Echohawk
Shirokinukatsukami fan
Human, Earthman
CLIMATE/TERRAIN: Any
FREQUENCY: Common
ORGANIZATION: Solitary/Nation
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Semi-to Genius (3-18)
TREASURE: -
ALIGNMENT: Any
NO. APPEARING: 1 (1-20)
ARMOR CLASS: 10
MOVEMENT: 12
HIT DICE: 1
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 or by weapon
SPECIAL ATTACKS: Concentrated Fire
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (6')
MORALE: Unreliable to Fearless (2-20)
XP VALUE: 35
Earthmen are, technologically speaking, the most advanced race in the Sol crystal sphere. On the other hand, when it comes to magic, they are the least sophisticated.
Earthmen are indistinguishable from other humans in Wildspace. An Earthman's specific land of origin can be determined by his dress, speech, and ethnicity. Earthman males tend to wear rugged clothing suited to their occupations, though females, especially those from Europe or America, tend to wear far less functional clothing in favor of tradition and style.
Earthmen speak a variety of languages, including all those found on the Languages of the Sol Sphere table.
None of these languages is spoken elsewhere in Wildspace. Spelljammers wishing to make contact will most often have to use magical or psionic means of communication.
Combat: Individually, Earthmen are unremarkable warriors. Many aren't even trained in the use of melee weapons, relying instead upon firearms. Earthmen from the Colonial powers (Britain, America, Japan, Russia, etc.) are generally armed with firearms. Earthmen from non-Colonial powers may have firearms, but the majority are more likely to wield melee weapons.
In organized groups, Earthmen with firearms can coordinate their fire to achieve greater results. Under the direction of an officer (who does not fire his own weapon), any group of 10 or more Earthman soldiers gains a + 1 bonus to their attack rolls and morale checks. Also, opponents suffer a - 1 penalty to their morale checks, since they are coming under devastating volley fire. If the officer is killed or leaves the vicinity, the modifiers are lost.
Habitat/Society: Spelljammers are most likely to come into contact with Earthmen from the Colonial powers where Victorian values dictate behavior. Essays on the Victorian age can be found in the SPACE: 1889 rules book.
There are also countless other cultures of Earthmen among the nonColonial powers. Some of these practice rudimentary magic (both clerical and wizardly).
Ecology: Because of their technological muscle, Earthmen to this date have been the dominant race of their own planet and begun colonization of Mars, Mercury, and Venus. They are the driving force behind an economic and military family (albeit a bickering family) of nations and colonies that extends through the system. The introduction of magic into this comfortably humming machine may indeed be disastrous.
Lizard Man, Venusian
CLIMATE/TERRAIN: Swamps, water
FREQUENCY: Common (on Venus)
ORGANIZATION: Family/clan
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Semi-to Very (2-12)
TREASURE: Nil
ALIGNMENT: Any
NO. APPEARING: 2-12
ARMOR CLASS: 7
MOVEMENT: 9, Sw 12
HIT DICE: 1
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (5-6')
MORALE: Elite (13-14)
XP VALUE: 15
Venusian lizard men are an offshoot of the more common lizard man race of Wildspace.
The Venusian lizard man is relatively short, standing between five and six feet in height. His feet are three-toed and webbed, but his hands are quite intricate, having three fingers and an opposable thumb. The Venusian lizard man's long tail and webbed feet assist him in swimming. When running, the Venusian lizard man prefers to use all four limbs, sliding along on his belly across the damp ground. The skin on his back is dark green or gray-brown, and his belly is usually a lighter shade. Venusian lizard men speak a primitive version of their original language known as Low Lizard Man. Communication between speakers of the lizard man language and those speaking Low Lizard Man is possible, but the possibility of miscommunication is everpresent.
Combat: Venusian lizard men fashion their native weapons from the oma jolima, a reed-like plant of their native world. Javelins, harpoons, spears, arrows, clubs, axes, and maces can be made from the plant. Some Venusian lizard men have acquired firearms from the colonizing Earthmen, though ammunition is in short supply.
