Starfinder seems to be a bit like Warhammer 40,000, in which a fantasy world is advanced to a more highly technological society, as opposed to taking fantasy into space, but it sounds like a great deal of fun! Check it out by clicking on the link on the image (courtesy Paizo).
So begins a player’s adventures in Skybourne. A wizard’s arrogance left a world broken, ravaged by a sentient forest, and surrounded by the planar wound called the maelstrom. Yet in this aftermath lies a world of adventure, where airship pilots delve a world’s worth of ruins looking for ancient treasure, where Aasimar kings and barbarian lords battle for control of a dozen new cultures, and where anyone with a ship and a will can make their fortune, if they have luck on their side.
Built for both the traditional and Spheres of Power magic systems, Skybourne is a campaign setting for the Pathfinder Roleplaying Game built around the adventures of an airship and its crew, and borrows as much in tone from Firefly, Star Wars, and other shows as it does from classic sword and sorcery adventures. In this, the Player’s Guide to Skybourne, you’ll find:
- A host of new races, including the plant-born Alraun, the octopus-like Cacaelia, the dinosaur-blooded Cherufe, the magically-constructed Created, the draconic Cuazaj, the pheonix-like Fenghaung, the plant-like Leshy, the fey-blooded Sidhier, and the insectoid alien Tatulani.
- Over a dozen new archetypes, including the Halfling dragonrider, the tranquil barbarian, the Alraune bodysnatcher, the gun chemist, and more!
- New traditions, a ‘tradition trait’ system, and the Fallen Fey racial sphere for the Spheres of Power magic system.
- Religions and magic rituals.
- Rules for using crews- swarm-like groups of hired hands that aid the PCs in sailing ships and attacking their enemies!
- Airship rules, including sailing, customization, and combat!
- New feats, new skills, new equipment, new magic items, and more!
Courtesy of Blog of Holding (follow the link for complete rules and explanation):
I’m a bit late on this, but the excellent Blog of Holding has published stripped down rules for Spelljammer, trying to fit the essentials onto one page. I agree with his point that Spelljammer has a couple cool ideas, then bogs them down with a bunch of overly-complicated rules about Grubbian physics and extra rules for clerics. To quote: “I’ll break out my copy of Spelljammer. OH NO IT’S 200 PAGES! THIS BOOK IS TAKING TOO LONG TO READ! THE PCS HAVE ALREADY IMPLODED IN THE VACUUM”
The first blog post covers the basics of the setting and physics, boiling it down to a short paragraph (plus expositions explaining the decisions to help the DM understand why they have done, something useful for when you want to expand upon it for your game.
The second builds a 20 entry random encounter table that also helps explain the setting.
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Firstly there was the return of the SRD, in 5th Edition form.
Secondly there was something new. Something that is going to allow people to not just publish OGL content, but to publish content that uses the Dungeons & Dragons branding and even the Forgotten Realms campaign setting.
After seeing both stories and writing about Dungeon Masters Guild opening up Forgotten Realms over at the Forgotten Realms forum at The Piazza, I’ve been talking to a number of fans.
And it seems like there is a bit of confusion between the two stories.
If you just want an answer to the question, then, no. Wizards of the Coast did not just make Spelljammer into open content. But if you want to find out what the Systems Reference Document (SRD) announcement and the Dungeon Masters Guild announcement mean for Forgotten Realms – right now – and what they potentially might mean for open Spelljammer publishing at some point in the near future, read on.
Si les peuples qui vécurent durant l’Âge des légendes semblent devoir posséder des motivations incompréhensibles pour les espèces plus jeunes, et que les Âges sombres ne soient finalement qu’une succession de conflits à une échelle sans précédent, c’est bien durant l’Âge spirituel que se développent et s’affirment de grands principes qui vont rapidement exalter les ancêtres des Syndarh, des Mordd et des primitifs Valoriens.
