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| #1ChirpMar 13, 2009 11:33:59 | The title pretty much sums it up. This is a thread where I intend to develope a re-imagining of the old Spelljammer series. Anyone who is interested in colaberating on this with me is more than welcome to post and help out. To start things off, I had to rework the cosmology of 4th edition to better facilitate the theme of sailing between worlds on ships. So the following is a sort of an everyman's guide to the Astral Sea. 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 read. Flowing through this starry void is a silvery liquid that makes up the body of the Astral Sea. This silvery liquid, often called the Flow, can not be touched or felt, but it ebbs and flows like water. Floating throughout the Astral Sea are crystal spheres. The crystal spheres are massive, each one containing its own sun, moon, and world. Sometimes more than one world exists within a single crystal sphere, each world rotating around their shared sun in a mini solar system. The Elemental Chaos exists at the very center of the Astral Sea, a massive maelstrom too large to see across. And at the heart of the maelstrom lies a black crystal sphere that contains the abyss and all its Horrors. Far above the Astral Sea, the realm of the Feywild exists as a bright twin to not only every world in the Astral Sea, but the sea itself. In the Feywild the mirrored version of the Astral Sea is known as the Bright Sea. Below the Astral Sea lies the Shadowfell, a dark doppelganger of the worlds and the sea itself, the mirrored Astral Sea in the Shadowfell is known as the Black Ocean. In some places, the three incarnations of the Astral Sea overlap, allowing travel between the realms. Often these overlap points take the form of waterfalls or whirlpools. In order to sail the expanse of the Astral Sea, the first thing required is a ship. Any ship, given the proper modifications, can sail the silvery waves of the Astral Sea, however there are ships crafted specifically for astral travel, these ships often have outlandish and exotic designs. The second thing required to sail the Astral Sea, is an astral helm. Astral helms are special devices crafted of powerful magic that allow a ship to float on the Astral Sea rather than falling through into the endless void. Astral helms resemble the steering wheel of regular ships, but it can only be operated by someone with the ability to work magic. A non-magic user that attempts to use an astral helm finds they can not turn the wheel. An astral helm also allows the ship to fly through the air inside of crystal spheres where the Flow does not extend. The final item required to sail the Astral Sea are charts. The Flow is an ever shifting mass with currents so powerful they can fling an unwary sailor deep into the unknown reaches of the Astral Sea. Or one might stumble across a path between the realms and be sucked into the Feywild or the Shadowfell. Proper astral charts tell a skilled navigator where the safe currents are that run between the crystal spheres, allowing swift travel between them. There are also charts that show the location of portals between the realms, and it is rumored there are even charts that show the way through the Elemental Chaos. ----------------------- I'll post more as I develop it. And please, I'm eager to get opinions, suggestions, comments, whatever on this. So even if you don't want to help in the creation, please let me know what you think. |
| #2ChirpMar 13, 2009 13:06:38 | Crystal spheres are physical shells that encase the countless material worlds that float in the Astral Sea. They are enormous, each one containing an entire solar system. From the outside, these spheres seem to float on the silvery liquid of the Flow, half of their surface above the Flow, the other half below. The outer surface of a crystal sphere is hazy and appears to be a dense gathering of clouds. The glassy shell of the sphere is impenetrable without the proper gate ritual. This ritual must be preformed within three hundred feet of the crystal sphere the ship wants to enter, and it opens a temporary gate through the sphere to the world within. The inner surface of a crystal sphere can vary depending on the world contained within. Most crystal spheres are black as the void on the inside, with stars sprinkled across the surface. These stars are different in each sphere. In some they are luminescent beetles crawling along the inside of the sphere, in others they are glowing portals to other planes. Some crystal spheres are red or blue on the inside, or a combination of colors, the variety is endless. Within a crystal sphere, there is a single true star most often stationary at the very center of the sphere. This primary provides light and warmth to the worlds that orbit it, and most often it’s called the sun, though some worlds have different names for their primary. The worlds themselves are varied in appearance. Some worlds are flat and stationary, with their primary orbiting the world. Other worlds are round and orbit their primary in a regular cycle. Still other worlds are nothing more than a collection of asteroid-like rocks floating aimlessly around their primary. The sheer number and variety of different worlds that exist is enough to boggle the mind. Crystal spheres are named for the worlds they contain. Some of the most well known spheres are Realmsphere, Kyrnnsphere, and Greysphere which contain the worlds of Toril, Kyrnn, and Oerth respectively. Ebbsphere is another well known crystal sphere, containing the world of Eberron. It was only discovered a few years ago, but has already become an important port of call for astral sailors. Countless other crystal spheres exist containing countless other worlds and only a dozen or so have been discovered. |
