance , their lords are often more where they impose their thinking. In are disorganized , they no r mally run
ideas and ideals than individuals. space , there is a constant (and often safe houses and hostels in major cit-
Even given the quickness of space violent) debate between contesting ies and help in escape attempt s.
travel , the idea of loyalty to some dis- schools, which at times can be com- Their symbol is a torch held aloft.
tant emperor or general quickly pared with the beholder civil wars. A
breaks down . Among the factions follower of the Path and the Way is The Long Fang s: A military broth -
currently common in The Known recommended to be well armed and erhood dedicated to destruction and
Spheres are: chaos, it gath ers mercenary units for
include halflings, gift, evil masters. Its hiring policies and knightly fashion. The Tenth Pit re-
centaurs, kender, giants, quality of troops are erratic, and may quires a program of training, usually
and dragons. include undead and other monsters. ending in a battle to the death with a
Rulership is by the strongest, such creature or fellow knight of equal ar-
Ores and their kindred that there are often internal battles mor class and double hit points. The
were once a major race between Long Fang members for do- Trading Company requires the abil-
but with the virtual elimi- minion. Lordship of the Long Fangs ity to write one's name on a list.
nation of their navies are usually extends to only those individ-
now considered a minor uals within the swing of a club. The advantages of a military
race. brotherhood are several. Most mili-
The Tenth Pit: This group is small tary brothers recognize the symbol
Gnomes are generally but very well organized and danger- of their brotherhood and will act to
considered a minor race ous. It turns away most of its petition- help fellow members . Similarly, a
despite the fact that they ers, taking only those with the most member is obligated to aid another
have space travel be- talent and the blackest hearts . The member (or as the Long Fangs say-
cause the majority of the organization's stated goal is to ex- If you stab a fellow member in the
race would never have tend order into the spheres and pro - back , make sure there are no clues
reached the stars with - vide guaranteed safety between left behind) . Military orders have out-
out the tinker gnomes, them, but the unstated follow-up is posts (overt or hidden) on many aste -
and even at that, gnom - that the Tenth Pit will be set in roid cities and other locations . Here a
ish helms are a question - charge. There are stories of Tenth Pit character may rest at moderate cost
able lot at best. agents working among evil ground- and be fed , and depending on the sit-
ling organizations such as the Dra- uation , charter the services of other
The arcane are consid - conians of Krynn and the Zhentarim, members or a ship. Similarly , a mem-
ered a major race since and their dealings with powerful ex- ber of a military order may suddenly
they supply so many oth- tradimensional beings of lawful and find himself confronted by a Grand
ers with spelljamming evil alignment. Their symbol is an X, Knight with a mission to be carried
a groundling symbol for 10. out. Such missions can be refused,
helms and have done so but usually at the cost of member-
for as long as memory The Trading Company: What the ship (and occasionally one's life).
serves. They do not have Trading Company trades is man-
any known colonies In power and weapons to those who Military brotherhoods number a
space fa usual require- need it. Staunchly neutral, except for few hundred or thousand per sphere,
ment), but no one ques- refusing to supply men to both sides and can usually manage a dozen
tions their status. of a conflict , the Trading Company hulls per sphere. The strength de-
commonly organizes expeditions to pends on the powers, and whether
wars and other hot spots to open ne- the order is recognized or hunted by
gotiations. Trading Company merce- local officials.
naries are common in space, and
some are found in groundling wars , Schools of Magic: These are not
where they are legendary as "so l- organizations in the same sense as
diers from strange far-off lands with military brotherhoods and clerical
odd accents and powerful weapons. " faiths , but rather loose gatherings of
The Trading Company takes all those mages who follow the same general
who are interested , and trusts that types of magic . Their followings
the daily deaths of war will weed out transcend alignment, since magic is
the undesirable and the unworthy . a constant throughout the spheres: A
Their symbol is an infinity sign conjuration spell in one is a conjura-
within a crystal sphere. tion spell in another.
Admittance to a military brother - Schools of magic are a training
hood varies with the location and the ground for specialist wizards, and
organization. The Company of the there are rarely more than one or two
Chalice is heavy on pomp and cir- per city. In some large metropolises
cumstance and charges to action in a of space, the various schools have
banded together to form a university,
M
which promotes studies of all the weight in another sphere. At best, a prove himself up to the legendary
magics. These organizations are sup- messenger may be dispatched to status of his predecessors , which of-
ported by donations from estab- confirm one 's identity if the two gal- ten becomes more impressive with
1ished wizards and sometimes leries are friendly, but more often each telling .
taxation on magic , and are powerful than not the newcomer is viewed as
enough to buy hulls and helms and an outsider and potential spy. By Trading Companies: There are a
send explorers out looking for new common law, a thief may always find large number of trading organiza -
items and magic spells . safe haven at a gallery , but no law tions in space, ranging from a sing le
precludes that gallery turning him in tradesman to a large caster with a
Wizards of the same school are as soon as he steps outside. fleet of well-furnished ships and war-
obliged to be courteous , though they ships to protect themselves . Ninety
may test, needle , wheedle and deal Rogues' galleries vary in power ac- percent of tradesmen are indepen-
within that limit as they see fit . There cording to their location, and vary in dents , free traders peddling a variety
is little competition between the their membership as well. Those in of wares from planet to planet. Ex-
schools , as opposed to that within illithid-heavy areas will have mind ceptionally large trading companies
the schools of the Path and the Way. flayer members, while those operat - include:
ing in dracon -populated spheres will
The schools live for knowledge , in have those dragonish centaurs as The Smith ' Coster-Specializing
particular magical knowledge . Each guards. The most powerful galleries
school among the myriad worlds is can fund their own expeditions to re- in weapons and armor , in particular
researching space-related spells , the cover magic and artifacts, and in weapons not available in the area
most common of which are noted in their ships prefer furnaces and arti- due to low technology or scarcity. It
furnaces over trusting wizards and was a representative of the Smiths'
the Concordance. They are also seek- priests to run their ships. Coster who attempted to bring gun-
powder to Waterdeep.
ing a method of creating helms with- The symbols of the various rogues '
out the aid of the arcane. While the galleries are as different as the vari- Cleuar's Gimcracks & Sundries-
arcane do not approve of this idea, ous adventuring companies.
they have yet to take any overt steps Specia Iizi ng in the odd , bizarre , and
against it. Adventuring Companies: One small package trade (meaning smug-
groundling custom that translates gling), Clevar 's is noted for hiring ad-
Rogues' Galleries: Even more well into spacial terms is the idea of venturing companies for particular
loose than the schools of magic is the the adventuring company. These jobs. They pay well , but according to
organization of the galleries, the companies are more plastic in their those who have gone on such mis-
chief organization s of bards and membership than any of the orders, sions, get their money 's worth for th e
thieves . Set up hundreds of years ago faiths, schools, and galleries, and in - danger they attract.
by enterprising adventurers, and clude members of all classes and
supported now and again by new alignments. Many who claim to be Gaspar Reclamations- A young
blood, these galleries were intended free men still honor the commit-
to function as interplanetary thieves' ments of an old group of fellow ad- organization led by an immensely fat
guilds, where things could be or- venturers. An adventuring company mage named Gaspar, it specializes in
dered and sold with few damning is usually never larger than a single the location and reco very of magical
questions. group or ship, and its membership items and artifacts. Gaspar often
varies according to the situation and works with the schools of magic on
The result is that the rogues' gal- deaths in the group. commision work , and interesting
lery is a miniature clearing house of discoveries are turned over to them ,
local thievery in a small area, such as Adventuring companies have the in exchange for a finder's fee.
a single planet or chunk of space. advantage of creating their own
The gallery masters (similar to the tales around themselves and attain- The Sindialh Lin e- A trading
masters of a thieves ' guild) are pos- ing legendary status. Groups known
sessive about their territory, the men for their ability are The Band of group that specializes in transporta -
they control directly , and the loot Seven Thieves , The Starhunters, tion and boats for hir e. Adventurers
they bring in . As a result, they do not and The Lost . The difficulty in being without a ship may find the Sindiath
trust one another very much , and a member of a legendary band , or Line useful , either as passengers or
this distrust precludes cooperation. taking the name of such a band, is as crewmen. Their flag is a gold Son
that the adventurer will have to a white field.
Being a member of a rogues' gal-
lery in one sphere carries very little Chainmen-As the nam e indi -
cates, this is a human slavers ' organi-
zation , operating among evil nations
both on the ground and in space. If
The big difference be- you want to "lose" a defeated enemy, A rival organization is the Xenos,
tween major and minor you can sell him to the Chainmen . who are made up entirely of humans
races is generally brag- Within a month the victim will be with a rabid hatred of the other races
ging rights and the dis- toiling for some foreign prince who of space. The liberal Xenos believe
tinction of classification. asks no questions, or on a com- that the other races of space should
pletely different world. The Chain- be enslaved, while the more tradi-
The fact that some Sem- men Traders are hated and feared in tionalist members believe that com -
turn; however, they do not take plete eradication is called for.
bian farmer who finds a slaves where they dock (otherwise
helm in his field can be the local authorities would be on The number of Xenos is unknown,
them like a cheap suit of armor). in part because they remain mostly
considered a member of a underground in quasi-humanoid so-
Other Groups: Two other human cieties. Their active numbers are
major race and a gift mer- groups should be mentioned, as they small, but they enjoy the tacit sup-
cenary who has fought often work against each other in their port of many humans who have had
in seven separate spheres machinations. They do not appeal to their fill of drunken dwarves, aloof
a particular character type , but in- elves , and temperamental behold-
is a minor race is an indi- stead operate on higher (or lower) ers. Finding an active Xena is easy,
ideals: The Seekers and the Xenos. but imprisoning one is difficult-
cation of the inequity of they have a habit of escaping when
the labeling. The Seekers are a group dedicated under human guards.
to knowledge, and want to stay on
For the most part, the good terms with sages both in space The Xenos act to sabotage and de -
labeling is used by major and on the ground. They look for an- stroy nonhuman works and ideals.
races to tallc down to mi - swers to questions such as what is This may range from demolishing
nor races and by minor the home planet of the giff, how the the forge of a dwarven vessel to put•
races as a reminder that arcane fill their orders so quickly, ting two warring beholder factions
they are still unique in a and why crystal shells are spherical. on each other in hopes they wipe
Often these arguments bog down each other out. To further their ends
new world fa centaur ap- due to lack of evidence, but the Seek - they put out false, misleading, or
ers look to adventurers to gather in- slanted information, which is how
pearing In a bar in the as- teresting information, which they they become the enemies of the
teroids still can stop then make available to sages and Seekers. The Xenos muddy the wa-
conversation, while an seers seeking advice. ters to the degree that no truth can
elf won't/. be seen, and think nothing of de-
The Seekers are said to have their stroying artifacts and rewriting histo-
own secret, a planet or shell filled ries to fit their own purposes. To a
with the knowledge they have gath- Xena, the elves did not suddenly dis-
ered. The Seekers admit or deny the appear from the Realms for a home
existence of this world, called Com- in the west-they called down the
pendium, depending on the situa- gods in the Time of Troubles and
tion, but none have found it yet. then got out when they realized they
had endangered themselves. Such
The Seekers will deal with most foolish lying is the heart of Xeno
sentient races, provided that these thought-if you lie loudly enough
sentients deal with each other fairly. and often enough, it will taint the
They have no dealing with the neogi, truth.
for example, but will work with be-
holders, illithids, and humanoid Diehard Xenos are often pirates
races to gather information. with purely human crews and spell-
jamming helms stolen from another
The symbol of the Seekers is an race (being unwilling to deal with the
eye with a sword behind it, and they arcane). They are chaotic reavers
are known in more feudal spheres as and will gladly turn traitor to an ally if
the Company of the Orb and Sword. he shows weakness to nonhuman
life. Xenos tend to be armed and The Council of Admirals recog- best link, and serves them well in
armored to the teeth , which is not nizes the sovereignty of the various dealing with other like-minded elven
surprising, given their approach to elven kings, queens, and princes lit- leaders. Usually within a groundling
life. tering half a hundred planets within kingdom there is an elven diplomat
their patrol area. An order from _o_ne charged with space dealings , though
The Elven Armadas of these heads is enough to mobilize he will often carry the title of court
elven naval forces . Balancing this is astrologer as well.
Elven life in space is much more the council's knowledge of the area
mobile and organized than human and the dangers of interfering overly The elven fleets com e to the aid of
settlements. The elves of space con - in groundling politics. As long as the the larger nations and exp ect those
sider themselves to be the link be- orders are of the type that show self . nations to in turn aid the small er,
tween the scattered elven groundling defense , they are passed through; scattered tribes of elvendom. A local
settlements across the spheres . They otherwise, the fleets are strangely outpost of elves has likely never
take an active attitude toward large wrapped up in other matters and the heard of the Imperial Fleets and
elven nations, and a paternal attitude orders lost. The elven ru lers on the could not care less. The elven fleet s
toward those smaller tribes that are ground have learned not to depend make an important part of keeping
scattered in densely populated hu• overly on the Imperial Fleets. their contact with the groundlings
man continents. The Elven Imperial (especially human groundling s) to a
Navy regularly makes contact at The fleets have acted across the minimum . They are particularly in -
Evermeet , in the Realms , and , before terested in keeping elven magical
its destruction, also landed in the na- board against multi-sphere menaces abilities such as spelljamming
tion of Silvanesti on Krynn. The helms , out of non-elven hands , and
ideas and techniques shared by the that they have deemed dangerous to will destroy an elven ship rather than
space elves may have helped both see it taken over by non- elves.
those nations in their defenses and elvenkind . The last such war was in
protection from encroaching human Due to their triumph s in th e Unhu-
and nonhuman invaders . the lifetime of the eldest of the Coun- man War and their powerful fleets ,
the elves of space tend to be a little
The heart of this linkage between cil of Admira ls, the Unhuman War. In pushy and presumptuous in dealing
disparate elves is the elven fleet , an with others. Humans and the other
uncountable multitude of ships, it , a massed group of elven armadas, races are short-lived and unable to
ranging from the huge armada take the long , protective view that
through the men-o-war to the small, men-o-war, and pyrotechnic elves are capable of . Whil e not the
personal flitters. W ith them the elves "Guardsmen of the Spher es," elv en
maintain regular contact (year ly or firewind-modified flitters destroyed forces have a tendency to stick their
so) with the major elven capitals on noses in areas where they are neith er
the ground and in space. half the existing orcish and nonhu- wanted or needed. Dir ecting them
(politely) to mind their own busin ess
The elven fleets are highly orga - man fleets in the Known Worlds , and may result in an apology and with-
nized , with the full rulership of the drawal , or in a sky full of men-o -war.
fleet controlled by the Council of Ad - dispersed the remainder to be
mirals , headed by a Grand Admir~I. Elven communications are miser -
These august leaders , elders even in hunted down later . The largest battle able in spac e; som e elven ship s dis-
elven years, rule from a hidden base appear every year without anyon e
called Lionheart whose location is occurred near Kule in the Greyspace noticing . The elves are willing to sus-
secret and is changed every few tain a certain number of such los ses
years to avoid surprise attacks. system , where over 100 elven ships in standard patrolling , and write off
such ships as " overdue " as opposed
Loca l fleets within spheres are un- crushed a 50 -ship orcish fleet , but to being lost.
der the control of admirals, though if
the number of elven ships is low the rout was repeated in every known The space elves maintain the ir
(there are no elves nat~rally in t~e ships well , and according to th e regu-
system), a single s~ip ':"'1tha c~ptain sphere. lations handed down by th e Council
will suffice to maintain the elven of Admirals. In general, th e Council
presence " in a system. The events leading up to the Unhu - will punish lightly those who flaunt
man War were typically elvish-long- their rules and succeed , but woe to
winded debates of several human
lifetimes , culminating in a single de-
cision that, once made, was irrevoca-
ble. Currently the elven admirals are
supposedly debating the danger of
the neogi to elven nations. That de-
bate is as yet unresolved.
That the elven nations use their
spaceborne fleets in a coordinated
link with other elven nations on other
planets is unsurprising. Unlike hu-
mans , the elves' grasp of higher
levels of magic , including plane-
crossing techniques , is tenuous at
best. As a result , space travel is their
The Adventurer the individual who disobeys their treated as junior partners in the elven
Who Fell to Earth strict commandments about weap- rulership of the stars.
ons, crews, and inspections and then
One of the most often fails in a mission . There is one final group that
pointed-at "glitches" of makes up elven society in space: the
the AD&D · rules is the The elven Imperial Fleet maintains exiles. Not all elves agree with the
fact that a high-level an embassy in most human settle- beneficent, fatherly (or motherly) im-
fighter loaded with hit ments , which is a hub of elven activi- age put forward by the Grand Admi-
points can pitch himself ties and a settling house for ral and her staff. These elves use old
off a mountainside, ab- complaints by or against elves. As navy gear, trim it back , reinstall the
sorb the damage, and with most bureaucracies, the embas- helms, and seek to bring their own
walk Into battle from sies tend to be inefficient, a matter brand of reason to the spheres. Often
there. With the possibil- made worse by the fact that most el- the regular navy is fighting alongside
ity of characters falling ven bureaucrats consider humans to these exiles, who are more active in
from much farther In be a waste of time. their involvement with other races.
space (llke many, many Equally often they are capturing
miles up), this becomes The elves do maintain bases in their officers and trying them for
even more humorous. space apart from humans. These are crimes against the Imp erial Navy.
usually old armada-style ships linked
Of course, this Is fan- together and permitted to overgrow Dwarves
into a thick protective battlement.
tasy, and such things can The ships are pulled into a circular The dwarven communities of
shape, such that they retain their space are much more separate than
happen. gravity planes , and appear as a ring the monolithic elven nations , but no
of butterflies linked at the wings. The less powerful or widespread . While
There are two dangers living ships of the elves are planted, the elves regard them selves (regard -
to a character making an and the crops provide both food and less of the truth of the matter) as a
involuntary reentry into air for the sett lement. Such " rings " single nation, each dwarven citadel
an atmosphere. First is are usually kept hidden from hu - is a nation of its own, with its own
heat. For every round of mans and serve as bases of large el- king , princes , and nobles . The mas•
uncontrolled falling after ven activities. One of the largest ter of a dwarven community , whether
maximum damage (20d6) rings is called Lionheart , and is the it can move or not, is called "the king
has been reached, the base for the Council of Admirals. within the mountain ," and his court
character takes 1-4 points "the shining council. "
of heat damage. This All types of elves and subraces are
number doubles each found in space with a few notable ex• The smallest of these dwarven na-
turn, such that at the end ceptions: The drow and the sea elves.
of the third turn, the The drow have long stayed out of tions are the citadel ships, powered
character Is taking 4d4 space since they, with the aid of evil
extradimensional partners , are capa- by the creativity-tapping forges ,
ble of bridging dimensions more eas-
ily , and because they , like the mind which ply the skyways. The dwarves
flayers , do not care for the light.
There have been sightings of a sup- devour their own ships in building
posed drow ship in several areas,
though it is unknown if it is truly dark and carving and then, once they have
elf in origin.
no more space for art or no more
The sea elves, on the other hand,
have a physical limitation (water- riches to be tapped, they are aban-
breathing) that keeps them out of
space, though the re is no reason why doned, their forges quenched and
an envelope could not be filled with
water instead of air. The various sea moved to a new ship.
elves seem to have little interest in
modern magics, and as such are The larger nations are unmoving
asteroids that tumble around the
suns and planets. The dwarves hunt
out earth-type planetoids as bases
and set up colonies. Dwarven cita -
dels whose populations have grown
too large may move into an asteroid
as opposed to creating another cita-
del immediately, Part of the asteroid
M
is carved away to form a new citadel , thriving, but a huge number of space , and their descendants bene-
and the forges placed within , so that empty and abandoned citadels and fited from the escape from the large
some of the population may move bases have been drifting through planets. These lizard men were
on , should they so desire. space, later to be used as lairs of smarter, faster , and more adaptable
monsters and bases of humans. than their slave parents. Some think
Dwarven life within the asteroids is this was a response to their enslave-
similar to that of dwarven life on The elves say that the dwarves are ment , but the lizard men believe that
most planets: an underground exist- doing as well as they are because of it was due to their new ex istence in
ence with much mining, crafting, the elven Imperial Fleet and th e Un- space , and the close passes to the
and other activities, broken by feasts human War. The dwarves will deny various suns .
and celebrations. The dwarven cita- this stoutly as elven propaganda, but
dels are lit within by a pale, luminous the fact remains that groundling There is some truth in this idea , in
moss which also provides most of the dwarves are on the decline while that lizard men who developed on
air found within an asteroid base. space dwarves , relatively secure in planets closer to the sun (in a typical
The moss grows everywhere, and of- fortress-homes, are safe. system) were marginally smarter
ten conceals carvings or secret doors than the ones farther away, but the
installed by previous generations. A fair number of dwarves mix with difference was found more in their
men and are found in human cities. ability to plan ambushes and use
The dwarves of a citadel or aste - They serve as artisans, weapon- swords than in heavy thinking. The
roid consider all other dwarves their smiths, and craftsmen, and some be- spaceborn lizard men gained levels
relatives, and will go to great pains to come adventurers before settling of both civilization and communica-
establish a genealogical relation- down to life "with in the mountain. " tion unmatched by their groundling
ship , however faint. This is reflected cousins .
in a strong sense of personal honor A myth among the dwarves is the
among the people , such that an at- dwarven homeworld, a concept miss- The lizard man society in space is
tack against one dwarf is seen as an ing in elven and human tales (the founded on the principle of bringing
attack on all dwarves. The dwarven elves feel the concept is unnecessary , more intelligent lizard men into the
leaders can be worked into a fury by the humans consider whatever world world. They have incubator ships
tales of atrocities against dwarves, they are on as their homeworld). The whose purpose is to bring the eggs
and many a careless bard has set off dwarven home is a wonderful planet close to the sun. The neogi have on a
a dwarven jihad by elaborating too of huge mountains bored by great number of occasions captured these
greatly on his tales. tunnels and filled with ornate, won - ships for a new generation of slaves,
drous sculptures the size of dwarven so now the lizard men go armed.
