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| #1ChirpMar 26, 2009 15:04:52 | Show The Astral Sea is a vast and seemingly endless place. It is an expanse of utter blackness peppered by billions of tiny stars that slowly shift and glide through the ether, making them impossible to chart or follow. Flowing through this starry void is a silvery substance that makes up the body of the Astral Sea. This silvery substance, often called the Flow, can not be touched or felt, but it ebbs and flows like water. The Flow is not a liquid, but it moves and behaves much like water does. It is more akin to a vapor, and objects pass through it easily. The surface of the Flow is translucent, allowing sailors to look through it like a gossamer curtain and see that the star filled void extends endlessly below. The Flow is a mystery to even the most studied scholars. It radiates magic in some areas so strongly that it warps reality, causing bizarre and unpredictable changes. It is also extremely flammable, igniting at even the tiniest spark. Because of this ships traveling through the Flow ignore maritime tradition and douse the lamps that normally burn at the fore, aft, and at the top of the mainmast of the ship. Luckily the Flow glows with a pale silver light, providing plenty of illumination for sailors to see. Any smart captain strictly bans the use of any flame while traveling through the Flow, and most sailors are perfectly willing to obey. The shifting waves of the Flow create breezes in the void known as the ethereal winds, which are what the sails of an astral ship use in order to perform precise maneuvering. A huge collection of creatures inhabit the Flow. In ancient times it was the domain of countless gods who now dwell in or near the worlds where they are worshipped. In more recent times, the Flow plays host to benign creatures such as the ethereal dolphin and astral whale, and deadly predators such as void sharks and squid-like gonnk. These creatures glide through the Flow as easily as astral ships, and many have the ability to fly above and below the surface, allowing them to attack prey onboard a ship. |
| #2ChirpMar 26, 2009 15:09:59 | There are dozens of guilds, companies, and organization that travel and operate on the Astral Sea. Merchant companies, porter’s guilds, and pirates all sail the ethereal currents, and many worlds that are aware of astral sailing maintain navies with vast fleets of ships. Below are some of the most powerful and influential groups known to sail the Astral Sea, from the magnificent eladrin navy, to the frightening goblinkin armadas. Show Royal Eladrin Navy Primary Members: Eladrin & Elves Agenda: Control and Protect the Astral Sea Structure: Military Organization Symbol: A silver leaf on a green background Allegiances: Silvershard Trading Company Enemies: Goblinkin Armada, Dreadspace Pirates, Illithid Empire The Royal Eladrin Navy is a far reaching and vast organization of eladrin and elves devoted to protecting the innocent inhabitants of the Astral Sea. The Royal Eladrin Navy maintains dozens of outposts through the known Astral Sea, and enforces strict laws on ships that sail within their influence. Unfortunately the arrogance of the eladrin and elves has led them to the conclusion that in order to best protect the inhabitants of the Astral Sea, they must control the Astral Sea. Though their intentions are noble, they are still regarded as arrogant conquerors by many inhabitants of the Astral Sea. Silvershard Trading Company Primary Members: Romani Agenda: Accumulate wealth through the trade of magic artifacts Structure: Merchant Guild Symbol: A silver shard on a black background Allegiances: Royal Eladrin Navy, Dwarven Alliance, Githyanki War Fleet Enemies: Dreadspace Pirates, Illithid Empire The Silvershard Trading Company is an organization of Romani merchants intent on gaining great wealth through the trade of magical artifacts. Astral helms and ships are their primary source of income, but they also deal in rare or expensive magical items of all kinds. The Silvershard Trading Company keeps no stores or warehouses on any worlds, instead basing their business out of their constantly mobile ships. They make contact with clients through intermediates who can be found in dozens of astral port cities. Githyanki War Fleet Primary Members: Githyanki Agenda: Conquer the Astral Sea and all those who dwell there Structure: Military Organization Symbol: A pair of crossed swords on a white background Allegiances: None Enemies: Royal Eladrin Navy, Dwarven Alliance, Illithid Empire The Githyanki War Fleet is composed of githyanki warriors under the direct orders of the Lich Queen to sail the vast expanses of the Astral Sea, conquering