| #3Great_ZamboniMar 13, 2009 13:23:26 | This looks like a good start. The only thing I was wondering about was the permiability of crystal spheres - does it require a ritual to open a portal in the surface of a sphere to let the spelljamming ship through? The way you described it, ships can sail through with no preparation. |
| #4ChirpMar 13, 2009 13:26:08 | Yeah, everything that I've written so far is still very fluid. Most of it is just stuff thats come to me off the top of my head. Reading back over it, I'm going to change the outer surface of the crystal spheres so they are solid and a rituel is required to open a portal through them. Thanks for your input ![]() |
| #5ChirpMar 13, 2009 13:58:54 | Astral helms are artifacts of powerful magic. Only someone with the capacity to perform rituals can operate an astral helm. Anyone without the ability to perform rituals who attempts to operate an astral helm finds that it will not work for them. An astral helm is activated by a simple ritual that links the caster and the helm. The caster acts as a conduit, channeling the magic of the cosmos into the helm, and directing it through the ship. The caster of the ritual can remain linked to the helm for up to eight hours, after which they become fatigued and must rest. They can also choose to end the link at any time of their own free will. Most ships keep multiple casters onboard capable of operating an astral helm. The helmsmen work in shifts to keep the ship moving. The rituals and spells needed to create an astral helm are rare and difficult to find. Only a few dozen people in the entire multiverse have access to the construction plans for an astral helm, and they guard the secrets of their creation closely. The exceptions to this rule are the mysterious Romani, also known as astral gypsies, a race of creatures that have been sailing the astral currents longer than anyone truly knows. Some say the Romani were the first to construct an astral helm and venture into the Flow; others say they stole the secrets of astral sailing from some ancient race. Whatever the case, the Romani are the largest suppliers of astral helms and ships. Astral helms come in two distinct types, the minor helms, which resemble the wheels of normal ships, and the major helms which are special thrones usually mounted in the sterncastle of the ship. Minor helms are the most common astral helms. They resemble regular ship wheels and are mounted in much the same way. When active a minor helm grants the pilot of a ship control of the ships speed and general direction. Sails and oars on an astral ship are not used for propulsion but for precise maneuvering. The top speed possible with a minor helm is marginal, but can be enhanced depending on the strength of the spellcaster piloting it. Major helms are a rarer artifact, found only on ships specifically built for sailing on the Astral Sea. Major helms resemble ornate thrones that are often mounted in the sterncastle of the ship. When active a major helm grants the pilot complete control over the ships speed and general direction. Sails and oars on an astral ship are not used for propulsion but for precise maneuvering. A major helm also expands the sense of the caster piloting it, allowing them to see every inch of the ship, including beneath the hull which grants ships equipped with major helms an advantage in ship to ship battles. The top speed possible with a major helm is limited only by the structure of the ship and the strength of the spellcaster piloting it. Astral helms draw their power from magic, either arcane or divine, sources. A spellcaster who pilots an astral helm acts as a medium between the magic forces of the cosmos and the helm, channeling power to the artifact and directing its flow through the ship. When a helm activates, it forms an invisible bubble of air around the ship, forming an envelope of atmosphere that it takes with it into the Astral Sea. This air envelope helps protect the ship’s crew from magical radiation that drifts through the ether. A gravity plane is created along the hull of the ship at roughly the same level where water would be if the ship were sitting in a normal ocean, this gravity plane is what allows the ship to float on the Astral Sea, rather than falling through into the void. Spelljammer 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. |