The dwarves are on cordial , if long- citadels. Attempts to recreate this
distance, terms with their ground ling fantasy have often been made on Intelligent lizard men are still
cousins. Most of their communica- other worlds , but the legend persists. short -tempered and emotional-
tion is with adventuring dwarves who Races new to space, such as the giff their newfound status is still rela-
pass to and from the planetary sur- and the dracon, have homeworld tively recent. They use human ships,
faces with other adventurers in non- tales, but the dwarven legend has modified for their own use , to travel
dwarven ships. A dwarven citadel been maintained for as long as the in space , but they have clerics and
will never intentionally land on a spheres themselves have been in (very rarely ) wizards that may power
planet. space . the major and minor helms.
* Note: Two years ago in the Lizard Men Most cities will have an enclave of
these intelligent lizard men, and re la-
Realms, a particularly bright asteroid The first lizard men in space were tionships may vary from hostile to
streaked over Waterdeep and the lumpish brutes little better than the cool to a close cooperation with hu-
North, apparently burning up or primitives now found on a hundred mans. Lizard men are often adven-
landing in the Great Desert of planets . On these worlds the lizard turers in space, and serve on human
Anauroch. This may have been a men are at best savages, and at worst ships, provided the humans can
dwarven citadel or asteroid base. cannibals and threats to the general adapt to their voracious appetites
populace. and lack of table manners or choice
The dwarves are concerned with in cooking food. The neogi are
the decline of the dwarves in the face It is thought that the first lizard hated , and the other rac,es merely
of more robust populations of men, men were slaves of humans or mind suspect, with the exceptions of the
ores and elves . Those asteroids and flayers. They proved very fertile in
citadels that dwarves inhabit are
damage every round. giff and the kindori. The giff are seen smoke powder (among other ad-
Items like rings of fire re- by the lizard men as comical and vances) is hardly noticed, and in
sistance will provide clownish, much as halflings appear some cases brings a sigh of relief
some aid, but will even - to men, while the dracons seem to from the neighbor s.
tually be overwhelmed. lizard men more aloof and old, like
The number of turns it the elves do to humans . No such sigh may be heard from
takes to fall is the same those space-dwelling races that the
as for a controlled land- Gnome s tinker gnomes have since encoun-
ing of a ship. tered. On a scale they rate above the
Most gnomes are creatures of the giff in general destructiveness, but
The second danger for earth, tied to the soil both in attitude below a boatload of drunken mind
the falling character is and actuality. Unlike the rock-living flayers. They seek to improve the de-
impact. Regardless where dwarves, the gnomes by nature in- vices, artifacts, and other objects
the character lands fif he habit the living earth in wooded ar- they find , such that they often im-
hasn 't burned up already eas, two habitats that are in short prove them into oblivion. There is a
in the atmosphere), he supply out in space . Krynnish saying: "If you want some-
will take 20d6. In addi- thing broken, give it to a gnome."
tion, the character must There is a breed of gnome, how-
make a saving throw vs. ever, that has taken to space rather Despite this, the gnomes have in-
death to avoid a sudden readily. This is the Krynnish gnome, corporated well into interstellar soci-
demise from all the dam- also called the tinker gnome. Made ety. They have a fairly loose stucture
age. up of two subraces of the gnomish in space, no more than a scattering
race, the minoi and the gnomoi of ships and a growing number of
Note that this applies many tinker gnome communities gnomes living in human settlements.
have launched themselves into space Their explorations have brought
to lone figures making an and into greater adventures and them into contact with their non-
uncontrolled descent to a chances for invention. tinker cousins, who lack their inces-
planetary surface with sant drive but do have illusionist
an atmosphere. Heat These gnomes are similar to their specialty mages whose abilities can
from atmospheric reen- ground-dwelling cousins with the no- be used to power spelljammer
try will not affect some- table exception that they seriously helms. This new blood has helped
one falling onto an enjoy invention , often to the point of spread both types of gnomes to all
asteroid without an at - excess . They are a gadget-happy corners of the Known Spheres.
mosphere. A figure on a race that will invent something to
solve a problem , then invent a sec- The tinker gnomes do not con-
ond item to solve the problems sider their earthbound cousins back-
caused by the first invention, a third ward for their lack of technological
invention to solve the problems of ability. Indeed, they hardly notice,
the second, and so forth ad infinitum and will often ask these gnomes for
and ad nausaum. It is little wonder technical advise. Being too polite to
that these inventive creatures came refuse or explain, the "normal"
across methods to hoist themselves gnomes give it their best shot, mak-
(willingly or no) beyond the atmos- ing a dangerous situation positively
phere and into wildspace. explosive.
The tinker gnome explosion has Ordinary gnomes in space can be
occurred within the last thousand identified by their lack of incredible
years in the Known Spheres, and (and stupid) inventions in their area.
shows no signs of slowing down. Tinker gnomes have a hodgepodge
Many communities of gnomes have of odds and ends, old machinery and
found themselves in space. In most clock workings, and dangerous
worlds, this would be noted and com- items from half a hundred worlds
mented upon. However , in shattered cluttering up their areas. Attempts to
Krynn, the sudden disappearance of control or at least move gnomish ma-
a group of creatures who play with terials away from others have failed
in that a gnome working at full tilt
can produce something dangerous man and humanoid crews . pearance .of the neogi deathspiders.
overnight. In most cities , there are a Of the goblin ships , the survivor s
few blocks at the edge of the city for Most of the worlds of known space were stripped of parts and equip -
gnomish experiments. This district is that have humans have halflings as ment, for it is too dangerous to be
under continual renewal. well. An exception to this is Krynn , in caught in an unhuman ship. The ko -
which a related race, known as the bold angelship , the debris- strewn
The tinker gnomes do seem to kender , have taken their place in the goblin porcupine , the orcish scor -
have a strange relationship with the planetary ecology. It is unknown why pion ship , and the huge ogre mam -
arcane , such that the cosmic busi - the kender , a similar but unrelated moth all disappeared in the
nessmen seem to like the little folks , race, arose on Krynn and the half - Unhuman War, never to return.
as nearly as they can appear to like lings did not , but these halfling -like
anyone . The idea that there might be creatures are so far only noted on The power of the goblin races was
some kinship between them, even in Krynn itself. Those kender who reach crushed, and many of the races fl ed
that the tinker gnomes may become into civilized space run the risk of be- to their surface cousins for security .
the next race of arcane, is too horri - ing mistaken for halflings. The elven fleets pursued many of
ble to contemplate . these and bombarded their lairs from
Goblin Races above , but when such bombard -
Halflings ments brought down the ire of pow -
(Including Goblins, Hobgoblins, erful groundling wizards, priests , and
Hal flings , like gnomes , are primar- Kobolds, and Ogres) deities, the elves retreated and
ily creatures of the earth , in this case formed their present policy of lim-
pastoral fields and gardens . This The goblin races have a long his - ited ground actions .
habitat is not common in space , and tory in space that ended relatively re-
as a result , the more agricultural- cently. For the longest time, the The goblin races are still a factor in
based halflings never made it into various goblin races flew through space , but like the halflings , have no
space. space on spelljammer ships powered organized state or specialty ships . A
by their shamans and witch doctors, pirate may have an ogre first mate /
The other main habitat of the half - fighting among themselves and bonebreaker, or an " ore nation " may
lings is urban centers , where halflings against the other races of space , es- have three raiding tradesmen vessels
seem to get along well with humans. pecially the elves. captured and poorly overhauled but
As a result , as human communities the threat of the ore hordes is long
started moving into space, so too did The goblins , though powerful, since passed .
halflings . While there are no "halfling were split among a huge number of
ships " or " halfling nations " in space, local chiefs , leaders , and kings, and Those ores and goblins that do sur -
there are a great deal of halflings unable to coordinate more than scat- vive in civilization take their refuge
themselves , serving on crews and tered assaults. Given their numbers, in the human cities , or often below
working in the major cities . these raids completely depopulated them. Relatively safe from the elves
areas of space, wiping out elven in- (whom they hate , for obvious rea-
Halflings have the industry and in- stallations, human cities, and dwar- sons) , the ores and goblins operate
telligence of most humans and have ven citadels. on the same scale as they do on the
the additional advantage of not tak- ground-in secret if they must , in the
ing up that much space or requiring Most local organizations and king- open if they can , but always to the
that much air. A halfling can do doms fought the assaults as best they benefit of their own race. Many hu-
much of the light work of a man , and could, but the combined elven Impe- man cities , looking for work ers, are
requires half the air (though the rial Fleets came up with their own an- not averse to hiring an ogre as a
same amount of food-a halfling 's swer: a full -fledged war against the strong back or a kobold as a night
gullet is legendary). As a result , they goblin races in space . Beginning watchman , as long as they are sup er-
are quite popular for work in tight with the Battle of Kule in Greyspace, vised and controlled by others.
quarters . and running through the next dec-
ade, fully half of the various goblin There are tales in space , of cours e,
Halflings can be found in most fleets were destroyed , with the re- and one of them is of the great ore
spaceborne cities , involved in much maining races ' ships scattered and horde that lies gathering just beyond
of what they normally do ... fight- later hunted down. the area of the Known Worlds . Some -
ers , rogues , traders , and adventur- times it is in one particular backwa-
ers . There are even ships captained The destruction was almost total , ter sphere , at others in a sphere as
by halflings , though they have hu- leaving the elven armadas the most yet undiscovered and in a third tell •
powerful ships in space until the ap-
ship will be protected by ing it is in the phlogiston itself. But mental spell) but their service will be
the ship, though that the remnants of the ores and ogres short and limited , their attitude surly,
ship will suffer the heat and kobold fleets have banded to - and in the case of chaotic extradi -
effects as listed, plus the gether and grown in the centuries mensional creatures , there is a
added excitement of the since their races' mutual destruction . chance that the user might be
crash. A character con - Sometimes the stories add new ele- dragged back to the home plane to
trolling a ship for charac - ments: a minor race with strange learn just what discomfort means .
ters who can flyJ are not powers that has never been seen be-
out of control and there- fore, or an evil human bringing the Extradimensional creatures can-
fore can get down to the disparate races together , or a race not be summoned in the phlogiston ,
surface safely. like the neogi or fanatical beholder but may travel into it. They lose all
racists offering them an alliance in contact with their native planes (an
exchange for crushing the elves and exception being undead, which are
all other races in the Known Spheres. of this plane but have contacts with
They lay in space building, training, other planes), and cannot gate or use
and growing, waiting for the day of dimension-spanning abilities. This
vengeance. makes most sentient extradimen -
sionals unwilling to cross into other
Many discount this tale as one spheres.
more lie of the bards, or a hopeful
yarn cobbled together by ores and There are exceptions , as always. A
half-ores to frighten the foolish and demon prince seeking to spread into
appear that they are more than they a new home , or the minion of a de-
are. Some put it in the same class as posed god seeking reestablishment
the dwarven homeworld and the Big of faith , or even an organized party of
Rock Candy Mountain, an extension modrons seeking out an artifact can
of the wishes of a people. But some be found in the wilds of space; how-
also take it very seriously, including ever, all extradimensionals are very
some members of the Council of Ad- rare outside the surface of planets.
mira ls of the elven Imperial Fleet.
Should such a force be discovered Giants
anew, the stars will shake again from
the destruction of elves and ores. At first blush , giants seem singly
unsuitable for space travel-they are
Extraplanar Beings huge to gigantic in size , making
them both prime targets and hard to
Most natives of the other planes , maintain as far as air requirements.
including the various elementals,
devils, daemons, archons, modrons, However, if a captain is willing to
and slaadi , do not like being in wild- risk the loss of air to take on a hill gi-
space. This is because the ties be- ant, he gains a portable catapult. A
tween them on this plane and their giant throwing stones inflicts dam-
native planes are strongest on large
planets. This may be due to the large age as normal , with 10 hit points of
number of extradimensional portals damage equaling 1 hull point of
congregated in one planet-sized lo-
cation, or because the mass of a damage. Their normal maximum
planet is sufficient enough to make
transit between this plane and others range is raised to 500 yards (1 tacti -
easier. Regardless of the reason, ex-
traplanar natives do not enjoy being cal hex) in space because of a lack of
in wildspace. atmosphere. A giant in space will
have to gain a proficiency in com -
These creatures will come if sum- pensating for space travel (-2 to hit
moned (by cljinn ring, or coryure ele- for the first few battles), but soon will
be able to lob stones in on his ene-
mies with great precision .
There are as yet no known giant
ships, though neogi have often taken
giants as slaves to use in boarding the brains of nonthinking creatures, stances of mind flayers taking over a
parties. The giants are unwilling or the brains of enemy sentients of dwarven citadel , killing or enslaving
partners at best, and mutinies are the race they are dealing with. In the entire population. With the popu -
common when the neogis bring too those rare areas where there is a lation in this state, however , the
many giant slaves together. There is mind flayer enclave near a human forges will not function, and the ship
an unconfirmed tale of a giant-run settlement, there is usually a brisk becomes a drifting base for the mind
neogi deathspider which pulls its en- brain-trade business. flayers.
ergy from a lifejammer hooked up to
the former captors. The illithids of space consider The mind flayers , working again
their land-trapped cousins provin- with the arcane , have developed a
Of the giants , the storm giant can cial , and even backward. There is a "pool helm " which allows the elder
leave the atmosphere of a planet with universe of minds out there to be brain-pool to be stored on a ship it-
enough air for 2-20 rounds , usually learned from and/or eaten. This is a self. In addition to allowing addi-
enough time to meet with a ship. Of- driving force of the illithid race , and tional scanning benefits to the ship
ten these giants serve as guardians the spaceborne members of the (the range of a brain pool is 2 miles,
or wardens of planets that they want breed look forward to the day when within which thinking creatures will
the spacefaring nations to avoid. they can consider everyone (even the be detected), it allows greater tacti-
neogi) their vassals. cal speed for the mind flayer ships.
Mind Flayers
The mind flayer habit of keeping The relationship between the mind
The illithids are a major race in mind-dead personal slaves makes flayers and the arcane is suspect. The
space . They have their own navies them kin to the neogi, though they mind flayers act as intermediaries
and colonies , and engage in brisk do not share that race 's overwhelm- with the slaving neogi for the arcane ,
trade with everyone, including the ing drive for dominance. The rela- and in return the illithids have bene-
neogi. Their success in space gives tionship between the races is born of fited from arcane devices. Other
cause for concern , since on the caution and expedience-each sees races are concerned, but need the
ground they are mostly creatures of the other as a potential cat's-paw for Arcane devices as well.
the deep underdark, light-hating and advancing their own ends.
rarely seen by men. In addition to the deadly powers of
The mind flayers of space belong the mind flayers, there are tales
That hatred of light carries over to a loose trading organization that (aren 't there always?) of mind flayers
into space , and while the mind flay - recognizes the existence of other with magical and/or clerical powers.
ers suffer no penalty for fighting in mind flayers and tries to avoid over- This has been confirmed recently ,
light, their specially designed craft lapping territories or missions. The but such creatures are very, very rare
have extensive coverings to keep ex- strong urge to "hunt and dominate " (one illithid in ten thousand will have
posure to a minimum. has been replaced with one of "trade such powers, usually either magical
and dominate." or clerical, at levels 2 - 12). Mind
The success of the mind flayers in flayer nautiloids carry such magic-
part comes from the use of the series The mind flayers will maintain en- using crewmen as a back-up for the
helm, which allows the illithids to claves near human cities if they do series helm normally installed. It
channel their magical psionic abili- business, but prefer to keep their may be that these creatures were a
ties into motive power. This throne is communities apart from other races. parallel development with pool
sold by the arcane to the illithids , and This is in part because the elder helms to expand the mind flayer rep-
the assumption is that they helped the brain-pools of the illithids, where the ertoire in space.
mind flayers develop it. Whether this young swim and grow, can easily de-
was a rational action on the part of the tect alien thought patterns. Also, the The nautiloid is the most common
arcane is unknown but in the mean- mind flayers can keep their slaves mind flayer craft in operation ,
time a large number of mind flayer easier without outside interference, though they use a variety of human -
colonies have sprung up. which is a constant problem near built ships modified to their needs.
other civilized and good-intentioned With the introduction of the pool
Mind flayers in space may be neu- races. helms, larger mind flayer craft may
tral or even chaotic , though tales of a be on the way.
lawful good mind flayer are just so Mind flayer bases are usually
much space dust. Mind flayers en- within abandoned asteroids, hol-
gaging in deals with other thinking lowed out by radiant dragons or
creatures make a point of eating only dwarves. There are recorded in-
Types of Worlds, Dragons Any type of ship encountered in
Part 4: space may be a ghost ship , crewed by
Air Worlds With the exception of the radiant undead, instead of a normal ship .
dragon, most draconian species do Such craft sometimes have moldy
Air worlds are almost not travel well in space. They may sails, tattered rigging, and hulls
entirely gas from one end survive for 2-20 rounds once they laced by krajen spores and other par-
to another. They come in leave the atmosphere, as normal asites. Often this is the case for ships
all shapes, with spheres creatures , but this will not allow which have been entirely taken over
being most common. Of - them to fly any farther than a very by an evil undead , who then uses the
ten there are large close moon. As a result, they tend to ship to its own end. If possible , the
chunks of land, fire, or lay relatively low, preferring the ship will use a spelljammer helm or
water drifting in the thicker a·tmospheres of the lower similar contruct, but just as often an
midst of the air, usually climes. undead ship will drift in space until it
orbiting around the cen- is contacted . Undead have a lot of
tral point of the air Dragons have been found in space, time on their hands, so that the huge
. world. Air-type worlds usually the result of some magical ef- distances involved do not bother
canbethoughtofasmin- fect or individual collecting life them.
lature solar systems, forms. They are limited in that any
though with an atmos- gas attacks (including fire) will end at A particular type of undead ship is
..phere replacing the void. the edges of an atmospheric enve- the skeletal form of a kindori , radiant
lope. Such attacks as lightning or acid dragon, or other gargantuan mon•
Air worlds are gener- will not be affected, nor will cold. ster . This creature 's bones are at •
ally breathable, though tached to a spelljamming helm and
there are those with poi- Centaurs are used by powerful undead to cross
sonous clouds and smoke between the planes with a crew of fol-
as natural occurrences, Centaurs are a minor space-faring lowers. A typical undead crew would
and a rare few where the race; that is, they posses no inherent be 1 mummy captain, 2 wraith first
entire atmosphere, with spacefaring interests or specially de- officers, and 15 zombie crewmen
few exceptions, Is poi- signed ships. They have traveled into and fighters.
sonous. space, primarily as adventurers.
The maneuverability of a skeletal
Unlike water worlds, The dracons have taken an interest ship is always class F, unless the skel-
air worlds do not in- in the mammalian centaurs, and in eton has itself been animated , in
crease in pressure the far- their distant cousins the wemics as which case the maneuverability class
ther you descend. This is well. The dracons seem to be looking is one rank worse than it was in life.
a unique facet of air for centaurian relatives, with an eye Nothing can drop below a maneuver-
to eventually building their own ability class of F.
ships. The centaurs are to dracons
much like elves are to men: a forest- Skeletons: Skeletons are unthink•
dwelling, peaceful relation. The ing, animated bones of once-living
availablity of wood through centaurs creatures , with no minds of their
make them a prime contact of the own. They may only handle simple
dracons. orders, though they may remeber
their orders years before implement-
Undead ing them. A ship crewed by skeletons
has a manueverability class one rank
Undead are perfectly adapted to worse than the ship would have un-
space-they have little in the way of der a similar human crew.
food and air requirements, and a
number of mages have attempted to During the Unhuman War, a stand-
use animate dead spells to staff a ship ard defensive tactic by necroman -
with skeletons and zombies. The cers was to fold up their skeletal
problem is that such creatures gener• minions in small bony balls and scat -
ally must be supervised and lack the ter them through space, much like
talent to react in an emergency. caltrops dropped in front of a cavalry
charge. Centuries have passed since
M
the creatures have been let loose on o ld tradesmen , hammerships, like ghosts , wights , and shadows, but
through the many spheres , but packs and squid ships. There is an uncon- once on board, they take on a defi-
of them still exist. From 2-20 skele - firmed report of a dwarven citadel nite mission: taking over the ship for
tons will be found in a pack . Their or - ship entirely taken over by ghouls their own command.
ders are , once they drift into the and led by a ghast of double normal
gravity plane of a ship , to board it hit dice . A spectre on board is a dangerous
and attack it. Intended originally creature , as it wi l l not atta -ck every-
against invading humanoids , these Wights: These solitary creatures one at once , but rather pick off its
skeletal packs now pos e a menace to are occasionally found as ship cap- targets one at a time when they are
all travelers. tains, but just as often haunt the separated from the others. This mas-
depths of ancient asteroid civiliza - ter spectre wi ll then send his initial
Zombies: Zombies are well pre - tions and other dark , unknown victims out against the others in sim-
served in the void , though the ships places . Their hatred of sunlight is as ilar fashion , until fully half the ship
they travel on soon smell like charnel great as that of the mind flayers , and may be drained of energy and turned
houses, and have stale air. They are as such, if they take command of to spectres before the damage is re-
not used as crews due partially to this ships , it will be ships w ith great en - alized . One reason that clerics are a
stink , but more importantly due to closed places , such as the mind preferable spelljamming helmsman
the fact that zombies suffer the same flayer nautiloids (there are mind is that they may turn these undead
loss of maneuverability class as ships flayer wights , but in gaining their un- w ithout sufficiently affecting their
stocked by skeletons, and in addition, deadly power they lose their mental normal spelljamming powers .
always move and attack last in a turn. blast and other abilities).
