MoogleEmpMog
First Post
A spelljamming ship requires a spelljamming helm, which is essentially a thronelike minor artifact that transforms spellcasting into spelljamming. These artifacts are only produced by a race of enigmatic blue-skinned giants called the arcane (the Epic Level Handbook reintroduces the race as the "mer"cane if you need 3e stats), but of course in the scenario I outlined Merrix d'Cannith's creation forge can produce them.
Other than that, the ship can take virtually any configuration, whether it's capable of traveling on water or not. Most really good spelljamming ships, like elven man-o-wars, are not seaworthy.
Some notable spelljamming factions, and their ships:
The Elves
Elves in Spelljammer are basically stereotypical Victorian British imperialists - high-minded, sure, but arrogant as hell and quite willing to let everyone else know about their superiority. They are masters of plant-based biomagitechnology and actually grow their ships, which are gigantic butterfly-like vessels of living plant matter. The elves have wide-spread influence across wildspace.
The Goblinoids
The goblins were the most powerful force in the Spelljammer world about a century ago, when they fought a massive war against the elves and lost - the Unhuman War. The goblinoid races are still powerful, especially with the rise of the scro, a race of intelligent, organized hybrid orcs. Their most powerful weapons are also living, a kind of giant ooze-like kaiju called a witchlight marauder.
The Ilithids
Unlike most settings, Spelljammer leaves room for ilithids to interact with other races on a peaceful, though not friendly, basis. Spelljamming mind flayers employ ships that resemble nautiluses, although they are actually constructed from mundane wood. The mind flayers trade and make treaties with the other races - quite a shock to anyone hailing from Eberron!
Other than that, the ship can take virtually any configuration, whether it's capable of traveling on water or not. Most really good spelljamming ships, like elven man-o-wars, are not seaworthy.
Some notable spelljamming factions, and their ships:
The Elves
Elves in Spelljammer are basically stereotypical Victorian British imperialists - high-minded, sure, but arrogant as hell and quite willing to let everyone else know about their superiority. They are masters of plant-based biomagitechnology and actually grow their ships, which are gigantic butterfly-like vessels of living plant matter. The elves have wide-spread influence across wildspace.
The Goblinoids
The goblins were the most powerful force in the Spelljammer world about a century ago, when they fought a massive war against the elves and lost - the Unhuman War. The goblinoid races are still powerful, especially with the rise of the scro, a race of intelligent, organized hybrid orcs. Their most powerful weapons are also living, a kind of giant ooze-like kaiju called a witchlight marauder.
The Ilithids
Unlike most settings, Spelljammer leaves room for ilithids to interact with other races on a peaceful, though not friendly, basis. Spelljamming mind flayers employ ships that resemble nautiluses, although they are actually constructed from mundane wood. The mind flayers trade and make treaties with the other races - quite a shock to anyone hailing from Eberron!