Sura Dungeons{Dragons\Everything you know
about space is wrong.
Infinite space; stars as flam-
ing spheres of super-heated
plasma; movement through
space as a balance of scientific
forces, thrust providing accel-
eration and maneuverability;
scientific fact backing up natu-
ral phenomena; life on other
planets built along blocks of
carbon or silicon elements.
Forget all that. It’s wrong.
You can get out of the
atmosphere on the back of a
roc; fly between the planets
through a breathable ocean of
air; sail between the crystal
spheres that surround the in-
habited worlds on a river of
magical energy; encounter
roving mind flayers and be-
holders. The stars are living
things in some areas, great
bowls of fire in others, and pin-
points of light painted inside a
sphere in others.
Welcome to the SPELLJAM-
MER™ universe. It is a magical
universe.
The SPELLJAMMER sup-
plement treats the AD&D®
game world, with its magic,
myriad races, and dimen-
sional gates as the “real”
world, and builds outward
from there. This is a universe
postulated on magica], not sci-
entific, laws, There are univer-
sal laws and they must be
obeyed, but they are the laws
of magic, not physics—the
laws of Mordenkainen, Elmin-
fECoy Ry aOR Yo)
ster, and Fistandantilus rather
than Galileo, Newton, and Ein-
stein. They sometimes appear
strange and random to us, who
are accustomed to the work-
ings of science. But to the
characters who have lived
.their entire lives in this envi-
ronment, nothing could be
more familiar and logical.
This SPELLJUAMMER sup-
plement extends the AD&D®
2nd Edition game into space,
and does so without violating
existing campaign material.
This includes Greyhawk, the
original ADGD game setting;
Krynn, land of the Dragon-
lances; Toril, home of the
Forgotten Realms; and every
individual campaign in exist-
ence.
Introducing this material in
your campaign will work some
changes, certainly. It will pro-
duce an entertaining and far-
ranging version of the AD&D
game which can exist along-
side the standing campaign,
mixing with “earthbound” ad-
ventures without overshadow-
ing them.
The text in this set is divided
into two books: The Concor-
dance of Arcane Space and The
Lorebook of the Void. The Con-
cordance (this book) should be
read first. It lays out the rules
for conducting AD&D games
in space as well as the magical
science behind space travel,
the building and handling of
space craft, new spells and
items of equipment, and the
“discovery” and creation of
new worlds. The Lorebook of
the Void discusses the races,
monsters, and myriad other
unusual things that can be en-
countered “out there.”
Full-color heavy sheets give
deck plans and other details
on the most common space-
going ships.
Finally, four maps are in-
cluded in the SPELLJAMMER
box. These include a full lay-
out of the Spelljammmer, a huge,
powerful ship of legend. It is
the Flying Dutchman of the
space lanes, the ultimate goal
and dream of many a space pi-
rate and adventurer, Also in-
cluded is a map of a typical
space citadel, the sort used as
@ port and base by many differ-
ent races; a hex grid and stand-
up counters. for playing tac-
tical space battles; and an
overview map of typical solar
systems and planetary orbits
for diagramming new systems
and tracking the planets in a
campaign.
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two horizontal axes, it is
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“bottom” of the boat,
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other on the bottom.
The fact that this is not
clels ee eae
both human jand other
sentient) mature and
commen sense in space.
The human nature part is
the tendency ta want all
things “‘right-side up”
when working with
them, and while space-
born races deny any such
similarity with the
groundlings they are as
much creatures of habit
as their ancestors were.
The more practical rea-
son is what happens
when two large bodies
meet in space. The larger
gravity plane takes over
the smaller gravity plane,
and its direction of “up”
fate etre]
Many of the details about fantasy
space can be different from cam-
paign to campaign and from world to
world. All fantasy space, however,
shares certain, universal basic prop-
erties and capabilities. This allows
ships to fly between the planets and
to voyage between the crystal
spheres. This chapter discusses the
nature of wildspace and the many
facets and intricacies of travel and
adventure in this new arena.
Space can be divided into two
types: wildspace and the phlagisten.
Wildspace is what comes to mind
when we taik of “space.” It is the vast
emptiness that lies between the plan-
ets and the stars. Ali space inside a
crystal shell is wildspace. It is mostly
vacuum. (More correctly, most re-
gions of wildspace are vacuum. But
the cosmos is a big place and there
are exceptions to almost every rule,
as shall be shown later.) Wildspace is
not truly a void, however, even
though it is often referred to that way.
The simple fact that there is “space”.
rules out its being a true void.
The phlogiston is a turbulent, un-
stable, multicolored, fluorescent gas
(cr gaslike medium) which fills the
regions between the crystal spheres.
Very little is known for certain about
the phlogiston or this region.
Every planetary system known is
encased within a crystal sphere. Es-
sentially, the crystal sphere keeps
the wildspace in and the phlogisten
out (this, of course, is a tremendous
simplification, but it is easy to
grasp). Like the phlogiston, crystal
spheres are a great mystery; their ori-
gins and substance are unknown.
Within wildspace are the celestial
bodies: planets, suns, moons, aste-
roids, and a host of other items col-
lectively lumped together under the
heading “planetoids.” Most celestial
bodies have an atmosphere of some
sort although it is dangerous to as-
sume that this is an inviolable rule.
Celestial Bodies
The celestial body that is most fa-
miliar to typical player characters is
their home planet, be it Krynn,
Oerth, Torit. or any one of hundreds
of others that populate the universe.
Celestial bodies extend upward in
size to that of the sun, and downward
to the size of asteroids and plane-
toids. The tremendous variety that is
possible (and proven) in celestial
bodies mandates that the only accu-
rate definiticn for the term is any sig-
nificantly large conglomeration of
matter that is wheeling about in wild-
space. In general, however, a celes-
tial body is a planetary mass. Most
have a regenerating atmosphere. Ce-
lestial bodies can have any shape,
though the most common is spheri-
cal. Still, there are flat worlds, ellipti-
cal worlds, cubic worlds, amorphous
worlds, ring-shaped worlds, hollow
worlds. Astronomers from Calim-
shan have even theorized the exist-
ence of a mGbius world.
Celestial bodies usually, but not al-
ways, have an atmosphere which is
usually, but not always, breathable.
The depth, or thickness, of the
atmosphere is directly related to the
size of the body. The larger the body,
the deeper the atmosphere, Again,
these are general rules and excep-
tions abound. Voyagers may encoun-
ter large worlds without
atmospheres, small worlds with
thick atmospheres, and otherwise
habitable worlds with poisonous at-
mospheres.
Some celestial! bodies are aflame,
fueled either by internal reactions or
by significant access to the elemen-
tal plane of fire. Such bodies are
called suns and provide most of the
heat and warmth for the celestial
bodies within any particular crystal
shell.