The oma jolima plant can also be formed into helmets and other armor. A Venusian lizard man so armored has an effective AC of 3.
Venusian lizard men are particularly adept at water combat. By absorbing oxygen through the belly skin one can stay submerged for as long as an hour.
Habitat/Society: Venusian lizard men live in simple family and clan groups, working as hunters and gatherers in their vast swamps. Some of them have begun to improve their lives, using primitive agriculture to feed themselves, settling into villages with more specialized occupations, but this is still the exception and not the rule.
Earthman colonists, especially those from Germany, have taken steps to tame Venus and its lizard man natives. Some Venusian lizard men have adopted the ways of the Colonials, abandoning their primitive lifestyles for the values and material possessions of the Earthmen.
Ecology: Venusian lizard men are eager to trade their stone and reed items for valuable metal tools and items that won't corrode in the constant rain of their swampy homes.
Martian, High
CLIMATE/TERRAIN: Mountains, kraags
FREQUENCY: Uncommon
ORGANIZATION: Monarchy/clan
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Semi-to Genius (218)
TREASURE: Varies
ALIGNMENT: Neutral Evil
NO. APPEARING: 2-8
ARMOR CLASS: 10
MOVEMENT: 12, Fl 18 (B)
HIT DICE: 1 + 1
THAC0: 19
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: 1-6 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (6')
MORALE: Champion (15-16)
XP VALUE: 35
High Martians are the original stock from which the other two Martian races descended. High Martians are savage raiders who terrorize their world from their mountain fastnesses.
High Martians are upright bipeds that can grow to six feet in height. Their hands and feet are all three-toed, grasping appendages, and wing membranes extend from their backs to either arm. High Martians have thick, black hair that covers their head, back, and shoulders. High Martians wear a simple loincloth and may decorate their bodies with other ornamentation.
High Martians have their own language. Many speak other martian languages, particularly Koline (the trade language) or the languages of the Earthmen. Every High Martian monarch has interpreters.
Combat: High Martians have a lifting gland that supports them in flight; their wings are used mostly for balance and maneuvering. When in flight, a high martian can attack twice with his hands, inflicting 1d6 points of damage each, or he may wield up to two weapons, attacking with each once per round. While standing, a high martian can only attack once per round, either with hands or weapons.
Habitat/Society: A number of High Martian families form clans, and a number of clans organize themselves behind a single monarch. The monarch is usually tested in personal combat by all comers-a High Martian king is often the most able warrior in the clans.
High Martians survive by raiding. They raid canal Martians and Earthmen at will, striking from the air whenever possible. They are also free to attack liftwood vessels in flight, swarming them to seize both ship and cargo.
High Martians have, on occasion, been known to trade, particularly in valuable liftwood and slaves taken in raids.
Ecology: When a High Martian dies, its lifting gland quickly loses its valuable properties.
Canal Martian: Canal Martians are taller and larger than High Martians, attaining seven feet in height. Canal Martians have no lifting gland or wings, so they cannot fly, and their feet have lost the ability to grasp objects, so they are limited to a single attack per round. The canal Martians have lighter coloration than their high Martian cousins. Canal martians dress in a style similar to that of ancient Egypt. There are a number ofvanal Martian languages, including High Oenotrian, Parhooni, Koline, and Umbran.
Canal Martians live in the canal cities of their own making. Their civilization, while once the most elaborate and successful on Mars, is most definitely in decline.
Hill Martian: A hill Martian is for the most part a wilderness version of a canal Martian; hill Martians cannot fly and don't have grasping feet. They are darker than canal martians, with brown, black, or even deep red hair that grows over most of their bodies. They dress mainly in the skins of animals and similar, primitive garb, though those in contact with canal Martians often adopt their dress. Hill Martians speak a variety of languages particular to their many cultures.