| #6Negflar2099Mar 13, 2009 16:35:04 | This is great stuff. I love SpellJammer and this works out really well. I only have a few suggestions. I'm not sure what you're planning to do with the Bright Sea or the Black Ocean but I have a few ideas. If sailing the Astral Sea is time consuming (because of the vast distances involved) then maybe sailing the Bright Sea is faster (think like Hyperspace in sci-fi) and sailing the Black Ocean even faster (if you survive that is). I think that might be a cool addition. That way those two "other spaces" have something interesting about them. I'm also curious how you're going to do the helms. I saw the helm section you wrote above but it doesn't explain what power sources can use helms and how they operate. Does a PC using a helm give up a power? Are there different helms powered by different power sources? What about LifeJammers and the like? My suggestion is to make helms available for all power sources (including martial) by saying that helms drain life force of the user as power instead of making them dependent on magical power. Maybe every hour of use requires you to do give up a healing surge to power it or take damage equal to your healing surge value or they all require you to give up a daily power. That way anyone can power one (in keeping with 4e's brand new we're all equally important methodology). Either way it's looking good so far. Keep up the good work. |
| #7ChirpMar 13, 2009 17:23:56 | First I must point out that my total Spelljammer experiance is limited to two novels I own and have read at least five times each. Beyond that I know very little of the original Spelljammer setting, so if your a diehard fan looking for a pure conversion to 4th edition, you're going to be disappointed. :P This is going to be a re-imagining of the Spelljammer concept. As for helms, right now I only have what I've posted here planned out. I don't want operating a helm to cost PCs anything, I feel it wouldn't be wise to punish players just for piloting their ship. Like the original spelljammer helms, astral helms can only be worked by spellcasters (devine or arcan dosen't matter). A caster who is piloting a helm can do nothing else, it requires full concentration. I'll be expanding the section on helms to include more information on how they work as I figure it out. |
| #8ChirpMar 13, 2009 18:58:12 | . . |
| #9ChirpMar 13, 2009 20:30:53 | The Flow is the common name for the silvery substance that makes up the body of the Astral Sea. 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. If not for the gravity plane created by an astral helm, ships would slip through the Flow and plummet forever through the void. 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 and aft 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 swell in or near the crystal spheres 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, allowing them to attack prey onboard a ship. |
| #10rbingham2000Mar 14, 2009 3:41:27 | The concept of the Astral Sea was one of the biggest draws for me concerning the new D&D cosmology, and one of the first things to pop into my mind was the concept of adventurers actually sailing that vast expanse of...well, you get the picture. I knew that it was only a matter of time before somebody picked up that particular ball and ran with it. I just want to say that I like what you've come up with so far. |
| #11ChirpMar 14, 2009 9:54:43 | Thanks for your input, I'm glad you like what I'm doing here. ![]() I'm actually having trouble deciding what to work on next. I need to work up the different astral ships, flesh out the Romani race and decide if they will be playable, and I have some rough plans for a asteroid based port city that can be dropped into any crystal sphere to provide DMs with a place to introduce astral sailing to any campagine. After all that I might come up with a new class or two specific to astral sailing, along with some feats. Also I'll have to put together stats for the native creatures of the Astral Sea. Again, anyone who would like to collaborate on this is welcome, I'd deffinetly welcome the help. :P |
| #12ChirpMar 14, 2009 14:25:30 | Figured I'd get this little bit out of the way first. Crystal Sphere Gate Ritual A glowing portal opens in the glossy surface of a crystal sphere allowing a ship to pass through. |
| #13Omnirahk_half-RahkshiMar 14, 2009 16:51:54 | I would suggest making Ritual Caster the prereq for being able to operate an astral helm. There's your magic needed to pilot it, without making it so wizard and cleric-centric. It also solves the issue of needing retcon for new power sources. A psion should definitely be able to pilot as well, but psionics (when it comes) isn't arcane or divine magic. |
| #14ChirpMar 14, 2009 17:02:31 | Okay, I agree that psionics should be allowed to operate a helm. but The point is to limit it to caster types. This is something adapted from the original spelljammer setting and its not something I'm willing to change without very good reason. |