M ummies: These creatures are
There are ships commanded by ju- Wrait hs, Shadows, and Ghosts: rare in space , as they are usually the
ju zombies (those humanoids af- These noncorporeal creatures usu - result of intricate burial procedures.
ally are found only in abandoned as- These procedures are followed by
fected by the wizardly energy drain teroids and in the heart of old hulks. some subcu lts of Ptah , so there are
They are often used by more power- mummies in all the Known Spheres.
spell), which are staffed entire ly by ful undead as servants.
zombies and monster zombies. Mummies are usua lly found on
These creatures have a low , mean in- A ll three creatures are often found planets and asteroids and only rarely
telligence and seek to bring more un- adrift in space , vague essences with - in space . An exception is a barge of
dead under their sway. out real mass or weight. If a spelljam- Ptah , a vehicle used by followers of
ming craft passes close enough to Ptah over three centuries ago . The
Zombies , like skeletons, are not them , they may be swept up in the barge was a power less hull carrying
bound by air restrictions, so a ship gravity plane of the ship. Once res- the body of the deceased, along with
may be filled (twice normal crew size) cued in this fashion, they will attack treasure , trappings , and traps to de-
with the creatures. the ship 's crew, and seek to reduce fea t the unwary . These barges were
the ship to a hulk and new lair. then cast into a spiraling orbit
Ghouls and Ghasts: Ghouls and around the nearest fiery celestial
ghasts do not need to feed on the Wraiths and shadows have strong body , eventually to be burned. How-
flesh of the dead, and can survive in ties with the negative material plane , ever, this cult's astronomical skills
the depths of a dungeon or the air- and as such do not prefer to journey were as suspect as their mummifica -
less void of a planetoid for centuries into the phlogiston. Ghosts exist pri- tion techniques so that there are a
without living flesh. They are, how - marily on the border ethereal, and as large number of these barges still
ever, addicted to it, such that they such cannot enter the phlogiston. floating about . The cult was driven
will eat it whenever possible . Trying to force a ghost to enter the underground after a number of their
phlogiston will merely cause him to burials attacked ships in space , but is
Ships run by ghouls are com- retreat farther back into the ethereal still reported to be active, and one
manded by ghasts , and run under the plane. subcult is said to jettison their mum-
black flag as marauders. Their pur- mies into the Flow.
pose is to create more crewmen. A Spectre: Unlike the other semi-
ghoul ship can have up to three times transparent beings, spectres retain a The mummies are creatures of the
the standard number of crew. The strong feeling of their past, and will pos itive material plane, but exist in
ship has a charnel odor, and the attempt to take command of ships if the Flow without any problem. The
atmosphere , though breathable, is the opportunity arises . Spectres can phlogiston does provide them with
stale. be swept up from deep space much some measure of protection, since
Ghou ls and ghasts can use any
ship types, but are most often found
worlds, since the atmos- open flames, the bane of mummy ex- Liches, with their magical abilities,
phere of an earth world istence, are as dangerous to the user can use major and minor helms as
does thlcl<en toward the as to the mummy. norma l mages and priests can. Many
surface. Also unlike a wa- have become magical marauders,
ter world, there Is often In one of the spheres there is sup- preying on the living for their magic
no "center" to the air posedly a mummified pharaoh of high and trea sure. They stock their ships
world. The focal point of inte ll igence who pilots a flying pyra- with other undead creatures to han-
all the orbits Is missing. mid. Thi s pharaoh is obsessed with the dle the minor tasks. Liches tend to
idea of creating more mummies, in prefer human ships such as the ham -
Air worlds are all at- the way that spectres and other nega- mership and the squid ship over el-
mosphere, trailing off tive plane undead replica te. ven and dwarven models. Given the
into the void itself. In level and abilities in spell use of a
some cases It is a bubble, Vampire s: Vampires in space have lich, one makes a formidable oppo-
much like the skin on a a significant problem in that they nent in space combat.
water world. A traveler cannot withstand sunlight. However,
can pass through this t he da nge r in space is less than that Golems
bubble without damag- on eart h. While it is true that the sun
ing It and vice versa. (or, to be technical , a fire-based ce- Golems serve well in space; they
lestial body) is always shining, any require no air for themselves and
Air worlds are excel- m anner of shade provides sufficient they retain a large atmospheric enve•
lent for refreshing stale protection from its effects ror vam- lope that others may use if cast
air envelopes, and their pires. This could include working adrift. Greater golems are about one
mass Is sufficient to keep within a nautiloid or other enclosed ton in mass, and will be detectable by
ships from plunging ship , or for a female, wearing a full-
through them at spell- length dress, gloves, and a parasol to ships with the uoidscan spell.
Jamming speeds. keep the rays of the sun away.
Som e wizards have used golems
The inhabitants of air- Vam pires prefer a ground-based ex- as guardians for their fortresses and
istence, where they may use other nat- hidden workshops. Some have gone
type worlds are usually ural agents, such as rats, bats, and so far as to put the golems into
wolves, which are in short supply out space, in orbit around their homes,
fliers, Including some in space. There is a small number of with instructions to board any ships
vamp ires acting as ship captains, and that come too close.
that are native to earth one or two have sought deals with
mind flayers, since they feed on re- Golems otherwise function as out-
worlds as well. When fa- lated materia ls. Mind flayers and other lined in the AD&D Mon lrous Com-
monst rous creatu res are not immune pendium, with the note that the iron
miliar animals evolve on to a vam pire's energy drain, but do not golem's breath will not pass across
turn into vampires upon being slain. the void, and instead seeks to fill the
an air world, they usually area that the golem is in.
Liches and Other Great Undead:
are larger than their T he stars are eterna l, and several Lycanthropes
ground ling mages have attempted to
earth-world counter- cross between them by becoming un - True lycanthropes can con trol the
dead liches and dr ifting in a low- change in their bodies from human-
parts {double hit points powered ca rr iage. Some of these oid to wereform. As a result, the on-
vehicles, resembling boats , barges set of darkness , the rising of the full
and size). There are and dragons , can be found in space , moon , and other "traditional" eff cts
moving leisurely from planet to that cause the change have no effect
pl anet. Wh et her these would-be on lycanthropes. In space they have
fiches knew of spelljamming helms no limitations on changing from hu-
and their rapid travel or had other man to wereform.
reasons not to use them is not
kn own ; however, in general they are lnrect ed lycanthropes, humans
not pleased when they discover there and humanoids bitten by lycan-
are faster ways to travel. thropes and given the affliction of ly-
canthropy, have a harder time of
things. Those bitten on a planetary 1) Extradimensional creatures will known whether they exist or are just
surface are bonded to the time table not be found in the phlogiston. · a figment of a sage 's ima g ination .
of the planet they were injured on . If Despite the wide variety of life found
that planet has a 30-day cycle be- 2) Those creatures with multiple everywhere , and often in improbable
tween full moons, then the infected existences in many planes, with the locations, there are no signs of the
human will assume wereform every exception of undead , will not be Zookeepers , their disc -shaped ships ,
30 days for two to three 12-hour peri - found in the phlogiston. or their passage through our chunk
ods , during which time the character of space.
is run by the DM as a lycanthrope . 3) Those creatures who require air
and nourishment will be found in ar- St arbeasts
Infected lycanthropes bitten in eas where they can gather such nour-
space have even further problems. ishment-a dragon in space would The largest creatures in the Known
Not tied to any particular pattern , likely need a lair and a lot of cattle to Worlds are larger than the planets
these humans will be triggered to ly - keep it healthy . themselves-in fact , they often carry
canthropic status by any of a number planets on their backs . They are
of triggers (OM -determined, with an 4) Intelligent creatures wi ll know given the collective name of star -
eye toward making the player char- of spelljamming helms. Those with beasts, though they may appear as
acter 's life " interesting"). Anger, vio - magical abi lities similar to wizards monsters, humanoids or gods .
lence , or the sight of blood are good and priests will be able to use major
triggers, as is the presence of a " full " and minor helms (such as centaurs, Starbeasts are usually unique be-
earth-type body in the sky of at least for examp le, whose shamans are the ings (in the sense that titans are
size B (a werewolf on the moon would equivalent of 3rd - level druids). Crea - unique) found in crystal spheres
be triggered by a full earth). Such tures with spell -like abilities may be which support celestial bodies. Not
changes wou ld be sudden and er- able to pilot ships using other spe- all spheres use starbeasts to support
ratic, making dea l ing with the lycan- cialized helms (like the mind flayers the planets within, however.
thropy difficult. using their series helms) .
Starbeasts are living things . They
True lycanthropes can enjoy a Lack of mention of a particular move, and in some cases have senti -
small community on their ships, and monster type here does not preclude ence and can react to others. They
use a number of human ships as trad- its existence in space , but does mean are normally 1-4 million miles tall,
ers , pirates, and adventurers. The rel- that it is not widespread through the and in large spheres a number of
ative privacy of the ships allows the Known Spheres. There may well be them must stand atop one another in
lycanthropes to maintain their own planets ruled by starfaring medusae order to reach the bottom of the
society without spilling over into that or outposts of gargoyle legions plan- sphere (for example , the world is
of the easily infected and easily upset ning a fanatical religious war, but in held by a giant on the backs of four
normal humans. There are ship colo- the scope of the universe, these are elephants, which in turn rest on a
nies of weretigers, werebears , and minor operations. huge turtle, which moves about at
werewolves afloat. Wererats prefer the bottom of the crystal shell) .
the company of men (whom they re- As for a rationale of how a hydra or
fer to as prey) , and as such are found other creature ends up on another The starbeasts are simi lar to the
in cities . The other lycanthropes are planet, or even why similar creatures crystal shell, and share that materi-
more likely to be found in cities than show up in widely separated spheres , al's strange ability in that they have
in groundling communities , though we offer one last legend : There is neither a gravity nor an atmosphere ,
those found in the cities of the supposed ly a race similar to the ar- which should accompany creatures
SPELLJAMMER™ universe have a cane, who are called either the Keep - so large. Why these objects have nei -
greater tendency to obey the laws ers or the Zookeepers. These are ther is a mystery. Sages mumble
and customs of the local rulers. cosmic collectors who raid var ious something about the " will of the
worlds for their native life, and take it gods " and change the subject.
Other M onsters elsewhere for either study or amuse-
ment or storage. The Keepers are It is possible to moor a slnip along-
Any of the creatures from the Mon- halfling -sized creatures with no side a starbeast but , since no gravity ,
strous Comp endium , or creatures na- necks , three legs , and barrel bodies . actually walking on one is very diffi -
tive to Krynn , the Realms, or Their heads are dominated by large cult (some would say pointless).
Greyhawk may be found in space , milky -white eyes. Keepers are the Communication is extremely diffi-
with the following limitations: closest thing fantasy space has to an cult, given the difference in scale.
ancient , extinct race, and it is un - Some have been known to pass on
M
messages or answer questions. A flat world supported on the backs
Some are known in their systems as of four elephants, which in turn
oracles, some as gods, and some as are supported on the backs of
servants of (or those being punished eight dragons , which in turn are
by) the gods. held up by a turtle that moves the
entire operation around the sun.
Where a world is in contact with a
starbeast, the land is usually a A water world held in the grip of a
blasted area in perpetual shadow. huge squid starbeast.
The land itself is twisted by the con-
tinua I pressure of the creature's fin- A fire flat world held in a huge bowl,
gers or back or flippers. Nothing held aloft by a female giant in
grows on the side of the starbeast. flowing robes.
even in those parts within the atmos-
beings very similar to phere of the planet. An air globe held between two huge
those found on earth- hands. The arms extend far be-
type planets living on Starbeasts cannot be harmed by low the edge of the crystal
earth islands, though any spells or spell -like effects; again, sphere itself.
they do not benefit from a similarity with the crystal shells.
a size increase. These They are unaffected by weapon at• A monstrous jester who juggles a
earth islands are excel- tacks (or are so large that the attacks number of worlds. When the
lent bases for ithas pi- inflict no more damage than a gnat- worlds are in his hands, there are
rates and military bite to a fully armored warrior) and earthquakes , tidal waves , and
operations. any damage inflicted on them heals massive destruction. Of course ,
almost immediately. Creatures of it takes centuries for one world -
Air worlds can be very gargantuan size might (1 % chance) ball to make a complete circuit ,
volatile, with high winds gain their attention . The only attack which is time enough for civiliza-
and storms which can starbeasts have is a death spell (sav- tions to rebuild.
damage ships. A mild ing throw -4) cast with a range equal
storm can inflict 1d6 to their size. A tremendous beholder, holding the
points on a ship·s hull, flat plane of a world above it with
while a major blow can It is not possible to slay starbeasts its eye-tentacles.
Inflict 3d6 plus damage by conventional means, and the ef-
from lightning. Captains fects should one be slain are horrible Alligator-headed, jackal-headed,
moving through air to contemplate. Legends tell of great
worlds must be careful of heroes or villains who have tried to and even gifflike giants , working
their course. slay these creatures, only to destroy
their own world in the process , or be- in combination.
come enlarged and replace the slain
starbeast in the sky. One legendary starbeast looks like a
neogi on the back of an equally
Natives of planets carried by star- huge umber hulk. There is no
beasts insist that starbeasts are the world on their backs, and it is
only method of planetary move- surmised that the neogi ate it
ment. They say that all other planets millennia ago. This is a space-
are carried by starbeasts as well, farer's story , and likely has no
ones which are invisible and intangi- place in reality.
ble because those who live on those
planets are not worthy of the star- If contact is made with a starbeast ,
beast's notice. it may be able to answer questions
within its ken. Most could not care
Starbeasts that are said to exist in- less about the actions on the worlds
clude the following: they carry, but know a great deal
about the placement of other star-
A sing le giant ho lding the world beasts and their movements.
above his head.
Arcane, The
CLIMATE/TERRAIN: Any space
FREQUENCY: Very rare
ORGANIZATION: Bands
ACTIVECYCLE: Any
Omnivore
DIET: Genius (17-18)
INTELLIGENCE: R
TREASURE: Lawful neutral
ALIGNMENT:
NO. APPEARING: 1 (1-6)
ARMOR CLASS: 5 (3)
MOVEMENT:
HIT DICE: 12
10
THA CO:
11
NO. OF ATfACKS:
DAMAGE/ATTACKS: 1
SPECIALATTACKS: 1-8 (weapon)
SPECIALDEFENSES: Nil
MAGIC RESISTANCE: Invisibility , dimension door
SIZE: 40 %
MORALE: L (12' tall)
XPVALUE: Champion (15)
3,000
The arcane are the merchants of space, found anywhere that there Habitat/Society:Not much is known about the arcane's origins;
are spacebome civilizations. They appea r as tall, lanky, blue giants they come and go as they please, and are found throughout
with elongated faces and thin fingers with one more joint than is known space. When they travel through space, they can do so on
common in most humanoid life. The arcane dress in robes, though other races' ships. Finding such ships with arcane aboard is rare,
there are agents of the race who are found in heavier armor. This ap- and it is suspected that the arcane have another way of movin g
pears to be a function of personal taste of the various arcane. through space.
The arcane are normally found in those locations where there is The arcane tend to be solitary, such that some primitive (and
an awareness and an interest in spelljamming equipment, which is groundling) societies assume them to be avatars of a single greater
their stock in trade. In those groundling backwaters that do not power. Cults invoking the powers of the arcane are found on half
believe in space travel or life on other worlds, or on those insular a hundred worlds lacking spelljammer capabilities . It is presumed
worlds that make such travels by dimension-hopping, the Arcane that the arcane visited such worlds briefly to ascertain their use-
are nonexistent. They speak the common tongue, and are be- fulness as potential market s, and left when the inhabitants proved
lieved to have their own language. uncultured, savage, or backward.
Combat: For creatures of their size, the arcane are noticeably The arcane will gather together in larger groups for large-scale
weak and noncombative. They can defend themselves when deals , such as opening trading relationships with a groundling na-
called upon , but prefer to communicate and/or buy themselves tion, or the discovery of a new spacegoing race that is interested
out of dangerous situations. If enter ing an area that is potentially in the arcane 's magical helms.
dangerous (like most human cities), the arcane hires a group of
adventurers and /o r fighters as his entourage . Contacting the arcane is no trouble in most civilized areas: a
few words spread through through the local grapevine, throu gh
The arcane may become invisible in order to avoid combat, taverns, guilds, and barracks, are enough to bring one of these
and can dimension door up to three times a day, again with the in- creatures to the surface. ln game terms , there is a ba se 10%
tention of avoiding combat. An arcane feels no concern about chance per day of such an encounter if the player characters are
abandoning his entourage in chancy situat ions , and for this rea- active ly looking for an arcane, with the chance increasing or de-
son, such entourages often take half their payment in advance. creasing depending on their location.
The arcane can also use any magical items , regardless of the The arcane usually do not contact the seeking party directly , in-
limitations of those items , including swords, wands, magical stead operating through middlemen, subordinates, or member s
tomes , and similar items r stricted to one type of character class. of their temporary entourage. They are not violent, but not par -
They will use such items if pressed in combat and they cannot es- ticularly stupid, either, and the fact that they deal with anyone
cape, but more often use them as bartering tools with others. has made them suspicious of all newcomers.
Finally, arcane apparently have a type of racial telepathy, such The arcane 's stock in trade is in providing spelljamming helm s
that harming one arcane is immediately noted by the other arcane and other spacefaring equipment. They sell them at the prices
throughout space. The arcane will not seek vengeance against the listed for the various helms and equipment in the Concordance of
one who hurt or killed their fellow arcane. They will react nega- Arcane Space. . Thei.r continual presence, high qua lity, and uni-
tively to such individuals , and dealing with the arcane will be form prices make them the trusted retailers in space . Cheaper
next to impossible until that individual has done some thing to get prices can be found in certain areas for goods of questionable
back into their good graces. quality (such as the gnome helms) .
Some arcane do wear armor, a combination of chain links with
pat ches of plate that seems to be more for show than for protec-
tion. It improve s their AC to 3, and is sometimes worn in danger-
ous situations and in negotiations with unreliable adventurers,
Arcane,The
The down side of this free enterprise is that the arcane will deal Other races view the arcane with a combination of irritation
with almost anyone . They have provided helms for humans, and recognition of them as a necessary evil. The various gods are
elves, and mind flayers . They may or may not have developed silent or misdirecting as far as their origins go, and a number of
the orbi for the beholder nations, but definitely provide the wide rumors abound, including their possibl links with the Spe/1-
variety of hulls the tyrant ships use, and maintain a registry to jammer itself. One tale claims that the arcane traded their home-
make sure that no warring factions have the same ship design. world to an elder god for the Spelljammer, only to find that they
could not control it, plunging the ship into a nearby sun and de-
Those who have a problem with their methods quickly find stroying their former planet. As a result they are doomed to wan-
themselves without a supplier , and other attempts to provide such der as cosmic traders. The fact that the Spelljammer is still sighted
material have been second-rate or quickly put out of business. The indicates that this is only a tale, but the arcane have let the story
arcane have no dealings with neogi, who apparently have their pass from world to world without correction or comment.
own methods of building and acquiring spelljamming helms.
Ecology: The arcane as a race need to eat and breathe as all nor-
It is unknown whether the arcane create the wide variety of mal creatures: they cannot breathe the void or survive for long
spelljamming helms themselves , or secure them from an un- periods without food. They will often rnake deals with both sides
known dealer. Their shipping methods are questionable as well, in a conAict, fully aware that the amount of firepower they pro-
as they have been able to secure helms in locations where there vide will annihilate all of their potential customers in a sphere.
have previously been no helms to acquire . In some cases, a short Their market is large enough that such small losses as an entire
journey (to a nearby base or depot ) is needed to provide the helm , planet and race do not have a serious impact on their trade.
and in these cases an arcane might be found on another ship.
The arcane seem sexless, or rather rnembers at times seem to act
As far as the politics and rivalrie s of lhe various factions in in female or male roles, depending on the situation. No young ar-
space goes, the arcane have no concern. All that exist for them are cane have been seen, though whether this is due to their reproduc-
customer s for their good s. tive cycle or their society is not known.
