Back in 1989, my twin brother and I bought our first roleplaying game
books from a buddy; they were the 2nd Edition AD&D
Player's Handbook and Dungeon Master's Guide. Shortly
thereafter we dropped the cash on our first new product, the
Spelljammer boxed set. That led us into what was probably the
most epic RPG campaign in which I've ever played, one that saw our
characters save the known galaxy from the predations of the Vodani
horde.
Some ten years later, the familiar and much-loved 2nd
Edition was replaced by something startling and new. The 3rd
Edition of D&D introduced some notable changes to it, not
the least of which was an Open Game License. For someone who had long
dreamed of publishing an adventure or article in Dungeon or
Dragon magazines, this provided a golden opportunity. After
all, many different fledgling companies could now publish material
for the biggest RPG of them all, and there were lots of open calls
for submissions. Even so, although the OGL created all kinds of niche
products for any imaginable campaign setting, space fantasy was still
lacking. It is true that Polyhedron published a Spelljammer
mini-setting, Shadow of the Spider Moon, but the rules and
campaign information contained therein were not open content. It was
a solid product, but it didn't provide the same kind of opportunity
that material from other publishers presented.
Since then, the shift from D&D's 3rd Edition
to its fourth incarnation has given rise to a new
phenomenon—Pathfinder. With it there is now a ruleset that
is even more open than the material published by Wizards of the
Coast, but there are still no rules for running space fantasy
scenarios. Clockwork Gnome Publishing took a run at Kickstarting a
rulebook, Sailing the Starlit Sea; sadly, although they had
lots of good ideas, they ultimately proved unsuccessful. That is why
I've been kicking around ideas for a new set of rules, one that is
available free of charge and open for the general public to use and
modify. I call them Aetherial Adventures.
Hopefully this supplement can do the same thing for other games that
the Spelljammer rules did for us, opening up the possibility
of traveling from world to world, and thereby creating a truly
unlimited vista to serve as a backdrop for fantastic adventures.
-Nate
The
Discovery of Aetherships
The first group to discover the possibility of aetherial
flight was a band of adventurers. They made their discovery beneath a
pyramid in the middle of a harsh desert; that was where they found
the first of three necessary components. It was a solar vessel,
a sailing craft engraved with symbols and incantations sacred to the
God of the Sun. In the liturgy of that faith, they represented the
movement of the world's primary star through the heavens. In more
practical terms, however, it was enchanted with the power of
levitation.
Of course, that alone wasn't enough to break the
barrier of the planet's atmosphere. Sensing that they had a powerful
opportunity, the adventurers sought a means of using the newfound
vessel. To that end they sought out two local specialists. One was a
wizard and weaver, a person who knew how to create a flying
carpet. In this case, however, they hired him to imbue that magic
into canvas—flying sails. They also found a sea witch. She
had long demonstrated the ability to harness the power of the winds
in a knotted cord. By increasing the scale, she crafted rigging for
the vessel. With all of these elements combined, the aethership could
really fly.
Required
Items
These are the magical items without which aetherial
travel is not possible.
Solar Vessel
Aura
strong transmutation; CL
3rd
Slot
NA; Price* 50,000 gp; Weight
NA
Description
Each of these vessels looks similar to other craft of
their size, except that they are engraved with symbols and
incantations sacred to the God of the Sun. They come in different
sizes, such as the small dhow or fishing boat, the medium sloop, the
large junk and the huge galleon or merchantman. In addition to being
able to levitate, they exude a comfortable warmth that protects
against the cold of the aether. Additionally, each is connected
magically to an orb that the pilot uses to steer the vessel.
Construction
Requirements
Craft Wondrous Item; continual
flame,
levitate;
Cost* 25,000 gp
Flying Sails
Aura
strong transmutation; CL
5th
Slot
NA; Price* 25,000 gp; Weight
NA
Description
These canvas sheets are imbued with the same magical
energies as are flying carpets, except that they are designed
to be carried by ships. They provide one half of the locomotive force
for the aethership, along with impetus for maneuvering.
Construction
Requirements
Craft Wondrous Item; fly;
Cost* 12,500 gp
Wind Cordage
Aura
strong transmutation; CL
9th
Slot
NA; Price* 25,000 gp; Weight
NA
Description
These ropes, connected to the aethership's sails, are
tied with knots that harness the power of the winds. In addition to
contributing to the vessel's mobility, they provide a fresh supply of
air to those traveling aboard it.
Construction
Requirements
Craft Wondrous Item; control
winds;
Cost* 12,500 gp
Orb of Control
Aura
strong transmutation; CL
11th
Slot
NA; Price* 12,500 gp; Weight
2 lbs.
Description
This small sphere, crafted from the same wood as the
ship with which it is connected, allows its wielder to steer the
movements of that vessel. It is sized to fit into the captain's hand,
but grows or shrinks to fit the individual.
Construction
Requirements
Craft Wondrous Item; animate
object;
Cost* 6,250 gp
*Note that these items are purchased together; it is not
effective to purchase three or fewer of the four requisites when
attempting aetherial travel.
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