Name: SpellJammer
Produced By: TSR Inc (now
part of Wizard of the Coast)
System: Dungeons and
Dragons, 2nd
edition
Genre(s): Space Fantasy
Dungeons and Dragons... IN
SPAAAAAAAAACE!
Of all the D&D
settings, past and present, SpellJammer is quite possibly the most
'What The Fuck' of all of them. It's also one of my favorites.
SpellJammer takes all of
the major races and puts them in space. Beholders, Illithids, Elves,
Drow, Dragons, Gobliniods, and everything else is thrown in to a
interstellar melting pot with new races like Neogi, Giff, and Arcane.
These races travel around in 'space ships'. Yes, sailing ships moving
between the planets. I'm not making that up. Of course, not every
race uses sailing ships, but those are the most common ones you'll
see. Or at least things that look an awful lot like a sailing ship.
This setting was developed
for 2nd edition
AD&D and there doesn't seem to be any attempt to make an official
update for any of the newer editions. I know that fans have made some
attempts for 3/3.5, and a quick article in a Dungeon magazine, but
I'm not sure if there's been anything beyond that. There are some
bits and pieces of the setting spread around in the 3.5 source books
(the inclusion of the Neogi in the Monster Manual 2, the Mercane in
Manual of the Planes, and even the variant Beholders in the Lords of
Madness source book. Oh, and a Neogi space ship, too). There's some
mentions of things in SpellJammer in 4th
and 5th editions,
but that appears that's all we're going to get.
You have to love that old D&D art |
In SpellJammer, every
setting is in the same universe. Yes, the actual universe. You see,
each major setting in D&D is inside a crystal sphere. Inside that
sphere is the sun and planets of that setting. On the inside of the
sphere, the constellations are glowing spots, not stars like in our
world. Between the planets, there's vacuum like you might expect.
When a SpellJammer (a ship that can travel between worlds) leaves a
planet, it takes an amount of air with it. This air only lasts so
long before it becomes fouled, so you have to be careful when heading
out in to the void. Thankfully, the Pholgiston (which looks like a
ProgRock album cover) between the spheres is breathable and you don't
have to worry about bringing enough air for interstellar journeys. Of
course, the Pholigson is very flammable. That's not a good thing for
the setting, as almost every culture in the settings use candles for
lighting. How's that for dangerous?
How do you fly a sailing
ship through space, I hear you asking? That's a good question. You
see, most species have these things called Helms (yeah, I know, just
go with it). An arcane magic user powers the Helm which moves the
ship through space. There's rating for Helms and a chart for
character levels that are manning the Helm. It's as simple as that.
Of course, the next
question is, what about divine casters? Well... They have a problem.
If they're in a Sphere that their deity is worshiped, they're all
good. But, when they leave that Sphere or enter one that doesn't
worship their deity, they only have the spells they prayed for before
leaving their home, and can't get any more no matter how hard they
pray. Thankfully, there's a few fixes: you can spread the word of
your deity (because why not?), you can worship the Duality, or you
can pick some very popular deities. Otherwise, you are screwed.
These are Illithid ships. If you see them, RUN! |
While the line was
canceled before too long (and replaced with Planscape as the
multiversal hub), they did release a fair number of supplements.
There's a book for all of their major settings like Greyhawk,
Dragonlance, and Forgotten Realms. I own the “Realmspace”
supplement and it's a hoot. Did you know that Elminster has a
satellite? Because he does. With a portal to Ed Greenwood's house.
There is some other stuff that's actually pretty cool. Like a castle
in space. This is why you should be very careful with those wish
spells, folks... Waterdeep is also the main hub of interstellar trade
and that's one of my favorite things in the book.
They also put out a whole
bunch of adventures, including an introduction adventure to bring
your merry band of adventurers out into space. Another one deals with
a unique solar system that's been screwed with. There's a two-parter
about preventing the Goblinoids and Orcs from building a war fleet
and taking over the known Spheres. My favorite one involves a giant
Beholder ship that has rooms based on their eye beams. Because
Beholders are an important part of the setting, it makes sense.
Now, you're wondering how
the setting got its name, there's a box set for that. It's The
SpellJammer boxed set. That's right, THE SpellJammer. It's a giant
manta ray ship with a city on it's back. Because there's a city there
(a literal city) you have a fully fleshed out campaign all but ready
to go. It doesn't really explain the history of the SpellJammer, who
made it and so on, but does fill in some blanks. I actually like the
set and what it gives you to use. You can easily run a campaign
around chasing The SpellJammer from sphere to sphere, trying to study
it and learn about it from a distance, and then culminate with the
party landing on the thing. Or, you could have a campaign start on
the SpellJammer, with the party having landed on the SpellJammer and
are now living out their lives. You could deal with politics and
intrigue, or with having to defend the city (and the ship) from
outsiders trying to take it over. Lastly, there's rules in there for
being the captain of the SpellJammer. Yeah. How's that for cool?
Undead Space Pirates! Oh.... Shit... |
Now, I should probably
talk more about why I like this setting so much. Aside from the cool
factor, even if the setting seems absurd to you, there's some really
good stuff in here. You get to see races you're used to in a whole
different light. Beholders, as I've mentioned, are a major part of
the setting. They even work together. If you've never seen in, the
old D&D Monster Manuals, they said that Beholders were from “The
darkness between the stars” and SpellJammer takes that and runs
with it. They make the Illithids something even more scary as they
can freely travel in ships and away from stars. The Neogi, and their
Umber Hulk slaves, make for some truly terrifying enemies. The elves
are something akin to the guardians of the stars in their ships,
which look like castle towers with huge butterfly wings. But, the one
everyone probably knows about are the Gnomes. Yes, Gnomes. In the
SpellJammer setting, they're the inventors and tinkerers of the
setting. Their ships are powered by giant hamsters. And that's where
the joke about Boo in the Baldur's Gate game comes from. Get it? I
had a good laugh when I learned about it, so screw you.
To me, the setting has
done a great job of bringing together the best parts of fantasy (the
magic, the power, etc) and combining them with the best parts of
science fiction (the sense of exploration and adventure, etc). And it
works. Sure, this is the “metal van art” type stuff, but come on,
what's not to like? I admit it is hokey and old, but that's part of
the charm.
In the end, SpellJammer is
done and gone. Even before Wizard bought TSR, the game line was
canceled. Aside from the little allusions here and there, it doesn't
look like its coming back. Which is a shame. I don't see why Wizards
can't dust the game off and put out one (just one, that's all I'm
asking) source book for the setting. If they include a conversion
guide for 2e, that would be great. It might not sell a whole lot, but
I'm sure they could make more than enough from old fans and new fans
alike. Maybe we'll get something for 5e. If so, I'll buy whatever I
need to play. That's more sales, too.
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