| #15Omnirahk_half-RahkshiMar 14, 2009 21:21:45 | By definition a ritual caster is a caster type. That's all I'm saying... But anyway, I'm wondering how Sigil and Planescape could be modified to also fit into Spelljammer. Maybe they can't be made to fit, but I I find myself drawn to the idea of somewhere there being a huge waterspout, with Sigil being at the top of this formation rather than being at the top of some mountain. It still makes Sigil more or less at the hub of worlds. Even puts it close to the Feywild (Bright Sea). That's actually how I got the idea of the waterspout - a potential adventure of getting back home after a giant spout forms suddenly and sucks them all up into the Bright Sea. Then they need to get home. Well, that was one inspiration. The other thing was Spiral Mountain from the original season of Digimon. It's just such a perfect fantastic world - the entire planet it just one giant mountain, with all the terrain features separate and spiraling around each other. One giant ocean runs up it, with forest, city, and badlands wrapped around it. Of course, I would probably modify this a little as a crystal sphere, but it sounds awesome. And for once the "prime world" would be a part of the crystal sphere, not some planet floating in it. |
| #16ChirpMar 14, 2009 21:30:58 | To put it simply, a character must be able to use arcane or devine magic, or psionics in order to operate an astral helm. It dosen't matter what type of caster so long as their magic can be broken down to either arcane or devine. Perhaps I will create a feat that can only be taken by casters that will allow them to pilot an astral helm. As for the spiral mountain world, thats something you would have to add to your personal compagine in the Astral Sea. It sounds perfectly possible to me, as you can put any kind of material world inside a crystal sphere. I don't plan on developing more than one or two very rough world ideas for potential DMs of this setting to use and flesh out as needed. If you care to create your spiral world and post it, I'm sure others would enjoy haveing it as a possible destination for their own astral travels. I would stick to the general outline of the world, its gods, and how the people native to it relate to astral sailing (Is it common, rare, unheard of?)Right now I am working on stating out astral ships, many of them inspired by original spelljammer vessels. |
| #17Omnirahk_half-RahkshiMar 15, 2009 10:05:23 | And I still say casting rituals (having the Ritual Caster feat) is the best way to assess whether you have the magical talent to operate a spelljammer. Think of it this way: what's a better way of determining if you possess the magical talent to operate a spelljammer: being able to blow stuff up with magic, or having the magical know-how and talent to potentially build your own spelljammer and helm? I can work on statting up the Spiral World. Expect a week or so wait as I take care of life first. I'm thinking the rivers and such of the Spiral World extend into the rest of the crystal sphere. It's probably an exceptionally small crystal sphere, but it would still end up having space equivalent to Ring World. In fact, I may use that for inspiration: it's an amazing frontier for new space that could be developed and colonized, but there are hints that it once was inhabited by a powerful race, and it has since reverted to wilderness. Maybe there are rumors that it's the abandoned Romani home world. But why would they abandon it? |
| #18ChirpMar 15, 2009 12:19:00 | This is the beginning of the ships section. What I have finished is only a small sample of astral ships, I have many more planned. all of these are inspired by, and partialy based off of original Spelljammer designs. Since I don't have a referance source for 4th edition ships (or an official spelljammer referance for that matter) the ship stats are incomplete and not final. 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 ship builders, 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. 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. 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. 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. Marlin Built by: Humans; 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 humans. 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. Hammership Built by: Humans and Elves; 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. 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 ships 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. |
| #19ChirpMar 15, 2009 17:55:19 | And I still say casting rituals (having the Ritual Caster feat) is the best way to assess whether you have the magical talent to operate a spelljammer. Think of it this way: what's a better way of determining if you possess the magical talent to operate a spelljammer: being able to blow stuff up with magic, or having the magical know-how and talent to potentially build your own spelljammer and helm? You have successfuly made your point. Well done :P It does seem a litle wrong that someone with the ability to create their own astral ship and helm might not be able to pilot it. I'll do some reading and rework how astral helms work a little. I can work on statting up the Spiral World. Expect a week or so wait as I take care of life first. I'm thinking the rivers and such of the Spiral World