Those dealing with the arcane find them cool , efficient, and It is not known what the arcane do with the gold, gems, and
most importantly , uncaring. Trying to haggle with an arcane is a magic they collect. One theory says that it is needed in their re-
chancy operation. Sometimes they will engage in haggling with a productive cycle (the basis for a large number of bawdy arcane
bemused smile, but just as often leave the buyer hanging and jokes), while another links it to production of the helms them-
walk out on the negotiations. They do not appreciate being selves. As in most things, the arcane keep their own counsel on
threatened , insulted , or blackmailed. Those who do so will find it the matter.
very difficult to purchase reliable equipment. An arcane will not
raise his hand in vengeance or anger .. . there are more enjoyable
and subtle ways to wreak revenge.
Copyright 0 1989 TSR, Inc. All Rights Reserved.
Permi ssion ls granted by the copyright holder lo photocopy this page for personal use only .
Beholder
CLIMATE/TERRAIN: Beholder Orbus Hive Mother
FREQUENCY: Any space Any space Any space
ORGANIZATION : Rar Rare Very rare
ACTIVE CYCLE: Tribal/ship Ship Solitary /s hip
DIET: Any Any Any
INTELLIGENCE: Omnivore Omnivore Omnivore
TREASURE: Exceptional (15-16) Non- (0) Genius (17-18)
ALIGNMENT : I,S,T Nil I,S,T
Lawful evil Neutral Lawful evil
0. APPEA RING:
ARMOR CLASS: 5-20 1-6 1
MO EMENT: 0/ 2/7 10 0
HIT DICE: Fl 3 (B) Fl 3 (B) Fl 6 (A)
THAC0: 45-75 hp 5-10 HD 20
45-49 hp: 11 Nil 3
NO. OF ATTACKS: 50-59 hp: 9
DAMAGE/ATTACKS: 60-69 hp: 7 0 1
SPECIALATTACKS: 70+ hp : 5 0 5-20
SPECIALDEFENSES: 1 None Special
MAGIC RESISTANCE: 2-8 Anti-magic ray Anti-magic ray
SIZE: Magic Special 5%
MORALE: Anti -ma gic ray M (4-6') L (8' acres)
XPVALUE: Special Average (10) Fanatic (18)
M (4-6') 270+ 24,000
Fanatic (18)
14,000
The beholder is the stuff of nightmares for many a groundling. types that are found in space. It is the only type that can survive
The creature, also called the sphere of many eyes or the eye ty- for long periods on its own , and is comfortab le in the cons tant
rant, appears as a large orb dominated by a central eye and a gravity pull and thick atmosphere of most planets. This singleton
large toothy maw , with ten smaller eyes on sta lks sprouting from beholder is crafty in its own right, and a dangerous opponent.
the top of the orb. On the Known Wor lds, a single beholder is Singletons are found in space as well, but most beholders are part
considered a great danger. How would these groundlings react if of a larger ship, powered by the orbus and dominated by the hive
they knew that in space beholders control their own specially de- mother.
signed ships, and traveled on them in large numbers?
All beholders retain their levitation ability in space , and in the
The beholder found on the grou nd is only one of three distinct absence of any set gravity, can use it to fly at will. Both the
groundling beholders and their spaceborne cousi ns have their
own language, and speak a wide variety of other languages as
well, including the common tongue used throughout the Known
Worlds.
In space, the common beholder social unit is the nest, which oc-
cupies one of their huge tyrant ships. The nest is similar to a hive,
in that the ship is co mmanded and ruled by the hive mother, and
powered by the orbi. The common beholders serve as scouts, sol-
diers, and guards for the hive mother.
Comba t: The common beholders function in space much the
same way they do on the ground. Their bodie s are covered with
hard shells of AC 0, their ten eyestalks are AC 2, and the small
eyes themselves are AC 7. Each of these eyes, and the large central
eye, has a different function. Generally, a beholder can use 1-4 of
the smaller eyes if attacked from within a 90-degree angle in
front , double that if attacked from within a 180 degree angle, tri-
ple if attacked from 270, and quadruple if attacked from all sides .
The central eye can only be used agafast attacks from the front. If
attacked from above , the beholder can use alJ of its smalle r eyes .
lf attacked from below , it can use only 1-4 of its smaller eyes.
In space, then, a beholder that is no t in the gravity plane of a
larger object (like a ship) can orient itself as it sees fit, and can use
all of its eyes simultaneously. Once it falls into a gravity plane, it
is restricted to 1-4 eyes as it "right s" itself to the correct direction .
Beholder
For this reason a beholder that drifts into another gravity plane The ultimate 's true ability is in controlling the actions of its
will attempt to come close to the surface to do battle with many brood , the common beholders that make up its crew. While a
attackers. hive mother can survive groundside, it is not as effective as when
it is linked up in a tyrant ship.
The standard eyes of a beholder are:
1. Charm person (as spell) A tyrant ship allows the hive mother to focus the energies of
2. Charm monster (as spell) her crew through the structure of the ship's shell itself. The tyrant
3. Sleep (as spell, one target) ship shells are made by the arcane, who thus profit from the be-
4. Te/ekinese 250 lbs. weight holders despite the fact that the tyrants have their own genetic
5. Flesh to stone (30-yard range) helms .
6. Disintegrate (20-yard range)
7. Fear (as wand) Habitat/Society: The beho lders of space would be the great est
B. Slow (as spell, single target) menace of the void, more deadly than the neogi, more sadistic
9 . Cause serious wounds (SO-yard range) than the mind flayers, were it not for one thing: they are ramp ant
racists.
10. Death ray (single target, 40-yard range)
Central Eye-anti -magic ray, 140-yard range , covers a 90- They are not true xenophobes in that humans and other races
degree arc before the creature. All magic within the area (includ- are considered subservient-it is not known if the beholders of
ing the effects of the other eyes) will not function within that area. space consider humanity anything other than one more item in
Spells cast in or passing through that area cease to function. space . Rather, the beholders war against their own species.
The common beholder can withstand the loss of its eyestalks, Within the basic body-type of beholder (a sphere with a mouth
each eyestalk taking 8-12 points of damage before being lost. This and a central eye, ten eye-tipped tentacles on the top), there is a
loss of hit points is over and above any damage done to the cen- great variety of beholder subspecies. Some have obvi ou differ-
tral body. The body of the beholder can withstand two thirds of ences, such as those covered with overlapping chiton plates ver-
the listed hit points in damage, and the central eye one third be- sus those with smooth hides, or those with snakelike eye tentacl s
fore it ceases to function . Slaying the body will kill the beholder. versus ones with crustaceanlike joints. But something as small as
For common beholders, there is a 75 % chance that any hit strikes a change in hide color or size of the central eye can make two
the body, 10% chance for the central eye, 10% for the eyestalks, groups of beholders sworn enemies. Every behold er nati on de-
and 5% for the eyes. clares its own unique body-form to be the "true ideal" of be-
holderhood, the others being nothing but ugly copies, fit only to
The Orbus be eliminated.
The orbus is either a genetically bred or a stunted and imma- The ultimate of a beholder tyrant ship shares th sam body-
ture form of the standard beholder. It is only found in space form as its brood. The orbi, however, remain a curious exception
aboard the tyrant ships of the beholder nations. It is chalk-white to this idea of racial purity and rema.ins exempt from the behold-
and lacks functioning smaller eyes. The central eye is huge and ers' subspecies warfare . This may be because the beholders need
vulnerable, occupying most of the upper body above a small, the orbi to survive, or they recognize the similarities of the orb i
toothless mouth. This eye has the normal anti-magic properties, over those obvious differences . When beholder ships battle, the
but is milky white . victims will take on the orbi from the losers for their own ships ,
while the other beholders and the ultimate will be slain and aten
Despite their vulnerability , the orbi are the means by which the by the victors.
beholders travel through space. It is they that can funnel the mag-
ical energies of the other beholders into motive force-they are As a result , the most common recipient of an attack by a be-
living spelljammer helms. There are 1-5 of them aboard any ty- holder ship is another beholder ship. This allows most space-
rant ship, and they are located closest to the hive mother, at the borne races to breathe easier, but there are still enough cases of
deepest point of the shell. tyrant ships attacking other races (for reasons real or imagined)
that most races stay away from the beholders .
The orbi have their hit points distributed as common behold-
ers: one third for the central eye and two thirds for the body. In addition to the beholder ships themselves , there are often be-
However, when attacking an orbus , 50 % of the hits will strike the holder outcasts, individuals that have survived the eliminati on of
central eye, the remainder hitting the body . Both eye and body the rest of their nest, or that were cast out for having some odd
have the same Armor Class. mutation (ranging again from different colored hides to an eye-
stalk that functions differently). One beholder whose death ray
Hive Mother functions like a detect lie spell fled from his fellows and perates
as a bartender on the Rock , his alignment slipping toward neu-
The hive mother is also called the ultimate tyrant, or just "Ulti- trality. The beholder-barkeeper, named Large Luigi by its pa-
mate," a form of greeting that seems to please their pride. They trons, uses its telekinetic eye to mix drinks , and its sleep and
are twice the size of typical beholders, and differ in appearance as charm eyes to keep the peace.
well . Their mouths are larger, such that they can gulp down a
man-sized target on a natural die roll of 20. Once swallowed, the Ecology: The reproductive process of the beholder is unknown,
prey takes 5-20 points of damage (5d4) each round until it is dead and for those who are interested in continued life, probably will
or escapes. The beholder 's mouth is not very deep, so a victim can remain so. The core racial hatred of the beholder race is likely
escape by stating this intention and making a successful attack based in the nature of reproduction , which seems to prodt1ce
roll. identical (or nearly so) individuals with only slight margin for
variation.
The ultimate has no eyestalks, either, but its eyes are protected
by a hooded cover in the flesh of the creature's body. The central
eye has a similar hood , such that the chance of striking the central
eye is reduced to 10%, the remainder striking the body.
Copyright CJI 989 TSR, Inc . All Rights Reserved.
Permission is granted by the copyright hold er to photocopy this paae for personal use only.
Dracon
CLIMATE/TERRAIN: Any space, prairi e
FREQUENCY: Rare
ORGANIZATION: Herd
ACTIVECYCLE: Day
DIET: Herbivore
INTELLIGENCE: High (14)
TREASURE: M, Q
ALIGNMENT:
Lawful good
NO. APPEARING: 3-18
ARMOR CLASS:
MOVEMENT: 5 (3)
HIT DICE:
THACO: 18
NO. OF ATTACKS:
DAMAGE/ATTACKS: 6
SPECIALATTACKS:
SPECIALDEFENSES: 15
MAGIC RESISTANCE: 2 or 1
SIZE: 1-4/1-4 or by weapon
MORALE: Nil
XP VALUE: Nil
Nil
L (10--12'long)
Average (10)
270
The dracons are a sentient race of dragon-centaurs that have used in most common combat. It is most often used in,formal du-
recently appeared on the fringe of the Known Spheres. Dracon els and as a ceremonial tool.
exploration ships have been spotted in the phlogiston and at the
edges of known space. They are just beginning to appear at the Dracons are adequate metalsmiths, the equal of elves but less
smaller communities of space. skilled than dwarves . They carry armor on board, to be ritualisti-
cally donned before entering battle . This improves their Armor
A dracon is centaurlike in appearance , with the body of a bron- Class to AC 3, if they have sufficient time to prepare.
tosaur , the torso and arms of a human, and the head of a dragon.
Its feet are flat , like those of an elephant, and it has a long, snake- Habitat/Society: The vegetarian dracons follow a strong herd in-
like tail. lts hands have six digits (five fingers and a thumb) and stinct among their people, which carries through into space. A
end in claws. lone dracon is a rarity and a freak among its p ople, and the dra -
cons prefer to travel in familial units , headed by the eldest dra-
Dracons speak their own language and that of dragons. They con, male or female. Dracons separated from their family will
speak the common tongue haltingly and with a thick accent. take ill unless they find a method of recreating a familial unit, and
Their speech is often form al and ornately ceremonial. individuals have been known to adopt non-dracon s as psuedo-
family member s.
Combat: Dracons found in space will be found on ships with
spelljamming helms. These are usually modified galleons, but Sages assume that the most adventurous of the dracon species
there have been cases of hamm ership s appearing among the dra- have traveled in the newest ships to new planets , but even so the
cons. dracons seem stuffy and passive, more content to retreat than
fight. There are exceptions , in particular those dracons who have
The dracons consider themselves civilized, and have among adopted humanoids into their family unit s.
themselve s a stylized dueling code. Under this code , one chal-
lenges another, the challenged getti ng choice of weapons (swords , The leader of a dracon herd is called a kaba . The choosing of a
bare hands, etc.). The challenger then names the terms of the bat- kaba is determined not by the strongest, nor the swiftest, but by
tle (to the death , to first blood, to half hit points, or to three falls, means of a system of kinship relation s that borders on the mysti-
for example). Finally, the challenged names the place and time cal. Dracons have a flair for genealogy, and through a long series
(within reason, though a dracon rhyme speaks of the Battle Eter- of questions and answers can trace one dracon to another in a
na l, in which heroes return each year to fight a single round of fashion that determines who rules the dracon herd. Cynica l non-
combat. dracon s believe that the dracons make up such relationships on
the spur of the moment , relatin g old slights and favors in their at-
The dracons use these codes among themselves, but do not of- tempts to determine preced ence . If such is the case, thi s method of
fer them to non-dracons. Should an individual outside the race dealing with leadership shows that the quick-thinking and the
offer such terms, the dracon would be honor-bound to adhere to crafty will tend to survive.
them , within reason. (A single dracon will not accept a challenge
from a mind flayer, unless said mind flayer pledges not to use its The kaba of the herd is assisted by the shalla, or high priest.
psionic blast. ) Each herd , no matter how small, has a shalla, usually with cleri-
cal powers. The shalla is the keeper of ritual, the advisor of the
Dracons usually use thin-bladed long swords in combat, but kaba , and the healer of the people, if they have such. The shalla is
are just as adept at holds and wrestling. Their long thumb-claws a cleric of level 3-12, with the more powerful shalla usually found
make them particularly dangerous; they use these to inflict 1-4 with larger herds . An additional shalla will be pres nt for every
points of damage in hand -to-hand combat. 30 dracons. Dracon shalla draw their spells from the followi ng
In addition to their swords , dracons carry large darts (1-6
points of damage , thrown 1/ round, rang e of 20/40/6 0 yards) and
halberds . The last is useful in space as a grapp ling hook, but is not
M
Dracon
spheres: Animal, Combat, Creation , Divination, Guardian , real creature, or the product of the herd mentality. The dracon
Healing, Necromantic. Protection, and Sun. faith makes heavy use of imagery of the Dark God as an enemy
and a tempter. The semblance between this Dark God and the spi-
The dracon'ss' faith is a pantheistic religion that worships dra- derlike neogi may be a coincidence or the result of real encounters
con equivalents of human, dwarven, and elven gods . They have with the slaving race. Whatever the cause , the dracons hate spi-
gods of war , fertility, storms, and the sea. Unlike most human ders in general and the neogi in particular.
gods, the dracon gods are always pictured together in a huge
herd, moving together and led by the Vb-Kalla , or Full Leader. The dracon world has large, shallow seas, and at least one large
The Vb-Kalla is a god of leadership and wisdom, and knows the moon. Beyond that, the dracons are reluctant to share more in-
correct course in every situation. To be called Vb-Kalla by a dra- formation about their homeworld, perhaps in fear of other races
con is consider ed to be a high honor , for you r decision-making is finding them. One suggestion has been made that the dracon
compared favorably with dracon thoughts. ships encountered so far are lost , and do not know how to get
back to their home. Another is that the dracons are cautious
When dracon herds meet , the first order of business is to deter- about strangers. Given a lack of known predators, it may be that
mine who is the kaba of the entire group, empowered to make de- there are few other creatures on their planet , and they are unwill-
cisions. This is done in the odd fashion of relationships and favors ing to encourage other visitors until they are ready.
exchanged between groups. There is no shame for a deposed kaba
taken from his post by a new kaba that outranks him-the posi- Dracon relationships with humans, mind flayers , elves, and
tion is a duty, and the reward for such duty is that someone more dwarves are cordial and curious: all these races are lumped under
powerful will come along and give you a rest. a word for "the deformed ;' and the dracons, usually very good at
sorting out their own differences, often ascribe human traits to
Ecology: The familial relationships of dracons suggests that they elves, and elven abilities to dwarves {they can never figure out
are aJlnatives of the same planet, and only recently have made the who operates the big rock-ships). Lizard men get along very well
first steps out into the stars. This is confirmed by the fact that most with the dracons, and are often adopted into larger families as
dracon ships resemble old seaborne clunkers favored by ground- disabled smaller relatives. Centaurs and other similar races are
lings, with higher ceilings to accommodate the taller beings. considered long-lost allies as well. They hate the neogi, putting
dracons in good stead with other races, but consider the behold-
According to the dracons , their homeworld is a dry, arid orb ers comica l. Beholder jokes make the rounds among dracons,
with two types of terrain, fast-growing grass and desert. The cli- comparing them to large kickballs used in ritual games on t.heir
mate is in continual flux, such that the herds are forced to move home world. How Jong this situation lasts remains to be seen. The
and cooperate in order to survive . There seem to be no natural en- race of dracons holds dragons in awe. The sha lla have declared
emies on their homeworld, but there are tales of a spiderlike Dark dragons to be messengers of their gods, and their actions are
God that lies beneath the sand and pops up to trap the youngsters watched carefully for signs of the gods ' wants or intentions.
that stray too far from their parents. This boogeyman may be a
Copyright 1989 TSR , Inc. All Rights Reserved .
Permission Is granted by the copyright holder to photocopy this page for personal use only.
Dragon, Radiant (Celestial)
CLIMATE/TERRAIN: Any spac
FREQUENCY: Very rare
ORGANIZATION: Sol ita ry or clan
ACTIVECYCLE: Any
DIET: Special
INTELLIGENCE: Exceptional (15)
TREASURE: Specia l
ALIGNMENT: Any
NO . APPEARlNG: 1 (2-5)
ARMOR CLASS: 1
MOVEMENT: 12, Fl 48 (B)
HlT DICE: 15
THACO: 5 ba se
NO. OF ATTACKS: 3 + spec ial
DAMAGE/ATTACKS: 2-20/ 2-20/ 4-40
SPECIALATIACKS: Special
SPECIALDEFENSES: Variable
MAGIC RESISTANC:E Variable
SIZE: G (100' base)
MORALE: Fanatic (18)
XPVALUE: Special
Age Body Lgt(') Tail Lgt(') AC Breath Weapon Priest Spells MR Treas. Type XP Value
1 1-20 2-20 4 2d12 + 1 2 ii Nil 4,000
2 21-60 21-60 3 4dl2+2 2/2 20% Nil 7,000
3 61-80 61-80 2 6d12+3 2/ 2/2 25% Nil 12,000
4 81-110 81-120 1 8d12+4 4/ 2/2/ 2 30% E,R,T 14,000
5 111-140 121-150 0 1od12+5 4/ 4/2/2/ 2 35 % H, R,T 18,000
6 141-200 151-220 -1 12dl2 + 6 4/ 4/ 4/ 2/2/ 2 40% H,R,T 19,000
7 201-250 221-270 -2 14dl2 +7 6/4 / 4/ 4/2 / 2/ 2 45% H,R,TX2 20,000
8 251-300 271-350 -3 16d12 +8 6/ 6/ 4/ 4/ 4/2/2 50% H,R,Tx2 21,000
9 301-350 351-425 -4 18d12 + 9 6/6/6 / 4/ / 4/ 2 55% H,R,TX2 22,000
10 351-400 426-500 -5 20d12 + 10 8/ 6/ 6/ 6/ 4/ 4/ 4 60% H,R,TX3 23,000
11 401-500 501-600 -6 22dl2+11 8/ 8/ 6/ 6/ 6/ 4/ 4 65% H,R,Tx3 24,000
12 501-600 601-800 -7 22dl4 + 12 8/ 8/ 8/ 6/ 6/ 4/ 4 70% H, R,TX4 25,000
The radiant dragon, also called the star dragon or the celestial Combat: Actions of a radiant dragon depend on the situation and
dragon (though not to be confused with the oriental dragon of the th individual. They rarely fl e from a fight , however , depending
same name}, is a sinuous, serpen tine dragon with graceful, trans- on their huge size to keep them safe from opponents.
lucent wings. Its scales are a collection of glittering pearl- like
shards of mica and gypsum, which cause the dragon 's scales to A radiant dragon will concentrate on the ship itself first, seeking
shimmer in the starligh t, giving the crea tur e its name. to first destroy or eliminate any serious threat s (such as ballistas
and catapults). Of equa l importance is elimination of the mages
Radiant dragons ca n be of any a lignm ent, unlike the tendencies and any with magical powers. H the radiant dragon is aligned to-
toward good and eviJ of the chromat ic and metallic dragons. ward good, he will seek to neutralize them with silence, 15' radius
There exist radiant dragons who ter rorize the spaceways, those spells (if available) . If less concerned about killing, he will merely
who act in a beneficia l fashion , and those who prefer to set them- slay hostile wizards as he finds them.
selves up as whimsical king-gods on small, distant worlds. As a
class, the radiant dragons are proud, haughty, and feel they are the The wing buffet used by young adult and older dragons is par-
ultimate in draconian development: they are, after all, the largest ticu larly potent in the small space of a ship , and has the effect of a
of their type . "Ship Shaken" critical hit , and in addition inflicts 2-20 points of
damage to all within the range of the attack (abou t 200 feet to ei-
Radiant dragons speak their ow n language and the common ther side).
tongue. They are quick with languages and fond of mimicry, so
they tend to speak in a number of accents matching those of the in- ln addition to the tail slap used by the radiant dragon against
dividuals they talk with. There is a 10 % chance that even a hatch- groups of creatures, the radiant dragon may grip a ship in the coils
ling will understand any given ton gue, with an increase of 5% for of its tail and inflict damage per round by squeezi ng it. The dam-
every age. age is 1-6 hull points against lighter materials such as wood or ce-
ramic , but particularly heavy materials , such as sto ne and metal ,
All common dragon attributes outlin ed in the Monstrous Com- suffer on ly 1-4 hull point s damage. The dragon can make other at-
pendium apply to radiant dragons as well. Modifications to the tacks , and even attack other ship s, while squeezi ng a ship.
general description that apply specifical ly to fantasy space are
listed below. As a general rule, radiant dragons will give a sh ip and crew the
opportunity to leave, parley , or genera lly bow and scrape and beg
Dragon, Radiant (Celestial)
for its kindness and mercy. Even the smallest of these creatures ally a family group, and make their lair in an asteroid hollowed
has an overweening sense of pride. out by the parents. Some hollow asteroids that are used by cer-
tain human civilizations were created by these dragons .
