Sunday, May 13, 2018


Cost: 2,870,000 gp
Speed: 30ft/20mph
Crew: 235/700
Passengers: 200
Cargo: 350 tons
AC: 20
Hit Points: 52,500
Damage Threshold: 50
Helm/Power: Technomagical Drive (500,000gp)

  • 16 Light Cannon (crew: 4) Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3dl0) bludgeoning damage.
  • 24 Cannon (crew: 5) Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.
  • 8 Jettisons (crew: 5) Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. Hit: 27 (5d10) piercing damage.
  • 6 radium cannons (crew 4); Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (8d6) negative energy damage.

Citadels are immense ships that are the backbone of the Dragon Empire fleet. Dragons prefer these vessels above all others for travelling across the depths of space, as Citadel ships are large enough for dragons and remind many dragon breeds of their preferred home environments.

These ships are crafted from Nickel-Iron asteroids that have be reshaped with elemental magic and cunning artifice. Citadels are massive affairs, and the largest Citadel that a forge can power is 4,000 tons in size. They can carry up to 700 medium sized humanoids comfortably, and many more if need be. They are festooned with heavy weapons, usually cannons, although other weapons are possible. The vessels are solidly built, a Citadel is not destroyed in battle, save by powerful magic or literally days of pounding. The Citadel might be taken, however, after a prolonged and bloody boarding action, or if the Citadel's air envelope can be somehow corrupted.

Architecturally Citadels greatly resemble strongholds built in mountains or hills on terrestrial worlds. The surface features include a strongly guarded gate, on Citadels this is usually next to a dock or landing strip for visitors. On the inside, Citadels are laid out more like a castle or fortress, with a plethora of traps and hidden passages. Guard animals and automatons are often available.

Away from planets and other large objects, a Citadel flies through space at what is called cruising speed. The cruising speed of a Citadel allows a ship to travel between adjacent planets in 2d6+2 days (The random element assumes that even adjacent planets may be in different parts of their orbits). In extreme circumstances, you could double or even triple these times.

Rools Rock- Massive Citadel ship owned by the Copper Dragon Aksook Rool

Thursday, May 3, 2018


Otto Carnage (Automaton Hexblade of Detriax)
If we didn't want anything, we would never get anything, good or bad. I think our longings are natural, and if we act as nature prompts us we can't go far wrong.” -Tik-Tok of Oz
Automatons are intelligent, artificial lifeforms created by ancient peoples (Empyrean Titans, elves, gnomes, ophidians), Wizards, Celestial Clerics and Machine Cultists. They are as sentient as any living creature, and can “procreate” by building children and endowing them with a portion of their own souls. Automatons are humanoid creatures composed of tin, wood, bronze, porcelain, ivory, steel or other such materials. The actual form of an Automaton is highly variable. Automaton warriors often have suits of armor attached to their bodies, while scouts may streamline their bodies to make fitting into small places easier. 
Automatons can be found across the Dragon Empire, often found working on ships or on hostile colony worlds, where lack of oxygen, exposure to extreme temperatures of other issues are less of a problem for Automatons. 
The Celestial Church has a significant force of Automaton soldiers, both indentured and free after having earned their freedom. These are typically in service to The Architect, god of invention and The Gatekeeper, god of like and death, but many serve the church as a whole. This is not to say that most Automatons are very religious, it is merely that the church creates many types of constructs, including Automatons. The Cult of Detriax, machine goddess of space junk, also creates and employs large numbers of Automatons.
These beings are more comfortable around other Automatons and around constructs of other sorts such as golems, though most Automatons deeply resent being confused with mindless constructs. Automatons are almost always created as servant creatures, and are treated as valuable slaves. Free Automatons are usually those who have earned their freedom after years of service, escaped service or who who have outlived their owners. 