all that they come across. It is rare to pass a githyanki warship without a fight. The Githyanki War Fleet is actively at war with both the Royal Eladrin Navy and the Dwarven Alliance, and only their lack of numbers has kept the githyanki from launching a prolonged assault on eladrin and dwarven controlled ports. The Githyanki War Fleet holds a special hatred for the Illithid Empire, and despite its war with two other powerful foes, they will drop everything if they get a chance to attack an Illithid vessel. Goblinkin Armada Primary Members: Goblinkin & Orcs Agenda: Destroy the eladrin and elves on every world in the Astral Sea Structure: Military Hoard Symbol: A red elf skull on a black background Allegiances: Dreadspace Pirates Enemies: Royal Eladrin Navy The Goblinkin Armada has humble roots. It began on a remote world where the goblins and orcs had been warring with the elves and eladrin for ages in a full-blown conflict that spanned continents. When an astral ship crashed on their world, the goblinkin hoards managed to figure out how it worked and used it to conquer the elves and eladrin of their home world. When search parties came looking for the original crashed ship, the goblinkin attacked them and claimed more ships. Sailing out on the Astral Sea, the Goblinkin Armada has continued to grow, recruiting goblins and orcs from dozens of other worlds and expanding their fleet with captured vessels. They have only one purpose, and that is to kill every eladrin and elf they can find. Dreadspace Pirates Primary Members: Intelligent Undead Agenda: Obtain wealth and power through piracy; live forever Structure: Association of Undead Pirates Symbol: The Jolly Roger Allegiances: Goblinkin Armada Enemies: Royal Eladrin Navy, Dwarven Alliance, Silvershard Trading Company The Dreadspace Pirates are a collection of intelligent undead captains commanding crews of undead. The primary common goal that units the pirates is the desire to live forever, and they roam the Astral Sea in search of new ways to extend and ensure their continued existence. The Dreadspace Pirates also covet wealth and power, and do everything they can to obtain it. They constantly attack ships and sack ports in the pursuit of plunder, which they then sell to the Goblinkin Armada and other black-market sources. The Dreadspace Pirates maintain a hidden port as a stronghold and base of operations. Illithid Empire Primary Members: Mind Flayers Agenda: Enslave the creatures of the Astral Sea Structure: Elderbrain Rules Symbol: A purple sigil on a black background Allegiances: None Enemies: Royal Eladrin Navy, Dwarven Alliance, Githyanki War Fleet The Illithid Empire encompasses less than a dozen worlds in the Astral Sea, and the Mind Flayer home world is not among them. No one knows where the Illithid home world is, but many speculate it lies somewhere beyond the Astral Sea in the Far Realm. What is known for certain about the Illithid Empire is that they regard all other intelligent life as cattle, and seek to enslave them all. The Illithid Empire is the enemy of all intelligent life in the Astral Sea. Dwarven Alliance Primary Members: Dwarves Agenda: Protect dwarven interests in the Astral Sea Structure: Military Organization Symbol: A war hammer on a shield Allegiances: Silvershard Trading Company Enemies: Illithid Empire, Dreadspace Pirates, Githyanki War Fleet The Dwarven Alliance was founded to protect dwarven interests in the Astral Sea. There are dozens of dwarven outposts on islands in the Astral Sea where astral diamonds are mined, prime targets for pirates and raiders. The Dwarven Alliance actively combats the Dreadspace Pirates, searching for the secret port they use as a base. Though they do not count them among their enemies, the Dwarven Alliance does not get along well with the Royal Eladrin Navy, viewing the elves and eladrin as arrogant for trying to control the Astral Sea. |
| #3ChirpMar 26, 2009 15:17:00 | The Romani are a race of beings that have sailed the Astral Sea for ages, far longer than even the gods know. No one is entirely sure how old the Romani are or where their home sphere is. Some people suspect the Romani destroyed their home world, condemning themselves to an existence as astral nomads and wanderers. Other people claim that the Romani home world is a place of powerful magic where artifacts are crafted and traded like common tools, and the Romani keep its location a closely guarded secret. Whatever the truth may be, the Romani are definitely a secretive people, and they refuse to clear up the mystery. In appearance Romani look much like humans in many respects, however they are giants in comparison, standing between eight and nine feet tall. Romani are