And so The Journey has begun

Character Creation

Updated; 03/11/23  (green = new content)

Much to be done, this page will eventually reflect the game, but to date, we are adding and subtracting stuff all the time as we go along since we're updating from 2.0 to 3.5. Definitive stuff will be had in the handbook Ev always creates.

This is a space faring campaign. However for anyone who has looked at the Spelljammer rules concerning ship to ship combat, they are HORRENDOUS. So we are presently trying to come up with a system that is far easier and quicker than what is available. At this point, don't worry about the ship to ship combat so much as putting together and running a viable character.

Races

There are what is considered to be 'spacefaring races', which have been in space for some period of time and mastered its intricascies. You could be any race you choose, but if you choose a non-spacefaring race, there are automatic negatives in connection to them because they don't know how to handle themselves in space. The spacefaring races are: Aperusa, human, Chattur, Dracon, elf, dwarf, Giff, Goliath, Grommam, half-elves, half-orcs, halflings, Hadozee, lizard men, gnomes, Insectare, Scro, and warforged. More detailed information will be in the handbook. Yes, there are drow and illithid but for this campaign, they are "The Enemy". PCs will not be playing them.


New Feats, Backgrounds, Skills, Classes and PRCs will be listed in the Handbook we usually put out for a specific game. We are not close to publication, but it is a handsome and growing list..

Many of these new things have prerequisites. There are new skills which are required for progression in feats. For example, you become a Specialist before you become a Master. This applies to new weapons at your command, Ballista and Cannon . There are also rifles and spitterguns as new exotic weapons. Skills relating to piloting, spacehand, siege weaponry and navigation are also required for related feats as prerequisites.

Many of the Knowledges and some of the Crafts have been updated to include space related information.

Spell Limitation

I know this will probably sit poorly with some folk, however, the interdimensional spells do not work in this star cluster. Gods tend to be in particular locations, not on another plane. While Gate may work from one place to another, it does not work interdimensionally. You can teleport or dimension door on the same planet, but not say from planet to moon. However, you can dimension door from one ship to another. Ships do have protections from such things so if you do ddoor, you may end up bouncing back out into space. Space travel is the norm here, not spells.

Background:

You are part of the Maalart Star Cluster. You will be placed in a spacefaring society somewhere in this star cluster, probably in the Kelandri Belt. This is to say, spelljamming is known to exist and is part of life. Trading is how money is made, reputations born and how life does business. There will be good and evil in all locations. So there will be politics between them (this does not include The Enemy).  As far as you folks are concerned, the elves rule your neck of the universe, might making right and all that. However, the elves have not lorded over the other relatively destitute races, but rather made merchant trade safer, made passenger traveling this end of Wildspace that much easier, and as any will tell you, they're damn good at it. Yes pirates roam as the most dangerous of the space faring groups, and the prisons are full of them. Local governments don't answer to the elves unless pirates in the area are making a nuisance of themselves. Elven ships typically stop at many locations, offering safety and more importantly, the crew spending their gold for a night on the town or commodities. For a price, they have also been known to take passengers to other locations.

This is what you know of the Maalart Star Cluster. The cluster is comprised of 6 suns, each with their own little solar systems. You will know something about each of them. They are known mainly by the name of their sun, as follows (System/Sun Name - description):

1. Ire - a system of very hot planets where no one really lives, although its believed demons and devils, and appropriate elementals occupy what planets there are. There are 3 planets in this system. Cinder, Pyro and Basalt. Landing is dangerous due to high temperatures.

2. Sonstar - There are 4 planets in this system, all of which are dead worlds. No air, no water. The two closest to the sun have volcanic activity; from closest to farthest, Magma and Scoria. The outer two, Tildrin and Epilson, have various weathers, making seeing the surfaces all but impossible. They both also have two moons each, given number-letter designations to tell them apart, and they are both rumored to house dead remnants of prior civilizations but salvagers have bad luck working there. Landing is difficult to impossible, and many never return so the planets are rumored to be haunted.

