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Worlds of Design: How Would You Design For Spelljammer?
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<blockquote data-quote="Wyvern" data-source="post: 7739928" data-attributes="member: 2374"><p>I have a Spelljammer-Fading Suns crossover which has been percolating in my brain for years; one of these days I may get around to actually typing it all up for public consumption. Here's an overview of the key elements:</p><p></p><p>- Crystal spheres are out, replaced by a system of jumpgates. However, instead of instantaneous travel as in Fading Suns, the jumpgates take you to the phlogiston, which looks like a rainbow-colored version of Babylon 5's hyperspace. (There's no "traditional" planar travel; you can summon angels or demons, but you can't go to where they came from.)</p><p></p><p>- Ships resemble the familiar Spelljammer designs, but instead of Spelljammer-style helms, they have ether sails. (Think <em>Treasure Planet</em> and you won't be far off.) The physics are a bit less wonky than original-flavor Spelljammer; ship gravity and atmosphere are artificially created by magic devices, but in the event of failure you can still survive because the ether is breathable. (Prolonged exposure to pure ether induces a comatose state, however, which is why you still need an atmosphere generator.) Any large-enough asteroid or other celestial object will have Earth-normal gravity, though.</p><p></p><p>- Personal firearms are rayguns, not black-powder weapons. Cannons still shoot projectiles, but they too have a retro-futuristic look (and autoloaders). <em>Treasure Planet</em>-style cybernetic enhancements also exist. Clothing styles are a blend of the Fading Suns aesthetic and classic age-of-swashbuckling fashions.</p><p></p><p>- Monsters and sentient races are mostly from D&D, although some are replaced or merged with Fading Suns races. Vorox take the place of giff, and Ukari take the place of drow (with the high elves in turn replacing the Ur-Obun). The arcane/mercane are the public face of the Vau. Gannok are like hadozee and grommam combined, etyri are the same thing as aarakocra, xixchil and ascorbites are both varieties of kreen, and so forth. Also, hobgoblins and bugbears are replaced by orcs, which have the intelligence level of Spelljammer scro (I didn't feel it was necessary to have so many "warlike savage humanoid" races in the setting).</p><p></p><p>- The D&D worlds exist in the setting, but the timeline is advanced a couple of thousand years, so you don't have to worry about space travel messing up the continuity of the "present-day" settings.</p><p></p><p>- The dominant human presence in space is the Torillian Alliance, with the nations of Cormyr, Amn, Thay, Calimshan and Shou Lung standing in for Fading Sun's noble houses. (If you're not a fan of the Realms, feel free to substitute in Oerth, Eberron, Aebrynnis, Golarion or whatever other world you prefer.)</p><p></p><p>- The Merchant League and its guilds are basically unchanged from Fading Suns.</p><p></p><p>- The dominant religion is the Unification Church from Dragonstar, which has different orders like those of the Universal Church in Fading Suns.</p><p></p><p>- The other major powers (those that control a large chunk of territory) are the Eldari (elven) Empire, the Vau Hegemony, and the Illithid Dominion. Minor powers (those that control a smaller territory, or scattered individual systems) are the Kreen Confederacy, the League of Scalykind (a loose alliance of saurian races, headed by lizardfolk with a Sumerian-flavored culture), the Dwarven Clans, Beholder Hives, and the Unhuman Liberation Army (orcs, goblins and kobolds).</p><p></p><p>- Independents and rogue elements include the neogi, Gith pirates, Ukari insurgents, the Black Sun Syndicate (yes, from Star Wars), the Rock of Bral (an independent asteroid port on the fringes of Torillian space), and the planets of Krynn and Athas.</p><p></p><p>- Krynn is a backwater, but historically important as the birthplace of the Unification Church and of the modern era of space travel (tinker gnomes were the first of the "younger races" -- i.e. any race other than elves, illithids and Vau -- to achieve spaceflight of their own accord).</p><p></p><p>- Athas is officially off-limits (although still visited by smugglers) for fear of what could happen if the Sorcerer-Kings got their hands on spacefaring vessels. (The Athasian kreen are believed to be a lost colony of the Confederacy.)</p><p></p><p>- Incidentally, beholders are actually native to wildspace (although they can be found on planets too). Neogi aren't, but the location of their original homeworld is unknown even to them. The Pirates of Gith are a former illithid slave race (there are no githzerai or githyanki), and Gith is the name of their destroyed homeworld.</p><p></p><p>- Oh, and "giant space hamsters" are actually capybara. Originally native to the Vorox homeworld, they've become popular among spacefarers as a compact, low-maintenance food animal -- as well as being used by gnomes to power the driveshafts of many of their ships.</p><p></p><p>- Ruleswise, I'd probably favor D&D 5e with modifications, but I could also see it working well with Savage Worlds.</p><p></p><p>Wyvern</p></blockquote><p></p>