Le Point d’Equilibre, la pensée mystique
Sous la guidance des Sharood, les Voies de l’Esprit sont développées en opposition au règne de la magie Reigar. Bien des élus de pratiquement tous les peuples d’alors sont initiés aux pratiques psioniques, afin de pouvoir par la suite dresser les leurs contre une tyrannie mystique qui n’existe déjà plus. A travers ce conflit que souhaitent initier les Sharood apparaît cependant le fondement d’un mode de pensée qui amènera la région des Sphères Connues à s’affranchir régulièrement du joug d’un…
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Sphère de cristal : Sphère du Singe d’acier
Type de monde : Sphérique rocheux
Taille : D (diamètre équatorial de 5 123km)
Rotation : 54 heures
Révolution : 832 jours
Lunes : Bai’lan
Population : 589 234 Lao, 156 327 Niriki
Trame magique : Tellur renforcée, magie profane dominante
La petite planète centrale du système de Bai Long est un monde dominé par le règne minéral, qui prend ici la forme de hautes chaînes montagneuses aux sommets enneigés. Les contreforts dominent quelques plaines rocailleuses battues par des vents froids, mais la surface de Bai’huan est plus connue sous le nom de dédale du dragon-montagne, tant les passes et défilés forment en effet un labyrinthe naturel à l’échelle planétaire.
Seuls les sommets équatoriaux sont peuplés par les Lao, qui trouvent là des températures moins rudes qu’aux deux pôles, domaines des Niriki. Le monde est surtout renommé pour la rareté de ses séismes et autres…
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Traveling the space lanes is risky and mysterious, and danger comes in many forms. The rescue of a tiny ship from pirate attackers leads to the discovery of a monumental, supernatural evil. Nothing is ever routine in space.
Crystal Spheres takes player characters through four unique crystal spheres to battle a powerful force of darkness. Player Characters will find themselves fighting not just for their lives, but the fate of an entire solar system and its millions of inhabitants.
“Crystal Spheres” is an adventure for the AD&D Spelljammer campaign setting. The Spelljammer boxed set is required to play. This 64-page adventure will easily adapt to any campaign world.
SJA3: “Crystal Spheres” (1990), by J. Paul LaFountain, is the third Spelljammer adventure. It was released in October 1990.
Continuing the “SJA” Series. “Crystal Spheres” continues the Spelljammer adventures. It’s an epic adventure, as was found in SJA1: “Wildspace” (1990): a sphere’s sun is on the verge of being snuffed out, and the players must save it.
Adventuring Tropes. “Crystal Spheres” lies on the line between the adventuring tropes of the ’80s and ’90s. It contains lots of random encounters and mapped locations. However, it also features events that drive players along a path to confront the problems of the underlying storyline.
Expanding Wildspace. True to its name, “Crystal Spheres” does a great job of providing good reasons to adventure across Wildspace from one sphere to another. Along the way it details four new crystal spheres: Herospace (which is for heroic adventures only, with 9 planets divided by alignment); Faeriespace (which is one gigantic community); Greatspace (which is an elder sphere focused on nobility and honor); and Darkspace (which is a sunless, shadowy void).
Unfortunately, one of the problems with Spelljammer was that it never brought together its many spheres into a coherent setting. The Spelljammerboxed set (1989) focused on the Radiant Triangle of Greyhawk, Krynn, and the Realms, but then the six Spelljammer adventures barely touched on those areas. Similarly, the worlds of Darkspace, Faeriespace, Greatspace, and Herospace would never be heard from again.
(Though TSR never created a larger Spelljammer setting, some fans have taken the next step, compiling all the spheres of Wildspace into a cohesive whole.)
“Crystal Spheres” also includes a beautiful chart comparing the sizes of the many spelljamming vessels revealed to date — including the Hummingbird from this very adventure.
About the Creators. LaFountain did a scattering of TSR work in the early ’90s. This was his premiere freelance work; he’d later contribute to MC8: “Monstrous Compendium Outer Planes Appendix” (1991), SJR3: “Dungeon Master’s Screen” (1991), and some supplements for the Buck Rogers XXVC RPG.
About the Product Historian
The history of this product was researched and written by Shannon Appelcline, the editor-in-chief of RPGnet and the author of Designers & Dragons – a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to email@example.com.