extend into the rest of the crystal sphere. It's probably an exceptionally small crystal sphere, but it would still end up having space equivalent to Ring World. In fact, I may use that for inspiration: it's an amazing frontier for new space that could be developed and colonized, but there are hints that it once was inhabited by a powerful race, and it has since reverted to wilderness. Maybe there are rumors that it's the abandoned Romani home world. But why would they abandon it? Take all the time you need, there is no real rush, esspecialy on something like aworld which is an optional part of the setting. Your idea is interesting but I have a few questions. If the spiral world is connected to its crystal sphere, can people walk from the world onto the inner surface of the shell? How does the worlds primary (sun) work in relation to the world? Does it orbit the spiral world, or is it stationary giving the world one half always in day and the other always in night? What about a moon, does the spiral world have one? Does it have more than one? Do they orbit? What about stars, are there stars on the inside of the crystal sphere? What are they like, are they burning points of light? Giants holding torches? If someone can walk from the spiral world onto the inner surface of the crystal sphere, can they touch a star? Does the world have gods? Where do they live, their own domains in the Astral Sea, or somewhere within the crystal sphere? Those are just a few questions to get your gears turning. ![]() |
| #20ChirpMar 16, 2009 7:35:27 | Here is an expansion on the Romani. I have not decided if they will be a playable race or strictly NPC yet, so there are no stats included yet. This is purely fluff intended to give people a better understanding of what a Romani is. I also included a referance picture. It is not my art, I found it online and it pretty much matched how I envisioned the Romani. 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 sailing, 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, only Romani that have lived for seven hundred years are called elder and allowed to captain a vessel of their own. 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 no 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 secret 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. |
| #21ChirpMar 16, 2009 13:44:19 | . . |
| #22Omnirahk_half-RahkshiMar 16, 2009 19:53:01 | Thanks. My job is done. Yes, I was always picturing it as connected to the sphere, even having rivers and landscape features continuing into it. Maybe it even has inhabitants. Unless there's some sort of social taboo against going there. I like the giants holding up balls of flame as the stars idea. I may steal that, with modifications. They're giant statues holding up smaller crystal spheres, leading to the dominions of the gods. It is forbidden to enter the realm of the gods. It's just plain disrespectful. Maybe the sun is a two-faced disk, like a coin. "Heads" is the sun, and "tails" is the moon. Perhaps the solar coin is right above the peak of Spiral Mountain, and around dawn and dusk it may even be close enough for a jump onto the surface. I love how Spelljammer can just throw out the normal expectations for planetary system structures. Non-spherical planets ftw! Still, a deserted world is interesting. Imagine how creepy it would be if even the realms of the gods were abandoned, without clear reason why. Now I need to think of a possible justification... |
| #23ChirpMar 16, 2009 20:03:26 | Sounds like your rolling along nicely I like it. One thing, makeing the stars other crystal spheres will give you very big stars. I'm not saying its a bad idea, just conside it. Perhaps the stards are portals that lead to the domains of the gods?Deffinetly ifthe world is going to be abandoned think hard on why and who abandoned it? Where did the gods go? One idea that leaps to mind is the tarrasque. Perhaps it or a creature like it has rampaged across the worlds surface and killed/driven off the former inhabitants. The creature is now dorment but curious adventurers might wake it up. |
| #24Omnirahk_half-RahkshiMar 17, 2009 9:49:51 | Portals to the gods' domains... yeah, that works. I was picturing some ill-defined change in scale, so the gods' domains are smaller than would be expected, but anything leaving the orb gets bigger. Everything gets compacted upon entry, so the domains use up less space. I like the tarrasque rampage idea. I'm still going back and forth about whether the domain is deserted. |
| #25ChirpMar 17, 2009 9:53:41 | Hm...I suppose you could work in a complicated size change mechanic that happens whenever someone enters or leaves the gods domains, but I think it would be simpler just to have portals. Now then, I've been giving you feedback, how about you give me some? :P |
| #26ChirpMar 18, 2009 11:04:56 | 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. 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 had 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 on new ways to extend and ensure their continued existence. The Dreadspace Pirates also covet wealth and power, and due 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. |