Breath Weapon/Special Abilities: The radiant dragon breathes
glowing pulses of force that in some ways resemble magic mis- When in fami ly groups, radiant dragons are very protective,
siles. They can breathe a single pulse of the listed damage, or any and slaying the young is a sure way of earning a radiant dragon 's
number of smaller pulses in the same round, provided that no enmity. It will hunt down the individual responsible, devising
pulse inflicts less than 2dl2 + 1 points of damage. A juvenile radi- nasty methods of revenge as it goes. There is a giff saying: "Better
ant dragon (age 4) ca n breathe a single pulse of 8d12 +4 points, or to be slain by a star dragon quickly , before it ha s a chance to think
about it ."
four pulses of 2dU +1 points, or two pulses of 4d12 +2 points.
Ecology: Radiant dragons can survive long periods in space.
Each pulse can strike a separa te target . These pulses are unerring They are sometimes seen near fire bodies with their wings sprea d ,
in their attacks , and will hit unless the victim makes a saving gliding on the heat , and it is surmised that they can take the en-
throw vs. breath weapon. If the vict.im fails its saving throw , it ergy from such celestia l bod ies and store it in their bodies, much
will be struck for the listed damage. If the victim makes its saving like the kindori. However, a selfish and hungry radiant dragon
throw , it has dod ged that puls , which then evaporates. can just as easily descend on an asteroid citadel and clean out all
other living things (particularly if it considers the asteroid its
The radiant dragon can use its bre at h weapon on physical ob - "own" from an earlier stage of life).
jects (such as a ship) as well, inflicting 1 hull point of damage for
every 10 hit points of damage its breath weapon causes. Other The clerical speUability of the radiant dragons may make them
physical objects must save vs . spell to survive being hit by a the only living creatures of such great bulk to be natural spell-
pulse. jammers. They move in this fashion as a cleric with as many
levels as the dragon 's age when piloting a major helm, and the
As radiant dragons age, they gain a number of innate abilities. dragons can do so at will without tiring . On occasion they have
Juvenile dragons can restore or corrupt air as per the spell. A used this ability to rescue or tow wrecked ships (in return for a
young adult they may use the Bigby 's interposing hand• spell, promise of reward , or a stat ue in their name at least) . Radiant
while adults can use the Bigby 's grasping hand* spell. A mature dragon hatchlings stay close to their lairs and the protection of
adult can sliapechange three times in a standard day, gaining the the parents, but sometimes they also sneak out and do some spell-
abilities of the creature that it mimics , even to the point of spells jamming.
and magical ability. Venerable radiant dragons can create a wall
of forc e (as the wand ), and a wyrm can use forcecage (as the It is unknown if the radiant dragons have spelljamming ability
spell ). A great wyrm can create a prismatic sphere large enough to nat urally or as the result of some deal with the arcane. One school
encapsulate itself and up to 4 other creatures of similar size, and of thought indicates that the radiant dragons are the only natural
to maintain it indefinitely . spelljamming creatures , and the arcane use them to make their
helms. A second school believes that the radiants gained this abil-
*The radiant dragons refer to these as the interposing claw and ity from the arcanes in exchange for transportation or other fa-
grasping claw spells, and will declare loudly that this Bigby is an vors. The truth has yet to be revealed. The arcane and the radiant
interloper who obviously stole their spells and gave them his dragons , when brought into contact, have little to say to each
name. A careful check by the sages indicate that the reverse is other.
true : These spells did not appear commonly among the radiants
until Bigby developed them . However , given the size and temper - The radiant dragons are friendly with dracons and lizard men,
ament of those dragons making the claim, few have chosen to ar- whom they encourage to worship them at every chance. They are
gue the point with them. haughty toward men, elves, halflings, and most mammal-based
races . They consider mind flayers, beholders, and neogis to be ge-
Habitat/Society: Radiant dragons are totally spacebome-in- netic failures that have not had the sense to die off. This opin ion is
deed , their huge size would make them ungainly creatures on reciprocated by those races, which hunt the radiants whenever
most worlds. Mature adults do mingle among mere morta ls, of- they have a chance and think they can beat them. In addition, ra-
ten taking the face and the role of an adventurer or hero as the diant dragons are occasionally attacked by the largest krajen.
drag on passes through the asteroid citadels. A character who is
faced with unpaid bills for services from places he has never vis- Radiant dragons can be encountered in any wildspace area and
ited may guess that his renown is grea t eno ugh to earn him the in the phlogiston. Their great size gives them their own atmo-
mimicry of a radiant dragon. In some regions this is considered a spheric envelope , but unlike the simi larly huge kindori , they do
great honor (once it is confirmed by detect lie and other divina- not encourage riders , and will often preen their scales to remove
tion spells). In other areas of space it is considered a blasted nui- kraje n spores and other hitchhikers. Their clerical abilities oper-
sance. ate in any sphere that has dragons as a native life form. In those
rare spheres without dragons, they still retain first and second
The radiant dragons are normaJly solitary and very territor ial level spells a.nd their spelljamming ability.
about their "turf; ' which can include up to the space surrounding
a planet or moon . When they are found in numbers, they are usu-
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Per mi ssio n is granted by the co pyright ho ld er to photocopy thi s page for per sonal use only.
Elmarin
CLIMATE/fERRAIN: Wildspace only
FREQUENCY: Rare
ORGANlZATlON: Pack
ACTIVECYCLE: Any
DIET: Warmth
INTELLIGENCE: Anima l (1)
TREASURE:
ALIGNMENT: None
Neutral
NO. APPEARING: 1-10
ARMOR CLASS:
MOVEMENT: 4
HIT DICE:
THAC0: 18
5, 7, or 9
O. OF ATTACKS: 5 HD: 15
DAMAGE/ATTACK:S 7 HD : 13
SPECIALATTACKS: 9 HD: 11
SPECIALDEFENSES:
MAGIC RESISTANCE: 1
SIZE: 1-8
MORALE: Burns
XP VALUE: Nil
Nil
S (4' across)
Unreliable (3)
5 HO: 175
7 HO: 420
9 HD: 975
The creatu res called elmarin resemble living St. Elmo's fire. The size and color of an elmarin seems unrelated to its power or
They are sem isentient fire beings that live in wildspace, usually in whether an ioun stone will be found after its death. Profiteering
cl se proximity to fire-based celestial bodies. They appear as nat- gnomes in their steel ships sometimes cruise the upper reaches of
urally glowing bal ls of fire in a number of colors, ranging from stars looking for elmar in, willing to slay many to gain a few iow1
deep red to light violet . Two darker spots toward the front of the stones. The sudden appearance of elmarin is a good sign to sai lors
orb resemble eyes. trapped with a furnace drive and no magic to feed into it.
Combat: The elmarin are drawn by warmth and energy. The ac- Ecol ogy: The elmarin are natives of the elemental plane of fire,
tivity of a spelljamming ship is such to a ttract a pack of them to and as such will not leave the wildspace that they are in. Attempts
investigate. They are often more curious than harmful, zipping to take them into the phlogiston will result in their immed iate det-
about the rigging and through open hatchways, bouncing off the onation, unless they are in a completely sealed box or extra-
walls and leaving large scorch marks. dimensional space. Such detonation will result in ld8 fire da mage
for each hit die of the elmarin to all within 20 feet of the creature,
Once in contact with flammables, however, they start inflicting and all flammable items in that area immediately catch fire (sub-
damage. Each round, an elmarin can cause flammables w ithin 5 ject to saving throws), causing more detonations in the Flow.
feet of it to burst into flame, starting fires throughout the ship.
This is unintentional on the elmarin's part, but no less damaging. Elmarin produce by fission and are sexless . They lack the abil-
If attacked, the elmarin will attempt to escape, burning through ity to move at the high speeds generated by spelljamming craft,
but will drop into the air envelopes and tag a ride with passing
decks and walls as it can. The elmarin's fire has no effect on stone craft.
or metal.
Attempts to domesticate the elmarin have fa iled, save forcer -
If trapped , the elmarin will turn on its attacker and try to burn tain mages, who use special variations of spells that conjure and
it. It will inflict 1-8 points of damage per round, and cause all comma nd elementa l creatures. They are generally useless min-
burnable items (cloaks, scrolls, etc.) on the body to make a saving ions, and are feared even by the explosion -loving giff, w ho at
throw vs . fire or be destroyed. least recognize their potential for causing damage.
If reduced to O hit points, the elmarin fades into nothingness A legend involving elmarin goes as follows: A mage though t he
and dies. There is a 1 in 20 chance that the death of an elmarin will had discovered a method to domesticate the elmarin and fit them
leave behind an ioun stone. into a special harness they would not burn through. He hooked
the harness to a sled and commanded the elmarin to fly. This they
Habita Society : Elmarin are elemental creatures of fire, with lit- did, on a direct course for the surface of the sun. Whether the tale
tle intelligence above the animal level. They enjoy the relative is true or intended as a cautionary legend is unknown.
coolness of space above the surface of fire-based celestial bodies
(such as suns) and can often be found here dancing, bobbing, and
weaving about. Ships that are attacked and damaged by the
elmarin are usually the victims of the creatures' curiosity rather
than maliciousness.
Copyright 1989 TSR, Inc. All Rights Reserved .
Permission is granted by the copyright holder to photocopy this page for personal use only.
Ephemeral
CLIMATE/TERRAIN: Phlogiston only
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVECYCLE: Any
DIET: Living beings
INTELLIGENCE: Very (11)
TREASURE:
ALIGNMENT: Nil
Neutral evil
NO. APPEARING: 1-8 magical
ARMOR CLASS:
MOVEMENT: 2
HIT DICE:
THACO: 18
NO. OF ATTACKS:
DAMAGE/ATTACKS: 5
SPECIALATTACKS:
SPECIALDEFENSES: 15
1
MAGICRESISTANCE: 1-4
SIZE: Drain Intelligence
MORALE: Hit by + 1 or better
XPVALUE: weapons, regeneration
Nil
M (6')
Average (9)
975
Ephemerals are noncorporeal undead believed to be the spirits punishments) of their afterlife , they tend to be mean , petty spirits
of individuals who have died in the phlogiston. They appear as who exist only to eve ntually return to a final resting place.
dusty gray humanoid s, and it is thought that their forms are not
only linked to the negative material plane, but also impregnated The living are their vessels of return , and an ephemeral will at-
with the essence of the phlogiston itself. This makes them vulner- tempt to drain the mind of a single character in order to provide
able to fire, but also gives them the ability to regenerate their un- itself with passage to a safe sphere. Ephemerals cannot enter the
living status. Ephemerals are attracted by use of magical energy, crystal spheres except when controllin g a living body and, if
and a passing spelljammer helm might attrac t a group of them . forced to do so, they will be randomly teleported deeper into the
Flow.
Combat: The touch of the ephemeral inflicts 1-4 points of damage
and reduces the victim 's Intelligence by 1-2 points. Should the Ecology: The origin of the ephemerals is a mystery . They might be
damage inflicted by an ephemeral kill a sentient humanoid , the the remains of a race of beings who managed to crack their crystal
latter will become an ephemeral in 2-8 days. Should an ephemeral shell, letting the phlogiston into their sphere. Whatever their ori-
drain all the Intelligence from a sentient humanoid , the body will gin, they hav e propagated by preying on intelligent creatures that
then become the host of the ephemeral (see below). pass through the Flow. Men , mind flayers, and neogi have all had
to battle ephemerals in their transit between the sphe res.
In hand-to-hand combat , only magical weapons have any ef-
fect on ephemerals. As U)"ldead,they are immune to sleep, charm, Ephemeral Host
and hold spells, as well as cold-based attacks. They are vulnera-
ble to fire, and always take maximum possible damage from a The physical characteristics of an ephemeral host are those of
fire-based attack . However, since ephemerals are only found in the host body . Thus, a host body vulnerable to normal weapons
the Flow , thfa type of attack is very risky. remains so while the ephemeral is pre sent , and does not acquire
the ephemeral 's special vuln erability to fire or its ability to regen-
Ephemerals can regenerate 1 hit point every melee round by erate using phlogiston . If the host body is killed, the ephemeral
pulling the surroun ding ph logiston into their bodies . If sealed off can 't use it. Magic that counters the magic jar spe ll is also effective
in some fashion from the Flow , they will be unable to regenerate. against ephemeral occupation.
When an ephemera.I reache s O hit points , it dissipates perma-
nently . An ephemeral within its host immediately sets about returnin g
to a crystal sphere . This often, but not necessarily , involves slay-
Generally , ephemerals cannot be turned, but this is the result of ing anyone who would stop it, including former a llies. The
the inability of clerics in the Flow to contact their patron's ephemeral will use the physical abilities of the individual it takes
power s. If a priest has some form of contact with his or her over, but cannot use any ma gica l or special abi lities. An ep hem -
power, an attempt to tum ephemerals can be made, and in this eral could take over a mind flayer , but could not use its mental
case ephemerals can be turned as spectres. blast.
Ephemerals will attack as a pack, if possible, seeking to drain as When the host enters a crystal sphere, the ephemeral will im-
many humanoids as possible to use as bodies . The others will be mediately flee the body , leaving it a livin g, mindless shell of OIn-
slain and cast overboard. If serio usly damaged , they will break telligence. The body can be resto red to normal Intelligence by a
off, trailing behind the ship, and attack again when they have re- full wish spell , but in the meantime , it may be inhabited by other
gained their hit point s . bodiless spirits unless protected by means of a protection from
ev il (good) spell or similar wards.
Habitat/Society : Ephemeral pack s wander the phlogiston, the dis-
embodied spirits of the dead or cursed who have perished in the
Flow. Unable to reach their home spheres and the rewards (or
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Permi ssion is granted by the copyrigh t holder to photocopy this page for personal use only.
Giff
CllMAT E/fE RRAIN: Any
FREQUENCY: Rare
ORGANIZA TION: Platoon
ACTIVE CYCLE: Day
Omnivo re
DIET: Low (7)
INTELLIGENCE: Nil
Lawful neutral
TREASURE:
ALIGNMENT:
NO . APPEARING: 10-20
ARMOR CLASS: 6 (2)
MOVEMENT: 6 base
HIT DICE: 4
THAC0:
NO. OF ATTACKS: 17
DAMAG ATTACKS: 2
SPECIALATTACKS:
SPECIALDEFENSES: 1-6 + 7 or by weapon + 7
MAGIC RESISTANCE: Head butt
SIZE: None
MORALE:
XPVALUE: 10%
L (9' tall)
Elite (14)
270
The giff are a race of powerfully muscled, hippopotami merce- The ~narmed giff also uses a head butt in attacking. The top of
naries. They are civilized in that they understand the basics of the ~1ffs head and snout are plated with thick, chitinous plates,
spelljammi ng, though they lack mages among their own race. In- flex1ble enough to permit motion , but givi ng the creature a natu -
stead, they hire on with various groups throughout the universe ra l helmet. The giff can charge using the head butt, inflicting 2-12
as mercenaries , bodyguards, enforcers, and general leg-breakers. points of damage on his foe .
They are pretty good at it, too .
T he giff prize themselves as mercenaries , and to that end have
The basic form of the giff is humanoid , with stocky, flat, cylin- made elaborate sui ts of armor that improve their Armor Class to
drical legs and a humanoid torso, arms, and fingers . The chest is 2. These include full helms with other monsters on their crests,
broad and supports a neck less head that looks like a hippopota- and inlaid ivory and bone along the large plates. Armor repair is a
mus's. Giff come in colors ranging from black to gray to a rich major hobby among the giff.
go ld, but many have colorful tattoos that leave their bodies a
patchwork record of past jobs and victories. Griffs speak their . ~inally, giff a~e somewhat magic resistant. They are deeply sus-
own language and the common tongue. ¥ic1ous of magic and magical devices, and only accept spell-
Jammer helms with deep misgiving s, since they are needed to
Comb at: The giff are military-minded, and organize themselves bring the giff into battle .
into squads, platoons, companies , corps, and larger groups. T he
number of giff in a platoon varies according to the season, situa- Habitat/Society: The giff are happie st among their own race-
tion, and level of danger involved. A giff "platoo n" hired to pro- they consider larger races such as giant s threatening and com-
tect a gambUng operat ion may number two, while a platoon plain about the fragility of the smaller races. Unlike the dracons,
hired to invade an illith id stronghold may numbe r well over a they suffer no penalties for being apart from their fellows, but
hundred. merely prefer the compa ny of their own species. Outside their
own platoons, the giff are happie st among military organizations
The giff pride themselves on their weapo n skills, and any giff with a strong chain of command.
will have a number of swords, daggers, maces, and similar tools
on hand to dea l with troublemakers . In giff terms , a troub le- ~very giff, male, female, and giffling, ha s a rank within society,
make r is any non -giff one's boss tells him is a troublemaker. Giff which can only be chang d by someone of higher rank. Within
will collect weapons as well, accumulating pole arms from ha lf a this rank are subranks and within tho se subrank s are color mark-
hundred worlds and being able to tell the or igin and purpose of ings and badges. The highest-ranking giff gives the orders, the
said arms, and what they killed mos t recently . others obey. It does not matter if the orders are foolish or even
suicidal-following them is the purpos of the giff in the universe .
But the giff's true love in weaponry is guns. Their love of explo- A quasi -mys tical faith among the giff mercenaries confirm that all
sives serves as a good warni ng to other races. Any giff will have a things have their place, and the giffs is to follow orders. This
20 % chance for an arquebus (or, rarely, a wheel lock) and suffi- makes the giff very happy.
cient smoke powder for 2-8 shots. A misfiring weapon is of little
matter to the giff (occasional fatali ties are expected)-the flash, Giff platoons can be hired by those looking for their muscle. The
noise, and damage is what most impresses them. arcane do a small business in giff mercenaries , but usually local
contractors perform the task. Th se contractors review prospective
Even unarmed, the giff are powerful customers, as strong as a employers according to ability to pay, then make a recommenda-
hill gian t ( + 7 on damage for Strength benefit). They will wade tion_to the giff leaders . The leader , in turn , consider the danger of
into a brawl just for the pure fun of it, tossing various combatants the Job, and whether taking it will enhance their giffdom.
on both sides around to prove itself the victor. A brawler shou ld
on ly pu ll a weapon on a giff in the most dire circums tances. Once
a weapon is bared, the giff consider all restrictions off- the chal-
lenge is to the death.
Giff
Giff jobs are usually paid in smoke powder, though they often other in this case, but most Hkely both will quit their current hir-
will accept other weapons and armor. It is purely a barter system, ings and look for work elsewhere.
but to hire one giff for one standard week requires seven charges
of smoke powder (one/day). In areas where smoke powder is Ecology : Like the dracon, the giff are surmised to have evolved
more common, the price will rise. from one world, which was not blessed with a wide variety of in-
telligent species such as elves. men, dwarves, and beholders.
On board ship, the giff have their own quarters, and will often Sages point to the giff as an example of what happens when only
request to bring on their own large weapons. They favor greek one sentient species is found on a planet.
fire projectors and bombards for ground work, and will happily
blaze away at opponents, regardless of the tactical situation. The giff homeworld is the stuff of legend; as no living giff has
seen it. Some tales say that the homeworld was destroyed by the
The giff require the ships of others because they have no spell- giff, who were rescued by the arcane. Others say that the giff sold
casting abilities among them-they are magically inert in such a their planet and their lives to the arcane in exchange for spelljam-
way that even the serial helms of the mind flayers have no effect ming helms they could not use. Still others say that the giff home-
on them. Lifejammers are considered to be a "wizard's way to die" world is just beyond the range of one's ship, in a land where such
(a giff insult). Giff trade their services for transport and for warrior races are common, and the losers are exiled to the known
weapons-especially smoke powder. worlds .
Giff of both sexes serve in their platoons, and both fight Whatever the truth, the giff describe their homeworld in leg-
equally well. Giff young are raised tenderly until they are old endary terms-a thick, verdant jungle, covered with swamps,
enough to survive an exploding arquebus , then are inducted fully mangrove trees, and fruit plants. The few mountains are rich in
into the platoon. metals, caches of weapons, and smoke powder.