3. Brielas - The Kelandri Belt is a larger asteroid belt orbiting this sun, which was once a planet that was destroyed. It was a human planet, so many of the refugees living in and on the belt are human, together with various other orphans of the galaxy.  This is the only occupiable land in the system, much of it (not all of it) still having its own air, farming, ore mining and acquired ice fields, all part of the intricate trade system among the lesser merchant families and companies. The export business here is very good.

Rocks of lesser value litter the belt where the salvagers make and break their fortunes. You name it, its done here. From gems and scrap metal to artifacts and relics. Pockets of relics are found here from the long forgotten civilization that perished during the planet's destruction. Rumors of terrible things lurking in the airless places reaches ears for campfire tales.

In the belt, there are 3 good sized chunks of real estate.
    A. Green Acres is an irregular planetoid hodgepodge of families and companies. It houses the Ice factories/fishing businesses, which mine the fresh water ice, purify and desalinate the sea water.  It has been determined that the party will start in Green Acres.
    B. The Elysian Fields is a farming/herding chunk, which is handled by various families.
    C. The Anchor of Phylo (better known as "The Anchor") was an orbitting chunk of planet, but is now a city ship owned by the Royal Family who spent the last 300 years (and city taxes) building the ship inside it, keeping topside as the great city. This place is specifically known for being neutral territory. Slavery is legal here, and if your debts get too deep, they will sell you into slavery. Anchor also exports more pirates to Crematoria than any other planetary body, aside from the elves.

Also in this solar system is another planet closer to the sun called Crematoria where a blanket of fire follows the sunrise across the planet and makes the molten ground get swept by the firestorm.  Unpermitted trespassers are arrested upon landing inasmuch as there is only 2 landing fields. On one side of the planet is The Pits, where the penal system, such as it is, is located. Their landing strip is doubled security gated to an underground facility by authorized personnel only. Violent criminals from all over the cluster end up here. Murderers and pirates galore. On the other side of the planet are the mines owned by the Hitchcock Mining Company for ore and oxygen.

Economically in this busy solar system, there is ore mining, ice mining and farming, which generates most jobs and money. The guilds for various trained occupations are found on The Anchor. Other opportunities outside this solar system are nearby worlds in the cluster or the Freeman Naval Port on Space Dock 234, where merchants and the dockmaster hire crewmen for their freighters, whether local or intergalactic.

4. Ev Alaee/Bri'Tolaa - This system is one of the only ones with two suns that revolve around each other. It's an ancient elven system, purportedly beautiful to behold. The elves have guarded the star cluster for as long as anyone remembers, having driven off the drowan and illithid fleets in a war some 300 years ago. The elves are notoriously efficient. Theres a small asteroid belt (Celestrial) and a planet closer to the sun (Pon), both are uninhabitable.

Bri'Tolaa is the second sun, not quite separate from solar system proper. It has 3 inhabitable planets, DeLon, Whifrae & Sophra

Their galactic fleet is stationed with the Intergalactic Merchant's Guild at the Freeman Naval Port on the far unoccupied planet  in this solar system called Space Dock 234. This is no doubt the entrance and exit into the great galaxies beyond. These docks cater to the colossal, village and town vessels that dot the universe, together with the Alaee's military vessels, which regularly patrol and keep the peace in this star cluster.


5. Korackth'Ron is the sun, but Korackth'Dre is the ancient dwarven planet, destroyed, burnt to a cinder by the unstable star. It is a hunk of black orbitting in space. This sun is going nova in the next thousand years, but will not affect surrounding systems. This is a prime salvage location.

6.  Hosteel - Clumps of planet debris float in haphazard orbits. The area is so dangerous, nobody even lives there for fear that the clumps will collide, which they did with regularity, however over more recent years there are fewer and fewer of these rocketing planetoid cannonballs, and the system is expected to eventually form an asteroid belt of great magnitude.  This use to be the gnomes home world, but they had to leave due to the devastation caused by the drow and illithid incursion some 300 years ago. They expect to reclaim it after it stabilizes. Nobody is contesting. However no doubt brave salvagers are making a buck, but only the brave.