| #27Omnirahk_half-RahkshiMar 18, 2009 14:29:50 | Hm...I suppose you could work in a complicated size change mechanic that happens whenever someone enters or leaves the gods domains, but I think it would be simpler just to have portals. Complicated mechanic? The sphere is bigger on the inside than on the outside. DM handwaving is all it needs. I'll try to get to feedback this weekend (midterms are such a pain) |
| #28ChirpMar 25, 2009 16:51:58 | Thought you were gonna give me some feedback over the weekend :P No big deal. I'll be posting the Romani statistics soon, along with some new ships. After that i'll get the small trade world I'm working on up and that should be enough for me to beta test this setting. |
| #29Omnirahk_half-RahkshiMar 29, 2009 7:23:00 | Sorry. Life finds its ways to get in the way, doesn't it? I'll see what I can do for feedback, but by nature I prefer to say nothing unless there's something I obviously want to comment on. So my lack of input so far means you're doing pretty well. You know, here's an interesting question: how do we explain the prevalence of certain races in many worlds? You speak of an illithid homeworld and a romani homeworld, but the elves, dwarves, humans, orcs, etc. are native to most of the worlds you come across. We could take an approach similar to the Ringworld series and suggest some architect race that eons ago colonized many worlds, and the early demihumans came along like rats or pets, colonizing many systems. EDIT: And I see you reformatted this topic in Ethereal Winds. Do you want me to start posting there, or is it easier to keep that one relatively clean? |
| #30ChirpMar 29, 2009 8:13:07 | Well, I suppose no feedback id beter than bad feedback :P You pose an interesting question about the prevalance of the common races. I know for a fact that the elves of the Forgotten Realms came originaly from a different world, so I suppose it wouldn't be too much of a threat to work out some for of history where they and the other common races are spread from their original worlds to the other worlds. The only problem with this idea is, if e do this for the common races, what about the dragons? Giants? Goblins? and the countless other creatures that appear in virtualy every fantasy setting? We would have to explain how they all got spread across the multiverse. I think an easier explination is right in front of us. After all, the gods used to inhabit the Astral Sea before they created the material worlds. Its very likely that when the first material world was created, all the gods participated and help creature the many races. Then the gods started squabbling amongst themselves, so groups of gods devided from the collective and created their own material worlds, all of which mirror in one way or another the original material world. This history explains why all the material worlds are very similar, and opens up an epic adventure possibility where the PCs can track down the original crystal sphere and the origin world of the multiverse. ![]() As for the other thread, I would say keep it clean. We'll use this thread as our work thread, and post the finished product in the Ethereal Winds thread so its all easy to referance and read. Do you have access to 4th edition ship stats? I don't have them in any of my 4th edition books, and I can't really call the ships complete until I can fully fill out their stat blocks with HP, AC and all the other stats needed for ship to ship combat. I need someone with access to actual 4th edition ships to rework the stat blocks so the ships are playable. |
| #31Omnirahk_half-RahkshiApr 03, 2009 9:54:04 | You know, that's a great way to handle it! It really reminds me of Order of the Stick's Snarl. This is the way the gods got around that - when they disagreed, they just made another world that was a little different. That's an easy explanation. Except for the Romani not being a prevalent race. They exist only as a Spelljamming race, never earthbound. There are allusions to their home planet. Some locales reference recent spelljammer contact - suggesting that not all worlds are aware of spelljamming yet, and those worlds ought to have Romani if the gods made them as just another race common to all worlds. That's not so much a problem as an interesting plot hook. I would find the symmetry quite impressive if the first sphere turned out to be the Romani home world. Who knows? Maybe there's a different reason why more worlds had to be created, and that reason connects to why Romani were only made once. Perhaps the Snarl problem did come up, and that's what forced the abandonment of the first sphere. And whether it was due to monster of infighting, the patron god of the Romani died in this conflict, so there was no one to push for their creation in later spheres. Or perhaps the Romani toured the world and collected all of their kind early on but for some reason chose not to establish contact. As for 4e ship rules, is that in DMG? I might have it. I never use it myself, so it hasn't been an issue. Honestly, I've glazed over the stats for spelljammers thus far. I don't plan on using mechanics for them. |