Hill Martians have a variety of cultures, all beyond the reach of the canal princes and their power. They are frontiersmen, living by various means in the wildernesses of their world.
Moon Man
CLIMATE/TERRAIN: Lunar caverns
FREQUENCY: Uncommon
ORGANIZATION: Theocracy
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Average to Genius (8-18)
TREASURE: Varies
ALIGNMENT: Lawful neutral
NO. APPEARING: 1 (2-12)
ARMOR CLASS: 10
MOVEMENT: 12
HIT DICE: 1
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (6')
MORALE: Average (8-10)
XP VALUE: 15
Moon men are the survivors of an advanced technological civilization. In fact, they are not native to Luna, having escaped to the moon from the planet Vulcan before it exploded to create the present asteroid belt beyond Mars.
Moon men are vaguely humanoid, and of approximately the same size. Their arms are quite long, ending in threefingered hands, and their legs are comparatively small, sporting two-toed feet. Their skin color is pale blue, revealing blood vessels and muscles beneath its thin surface. Moon men wear a variety of clothing depending on their position within society.
Moon men speak their own language.
Combat: Moon men aren't particularly effective unarmed fighters. However, they can be armed with knives (ld4 damage), spears (ld6 damage), clubs (ld6 damage), sabers (ld8 damage), or even electric rifles. Electric rifles have a short range of 50 yards, medium range of 100 yards, and long range of 150 yards, and they inflict Id8 points of damage. A single weapon has IdlOO shots remaining before it must be recharged. Magical protection from electricity or lightning may nullify the damage inflicted by an electric rifle. On any attack roll of 1 an electric rifle is jammed and must be repaired.
Habitat/Society: The moon men are governed by the science priests, councilors who protect the ancient tomes of technology and preach from them.
Ecology: The moon men have great electrical technology locked up in their manuals of knowledge, if they can be wrested from the science priests.
From "A New Crystal Sphere: Combat, Planets, And The Aliens of Sol", an adaption of Space: 1889 to the Spelljammer setting, by Timothy B. Brown; Polyhedron #74
CLIMATE/TERRAIN: Any
FREQUENCY: Common
ORGANIZATION: Solitary/Nation
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Semi-to Genius (3-18)
TREASURE: -
ALIGNMENT: Any
NO. APPEARING: 1 (1-20)
ARMOR CLASS: 10
MOVEMENT: 12
HIT DICE: 1
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 or by weapon
SPECIAL ATTACKS: Concentrated Fire
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (6')
MORALE: Unreliable to Fearless (2-20)
XP VALUE: 35
Earthmen are, technologically speaking, the most advanced race in the Sol crystal sphere. On the other hand, when it comes to magic, they are the least sophisticated.
Earthmen are indistinguishable from other humans in Wildspace. An Earthman's specific land of origin can be determined by his dress, speech, and ethnicity. Earthman males tend to wear rugged clothing suited to their occupations, though females, especially those from Europe or America, tend to wear far less functional clothing in favor of tradition and style.
Earthmen speak a variety of languages, including all those found on the Languages of the Sol Sphere table.
None of these languages is spoken elsewhere in Wildspace. Spelljammers wishing to make contact will most often have to use magical or psionic means of communication.
Combat: Individually, Earthmen are unremarkable warriors. Many aren't even trained in the use of melee weapons, relying instead upon firearms. Earthmen from the Colonial powers (Britain, America, Japan, Russia, etc.) are generally armed with firearms. Earthmen from non-Colonial powers may have firearms, but the majority are more likely to wield melee weapons.
In organized groups, Earthmen with firearms can coordinate their fire to achieve greater results. Under the direction of an officer (who does not fire his own weapon), any group of 10 or more Earthman soldiers gains a + 1 bonus to their attack rolls and morale checks. Also, opponents suffer a - 1 penalty to their morale checks, since they are coming under devastating volley fire. If the officer is killed or leaves the vicinity, the modifiers are lost.