born with light brown skin, almost bronze in appearance. As they age, their skin darkens until it is as black as the void. Romani eyes act in much the same way as their skin. When they are young, Romani eyes are similar to humans, with a colored iris and black pupil, but as they age the iris and pupil fade and their eyes turn a deep gold color. Romani have light hair varying in shade from light blond to fiery red. Males traditionally shave their heads and beards until the age of one hundred when they pass from young adults into manhood. Romani live up to eight hundred years old reaching full maturity around one hundred years old. Born and raised on the Astral Sea, Romani take naturally to a life of astral ailing, and most prefer to sail the ethereal currents rather than become a dirtkicker, as they call those who do not sail the Astral Sea. Romani are free spirits, and they display it in their clothes and ornamentation. Romani are known for dressing in flamboyant, often colorful, outfits, and they like to decorate themselves with tattoos and jewelry. All Romani have a deep love for magic, and many study it to one degree or another. Romani are also skilled warriors, hardened by life adrift in the Flow, they adhere to a warrior’s code that demands they answer insults with steel, never attack a defenseless opponent, and defend those that you consider kaba, which means family or friend. Because the Romani live the majority of their lives on ships sailing the Astral Sea, their only communities are onboard such vessels. Romani ships are captained by one or more elders, and the crew is always an equal mix of male and female members. When two Romani ships meet, they often exchange crew members to avoid stale bloodlines. Onboard a Romani ship, everyone is considered family and referred to as either brother or sister. Romani who live to be five hundred years old are allowed to captain ships of their own, and only Romani that have lived for seven hundred years are called elder and put in charge of entire Romani fleets. Being a secretive race, Romani rarely interact with non-Romani people, preferring instead to conduct business through one or more intermediates. These agents are privileged individuals who are the only outsiders typically allowed on a Romani ship, however even they are not privileged enough to gain access to the secrets of building an astral helm. Only the Romani know all the secrets to construction of these powerful artifacts, and they are not willing to share the secrets with anyone. Many of the most common astral ships are also crafted by Romani shipbuilders. The truly wealthy can even commission to have a customized astral ship made for them. Statistics Romani Sailor; Level 5 Soldier Medium Natural Humanoid; XP 000 Initiative: +2; Senses Perception: +12 HP: 67; Bloodied: 33 AC: 21; Fortitude: 16, Reflex: 13; Will: 14 Saving Throws: +2 against charm effects; Speed: 6 Falchion (Standard; at will) *Weapon +12 vs. AC; 2d4+4 damage; Marks foes until end of the Romani’s next turn Whirlwind Strike (Standard; encounter) *Weapon The Romani Sailor can make a sweeping attack against every foe adjacent to him Radiant Bolt (Standard, recharge 3,5) *Radiant Ranged 6; +10 vs. Reflex; 1d10+4 damage Alignment: Unaligned; Languages: Common, Romani Skills: Arcana +8, Athletics +11, Endurance +10 Str: 19; Dex: 12; Wis: 14 Con: 16; Int: 13; Cha: 10 Equipment: Leather Armor, Falchion Romani Captain; Level 8 Controller Medium Natural Humanoid; XP 000 Initiative: +2; Senses Perception: +13 HP: 85; Bloodied: 42 AC: 22; Fortitude: 18, Reflex: 21; Will: 20 Saving Throws: +4 vs. charm; Speed: 6 Scythe Sweep (Standard, at will) *Weapon +11 vs. AC; 2d4+1 damage; on hit secondary attack +12 vs. Fortitude; on hit Target is knocked prone Radiant Bolt (Standard, at will) *Radiant Ranged 6; +12 vs. Reflex; 1d10+4 damage Celestial Splendor (Standard, encounter) *Radiant Close burst 3; +11 vs. Reflex; 1d6+5 damage; on hit target is blinded (save ends) Roots of the Void (Standard, Rechargeable 5, 6) *Psychic Area burst 1 within 15; +11 vs. Will; 1d6+5 psychic; on hit target is immobilized (save ends; after effect target is slowed (save ends) Astral Currents (Move, encounter) *Teleport The Captain can teleport 10 squares as a move action Alignment: Unaligned; Languages: Common, Romani Skills: Arcana +13, History +13 Str: 12; Dex: 15; Wis: 16 Con: 13; Int: 20; Cha: 10 Equipment: Scythe Romani Elder; Level 12 Controller Medium Natural Humanoid; XP 000 Initiative: +2; Senses Pe2ception: +13 HP: 177; Bloodied: 88 AC: 26; Fortitude: 25, Reflex: 26; Will: 30 Saving Throws: +6 vs. charm; Speed: 6; Action Points: 1 Quarterstaff (Standard, at will) *Weapon +17 vs. AC; 1d8+1 damage Radiant Bolt (Standard, at will) *Radiant Ranged 6; +16 vs. Reflex; 1d10+4 damage Celestial Stars (Standard, at will) *Radiant Area burst: 1 within 10; +16 vs. Reflex; 2d6+5 damage; Target is dazed until the end of the Elder’s next turn Strike from the Void (Standard, encounter) *Psychic Range 10; +16 vs. Fortitude; 1d8+5 damage; Target is weakened (save ends) Refreshing Chant (Standard, encounter) *Healing Close burst 5; bloodied allies in the burst region regain 20 hit points. Romani Curse (Standard, recharge 3, 4, 5) *Psychic Range 5; +16 vs. Will; Target takes ongoing 5 damage and is slowed (save ends) Inspiring Presence (Standard, recharge, 6) Close burst 10; Romani allies within the burst region gain +5 to their attacks until the end of the Elder’s next turn. Alignment: Unaligned; Languages: Common, Romani Skills: Arcana +16, Diplomacy +12, History +16, Insight +15 Features: Arcane Implement Mastery, cantrips, Ritual Caster, spellbook Str: 12; Dex: 15; Wis: 19 Con: 13; Int: 20; Cha: 13 Equipment: Quarterstaff, Spellbook |
| #4ChirpMar 26, 2009 15:25:31 | The easiest and safest way to travel the Astral Sea is by ship, sailing the currents of the Flow between crystal spheres. While any ocean crafted ship can be modified to sail the Astral Sea, most astral mariners prefer ships built specifically for sailing the Flow. Unlike ships built for water, ships built for the Astral Sea come in a wide variety of shapes and sizes. Since the Flow is a vapor-like substance, it puts no drag on the hull of a ship. Instead ships pass through it easily, allowing for hull designs that would be impossible on normal oceangoing vessels. Some astral ships can sail on water as well as the Flow, but since they are not built for it, they have difficulty in high seas and heavy storms. Some astral ships can put down on land instead of water, while others can not land at all, and instead float above the land or water when docked at port. Ships Angler Built by: Kuo-toa; Used by: Aquatic Races Ship Type: Keelboat; Helm Type: Minor Tonnage: 35 tons; Cargo: 15 tons Min Crew: 5; Max Crew: 15 Water Landing: Yes; Ground Landing: No Standard Armament: 1 Ballista The Angler was built by Kuo-toan shipbuilders, but has been adopted by many aquatic races. It’s named for its squat, round hull that tapers off at the aft into a pair of small triangular sails that resemble a fish’s tail, and for the large lantern that always hangs from the ships foremast. The bridge, containing the helm, is located on the lower decks at the bow of the ship, and two crystal windows are set where a fish’s eyes would be. The Angler has only a small forecastle on its main deck and only one lower deck where the bridge and crew quarters are located. A small cargo hold lies at the bottom of the ship. A single ballista is positioned below the bridge in the cargo hold pointing out through a forward facing gun port. Uses: The Angler is commonly used for trade or smuggling. Its small size makes it ideal for evading local authorities, though its small cargo capacity means merchants must be selective about what they load onboard. The Angler is also popular among adventurers because it requires a very small crew. Often a single group of adventurers can crew an Angler alone. Beetle Built by: Humans; Used by: Humans Ship Type: Catamaran; Helm Type: Minor Tonnage: 28 tons; Cargo: 15 tons Min Crew: 5; Max Crew: 15 Water Landing: No; Ground Landing: Yes Standard Armament: 1 catapult A common sight in crystal spheres with more than one world, the Beetle is a round, flat ship designed for carrying cargo and passengers. The ship resembles its namesake, with a large round hull. The “back” of the Beetle is flat and serves as the main deck with a forecastle containing the helm. A single catapult is mounted on the stern castle, and the ships sails strung between the mainmast and the mizzenmast are small triangles of canvas. Six slender legs made of metal curve down from beneath the ships hull, allowing it to make port on land. The Beetle has no lower decks, with the interior of the stern castle serving as a communal quarters for the crew. Cargo is secured on deck around the main mast. Uses: The Beetle is most commonly used as a ferry between worlds within a single crystal sphere. It has also gathered small popularity with smugglers and merchants. Though it can sail on the Flow outside a crystal sphere, the Beetles small cargo space make long voyages nearly impossible. Deathspider Built by: Drow; Used by: Drow, Illithids, and some Shadar-Kai Ship Type: Warship; Helm Type: Minor Tonnage: 80 tons; Cargo: 60 tons Min Crew: 25; Max Crew: 60 Water Landing: No; Ground Landing: No Standard Armament: 1 Catapult, 4 Ballista The Deathspider is one of the