| #32ChirpApr 10, 2009 20:15:59 | As for 4e ship rules, is that in DMG? I might have it. I never use it myself, so it hasn't been an issue. Honestly, I've glazed over the stats for spelljammers thus far. I don't plan on using mechanics for them. I don't think they are in the DMG, thats why I asked if you had them. I only want to provide the mechanics for the ships so that anyone useing this setting can have ship to ship combat, which I think is a staple of many sailing centric settings. |
| #33Omnirahk_half-RahkshiApr 14, 2009 16:57:13 | I don't think they are in the DMG, thats why I asked if you had them. I only want to provide the mechanics for the ships so that anyone using this setting can have ship to ship combat, which I think is a staple of many sailing centric settings. Then no, I don't have rules for them. I think they'd be in Adventurer's Vault. Other things are higher on my to-get list, so I'm afraid I won't be of much immediate help. Your rules thus far look good. And I definitely recall seeing rules for ships once (yep, definitely Adventurer's Vault, now that I think of it). I only got a brief glimpse, but I don't recall rules for any on board weapons. I guess it doesn't fit with the 4e conceptualization. Then again, I'd have a hard time picturing a ranger getting away with using any of his ranged weapon powers with a ballista. Like that D&D movie where the rogue backstabs Hunk with a siege weapon. Some things shouldn't be allowed. But I'll admit it's simpler to say you can only make basic attacks with siege weapons. Problem solved. |
| #34dulsiApr 15, 2009 10:26:02 | I only got a brief glimpse, but I don't recall rules for any on board weapons. A recent Dungeon adventure had a balista. See this thread on the piazza. |
| #35ChirpApr 27, 2009 9:44:48 | This is the beginning of my work on a small trade world that DMs sould be able to place in any crystal sphere they want. Its purpose is to serve as a small staging area where DMs can introduce characters to the Etherial Winds setting. I'm also thinking about working up a list of playable races that populate the astral sea. A tiny world that can be placed in any crystal sphere, Nibenay has no native inhabitants, but plays host to a wide variety of creatures from many different crystal spheres. Nibenay is a flat world with a surface covered by dense, nearly impenetrable jungle and swamp. The only major body of water is a small ocean called the Haven Sea. From a distance, Nibenay resembles a jungle island floating in wildspace. A few small mountains rise up from its surface, and the Haven Sea dominates the center of the island. A portal to the Elemental Chaos at the top of the tallest mountain spills water onto Nibenay forming a river that flows down to the Haven Sea and spills over the edge of the land into Wildspace, the runoff is caught by dozens of smaller islands below that are nothing but deep basins filled with water. There is only one city on Nibenay, built on the edge of the Haven Sea as a port for astral ships. A large clearing has been clear-cut near the city to give ships that can’t land on water a place to put down. The history of Nibenay is filled with violence. It was originally settled by Halfling traders who built the village of Freeport of the edge of the Haven Sea. Using Freeport as a base, the Halflings built a successful trading company, trading goods across the Astral Sea to other crystal spheres. With the small world full of resources to themselves, the Halflings of Nibenay built a large fleet of trading ships. Freeport quickly grew from a small village into a small, wealthy port city, attracting trade from dozens of other worlds. It was the accumulation of wealth that made the halfling trading company the target of pirate attacks. For years the halfling ships were set upon by pirates seeking to loot the wealth of the trading company, but for the most part, the halflings endured and managed to continue their business. Things changed when Olrog Onefang, an orc pirate captain, gathered together a small armada of goblinkin pirates and attacked Freeport. The pirates overwhelmed the halfling trade fleet and took control of the city. Under the leadership of Olrog Onefang, the city was renamed Bloodcove, and for the next four generations it became a hub of thieves and pirates. Over the years the leadership of Bloodcove changed hands many times, most often through violence. The trade routes established by the halflings were kept open but became heavy with pirate activity. The remains of the halfling fleet was scattered, and the captured halflings were enslaved by the orc pirates. After generations of being a pirate haven and safe port for smugglers, Bloodcove attracted the attention of Fellix Windspear, an admiral in the eladrin astral armada. A devote follower of Behamut, Fellix saw the enslavement of the Nibenay halflings and the corruption of Bloodcove as unforgivable. So he attacked the pirate port at the head of an eladrin and elven fleet, liberating the city and driving the orcs and pirates into Wildspace. A small contingent of elven and eladrin