Automaton Traits
The following traits are common among Automatons. 
Ability Score Increase. Your Constitution score increases by 2.
Age. An Automaton is built complete and considered fully developed after construction. The maximum age for an Automaton is believed to be about 150 years; it would clearly depend mostly on the Automaton’s lifestyle and exposure to risk. 
Alignment. Automatons are generally neutral. They were built to fight, not to wonder whether fighting is right. Though they are perfectly capable of independent thought and moral speculation, most choose not to wrestle with ethical ideals.
Speed. Your base walking speed is 30 feet.
Size. An average Automaton stands between 5′-7′ tall and weigh between 225-400 lbs. Your size is medium.
Living Construct. Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to breathe, eat or drink, but you can ingest food or drink if you wish.
Unsleeping Sentinel. Automatons don’t need to sleep. Instead, they settle into a resting state, remaining semi-conscious for 4 hours each day. While in this rest state, you are fully aware of your surroundings. You gain the benefits of a long rest after this period of being inert.
Clockwork Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Composite Plating. Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class. During a short rest, you can bond a suit of armor you are wearing to your body. When you finish that short rest, the armor you are wearing is bonded to you, and it cannot subsequently be removed from your body until you finish another short rest during which time you remove the bonded armor. You must be proficient with the armor in order to bond it to yourself.
Self-Stabilizing. You may add your proficiency bonus to your death saving throws.
Languages. You can speak, read and write Common.
Automaton Sub-Races. Five main types of automatons have been created, with automaton soldiers being the most common.

Companion Automaton
Built to accompany politicians and officers, these Automaton’s are designed to be pleasant company, often acting as assistants, translators and bodyguards (and assassins).
Ability Score Increase. Your Charisma score increases by 1.
Center Stage. You can choose to gain proficiency in one of the following skills: Deception, Performance, or Persuasion.
Bilingual. You gain an additional language of your choice.

Medical Automaton
Made to help people who are injured they are well known for their medical application. They know how to fix many injuries but not any that are too severe.
Ability Score Increase. Your Wisdom score increases by 1.
Rest Easy. You gain proficiency in Wisdom (Medicine) checks

Mystical Automaton
Using the magic inside them to their full potential, they are built to assist and contain great magical powers and work with highly adept teachers.
Ability Score Increase. Your Intelligence score increases by 1.
Pushing the Limits. You can choose to gain proficiency in one of the following skills: Arcana, History, Perception, or Persuasion.

Scout Automaton
An Automaton Scout is a nimbler iteration of the Automaton. You were built for speed and mobility over raw power. An Automaton of this model possess the following traits.
Ability Score Increase. Your Dexterity score increases by 1.
Speed. Your base walking speed is 35 feet
Size. Small. You will be on the lighter size of automaton weights and heights.
Darkvision. Built for scouting missions you have been created with darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Soldier Automaton
An Automaton Soldier is what many first envision when imagining Automaton in general. They possess the following traits
Ability Score Increase. Your Strength score increases by 1.
Natural Weapon. You can never be disarmed because you are a weapon. You are proficient with your unarmed strikes, which deal 1d4 bludgeoning damage using your Strength modifier.

Random Height and Weight
Table: Automaton Random Height and Weight
Base Height
Height Modifier
Base Weight
Weight Modifier
270 lb.
+ (2d6 x 4) lb.

Tuesday, April 17, 2018


Cost: 106,000gp
Speed: 120ft/82mph
Crew: 1/2
Passengers: 1
Cargo: 5 tons
AC: 17  
Hit Points: 250
Damage Threshold: 10
Helm/Power: Minor 
Blunt Ram; Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
2 lightning cannons; Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (8d6) electrical damage.
The Mako Cruiser looks very much like a shark. The cockpit is visible on the head and back, while the ships tonnage is enclosed. The fins function as steering fins, with the large dorsal fin as a very large mainmast.

Away from planets and other large objects, a Mako Cruiser flies through space at what is called cruising speed. The cruising speed of a ship depends on the helm propelling it. A minor helm allows a ship to travel between adjacent planets in 2d6+2 days (The random element assumes that even adjacent planets may be in different parts of their orbits). In extreme circumstances, you could double or even triple these times.

These vessels come equipped with one Lantern of Air Purity and an Astrolabe. See Special Equipment for details. Any other equipment must be purchased by the owners/crew.