most feared ships sailing the Astral Sea. Black as the void with a silver underside it purposely blends into the horizon of the Astral Sea, making it difficult to spot the ship’s approach. Its bulbous hull is rounded on all sides with a small main deck mounted with a single catapult. Below the main deck is a weapons deck where four ballista are mounted, aimed through gun ports in the hull. The bridge extends off the bottom front of the hull forming a second, smaller round section to the hull with eight crystal portholes arranged like the eyes of a spider. Eight long legs made of a crystalline substance extend out and down from the hull, adding to the ships disturbing spider-like appearance. Uses: The Deathspider is a warship commonly used by drow strike forces leading the larger ships. It has also become popular with pirates who use its intimidating appearance to subdue their prey. Hammership Built by: Romani; Used by: Humans, Elves, and Lizardfolk Ship Type: Galleon; Helm Type: Major Tonnage: 200 tons; Cargo: 150 tons Min Crew: 60; Max Crew: 120 Water Landing: Yes; Ground Landing: No Standard Armament: 2 Catapults, 4 Ballista The great Hammership resembles nothing so much as a hammerhead shark, with a long, wide hull and shallow draft. Small triangular sail fins extend from the sides of the hull, two on either side. A fifth small triangular sail along with the ships rudder form the tail of the ship, and the mainmast supports a large triangular sail. The bridge and helm are located in the stern castle, while the inside of the forecastle is split into an officer’s lounge and shipboard tavern with huge crystal windows where the shark’s eyes would be. Two catapults are mounted on the stern castle, and four ballista are mounted across the main deck and forecastle. Uses: Because of its size, the Hammership is often used as a war ship by several astral navies, refitting its cargo hold into additional crew quarters for soldiers. It is also a popular vessel for long voyages of exploration, and as the flagship for many merchant fleets. Harbinger Built by: Drow; Used by: Drow Ship Type: Long Ship; Helm Type: Major Tonnage: 180 tons; Cargo: 60 tons Min Crew: 35; Max Crew: 120 Water Landing: Yes; Ground Landing: No Standard Armament: 3 catapults, 4 ballistas The Harbinger is a ship that inspires fear in all those who see one. Resembling a massive long ship, the Harbinger’s hull is sleek and stylized with an intricate pattern of webs. The stern castle of the ship is crafted to resemple a massive spider crouched at the aft of the vessel, its eight legs, crafted of black crystal, are wrapped around the hull of the ship. The sails of a Harbinger are triangular and made of sheer spider-silk. Two catapults are mounted on the stern castle, and a third is mounted on the forecastle. Four ballistas line the rails of the main deck. Uses: The Harbinger is a drow war ship, designed to carry soldiers across the Astral Sea to other worlds. Some Harbingers serve as flag ships for astral bound drow houses, and are captained by the matron mother of the family. Few other races will sail a Harbinger, believing it will bring the wrath of Lolth down on them. Lancer Built by: Illithids; Used by: Illithids Ship Type: Keelboat; Helm Type: Major Tonnage: 30 tons; Cargo: 25 tons Min Crew: 6; Max Crew: 25 Water Landing: Yes; Ground Landing: No Standard Armament: 1 Ballista, 1 Piercing Ram A disturbing testament to the creatures that designed it, the Lancer is a sleek ship with an alien design. The aft of the ship is bulbous and round, forming a large stern castle on the main deck where the helm is housed, and four thick tendrils extend out from it, twisting around each other to form the hull of the vessel with the main desk on top. A large, fin-like sail extends from the aft of the ship, and the mainmast and foremast are set with small, triangular sails. A single ballista is mounted at the bow of the ship, along with a long, sharp ram formed by the points of the four tendrils coiled together. Uses: The Lancer is a favored ship of the Illithids that designed it. Most often it is crewed by a cabal of Illithids who use its piercing ram to spear enemy ships, allowing them to board and enthrall the enemy crew. The Lancer is also used by Illithid merchants and smugglers, making it difficult to know if one is going to attack or want to trade. Marlin Built by: Romani; Used by: Humans and Halflings Ship Type: Sailing Ship; Helm Type: Minor Tonnage: 45 tons; Cargo: 35 tons Min Crew: 15; Max Crew: 30 Water Landing: Yes; Ground Landing: No Standard Armament: 1 catapult, 1 ballista The Marlin is a sleek sailing ship built by Romani. It is one of the most normal looking astral ships sailing the Flow, with