soldiers was left in the city to maintain order, and the eladrin fleet left. What followed would change the political structure of the city forever. Loax Shadowfoot, the elven captain left in charge of Bloodcove, declared martial law soon after the eladrin fleet withdrew, naming himself the Lord Marshall of the city. He renamed Bloodcove the city of Shadowgate, and directed the elven soldiers under his command as if they were his personal army. As the city of Shadowgate slowly returned to being a successful trading hub, Loax, a follower of Erathis, directed the incoming funds to the expansion of the city, cutting back the dense jungle of Nibenay. This expansion uncovered the Black Mountain, where a large deposit of astral diamonds was found. A fight began between the Lord Marshall and the remaining Nibenay halflings over who owned the astral diamonds. The conflict quickly came to blows when the elven Lord Marshall attempted to stamp out the last of the Nibenay halflings. The attack failed, and the church of Behamut stepped in to mediate the dispute before the halflings could counter-attack. Due to the rash and violent actions of Lord Marshall Loax, the astral diamond mine was granted to the Nibenay halflings, and they built the mining quarter just outside the existing city, at the base of Black Mountain. Years passed and the Lord Marshall died, leaving behind no heir. The three remaining noble families began to fight over who would take the mantle of Lord Marshall. With the political structure of the city in flux, pirates attacked and seized a small quarter of the city divided from the rest of the city by the Roanik Inlet. With war in the streets between elven noble houses, pirates, and halflings seeking to reclaim their city, the church of Behamut had no choice but to take control, quelling the fighting by setting up a council with members from the three noble houses, the halfling community, and the pirate lords. Though unconventional, this arrangement has worked and held for generations. The pirates do not cause trouble inside the city, in return for being able to make port and trade for supplies. The halflings mine the astral diamonds of Black Mountain and keep eighty percent of the profits from themselves; the rest goes toward city needs. And the three noble houses control the streets of the city proper, enforcing laws approved by the church of Behamut. |
| #36ChirpApr 28, 2009 14:37:20 | I think I'm gonna shift gears with this. Instead of trying tomake an adaptaion of Selljammer, I'm gonna make this more of an original setting for astral sailing. Gonna have to rework some of the main fluff. The Flow and crystal spheres are directly from Spelljammer so I'll have to rework them in this setting to something different but serving the same purpose. |
| #37colmanMay 07, 2009 12:11:41 | I'd like it better that way, especially as the original Spelljammer still fits into the 4e cosmology. Um, alternatives to the flow/spheres? An ancient planet or astral domain where the only land is ship-sized gates to various places and you have to sail (for real, on water) between them - no magic ships required. Left over from some ancient race? Or maybe multiple sea-gates spread across lots of planes/planets/whatever - sort of Stargate like, except there are often more than one on each world and you sail between them to get where you want to be. |
| #38ChirpMay 07, 2009 15:38:22 | Wow, didn't think anyone else was actualy paying attention to this. Kinda felt like I was talking to myself. :P I'm not too keen on eliminating the need for special ships, as that was one of the things I really liked. I can see maybe eliminating the whole astral helms thing, and obviously with no crystal sheres, the gate ritual isn't really needed. I'm devided on the idea of a "plane" that is nothing but a massive ocean with gates spread around it. Its an interesting concept with possibilities, but at the same time feels somewhat limiting. It seems to simple to just have it be water that you sail on, I feel the plane should be more unique than that, though I'm unsure of how. I do like the idea of the gates in general though, with this ocean plane being a nexus with gates leading to all the different material worlds. I'm thinking these gates will be the creations of either an ancient race that is no longer around, or possibly a creation of the Romani, with the ocean plane being the origin for that race (might rework Romani to be a playable race.) Seems I have alot to think about, ofcourse you are more than welcome to help, either by writing some stuff up, or just asking questions and making suggestions. Questions can be a great help in fleshing out these ideas ![]() I may move this back to the Homebrew boards, since it no longer really has a place in Spelljammer. |
| #39colmanMay 08, 2009 5:51:12 | That was just a random throwaway that occurred to me: you may as well have it for what it's worth - it might help spark something useful. Tell me when you move it, if you do. |
| #40ChirpMay 18, 2009 17:41:48 | New work thread up here. this thread should be left to die now so we don't clutter up the spelljammer board. |