[QUOTE="Wyvern, post: 7739928, member: 2374"] I have a Spelljammer-Fading Suns crossover which has been percolating in my brain for years; one of these days I may get around to actually typing it all up for public consumption. Here's an overview of the key elements: - Crystal spheres are out, replaced by a system of jumpgates. However, instead of instantaneous travel as in Fading Suns, the jumpgates take you to the phlogiston, which looks like a rainbow-colored version of Babylon 5's hyperspace. (There's no "traditional" planar travel; you can summon angels or demons, but you can't go to where they came from.) - Ships resemble the familiar Spelljammer designs, but instead of Spelljammer-style helms, they have ether sails. (Think [i]Treasure Planet[/i] and you won't be far off.) The physics are a bit less wonky than original-flavor Spelljammer; ship gravity and atmosphere are artificially created by magic devices, but in the event of failure you can still survive because the ether is breathable. (Prolonged exposure to pure ether induces a comatose state, however, which is why you still need an atmosphere generator.) Any large-enough asteroid or other celestial object will have Earth-normal gravity, though. - Personal firearms are rayguns, not black-powder weapons. Cannons still shoot projectiles, but they too have a retro-futuristic look (and autoloaders). [i]Treasure Planet[/i]-style cybernetic enhancements also exist. Clothing styles are a blend of the Fading Suns aesthetic and classic age-of-swashbuckling fashions. - Monsters and sentient races are mostly from D&D, although some are replaced or merged with Fading Suns races. Vorox take the place of giff, and Ukari take the place of drow (with the high elves in turn replacing the Ur-Obun). The arcane/mercane are the public face of the Vau. Gannok are like hadozee and grommam combined, etyri are the same thing as aarakocra, xixchil and ascorbites are both varieties of kreen, and so forth. Also, hobgoblins and bugbears are replaced by orcs, which have the intelligence level of Spelljammer scro (I didn't feel it was necessary to have so many "warlike savage humanoid" races in the setting). - The D&D worlds exist in the setting, but the timeline is advanced a couple of thousand years, so you don't have to worry about space travel messing up the continuity of the "present-day" settings. - The dominant human presence in space is the Torillian Alliance, with the nations of Cormyr, Amn, Thay, Calimshan and Shou Lung standing in for Fading Sun's noble houses. (If you're not a fan of the Realms, feel free to substitute in Oerth, Eberron, Aebrynnis, Golarion or whatever other world you prefer.) - The Merchant League and its guilds are basically unchanged from Fading Suns. - The dominant religion is the Unification Church from Dragonstar, which has different orders like those of the Universal Church in Fading Suns. - The other major powers (those that control a large chunk of territory) are the Eldari (elven) Empire, the Vau Hegemony, and the Illithid Dominion. Minor powers (those that control a smaller territory, or scattered individual systems) are the Kreen Confederacy, the League of Scalykind (a loose alliance of saurian races, headed by lizardfolk with a Sumerian-flavored culture), the Dwarven Clans, Beholder Hives, and the Unhuman Liberation Army (orcs, goblins and kobolds). - Independents and rogue elements include the neogi, Gith pirates, Ukari insurgents, the Black Sun Syndicate (yes, from Star Wars), the Rock of Bral (an independent asteroid port on the fringes of Torillian space), and the planets of Krynn and Athas. - Krynn is a backwater, but historically important as the birthplace of the Unification Church and of the modern era of space travel (tinker gnomes were the first of the "younger races" -- i.e. any race other than elves, illithids and Vau -- to achieve spaceflight of their own accord). - Athas is officially off-limits (although still visited by smugglers) for fear of what could happen if the Sorcerer-Kings got their hands on spacefaring vessels. (The Athasian kreen are believed to be a lost colony of the Confederacy.) - Incidentally, beholders are actually native to wildspace (although they can be found on planets too). Neogi aren't, but the location of their original homeworld is unknown even to them. The Pirates of Gith are a former illithid slave race (there are no githzerai or githyanki), and Gith is the name of their destroyed homeworld. - Oh, and "giant space hamsters" are actually capybara. Originally native to the Vorox homeworld, they've become popular among spacefarers as a compact, low-maintenance food animal -- as well as being used by gnomes to power the driveshafts of many of their ships. - Ruleswise, I'd probably favor D&D 5e with modifications, but I could also see it working well with Savage Worlds. Wyvern [/QUOTE]
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