a narrow hull that tapers into a narrow after and bow. A stern castle rises up at the aft of the ship housing the helm, and a forecastle supports a single ballista. A single catapult is mounted on the stern castle, and pair of small, triangular sails gives the aft of the ship the appearance of a fish tail. The mainmast supports a third triangular sail over the main deck. The shallow hull of the Marlin allows for a room in the forecastle with two crystal portholes where the fish’s eyes would be, a room in the stern castle with a large crystal window along the back wall, and a small cargo hold. Uses: The Marlin is used for both trade and smuggling, being a reliable ship well suited to voyages between crystal spheres. It is also popular among adventurers due to its small minimum crew size and decent armament. The Marlin is also sometimes used as a scout ship or by large mercenary companies. Turtle Built by: Humans; Used by: Halflings, Humans, Dwarves, and Half-elves Ship Type: Sailing Ship; Helm Type: Minor Tonnage: 40 tons; Cargo: 80 tons Min Crew: 8; Max Crew: 20 Water Landing: Yes; Ground Landing: No Standard Armament: 1 catapult The Turtle, like most astral ships, resembles its namesake, with a wide, rounded hull tapering up in a vaguely shell-like shape. The bridge of the Turtle, containing the helm, extends out from the front of the ship, with two crystal windows where the turtle’s eyes would be. The mainmast extends up from the center of the main deck, and a single catapult is mounted on the stern castle. The inside of the Turtle has two additional decks, the upper for the crew quarters, galley, and shipboard tavern, the lower for cargo. Constructed of solid wood, the Turtle is armored with thin metal plates, allowing it to take more punishment before breaking apart. Uses: The Turtle is most commonly used for shipping cargo between crystal spheres. Requiring only a small crew to operate, the Turtle is popular among independent merchants and smugglers who either can’t afford, or don’t want to hire a full crew. It sees widespread use in most known spheres. Warbird Built by: Romani; Used by: Various Ship Type: Warship; Helm Type: Major Tonnage: 80lbs; Cargo: 40lbs. Min Crew: 35; Max Crew: 80 Water Landing: No; Ground Landing: Yes Standard Armament: 2 catapults, 5 Ballista The Warbird is a Romani ship designed for war. Resembling a hawk with its wings spread, the Warbird is heavily armed and armored for combat. The main deck stretches across the wingspan of the ship, with a stern castle rising up on the tail to house the helm. The rigging from the main mast extends out to the wing tips and tail to add support. Two catapults are mounted on the stern castle, and five ballista are mounted two on each wing with the fifth mounted at the bow. The Warbird has a crew deck complete with shipboard tavern and a cargo hold under the main deck. Uses: The Warbird is small for a warship, making it ideal for scout missions. It is also used by some astral navies. Grouping them together in groups of three, these “flocks” can take down much larger opponents when working together. The Warbird has also gained a modest following among large adventuring groups who make regular trips into hostile astral waters. |
| #5ChirpMar 26, 2009 15:27:47 | Helm Trance Ritual You fall into a deep trance as your mind is liked to an astral helm, allowing you to control the speed and movement of an astral ship. Level: 1; Component Cost: 10gp Category: Travel; Market Price: 100gp Time: 5 Minutes; Key Skill: Arcana Duration: 8 hours You choose one astral helm and form a link with it, allowing you to control the speed and direction of the ship the helm is mounted on. You must be touching or sitting in the helm of an astral ship during the time it takes to perform this ritual. The link lasts for eight hours or until broken by you. The link can be forcefully broken in combat if the caster is injured of knocked away from the helm. Crystal Sphere Gate Ritual A glowing portal opens in the glassy surface of a crystal sphere allowing a ship to pass through. Level: 5; Component Cost: 150gp Category: Travel; Market Price: 300gp Time: 15 Minutes; Key Skill: Arcana Duration: 1 hour You target a specific crystal sphere when performing this ritual. The chosen sphere must be within three hundred feet of you for the time necessary to perform the ritual. Once the ritual is complete, a glowing portal opens in the surface of the crystal sphere large enough to allow you and your ship to pass through to the world within. The portal remains open for one hour after the ritual has been finished, then closes leaving behind no trace it was ever there. |
| #6ChirpMar 26, 2009 15:28:36 | |
| #7ChirpMar 26, 2009 15:29:29 |