Ship Uses

This ship was designed as a battle cruiser, specifically to battle humanoid ships like orc mantis ships. The Mako Cruiser is a hearty fighter used across the empire. The vessel is designed for use by a single mage or cleric pilot with room for an additional crew member if they are friendly. These vessels see regular use by bounty hunters, security personnel and as support ships for capital ships.

Sunday, April 15, 2018


Many spe cies of dinosaurs may be found on the many "Lost World" planets found across the Cosmic Seas, with many such creatures acting as mounts, beasts of burden, pets and war-beasts. The most often species used as war mounts and beasts of burden are the many species of Hadrosaurus. On the colony planet of Adreshan, one species of Hadrosaurus, the Parasaurolophus (crested lizard) in particular is very popular due to its social nature and loyalty to its rider once imprinted.

Huge beast, unaligned
Armor Class 13 (natural armor)
Hit Points 30 (4d10 + 8)
Speed 50 ft.
STR 17 (+3)  DEX 15 (+2)  CON 15 (+2) INT 2 (-4) WIS 14 (+2)  CHA 10 (+0)
Skills Perception +6
Senses passive Perception 16
Languages —
Challenge 1 (200 XP)
Keen Hearing. The parasaurolophus has advantage on Wisdom (Perception) checks that rely on hearing.

Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 10 (2d8 + 3) bludgeoning damage.

Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

The parasaurolophus is a herbivorous duck-billed dinosaur with a distinctive crest on its head. This crest is hollow and can be used to create sound. These creatures cost 200 gp each and has a carrying capacity of 1,320 lb. Saddles for a Hadrosaurus of any species costs 60 gp and weighs 40 lb.

Friday, April 13, 2018


Adreshan (Moon)
Region(s): Outworlds
Sector: Tucana sector
System: Vaeri System (HD 215497)
Planet: Achuak
Orbital period: 402 standard days
Physical information
Diameter: 4,900 km
Atmosphere: Tropical to subtropical, violent storms, dense fog
Climate: Periods of storms, wind and rain
Primary terrain: Jungle, Savannahs, Swamp, Wetlands, Mountains

Adreshan is a beautiful, savage world that orbits the green gas giant Achuak of the Vaeri System. This planet is teeming with life similar to that found on Earth during the Mesozoic era, including dinosaurs as well as other creatures. Adreshan was officially conquered by the Dragon Empire nearly a hundred years ago, though the planet is still quite wild and considered a backwater (though a wealthy one).  
Adreshan is ruled by the regional Governess, Haruna Greencomb, a Green Great Wyrm of tremendous wisdom and cunning. It is rumored that she is exiled from the Imperial court, and is looking to regain her position through wealth. Whatever the case, Governess Greencomb is a ruthless ruler who intends to squeeze every drop of wealth from this verdant world.
The planet is home to a mish-mash of cultures and races. The original peoples were a savage assortment of Human, Halfling, and Dwarf kingdoms with some tribes of Aarakokra, Kobolds, Lizardfolk and other creatures. All of these were the frequent prey and slaves of the Batrachi Empire. Now with the coming of the Dragon Empire the planet now hosts a large number of other races, especially Dragonborn, Elves, Gnomes, and weirder beings.
The Empire is eager to draw resources from Adreshan, and towards this end massive Mithril mines are underway on Adreshan, Plion* and Theporia*. These along with extensive harvesting of plant and animal resources and other specialized goods are all major industries here, and likely to grow.

*Neighboring planets.


Hurthinium City 
Population: 67,257 Adults
Gold Piece Limit: 160,000.00
Wealth: 538,056,000.00gp
Income for Governess: 269,028.00
Magic Resources: 53,805,600.00
Imports: Salt, Slaves, Grain, Leather Goods, Iron, Coal, Fruit
Exports: Mithril, Orgone, Specialized Goods, Rare Herbs, Spices, Slaves
Famous: Aqueducts,  Exotic Animals and Temples
Infamous: Politics, Drugs, Slavery, Thieves Guild

