Spelljammer for dummies part 1
This is the start of a very condensed and simplified explanation of the Spelljammer setting for those that don’t know anything about it. As such I welcome comments and questions. Please remember though that it is deliberately simplified so as to get the flavour of the theory and mechanics across. If anyone finds this first part useful/enlightening please let me know as otherwise I see very little point in continuing.
For centuries people looked at the night skies and wondered what was really out there. Long before Jules Verne and H.G. Wells fantastical tales were told of (fictional) people going to the moon transported there by such things as a boat towed by flocks of geese. So the precedent is there. Fast forward to post Tolkien and numerous writers wrote fantasy novels involving flying ships. Then in the late 80's/early 90's it became fashionable for role playing games to be set in fantastical versions of outer space (one example being space 1889). This is when the Spelljammer setting was born. At the time it was a way of tying all the then current settings that TSR had, together so that characters from one setting (within limits set by certain of the settings e.g. Dark Sun) could visit another.
The basic initial premise was that any sea going vessel could be made to go into fantasy space by using a special magical item called a helm. A helm looks like a chair/throne and is activated by a magic using person sitting in it. So now we can get into fantasy space what do we find there?
Well on the macro scale, there are actually two different types of space - Crystal Spheres and the Phlogiston. [little potted history] In ancient Greece it was believed that the planets were embedded in huge clear globes which they termed crystal spheres and one of the Victorian theories of what space was referred to a theoretical substance called phlogiston (similar to another theoretical substance called ether). TSR took these terms used them to describe two different types of space.
Crystal spheres are hollow spheres of an incredibly strong material and encompass what is known as Wild Space. Wild space is very similar to the space that we are all familiar with. It contains all the planets, comets, asteroids etc that are found in real life. Any crystal sphere only encompasses one planetary system. One thing to note is that suns (as opposed to stars – see later) are not essential in wild space although it is very unusual for one to not be present. The inside surface of a crystal sphere is where stars are to be found, being apertures to the plane of radiance. The size of a crystal sphere is found by a very simple formula. The radius of a crystal sphere is equal to twice the distance of the outermost planet inside it, to the centre of the encompassed space.
On the outside of a Crystal sphere is found the Phlogiston. The phlogiston consists of a swirling mass of rainbow hued, highly combustible gasses. All the crystal spheres that exist can be found somewhere within phlogiston and can be said to float within it.
Onto smaller scales now. There are a couple of other things that work differently in Spelljammer. The first is gravity. In Spelljammer ‘up’ is whichever direction is most convenient. This means that Spelljamming ships have a gravity plane. Because of this, it is perfectly possible for someone to stand upright on the keel of the ship being upside down relative to someone standing on deck. The other thing is air. All bodies moving from an atmosphere into Wildspace, carry with them a bubble of air. The size of this bubble depends on the mass of the object that it is associated with. This is why ships are used in fantasy space. It is because a ship brings so much more air with it than a single humanoid could. In the case of a ship this ability to carry air is expressed as a tonnage – the more tons a ship has the more air it can attract.
TR
Modifié par Tarot Redhand, 21 septembre 2013 - 11:33 .





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