Giff are fierce fighters, despite their somewhat comical appear- The giff practice equality among the sexes in battle and in child-
ance and mania for weapons. They will not, however, willingly rearing. They live about 70 years, but do not take aging grace-
fight other giff. lf forced into such a situation on a battlefie ld. fully. As a giff grows older and begins to slow down, he is
both groups will retire for at least a day of drinking and sor ting possessed with the idea of proving himself still young and vital.
out ranks. There is a 10% chance that one platoon will join an- usually in battle. As a result, there are very, very few old giff.
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Permission is gr1mted by lhP. copyright ho lder to photocopy this page for personal use only.
Kindori (Space Whale)
CLIMATE/fERRAIN: Any space
FREQUENCY: Uncommon
ORGANIZATION: Pod
ACTIVECYCLE: Any
DIET: Light
INTELLIGENCE: Low (6)
TREASURE: Nil
ALIGNMENT: Lawful neutral
NO. APPEARING: 2-8
ARMOR CLASS: 5
MOVEMENT: 18
HIT DICE: 20
THACO:
NO. Of ATTACKS: 3
DAMAGE/ATTACKS:
SPECIALATTACKS: 1 (tail)
SPECIALDEFENSES: 3-30
MAGICRESISTANCE: Blinding
SIZE: Nil
MORALE: 5%
XPVALUE: G (80')
Elite (13)
11,000
Kindori are called space whales , and they are among the largest The kindori young gestate for six months and are born live in
living creatures found in space. They resemble aquatic whales in space. A herd will be extremely protective during this time , since
general shape and are mammals as well. However, they lack any the young are prey to scavvers and other attackers .
noticeable mouth, and the leading edge of their fishlike bodies is
dotted with small eyes. With these exceptions, kindori are generally peaceful and have
been domesticated by a number of spaceborne barbarians. Such
Combat: The kindori tend to be peaceful except when threatened. groups either travel short distances, such as within an asteroid
In normal conditions, this usually means a dire ct attack, but dur- belt, cluster, or ring; or are far-ranging space nomads making
ing herding periods (see Habitat / Ecology below), any individual long voyages. The kindori is lar ge enough to maintain its own
approaching the herd is seen as a danger. gravity plane and air envelope, and has no need for air of its own.
The kindori's main physical weapon is its massive tail flukes, The size of the kindori is such that mosses, molds, and other
which it uses to batter its opponents. While kindori recognize the parasites nest on their large backs , which in turn brings other
presence of humans, beholders, and other small creatures, they predators to clean them off. A kindori might (20 % chance) have
direct such attacks first and foremost against the ships that are al- 3-18 gray or brown scavvers working over the growing popula-
most their size. The kindori work together to batter a single at- tion on their sides.
tacker to bits , then go to the next one, until all assailants are
defeated. Some kindori that have been domesticated (see below ) later go
feral as their masters die or let them loose. These kindori some-
The leading eyes of the kindori can emit a concentrated blast of time have the ruins of old buildings (genera lly called howd a.hs) on
light. This light is projected as a cone in the direction of the kin- their backs, along with more terrestrial plant and anima l life.
dori 's choice, with a 500-yard range and a base of 400 yards. All Such structures and life survive only on the back and sides of the
those within the cone must save vs. breath weapon or be blinded kindori.
for 4-16 rounds. The kindori will use this form of attack against
indiv;iduals they cannot beat, using the confusion it creates to es- Ecology: A kindori does not eat as do most other creatures of
cape. space. It instead soaks in the rays of the sun, stars , and other shin-
ing bodies in its area of space. The "belly" of the kindori is dotted
Habitat/Society:The kindori trav el in small groups, called pods, with tiny white patches, each of which sends energy deep within
of 2-8 members. For large (7-8 member) pods, there will be a bull the creature, to be stored within its large mass.
of maximum hit points present. This bull will be the forward line
of defense if the pod is attacked. Keeping this belly clean of parasites is a common act of herd be-
havior, as the great creatures rub each other to flake off old skin
Every so often (rough ly annually, depending on the sphere), and parasites. They are less concerned with their backs, which is
several pods will gather together into a larger herd of 3-30 mem- why small islands of life often spring up there.
bers. There will be 3-6 bulls present in such a herd, and during
this time, any ships that pass near the herds will be attacked. An extremely old or sick kindori can be spotted by the over-
growth of vines and vegetation on it. Such creatures are near
During herding the male kindori are particularly violent, en- death, and often fall prey to the larger scavvers and other crea-
gaging in tail-slapping contests with other young males (and often tures.
with ships that come too close) . These tail-slappings create a
pecking order within the herd, which in turn determines the mat- Even in death kindori are powerful creatures , as their skeletons
ing rights of the various members. The oldest bulls always have do not break up when parasites destroy their flesh . Undead crea-
first rights among the females, followed by the more powerful tures such as liches and vampires often use skeletal kindori as
young.
Kindori (Space Whale)
their ships for slow, leisurely invasions of new lands (the undead trading goods to deal with the arcane on a regular basis. These
have forever). Suc.h dead kindori have 15 hull points, plus what- "savage races" vary from empires ruled by philosopher kings, to
ever modifications (weapons, etc) are made to them. degenerate standard races, to savage marauders who will attack
everything in sight.
There have been stories of hitching a spelljamming helm to a
kindori. It is generally agreed that the action of moving at spell- The kindori can be domesticated, but the savage races will op-
jamming speeds spooks them, and even domesticated kindori will erate in them in pod or herd groups, and will not split the kindori
head off for parts unknown, seeking to scrape the irritating helm family groups. Only old solitary bulls will be found on their own,
from their flesh. Some skeletal kindori have been fitted with such and then usually on exploration duty.
helms by undead marauders and used as warships.
The savage races (which can be human, dwarf, elf, gnome, or
The kindori have many natural enemies, including the krajen, even halfling) do not cut into the flesh of the kindori, but rather
the radiant dragons, and the various humaniform races. Behold- secure buildings, weapon platforms, and the like with short
ers and mind flayers, sensitive to the creature's light-emitting hooks that lightly snag the thick hide of the beast. The savage
eyes, have a particuJar dislike of them. The former will avoid kin- races will often maintain farms and herd terrestrial beasts on the
dori whenever possible, while the latter will engage in wholesale backs of such creatures, since the kindori have no need of the
slaughter of them, massing armadas to take out whole pods that atmosphere around them.
lie too close to their outposts.
A typical kindori/savage race group will number some 2-8 kin-
The flesh of the kindori can be rendered into oil, much like the dori, each with a crew of 10-20 warriors. Dress and weapons vary
aquatic whale, and it is this kindori flesh that is the source of most from place to place, from bone spears to bronze armor and short
greek fire for various races. The lizard men, who use greek fire swords. There will be at most one light catapult per kindori, save
regularly, often put together whaling parties to hunt kindori, and for the bulls, which can carry heavy catapults. The crew arrange-
are working on a mobile base, towed in pieces by multiple wasp- ments will be an extension of the savage's native group, with a
class ships, that can render the flesh of the creature in the field. captain or shaman or chieftain leading the herd.
Domesticated Kindori The savages will trade with spaceborne races (if they are peace-
ful), but do not like or trust spelljammer helms, which make their
Savage races in space will often use the kindori for short-range mounts mad.
travel, usually in the period before they gain enough savvy and
Copyright ' 1989 TSR, Inc. All Rights Reserved.
Permission Is granted by the copyright holder to photocopy this page for personal use only .
Krajen
CLIMATE/TERRAIN: Immature Adult
FREQUENCY: Any Any
ORGANIZATION: Common Very rare
ACTIVECYCLE: Colony Solitary
DIET: Any Any
INTELLIGENCE: Scavenger Omnivore
TREASURE: Non- (0) Semi- (2)
ALIGNMENT: Nil
Neutral G
Neutral
NO. APPEARING: 10-100 1
3
ARMOR CLASS: 9 18
12
MOVEMENT: 3
9
HITDICE: lfi 1 + 12
3-18 and 1-3
THAC0: 20 Paralysis, crush
None
NO. OF ATTACKS: 1 30%
G (40' high)
DAMAGE/ATTACKS: 1-3 Elite (13)
8,000
SPECIALATTACKS: Paralys is
SPECIAL DEFENSES: None
MAGIC RESISTANCE:None
SIZE: S (1' high)
MORALE: Unsteady (7)
XP VALUE: 35
The krajen develops in three stages: small spaceborne spores, a out its crew noticing. It is only when th spores take root in the
barnaclelike immature stage, and the huge, adu lt krajen that is hull of the ship that they are noticeable.
the bane of the shipways . In its adu lt stage, the krajen can grow
longer than most ships, and resembles a gargantuan aquatic Krajen spores can take root in any solid object, including aste-
squid. Its tubelike body is dominated at one end by a thick central roids, ship hulls, and large living creatures . Once planted, the
tentacle, the base of which is surrounded by a clus ter of sma ller base of the spore widens and digs into the surface, while the outer
tentacles. surface hardens into a shell similar to a barnacle 's. The central
tentacle is nested in an openi ng at the top of this shell. In case of
Combat: Adult krajens are holy terrors, attacking anything that norm al attacks on the immature krajen , the tentacle can whip out
comes within comfortable distance of them with a huge centr al to attack enemies in the area, lashing out at random. When dor-
tentacle and a cluster of twelve lesser tentacles. The krajen's cen- mant, the tentacle is tucked inside the top of the shell.
tral tentacle can crush objects of more than huge size, inflicting ei-
ther 3-30 hit points or 1-3 hull points of damage, depending on the Immature krajens can survive without air, and in fact prefer the
target. On a hit of 18 or better, the centra l tentacle has looped stale air of bad air enve lope over the healthy air of areas replen -
around the target and can crush each round thereafter automati- ished by green plants. They do need a solid surface to draw nutri -
caJly. Even when not crushing the life out of a victim, the central ents from, though each one can also absorb nutrients from dead
tentacle can inflict up to 3-18 points of damage in combat. bodies that it and the rest of the colony have destroyed .
The smaJler tentacles that ring the large central tent acle are When the immature krajens have pulled the quival nt of 2 hull
called sentries, and act to protect the main shaft. They are thin, points of material from a surface (i.e. in about two months ), they
snakelike members , tipped with a paralysis poison that causes disengage and float into space. At this point the gripping base
those hit to save vs. poison or be paralyzed for 3-30 rounds. The closes and the sentry tentacles appear. Feeding on the stored, con-
adult krajen can use all its tentacles at one time , though no more centrated energy, the krajen attains its adult size and goes hunt-
than two tentacles will engage a man-sized target. ing. Large groups of immature krajens often hunt other krajens,
until only one member of the group survives and reaches fuJl size.
A common krajen tactic is to snare a ship and crush it with the
central tentacle , while the smaller sentries deal with the crew and Adult krajens grow throughout their entire lives, such that leg-
other creatures trying to attack it. Only after all the a ttackers are ends of particularly huge individual s surface from time to time.
paralyzed or slain will the krajen feed, crushing the paralyzed Krajens feed on ships a lmost accidentally , as their main prey are
survivors. The krajen will feed over several days, fall into slum- kindori, radiant dragons, and other large creatures.
ber for a few months, then move off for new conque sts.
One rumor that has appeared in a number of spheres is of a
Habitat/Society: The krajen has no real socia l organization. The lesser race of human barbarians who have tam d the krajen s
monstrous adult krajens are solitary creatures, and shou ld one through use of alchemic mixtures. They have traded these mix-
encounter anoth r, it will treat it as any other creature and proba- tures to the arcane in exchange for lifejammers , which they have
bly attack. The krajens are immune to their own paralysis poison hooked up to the relatively mindless krajen. Using the
and that of their young, and will destroy sh ips that are carrying lifejammer-driven krajen, this lesser race is suddenly appearing as
their young and consume them as readily as not. a major menace to shipping, often preying on other pirates and
marauders.
Ecology: In the krajen's youngest form, its sp res are harmless,
and can be slain by such simple spells as cure disease. They drift
like windborne seeds in the void , waiting for the approach of a
ship or o ther solid body. They are so small that a spelljamm ing
ship can pass through a cloud of them without stopping and with-
Kraien
Immature Krajen this time the krajen will either continue to strike the attacker with
its tentacles (if riled or if some of the colony have been slain) or,
Immature krajens are a bane of shipping, as their continued more likely, shuffle off to a new piece of the ship.
growth destroys the surface they are moored to. This is particu-
larly dangerous if the surface is a ship huJI. Resembling a giant When part of the colony is threatened or attacked, the
barnacle, a single krajen can inflict about 1 point of hull damage damaged/dying member releases chemicals that aggravate the
in a month of growth. Immature krajens come in large colonies, other members of colony, so that attacking one immature krajen
however, and with each krajen inflicting similar damage, a krajen affects all other krajens in that same air envelope.
colony can break up a ship in short order. Wood and stone are
subject to this type of damage, but living material (such as the Carefully done, freeing a hull of immature krajen is an unpleas-
kindori) and the ceramic hulls of the elven butterfly ships take no ant and time-consuming task. Crews will wipe out krajen colo-
significant damage. nies even on asteroids and other areas, if for no other reason than
to prevent them from becoming full-fledged krajens.
As a result of the destructive activities of immature krajen, ship
crews must often scrape the undersides of their ship hulls, where Immature krajens have no intelligence, and their colonies grow
the krajen tend to nest. This is made more difficult by the fact that together by chance rather than as a result of any cogent thought.
the krajen's main tentacle is tipped with a paralyzing poison that They grow together because they take root together.
causes an individual hit to b paralyzed for 2-8 rounds. During
Copyright CJ989 TSR, Inc. All Rights Reserved.
Permission Is granted by the copyright holder to photocopy his page for personal use only .
Neogi
Neogi Great Old Master
CLIMATE/TERRAIN: Any space Any space
Very rare
FREQUENCY: Rare Solitary
Any
ORGANIZATION: TribaJ/ship Carnivore
Low (5-7)
ACTIVECYCLE: Any Nil
Lawful evil
DIET: Carnivore
INTELLIGENCE: Highly (13-14)
TREASURE: Q each
ALIGNMENT: Lawful evil
NO. APPEARING: 1-8 1
5
ARMOR CLASS: 3 3
20
MOVEMENT: 6 Nil
0
HIT DICE: 5 Special
Young
THAC0: 15 See below
NO. OF ATIACKS: 3 10%
DAMAGE/ATIACKS: 1-3/1-3/1-6 H (20' high)
Unsteady (6)
SPECIALATTACKS: Slowing poison 500
SPECIALDEFENSES: See below
MAGICRESISTANCE: Nil
SIZE: S (3' high)
MORALE: Steady (12)
XPVALUE: 270
The neogi appear as a cross between a wolf spider and a moray a smaJI asteroid. Their lives revolv e around their ships and their
eel. The short, furry , eight-limbed body is topped by a lithe, bare, slaves.
fleshy neck with a serpentine head, its mouth filled with needle -
sharp teeth. The ends of its limbs are tipped with small claws. The The neogi have hairy, ugly bodies that they dye with colorful
fur of the neogi is a light tan, but dyed a variety of colors to sig- pigments. These cause them to look at times like exploded rain-
nify power, rank, accomplishmen ts, and warning s to other neogi. bows. The colors signify rank, achievement, and power within
The older a neogi is, the more colorful its hide becomes. A neogi the neogi organization. The most colorful neogis are usually (but
with a bare pelt has no status. not always) captains and /o r overmasters of neogi ships.
The neogi are hated throughout the Known Spheres, and their The neogi also tattoo their slaves with symbols of ownership ,
spiderships are often attacked without giving them the chance for usually on the left shoulder in the front and back. These tattoos
provocation . The reason is that neogi are ruthless slayers and identify the individual as property, and shouJd a slave survive to
plunderers to the last being , and think nothing of eating their ene- have more than one master, an additional tattoo will be placed
mies, servants, or fallen comrades. In all the variety of the uni- below the first. Any tattooed creature is considered property of
verse, one truth remains: the Neogi are a hateful, xenophobic the neogi . If found wandering alone, it will be claimed and its im-
race that has no friends. mediate return to the owner demanded.
The neogi can communicate in their own language and in com- The neogi are a slaving race with an inborn sense of property:
mon as well-this is the language that they use to command their everything is either owned or owner, slave or neogi. Even neogis
umber hulks and other slaves. Many speak 1-4 other languages to are slaves to other neogis, but these slave-neogis may have their
help facilitate their slaves taking orders correctly. A slave that own slaves and eventually establish themselves as fu ll masters in
does not understand its orders is good for nothing except the next their own right.
meal.
The most important slaves (from the aspect of the neogi) are
Combat:With the universe against them, the neogi have a number of the umber hulks. These creatures are trained from birth to Follow
defenses. The first, and most obvious, is their enslavement of umber their "small lords;' caring for their every need. They provide the
hulks (see Monstrous Compendium 1 for umber huJk stats). Each strength, the combat ability, and even the raw muscle power and
neogi has a personal umber hulk slave that he rates over aJJ other dexterity that the neogi lack. Each neogi has at least one personal
slaves, who is a combination bodyguard, manservant, and useful set lordservant, though any neogi can command another umber hulk
of hands . A neogi without an umber hulk does not survive long, and (the effect of this command is akin to those of the charm mo11ster
the profusion of umber hulks on many worlds is ascribed in part to spell).
their spreading at the hands of the neogi.
A neogi who loses his only umber hulk slave(s) is considered an
Second, the bite of the neogi is a slowing poison. Those bitten outcast, and must regain such slaves or be in danger of losing all
and Failing their savi ng throw vs. poison will be affected as by a status and becoming a full slave himself. A captain or overmaster
slow spell. This lasts for 1-8 rounds, and multiple bites will extend losing his personal slave can still call upon the slaves of his neogi
this period by an additional 1-8 rounds per bite. followers, choosing a replacement from these numbers. For this
reason , the neogi on a ship are inclined to see that the captajn's
Third, 1 in 10 neogi has some magica l ability, equal to human umber hulk is kept in relative safety, since its loss would likely
spell use of levels 1-8. This ability is used by the neogi to gain an lead to the loss of one of their own slaves.
advantage in combat again st opponents.
All other slaves are just so much dross, fodder for battle, extra
Habitat/Society: The neogi are apparently a spaceborne race: No sets of muscles for heavy tasks, and, ultimately, food. Their lives
viable colonies of them have been found on any planet larger than
Neogi
are brutally short in the hands of the neogi, become disobedient. His fellow neogi may
but as a result, the "small lords " are con- then choose for him to b come a Great Old
stantly seeking to replenish their stocks. Master. The "small lords " then poison the
older one at once. The different poisons
The neogi worldview of "own or be moving through its body overload the old
owned" has resulted in a paranoid outlook neogi's system, and begins its change into a
that borders on xenophobia, and their re- Great Old Master .
lentless attacks on any ships result in their
being hated throughout the crystal spheres. The neogi making the transformation
Neogi ships are attacked on sight when pos- swells to a 20-foot height and a similar girth.
sible, and evaded otherwise. Even the ar- Its legs and arms become useless, and the
cane, who will deal with the most last of its intelligence fades: It lives now
scum-ridden space nations in the universe, only to eat.
will only deal with the neogi through inter-
mediaries . The only "normal" race with ex- During this time the other neogi begin to
tensive ties is the mind flayers, who make a hunt exclusively for the new Great Old
fat profit on the neogi slave trade. Master. Slaves , captives, anything that
comes across their path and can be captured
The neogi have no nation per se, though is fed to the master . Live flesh is preferred,
ships of the race will cooperate under certain but dead will sustain it. A Great Old Master
circumstances. This cooperation is hindered will inflict ldl2 hit points of damage per
by the fact that in any neogi gathering, there round to any creature fed to it.
can only be one overmaster, to whom all oth-
ers are slaves. Determining the overmaster After 2 months of such activity, the skin
for a limited objective can be done through of the Great Old Master bursts and a new
negotiation, but is most often the result of a crop of mature neogi spill forth. These are
trial by combat held in the cargo pits of the unmarked and barely sentient upon their
ship. The contending neogi, each with his birth , and for the next week the brood area
personal umber hulk slave, battle for domi - resounds with combat as the young neogi
nation. The losers are eaten. In a similar fash- kill each other for food. Of the 20-40 neogi
ion, if the overmaster of a ship dies, those that eat their way out of the master, only
neogi interested wiUfight to determine who is about 3-6 survive . These are considered
the new overmaste .r. slaves of the entire ship , to be kiUed or
risked in combat, until such a time as they
The most common ship is the neogi claim and command an umber hulk as their
deathspider, a huge hulking craft powered personal slave. At this point they are offi-
by a major helm. The ship contains blessed cially part of the neogi community.
few neogi for something of that size. In
space the deathspiders will attack smaller If a Great Old Master is attacked and its
ships using their grappling rams, and the flesh pierced , it will release 2-8 neogi to de-
umber hulk servants will scramble across, fend itself . These are taken from the future
ripping holes in the opponent's ship and car- brood, and if slain, will not be replaced.
ry ing off slaves and the bodies of any they Blunt weapons will not pierce the skin and
slay. therefore will not bring the young forth.
Edged or piercing weapons, or magical
A new ship making its appearance is the spells that pierce or burn, will produce this
mindspider, and indicates a new approach to defensive reaction.
ownership, in that a fleet's overmaster does
not have to be physically on board any of the The remains of the Great Old Master are
deathspiders he controls, but instead works consum d by the surviving young. Most
from a central command post. The mindspi- neogi consider this fate to be the equivalent
der has only appeared in the last SOyears, but of a human dying of old age.
is becoming more common in neogi space.