This is a HUGE port city along the coast, and seat of the Imperial Court on Adreshan. It is an immense place that is full of industry, magic and people of all sorts. Hurthinium is at a roughly Renaissance technology level and sports a large air fleet and a standing army of five legions (25,000 troops) plus local conscripts. Ethanol gas lamps keep the city streets lit around the clock and cunning ventilation keeps homes comfortable in the heat.
The city boasts marble architecture covered in beautiful carvings and dotted with statues and fountains. Even the slums and rougher ends of the city sport carvings, gargoyles and cunning structures. The streets are built to accommodate dinosaur mounts and beasts of burden, and so are wide and sturdily built.
Aetherdrome- This torus shaped structure is where spelljammers and flying vessels come to land and to launch back into the void.
Celestial Temple- A grand temple dedicated to the Nine Gods. This temple is a fortress and houses many Clerics, Monks and Paladins. 
Grand Arena-  Athletic competition is very popular in Imperial lands. Smaller arenas dot the land, but this is the largest.

This is the starting location of the player characters. It is a backwater world that is going through major changes. Plenty of room for PC's to stretch their wings and get into trouble.

Friday, March 30, 2018


Cost: 128,000gp
Speed: 60ft/40mph
Crew: 12
Passengers: 28
Cargo: 28 tons
AC: 17  
Hit Points: 1,920
Damage Threshold: 20
Helm/Power: Minor (100,000gp)
Blunt Ram; +5 To hit, Melee Weapon Attack: 2x2 Square in front. Hit: 36 (3d10+8). Bludgeoning damage.
2 cannons (f) crew: 2) Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage. 
1 Cannon (a) (crew: 2) Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.

The archelon is the standard capital-class ship favored by Tortle, Dragonborn and humans. Time has proven the archelon’s worthiness, however. Though only a handful of these titanic vessels have ever been constructed, every one of those is reported to still be in fine shape and fully functional. Loosely modeled after great sea turtles, the archelon typically serves as a battleship, leading groups of hammerships and tradesman through space to their destination. A number of Archelon ships are dedicated to purely to scientific exploration of the stars, and are often the subject of spacers tales.

Archelon ships lack the sails and rigging that is normally found on spelljammers. Instead, these turtle vessels have mechanical flippers that steer and propel the vessels in space and in the water. The machinery that makes this possible is a gnomish or kobold design, depending on who you ask. Archelon ship s can land on the land and water.

An Archelon crew is 12. The captain will be a powerful warrior, usually of 9th level or higher, and at least 16 of the crew are veteran warriors of 3rd level. There are also at least 2 clerics. These clerics may serve as spelljammers, or a human mage may be hired to serve in this capacity. illithid crews tend to be organized along the same lines as the crew of a Nautiloid. 

Away from planets and other large objects, a archelon flies through space at what is called cruising speed. The cruising speed of a ship depends on the helm propelling it. A minor helm allows a ship to travel between adjacent planets in 2d6+2 days (The random element assumes that even adjacent planets may be in different parts of their orbits). In extreme circumstances, you could double or even triple these times.

These vessels come equipped with two Lanterns of Air Purity and an Astrolabe. See Special Equipment for details. Any other equipment must be purchased by the owners/crew.

Ship Uses
Trader: Turtle Ships used as traders are not cheap, but have good cargo capacity, and are well-protected against pirates. 

Warship: Tortlenow primarily use the Turtle Ship as a combat vessel, exploring dangerous sectors of space, escorting traders, and defending major scalykind colonies. These powerful ships typically travel in twos and threes in order to ensure that such a ship doesn't fall into the hands of an enemy.

Slaver: Mind flayers use the heavily armoured and enclosed Turtle Ship as a slaving craft, fitting the cargo deck out as a massive slave pen filled with manacles and cages. The helm is often replaced with a series helm.

Wednesday, March 28, 2018


Rather than make a bulk ship post, I will be presenting ships individually. In my treatment of Spelljamming Ships, Ships and Helms are integrated into a single magic item, and so cannot be removed from each other without a major rebuild. Unless otherwise noted, all Spelljamming Ships use the vehicle rules found on page 119 of the Dungeon Masters Guide.
So I am starting out with the Tradesman, a "standard" ship in Wildspace, and one most often acquired by adventurers. 

