Set sail — adventure! —
On a rainbow ocean sky
The Flow beckons us
Set sail — adventure! —
On a rainbow ocean sky
The Flow beckons us
In a perfect multiverse
I could ride dragons with Huma
And swing beside the Spider-Force
I lose myself on the shores of Faerûn
Or brandish swords alongside Conan
I can soar the skies with Supergirl
Or sail the stars on a spelljammer
In that multiverse,
I could live, or die, content
Parallel World by Gerd Altmann
Malecade. My first D&D land. Long before Rielun was called Time of Ages, it was called the Islands of Malecade. It was the first world that I created and Malecade was the first continent I created. It began with the northern peninsula and the hero Spearion and his allies. The Bay of Lions was the primary starting point for myself.
The original hex maps are lost, but I recreated the world with Campaign Cartographer from memory. It was a hard process, and the image below is somewhat different than what i showed my friends back in the day. In truth, the image below is considerably better than what I originally created. The Isles of the South and the name “Gulf of Steam” came about directly from a piece of fiction that wrote about a minotaur steam knight. (Hmm, I’ll have to post that here next.)
Once I decided to make Rielun a steampunk D&D/d20 world, there was no turning back. However, I haven’t done much development of the world beyond remapping it out in CC2 Pro and updating some of the old PCs and NPCs for D&D 3rd Edition. There is a lot I already know about Malecade, but there is just as much that I haven’t designed yet. The steampunk influences on this continent aren’t as strong as elsewhere on the world. Malecade is more savage.
In the center of the continent is a region known as the Wildlands. I came up with that name long before I’d ever heard of the Wilderlands campaign setting by Judges Guild, so the name isn’t an homage. The Wildlands is a highly magical region where technology rarely, if ever, works. Nature is powerful there and those that don’t respect it will soon find themselves being eaten by dinosaurs or worse. The foliage in the Wildlands has a consciousness all its own, and those who would try to tame the region tend to get the blood sucked from their bodies by carnivorous plants.
Here is where the world has been…
Islands of Malecade… Warped World… these campaign names have always referred to my first world… Rielun (the world has had more names then I can remember). A campaign that started out with one map of a small portion of the continent Malecade. For years this campaign grew and grew — to a size roughly twice the size of Earth. By this time I was completely lost in a mass of maps that didn’t have any consistency or theme. So… I tossed the worst ideas, archived the original core of maps for the campaign, and transferred other ideas to other worlds (such as Triadora to Kulan). Warped World died with a whimper but Malecade lived on in my soul… lost but not forgotten. And now I have revived it with a new name but true to the original concept — Time of Ages.
And here is where the world is now going…
Time of Ages was never supposed to be a straight fantasy world. Magic would play a vital role in the development of the world but so would technology. The original concept was to blend magic and technology together in such a way that prevents technology from existing on the world without magic to power it. I’ve referred to this combination of magic and tech in numerous ways — technomagic, magitech, etc. — but the idea has stayed the same. Dragonstar and several other technological rich D20 campaigns have inspired me to change Time of Ages. The campaign is now becoming more like my original concept than every before. I will be able to justify the creation of the super cities and the technology while still allowing for the wild nature of the world’s inherent magic. The powers of time, druidism, and arcane science can now come together into one world.
I had intended for this world to become part of my Arcanum of the Stars Dragonstar campaign concept, but after thinking it over, Time of Ages doesn’t fit very well into the feel of Dragonstar. Thus, the world and its moon Jarad will be a campaign unto itself. The campaign will not be a part of the standard D&D Spelljammer cosmology, my Mirrored cosmology (for Kulan and Dark World), or the Dragonstar universe. Instead it will be part of my Spelljammer Gone Wild cosmology. This separates it from both Arcanum of the Star and World of Kulan.
Rielun has four continents… Argethon (south pole), Heuveon (north pole), Malecade, and Trasunia. Beyond this and thousands of islands both large and small, Rielun is covered with dark purple-green oceans. Thus, Rielun is roughly 60% to 75% covered by water but is also deceptively shallow in many places (less than 500 – 1000 ft.). The climate is arctic to temperate for the most part; only the regions near the equator rise to subtropical levels.
Digital artwork by Steven James, a.k.a. Silverblade the Enchanter. Here’s a link to his Spelljammer artwork on his web site, Silverblade’s Suitcase. I asked him if I could use this image for my Time of Ages | Steampunk Spelljammer Facebook group, so i figured it would be okay to use it here as well.
Converting Spelljammer Hulls into Dragonstar Starships
By Robert Blezard
Figuring out Hull Points
The table on page 163 of the SFH shows the Base Hit Points for different sized vehicles. This is the best starting point used in conjunction with the Keel Length of a spelljamming vessel. The Keel Length will determine, which size category a spelljammer starship will become. FYI… here is a new table showing the maximum lengths of each size category, as listed in Mark’s PDF file. As well as on page 163 of the SFH. Mark calls this Base Length in his table.
Table 0: Maximum Lengths
|Size||Max. Length||Size||Max. Length|
|Large||16 ft.||Colossal III||512 ft.|
|Huge||32 ft.||Colossal IV||1,024 ft.|
|Gargantuan||64 ft.||Colossal V||2,048 ft.|
|Colossal||128 ft.||Colossal VI||4,096 ft.|
|Colossal II||256 ft.||Colossal VII||8,192 ft.|
As an example, a Dragonfly has a Keel Length of 100 feet, which puts it in the “Colossal” category, in size. I could also reduce the ship to a “Gargantuan” starship but I prefer to stay with what I had done previously in the 1.0 version of this document and have done my Man-o-War as a Colossal II starship.