The mindspider operates from minor helms Reaver
and lifejammers supposedly acquired from
the arcane. The arcane themselves are at a These are rogue neogi that have rebelled
loss to explain this new development. and are seeking to escape the other neogi
and their poisons that will transform them
Ecology: The neogi live according to an ugly into Great Old Masters. These rogue neogi
life cycle that is characteristic of their race . are little better than their fellows, and are if
As a neogi grows older and his mind fades, anything more desperate, due to being pur-
his orders become confused and his slaves sued by their former fellows, all eager to
start the process of producing more neogi.
Copyright CJ>989 TSR, Inc . All Right s Reserved .
Permission Is granted by the copyright holder to photocopy th is pag e for per sonal use only .
Scavver
CUMATE/TERRAIN: Gray Brown Night Void
FREQUENCY: Any space Any space Any space Any space
ORGANIZATION: Common Uncommon Uncommon Rare
ACTIVECYCLE: Pack Pack Pack Solitary
DIET: Any Any Any Any
INTELLIGENCE: Scavenger Scavenger Carnivore
TREASURE: Animal (1) Animal (1) Omnivore Semi- (4)
ALIGNMENT: Nil Nil Animal (1) Nil
Neutral Neutral Nil Neutral
Neutral
NO. APPEARING: 3-30 2-20 1-10 l
ARMOR CLASS: 7 5 1
MOVEMENT: 12 12 3 18
HIT DICE: 4 18 10
THAC0: 3 17 6 11
NO. OF ATTACKS: 17 1 15
DAMAGE/ATTACKS: 1 1-4 1 1
SPECIALATTACKS: 1-3 Swallow 1-10 2-20
SPECIALDEFENSES: None Poison gas Swallow Swallow
MAGIC RESISTANCE: None Nil None None
SIZE: Nil L (10' Nil Nil
MORALE: M (6' long) Unsteady (7) H (15')
XPVALUE: Unsteady (5) 420 Average (9) H (20')
65 975 Elite (13)
3,000
Scavvers are long, fishlike creatures of space, dominated by a Combat: The scavvers are built along the lines of mm1mum
single huge , humanlike eye at the leading edge of the head, and a effort - they are little more than gullets with enough brain s to
wide, sweeping mouth. General body details such as number of point themselves in the right direction . Combat detail s are given
fins vary depending on the origin of the creature, but their behav- for each type.
ior and general coloring divide them into four basic groups: gray,
brown , black and void scavvers . Habitat/Society: Most are lazy by nature , such that they will be
found at the trailing edge of a small celestial body or ship , along
Scavvers trail ships , asteroids, and larger creatures for drop- the plane of gravity. Most scavvers travel in packs , drifting be-
pings and refuse. They drift inside the air envelopes of these large tween the planets waiting for a free meal. Unless repelled, they
bodies , so that as they move (often at high speeds) the scavvers will follow a ship until a better or larger target presents itself.
mov e with them. The lesser scavvers are nuisances , their worst Many large cities, like the Rock of Bral, have a permanent scav-
traits being that they suck up needed air. The larger scavvers are ver crew whose job it is to kill scavvers that come onto the Rock
more deadly , in that they will often not wait for their meals to from arriving ships. The scavver crew is usually made up of ship
come to them . The eyes of the scavvers glow when they are captains and crews guilty of bringing these creatures in .
awake. Ecology: In deep space , all cavv ers can shut down their basic
body functions, so that they require no air or food for lon g peri -
ods of time. In this fashion they drift until their paths collide with
a passing ship or solar body.
The scavvers tend to avoid large planet s, since flying again st
gravity is too much work. They are found in every known sph ere
and in the phlogiston as well.
Gray Scavver
The gray scavvers are the smallest and the least danger ou of
the lot, though they travel in large pack s. The appearance of
grays in a ship's air envelope is usually clan erous only because
the grays will be using (and fouling ) the air at a rate equivalent to
an additiona l man per scavver. Usually they can be driven off by
an armed party. The meat of gray scavver s is drab , but nutritiou s
for those on long voyages .
Brown Scavver
The brown scavvers, which ran ge from a sun -dappled gold to a
dark rusty umber, are larger and only marginally brighter than
the grays. The browns are pure scavenger , and will flee a partic -
ular bit of trash if challenged, only to return later. They have two
abilities that make them less desirable than their small er cou sins.
The first is that they can swallow a creatur e up to man- sized
whole on an attack roll of 19 or 20. The gullet can hold a single
man -sized creature (or two smaller than man -sized creatures ).
Scavver
Once a victim is swallowed, the poisons will not attack an obviously crowded ship,
in the gullet cause the victim to save vs. poi- it wilJ slip on during the night watches and
son or die in three rounds. A victim who refuse to budge from its new location, even
survives can attack from within the scavve r, if threatened with superior physical force.
provided a short (less than 3') edged
weapon is used. The scavver will take 1-6 The night scavver can swallow creatures
points of such damage before returning its of up to man-sized in the same fashion as the
attacker to the outside world . Unfortu- brown scavver (an attack roll of 19 or 20).
nately, the scavver does not learn from ex- However, it lacks the gullet poison of the
perience, and will try to swallow the same brown that pacifies that type's prey. The
reluctant piece of food several times before night scavver makes up for this lack by its
giving up or dying. One weaponless mage unusual reaction to efforts by swallowed
who was swallowed by a scavver returned creatures to carve themselves out of its
to the living world by using a potion of belly. It brings the victim forward to its
growth, splitting the creature's gullet. mouth, chews on it a while (one at tack at
+ 4), then sends it back down agajn . The in-
The other ability of the brown scavver is a terior wall of the night scavver is AC 7, and
small cloud of poison gas evacuated from the the night scavver will use this "cud-
gullet against an attacker. Outside the gullet, chewing" instinct whenever it takes any in-
the droplets of poison are less potent ( +3 on ternal damage.
saving throws), but no less dead ly (save or die
within three rounds). The brown scavver can Night scavvers are considered delicious,
do this once per day to a single target in front and crews will often use open fires on the
of it. Brown scavvers cannot be affected by deck to roast them in celebration of planet-
their own poison, though the poison of other fall or a good voyage. As a result, they are
species of scavvers can affect them. considered a good omen at the end of a trip.
The flesh of the brown scavver is laced Void Scavver
with its gullet poison; as a result, it is not
eaten, but saved and used as poisoned ba il Void scavvers are jet black except for their
for other scavvers. Most other space life will sing le eye. They are the most dangerous of
avoid dead browns, but gray scavvers will the breed, as they are man-eaters. While the
eat and die whenever the flesh is offered . A other scavvers will be content with digesting
company of Shau dragonships has declared a few kitchen scraps, the void scavvers will
the brown to be perfectly pa latable if pre- go after the cook . These creatures are soli-
pared properly, and one captain swears to ta ry and have a fine, animal cunning for
have served the scavver to the Emperor preying on their targets. They will find a lair
himself. Cynics believe that the Emperor hidden from most of the guards on a ship
had priests with detect, slow, and remove and use that as their base, treating the rest of
poison spells on hand, and that the captain the ship as their own personal icebox.
was run back out into space as a result.
The void scavver can swallow up to
Night Scavver large-sized creatures, and will do so on an
attack roll of 18, 19, or 20. It has gullet poi-
The night scavvers are gene rally black son similar to the brown scavver, but lacks
with spots of white along their length . With the ability to expel it into the air. Its interior
its dark flesh and white spangles, the night is AC 5, and it is possible for a victim lo cut
scavver fades in with the background of the his way out with small hand-held weapons.
void. This omnivorous version of the com-
mon scavver has the distressing habit of not The void scavver is relentless, and wilJ
waiting for food to come to it. It will sneak strip a ship dean if it can get away with it. It
onto the deck of a ship and cruise about will batter down doors and hatches to reach
looking for loose food and other items. As a its prey. Its sight, touch, and smell are su-
result, the belly of the night scavver is often perb, such that invisib le creatures can be de-
littered with small but valuable debris, tected and attacked by the scavver without
ranging from a few gold coins to perhaps a penalty. Legends tell of rare gargantuan
magical ring. The DM can determine the void scavvers attacking full ships, ripping
belly hoard of the scavver by using a ran- the hulls apart in search of food.
domly determined treasure type from Jto U The void scavver is a solitary hunter, and
will drive off other scavvers that threaten its
(roll 1d12), with a 1% chance of a magical prey. The void scavver will attack any of the
item . other scavver types, and it will kill but not
eat the brown scavver.
The night scavver is relentless in its quest
for food , once committed, and while one
Copyright 0 1989 TSR, Inc . All Rights Reserved .
Permission is granted by the copyright holder lo photocopy this page for personal use only .
A Brief Tour of the pie , and they reflect the attitudes and Reorx
Known Spheres attributes of these deities.
eType D Ear t h Body, 1 M oon
T he following is a very brief de- Krynnish space is cooler than typi-
scription of the Known Spheres of cal space , and clouds of freezing va- Reorx is almo st co mpl et e ly cov-
the SPELLJAMMER ™ universe, por can be encountered. If an ered with sheer mount a in s and deep
which are the homes of the AD&D individual falls into such a cloud , he chasms. Th e few larg e bodi es of wa-
campaigns of TSR: Krynnspace , the must save vs. breath weapon or be ter are thin , narrow seas of inca lcu la-
home of the DRAGONLANCE ® ep - frozen solid , taking 5 -50 points of ble d epth. Th e pol ar are as a re
ics ; Realmspace , the system contain - cold damage. Such ice clouds are of- covered in continual iceca ps, but in
ing Toril and the FORGOTTEN ten found in orbit around Krynn and the temperat e lati t ud es t he re are
REALMS •~ campaign ; and Grey - the outer planets of the solar system. huge forests of pine s cli ng in g to th e
space , the home of Oe rth and the Traveling at spelljamming speeds , lower reach es of t he moun tai ns. The
WORLD OF GREYHAWK campaign. however , protects the passengers equatorial region s have a few hi gh
These descriptions are included as a aboard a ship against these extreme mesas , which ar e barr en, roc ky des-
primer for DMs using these systems , temperatu res. Only characters adrift erts.
and as an example to DMs creating are affected.
their own space campaign s. The mountain s and m esas are in-
Primary: Sun credibly tunn eled and m ined by th e
The asteroid settlement known as native population whi c h is dw arves
the Rock of Bral (see the Con cor- Type H • Fire Body and (non-Krynn ) gn o m es. Th ere are
dan ce, appendix 4) can be set around no elves on Reorx , and o nl y a sm at-
any of the planets in these spheres . For all the mysticism that sur- tering of humans , who have b een re-
rounds the rest of the system , the sun duced to barba r ic stat es simil ar to
Krynnspace is taken for granted, treated as a the ores and gob Iinoid s of oth er plan-
mountain range or other natural fea- ets. Th e dwarv es of Reorx have reg u-
Krynnspace is the most primal and ture would be, and not invested with lar traffic with spac efar in g d warves
untouched of the spheres in that the any magical, mystical, or godly abili - that happ en by, and are awar e of t he
influence of the Powers That Be is ties. There are sun-worshiping cults crystal sh ells and th e phlo g iston
much stronger her e than in most among the various peoples, but the which lie s beyond th eir so lar syst em .
spheres. The gods are fewer than in sun is not considered a god or the Dragon s surviv e here, in par t ic ul ar
many other sphere s, and tend to reg- home of a god. red dragons , as w ell as o th e r
ularly use natives as their pawns in mountain-dwelling beasts.
missions against each other . The
main inhabited planet , Krynn , has Sirion • Fire Body , Inert There ar e coloni es of bot h m ind
long been a hotbed of this conten- flayers and Krynni sh gnom es on t he
tion, which has in recent memory re- Type D planet. T he mind flay e rs op erate
sulted in the destruction of most of slaving operation s in th e dep th s and
their civilization in what was thought Sirion is an inert fire body, its cen- are continually hunt ed by th e dwa r-
to be a god-related meteor strike. ven kingdom s, while th e K ry nni sh
tral flames cool enough to let a thick gnomes are enga ged in an evange li-
Despite the fac t that Krynnish cler - cal effort to awaken th eir g rou nd-
ics had been deprived of their spells earthen crust form on the surface. dwelling brethr en to th e wo nd ers of
for a long t ime following this strike , space and inv ention , and as suc h are
religion remains a deep part of the This crust is large chunks of basalt politely tol erat ed . Finall y, far be-
Krynnish sphere. The con st ellat ions neath th e surf ac e is rumor ed to be
represent many of the major gods , floating on the molten sea beneath. the Halls of th e Gold en Kin g t he lai r
and their actions cause these con- of Reorx hims elf , wh ere t he dea d
stellations to rearrange themselves , The continents are like giant rocky dwarven king s craft and revel at a
disappear, or often appear in new continual banqu et.
patterns. Similarly , the planets that icebergs, continually colliding with
orbit the sun with Krynn are named
after the gods venerated by the peo- each other , sinking beneath the sur -
face, and reforming in the cooler re-
gions around the poles .
The only " permanent " land is at Reorx has a sin g le moon ca ll ed
these poles, which provide a home Ora or The Hamm er, whi ch is capa-
for a wide diver sity of azer, efreet , ble of supporting l if e but is uninh ab-
salamanders, and other flame-using ited. Voyager s through th e Kry nn
and flame -loving creatures. Sirion system in need of ai r, wat er, an d
himself is said to dwell at the center
of the orb .
---- - ---- ---- --------- ----------->-~;}__
other supplies stop here, as there is should suffer another meteor strike to
less danger of attacks by monsters
and humanoid races. The interior of deal with these creatures have been
the moon·has not been explored. made, but this is closing the barn
door after the horses have escaped.
Krynn
Krynn has three moons: Nuitari ,
Homeworlds eType D Earth Body, 3 Moons Lunitari, and Solita ri . All are thought
to be uninhabited, and some have
Modern thinking Indi- The most populous planet in the been reached by early Krynnish
cates that all life should system, Krynn is the center of much space explorers (primarily gnomes)
come from a single point, of the human activity and godly in- using a variety of means.
that one orb Is the center terference in its shell. At one time
from which all others de- the planet sustained a highly ad- As the Krynn system 's sun is not
vanced, mystically endowed, but the home of any deity, neither are
scend. While it Is true morally decadent civilization. This there gods' abodes on the planet's
civilization was eliminated by the in- surface. However , all the major dei -
that relatively new races tervention of the Krynnish deities, in ties have fo ll owers and churches in
in space such as Krynnish the presumed form of a meteor strike the world. Paladine and Takhisis
gnomes, dracon, and the on the city of !star in the continent of have both fought in the Dragonlance
gift seem to come from Ansalon. The word "presumed" is Wars in Ansalon.
one homeland , whether used since rec ords of the event are
this applies to other races very sketchy and conflicting- Chislev • Earth Body
remains to be seen. legends also mention a solar flare at
the time, and the intervention of Si- Type E
With the spread of space rion of the Flowing Flame.
travel as well as interdi- Chislev is referred to in some spell-
mensiona I travel, the
routes of the various jamming texts as a liveworld , and
races are muddled and
lost in a confusion of or- The strike against lstar destroyed Shou Lung explorers consider it to
gins and creation myths. most of Krynnish civilization, both in
That there was once a Ansalon and in the other parts of the be an example of this planetary type
primal beholder is cer- planet. Combined with the refusal of
tain, but since every be- the gods to answer their people, the that conforms with their " Five Ele-
holder nation regards lo ss of life was enormous , and the na•
Itself as the linear descen- tions sank into a warring savagery ments" theory of the universe. Other
dant of that primal be- that they are only recovering from to •
holder, all such inves- day. The reappearance of dragons in star voyagers list Chislev as an earth-
tigation usually ends in a Ansalon, long thought extinct, made
cloud of disintegrating matters even worse. After a pro- type body.
dust. tracted war between good and evil
forces on Ansalon, a balance has Chislev is covered with a thick,
The idea of a human been struck, and the world is begin- sto rm y atmosphere, such that there
homeworld has sparked ning to recover fully with the return are never any clear days on the
lively debate within a of its deities. planet; ignore any planetary weather
small group of sages. For conditions better than Favorable on
the bull< of the popula - the weather tables. Gales , storms ,
tions of wlldspace , such and heavy rains are common.
discussions are fluff and
nonsense. Krynn is primarily a human world Chislev is a huge jungle from pole
with a large number of elves and to pole, with few open patches of wa-
dwarves. There are no halflings on ter. What water does exist is choked
Krynn; in their place are the childlike with vegetation.
kender. Most importantly for a space
traveler, Krynn is the home of the Kry - Plants grow all over Chislev , in-
nnish gnome, also called the tinker cluding on other plants. There is a
gnome, an inventive race that long yearly cycle from swamp to jungle
ago escaped to space and found it to tangle to rain forest and climax
their liking. Tinker gnomes are now growth, which is swept by firestorms
found throughout the Known during the summer, reducing the
Spheres. Suggestions that Krynn land to a swamp, which starts the full
cycle over again.
Humanoid and animal life on
Chislev is rare but large, with giants
succeeding as a dominant species on the planet , and show that the gods Th e centraliz ed location of O ert h
with the rudiments of civilization. of Krynnspace have learned restraint account s for the sup e rior attitud e of
The rest of the humanoids are little in later dealings with Ansalon in its its people , but th e re is ano th e r fact o r.
better than barbarians, with wild ver- cataclysm. Oerth is a v ery comp et itiv e world
sions of dwarves , elves , humans , and with very pow erful mor tal entiti es, at
kender found in tiny pockets Zivilyn 's moons are all earth -type times cont endin g with th e gods
throughout the sphere . Dragons do bodies of size A. Some have been themselv es and bestin g them . A long
well, in particular green dragons, settled by star voyagers seeking to string of such in c id ent s in c reases t he
who are continually warring with the open trade with the various inner self-confiden ce (and ego) o f th e na-
various giant factions. planets, but such movements have tives of Oerth , in parti c ular th ose in
been slow in light of the recent Wars the " adventuring " ar eas- wi zard s,
Chislev the Feathered Cleric is re- of the Lance and the involvement of warriors , pri est s, and rog ues. T hi s
puted to make his abode on the the gods. self -centered natur e te nd s t o m a ke
planet of the same name , though no Oerth groundlings in sul ar.
legends surrounding him exist on Greyspace
that world among its scattered peo- Th e natives of O er th hav e a pass-
ples. The wildspace of the Oerth system ing i nterest in sp elljamming a nd
has the widest variety of planetary spelljamming techno logy , thou g h
Zivilyn shapes and types. In addition to the they put it in the sam e ge ne ral ar ea
common spherical planets , there are as extradimen sional trav el. It m at -
eType F Air Body, 12 Moons elongated, irregular, and flat worlds , ters little if a t rav eler is from th e nex t
as well as belts and cluster forma- world or anoth er plan e; he is an out -
Zivilyn is Krynnspace 's solitary air- tions. The Oerth system is geocen - sider and is treated as suc h.
world , and as such is the least popu - tric , its primary being Oerth itself , all
lated world of the system , despite the other bodies moving around it. Trad e is erratic and best c onfin ed
fact that it is the largest planet in the to singular it ems that individu a ls
Krynn system. A few continent-sized The gods of Greyspace are many find useful-artifacts , spe ciali zed
boulders spin through its atmos- and diverse , with different gods hold - magical item s, and relics. O erth it -
phere , but the vast majority of the ing sway and fealty over differing self , with its anc ient c ivili zations , has
planet is open space . sections of the individual planets. As a bumper crop of suc h it em s, and of -
such, the interference of these gods ten is all too willing to exp o rt such
Life is not abundant on Zivilyn, on a system-wide scale is less than dangerou s item s el sewher e.
and that which is there tends along that in Krynn and the Realms. Large
avian lines . No native sentient crea - regional effects do occur, such as the Smok e powd er do es no t fun cti on
tures live on Zivilyn , though there are Great Devastation in the southwest on O erth , though it do es in wild space
a number of lost colonies on the vari- of the Flanaess, but these tend to be and on other planets in th e sys t em.
ous islands from previous spelljam- man- or magic-made as opposed to Whether this is due to th e c hem ic al
ming explorers. There are no current deity-created. makeup of th e O erth atmo sph ere or
colonies on the planet , and the world some int erfer ence by god s wh o al -
has the reputation of being cursed. Primary: Oerth ready fear th e growin g pow e r o f m o r-
Whether this is because of the influ- tals is unknown .
ence of the god for which the planet
is named or some natural occurrence Type E • Earth Body
in the world is unknown .
The center of the Greyhawk sys- Kule • Earth Bod y
tem, Oerth is the most d iversely and
heavily populated planet in the sys- Type B
tem , with every sentient race in the
There are no dragons on Zivilyn, shell being represented to one de- Kule (al so known as Celene) is th e
surprisingly, for the terrain is ideal gree or another. Native mapmakers
for them. It is possible that the lack of the Free City of Greyhawk place smaller of Greyhawk 's two moon s.
of other food to support their great their land literally at the center of the
bulk accounts for their scarcity. universe, with all of the Flanaess and Technically , everything th at spin s
Oerth rotating about them , and the
planets and sun passing across the about Oerth is a " moon ," but only
sky that surrounds them.