Cost: 127,500 gp
Speed: 60ft/40mph
Crew: 10
Passengers: 15
Cargo: 18 tons
AC: 15  
Hit Points: 625
Damage Threshold: 10
Helm/Power: Minor (100,000gp)
2 Cannon (crew: 2) Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.

The tradesman is undoubtedly the most widely produced, widely used, and widely altered spelljamming vessel in the Cosmic Seas. Originally crafted as a small merchant ship (hence the name), the tradesman has seen use as a scouting vessel, pleasure craft, personal transport for the wealthy, and even (heavily modified) as a short-range warship. The trailing fins of the tradesman, though appearing merely decorative, help its maneuverability in flight. It raises its sails when traveling by water, relying on wind rather than its helm for propulsion.

Away from planets and other large objects, a Tradesman flies through space at what is called cruising speed. The cruising speed of a ship depends on the helm propelling it. A minor helm allows a ship to travel between adjacent planets in 2d6+2 days (The random element assumes that even adjacent planets may be in different parts of their orbits). In extreme circumstances, you could double or even triple these times.

These vessels come equipped with two Lanterns of Air Purity and an Astrolabe. See Special Equipment for details. Any other equipment must be purchased by the owners/crew.

Ship Uses

Trading: The trade routes to most worlds are not extensive to begin with, and most people find the solutions to trade problems afforded by magic superior to long-distance travel through space.
There are exceptions. Worlds that lack certain metals, lumber, or finished goods are often quite happy to be part of interstellar trade. And, of course, all worlds appreciate the glow of extraterrestrial gems and jewels. The most common traffic even to worlds that value magic over space travel is in information; small, valuable items; unique items; smuggling; and passenger service. In these areas the standard tradesman is at its best—a cheap way to get from point A to point B.

Free Adventuring: The tradesman is often a first-time adventurer's craft, mainly because it can be
bought cheaply and repaired easily.  Aboard adventuring ships, the chain of command usually stops after captain—which in adventuring terms usually means "the one who yells the loudest." Merchant tradesmen are not particularly happy with the collection of spell-wielding and sword-swinging maniacs who trample all over their stock and trade, riling up the monsters and bringing attention to the tradesman as a ship to attack. The traders' reactions to adventurers who use these ships varies.
Some are unwilling to deal with such individuals. Other send them on wild goose chases to other systems to drive them away.

Piracy: The common nature of the tradesman also makes it a vessel for pirates new to the trade, again before they "trade up" to more impressive craft. When using a tradesman, the pirate's best targets are other tradesmen and the occasional galleon that is brought up out of the ocean by groundling adventurers. Pirates who use the same tradesman for a while tend to modify it by speeding it up, making it more maneuverable, and adding more weapons.

Other Configurations

Light Cruiser: A tradesman variant preferred by pirates and those plagued by pirates. This type of ship
has an Armor Class of 16. It carries three cannons.

Monday, March 26, 2018


“Never believe in conspiracy, become the conspiracy.” - Alhireth-Hotep, Arcanoloth Merchant
The Arcanaloth Consortium is a trade alliance between various Arcanaloths (Jackal headed fiends with an affinity for magic, trade, and the construction of spelljamming components), they supply ships and refitting’s to anyone with the money for it. They are always looking to make a deal, or open new trade networks. They defend what's theirs with as much devotion as they put towards trying to sell what's theirs to you.
The creation of Arcane spaceships requires the services of spellcasters of sufficient skill can craft any of a variety of magical ship’s helms that can provide motive flight to a vehicle. They can also embed several magic rune covered spikes into a helm to provide it with a stable atmospheric envelope, or enspell lead disks for fitting into the decking to generate gravity. However, the work of a spellcaster of that level of skill isn’t cheap. For those looking to acquire such wonders more cost effectively, there is always the option of simply buying the desired magical enhancements from a ubiquitous if untrustwort source: the fiendish Arcanaloths.
These fiends can be encountered in any moderately sized space port city, and always have a variety of magic helms or other ship systems for sale. This is despite never being encountered traveling the space lanes, let alone operating ships of their own. Likewise, no one knows where or how they produce their wares. Despite these mysteries, the quality of their products is always good and their prices infamously undercuts all the competition. Of course, no one fully trusts the fiends, but that doesn’t stop them from doing brisk business in most ports.
Symbol: Jackal head
Headquarters: The Arcanoloth Consortium has no one headquarters, preferring to maintain chapter houses on numerous space stations and on hot planetoids. Most notable is the chapter house on the cluster world of Istra and on the blasted desert world of Stilbon, where a number of Arcanoloth have made permanent homes.

