Spelljammer® in my world is rather simple. It operates on the same basic premise as that of the TSR (now WOTC) version, namely that each ship, asteroid, etc. that is inhabitable has a sort of magically created bubble that keeps an atmosphere inside. If there will be a large amount of oxygen breathers to the volume of atmosphere, there must be a means of supplying breathable air. This is generally done by creating an always open dimension door to either the elemental plane of air or to the prime material plane. The pseudoplane of mist could be used as well, giving the world a misty atmosphere, or steam for that matter.
Ships' propulsion systems are of two sorts. The first and more primitive system is to create a gust ball, a sphere with a permanent gust of wind cast on it which will blow into a system of sails on the ship.
The second variety of propulsion systems are much more complex. They consist of directly applied force to the ship itself, perhaps similar to a flying carpet's magic. Yet another, much more rare variety is a variation on the teleport spell. This is very powerful magic to make this available. The spell to do a Jump I is 10th level, Jump II is 11th, and so on. Each degree of Jump determines how far that the ship can go. The distance jumped increases exponentially with each improvement. Thus, jump II has 4 times the distance as jump I and jump III has 9 times as much distance. There is no theorhetical limit to the number of jump levels, limited only by the level of the spellcaster.
Ships are often aided in manuverability and in ability to land from space by the use of
Lithell Birch, a wood that renders wood around it not only unaffected by gravity, but effectively decreases its mass as well, making it much more manuverable. This is a rather recent development in the progression of space travel in general.
The world of which Asterland is a part is orbitted by two moons and a rather random asteroid field. One of the moons, Lunelle, is inhabitable, and a rather secret pilgramage is taking place to go to "the promised land." As of yet, there are few inhabitants. The place has been kept mostly secret by the mages that erected their permanent residence there. They travelled there by means of teleport spells for many years. Small towns already exist on this planet Lunelle, which are high in magic due to the fact that the world was first settled by mages, a sort of almost vacation destination resort having created. Lunelle is a mostly forest world, oceans covering less than one half of the surface of the moon.
The world has very irregular seasons, due to the fact that the world rotates on an axis which rotates very slowly due to its porous interior, through which lava flows and has tides. The center of the world itself is hollow from about one third inwards toward the crust, the second third being porous caves and caverns, many of which are channels for the flow of magma. The world tends to be fairly warm with snow storms that wander its surface. The atmosphere has a pink tint to it rather than blue. Sunrises and sunsets are brilliant purple and maroon.
Many asteroids, or "floaters" in the lingo of the populus, have small populations. A new branch of magic off of the druid class has sprung up. They turn these often rocky, uninhabitable asteroids into homes of the wealthy, often including a private air source, vegetation, and often animal life. Some of the asteroids are as small as a mile across with others being up to fifty miles in diameter. Gravity is also installed as well as a shield against other asteroids banging into them. These Druids, more specifically named Genesis Druids, or simply Growers, are not too common and charge a small fortune for their services.
All in all, the world is a place for adventure and ripe for discovery. Many of its inhabitants are retired wizards and very wealthy people in general.
Gunpowder is just beginning to get off the ground. There is a balancing force, though. My world is set on the remains of a post holocaust world hundreds of years later. The radiation caused the monsters to be formed. The mannish races arrived after the radiation had settled down in Spelljammer type ships. The only locals that are aware of the real history of the world are the Seekers of Knowledge, descendents of those that hid out during the period of radiation and survived, and are humans. They regulate the evolution of technology, hating it for what it did to their world. Regulation usually involves killing the party that develops a new device before it can become commonplace or placing a permanent forget over that section of his mind dealing with the operation of the device. They try not to interfere where magic is concerned, as they have nothing against it.
Thus balance is maintained. If you use a techno-weapon, you will attract the attention of the Seekers, who will take it from you and erase your memory of the entire event. The Seekers never reveal who they are, passing themselves off as other humans. Thus balance IS maintained. This is not meant to be a cheesy limitation or balance thing. I came up with the seekers long before introducing gunpowder or other renaissance things into my world. I believe in natural balance. Balance is definately necessary, but my gripe is when the control is too contrived. I hope that my version does not seem so.
The Worlds of Silkspace | |
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Obera | High Tech (modern plus cybertechnology, limited space travel) Hard to reach with spelljammers, taking a year or more of travel to reach its path of revolution from Jera. Goods from Oberah are rare and go for a premium. They rival artifacts in technological advancement |
Chillwind | Undead World (Ravenloft type) Vampires are the lords of this world and the restless dead their serfs. Adventures in chillwind tend to be made up of either high level adventurers or very short. |
Jera |
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Baripah |
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Shreeve |
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Excell |
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Biteray |
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The Silkspace system is thick with stray gasses, which makes it impossible to see another of the worlds unless it is close enough, or 'in phase.' This also assumes that the world that you are on is not itself in a cloud region at the time. There are patches of nebula that share the same orbital pattern as the worlds that move in and out of the shadows of its cover. During such times as a world is under cover, the sky looks like curtains of northern lights, and the stars are not visible. During the times when a world passes close enough to share atmosphere with a neighboring planet, there are severe thunderings, lightnings, and storms. Chillwind's atmosphere is laden with lead and ash, and much sickness may occur during a passby with it. Biteray has radiation problems, but these will not cause health problems, since it is not in a position to share atmosphere. The skies between the worlds fill with ships when conjunctions of friendly worlds occur. The time of conjunction lasts about 2 weeks, enough time to leave before it happens, land on the world and trade, and get off again before it gets out of range or a spelljamming ship. If the window is missed, you will have to wait another six months for a passby again, give or take a week or two. This is ideal for multi-genre games, as it makes it possible to visit other types of worlds, but either limits your stay to about 2 weeks or makes it at least six months.