            Pantheons
You're in space now. The gods have spheres of influence that only extend to where they exist and where they have worshippers. This is not to say you can't worship the diety of the player's choice, only that if you do, any druid or cleric, paladin or ranger will be limited in the sort of spells and power they have because the bottom line is, outside of your home planet, your god is probably not here. For example, the Elysian Fields could have several druidicly oriented dieties or entities, but outside of the Fields, there are no followers. Whatever dieties there are listed below hold power in your star cluster and playing them ensures high level spells, abilities and powers for as long as you travel in the cluster. This is a historical, physical and political situation. Domains are listed in parenthesis. 

                        C/G
  Humans
        Zeus: Air; worshiped by all good alignments (Air, Chaos, Good, Strength, Storm)
        Aphrodite: love, beauty and passion (good, healing, Community, Animals)
        Apollo: sun, prophecy, music & archery (Good, Healing, Knowledge, Magic, Sun )

  Elves
        Eilistraee, drowan goddess of beauty, song, dance, freedom, moonlight, swordwork and huntng (Chaos, Charm, Drow, Elf, Good, Lust, Moon, Portal)
        Corellon Larethian, ruler of all elves, creator, the protector, preserver of life (Chaos, Elf, Good, Magic, Pride, Protection, War)
        Sehanine Moonbow, death, dreams heavens journeys, full moon, moon elves, stars and transcendence (Chaos, Elf, Good, Illusion, Knowledge, Trickery)
        Aerdrie Faenya: bringer of rain and Storms, air and wind (Air, Animal, Chaos, Elf, Good, Storm)
        Angharradh: chief goddess of the Seldarine, union of three (Chaos, Elf, Good, Knowledge, Plant, Protection, Renewal)
        Deep Sashelas: lord of the undersea, the dophin prince, mediation (Chaos, Elf, Good, Knowledge, Ocean, Protection, Water )
        Labelas Enoreth: time, history. (Chaos, Elf, Good, Knowledge, Time)
        Rillifane Rallathil: protector of woodlands, harmony of nature (Chaos, Elf, Good, Plant, Protection )

Dwarven:
         Haela Brightaxe: goddess of luck in battle; Lady of the Fray (Chaos, Dwarf, Good, Luck, War )

Halflings and Gnomes:
        Gond: craft, smithwork & invention  (Craft, Earth, Fire, Knowledge, Metal, Planning, Pride)

                    N/G
 Humans
        Odin, wisdom, knowledge & cunning (Air, Knowledge, Magic, Travel, Trickery, War, Windstorm)

                    L/N
Assorted Races
        Ptah, craftor and architects (Creation, Knowledge, Law, Travel )
        Tyr, justice and war (Law, Protection, War )

                    L/G
Humans
        Athena: widom and combat, the love of style and art of battle (Community, Good, Knowledge, Law, War)
        Surya, sun god (good, healing, law, sun)
        Vishnu: mercy and light (good, healing, law, protection)

Dwarven
        Moradin: dwarven inventions and dwarven people; Dwarffather, Soul Forger (Craft, Creation, Dwarf, Earth, Good, Greed, Law, Portal, Pride, Protection, Wrath )
        Berronar Truesilver: matriarch, Revered Mother (Dwarf, Family, Good, Healing, Law, Protection)
        Clangeddin Silverbeard: battle and honor in warfare; Father of Battle, Lord of the Twin Axes (Dwarf, Good, Law, Strength, War, Wrath)

Halflings
        Yondalla: creator of halflings, curisoity, loyalty and sense of mischief  (Community, Creation, Family, Gluttony, Good, Halfling, Law, Protection)
        Cyrrollalee: friendship, trust and hospitality (Family, Gluttony, Good, Halfling, Law, Sloth)
        Arvoreen: defense, guardians and watchers; The Defender, Vigiliant Guardian, Wary Sword (Good, Halfling, Law, Protection, War)

Celestial Bureaucracy (mainly human)
        Chung Kuel: truth and testing (Good, Family, Nobility, Protection)
        Kuan Yin: mercy and child bearing, peace (Community, Family, Good, Healing)

                    C/N
Assorted Races
        Thor, diety of battle, storms, thunder and war (Chaos, Good, Protection, Strength, War, Storm)

                     N
Assorted Races
        Lady Luck, luck, wealth and prosperity. Patron of gamblers and bringer of good fortune (Neutrality, Luck, Protection). Her main church and congregation are on Anchor.