Space Whales are rich in many natural resources that are of use to the construction of Arcane Spacecraft, and so the Arcanoloth Consortium sponsors space-whaling vessels (often crewed by Orcs) to hunt the creatures. Other space-creatures also have value for this and similar creatures, but the fact that space whales are such intelligent, soulful creatures makes them of particular value to Arcanaloth sponsored magical processes.

The Arcanaloth Consortium sponsors many Warlocks of Fiendish patronage, who can swear to an individually powerful Arcanoloth, or to the Consortium as a whole, and thus considered a valuable asset of the Consortium.

Fallen Paladins following an Oath of Treachery can be found serving the Consortium as valued servants. Such Blackguards often head mercenary bands in service to the Arcanaloths.


Special Equipment
These items are commonly found in Spaceports, on Ships and in the possession of spacers. These are all items that space travelers will see fairly regularly. Either as part of a ships fixtures, or as personal items.

Clockwork Arm – 500gp
The clockwork arm appears to be a normal arm sleeved in plate armor, but when one listens closely the sound of gears whirring and clicking can be heard whenever the arm moves. First perfected by gnomes, clockwork arms are now built by several master smiths. The clockwork arm provides a near-perfect semblance of full functionality but is quite expensive.
Wearing a clockwork arm grants a character a +2 bonus to Strength when determining lifting/carrying capacity and for attacks and damage with weapons wielded by the clockwork arm (the bonus does not apply to weapons wielded by the other arm, except for two-handed weapons), as well as for grappling. It also negates the wearer’s penalties for losing an arm at the shoulder or elbow.

Clockwork Leg – 800gp
Similar to the clockwork arm, the clockwork leg appears to be an armored leg that clicks and whirs as it moves. The clockwork leg was another gnomish invention. The leg provides a near-perfect return to full functionality and mobility for the wearer, but is very expensive. The clockwork leg negates the wearer’s penalties for losing a leg at the knee.

Clothes, Spacer’s – 10gp
A set of stellar whale leather boots, gloves, overalls and coat. The leather gear has extensive fasteners, ties, straps and buckles. If all parts are worn and properly the clothing protects against exposure to vacuum to everywhere but the head.

Compass – 100gp, ¼ lb.
A tiny, simple with a pointer that always points north. All Wisdom(Survival) checks made to determine location and direction using a compass are made with Advantage.

Gaff/Hook Hand - 25 gp
A simple metal gaff hook, like those used by sailors and longshoremen, mounted on a harness that fits over the character’s stump. It is only capable of the crudest manipulation and does not have a grip. It is impossible to hold a tool or weapon with this hand, but it can be used for opening doors or loosely holding onto things. It is otherwise similar to a sculpted hand. A hook hand deals 1d4 (19-20/x2) piercing damage when used in combat, and is considered a light simple weapon. The character wearing a gaff hand also receives a +5 circumstance bonus to Intimidate checks, if the hook is used as part of the intimidation. The gaff hand reduces the penalty to Climb, Craft, Open Lock, Sleight of Hand, and Use Magic Device checks from -5 to -2.

Goggles – 1gp
A pair of goggles can block out the soot and wind while traveling or protect the vision of the wearer from smoke, sparks and other hazards. They also help your character look the part.

Lungstone Earrings – 10gp
Two small shards of magical whale lungstone set in functional fasteners. Designed to use as little lungstone as possible, each stone provides a half foot radius of air envelope around it, and when the pair is combined with Spacer’s Clothing, allow the user to safely be exposed to vacuum for up to an hour before the air goes completely stale. These earrings are simpler versions of the Air Envelope magic necklaces that can be crafted by any competent jeweler with access to a stellar whale lungstone, and without any spellcasting ability needed.