Habitat/Society: Spelljammers are most likely to come into contact with Earthmen from the Colonial powers where Victorian values dictate behavior. Essays on the Victorian age can be found in the SPACE: 1889 rules book.
There are also countless other cultures of Earthmen among the nonColonial powers. Some of these practice rudimentary magic (both clerical and wizardly).
Ecology: Because of their technological muscle, Earthmen to this date have been the dominant race of their own planet and begun colonization of Mars, Mercury, and Venus. They are the driving force behind an economic and military family (albeit a bickering family) of nations and colonies that extends through the system. The introduction of magic into this comfortably humming machine may indeed be disastrous.
Lizard Man, Venusian
CLIMATE/TERRAIN: Swamps, water
FREQUENCY: Common (on Venus)
ORGANIZATION: Family/clan
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Semi-to Very (2-12)
TREASURE: Nil
ALIGNMENT: Any
NO. APPEARING: 2-12
ARMOR CLASS: 7
MOVEMENT: 9, Sw 12
HIT DICE: 1
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (5-6')
MORALE: Elite (13-14)
XP VALUE: 15
Venusian lizard men are an offshoot of the more common lizard man race of Wildspace.
The Venusian lizard man is relatively short, standing between five and six feet in height. His feet are three-toed and webbed, but his hands are quite intricate, having three fingers and an opposable thumb. The Venusian lizard man's long tail and webbed feet assist him in swimming. When running, the Venusian lizard man prefers to use all four limbs, sliding along on his belly across the damp ground. The skin on his back is dark green or gray-brown, and his belly is usually a lighter shade. Venusian lizard men speak a primitive version of their original language known as Low Lizard Man. Communication between speakers of the lizard man language and those speaking Low Lizard Man is possible, but the possibility of miscommunication is everpresent.
Combat: Venusian lizard men fashion their native weapons from the oma jolima, a reed-like plant of their native world. Javelins, harpoons, spears, arrows, clubs, axes, and maces can be made from the plant. Some Venusian lizard men have acquired firearms from the colonizing Earthmen, though ammunition is in short supply.
The oma jolima plant can also be formed into helmets and other armor. A Venusian lizard man so armored has an effective AC of 3.
Venusian lizard men are particularly adept at water combat. By absorbing oxygen through the belly skin one can stay submerged for as long as an hour.
Habitat/Society: Venusian lizard men live in simple family and clan groups, working as hunters and gatherers in their vast swamps. Some of them have begun to improve their lives, using primitive agriculture to feed themselves, settling into villages with more specialized occupations, but this is still the exception and not the rule.
Earthman colonists, especially those from Germany, have taken steps to tame Venus and its lizard man natives. Some Venusian lizard men have adopted the ways of the Colonials, abandoning their primitive lifestyles for the values and material possessions of the Earthmen.
Ecology: Venusian lizard men are eager to trade their stone and reed items for valuable metal tools and items that won't corrode in the constant rain of their swampy homes.
Martian, High
CLIMATE/TERRAIN: Mountains, kraags
FREQUENCY: Uncommon
ORGANIZATION: Monarchy/clan
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Semi-to Genius (218)
TREASURE: Varies
ALIGNMENT: Neutral Evil
NO. APPEARING: 2-8
ARMOR CLASS: 10
MOVEMENT: 12, Fl 18 (B)
HIT DICE: 1 + 1
THAC0: 19
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: 1-6 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (6')
MORALE: Champion (15-16)
XP VALUE: 35
High Martians are the original stock from which the other two Martian races descended. High Martians are savage raiders who terrorize their world from their mountain fastnesses.
High Martians are upright bipeds that can grow to six feet in height. Their hands and feet are all three-toed, grasping appendages, and wing membranes extend from their backs to either arm. High Martians have thick, black hair that covers their head, back, and shoulders. High Martians wear a simple loincloth and may decorate their bodies with other ornamentation.
High Martians have their own language. Many speak other martian languages, particularly Koline (the trade language) or the languages of the Earthmen. Every High Martian monarch has interpreters.