Kule and its sister planet , Raenei , ar e
In old logbooks found in the area, close enough for an o bserve r to di s-
there are notes of using magical
pow ers to control the gods them - cern planetary featur es. A s th ey li e
selves . If this was attempted , it may
account for the lack of sentient life within the orbit of the Gr eysp ace sun ,
Liga , they ar e th e only plan ets to
caus e eclips es and for th ese rea son s
Types of Worlds, are referred to as the only moons of There are many " monsters " -
Part 5: Oerth. purple worms, carrion crawlers,
Liveworlds ankhegs and even some large and
Kule is a voidworld, lacking even stupid dragons, but nothing that
The four types of the vestige of an atmosphere on its would build a city or even a fortress
worlds are defined ac- surface. Advanced ruins, towers, and for its own protection.
cording to the four basic minarets indicate that there was
elements: earth, air, fire, once civilization on th e surface long Visitors from Oerth have arrived
and water. The "orien- ago of some bipedal type, but it has on Raenei , and some have sett led.
tal" philosophy of Kara- vanished with the air. Some magical These are those that prefer solitude
Tur, however, adds a fifth agent, as opposed to the work of and hermitage over cities and trade.
element: plant, or live- gods, is presumed. Many spelljammers pass by the
worlds. There have been planet entirely for better pickings on
a number of worlds that Kule is tidally locked , sho wing Oerth itself.
the "western" scholars only one face to Oerth . The side fac-
have defined as Earth or ing Oerth is littered with debris of ru- Li ga (th e sun)
other types, which Kara- ined cities, while the opposite face
Tur wu jen put down In has mostly intact towers and citadels Type G • Fire Body
their charts as llve- exposed to the open space. The en-
worlds. ti re surface of the planet is scored by Liga is a good-sized body orbiting
extensive undergound passages and around Oerth , taking 365 days to
Liveworlds are very cities. These are occupied by hu - make its passage . The fire body
similar to earth-type mans and other savage races, but as burns with a deep golden glow, but
worlds, being a densely on Oerth, the dominant under- its surface is dotted with pinpricks of
pacl<ed solid wrapped in ground races are mind flayers, drow, blue. These blue areas are coole r
an atmosphere. The live- kuo-toa , and similar evil creatures. and are thought to be "la ke s" of ete'.
world"s heart, however, There is some speculation that di- mental water maintained in Liga to
is made of living material, mensional links exist between the ru• keep it from burning too hot. lnvesti•
such as plants, and the ins of Kule and the Oerthian gation of these sun -lakes has been
entire planet has a gen- underdark. hampered by the extreme heat of the
eral aura and combined surrounding territories .
Kule is rarely visited by star voyag -
ers, except for those adventurers Ancient legends from before time
who are looking to loot the wonders mention two fire bodies in this orbit.
of the past from this place . This may or may not be true, though
the location of the missing sun is un -
Raenei known.
•Type D Earth Body The Grinder
Raenei (also known as Luna) is the Type B ++ Earth Bodies
larger of Oerth 's two moons and the The Grinder is a very dense aste-
roid belt found within the first orbit
farthest away. It is half the size of it s beyond Liga. The Grinder may be a
planet that never formed, or the
primary , but still large enough to wreckage of a god-invoked war from
long ago. It forms a secondary she ll
spawn a wide variety of terrestrial around Oerth itself, slowing ships
down and making them vulnerable
habitats and niches: mountains, for- to attack. Rocks from the Grinder are
arrayed in a sphere surrou nding
ests, plains , open seas, and the like. Oerth-it is not possible to avoid
them on the way to the primary.
The difference between Raenei and
The Grinder has a wide variety of
Oerth is that there is no native senti - space civilizations (the Rock of Bral
ent life on Raenei. Whatever brought
the rise of men, elves, ores, and
dwarves and half a hundred other
races on its primary has passed this
wor ld by. There are no social crea-
tures here , nor any with intelligence
above Average.
may be found here if the DM so Conatha straying the neighboring kingdoms).
chooses). Much of the business with Politics are fluid in Ginsel , and
the outer planets and other spheres Type C 0 Water Body treachery very, very common . Aside
occurs here, with merchants travel- from Oerth, Ginsel is the most "ci vi -
ing to and from Oerth for their sup- Conatha is a small elliptical water lized" world in the system.
plies. world with two large earth bodies at
its center. These are separated by a Borka
Parts of the Grinder support spell- few thousand miles, which accounts
jamming civilizations , while others for the planet's elliptical appearance. Type A ❖ Earth Body
are reported to be dominated by Conatha spins end -over-end around
monsters , and still others haunted. A Oerth, and the heat of Liga creates Borka is a cluster of several thou -
recurring theme in Grinder concerns strong currents running from the sand rocks linked together by a com-
are clusters of stone golems that sunward surface to the cool side and mon atmosphere . It was once a
take on the appearance of small aste- back again . single small planet , but was de-
roids, drift close to and then attack stroyed by extradimensional magic
humanoid ships. Conatha has a strong aquarian en- by the elves in the Unhuman War.
vironment, with fish , whales, mer- The planet was a stronghold of ores ,
Edill • Air Body men, and other aquatic creatures. goblins, and other evil humanoids,
The dominant life form on the planet which the elves wiped out with the as-
Type G is sahuagin , whose savagery domi- sistance of their gods. The method is
nates the other creatures , and whose unknown, since soon afterward the
Edi II is a "typical " air world , with a continual undersea wars between elven armada in Greyspace was erad-
kingdoms reduce much of the planet icated through a systematic series of
large number of other elemental to a war zone. There are reports of accidents and attacks. This was the
the arcane seen among these sa- only planet wiped out by elven at-
bodies spinning through its clear huagin, though the wise believe that tacks, and the event has not been re-
even they will not deal with these peated.
atmosphere-fireballs, earth is- creatures who make the neogi look
good . Many of the ores and other human-
lands , and clusters of water droplets oids fled Borka on its destruction ,
There are no islands or other land fleeing to Oerth and into the deeper
all rise and fall through its area. Edill surfaces on the Conathan surface , so regions of space . Some remained ,
that only ships with water-landing and these are rebuilding their cul-
provides a wide variety of life , both abilities may land there. tures along planetary and racial
lines. Most of the new construction is
avian and reptilian , with dragons Ginsel within the clustered asteroids them -
selves , not leaving outside clues to
very prominently represented. Drag - Type C ◊ Earth Body the elves that they are attempting to
mass their forces.
ons will often gather into large hatch- Ginsel is a crescent-shaped planet.
It looks like a crescent moon , or a This secrecy, well-reasoned
eries on the floating islands to keep spherical planet with a huge bite though it is, verges on the paranoid ,
taken out of it. It retains its atmos- and ore and goblin ships will attack
their eggs safe , and behave in a more phere and gravity along the line of strangers in order to preserve their
the crescent , so there are civiliza - secrecy. The ores can also move their
social fashion than is known in other tions along the inside of the crescent rocky homes slowly among the oth -
and on the outer surface. ers, so that if an attack force does
part of Greyspace. come, it will likely not be able to find
Ginsel has a low number of "typi- the same rock as before .
•Gnibile Air Body cal " monsters of the rampaging type ,
Type G but has a large number of advanced
Edill's sister planet in general size kingdoms, similar to Europe during
the late Middle Ages. The leaders of
and consistency only , this gas giant these kingdoms are aware of the spa-
cefaring technology around them,
is dark red in color as seen from and often ally with outside forces to
further their own ends (usually de-
space, and is wracked by hellish
storms and strong winds. Its earth is-
lands tend to be semi-molten in na-
ture , and its water clusters shards of
ice. Gnibile is a planet of undead
creatures, with strong ties to the neg-
ative material plane. Those who have
survived the experience state that
there are disc-like creatures within
that provide immediate (and often fa .
tal) passage to the negative quasi-
elemental planes for those passing
through them .
M
Greela the disk, forcing water back into the
center. The disk itself is about 200
Type E Earth Body miles thick at the edge.
Another cluster-world linked by a The various spelljamming races
common (though thin) atmosphere, have outposts on the Spectre. Hu-
the Greela Cluster is much larger man trading groups , the elven ar-
than Borka and much, much older. mada, a dwarven nation , and even a
Most of the cluster planets are a few gnomish outpost are found on one
hundred miles across, and rounded side; a mind flayer station, three
into elliptical shapes. competing beholder lairs, and a
neogi settlement lie on the other . All
cooperative ecology, or The primary vegetation in the such settlements are widely spaced,
so claim the wu jen. Greela system is grass, though there as the various races do not trust
are planets closer to the core that each other. Raiding and sabotage is
The dangers of the live- have rich forests. It is in these forests common among the natives of the
world are the same as for that colonies of men and elves live, Spectre.
any other earth-type and the elves of Greyspace fashion
world: falling and crash- their living ships. The less-civilized Realmspace
ing. The surface, how- races move from one part of the clus-
ever, is overrun with ter to another on the wind, in great, Realmspace is the crystal shell
plant and animal life, but ornate balloon colonies. that contains Tori I and its sister plan -
never sentient creatures ets. Like Krynn , the Realmspace sys-
such as men, elves, or Though larger than Oerth, Greela tem is solarcentric-everything
mind flayers. The domi- has half the mass and a quarter of the orbits about a central point. Like in
nant life form, says the total sentient population of the Grey- Greyhawk, there are a wide variety of
wu jen, is the planet it- space primary. gods and revered powers operating
self, and it will brook no in the Realms, who are often more
competition. The Spectre • Earth Body concerned with each other than in
the actions of spacefarers. This, plus
The most ·,western- Type B the tolerance of travelers and new
oriented sages of space ideas, makes Realmspace a common
marvel at the fact that The Spectre is also called the stop for traders and a base for adven-
otherwise sane and ra - turers.
tional easterners will Wink, because it seems to twinkle
take such a flight of Realmspace is slightly warmer
fancy just to make their and disappear from the sky in a regu- than Greyspace, such that travelers
own cosmology fit the can often voyage in light garments
real universe. They point lar fashion. In reality, the Spectre is a and summer outfits without fear of
out that the hearts catching cold .
of most of the liveworlds flat , circu lar disk that spins along the
are earth, and they, Recent events on Tori! may change
except for the abun - line of its orbit, so that the faces turn that, as the gods have been forced by
dance of life, function circumstance to be more involved
toward Oerth in a regular fashion. with their followers. This may result
in a Krynnish tendency to meddle
The " winking" is the illusion created and punish, or the Powers That Be
may leave the contention over truth
by observers from outside seeing the and worship to their mortal followers
alone. This has yet to be seen. How -
planet edge on , then full face, then ever, if the gods become as active in
daily affairs in Realmspace as they
edge on again. have become in Krynnspace , there
will be a marked decrease in star-
The Spectre has an atmosphere faring visitors to the region .
but no life . It is the closest planetary
body to the shell, and this makes it
an ideal way station for the various
star voyagers that visit Greyspace.
The lands of the Spectre include
seas, mountains , and prairies. The
mountains are highest toward the
center of the disk, and are icecapped
on both sides. At the feet of these
mountains are the large , shallow
seas of the planet, and finally the
plains themse lves form a rim around
M
Primary: The Sun Coliar • Air Body Toril
Type H • Fire Body Type G eType E Earth Body, 1 Moon
Sun , Sol , and variant definitions of Coliar is a large gas giant with a Toril is the most populous planet
a fire -body primary ar e common in the Realmspace system , and the
through half a hundred known large number of earth and water is- home of some of the most powerful
spheres . This is an indicator that the individuals in this system. It has reg-
dominant human civilizations may lands orbiting through its turbulent ular and prosperous ties with the var-
come from a common root. The sur- ious nations and factions of
face of the Realm spac e·s sun is dot - winds. Mammalian sentient races- wildspace , and has sent out a num -
ted with entries into the plane of ber of adventuring parties, forays ,
elemental fire , and there are a large men , elves , ores , etc .-are missing and survey groups into the wild. The
number of fire-using and elemental number of spelljamming helms
fire creatures living among its from these islands . Instead , the dam• found in the area indicate that more
flames. ancient civilizations had a higher de -
inant races are lizard men , aaraco - gree of contact with space , and this is
reinforced by the existence of long -
kra , and dragons. standing civilizations in the cluster
that orbits the planet.
Anadia • Earth Body The lizard men benefit from the
relative closeness to the sun and the
Type B warmth of the area, and have a semi-
advanced civilization, capable of or-
Anadia is a barren wasteland, a ganized thought and collective Like on Oerth , Torilian leaders and
agreement. The former shamans natives recognize the existence of ex -
twisted collection of badlands and have become priests of various lizard traplanetary natives much the same
gods, and the former war leaders are way as they recognize extra -planar
dry washes , except at its poles. now kings of small empires. Like the creatures. The difference is that the
human races , the lizard men vary in Realms tend to be more tolerant to
There the land flattens out into roll- their wisdom and their abilities, such newcomers , and as such , unless the
that there are evil , good , smart , and newly arrived individual makes trou-
ing , fertile hill s dotted with trees foolish lizard men operating in the ble, he will be accepted. The slow
world. The lizard men of Coliar have trickle of smoke powder and ar -
and pastoral fi elds. Anadia is domi- an organized militia in most cases , quebuses into the Realms is a result
and can move on the winds by use of of that toleration, though those who
nated at both pol es by halflings. large gliders. have tried massive imports have
failed spectacularly.
Those of the north pole are orga-
nized into a humanlike nation, with
an emperor , various subject kings,
princes, and local lords. Non- The lizard men are in competition
with the aaracokra , more numerous
halflings are kept on special reser- here than on Toril , and organized
into tribal bands. Wars similar to
vations and in patrolled sections of those between dwarves and ores
have erupted in numerous areas. The
the cities for their own protection- planet is so large , however, that no
one side gains an advantage .
everyone knows that simple hu -
mans on their own would be easy Toril has a wide variety of habitats
and a large number of terrestrial ,
prey for industrious halflings. The aquatic, and avian life forms, with new
species and localized variants being
halfling civilization at the south pole discovered continually. Some of these
are space-related , some are native ,
is more chaotic , with no local power The dragons play on both sides , and some are the product of other di-
the aaracokra seeing them as fellow mensions and planes. Collectors of in-
structure and a tendency to recog- fliers and the lizard men as similar teresting and unique life forms find
reptiles. They will ally themselves as Tori I an excellent setting for discovery ,
nize everyone from outside its home they see fit. as well as magical creation .
city, halfling or no , as a target.
The wastes that make up the bulk
of the planet are inhabited by mon- Numerous spacefaring races have
been trading with the lizard men, and
strous creatures-including a large _ some have opened similar trade with
the aaracokra. The lizard men are in-
percentage of umber hulks. These terested in ships to take their eggs
closer to the sun, guaranteeing the
are the result of attempts by the superior attributes of their race. Toril has a single large moon, Se-
lune, which is inhabited by pale-
neogi to set up a " slaving colony " skinned humanoids. Unlike on the
Krynnish planets , there is no legend
preying on the halflings . The umber or record that Selune the Goddess
lives on Selune the moon, though
hulks are free but communal , and there may be gateways there from
her extradimensional home.
bands tend to raid outlying farms in
the polar reaches .
Toril's spacial civilizations tend to of marbles filled with water-the wa-
congregate in a cluster of asteroids ter is the bulk of the box, but the mar-
which follow Selune in their orbit. bles, resting on each other, occupy a
This cluster, called the Tears of Se- great deal of the space.
lune has a number of settlements for
human nations, beholder factions, Irregular chunks of rock, resting
elv en outposts, and other races. The on each other , form a crust for the up-
Rock of Bral can be fit easily in one of per 100 miles of Chandos's surface.
these areas. Explorers beneath that level report a
stygian liquid darkness where every-
Karpri thing operates from its own bio•
•Type D luminescence .
Water Body
The northern reaches of Chandos
Karpri is a fair-sized water world are covered with snow and riddled
with narrow passages between the
with icecaps at its northern reaches rocks. Those farther south support
low aquatic plants that are immersed
and vegetation-choked equatorial in the salty waters of the ocean. In the
equatorial areas, forests of fast-
like standard earth-type waters. This divides the world into growing, low trees survive.
worlds.
five bands-two polar regions, two The rocky islands of Chandos are
The controversy con- on no firm base , and as such shift in
tinues, and the Seekers, "clear sailing " regions, and the equa- the regular storms that sweep the
backed by Shou research- continent. As a result, most native
ers, are a group trying to torial seaweed jungle. life is nomadic , since both ground
prove their point by com- and undersea housing can be easily
municating with these The polar reaches are similar to destroyed by the grind of the rocks.
supposed livlng planets. those on other planets, and inhabited Similarly, caverns and tunnels can be
In their favor, there do by cold-using and cold-loving crea- flooded or inverted in the course of a
exist huge llvlng crea- tures. Most tend to be predators, single storm. Humans, dwarves, and
tures that survive with- since nothing grows on the ice. ores are found on Chandos.
out air or food-the
starbeasts that support The clear sailing regions have no Glyth
many planets. Whether islands on the surface, but are popu- •Type E
these starbeasts are live- lated below by a number of civiliza-
worlds In their own tions who use the seaweed and other
rights has yet to be deter- water plants from farther south to
mined. weave huge nets and colonies for
their people. They have yet to dis-
cover the nature of spell jamming.
The equatorial sargasso is a huge Earth Body
bed of floating kelp and seaweed
dense enough to support other life. The atmosphere of Glyth is foul
Large spiders and insects make their
homes here , preying on fish and but not poisonous. Visitors are re-
other creatures they may catch.
Some of the water plants have leaves minded of a charnel house ,or a dead
wide enough to support the weight of
a ship, so that damselfly and dragon- forest after a fire. The land itself is
fly class ships can land there.
swept by regular fires, and what for -
ests survive are under the control of
the masters of the planet.
Chandos • Water Body Glyth is ruled by underground col-
onies of mind flayers, and is a fitting
Type F example of what may happen if other
worlds are dominated by them. All
Chandos, like Karpri, is a water- races are servants of the ill ithids, as
are any who violate the territorial
type world , but Chandros has the rights of the rulers. " Land on Glyth
and become property " is the rule of
greatest number of earth bodies thumb.
floating in it of any known water-type
body. It has been compared to a box
Mind flayer cities dot the under- Garden the edge to form a rim. The Spindle
ground, with work-numbed slaves is 200 miles across at its thickest.
sent out to gather those above- Type A Earth Body
ground resources still availab le or to H'Catha is the home of no less than
war with other mind flayer cities. The Garden is a cluster of small aste- five different subspecies of behold -
mind flayers of Glyth have engaged in roids linked together by a common ers, who maintain bases in the watery
an enthusiastic building campaign, atmsopheric envelope and by the reaches of H'Catha and war over con-
and are always looking for more spell- roots of a single huge plant. The trol of the Spindle. The edges of the
jamming helms to pilot them. northmen ca ll the plant Yggdrasil 's spindle stick out of the air envelope
Child, while the Shou Lung note in surrounding H'Catha , making it an
The mind flayers do have a central their books that Garden is a live- excellent "stepping off" point for
meeting ground above the surface of world, not a cluster of earth bodies. spelljamming craft.
Glyth (outside of anyone's territorial
space). This hollow asteroid, called Garden is used by a number of Various factions have controlled
Haven, is a neutral ground for war- races as a place to restock food, wa- parts of the Spindle, but no one has
ring factions, and for those foolish or ter, and air. It is also a pirate haven, as achieved control of the mountain.
brave enough to deal with Glyth. the mazework of passages foils many There are no other native sentients
large pursuing ships. though there are refugees from the
As with any tyranny, there are various mercenaries hired over the
rebels, lurking in the shadowy sub- H'Catha eons for the wars.
tunnels and seeking to overthrow the
majority rule. They are portrayed in Type C Water Body There are some native aquatic life
the same light here as ores and ko - forms on H'Catha, but with the ex-
bolds are on Toril-destructive ver- H'Catha is a disk of water floating ception of the eye of the deep , most
min who deserve only a quick and in space, with a single large moun - have fallen prey to the warfare be-
sudden death. tain (called the Spindle) sticking out tween the various beholder races.
at its hub . The water disk tapers at
~[}OO[P
0~[p@@~~LJ0@~
[p@@[N]
Ship Name: __________ _ Owner: ___________ __
Hull Type: _______ __ Bu il t by: ________ __
Beam Length: ______ Keel Length: __ ____ _
Tonnage I Hull Poin t s ~I__ __,I
Modifications (i f any) ---;:...-=---=---=---=---=-.--------- .--_-_-_--_-_-, ----
Ma neuverabi Ii ty Class ~I--~ Armor Rating ~I__ __, _
Landing Capability: Land -1 ----, Water ~I -- ~
Spelljamming Helm: Type ________ ___________
Ship 's Rating I I
Back-up Systems (if any) ___ _ ______________ _
Crew: Minimum: ___ Maximum: __ _ Current: __ _ Morale: __ _
Major Armament: _ Crew ____ _ Damage __ _ Reload _ __ _
Weapon __ _ Crew ____ _ Damage __ _ Reload ___ _
Weapon _ _ _ Crew ----- Reload _ __ _
Weapon __ _ Crew ____ Damage __ _ Reload ___ _
Weapon __ _ Damage __ _
Crew List (i ncluding officers Ca rgo and Treasure
and adventurers)