Spacer’s Pack – 28gp
A suit of spacer’s clothing, a pair of lungstone earrings, a backpack, a bedroll (hammock), 10 days dry rations, a water skin, a winter blanket, a mess kit, and a signal whistle.

Tool/Utility Belt – 2gp, 2 Lb.
A sturdy belt made from leather with numerous covered pockets to hold small tools and supplies,
making it easy to keep about 10 pounds of items on hand.

Technology in the Draconic Empire is slightly more advanced than on “grounder” worlds. Of particular note is the development of gunpowder. Muskets, Pistols, and even bombs are accessible within the empire. Use the rules as provided on page 267 of the DMG. Cannons, DMG p255, are fairly common weaponry on starships within the empire. For members of the empire, muskets and pistols count as martial ranged weapons.  For “groundlings” the weapons are typically unfamiliar, at least at first, but for those with martial weapons training, they can develop the proficiency with downtime training. Like any other ranged projectile weapon, firearms and bullets can accept magical improvements just like bows and arrows.

Magic Items

Air Envelope Necklace (Wondrous Item, Uncommon)
These magic necklaces provide protection to their wearer against vacuum exposure, and are sometimes used by explorers that need to inspect areas beyond a ship’s air envelope. They always generate at 2’ air envelope around themselves, and provide immunity to vacuum exposure to their wearers immediately when worn.  The air envelope provides up to 4 hours of breathable air for it’s user.

Astrolabe (Wondrous Item, Uncommon)
The astrolabe is a large, fixed device used to display the location of celestial bodies. It must be used in a dark room where no bright lights can disturb the projection. The projection creates a to scale three-dimensional picture of the solar system that shows the orbital path and the current location of every large or major celestial body within the system. Cost: 12,000 gp; Weight: 10 lbs.

Conjuring Musket/Pistol (Weapon/Firearm, Uncommon, Requires Attunement)
These magical firearms conjure their own ammunition, making it possible to fire it without first Loading it or even having access to gunpowder or bullets. The gun starts with 7 charges and regains 1d6+1 at dawn each day. They can be loaded and fired normally as well, and counts as a magic weapon.

Floatanchor (Wondrous Item, Uncommon)
This device allows a spelljamming vessel to levitate in place above the ground without fear of
crashing due to gravity. It appears much like a standard anchor, with a heavy chain 500 ft. in length. One end is affixed to a vessel with a spelljammer helm and the other end (with the anchor) rests on the ground. While levitating in this manner, the ship neither rises nor falls, though it is subject to wind and
storms. Cost: 10,000 gp; Weight: 500 lbs.

Lantern of Air Purity (Wondrous Item, Uncommon)
Frequently used on ships making long trips, this magic lantern not only provides light like a normal lantern, but as it burns it converts stale air into fresh, undoing a half hours-worth of breathing for each minute it burns, or negating 30 people’s worth of breathing for each minute it is active.  The lantern burns oil just like any other lantern, but the light tends to take on a blue-ish tinge, becoming bluer the more stale the air is.

Never Ending Barrel of Salt Pork (Wondrous Item, Uncommon)
Another worry that ship captains have is being able to store food safely on their ships, especially on the long journeys between crystal spheres. Food kept in dark, and a damp cargo hold has the unsavory habit of turning bad and spoiling quickly. Therefore, other means to preserve food need to be found. Salting meats and vegetables is a common practice. This curbs spoilage, but storing the bulk and the extra weight of the meat and salt is a problem. The never-ending barrel of salt pork allows the ship's cook to pull up to 100 pounds of salted pork each day (feeding about 50 crewmen). Once the salt is scraped, shaken, and dissolved off, the meat can be cooked, rendering a safe (although somewhat salty) meal.
Cost: 20,000 gp; Weight: 150 lbs.


Space is a massive expanse of weightless vacuum.  Within this colossal expanse sit planets orbiting stars, which in turn slowly orbit to form the galaxy.  In this way “space” in the Cosmonomicon setting is very much like space in the real world.  However, the details are not the same. Stars are burning spheres of fire connected to the elemental plane of fire. Planets and moons are likewise made of the combination of 4 elements: fire, water, earth, and air. The hand of creator gods can be seen in their formation. Particularly striking is the abundance of life populating the many habitable worlds. Nearly every large asteroid, moon, or planet is at least able to support life, with reasonable gravity and a breathable atmosphere.  Most of these worlds actually contain life, and that life is similar from world to world and solar system to solar system.