Table 1 shows the Base Hull Points for Large through Colossal VII. The only spelljammer entry from Lorebook of the Void that even comes close to Colossal VI this is “The Spelljammer” (1,575 ft. Keel; 3,100 ft. Beam). (And I’m not going to even try to convert that without access to the Legend of Spelljammer boxed set.)
Table 1: Base Hull Points
|Size||Base Hull Points||Size||Base Hull Points|
|Colossal II||300||Colossal VII||1,200|
The numbers in Table 1 have been updated using Mark’s construction rules. This change means I will have to recalculate each Spelljammer starship’s hit point total. Oh well, split milk and all that.
Maneuver Class Adjustments (Optional)
The following adjustments modify the basic hull types (or frames) listed in the Dragonstar Starfarer’s Handbook based on a spelljammers Maneuver Class. Thus, the man-o-war, with an MC of “C”, will have a +1 bonus to handle, +2 bonus to top speed, and a +1 bonus to both acceleration and deceleration.
Table 2: Maneuver Class Adjustments (Plus Costs)
SJ Maneuver Class
Top Speed Adj.
As Mark’s ship construction rules allow for additional customization of ships, this section of my SJ conversion rules doesn’t automatically apply. Instead, these are additional bonuses added as special installs. We’ll call them Maneuver Black Box Increases. You can simply select a stand “C” option or mix and match. Some captains are willing to lose some Handling in order to get an increased Top Speed.
Armor Class/ Hull Materials
Table 3: Hull Materials
|Save As||Converts To|
|Thick Wood||Steel */Titanium|
|Thin Wood||Steel */Titanium|
(*) Refer to page 12 of Mark’s construction rules for these alternates. His mithral and my mithralsteel are different types of hull materials.
Titanium: This is the term I chose, and that Mark also uses (great minds think alike), for the regular hull material on the starships listed in the SFH. [However, there seems to be a difference between what each of us considers it to be in regards to standard AC bonuses (see below).] Close observation shows that vehicles and starships have the same Natural AC Bonus at the same Size Category (in most cases). Only the hovertank break this rule and has a +10 natural AC bonus.
Table 4: Natural AC Bonuses
|Colossal II||+6||Colossal VII||+100|
I checked the Armor Bonuses to AC for the vehicles and starships, as well, but they aren’t as consistent. Large, Huge, and Gargantuan vehicle/starship armor bonuses tend to range all over. Here are the Armor Bonuses to AC for each of the standard spacecraft. Explorer: +3; Free Trader: n/a/; Freighter: n/a; Interceptor: +3; Corvette: +3; Destroyer: +5; Cruiser: +10; Carrier: +15; Battleship: +20; Dreadnaught: +40.
Noting Mark’s construction rules, I’ve decided to rework the following table:
Table 5: Standard Armor Upgrades (Titanium)
|Upg Bonus||Cost (Cr.)||Upg Bonus||Cost (Cr.)|
|Large||See below||See below||Colossal III||+10||6 Million|
|Huge||See below||See below||Colossal IV||+20||14 Million|
|Gargantuan||See below||See below||Colossal V||+40||32 Million|
|Colossal||+3||1.2 Million||Colossal VI||+80||72 Million|
|Colossal II||+5||2.5 Million||Colossal VII||+160||160 Million|
Creating realistic numbers for the first three size categories is a numbers game. If you feel the need to have a standard upgrade value then I suggest sticking with a range of +3 to +10 depending on the type of vehicle being considered for conversion.
For example, the Strike Aircraft (pg. 165) has an Armor Bonus of +5, while the Interceptor (pg. 169-170) has an Armor Bonus of only +3. Both are Gargantuan and both are flight-type vehicles that need to be fast and somewhat sturdy. If converting a spelljamming vessel that is the same size category then an Armor Bonus of +3 to +5 would be standard.
For the larger spacecraft I have simply ignored the Carrier amount as an anomaly and doubled the armor values incrementally from +5 (Colossal II) to +160 (Colossal VII).
For more details, on the other types of hull material I have created and use, see my document. (Some of that is still a work in progress and needs to be modified to better reflect Mark’s construction rules regarding hull materials. Also see page 46 of Mark’s construction rules for details on Increased Armor.)
The cost of converted Spelljammers are changed based on what is in Mark’s Ship Construction Rules PDF file. No more having to strip the standard spacecraft and then rebuild.
Below are the standard costs in credits for the different Size Classes.
Table 8: Size Class Base Costs
|Size Class||Standard Cost (Cr.)||Size Class||Standard Cost (Cr.)|
|Fighter||1 Million||Cruiser||105 Million|
|Shuttle||2 Million||Battleship/Carrier||260 Million|
|Explorer/Free Trader||10 Million||Dreadnaught||540 Million|
|Corvette/Freighter||28 Million||Leviathan||860 Million|
|Destroyer||55 Million||Space Station||1.4 Billion|
However, Mark’s rules are a little more complex than what I was doing previously so there are more steps to calculating what my standard SJ converted starships will cost. My Man-o-War cost calculation will have to be completely redone, as will those I’ve posted on my Arcanum of the Stars yahoo group. It should be fun.