Economics

Sad sad rule of new campaign is that commodity prices are governed by what is locally sold. For example, the people in Green Acres pay book price for anything related to its sundry businesses, like fish (and most food items), ice (and oxygen) or sea related items (nets, sails, boats). Because its in the Kelandri Belt, there is stone, wood and water for the asking. Potions and Scrolls will be book price up to 3rd level. Everything else is double book price because its imported. While all three planets have landing features, the major port for the Kelandri system is on The Anchor and prices there are inflated. You want guilds? Anchor. You want slaves? Anchor. You want to go interglactic? Join the Ev Alaee fleet.

Since the party is starting in Green Acres, be it known that it is part of a destroyed system. While the guilds and such are based on Anchor (the most stable of the remnants), it also means that some things are limited on Green Acres, like spells, spellcasters and thereby magical items. Up to 3rd level can be found for book price or be made at book price if not readily available.  However unless you get lucky to find higher level things (unlikely) then you're going to have to order it for off-world creation. Prices vary but will be expensive.

Enemies

    Pirates are the #1 predator, and they tend to keep away from the general lanes of traffic, hovering in inhospitable areas where the meek do not go. However, being pirates and all, they do troll like sharks for the merchant vessels to pick them clean of their booty, but this does have its drawbacks with the superior elven presence.  Many attacks tend to take place near merchant places of origin, as the elves are less likely to be there. Planetary systems have their own food and water sources, so the pirates will also go to ground and attack the locals, as opposed to in space where the elves might find them. There is a slavery market which they also help supply. They are not nice people, rather cutthroat and merciless. Anything for treasure.

    Reavers, a most notorious intergalactic group of crazy bad guys, supposedly driven insane by drugs, which come from outside the star cluster. Reaver ships are frequently hacked versions of ships they've plundered, accentuated by hard spike pointed forecastle, which they use to pierce and board other ships. They rarely travel alone.

    Drow & Illithed have been seen as allies as long as anyone can remember and these enemies come from outside the cluster. Their visit 300 years ago is still remembered by some, and it was no picnic. They came with an armada, blew a couple planets away and terrorized the cluster until the elves organized and brought them to their knees. Though many said they fled with their tails between their legs, prisoners are said to still exist in Crematoria.

Hostile Presence:

Secondary to the pirates are the Junkers. Junkers tend to haunt a solar system. They're readily identifiable as they use whatever junk they can find to construct a ship, much like the gnomes do. They're not always enemies but they're not always friends either. Some of those in the Kelandri Belt don't even have spelljammer helms, but whip themselves from asteroid to asteroid by grapple claw. Such practices are dangerous. Getting marooned or jettisoned into space is a real problem. However Junkers can and usually are bartered with due to the obscure nature of the junk they acquire.

Brute Squad (bonded and unbonded), as the name implies, is usually a group of individuals that does all sorts of nasty (unbonded) and/or necessary (bonded) things. Basically, mercenaries for hire (or even worse, out for their own gain). They're rumored to be responsible for many slaves as well, mainly by brute force. One thing is for sure, when bonded someone paid a lot of money to have them work for them.


This is basically an AD&D 3.5 game with space modification. We're trying to have a game that runs quick and easy with as few driving us crazy rules as possible. The Spelljammer system itself is almost a whole other game system, so we are modifying it to be more user friendly. We want Role Playing and lots of it. Hope that sits well with you folks.



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