Planets in setting are often largely of a single biosphere: desert worlds, forest worlds, water worlds dotted with islands, etc.  Such “onenote” worlds tend to be dominated by only a few intelligent races that are best adapted to that environment. A forest moon, for example, might be home to just fey and goblinoids.  There are exceptions of course: some 10% of planets host complex environments like those found in most major D&D settings.

Gravity and Atmosphere in the setting are largely simplified to encourage easy gameplay and to mimic the tropes of old Sci-Fi: sufficiently large objects in space, starting with big asteroids and ranging up to planets more massive than Earth, possess gravity similar to Earth.  Low gravity worlds might be closer to Mars than the Moon, while large dense planets might be a bit “heavier” than Earth, but they are all readily available to adventure on.  Similarly, these bodies possess breathable atmospheres thick enough to at least be somewhat comfortable to humanoids. Particular worlds might be a little thin and cold, or dense and heavy, and it’s not uncommon for particular worlds to smell differently, or even to be dangerously toxic or acidic, but they seem to always contain enough oxygen to breath and be thick enough to not require suits.

Metaphysically, the cosmology of the setting is still the default of D&D: The Great Wheel (PHB p300, DMG p44).  The galaxy and the wider universe are all the material plane.  The inner and outer planes also exist, just as described in the core D&D books.  Similarly, the material plane also possesses its echoes: the Feywild and Shadowfell. That means every planet, moon, asteroid, and star has it’s own echoes in those planes.  In the empire, these dimensions are sometimes called Shadow-Space and Fey-Space.  Space travel is not especially common in these dimensions, largely because no crystal gates link solar systems in these echo dimensions  Strangely, the layout of stars on any given world does not match those in fey-space implying that while every world has a mirror in these other dimensions, the galaxy is not laid out in the same fashion. Stars in Shadow-space do not burn with any light, and therefore no sun nor constellations are visible.

COSMIC SEAS 5E: The Celestial Church

CELESTIAL CHURCH (Clerics and Gods)
The Celestial Church is the official religion of the Draconic Empire.  The central tenant of the faith is that the same gods have appeared in many incarnations to many races on many planets; that there are in truth only nine true gods, each with uncounted guises and mythologies. Under the teachings of the celestial church, the same god that appears as Moradin to the dwarves is also Bahamut to the Dragonborn, and dozens of other gods to the myriad of people across the galaxy.
Within the more civilized core of the empire, the gods are most frequently worshiped in their “true” forms, but the priests of the Celestial Church also see it as their sacred duty to catalog and analyze the myriad forms and teachings the Nine have used across the myriad worlds of the galaxy.

The Nine Deities
The Crusader, god of protectors
War, Life
The Architect, god of creation
Light, Knowledge
The Lover, god of sex & family
Nature, Life
The Judge, god of laws
Knowledge, Tempest
The Gatekeeper, god of fate and death
Knowledge, Nature
The Traveler, god of commerce and travel
Trickery, Tempest
The Tyrant, god of war and tactics
War, Tempest
The Thief, god of criminals and trickery
Trickery, Death
The Destroyer, god of fear and carnage
Tempest, Death

Both Monks and Paladins are found in service to the Celestial Church. Orders dedicated to specific Lawful Deities are the most numerous, citing inspiring heroes and villains as their founders. Good paladins as well as those in service to the dark gods are all found in the Celestial Church. Monastic orders are plentiful within the church, and can be found across the Empire. 

Note: This material was originally penned by Brian Danford in his Cosmonomicon posts. I will be adding to the setting after re-posting this material. I want to make sure this material doesn't disappear.


CITADEL, STANDARD Cost: 2,870,000 gp Speed: 30ft/20mph Crew: 235/700 Passengers: 200 Cargo: 350 tons AC: 20 Hit Points: 52,5...