Combat: High Martians have a lifting gland that supports them in flight; their wings are used mostly for balance and maneuvering. When in flight, a high martian can attack twice with his hands, inflicting 1d6 points of damage each, or he may wield up to two weapons, attacking with each once per round. While standing, a high martian can only attack once per round, either with hands or weapons.
Habitat/Society: A number of High Martian families form clans, and a number of clans organize themselves behind a single monarch. The monarch is usually tested in personal combat by all comers-a High Martian king is often the most able warrior in the clans.
High Martians survive by raiding. They raid canal Martians and Earthmen at will, striking from the air whenever possible. They are also free to attack liftwood vessels in flight, swarming them to seize both ship and cargo.
High Martians have, on occasion, been known to trade, particularly in valuable liftwood and slaves taken in raids.
Ecology: When a High Martian dies, its lifting gland quickly loses its valuable properties.
Canal Martian: Canal Martians are taller and larger than High Martians, attaining seven feet in height. Canal Martians have no lifting gland or wings, so they cannot fly, and their feet have lost the ability to grasp objects, so they are limited to a single attack per round. The canal Martians have lighter coloration than their high Martian cousins. Canal martians dress in a style similar to that of ancient Egypt. There are a number ofvanal Martian languages, including High Oenotrian, Parhooni, Koline, and Umbran.
Canal Martians live in the canal cities of their own making. Their civilization, while once the most elaborate and successful on Mars, is most definitely in decline.
Hill Martian: A hill Martian is for the most part a wilderness version of a canal Martian; hill Martians cannot fly and don't have grasping feet. They are darker than canal martians, with brown, black, or even deep red hair that grows over most of their bodies. They dress mainly in the skins of animals and similar, primitive garb, though those in contact with canal Martians often adopt their dress. Hill Martians speak a variety of languages particular to their many cultures.
Hill Martians have a variety of cultures, all beyond the reach of the canal princes and their power. They are frontiersmen, living by various means in the wildernesses of their world.
Moon Man
CLIMATE/TERRAIN: Lunar caverns
FREQUENCY: Uncommon
ORGANIZATION: Theocracy
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Average to Genius (8-18)
TREASURE: Varies
ALIGNMENT: Lawful neutral
NO. APPEARING: 1 (2-12)
ARMOR CLASS: 10
MOVEMENT: 12
HIT DICE: 1
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (6')
MORALE: Average (8-10)
XP VALUE: 15
Moon men are the survivors of an advanced technological civilization. In fact, they are not native to Luna, having escaped to the moon from the planet Vulcan before it exploded to create the present asteroid belt beyond Mars.
Moon men are vaguely humanoid, and of approximately the same size. Their arms are quite long, ending in threefingered hands, and their legs are comparatively small, sporting two-toed feet. Their skin color is pale blue, revealing blood vessels and muscles beneath its thin surface. Moon men wear a variety of clothing depending on their position within society.
Moon men speak their own language.
Combat: Moon men aren't particularly effective unarmed fighters. However, they can be armed with knives (ld4 damage), spears (ld6 damage), clubs (ld6 damage), sabers (ld8 damage), or even electric rifles. Electric rifles have a short range of 50 yards, medium range of 100 yards, and long range of 150 yards, and they inflict Id8 points of damage. A single weapon has IdlOO shots remaining before it must be recharged. Magical protection from electricity or lightning may nullify the damage inflicted by an electric rifle. On any attack roll of 1 an electric rifle is jammed and must be repaired.
Habitat/Society: The moon men are governed by the science priests, councilors who protect the ancient tomes of technology and preach from them.
Ecology: The moon men have great electrical technology locked up in their manuals of knowledge, if they can be wrested from the science priests.
From "A New Crystal Sphere: Combat, Planets, And The Aliens of Sol", an adaption of Space: 1889 to the Spelljammer setting, by Timothy B. Brown; Polyhedron #74